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azalea/azalea-client/src/test_simulation.rs

272 lines
8.4 KiB
Rust

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