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azalea/azalea-client/src/client.rs

1122 lines
46 KiB
Rust

pub use crate::chat::ChatPacket;
use crate::{movement::WalkDirection, plugins::PluginStates, Account, PlayerInfo};
use azalea_auth::{game_profile::GameProfile, sessionserver::SessionServerError};
use azalea_core::{ChunkPos, ResourceLocation, Vec3};
use azalea_protocol::{
connect::{Connection, ConnectionError, ReadConnection, WriteConnection},
packets::{
game::{
clientbound_player_combat_kill_packet::ClientboundPlayerCombatKillPacket,
serverbound_accept_teleportation_packet::ServerboundAcceptTeleportationPacket,
serverbound_client_information_packet::ServerboundClientInformationPacket,
serverbound_custom_payload_packet::ServerboundCustomPayloadPacket,
serverbound_keep_alive_packet::ServerboundKeepAlivePacket,
serverbound_move_player_pos_rot_packet::ServerboundMovePlayerPosRotPacket,
ClientboundGamePacket, ServerboundGamePacket,
},
handshake::{
client_intention_packet::ClientIntentionPacket, ClientboundHandshakePacket,
ServerboundHandshakePacket,
},
login::{
serverbound_custom_query_packet::ServerboundCustomQueryPacket,
serverbound_hello_packet::ServerboundHelloPacket,
serverbound_key_packet::ServerboundKeyPacket, ClientboundLoginPacket,
},
ConnectionProtocol, PROTOCOL_VERSION,
},
read::ReadPacketError,
resolver, ServerAddress,
};
use azalea_world::{
entity::{metadata, Entity, EntityData, EntityMetadata},
PartialWorld, WeakWorld, WeakWorldContainer,
};
use log::{debug, error, info, trace, warn};
use parking_lot::{Mutex, RwLock};
use std::{
any,
backtrace::Backtrace,
collections::HashMap,
fmt::Debug,
io::{self, Cursor},
sync::Arc,
};
use thiserror::Error;
use tokio::{
sync::mpsc::{self, Receiver, Sender},
task::JoinHandle,
time::{self},
};
use uuid::Uuid;
pub type ClientInformation = ServerboundClientInformationPacket;
/// Something that happened in-game, such as a tick passing or chat message
/// being sent.
///
/// Note: Events are sent before they're processed, so for example game ticks
/// happen at the beginning of a tick before anything has happened.
#[derive(Debug, Clone)]
pub enum Event {
/// Happens right after the bot switches into the Game state, but before
/// it's actually spawned. This can be useful for setting the client
/// information with `Client::set_client_information`, so the packet
/// doesn't have to be sent twice.
Init,
/// The client is now in the world. Fired when we receive a login packet.
Login,
/// A chat message was sent in the game chat.
Chat(ChatPacket),
/// Happens 20 times per second, but only when the world is loaded.
Tick,
Packet(Arc<ClientboundGamePacket>),
/// A player joined the game (or more specifically, was added to the tab
/// list).
AddPlayer(PlayerInfo),
/// A player left the game (or maybe is still in the game and was just
/// removed from the tab list).
RemovePlayer(PlayerInfo),
/// A player was updated in the tab list (gamemode, display
/// name, or latency changed).
UpdatePlayer(PlayerInfo),
/// The client player died in-game.
Death(Option<Arc<ClientboundPlayerCombatKillPacket>>),
}
/// A player that you control that is currently in a Minecraft server.
#[derive(Clone)]
pub struct Client {
pub profile: GameProfile,
pub read_conn: Arc<tokio::sync::Mutex<ReadConnection<ClientboundGamePacket>>>,
pub write_conn: Arc<tokio::sync::Mutex<WriteConnection<ServerboundGamePacket>>>,
pub entity_id: Arc<RwLock<u32>>,
/// The world that this client has access to. This supports shared worlds.
pub world: Arc<RwLock<PartialWorld>>,
/// A container of world names to worlds. If we're not using a shared world
/// (i.e. not a swarm), then this will only contain data about the world
/// we're currently in.
world_container: Arc<RwLock<WeakWorldContainer>>,
pub world_name: Arc<RwLock<Option<ResourceLocation>>>,
pub physics_state: Arc<Mutex<PhysicsState>>,
pub client_information: Arc<RwLock<ClientInformation>>,
pub dead: Arc<Mutex<bool>>,
/// Plugins are a way for other crates to add custom functionality to the
/// client and keep state. If you're not making a plugin and you're using
/// the `azalea` crate. you can ignore this field.
