Pumpkin/pumpkin/src/world/mod.rs
Alexander Medvedev 03c71fc9f4 Less Allocations more Fun
this made things faster
2025-06-26 00:10:56 +02:00

2278 lines
80 KiB
Rust

use std::{
collections::HashMap,
sync::{Arc, atomic::Ordering},
};
pub mod chunker;
pub mod explosion;
pub mod portal;
pub mod time;
use crate::{
PLUGIN_MANAGER,
block::{self, registry::BlockRegistry},
command::client_suggestions,
entity::{Entity, EntityBase, EntityId, player::Player, r#type::from_type},
error::PumpkinError,
plugin::{
block::block_break::BlockBreakEvent,
player::{player_join::PlayerJoinEvent, player_leave::PlayerLeaveEvent},
world::{chunk_load::ChunkLoad, chunk_save::ChunkSave, chunk_send::ChunkSend},
},
server::Server,
};
use crate::{
block::{BlockEvent, loot::LootContextParameters},
entity::item::ItemEntity,
};
use async_trait::async_trait;
use border::Worldborder;
use bytes::{BufMut, Bytes};
use explosion::Explosion;
use pumpkin_config::BasicConfiguration;
use pumpkin_data::BlockDirection;
use pumpkin_data::entity::EffectType;
use pumpkin_data::fluid::{Falling, FluidProperties};
use pumpkin_data::{
Block,
block_properties::{
get_block_and_state_by_state_id, get_block_by_state_id, get_state_by_state_id,
},
entity::{EntityStatus, EntityType},
fluid::Fluid,
particle::Particle,
sound::{Sound, SoundCategory},
world::{RAW, WorldEvent},
};
use pumpkin_inventory::equipment_slot::EquipmentSlot;
use pumpkin_macros::send_cancellable;
use pumpkin_nbt::{compound::NbtCompound, to_bytes_unnamed};
use pumpkin_protocol::ser::serializer::Serializer;
use pumpkin_protocol::{
ClientPacket, IdOr, SoundEvent,
client::play::{
CBlockEntityData, CEntityStatus, CGameEvent, CLogin, CMultiBlockUpdate, CPlayerChatMessage,
CPlayerInfoUpdate, CRemoveEntities, CRemovePlayerInfo, CSoundEffect, CSpawnEntity,
FilterType, GameEvent, InitChat, PlayerAction, PlayerInfoFlags,
},
server::play::SChatMessage,
};
use pumpkin_protocol::{
client::play::{
CBlockEvent, CRemoveMobEffect, CSetEntityMetadata, CSetEquipment, MetaDataType, Metadata,
},
codec::item_stack_seralizer::ItemStackSerializer,
};
use pumpkin_protocol::{
client::play::{
CBlockUpdate, CDisguisedChatMessage, CExplosion, CRespawn, CSetBlockDestroyStage,
CWorldEvent,
},
codec::var_int::VarInt,
};
use pumpkin_registry::VanillaDimensionType;
use pumpkin_util::math::{position::chunk_section_from_pos, vector2::Vector2};
use pumpkin_util::resource_location::ResourceLocation;
use pumpkin_util::text::{TextComponent, color::NamedColor};
use pumpkin_util::{
Difficulty,
math::{boundingbox::BoundingBox, position::BlockPos, vector3::Vector3},
};
use pumpkin_world::{
BlockStateId, GENERATION_SETTINGS, GeneratorSetting, biome, block::entities::BlockEntity,
chunk::io::Dirtiable, item::ItemStack,
};
use pumpkin_world::{chunk::ChunkData, world::BlockAccessor};
use pumpkin_world::{chunk::TickPriority, level::Level};
use pumpkin_world::{
entity::entity_data_flags::{DATA_PLAYER_MAIN_HAND, DATA_PLAYER_MODE_CUSTOMISATION},
world::GetBlockError,
};
use pumpkin_world::{world::BlockFlags, world_info::LevelData};
use rand::{Rng, rng};
use scoreboard::Scoreboard;
use serde::Serialize;
use time::LevelTime;
use tokio::sync::Mutex;
use tokio::sync::RwLock;
pub mod border;
pub mod bossbar;
pub mod custom_bossbar;
pub mod scoreboard;
pub mod weather;
use uuid::Uuid;
use weather::Weather;
type FlowingFluidProperties = pumpkin_data::fluid::FlowingWaterLikeFluidProperties;
impl PumpkinError for GetBlockError {
fn is_kick(&self) -> bool {
false
}
fn severity(&self) -> log::Level {
log::Level::Warn
}
fn client_kick_reason(&self) -> Option<String> {
None
}
}
/// Represents a Minecraft world, containing entities, players, and the underlying level data.
