azalea/codegen
mat a5672815cc
Use an ECS (#52)
* add EntityData::kind

* start making metadata use hecs

* make entity codegen generate ecs stuff

* fix registry codegen

* get rid of worldhaver

it's not even used

* add bevy_ecs to deps

* rename Component to FormattedText

also start making the metadata use bevy_ecs but bevy_ecs doesn't let you query on Bundles so it's annoying

* generate metadata.rs correctly for bevy_ecs

* start switching more entity stuff to use ecs

* more ecs stuff for entity storage

* ok well it compiles but

it definitely doesn't work

* random fixes

* change a bunch of entity things to use the components

* some ecs stuff in az-client

* packet handler uses the ecs now

and other fun changes

i still need to make ticking use the ecs but that's tricker, i'm considering using bevy_ecs systems for those

bevy_ecs systems can't be async but the only async things in ticking is just sending packets which can just be done as a tokio task so that's not a big deal

* start converting some functions in az-client into systems

committing because i'm about to try something that might go horribly wrong

* start splitting client

i'm probably gonna change it so azalea entity ids are separate from minecraft entity ids next (so stuff like player ids can be consistent and we don't have to wait for the login packet)

* separate minecraft entity ids from azalea entity ids + more ecs stuff

i guess i'm using bevy_app now too huh
it's necessary for plugins and it lets us control the tick rate anyways so it's fine i think

i'm still not 100% sure how packet handling that interacts with the world will work, but i think if i can sneak the ecs world into there it'll be fine. Can't put packet handling in the schedule because that'd make it tick-bound, which it's not (technically it'd still work but it'd be wrong and anticheats might realize).

* packet handling

now it runs the schedule only when we get a tick or packet 😄

also i systemified some more functions and did other random fixes so az-world and az-physics compile

making azalea-client use the ecs is almost done! all the hard parts are done now i hope, i just have to finish writing all the code so it actually works

* start figuring out how functions in Client will work

generally just lifetimes being annoying but i think i can get it all to work

* make writing packets work synchronously*

* huh az-client compiles

* start fixing stuff

* start fixing some packets

* make packet handler work

i still haven't actually tested any of this yet lol but in theory it should all work

i'll probably either actually test az-client and fix all the remaining issues or update the azalea crate next

ok also one thing that i'm not particularly happy with is how the packet handlers are doing ugly queries like
```rs
let local_player = ecs
    .query::<&LocalPlayer>()
    .get_mut(ecs, player_entity)
    .unwrap();
```
i think the right way to solve it would be by putting every packet handler in its own system but i haven't come up with a way to make that not be really annoying yet

* fix warnings

* ok what if i just have a bunch of queries and a single packet handler system

* simple example for azalea-client

* 🐛

* maybe fix deadlock idk

can't test it rn lmao

* make physicsstate its own component

* use the default plugins

* azalea compiles lol

* use systemstate for packet handler

* fix entities

basically moved some stuff from being in the world to just being components

* physics (ticking) works

* try to add a .entity_by function

still doesn't work because i want to make the predicate magic

* try to make entity_by work

well it does work but i couldn't figure out how to make it look not terrible. Will hopefully change in the future

* everything compiles

* start converting swarm to use builder

* continue switching swarm to builder and fix stuff

* make swarm use builder

still have to fix some stuff and make client use builder

* fix death event

* client builder

* fix some warnings

* document plugins a bit

* start trying to fix tests

* azalea-ecs

* azalea-ecs stuff compiles

* az-physics tests pass 🎉

* fix all the tests

* clippy on azalea-ecs-macros

* remove now-unnecessary trait_upcasting feature

* fix some clippy::pedantic warnings lol

* why did cargo fmt not remove the trailing spaces

* FIX ALL THE THINGS

* when i said 'all' i meant non-swarm bugs

* start adding task pool

* fix entity deduplication

* fix pathfinder not stopping

* fix some more random bugs

* fix panic that sometimes happens in swarms

* make pathfinder run in task

* fix some tests

* fix doctests and clippy

* deadlock

* fix systems running in wrong order

* fix non-swarm bots
2023-02-04 19:32:27 -06:00
..
lib Use an ECS (#52) 2023-02-04 19:32:27 -06:00
.gitignore Pathfinder (#25) 2022-11-12 23:54:05 -06:00
genblocks.py 1.19.3 (#34) 2022-12-07 21:09:58 -06:00
genentities.py 1.19.3 (#34) 2022-12-07 21:09:58 -06:00
genlanguage.py 1.19.3 (#34) 2022-12-07 21:09:58 -06:00
genregistries.py Pathfinder (#25) 2022-11-12 23:54:05 -06:00
migrate.py 1.19.3 (#34) 2022-12-07 21:09:58 -06:00
newpacket.py 1.19.3 (#34) 2022-12-07 21:09:58 -06:00
README.md 1.19.3 (#34) 2022-12-07 21:09:58 -06:00

Tools for automatically generating code to help with updating Minecraft versions.

The directory name doesn't start with azalea- because it's not a Rust crate.

Requirements

  • Python 3.8+
  • Java 17+
  • Maven

Usage

Generate packet:
python newpacket.py [packet id] [clientbound or serverbound] [game/handshake/login/status]
This will create a new file in the azalea-protocol/src/packets/[state] directory. You will probably have to manually fix up the auto generated code.

Updating to a new Minecraft version

First, run python migrate.py [new version]. This will run a script that automatically updates as much as it can, including:

  • Adding, removing, and updating packets in azalea-protocol (limited)
  • Updating supported version in README.md
  • Updating the PROTOCOL_VERSION variable in azalea-protocol
  • Generating blocks in azalea-block
  • Generating block shapes in azalea-physics
  • Generating registries in azalea-registries
  • Updating en_us.json in azalea-language
  • Generating entity metadata structs and parsers in azalea-world

If you're lucky, that's all you're going to have to do. Look at the diff (git diff) and type-check the code (cargo check) to make sure everything is right. In the diff, specifically look for new comments that have "TODO".

If a packet is incorrect, you'll want to find it in the Minecraft source. The name of the struct should be the same or similar as the class in the vanilla source. Now, you'll have to manually write the struct for the packet. If the packet existed in the version before and it's just being updated, you can compare against that to see what was updated. Note that if a packet is particularly complicated, you may have to implement McBufReadable and McBufWritable, but most of the time the #[derive(McBuf)] macro will be able to generate the impls correctly. Look at other existing packets as reference if you're confused.

Finally, test by making a bot join a world. Specifically, you'll want to test the things that were updated in the version. Setting the RUST_LOG environment variable to debug or trace may help you find the source of crashes (trace shows the first few hundred bytes for every packet received so it's typically more useful, but it may log more than you want).

If it all works, make a pull request. If the version you updated to is a snapshot, make it a draft PR (the main branch is for release versions).

Extracting new data

At the time of writing, the following data generators are used:

Some things can be obtained from multiple generators. You should prefer them by the order above (the vanilla generator is the most reliable).