azalea/azalea-client/src/packet_handling/game.rs
2024-04-20 04:03:03 +00:00

1502 lines
64 KiB
Rust

use std::{
collections::HashSet,
io::Cursor,
sync::{Arc, Weak},
};
use azalea_chat::FormattedText;
use azalea_core::{
game_type::GameMode,
position::{ChunkPos, Vec3},
resource_location::ResourceLocation,
};
use azalea_entity::{
indexing::{EntityIdIndex, EntityUuidIndex},
metadata::{apply_metadata, Health, PlayerMetadataBundle},
Dead, EntityBundle, EntityKind, LastSentPosition, LoadedBy, LocalEntity, LookDirection,
Physics, PlayerBundle, Position, RelativeEntityUpdate,
};
use azalea_protocol::{
packets::game::{
clientbound_player_combat_kill_packet::ClientboundPlayerCombatKillPacket,
serverbound_accept_teleportation_packet::ServerboundAcceptTeleportationPacket,
serverbound_configuration_acknowledged_packet::ServerboundConfigurationAcknowledgedPacket,
serverbound_keep_alive_packet::ServerboundKeepAlivePacket,
serverbound_move_player_pos_rot_packet::ServerboundMovePlayerPosRotPacket,
serverbound_pong_packet::ServerboundPongPacket, ClientboundGamePacket,
ServerboundGamePacket,
},
read::deserialize_packet,
};
use azalea_world::{Instance, InstanceContainer, InstanceName, MinecraftEntityId, PartialInstance};
use bevy_ecs::{prelude::*, system::SystemState};
use parking_lot::RwLock;
use tracing::{debug, error, trace, warn};
use uuid::Uuid;
use crate::{
chat::{ChatPacket, ChatReceivedEvent},
chunks,
disconnect::DisconnectEvent,
inventory::{
ClientSideCloseContainerEvent, InventoryComponent, MenuOpenedEvent,
SetContainerContentEvent,
},
local_player::{
GameProfileComponent, Hunger, InstanceHolder, LocalGameMode, PlayerAbilities, TabList,
},
movement::{KnockbackEvent, KnockbackType},
raw_connection::RawConnection,
ClientInformation, PlayerInfo,
};
/// An event that's sent when we receive a packet.
/// ```
/// # use azalea_client::packet_handling::game::PacketEvent;
/// # use azalea_protocol::packets::game::ClientboundGamePacket;
/// # use bevy_ecs::event::EventReader;
///
/// fn handle_packets(mut events: EventReader<PacketEvent>) {
/// for PacketEvent {
/// entity,
/// packet,
/// } in events.read() {
/// match packet.as_ref() {
/// ClientboundGamePacket::LevelParticles(p) => {
/// // ...
/// }
/// _ => {}
/// }
/// }
/// }
/// ```
#[derive(Event, Debug, Clone)]
pub struct PacketEvent {
/// The client entity that received the packet.
pub entity: Entity,
/// The packet that was actually received.
pub packet: Arc<ClientboundGamePacket>,
}
/// A player joined the game (or more specifically, was added to the tab
/// list of a local player).
#[derive(Event, Debug, Clone)]
pub struct AddPlayerEvent {
/// The local player entity that received this event.
pub entity: Entity,
pub info: PlayerInfo,
}
/// A player left the game (or maybe is still in the game and was just
/// removed from the tab list of a local player).
#[derive(Event, Debug, Clone)]
pub struct RemovePlayerEvent {
/// The local player entity that received this event.
pub entity: Entity,
pub info: PlayerInfo,
}
/// A player was updated in the tab list of a local player (gamemode, display
/// name, or latency changed).
#[derive(Event, Debug, Clone)]
pub struct UpdatePlayerEvent {
/// The local player entity that received this event.
pub entity: Entity,
pub info: PlayerInfo,
}
/// Event for when an entity dies. dies. If it's a local player and there's a
/// reason in the death screen, the [`ClientboundPlayerCombatKillPacket`] will
/// be included.
#[derive(Event, Debug, Clone)]
pub struct DeathEvent {
pub entity: Entity,
pub packet: Option<ClientboundPlayerCombatKillPacket>,
}
/// A KeepAlive packet is sent from the server to verify that the client is
/// still connected.
#[derive(Event, Debug, Clone)]
pub struct KeepAliveEvent {
pub entity: Entity,
/// The ID of the keepalive. This is an arbitrary number, but vanilla
/// servers use the time to generate this.
pub id: u64,
}
#[derive(Event, Debug, Clone)]
pub struct ResourcePackEvent {
pub entity: Entity,
/// The random ID for this request to download the resource pack. The packet
/// for replying to a resource pack push must contain the same ID.
pub id: Uuid,
pub url: String,
pub hash: String,
pub required: bool,
pub prompt: Option<FormattedText>,
}
/// An instance (aka world, dimension) was loaded by a client.
///
/// Since the instance is given to you as a weak reference, it won't be able to
/// be `upgrade`d if all local players leave it.