pub plugins: Arc<PluginStates>,
/// A map of player uuids to their information in the tab list
pub players: Arc<RwLock<HashMap<Uuid, PlayerInfo>>>,
tasks: Arc<Mutex<Vec<JoinHandle<()>>>>,
}
#[derive(Default)]
pub struct PhysicsState {
/// Minecraft only sends a movement packet either after 20 ticks or if the
/// player moved enough. This is that tick counter.
pub position_remainder: u32,
pub was_sprinting: bool,
// Whether we're going to try to start sprinting this tick. Equivalent to
// holding down ctrl for a tick.
pub trying_to_sprint: bool,
pub move_direction: WalkDirection,
pub forward_impulse: f32,
pub left_impulse: f32,
}
/// Whether we should ignore errors when decoding packets.
const IGNORE_ERRORS: bool = !cfg!(debug_assertions);
/// An error that happened while joining the server.
#[derive(Error, Debug)]
pub enum JoinError {
#[error("{0}")]
Resolver(#[from] resolver::ResolverError),
#[error("{0}")]
Connection(#[from] ConnectionError),
#[error("{0}")]
ReadPacket(#[from] Box<azalea_protocol::read::ReadPacketError>),
#[error("{0}")]
Io(#[from] io::Error),
#[error("{0}")]
SessionServer(#[from] azalea_auth::sessionserver::SessionServerError),
#[error("The given address could not be parsed into a ServerAddress")]
InvalidAddress,
#[error("Couldn't refresh access token: {0}")]
Auth(#[from] azalea_auth::AuthError),
}
#[derive(Error, Debug)]
pub enum HandleError {
#[error("{0}")]
Poison(String),
#[error(transparent)]
Io(#[from] io::Error),
#[error(transparent)]
Other(#[from] anyhow::Error),
#[error("{0}")]
Send(#[from] mpsc::error::SendError<Event>),
}
impl Client {
/// Create a new client from the given GameProfile, Connection, and World.
/// You should only use this if you want to change these fields from the
/// defaults, otherwise use [`Client::join`].
pub fn new(
profile: GameProfile,
conn: Connection<ClientboundGamePacket, ServerboundGamePacket>,
world_container: Option<Arc<RwLock<WeakWorldContainer>>>,
) -> Self {
let (read_conn, write_conn) = conn.into_split();
let (read_conn, write_conn) = (
Arc::new(tokio::sync::Mutex::new(read_conn)),
Arc::new(tokio::sync::Mutex::new(write_conn)),
);
Self {
profile,
read_conn,
write_conn,
// default our id to 0, it'll be set later
entity_id: Arc::new(RwLock::new(0)),
world: Arc::new(RwLock::new(PartialWorld::default())),
world_container: world_container
.unwrap_or_else(|| Arc::new(RwLock::new(WeakWorldContainer::new()))),
world_name: Arc::new(RwLock::new(None)),
physics_state: Arc::new(Mutex::new(PhysicsState::default())),
client_information: Arc::new(RwLock::new(ClientInformation::default())),
dead: Arc::new(Mutex::new(false)),
// The plugins can be modified by the user by replacing the plugins
// field right after this. No Mutex so the user doesn't need to .lock().
plugins: Arc::new(PluginStates::default()),
players: Arc::new(RwLock::new(HashMap::new())),
tasks: Arc::new(Mutex::new(Vec::new())),
}
}
/// Connect to a Minecraft server.
///
/// To change the render distance and other settings, use
/// [`Client::set_client_information`]. To watch for events like packets
/// sent by the server, use the `rx` variable this function returns.
///
/// # Examples
///
/// ```rust,no_run
/// use azalea_client::{Client, Account};
///
/// #[tokio::main]
/// async fn main() -> Result<(), Box<dyn std::error::Error>> {
/// let account = Account::offline("bot");
/// let (client, rx) = Client::join(&account, "localhost").await?;
/// client.chat("Hello, world!").await?;
/// client.disconnect().await?;
/// Ok(())
/// }
/// ```
pub async fn join(
account: &Account,
address: impl TryInto<ServerAddress>,
) -> Result<(Self, Receiver<Event>), JoinError> {
let address: ServerAddress = address.try_into().map_err(|_| JoinError::InvalidAddress)?;
let resolved_address = resolver::resolve_address(&address).await?;
let conn = Connection::new(&resolved_address).await?;
let (conn, game_profile) = Self::handshake(conn, account, &address).await?;
// The buffer has to be 1 to avoid a bug where if it lags events are
// received a bit later instead of the instant they were fired.