///
/// Each dimension (Overworld, Nether, End) typically has its own `World`.
///
/// **Key Responsibilities:**
///
/// - Manages the `Level` instance for handling chunk-related operations.
/// - Stores and tracks active `Player` entities within the world.
/// - Provides a central hub for interacting with the world's entities and environment.
pub struct World {
/// The underlying level, responsible for chunk management and terrain generation.
pub level: Arc<Level>,
pub level_info: Arc<RwLock<LevelData>>,
/// A map of active players within the world, keyed by their unique UUID.
pub players: Arc<RwLock<HashMap<uuid::Uuid, Arc<Player>>>>,
/// A map of active entities within the world, keyed by their unique UUID.
/// This does not include players.
pub entities: Arc<RwLock<HashMap<uuid::Uuid, Arc<dyn EntityBase>>>>,
/// The world's scoreboard, used for tracking scores, objectives, and display information.
pub scoreboard: Mutex<Scoreboard>,
/// The world's worldborder, defining the playable area and controlling its expansion or contraction.
pub worldborder: Mutex<Worldborder>,
/// The world's time, including counting ticks for weather, time cycles, and statistics.
pub level_time: Mutex<LevelTime>,
/// The type of dimension the world is in.
pub dimension_type: VanillaDimensionType,
pub sea_level: i32,
/// The world's weather, including rain and thunder levels.
pub weather: Mutex<Weather>,
/// Block Behaviour
pub block_registry: Arc<BlockRegistry>,
synced_block_event_queue: Mutex<Vec<BlockEvent>>,
/// A map of unsent block changes, keyed by block position.
unsent_block_changes: Mutex<HashMap<BlockPos, u16>>,
}
impl World {
#[must_use]
pub fn load(
level: Level,
level_info: LevelData,
dimension_type: VanillaDimensionType,
block_registry: Arc<BlockRegistry>,
) -> Self {
// TODO
let generation_settings = match dimension_type {
VanillaDimensionType::Overworld => GENERATION_SETTINGS
.get(&GeneratorSetting::Overworld)
.unwrap(),
VanillaDimensionType::OverworldCaves => todo!(),
VanillaDimensionType::TheEnd => {
GENERATION_SETTINGS.get(&GeneratorSetting::End).unwrap()
}
VanillaDimensionType::TheNether => {
GENERATION_SETTINGS.get(&GeneratorSetting::Nether).unwrap()
}
};
Self {
level: Arc::new(level),
level_info: Arc::new(RwLock::new(level_info)),
players: Arc::new(RwLock::new(HashMap::new())),
entities: Arc::new(RwLock::new(HashMap::new())),
scoreboard: Mutex::new(Scoreboard::new()),
worldborder: Mutex::new(Worldborder::new(0.0, 0.0, 29_999_984.0, 0, 0, 0)),
level_time: Mutex::new(LevelTime::new()),
dimension_type,
weather: Mutex::new(Weather::new()),
block_registry,
sea_level: generation_settings.sea_level,
synced_block_event_queue: Mutex::new(Vec::new()),
unsent_block_changes: Mutex::new(HashMap::new()),
}
}
pub async fn shutdown(&self) {
for (uuid, entity) in self.entities.read().await.iter() {
self.save_entity(uuid, entity).await;
}
self.level.shutdown().await;
}
async fn save_entity(&self, uuid: &uuid::Uuid, entity: &Arc<dyn EntityBase>) {
// First lets see if the entity was saved on an other chunk, and if the current chunk does not match we remove it
// Otherwise we just update the nbt data
let base_entity = entity.get_entity();