#[derive(Event, Debug, Clone)]
pub struct InstanceLoadedEvent {
pub entity: Entity,
pub name: ResourceLocation,
pub instance: Weak<RwLock<Instance>>,
}
pub fn send_packet_events(
query: Query<(Entity, &RawConnection), With<LocalEntity>>,
mut packet_events: ResMut<Events<PacketEvent>>,
) {
// we manually clear and send the events at the beginning of each update
// since otherwise it'd cause issues with events in process_packet_events
// running twice
packet_events.clear();
for (player_entity, raw_connection) in &query {
let packets_lock = raw_connection.incoming_packet_queue();
let mut packets = packets_lock.lock();
if !packets.is_empty() {
for raw_packet in packets.iter() {
let packet =
match deserialize_packet::<ClientboundGamePacket>(&mut Cursor::new(raw_packet))
{
Ok(packet) => packet,
Err(err) => {
error!("failed to read packet: {:?}", err);
continue;
}
};
packet_events.send(PacketEvent {
entity: player_entity,
packet: Arc::new(packet),
});
}
// clear the packets right after we read them
packets.clear();
}
}
}
pub fn process_packet_events(ecs: &mut World) {
let mut events_owned = Vec::<(Entity, Arc<ClientboundGamePacket>)>::new();
{
let mut system_state = SystemState::<EventReader<PacketEvent>>::new(ecs);
let mut events = system_state.get_mut(ecs);
for PacketEvent {
entity: player_entity,
packet,
} in events.read()
{
// we do this so `ecs` isn't borrowed for the whole loop
events_owned.push((*player_entity, packet.clone()));
}
}
for (player_entity, packet) in events_owned {
let packet_clone = packet.clone();
let packet_ref = packet_clone.as_ref();
match packet_ref {
ClientboundGamePacket::Login(p) => {
debug!("Got login packet");
#[allow(clippy::type_complexity)]
let mut system_state: SystemState<(
Commands,
Query<(
&GameProfileComponent,
&ClientInformation,
Option<&mut InstanceName>,
Option<&mut LoadedBy>,
&mut EntityIdIndex,
&mut InstanceHolder,
)>,
EventWriter<InstanceLoadedEvent>,
ResMut<InstanceContainer>,
ResMut<EntityUuidIndex>,
EventWriter<SendPacketEvent>,
)> = SystemState::new(ecs);
let (
mut commands,
mut query,
mut instance_loaded_events,
mut instance_container,
mut entity_uuid_index,
mut send_packet_events,
) = system_state.get_mut(ecs);
let (
game_profile,
client_information,
instance_name,
loaded_by,
mut entity_id_index,
mut instance_holder,
) = query.get_mut(player_entity).unwrap();
{
let new_instance_name = p.common.dimension.clone();
if let Some(mut instance_name) = instance_name {
*instance_name = instance_name.clone();
} else {
commands
.entity(player_entity)
.insert(InstanceName(new_instance_name.clone()));
}
let Some(dimension_type) =
instance_holder.instance.read().registries.dimension_type()
else {
error!("Server didn't send dimension type registry, can't log in");
continue;
};
let dimension = &dimension_type
.value
.iter()
.find(|t| t.name == p.common.dimension_type)
.unwrap_or_else(|| {
panic!("No dimension_type with name {}", p.common.dimension_type)
})
.element;
// add this world to the instance_container (or don't if it's already
// there)
let weak_instance = instance_container.insert(
new_instance_name.clone(),
dimension.height,
dimension.min_y,
);
instance_loaded_events.send(InstanceLoadedEvent {
entity: player_entity,
name: new_instance_name.clone(),
instance: Arc::downgrade(&weak_instance),
});
// set the partial_world to an empty world
// (when we add chunks or entities those will be in the
// instance_container)
*instance_holder.partial_instance.write() = PartialInstance::new(
azalea_world::chunk_storage::calculate_chunk_storage_range(
client_information.view_distance.into(),
),
// this argument makes it so other clients don't update this player entity
// in a shared instance
Some(player_entity),
);
{
let new_registries = &mut weak_instance.write().registries;
// add the registries from this instance to the weak instance
for (registry_name, registry) in
&instance_holder.instance.read().registries.map
{
new_registries
.map
.insert(registry_name.clone(), registry.clone());
}
}
instance_holder.instance = weak_instance;
let player_bundle = PlayerBundle {
entity: EntityBundle::new(
game_profile.uuid,
Vec3::default(),
azalea_registry::EntityKind::Player,
new_instance_name,
),
metadata: PlayerMetadataBundle::default(),
};
let entity_id = MinecraftEntityId(p.player_id);
// insert our components into the ecs :)
commands.entity(player_entity).insert((
entity_id,
LocalGameMode {
current: p.common.game_type,
previous: p.common.previous_game_type.into(),
},
player_bundle,
));
azalea_entity::indexing::add_entity_to_indexes(
entity_id,
player_entity,
Some(game_profile.uuid),
&mut entity_id_index,
&mut entity_uuid_index,
&mut instance_holder.instance.write(),
);
// update or insert loaded_by
if let Some(mut loaded_by) = loaded_by {
loaded_by.insert(player_entity);
} else {
commands
.entity(player_entity)
.insert(LoadedBy(HashSet::from_iter(vec![player_entity])));
}
}
// send the client information that we have set
debug!(
"Sending client information because login: {:?}",
client_information
);
send_packet_events.send(SendPacketEvent {
entity: player_entity,
packet: azalea_protocol::packets::game::serverbound_client_information_packet::ServerboundClientInformationPacket { information: client_information.clone() }.get(),
});
system_state.apply(ecs);
}
ClientboundGamePacket::SetChunkCacheRadius(p) => {
debug!("Got set chunk cache radius packet {p:?}");
}
ClientboundGamePacket::ChunkBatchStart(_p) => {
// the packet is empty, just a marker to tell us when the batch starts and ends
debug!("Got chunk batch start");
let mut system_state: SystemState<EventWriter<chunks::ChunkBatchStartEvent>> =
SystemState::new(ecs);
let mut chunk_batch_start_events = system_state.get_mut(ecs);