// That bug especially causes issues with the pathfinder.
let (tx, rx) = mpsc::channel(1);
// we got the GameConnection, so the server is now connected :)
let client = Client::new(game_profile, conn, None);
tx.send(Event::Init).await.expect("Failed to send event");
// just start up the game loop and we're ready!
client.start_tasks(tx);
Ok((client, rx))
}
/// Do a handshake with the server and get to the game state from the
/// initial handshake state.
///
/// This will also automatically refresh the account's access token if
/// it's expired.
pub async fn handshake(
mut conn: Connection<ClientboundHandshakePacket, ServerboundHandshakePacket>,
account: &Account,
address: &ServerAddress,
) -> Result<
(
Connection<ClientboundGamePacket, ServerboundGamePacket>,
GameProfile,
),
JoinError,
> {
// handshake
conn.write(
ClientIntentionPacket {
protocol_version: PROTOCOL_VERSION,
hostname: address.host.clone(),
port: address.port,
intention: ConnectionProtocol::Login,
}
.get(),
)
.await?;
let mut conn = conn.login();
// login
conn.write(
ServerboundHelloPacket {
name: account.username.clone(),
profile_id: None,
}
.get(),
)
.await?;
let (conn, profile) = loop {
let packet = conn.read().await?;
match packet {
ClientboundLoginPacket::Hello(p) => {
debug!("Got encryption request");
let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap();
if let Some(access_token) = &account.access_token {
// keep track of the number of times we tried
// authenticating so we can give up after too many
let mut attempts: usize = 1;
while let Err(e) = {
let access_token = access_token.lock().clone();
conn.authenticate(
&access_token,
&account
.uuid
.expect("Uuid must be present if access token is present."),
e.secret_key,
&p,
)
.await
} {
if attempts >= 2 {
// if this is the second attempt and we failed
// both times, give up
return Err(e.into());
}
if let SessionServerError::InvalidSession = e {
// uh oh, we got an invalid session and have
// to reauthenticate now
account.refresh().await?;
} else {
return Err(e.into());
}
attempts += 1;
}
}
conn.write(
ServerboundKeyPacket {
key_bytes: e.encrypted_public_key,
encrypted_challenge: e.encrypted_nonce,
}
.get(),
)
.await?;
conn.set_encryption_key(e.secret_key);
}
ClientboundLoginPacket::LoginCompression(p) => {
debug!("Got compression request {:?}", p.compression_threshold);
conn.set_compression_threshold(p.compression_threshold);
}
ClientboundLoginPacket::GameProfile(p) => {
debug!("Got profile {:?}", p.game_profile);
break (conn.game(), p.game_profile);
}
ClientboundLoginPacket::LoginDisconnect(p) => {
debug!("Got disconnect {:?}", p);
}
ClientboundLoginPacket::CustomQuery(p) => {
debug!("Got custom query {:?}", p);
conn.write(
ServerboundCustomQueryPacket {
transaction_id: p.transaction_id,
data: None,
}
.get(),
)
.await?;
}
}
};
Ok((conn, profile))
}
/// Write a packet directly to the server.
pub async fn write_packet(&self, packet: ServerboundGamePacket) -> Result<(), std::io::Error> {
self.write_conn.lock().await.write(packet).await?;
Ok(())
}
/// Disconnect this client from the server, ending all tasks.
pub async fn disconnect(&self) -> Result<(), std::io::Error> {
if let Err(e) = self.write_conn.lock().await.shutdown().await {
warn!(
"Error shutting down connection, but it might be fine: {}",
e
);
}
let tasks = self.tasks.lock();
for task in tasks.iter() {
task.abort();
}
Ok(())
}
/// Start the protocol and game tick loop.