let (current_chunk_coordinate, _) = base_entity
.block_pos
.load()
.chunk_and_chunk_relative_position();
let mut nbt = NbtCompound::new();
entity.write_nbt(&mut nbt).await;
if let Some(old_chunk) = base_entity.first_loaded_chunk_position.load() {
let old_chunk = old_chunk.to_vec2_i32();
let chunk = self.level.get_entity_chunk(old_chunk).await;
let mut chunk = chunk.write().await;
chunk.mark_dirty(true);
if old_chunk == current_chunk_coordinate {
chunk.data.insert(*uuid, nbt);
return;
}
// The chunk has changed, lets remove the entity from the old chunk
chunk.data.remove(uuid);
}
// We did not continue, so lets save data in a new chunk
let chunk = self.level.get_entity_chunk(current_chunk_coordinate).await;
let mut chunk = chunk.write().await;
chunk.data.insert(*uuid, nbt);
chunk.mark_dirty(true);
}
async fn remove_entity_data(&self, entity: &Entity) {
let (current_chunk_coordinate, _) =
entity.block_pos.load().chunk_and_chunk_relative_position();
if let Some(old_chunk) = entity.first_loaded_chunk_position.load() {
let old_chunk = old_chunk.to_vec2_i32();
let chunk = self.level.get_entity_chunk(old_chunk).await;
let mut chunk = chunk.write().await;
chunk.mark_dirty(true);
if old_chunk == current_chunk_coordinate {
chunk.data.remove(&entity.entity_uuid);
} else {
let chunk = self.level.get_entity_chunk(current_chunk_coordinate).await;
let mut chunk = chunk.write().await;
// The chunk has changed, lets remove the entity from the old chunk
chunk.data.remove(&entity.entity_uuid);
chunk.mark_dirty(true);
}
}
}
pub async fn send_entity_status(&self, entity: &Entity, status: EntityStatus) {
// TODO: only nearby
self.broadcast_packet_all(&CEntityStatus::new(entity.entity_id, status as i8))
.await;
}
pub async fn send_remove_mob_effect(&self, entity: &Entity, effect_type: EffectType) {
// TODO: only nearby
self.broadcast_packet_all(&CRemoveMobEffect::new(
entity.entity_id.into(),
VarInt(effect_type as i32),
))
.await;
}
pub async fn set_difficulty(&self, difficulty: Difficulty) {
let mut level_info = self.level_info.write().await;
level_info.difficulty = difficulty;
}
pub async fn add_synced_block_event(&self, pos: BlockPos, r#type: u8, data: u8) {
let mut queue = self.synced_block_event_queue.lock().await;
queue.push(BlockEvent { pos, r#type, data });
}
pub async fn flush_synced_block_events(self: &Arc<Self>) {
let mut queue = self.synced_block_event_queue.lock().await;
let events: Vec<BlockEvent> = queue.clone();
queue.clear();
// THIS IS IMPORTANT
// it prevents deadlocks and also removes the need to wait for a lock when adding a new synced block
drop(queue);
for event in events {
let block = self.get_block(&event.pos).await; // TODO
if !self
.block_registry
.on_synced_block_event(&block, self, &event.pos, event.r#type, event.data)
.await
{
continue;
}
self.broadcast_packet_all(&CBlockEvent::new(
event.pos,
event.r#type,
event.data,
VarInt(i32::from(block.id)),
))
.await;
}
}
/// Broadcasts a packet to all connected players within the world.
///
/// Sends the specified packet to every player currently logged in to the world.
///
/// **Note:** This function acquires a lock on the `current_players` map, ensuring thread safety.