chunk_batch_start_events.send(chunks::ChunkBatchStartEvent {
entity: player_entity,
});
}
ClientboundGamePacket::ChunkBatchFinished(p) => {
debug!("Got chunk batch finished {p:?}");
let mut system_state: SystemState<EventWriter<chunks::ChunkBatchFinishedEvent>> =
SystemState::new(ecs);
let mut chunk_batch_start_events = system_state.get_mut(ecs);
chunk_batch_start_events.send(chunks::ChunkBatchFinishedEvent {
entity: player_entity,
batch_size: p.batch_size,
});
}
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:?}");
let mut system_state: SystemState<Query<&mut PlayerAbilities>> =
SystemState::new(ecs);
let mut query = system_state.get_mut(ecs);
let mut player_abilities = query.get_mut(player_entity).unwrap();
*player_abilities = PlayerAbilities::from(p);
}
ClientboundGamePacket::SetCarriedItem(p) => {
debug!("Got set carried item packet {p:?}");
}
ClientboundGamePacket::UpdateTags(_p) => {
debug!("Got update tags packet");
}
ClientboundGamePacket::Disconnect(p) => {
warn!("Got disconnect packet {p:?}");
let mut system_state: SystemState<EventWriter<DisconnectEvent>> =
SystemState::new(ecs);
let mut disconnect_events = system_state.get_mut(ecs);
disconnect_events.send(DisconnectEvent {
entity: player_entity,
reason: Some(p.reason.clone()),
});
}
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) => {
debug!("Got player position packet {p:?}");
#[allow(clippy::type_complexity)]
let mut system_state: SystemState<(
Query<(
&mut Physics,
&mut LookDirection,
&mut Position,
&mut LastSentPosition,
)>,
EventWriter<SendPacketEvent>,
)> = SystemState::new(ecs);
let (mut query, mut send_packet_events) = system_state.get_mut(ecs);
let Ok((mut physics, mut direction, mut position, mut last_sent_position)) =
query.get_mut(player_entity)
else {
continue;
};
let delta_movement = physics.velocity;
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 {
last_sent_position.x += p.x;
(delta_movement.x, position.x + p.x)
} else {
last_sent_position.x = p.x;
(0.0, p.x)
};
let (delta_y, new_pos_y) = if is_y_relative {
last_sent_position.y += p.y;
(delta_movement.y, position.y + p.y)
} else {
last_sent_position.y = p.y;
(0.0, p.y)
};
let (delta_z, new_pos_z) = if is_z_relative {
last_sent_position.z += p.z;
(delta_movement.z, position.z + p.z)
} else {
last_sent_position.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 += direction.x_rot;
}
if p.relative_arguments.y_rot {
y_rot += direction.y_rot;
}
physics.velocity = Vec3 {
x: delta_x,
y: delta_y,
z: delta_z,
};
// we call a function instead of setting the fields ourself since the
// function makes sure the rotations stay in their
// ranges
(direction.y_rot, direction.x_rot) = (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,
};
if new_pos != **position {
**position = new_pos;
}
send_packet_events.send(SendPacketEvent {
entity: player_entity,
packet: ServerboundAcceptTeleportationPacket { id: p.id }.get(),
});
send_packet_events.send(SendPacketEvent {
entity: player_entity,
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(),
});
}
ClientboundGamePacket::PlayerInfoUpdate(p) => {
debug!("Got player info packet {p:?}");
#[allow(clippy::type_complexity)]
let mut system_state: SystemState<(
Query<&mut TabList>,
EventWriter<AddPlayerEvent>,
EventWriter<UpdatePlayerEvent>,
ResMut<TabList>,
)> = SystemState::new(ecs);
let (
mut query,
mut add_player_events,
mut update_player_events,
mut tab_list_resource,
) = system_state.get_mut(ecs);
let mut tab_list = query.get_mut(player_entity).unwrap();
for updated_info in &p.entries {
// add the new player maybe
if p.actions.add_player {
let 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(),
};
tab_list.insert(updated_info.profile.uuid, info.clone());
add_player_events.send(AddPlayerEvent {
entity: player_entity,
info: info.clone(),
});
} else if let Some(info) = tab_list.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.clone_from(&updated_info.display_name);
}
update_player_events.send(UpdatePlayerEvent {
entity: player_entity,
info: info.clone(),
});
} else {
warn!(
"Ignoring PlayerInfoUpdate for unknown player {}",
updated_info.profile.uuid
);
}
}
*tab_list_resource = tab_list.clone();
}
ClientboundGamePacket::PlayerInfoRemove(p) => {
let mut system_state: SystemState<(
Query<&mut TabList>,
EventWriter<RemovePlayerEvent>,
ResMut<TabList>,
)> = SystemState::new(ecs);
let (mut query, mut remove_player_events, mut tab_list_resource) =
system_state.get_mut(ecs);
let mut tab_list = query.get_mut(player_entity).unwrap();
for uuid in &p.profile_ids {
if let Some(info) = tab_list.remove(uuid) {
remove_player_events.send(RemovePlayerEvent {
entity: player_entity,
info,
});
}
tab_list_resource.remove(uuid);
}
}
ClientboundGamePacket::SetChunkCacheCenter(p) => {
debug!("Got chunk cache center packet {p:?}");
let mut system_state: SystemState<Query<&mut InstanceHolder>> =
SystemState::new(ecs);
let mut query = system_state.get_mut(ecs);
let instance_holder = query.get_mut(player_entity).unwrap();
let mut partial_world = instance_holder.partial_instance.write();
partial_world
.chunks
.update_view_center(ChunkPos::new(p.x, p.z));
}
ClientboundGamePacket::ChunksBiomes(_) => {}
ClientboundGamePacket::LightUpdate(_p) => {
// debug!("Got light update packet {p:?}");
}
ClientboundGamePacket::LevelChunkWithLight(p) => {
debug!("Got chunk with light packet {} {}", p.x, p.z);
let mut system_state: SystemState<EventWriter<chunks::ReceiveChunkEvent>> =
SystemState::new(ecs);
let mut receive_chunk_events = system_state.get_mut(ecs);
receive_chunk_events.send(chunks::ReceiveChunkEvent {
entity: player_entity,
packet: p.clone(),
});
}
ClientboundGamePacket::AddEntity(p) => {
debug!("Got add entity packet {p:?}");
#[allow(clippy::type_complexity)]