#[doc(hidden)]
pub fn start_tasks(&self, tx: Sender<Event>) {
// if you get an error right here that means you're doing something with locks
// wrong read the error to see where the issue is
// you might be able to just drop the lock or put it in its own scope to fix
let mut tasks = self.tasks.lock();
tasks.push(tokio::spawn(Client::protocol_loop(
self.clone(),
tx.clone(),
)));
tasks.push(tokio::spawn(Client::game_tick_loop(self.clone(), tx)));
}
async fn protocol_loop(client: Client, tx: Sender<Event>) {
loop {
let r = client.read_conn.lock().await.read().await;
match r {
Ok(packet) => match Self::handle(&packet, &client, &tx).await {
Ok(_) => {}
Err(e) => {
error!("Error handling packet: {}", e);
if !IGNORE_ERRORS {
panic!("Error handling packet: {e}");
}
}
},
Err(e) => {
let e = *e;
if let ReadPacketError::ConnectionClosed = e {
info!("Connection closed");
if let Err(e) = client.disconnect().await {
error!("Error shutting down connection: {:?}", e);
}
break;
}
let default_backtrace = Backtrace::capture();
if IGNORE_ERRORS {
let backtrace =
any::request_ref::<Backtrace>(&e).unwrap_or(&default_backtrace);
warn!("{e}\n{backtrace}");
match e {
ReadPacketError::FrameSplitter { .. } => panic!("Error: {e:?}"),
_ => continue,
}
} else {
let backtrace =
any::request_ref::<Backtrace>(&e).unwrap_or(&default_backtrace);
panic!("{e}\n{backtrace}")
}
}
};
}
}
async fn handle(
packet: &ClientboundGamePacket,
client: &Client,
tx: &Sender<Event>,
) -> Result<(), HandleError> {
let packet = Arc::new(packet.clone());
tx.send(Event::Packet(packet.clone())).await?;
match &*packet {
ClientboundGamePacket::Login(p) => {
debug!("Got login packet");
{
// // write p into login.txt
// std::io::Write::write_all(
// &mut std::fs::File::create("login.txt").unwrap(),
// format!("{:#?}", p).as_bytes(),
// )
// .unwrap();
// TODO: have registry_holder be a struct because this sucks rn
// best way would be to add serde support to azalea-nbt
let registry_holder = p
.registry_holder
.as_compound()
.expect("Registry holder is not a compound")
.get("")
.expect("No \"\" tag")
.as_compound()
.expect("\"\" tag is not a compound");
let dimension_types = registry_holder
.get("minecraft:dimension_type")
.expect("No dimension_type tag")
.as_compound()
.expect("dimension_type is not a compound")
.get("value")
.expect("No dimension_type value")
.as_list()
.expect("dimension_type value is not a list");
let dimension_type = dimension_types
.iter()
.find(|t| {
t.as_compound()
.expect("dimension_type value is not a compound")
.get("name")
.expect("No name tag")
.as_string()
.expect("name is not a string")
== p.dimension_type.to_string()
})
.unwrap_or_else(|| {
panic!("No dimension_type with name {}", p.dimension_type)
})
.as_compound()
.unwrap()
.get("element")
.expect("No element tag")
.as_compound()
.expect("element is not a compound");
let height = (*dimension_type
.get("height")
.expect("No height tag")
.as_int()
.expect("height tag is not an int"))
.try_into()
.expect("height is not a u32");
let min_y = *dimension_type
.get("min_y")
.expect("No min_y tag")
.as_int()
.expect("min_y tag is not an int");
let world_name = p.dimension.clone();
*client.world_name.write() = Some(world_name.clone());
// add this world to the world_container (or don't if it's already there)
let weak_world = client
.world_container
.write()
.insert(world_name, height, min_y);
// set the loaded_world to an empty world
// (when we add chunks or entities those will be in the world_container)
let mut world_lock = client.world.write();
*world_lock = PartialWorld::new(
client.client_information.read().view_distance.into(),
weak_world,
Some(p.player_id),
);
let entity = EntityData::new(
client.profile.uuid,
Vec3::default(),
EntityMetadata::Player(metadata::Player::default()),
);
// make it so other entities don't update this entity in a shared world
world_lock.add_entity(p.player_id, entity);
*client.entity_id.write() = p.player_id;
}
// send the client information that we have set
let client_information_packet: ClientInformation =
client.client_information.read().clone();
log::debug!(
"Sending client information because login: {:?}",
client_information_packet
);
client.write_packet(client_information_packet.get()).await?;
// brand
client
.write_packet(
ServerboundCustomPayloadPacket {
identifier: ResourceLocation::new("brand").unwrap(),
// they don't have to know :)
data: "vanilla".into(),
}
.get(),
)
.await?;
tx.send(Event::Login).await?;
}
ClientboundGamePacket::SetChunkCacheRadius(p) => {
debug!("Got set chunk cache radius packet {:?}", p);
}
ClientboundGamePacket::CustomPayload(p) => {
debug!("Got custom payload packet {:?}", p);
}
ClientboundGamePacket::ChangeDifficulty(p) => {
