mirror of
https://github.com/mat-1/azalea.git
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272 lines
8.4 KiB
Rust
272 lines
8.4 KiB
Rust
use std::{fmt::Debug, sync::Arc, time::Duration};
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use azalea_auth::game_profile::GameProfile;
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use azalea_buf::AzaleaWrite;
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use azalea_core::game_type::{GameMode, OptionalGameType};
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use azalea_core::position::ChunkPos;
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use azalea_core::resource_location::ResourceLocation;
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use azalea_core::tick::GameTick;
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use azalea_entity::metadata::PlayerMetadataBundle;
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use azalea_protocol::packets::common::CommonPlayerSpawnInfo;
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use azalea_protocol::packets::game::c_level_chunk_with_light::ClientboundLevelChunkPacketData;
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use azalea_protocol::packets::game::c_light_update::ClientboundLightUpdatePacketData;
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use azalea_protocol::packets::game::{
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ClientboundLevelChunkWithLight, ClientboundLogin, ClientboundRespawn,
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};
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use azalea_protocol::packets::{ConnectionProtocol, Packet, ProtocolPacket};
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use azalea_registry::DimensionType;
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use azalea_world::palette::{PalettedContainer, PalettedContainerKind};
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use azalea_world::{Chunk, Instance, MinecraftEntityId, Section};
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use bevy_app::App;
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use bevy_ecs::{prelude::*, schedule::ExecutorKind};
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use parking_lot::{Mutex, RwLock};
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use simdnbt::owned::Nbt;
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use tokio::task::JoinHandle;
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use tokio::{sync::mpsc, time::sleep};
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use uuid::Uuid;
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use crate::{
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ClientInformation, GameProfileComponent, InConfigState, InstanceHolder, LocalPlayerBundle,
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events::LocalPlayerEvents,
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raw_connection::{RawConnection, RawConnectionReader, RawConnectionWriter},
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};
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/// A way to simulate a client in a server, used for some internal tests.
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pub struct Simulation {
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pub app: App,
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pub entity: Entity,
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// the runtime needs to be kept around for the tasks to be considered alive
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pub rt: tokio::runtime::Runtime,
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pub incoming_packet_queue: Arc<Mutex<Vec<Box<[u8]>>>>,
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pub clear_outgoing_packets_receiver_task: JoinHandle<!>,
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}
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impl Simulation {
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pub fn new(initial_connection_protocol: ConnectionProtocol) -> Self {
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let mut app = create_simulation_app();
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let mut entity = app.world_mut().spawn_empty();
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let (player, clear_outgoing_packets_receiver_task, incoming_packet_queue, rt) =
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create_local_player_bundle(entity.id(), initial_connection_protocol);
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entity.insert(player);
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let entity = entity.id();
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tick_app(&mut app);
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#[allow(clippy::single_match)]
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match initial_connection_protocol {
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ConnectionProtocol::Configuration => {
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app.world_mut().entity_mut(entity).insert(InConfigState);
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tick_app(&mut app);
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}
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_ => {}
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}
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Self {
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app,
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entity,
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rt,
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incoming_packet_queue,
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clear_outgoing_packets_receiver_task,
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}
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}
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pub fn receive_packet<P: ProtocolPacket + Debug>(&mut self, packet: impl Packet<P>) {
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let buf = azalea_protocol::write::serialize_packet(&packet.into_variant()).unwrap();
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self.incoming_packet_queue.lock().push(buf);
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}
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pub fn tick(&mut self) {
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tick_app(&mut self.app);
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}
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pub fn component<T: Component + Clone>(&self) -> T {
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self.app.world().get::<T>(self.entity).unwrap().clone()
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}
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pub fn get_component<T: Component + Clone>(&self) -> Option<T> {
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self.app.world().get::<T>(self.entity).cloned()
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}
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pub fn has_component<T: Component>(&self) -> bool {
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self.app.world().get::<T>(self.entity).is_some()
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}
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pub fn chunk(&self, chunk_pos: ChunkPos) -> Option<Arc<RwLock<Chunk>>> {
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self.component::<InstanceHolder>()
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.instance
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.read()
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.chunks
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.get(&chunk_pos)
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}
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}
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#[allow(clippy::type_complexity)]
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fn create_local_player_bundle(
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entity: Entity,
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connection_protocol: ConnectionProtocol,
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) -> (
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LocalPlayerBundle,
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JoinHandle<!>,
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Arc<Mutex<Vec<Box<[u8]>>>>,
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tokio::runtime::Runtime,
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) {
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// unused since we'll trigger ticks ourselves
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let (run_schedule_sender, _run_schedule_receiver) = mpsc::channel(1);
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let (outgoing_packets_sender, mut outgoing_packets_receiver) = mpsc::unbounded_channel();
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let incoming_packet_queue = Arc::new(Mutex::new(Vec::new()));
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let reader = RawConnectionReader {
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incoming_packet_queue: incoming_packet_queue.clone(),
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run_schedule_sender,
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};
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let writer = RawConnectionWriter {
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outgoing_packets_sender,
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};
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let rt = tokio::runtime::Runtime::new().unwrap();
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// the tasks can't die since that would make us send a DisconnectEvent
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let read_packets_task = rt.spawn(async {