let mut system_state: SystemState<(
Commands,
Query<(&mut EntityIdIndex, Option<&InstanceName>, Option<&TabList>)>,
Query<&mut LoadedBy>,
Query<Entity>,
Res<InstanceContainer>,
ResMut<EntityUuidIndex>,
)> = SystemState::new(ecs);
let (
mut commands,
mut query,
mut loaded_by_query,
entity_query,
instance_container,
mut entity_uuid_index,
) = system_state.get_mut(ecs);
let (mut entity_id_index, instance_name, tab_list) =
query.get_mut(player_entity).unwrap();
let entity_id = MinecraftEntityId(p.id);
let Some(instance_name) = instance_name else {
warn!("got add player packet but we haven't gotten a login packet yet");
continue;
};
// check if the entity already exists, and if it does then only add to LoadedBy
let instance = instance_container.get(instance_name).unwrap();
if let Some(&ecs_entity) = instance.read().entity_by_id.get(&entity_id) {
// entity already exists
let Ok(mut loaded_by) = loaded_by_query.get_mut(ecs_entity) else {
// LoadedBy for this entity isn't in the ecs! figure out what went wrong
// and print an error
let entity_in_ecs = entity_query.get(ecs_entity).is_ok();
if entity_in_ecs {
error!("LoadedBy for entity {entity_id:?} ({ecs_entity:?}) isn't in the ecs, but the entity is in entity_by_id");
} else {
error!("Entity {entity_id:?} ({ecs_entity:?}) isn't in the ecs, but the entity is in entity_by_id");
}
continue;
};
loaded_by.insert(player_entity);
// per-client id index
entity_id_index.insert(entity_id, ecs_entity);
debug!("added to LoadedBy of entity {ecs_entity:?} with id {entity_id:?}");
continue;
};
// entity doesn't exist in the global index!
let bundle = p.as_entity_bundle((**instance_name).clone());
let mut spawned =
commands.spawn((entity_id, LoadedBy(HashSet::from([player_entity])), bundle));
let ecs_entity: Entity = spawned.id();
debug!("spawned entity {ecs_entity:?} with id {entity_id:?}");
azalea_entity::indexing::add_entity_to_indexes(
entity_id,
ecs_entity,
Some(p.uuid),
&mut entity_id_index,
&mut entity_uuid_index,
&mut instance.write(),
);
// add the GameProfileComponent if the uuid is in the tab list
if let Some(tab_list) = tab_list {
// (technically this makes it possible for non-player entities to have
// GameProfileComponents but the server would have to be doing something
// really weird)
if let Some(player_info) = tab_list.get(&p.uuid) {
spawned.insert(GameProfileComponent(player_info.profile.clone()));
}
}
// the bundle doesn't include the default entity metadata so we add that
// separately
p.apply_metadata(&mut spawned);
system_state.apply(ecs);
}
ClientboundGamePacket::SetEntityData(p) => {
debug!("Got set entity data packet {p:?}");
#[allow(clippy::type_complexity)]
let mut system_state: SystemState<(
Commands,
Query<(&EntityIdIndex, &InstanceHolder)>,
Query<&EntityKind>,
)> = SystemState::new(ecs);
let (mut commands, mut query, entity_kind_query) = system_state.get_mut(ecs);
let (entity_id_index, instance_holder) = query.get_mut(player_entity).unwrap();
let entity = entity_id_index.get(&MinecraftEntityId(p.id));
let Some(entity) = entity else {
warn!("Server sent an entity data packet for an entity id ({}) that we don't know about", p.id);
continue;
};
let entity_kind = *entity_kind_query.get(entity).unwrap();
let packed_items = p.packed_items.clone().to_vec();
// we use RelativeEntityUpdate because it makes sure changes aren't made
// multiple times
commands.entity(entity).add(RelativeEntityUpdate {
partial_world: instance_holder.partial_instance.clone(),
update: Box::new(move |entity| {
let entity_id = entity.id();
entity.world_scope(|world| {
let mut commands_system_state = SystemState::<Commands>::new(world);
let mut commands = commands_system_state.get_mut(world);
let mut entity_commands = commands.entity(entity_id);
if let Err(e) =
apply_metadata(&mut entity_commands, *entity_kind, packed_items)
{
warn!("{e}");
}
commands_system_state.apply(world);
});
}),
});
system_state.apply(ecs);
}
ClientboundGamePacket::UpdateAttributes(_p) => {
// debug!("Got update attributes packet {p:?}");
}
ClientboundGamePacket::SetEntityMotion(p) => {
// vanilla servers use this packet for knockback, but note that the Explode
// packet is also sometimes used by servers for knockback
let mut system_state: SystemState<(
Commands,
Query<(&EntityIdIndex, &InstanceHolder)>,
)> = SystemState::new(ecs);
let (mut commands, mut query) = system_state.get_mut(ecs);
let (entity_id_index, instance_holder) = query.get_mut(player_entity).unwrap();
let Some(entity) = entity_id_index.get(&MinecraftEntityId(p.id)) else {
warn!(
"Got set entity motion packet for unknown entity id {}",
p.id
);
continue;
};
// this is to make sure the same entity velocity update doesn't get sent
// multiple times when in swarms
let knockback = KnockbackType::Set(Vec3 {
x: p.xa as f64 / 8000.,
y: p.ya as f64 / 8000.,
z: p.za as f64 / 8000.,
});
commands.entity(entity).add(RelativeEntityUpdate {
partial_world: instance_holder.partial_instance.clone(),
update: Box::new(move |entity_mut| {
entity_mut.world_scope(|world| {
world.send_event(KnockbackEvent { entity, knockback })
});
}),
});
system_state.apply(ecs);
}
ClientboundGamePacket::SetEntityLink(p) => {
debug!("Got set entity link packet {p:?}");
}
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::SetHealth(p) => {
debug!("Got set health packet {p:?}");
let mut system_state: SystemState<Query<(&mut Health, &mut Hunger)>> =
SystemState::new(ecs);
let mut query = system_state.get_mut(ecs);
let (mut health, mut hunger) = query.get_mut(player_entity).unwrap();
**health = p.health;
(hunger.food, hunger.saturation) = (p.food, p.saturation);
// the `Dead` component is added by the `update_dead` system
// in azalea-world and then the `dead_event` system fires
// the Death event.