debug!("Got difficulty packet {:?}", p);
}
ClientboundGamePacket::Commands(_p) => {
debug!("Got declare commands packet");
}
ClientboundGamePacket::PlayerAbilities(p) => {
debug!("Got player abilities packet {:?}", p);
}
ClientboundGamePacket::SetCarriedItem(p) => {
debug!("Got set carried item packet {:?}", p);
}
ClientboundGamePacket::UpdateTags(_p) => {
debug!("Got update tags packet");
}
ClientboundGamePacket::Disconnect(p) => {
debug!("Got disconnect packet {:?}", p);
client.disconnect().await?;
}
ClientboundGamePacket::UpdateRecipes(_p) => {
debug!("Got update recipes packet");
}
ClientboundGamePacket::EntityEvent(_p) => {
// debug!("Got entity event packet {:?}", p);
}
ClientboundGamePacket::Recipe(_p) => {
debug!("Got recipe packet");
}
ClientboundGamePacket::PlayerPosition(p) => {
// TODO: reply with teleport confirm
debug!("Got player position packet {:?}", p);
let (new_pos, y_rot, x_rot) = {
let player_entity_id = *client.entity_id.read();
let mut world_lock = client.world.write();
let mut player_entity = world_lock.entity_mut(player_entity_id).unwrap();
let delta_movement = player_entity.delta;
let is_x_relative = p.relative_arguments.x;
let is_y_relative = p.relative_arguments.y;
let is_z_relative = p.relative_arguments.z;
let (delta_x, new_pos_x) = if is_x_relative {
player_entity.last_pos.x += p.x;
(delta_movement.x, player_entity.pos().x + p.x)
} else {
player_entity.last_pos.x = p.x;
(0.0, p.x)
};
let (delta_y, new_pos_y) = if is_y_relative {
player_entity.last_pos.y += p.y;
(delta_movement.y, player_entity.pos().y + p.y)
} else {
player_entity.last_pos.y = p.y;
(0.0, p.y)
};
let (delta_z, new_pos_z) = if is_z_relative {
player_entity.last_pos.z += p.z;
(delta_movement.z, player_entity.pos().z + p.z)
} else {
player_entity.last_pos.z = p.z;
(0.0, p.z)
};
let mut y_rot = p.y_rot;
let mut x_rot = p.x_rot;
if p.relative_arguments.x_rot {
x_rot += player_entity.x_rot;
}
if p.relative_arguments.y_rot {
y_rot += player_entity.y_rot;
}
player_entity.delta = Vec3 {
x: delta_x,
y: delta_y,
z: delta_z,
};
player_entity.set_rotation(y_rot, x_rot);
// TODO: minecraft sets "xo", "yo", and "zo" here but idk what that means
// so investigate that ig
let new_pos = Vec3 {
x: new_pos_x,
y: new_pos_y,
z: new_pos_z,
};
world_lock
.set_entity_pos(player_entity_id, new_pos)
.expect("The player entity should always exist");
(new_pos, y_rot, x_rot)
};
client
.write_packet(ServerboundAcceptTeleportationPacket { id: p.id }.get())
.await?;
client
.write_packet(
ServerboundMovePlayerPosRotPacket {
x: new_pos.x,
y: new_pos.y,
z: new_pos.z,
y_rot,
x_rot,
// this is always false
on_ground: false,
}
.get(),
)
.await?;
}
ClientboundGamePacket::PlayerInfoUpdate(p) => {
debug!("Got player info packet {:?}", p);
let mut events = Vec::new();
{
let mut players_lock = client.players.write();
for updated_info in &p.entries {
// add the new player maybe
if p.actions.add_player {
let player_info = PlayerInfo {
profile: updated_info.profile.clone(),
uuid: updated_info.profile.uuid,
gamemode: updated_info.game_mode,
latency: updated_info.latency,
display_name: updated_info.display_name.clone(),
};
players_lock.insert(updated_info.profile.uuid, player_info.clone());
events.push(Event::AddPlayer(player_info));
} else if let Some(info) = players_lock.get_mut(&updated_info.profile.uuid)
{
// `else if` because the block for add_player above
// already sets all the fields
if p.actions.update_game_mode {
info.gamemode = updated_info.game_mode;
}
if p.actions.update_latency {
info.latency = updated_info.latency;
}
if p.actions.update_display_name {
info.display_name = updated_info.display_name.clone();
}
events.push(Event::UpdatePlayer(info.clone()));
} else {
warn!(
"Ignoring PlayerInfoUpdate for unknown player {}",
updated_info.profile.uuid
);
}
}
}
for event in events {
tx.send(event).await?;
}
}
ClientboundGamePacket::PlayerInfoRemove(p) => {
let mut events = Vec::new();
{
let mut players_lock = client.players.write();
for uuid in &p.profile_ids {
if let Some(info) = players_lock.remove(uuid) {
events.push(Event::RemovePlayer(info));
}
}
}
for event in events {
tx.send(event).await?;
}
}
ClientboundGamePacket::SetChunkCacheCenter(p) => {
debug!("Got chunk cache center packet {:?}", p);
client
.world
.write()
.update_view_center(&ChunkPos::new(p.x, p.z));
}
ClientboundGamePacket::LevelChunkWithLight(p) => {
// debug!("Got chunk with light packet {} {}", p.x, p.z);
let pos = ChunkPos::new(p.x, p.z);
// OPTIMIZATION: if we already know about the chunk from the
// shared world (and not ourselves), then we don't need to
// parse it again. This is only used when we have a shared
// world, since we check that the chunk isn't currently owned
// by this client.