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loop {
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sleep(Duration::from_secs(60)).await;
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}
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});
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let write_packets_task = rt.spawn(async {
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loop {
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sleep(Duration::from_secs(60)).await;
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}
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});
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let clear_outgoing_packets_receiver_task = rt.spawn(async move {
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loop {
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let _ = outgoing_packets_receiver.recv().await;
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}
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});
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let raw_connection = RawConnection {
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reader,
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writer,
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read_packets_task,
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write_packets_task,
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connection_protocol,
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};
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let (local_player_events_sender, _local_player_events_receiver) = mpsc::unbounded_channel();
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let instance = Instance::default();
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let instance_holder = InstanceHolder::new(entity, Arc::new(RwLock::new(instance)));
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let local_player_bundle = LocalPlayerBundle {
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raw_connection,
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local_player_events: LocalPlayerEvents(local_player_events_sender),
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game_profile: GameProfileComponent(GameProfile::new(Uuid::nil(), "azalea".to_owned())),
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client_information: ClientInformation::default(),
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instance_holder,
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metadata: PlayerMetadataBundle::default(),
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};
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(
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local_player_bundle,
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clear_outgoing_packets_receiver_task,
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incoming_packet_queue,
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rt,
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)
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}
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fn create_simulation_app() -> App {
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let mut app = App::new();
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#[cfg(feature = "log")]
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app.add_plugins(
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bevy_app::PluginGroup::build(crate::DefaultPlugins).disable::<bevy_log::LogPlugin>(),
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);
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app.edit_schedule(bevy_app::Main, |schedule| {
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// makes test results more reproducible
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schedule.set_executor_kind(ExecutorKind::SingleThreaded);
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});
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app
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}
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fn tick_app(app: &mut App) {
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app.update();
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app.world_mut().run_schedule(GameTick);
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}
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pub fn make_basic_login_packet(
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dimension_type: DimensionType,
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dimension: ResourceLocation,
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) -> ClientboundLogin {
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ClientboundLogin {
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player_id: MinecraftEntityId(0),
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hardcore: false,
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levels: vec![],
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max_players: 20,
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chunk_radius: 8,
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simulation_distance: 8,
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reduced_debug_info: false,
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show_death_screen: true,
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do_limited_crafting: false,
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common: CommonPlayerSpawnInfo {
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dimension_type,
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dimension,
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seed: 0,
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game_type: GameMode::Survival,
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previous_game_type: OptionalGameType(None),
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is_debug: false,
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is_flat: false,
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last_death_location: None,
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portal_cooldown: 0,
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sea_level: 63,
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},
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enforces_secure_chat: false,
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}
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}
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pub fn make_basic_respawn_packet(
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dimension_type: DimensionType,
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dimension: ResourceLocation,
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) -> ClientboundRespawn {
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ClientboundRespawn {
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common: CommonPlayerSpawnInfo {
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dimension_type,
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dimension,
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seed: 0,
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game_type: GameMode::Survival,
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previous_game_type: OptionalGameType(None),
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is_debug: false,
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is_flat: false,
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last_death_location: None,
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portal_cooldown: 0,
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sea_level: 63,
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},
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data_to_keep: 0,
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}
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}
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pub fn make_basic_empty_chunk(
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pos: ChunkPos,
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section_count: usize,
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) -> ClientboundLevelChunkWithLight {
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let mut chunk_bytes = Vec::new();
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let mut sections = Vec::new();
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for _ in 0..section_count {
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sections.push(Section {
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block_count: 0,
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states: PalettedContainer::new(PalettedContainerKind::BlockStates),
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biomes: PalettedContainer::new(PalettedContainerKind::Biomes),
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});
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}
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sections.azalea_write(&mut chunk_bytes).unwrap();
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ClientboundLevelChunkWithLight {
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x: pos.x,
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z: pos.z,
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chunk_data: ClientboundLevelChunkPacketData {
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heightmaps: Nbt::None,
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data: Arc::new(chunk_bytes.into()),
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block_entities: vec![],
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},
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light_data: ClientboundLightUpdatePacketData::default(),
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}
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}
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