}
ClientboundGamePacket::SetExperience(p) => {
debug!("Got set experience packet {p:?}");
}
ClientboundGamePacket::TeleportEntity(p) => {
let mut system_state: SystemState<(
Commands,
Query<(&EntityIdIndex, &InstanceHolder)>,
)> = SystemState::new(ecs);
let (mut commands, mut query) = system_state.get_mut(ecs);
let (entity_id_index, instance_holder) = query.get_mut(player_entity).unwrap();
let entity = entity_id_index.get(&MinecraftEntityId(p.id));
if let Some(entity) = entity {
let new_pos = p.position;
let new_look_direction = LookDirection {
x_rot: (p.x_rot as i32 * 360) as f32 / 256.,
y_rot: (p.y_rot as i32 * 360) as f32 / 256.,
};
commands.entity(entity).add(RelativeEntityUpdate {
partial_world: instance_holder.partial_instance.clone(),
update: Box::new(move |entity| {
let mut position = entity.get_mut::<Position>().unwrap();
if new_pos != **position {
**position = new_pos;
}
let mut look_direction = entity.get_mut::<LookDirection>().unwrap();
if new_look_direction != *look_direction {
*look_direction = new_look_direction;
}
}),
});
} else {
warn!("Got teleport entity packet for unknown entity id {}", p.id);
}
system_state.apply(ecs);
}
ClientboundGamePacket::UpdateAdvancements(p) => {
debug!("Got update advancements packet {p:?}");
}
ClientboundGamePacket::RotateHead(_p) => {
// debug!("Got rotate head packet {p:?}");
}
ClientboundGamePacket::MoveEntityPos(p) => {
let mut system_state: SystemState<(
Commands,
Query<(&EntityIdIndex, &InstanceHolder)>,
)> = SystemState::new(ecs);
let (mut commands, mut query) = system_state.get_mut(ecs);
let (entity_id_index, instance_holder) = query.get_mut(player_entity).unwrap();
let entity = entity_id_index.get(&MinecraftEntityId(p.entity_id));
if let Some(entity) = entity {
let delta = p.delta.clone();
commands.entity(entity).add(RelativeEntityUpdate {
partial_world: instance_holder.partial_instance.clone(),
update: Box::new(move |entity_mut| {
let mut position = entity_mut.get_mut::<Position>().unwrap();
let new_pos = position.with_delta(&delta);
if new_pos != **position {
**position = new_pos;
}
}),
});
} else {
warn!(
"Got move entity pos packet for unknown entity id {}",
p.entity_id
);
}
system_state.apply(ecs);
}
ClientboundGamePacket::MoveEntityPosRot(p) => {
let mut system_state: SystemState<(
Commands,
Query<(&EntityIdIndex, &InstanceHolder)>,
)> = SystemState::new(ecs);
let (mut commands, mut query) = system_state.get_mut(ecs);
let (entity_id_index, instance_holder) = query.get_mut(player_entity).unwrap();
let entity = entity_id_index.get(&MinecraftEntityId(p.entity_id));
if let Some(entity) = entity {
let delta = p.delta.clone();
let new_look_direction = LookDirection {
x_rot: (p.x_rot as i32 * 360) as f32 / 256.,
y_rot: (p.y_rot as i32 * 360) as f32 / 256.,
};
commands.entity(entity).add(RelativeEntityUpdate {
partial_world: instance_holder.partial_instance.clone(),
update: Box::new(move |entity_mut| {
let mut position = entity_mut.get_mut::<Position>().unwrap();
let new_pos = position.with_delta(&delta);
if new_pos != **position {
**position = new_pos;
}
let mut look_direction = entity_mut.get_mut::<LookDirection>().unwrap();
if new_look_direction != *look_direction {
*look_direction = new_look_direction;
}
}),
});
} else {
warn!(
"Got move entity pos rot packet for unknown entity id {}",
p.entity_id
);
}
system_state.apply(ecs);
}
ClientboundGamePacket::MoveEntityRot(p) => {
let mut system_state: SystemState<(
Commands,
Query<(&EntityIdIndex, &InstanceHolder)>,
)> = SystemState::new(ecs);
let (mut commands, mut query) = system_state.get_mut(ecs);
let (entity_id_index, instance_holder) = query.get_mut(player_entity).unwrap();
let entity = entity_id_index.get(&MinecraftEntityId(p.entity_id));
if let Some(entity) = entity {
let new_look_direction = LookDirection {
x_rot: (p.x_rot as i32 * 360) as f32 / 256.,
y_rot: (p.y_rot as i32 * 360) as f32 / 256.,
};
commands.entity(entity).add(RelativeEntityUpdate {
partial_world: instance_holder.partial_instance.clone(),
update: Box::new(move |entity_mut| {
let mut look_direction = entity_mut.get_mut::<LookDirection>().unwrap();
if new_look_direction != *look_direction {
*look_direction = new_look_direction;
}
}),
});
} else {
warn!(
"Got move entity rot packet for unknown entity id {}",
p.entity_id
);
}
system_state.apply(ecs);
}
ClientboundGamePacket::KeepAlive(p) => {
debug!("Got keep alive packet {p:?} for {player_entity:?}");
let mut system_state: SystemState<(
EventWriter<KeepAliveEvent>,
EventWriter<SendPacketEvent>,
)> = SystemState::new(ecs);
let (mut keepalive_events, mut send_packet_events) = system_state.get_mut(ecs);