let shared_has_chunk = client.world.read().get_chunk(&pos).is_some();
let this_client_has_chunk = client
.world
.read()
.chunk_storage
.limited_get(&pos)
.is_some();
if shared_has_chunk && !this_client_has_chunk {
trace!(
"Skipping parsing chunk {:?} because we already know about it",
pos
);
return Ok(());
}
// let chunk = Chunk::read_with_world_height(&mut p.chunk_data);
// debug("chunk {:?}")
if let Err(e) = client
.world
.write()
.replace_with_packet_data(&pos, &mut Cursor::new(&p.chunk_data.data))
{
error!("Couldn't set chunk data: {}", e);
}
}
ClientboundGamePacket::LightUpdate(_p) => {
// debug!("Got light update packet {:?}", p);
}
ClientboundGamePacket::AddEntity(p) => {
debug!("Got add entity packet {:?}", p);
let entity = EntityData::from(p);
client.world.write().add_entity(p.id, entity);
}
ClientboundGamePacket::SetEntityData(p) => {
debug!("Got set entity data packet {:?}", p);
let mut world = client.world.write();
if let Some(mut entity) = world.entity_mut(p.id) {
entity.apply_metadata(&p.packed_items.0);
} else {
// warn!("Server sent an entity data packet for an entity id
// ({}) that we don't know about", p.id);
}
}
ClientboundGamePacket::UpdateAttributes(_p) => {
// debug!("Got update attributes packet {:?}", p);
}
ClientboundGamePacket::SetEntityMotion(_p) => {
// debug!("Got entity velocity packet {:?}", p);
}
ClientboundGamePacket::SetEntityLink(p) => {
debug!("Got set entity link packet {:?}", p);
}
ClientboundGamePacket::AddPlayer(p) => {
debug!("Got add player packet {:?}", p);
let entity = EntityData::from(p);
client.world.write().add_entity(p.id, entity);
}
ClientboundGamePacket::InitializeBorder(p) => {
debug!("Got initialize border packet {:?}", p);
}
ClientboundGamePacket::SetTime(p) => {
debug!("Got set time packet {:?}", p);
}
ClientboundGamePacket::SetDefaultSpawnPosition(p) => {
debug!("Got set default spawn position packet {:?}", p);
}
ClientboundGamePacket::ContainerSetContent(p) => {
debug!("Got container set content packet {:?}", p);
}
ClientboundGamePacket::SetHealth(p) => {
debug!("Got set health packet {:?}", p);
if p.health == 0.0 {
// we can't define a variable here with client.dead.lock()
// because of https://github.com/rust-lang/rust/issues/57478
if !*client.dead.lock() {
*client.dead.lock() = true;
tx.send(Event::Death(None)).await?;
}
}
}
ClientboundGamePacket::SetExperience(p) => {
debug!("Got set experience packet {:?}", p);
}
ClientboundGamePacket::TeleportEntity(p) => {
let mut world_lock = client.world.write();
let _ = world_lock.set_entity_pos(
p.id,
Vec3 {
x: p.x,
y: p.y,
z: p.z,
},
);
}
ClientboundGamePacket::UpdateAdvancements(p) => {
debug!("Got update advancements packet {:?}", p);
}
ClientboundGamePacket::RotateHead(_p) => {
// debug!("Got rotate head packet {:?}", p);
}
ClientboundGamePacket::MoveEntityPos(p) => {
let mut world_lock = client.world.write();
let _ = world_lock.move_entity_with_delta(p.entity_id, &p.delta);
}
ClientboundGamePacket::MoveEntityPosRot(p) => {
let mut world_lock = client.world.write();
let _ = world_lock.move_entity_with_delta(p.entity_id, &p.delta);
}
ClientboundGamePacket::MoveEntityRot(_p) => {
// debug!("Got move entity rot packet {:?}", p);
}
ClientboundGamePacket::KeepAlive(p) => {
debug!("Got keep alive packet {:?}", p);
client
.write_packet(ServerboundKeepAlivePacket { id: p.id }.get())
.await?;