keepalive_events.send(KeepAliveEvent {
entity: player_entity,
id: p.id,
});
send_packet_events.send(SendPacketEvent {
entity: player_entity,
packet: ServerboundKeepAlivePacket { id: p.id }.get(),
});
}
ClientboundGamePacket::RemoveEntities(p) => {
debug!("Got remove entities packet {:?}", p);
let mut system_state: SystemState<(
Query<&mut EntityIdIndex>,
Query<&mut LoadedBy>,
)> = SystemState::new(ecs);
let (mut query, mut entity_query) = system_state.get_mut(ecs);
let Ok(mut entity_id_index) = query.get_mut(player_entity) else {
warn!("our local player doesn't have EntityIdIndex");
continue;
};
for &id in &p.entity_ids {
let Some(entity) = entity_id_index.remove(&MinecraftEntityId(id)) else {
warn!("There is no entity with id {id:?}");
continue;
};
let Ok(mut loaded_by) = entity_query.get_mut(entity) else {
warn!(
"tried to despawn entity {id} but it doesn't have a LoadedBy component",
);
continue;
};
// the [`remove_despawned_entities_from_indexes`] system will despawn the entity
// if it's not loaded by anything anymore
// also we can't just ecs.despawn because if we're in a swarm then the entity
// might still be loaded by another client
loaded_by.remove(&player_entity);
}
}
ClientboundGamePacket::PlayerChat(p) => {
debug!("Got player chat packet {p:?}");
let mut system_state: SystemState<EventWriter<ChatReceivedEvent>> =
SystemState::new(ecs);
let mut chat_events = system_state.get_mut(ecs);
chat_events.send(ChatReceivedEvent {
entity: player_entity,
packet: ChatPacket::Player(Arc::new(p.clone())),
});
}
ClientboundGamePacket::SystemChat(p) => {
debug!("Got system chat packet {p:?}");
let mut system_state: SystemState<EventWriter<ChatReceivedEvent>> =
SystemState::new(ecs);
let mut chat_events = system_state.get_mut(ecs);
chat_events.send(ChatReceivedEvent {
entity: player_entity,
packet: ChatPacket::System(Arc::new(p.clone())),
});
}
ClientboundGamePacket::DisguisedChat(p) => {
debug!("Got disguised chat packet {p:?}");
let mut system_state: SystemState<EventWriter<ChatReceivedEvent>> =
SystemState::new(ecs);
let mut chat_events = system_state.get_mut(ecs);
chat_events.send(ChatReceivedEvent {
entity: player_entity,
packet: ChatPacket::Disguised(Arc::new(p.clone())),
});
}
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 system_state: SystemState<Query<&mut InstanceHolder>> =
SystemState::new(ecs);
let mut query = system_state.get_mut(ecs);
let local_player = query.get_mut(player_entity).unwrap();
let world = local_player.instance.write();
world.chunks.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 system_state: SystemState<Query<&mut InstanceHolder>> =
SystemState::new(ecs);
let mut query = system_state.get_mut(ecs);
let local_player = query.get_mut(player_entity).unwrap();
let world = local_player.instance.write();
for state in &p.states {
world
.chunks
.set_block_state(&(p.section_pos + state.pos), state.state);
}
}
ClientboundGamePacket::GameEvent(p) => {
use azalea_protocol::packets::game::clientbound_game_event_packet::EventType;
debug!("Got game event packet {p:?}");
#[allow(clippy::single_match)]
match p.event {
EventType::ChangeGameMode => {
let mut system_state: SystemState<Query<&mut LocalGameMode>> =
SystemState::new(ecs);
let mut query = system_state.get_mut(ecs);
let mut local_game_mode = query.get_mut(player_entity).unwrap();
if let Some(new_game_mode) = GameMode::from_id(p.param as u8) {
local_game_mode.current = new_game_mode;
}
}
_ => {}
}
}
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(p) => {
debug!("Got block event packet {p:?}");
}
ClientboundGamePacket::BossEvent(_) => {}
ClientboundGamePacket::CommandSuggestions(_) => {}
ClientboundGamePacket::ContainerSetContent(p) => {
debug!("Got container set content packet {p:?}");
let mut system_state: SystemState<(
Query<&mut InventoryComponent>,
EventWriter<SetContainerContentEvent>,
)> = SystemState::new(ecs);
let (mut query, mut events) = system_state.get_mut(ecs);
let mut inventory = query.get_mut(player_entity).unwrap();
// container id 0 is always the player's inventory
if p.container_id == 0 {
// this is just so it has the same type as the `else` block
for (i, slot) in p.items.iter().enumerate() {
if let Some(slot_mut) = inventory.inventory_menu.slot_mut(i) {
*slot_mut = slot.clone();
}
}
} else {
events.send(SetContainerContentEvent {
entity: player_entity,
slots: p.items.clone(),
container_id: p.container_id as u8,
});
}
}
ClientboundGamePacket::ContainerSetData(p) => {
debug!("Got container set data packet {p:?}");
// let mut system_state: SystemState<Query<&mut
// InventoryComponent>> =
// SystemState::new(ecs);
// let mut query = system_state.get_mut(ecs);
// let mut inventory =
// query.get_mut(player_entity).unwrap();
// TODO: handle ContainerSetData packet
// this is used for various things like the furnace progress
// bar
// see https://wiki.vg/Protocol#Set_Container_Property
}
ClientboundGamePacket::ContainerSetSlot(p) => {
debug!("Got container set slot packet {p:?}");
let mut system_state: SystemState<Query<&mut InventoryComponent>> =
SystemState::new(ecs);
let mut query = system_state.get_mut(ecs);
let mut inventory = query.get_mut(player_entity).unwrap();
if p.container_id == -1 {
// -1 means carried item
inventory.carried = p.item_stack.clone();
} else if p.container_id == -2 {
if let Some(slot) = inventory.inventory_menu.slot_mut(p.slot.into()) {
*slot = p.item_stack.clone();
}
} else {
let is_creative_mode_and_inventory_closed = false;
// technically minecraft has slightly different behavior here if you're in
// creative mode and have your inventory open
if p.container_id == 0
&& azalea_inventory::Player::is_hotbar_slot(p.slot.into())
{
// minecraft also sets a "pop time" here which is used for an animation
// but that's not really necessary
if let Some(slot) = inventory.inventory_menu.slot_mut(p.slot.into()) {
*slot = p.item_stack.clone();
}
} else if p.container_id == (inventory.id as i8)
&& (p.container_id != 0 || !is_creative_mode_and_inventory_closed)
{
// var2.containerMenu.setItem(var4, var1.getStateId(), var3);
if let Some(slot) = inventory.menu_mut().slot_mut(p.slot.into()) {
*slot = p.item_stack.clone();
inventory.state_id = p.state_id;
}
}
}
}
ClientboundGamePacket::ContainerClose(_p) => {
// there's p.container_id but minecraft doesn't actually check it
let mut system_state: SystemState<EventWriter<ClientSideCloseContainerEvent>> =
SystemState::new(ecs);
let mut client_side_close_container_events = system_state.get_mut(ecs);
client_side_close_container_events.send(ClientSideCloseContainerEvent {
entity: player_entity,
});
}
ClientboundGamePacket::Cooldown(_) => {}
ClientboundGamePacket::CustomChatCompletions(_) => {}
ClientboundGamePacket::DeleteChat(_) => {}
ClientboundGamePacket::Explode(p) => {
trace!("Got explode packet {p:?}");
let mut system_state: SystemState<EventWriter<KnockbackEvent>> =
SystemState::new(ecs);
let mut knockback_events = system_state.get_mut(ecs);
knockback_events.send(KnockbackEvent {
entity: player_entity,
knockback: KnockbackType::Set(Vec3 {
x: p.knockback_x as f64,
y: p.knockback_y as f64,
z: p.knockback_z as f64,
}),
});
system_state.apply(ecs);
}
ClientboundGamePacket::ForgetLevelChunk(p) => {
debug!("Got forget level chunk packet {p:?}");
let mut system_state: SystemState<Query<&mut InstanceHolder>> =
SystemState::new(ecs);
let mut query = system_state.get_mut(ecs);
let local_player = query.get_mut(player_entity).unwrap();
let mut partial_instance = local_player.partial_instance.write();
partial_instance.chunks.limited_set(&p.pos, None);
}
ClientboundGamePacket::HorseScreenOpen(_) => {}
ClientboundGamePacket::MapItemData(_) => {}
ClientboundGamePacket::MerchantOffers(_) => {}
ClientboundGamePacket::MoveVehicle(_) => {}
ClientboundGamePacket::OpenBook(_) => {}
ClientboundGamePacket::OpenScreen(p) => {
debug!("Got open screen packet {p:?}");
let mut system_state: SystemState<EventWriter<MenuOpenedEvent>> =
SystemState::new(ecs);
let mut menu_opened_events = system_state.get_mut(ecs);
menu_opened_events.send(MenuOpenedEvent {
entity: player_entity,
window_id: p.container_id,
menu_type: p.menu_type,
title: p.title.to_owned(),
});
}
ClientboundGamePacket::OpenSignEditor(_) => {}
ClientboundGamePacket::Ping(p) => {
debug!("Got ping packet {p:?}");
let mut system_state: SystemState<EventWriter<SendPacketEvent>> =
SystemState::new(ecs);
let mut send_packet_events = system_state.get_mut(ecs);
send_packet_events.send(SendPacketEvent {
entity: player_entity,
packet: ServerboundPongPacket { id: p.id }.get(),
});
}
ClientboundGamePacket::PongResponse(p) => {
debug!("Got pong response packet {p:?}");
}
ClientboundGamePacket::PlaceGhostRecipe(_) => {}
ClientboundGamePacket::PlayerCombatEnd(_) => {}
ClientboundGamePacket::PlayerCombatEnter(_) => {}
ClientboundGamePacket::PlayerCombatKill(p) => {
debug!("Got player kill packet {p:?}");
#[allow(clippy::type_complexity)]
let mut system_state: SystemState<(
Commands,
Query<(&MinecraftEntityId, Option<&Dead>)>,
EventWriter<DeathEvent>,
)> = SystemState::new(ecs);
let (mut commands, mut query, mut death_events) = system_state.get_mut(ecs);
let (entity_id, dead) = query.get_mut(player_entity).unwrap();
if **entity_id == p.player_id && dead.is_none() {