}
ClientboundGamePacket::RemoveEntities(p) => {
debug!("Got remove entities packet {:?}", p);
}
ClientboundGamePacket::PlayerChat(p) => {
debug!("Got player chat packet {:?}", p);
tx.send(Event::Chat(ChatPacket::Player(Arc::new(p.clone()))))
.await?;
}
ClientboundGamePacket::SystemChat(p) => {
debug!("Got system chat packet {:?}", p);
tx.send(Event::Chat(ChatPacket::System(Arc::new(p.clone()))))
.await?;
}
ClientboundGamePacket::Sound(_p) => {
// debug!("Got sound packet {:?}", p);
}
ClientboundGamePacket::LevelEvent(p) => {
debug!("Got level event packet {:?}", p);
}
ClientboundGamePacket::BlockUpdate(p) => {
debug!("Got block update packet {:?}", p);
let mut world = client.world.write();
world.set_block_state(&p.pos, p.block_state);
}
ClientboundGamePacket::Animate(p) => {
debug!("Got animate packet {:?}", p);
}
ClientboundGamePacket::SectionBlocksUpdate(p) => {
debug!("Got section blocks update packet {:?}", p);
let mut world = client.world.write();
for state in &p.states {
world.set_block_state(&(p.section_pos + state.pos.clone()), state.state);
}
}
ClientboundGamePacket::GameEvent(p) => {
debug!("Got game event packet {:?}", p);
}
ClientboundGamePacket::LevelParticles(p) => {
debug!("Got level particles packet {:?}", p);
}
ClientboundGamePacket::ServerData(p) => {
debug!("Got server data packet {:?}", p);
}
ClientboundGamePacket::SetEquipment(p) => {
debug!("Got set equipment packet {:?}", p);
}
ClientboundGamePacket::UpdateMobEffect(p) => {
debug!("Got update mob effect packet {:?}", p);
}
ClientboundGamePacket::AddExperienceOrb(_) => {}
ClientboundGamePacket::AwardStats(_) => {}
ClientboundGamePacket::BlockChangedAck(_) => {}
ClientboundGamePacket::BlockDestruction(_) => {}
ClientboundGamePacket::BlockEntityData(_) => {}
ClientboundGamePacket::BlockEvent(_) => {}
ClientboundGamePacket::BossEvent(_) => {}
ClientboundGamePacket::CommandSuggestions(_) => {}
ClientboundGamePacket::ContainerSetData(_) => {}
ClientboundGamePacket::ContainerSetSlot(_) => {}
ClientboundGamePacket::Cooldown(_) => {}
ClientboundGamePacket::CustomChatCompletions(_) => {}
ClientboundGamePacket::DeleteChat(_) => {}
ClientboundGamePacket::Explode(_) => {}
ClientboundGamePacket::ForgetLevelChunk(_) => {}
ClientboundGamePacket::HorseScreenOpen(_) => {}
ClientboundGamePacket::MapItemData(_) => {}
ClientboundGamePacket::MerchantOffers(_) => {}
ClientboundGamePacket::MoveVehicle(_) => {}
ClientboundGamePacket::OpenBook(_) => {}
ClientboundGamePacket::OpenScreen(_) => {}
ClientboundGamePacket::OpenSignEditor(_) => {}
ClientboundGamePacket::Ping(_) => {}
ClientboundGamePacket::PlaceGhostRecipe(_) => {}
ClientboundGamePacket::PlayerCombatEnd(_) => {}
ClientboundGamePacket::PlayerCombatEnter(_) => {}
ClientboundGamePacket::PlayerCombatKill(p) => {
debug!("Got player kill packet {:?}", p);
if *client.entity_id.read() == p.player_id {
// we can't define a variable here with client.dead.lock()
// because of https://github.com/rust-lang/rust/issues/57478
if !*client.dead.lock() {
*client.dead.lock() = true;
tx.send(Event::Death(Some(Arc::new(p.clone())))).await?;
}
}
}
ClientboundGamePacket::PlayerLookAt(_) => {}
ClientboundGamePacket::RemoveMobEffect(_) => {}
ClientboundGamePacket::ResourcePack(_) => {}
ClientboundGamePacket::Respawn(p) => {
debug!("Got respawn packet {:?}", p);
// Sets clients dead state to false.