commands.entity(player_entity).insert(Dead);
death_events.send(DeathEvent {
entity: player_entity,
packet: Some(p.clone()),
});
}
system_state.apply(ecs);
}
ClientboundGamePacket::PlayerLookAt(_) => {}
ClientboundGamePacket::RemoveMobEffect(_) => {}
ClientboundGamePacket::ResourcePackPush(p) => {
debug!("Got resource pack packet {p:?}");
let mut system_state: SystemState<EventWriter<ResourcePackEvent>> =
SystemState::new(ecs);
let mut resource_pack_events = system_state.get_mut(ecs);
resource_pack_events.send(ResourcePackEvent {
entity: player_entity,
id: p.id,
url: p.url.to_owned(),
hash: p.hash.to_owned(),
required: p.required,
prompt: p.prompt.to_owned(),
});
system_state.apply(ecs);
}
ClientboundGamePacket::ResourcePackPop(_) => {}
ClientboundGamePacket::Respawn(p) => {
debug!("Got respawn packet {p:?}");
#[allow(clippy::type_complexity)]
let mut system_state: SystemState<(
Commands,
Query<(
&mut InstanceHolder,
&GameProfileComponent,
&ClientInformation,
)>,
EventWriter<InstanceLoadedEvent>,
ResMut<InstanceContainer>,
)> = SystemState::new(ecs);
let (mut commands, mut query, mut instance_loaded_events, mut instance_container) =
system_state.get_mut(ecs);
let (mut instance_holder, game_profile, client_information) =
query.get_mut(player_entity).unwrap();
{
let new_instance_name = p.common.dimension.clone();
let Some(dimension_type) =
instance_holder.instance.read().registries.dimension_type()
else {
error!("Server didn't send dimension type registry, can't log in");
continue;
};
let dimension = &dimension_type
.value
.iter()
.find(|t| t.name == p.common.dimension_type)
.unwrap_or_else(|| {
panic!("No dimension_type with name {}", p.common.dimension_type)
})
.element;
// add this world to the instance_container (or don't if it's already
// there)
let weak_instance = instance_container.insert(
new_instance_name.clone(),
dimension.height,
dimension.min_y,
);
instance_loaded_events.send(InstanceLoadedEvent {
entity: player_entity,
name: new_instance_name.clone(),
instance: Arc::downgrade(&weak_instance),
});
// set the partial_world to an empty world
// (when we add chunks or entities those will be in the
// instance_container)
*instance_holder.partial_instance.write() = PartialInstance::new(
azalea_world::chunk_storage::calculate_chunk_storage_range(
client_information.view_distance.into(),
),
Some(player_entity),
);
instance_holder.instance = weak_instance;
// this resets a bunch of our components like physics and stuff
let player_bundle = PlayerBundle {
entity: EntityBundle::new(
game_profile.uuid,
Vec3::default(),
azalea_registry::EntityKind::Player,
new_instance_name,
),
metadata: PlayerMetadataBundle::default(),
};
// update the local gamemode and metadata things
commands.entity(player_entity).insert((
LocalGameMode {
current: p.common.game_type,
previous: p.common.previous_game_type.into(),
},
player_bundle,
));
}
// Remove the Dead marker component from the player.
commands.entity(player_entity).remove::<Dead>();
system_state.apply(ecs);
}
ClientboundGamePacket::StartConfiguration(_) => {
let mut system_state: SystemState<(Commands, EventWriter<SendPacketEvent>)> =
SystemState::new(ecs);
let (mut commands, mut packet_events) = system_state.get_mut(ecs);
packet_events.send(SendPacketEvent {
entity: player_entity,
packet: ServerboundConfigurationAcknowledgedPacket {}.get(),
});
commands
.entity(player_entity)
.insert(crate::client::InConfigurationState)
.remove::<crate::JoinedClientBundle>();
system_state.apply(ecs);
}
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::ClearTitles(_) => {}
ClientboundGamePacket::SoundEntity(_) => {}
ClientboundGamePacket::StopSound(_) => {}
ClientboundGamePacket::TabList(_) => {}
ClientboundGamePacket::TagQuery(_) => {}
ClientboundGamePacket::TakeItemEntity(_) => {}
ClientboundGamePacket::Bundle(_) => {}
ClientboundGamePacket::DamageEvent(_) => {}
ClientboundGamePacket::HurtAnimation(_) => {}
ClientboundGamePacket::TickingState(_) => {}
ClientboundGamePacket::TickingStep(_) => {}
ClientboundGamePacket::ResetScore(_) => {}
}
}
}
/// An event for sending a packet to the server while we're in the `game` state.
#[derive(Event)]
pub struct SendPacketEvent {
pub entity: Entity,
pub packet: ServerboundGamePacket,
}
pub fn handle_send_packet_event(
mut send_packet_events: EventReader<SendPacketEvent>,
mut query: Query<&mut RawConnection>,
) {
for event in send_packet_events.read() {
if let Ok(raw_connection) = query.get_mut(event.entity) {
// debug!("Sending packet: {:?}", event.packet);
if let Err(e) = raw_connection.write_packet(event.packet.clone()) {
error!("Failed to send packet: {e}");
}
}
}
}