let mut dead_lock = client.dead.lock();
*dead_lock = false;
}
ClientboundGamePacket::SelectAdvancementsTab(_) => {}
ClientboundGamePacket::SetActionBarText(_) => {}
ClientboundGamePacket::SetBorderCenter(_) => {}
ClientboundGamePacket::SetBorderLerpSize(_) => {}
ClientboundGamePacket::SetBorderSize(_) => {}
ClientboundGamePacket::SetBorderWarningDelay(_) => {}
ClientboundGamePacket::SetBorderWarningDistance(_) => {}
ClientboundGamePacket::SetCamera(_) => {}
ClientboundGamePacket::SetDisplayObjective(_) => {}
ClientboundGamePacket::SetObjective(_) => {}
ClientboundGamePacket::SetPassengers(_) => {}
ClientboundGamePacket::SetPlayerTeam(_) => {}
ClientboundGamePacket::SetScore(_) => {}
ClientboundGamePacket::SetSimulationDistance(_) => {}
ClientboundGamePacket::SetSubtitleText(_) => {}
ClientboundGamePacket::SetTitleText(_) => {}
ClientboundGamePacket::SetTitlesAnimation(_) => {}
ClientboundGamePacket::SoundEntity(_) => {}
ClientboundGamePacket::StopSound(_) => {}
ClientboundGamePacket::TabList(_) => {}
ClientboundGamePacket::TagQuery(_) => {}
ClientboundGamePacket::TakeItemEntity(_) => {}
ClientboundGamePacket::DisguisedChat(_) => {}
ClientboundGamePacket::UpdateEnabledFeatures(_) => {}
ClientboundGamePacket::ContainerClose(_) => {}
}
Ok(())
}
/// Runs game_tick every 50 milliseconds.
async fn game_tick_loop(mut client: Client, tx: Sender<Event>) {
let mut game_tick_interval = time::interval(time::Duration::from_millis(50));
// TODO: Minecraft bursts up to 10 ticks and then skips, we should too
game_tick_interval.set_missed_tick_behavior(time::MissedTickBehavior::Burst);
loop {
game_tick_interval.tick().await;
Self::game_tick(&mut client, &tx).await;
}
}
/// Runs every 50 milliseconds.
async fn game_tick(client: &mut Client, tx: &Sender<Event>) {
// return if there's no chunk at the player's position
{
let world_lock = client.world();
let player_entity_id = *client.entity_id.read();
let player_entity = world_lock.entity(player_entity_id);
let Some(player_entity) = player_entity else {
return;
};
let player_chunk_pos: ChunkPos = player_entity.pos().into();
if world_lock.get_chunk(&player_chunk_pos).is_none() {
return;
}
}
tx.send(Event::Tick)
.await
.expect("Sending tick event should never fail");
// TODO: if we're a passenger, send the required packets
if let Err(e) = client.send_position().await {
warn!("Error sending position: {:?}", e);
}
client.ai_step();
// TODO: minecraft does ambient sounds here
}
/// Get a reference to our (potentially shared) world.
///
/// This gets the [`WeakWorld`] from our world container. If it's a normal
/// client, then it'll be the same as the world the client has loaded.
/// If the client using a shared world, then the shared world will be a
/// superset of the client's world.
pub fn world(&self) -> Arc<WeakWorld> {
self.world.read().shared.clone()
}
/// Returns the entity associated to the player.
pub fn entity(&self) -> Entity<Arc<WeakWorld>> {
let entity_id = *self.entity_id.read();
let world = self.world();
let entity_data = world
.entity_storage
.read()
.get_by_id(entity_id)
.expect("Player entity should be in the given world");
let entity_ptr = unsafe { entity_data.as_ptr() };
Entity::new(world, entity_id, entity_ptr)
}
/// Returns whether we have a received the login packet yet.
pub fn logged_in(&self) -> bool {
// the login packet tells us the world name
self.world_name.read().is_some()
}
/// Tell the server we changed our game options (i.e. render distance, main
/// hand). If this is not set before the login packet, the default will
/// be sent.
///
/// ```rust,no_run
/// # use azalea_client::{Client, ClientInformation};
/// # async fn example(bot: Client) -> Result<(), Box<dyn std::error::Error>> {
/// bot.set_client_information(ClientInformation {
/// view_distance: 2,
/// ..Default::default()
/// })
/// .await?;
/// # Ok(())
/// # }
/// ```
pub async fn set_client_information(
&self,
client_information: ServerboundClientInformationPacket,
) -> Result<(), std::io::Error> {
{
let mut client_information_lock = self.client_information.write();
*client_information_lock = client_information;
}
if self.logged_in() {
let client_information_packet = {
let client_information = self.client_information.read();
client_information.clone().get()
};
log::debug!(
"Sending client information (already logged in): {:?}",
client_information_packet
);
self.write_packet(client_information_packet).await?;
}
Ok(())
}
/// Get your player entity's metadata. You can use this to get your health,
/// xp score, and other useful information.
pub fn metadata(&self) -> metadata::Player {
self.entity().metadata.clone().into_player().unwrap()
}
}
impl<T> From<std::sync::PoisonError<T>> for HandleError {
fn from(e: std::sync::PoisonError<T>) -> Self {
HandleError::Poison(e.to_string())
}
}