pub async fn broadcast_packet_all<P>(&self, packet: &P)
where
P: ClientPacket,
{
self.broadcast_packet_except(&[], packet).await;
}
pub async fn broadcast_message(
&self,
message: &TextComponent,
sender_name: &TextComponent,
chat_type: u8,
target_name: Option<&TextComponent>,
) {
self.broadcast_packet_all(&CDisguisedChatMessage::new(
message,
(chat_type + 1).into(),
sender_name,
target_name,
))
.await;
}
pub async fn broadcast_secure_player_chat(
&self,
sender: &Arc<Player>,
chat_message: &SChatMessage,
decorated_message: &TextComponent,
) {
let messages_sent: i32 = sender.chat_session.lock().await.messages_sent;
let sender_last_seen = {
let cache = sender.signature_cache.lock().await;
cache.last_seen.clone()
};
for recipient in self.players.read().await.values() {
let messages_received: i32 = recipient.chat_session.lock().await.messages_received;
let packet = &CPlayerChatMessage::new(
VarInt(messages_received),
sender.gameprofile.id,
VarInt(messages_sent),
chat_message.signature.clone(),
chat_message.message.clone(),
chat_message.timestamp,
chat_message.salt,
sender_last_seen.indexed_for(recipient).await,
Some(decorated_message.clone()),
FilterType::PassThrough,
(RAW + 1).into(), // Custom registry chat_type with no sender name
TextComponent::text(""), // Not needed since we're injecting the name in the message for custom formatting
None,
);
recipient.client.enqueue_packet(packet).await;
recipient
.signature_cache
.lock()
.await
.add_seen_signature(&chat_message.signature.clone().unwrap()); // Unwrap is safe because we check for None in validate_chat_message
let recipient_signature_cache = &mut recipient.signature_cache.lock().await;
if recipient.gameprofile.id != sender.gameprofile.id {
// Sender may update recipient on signatures recipient hasn't seen
recipient_signature_cache.cache_signatures(sender_last_seen.as_ref());
}
recipient.chat_session.lock().await.messages_received += 1;
}
sender.chat_session.lock().await.messages_sent += 1;
}
/// Broadcasts a packet to all connected players within the world, excluding the specified players.
///
/// Sends the specified packet to every player currently logged in to the world, excluding the players listed in the `except` parameter.
///
/// **Note:** This function acquires a lock on the `current_players` map, ensuring thread safety.
pub async fn broadcast_packet_except<P>(&self, except: &[uuid::Uuid], packet: &P)
where
P: ClientPacket,
{
let current_players = self.players.read().await;
let players: Vec<_> = current_players
.iter()
.filter(|c| !except.contains(c.0))
.collect();
if players.is_empty() {
return;
}
let mut packet_buf = Vec::new();
if let Err(err) = packet.write(&mut packet_buf) {
log::error!("Failed to serialize packet {}: {}", P::PACKET_ID, err);
return;
}
let packet_data: Bytes = packet_buf.into();
for (_, player) in players {
player.client.enqueue_packet_data(packet_data.clone()).await;
}
}
pub async fn spawn_particle(
&self,
position: Vector3<f64>,
offset: Vector3<f32>,
max_speed: f32,
particle_count: i32,
particle: Particle,
) {
let players = self.players.read().await;
for player in players.values() {
player
.spawn_particle(position, offset, max_speed, particle_count, particle)
.await;
}
}
pub async fn play_sound(&self, sound: Sound, category: SoundCategory, position: &Vector3<f64>) {
self.play_sound_raw(sound as u16, category, position, 1.0, 1.0)
.await;
}
pub async fn play_sound_expect(
&self,
player: &Player,
sound: Sound,
category: SoundCategory,
position: &Vector3<f64>,
) {
self.play_sound_raw_expect(player, sound as u16, category, position, 1.0, 1.0)
.await;
}
pub async fn play_sound_raw(
&self,
sound_id: u16,
category: SoundCategory,
position: &Vector3<f64>,
volume: f32,
pitch: f32,
) {
let seed = rng().random::<f64>();
let packet = CSoundEffect::new(IdOr::Id(sound_id), category, position, volume, pitch, seed);
self.broadcast_packet_all(&packet).await;
}
pub async fn play_sound_raw_expect(
&self,
player: &Player,
sound_id: u16,
category: SoundCategory,
position: &Vector3<f64>,
volume: f32,
pitch: f32,
) {
let seed = rng().random::<f64>();
let packet = CSoundEffect::new(IdOr::Id(sound_id), category, position, volume, pitch, seed);
self.broadcast_packet_except(&[player.gameprofile.id], &packet)
.await;
}
pub async fn play_block_sound(
&self,
sound: Sound,
category: SoundCategory,
position: BlockPos,
) {
let new_vec = Vector3::new(
f64::from(position.0.x) + 0.5,
f64::from(position.0.y) + 0.5,
f64::from(position.0.z) + 0.5,
);
self.play_sound(sound, category, &new_vec).await;
}
pub async fn play_block_sound_expect(
&self,
player: &Player,
sound: Sound,
category: SoundCategory,
position: BlockPos,
) {
let new_vec = Vector3::new(
f64::from(position.0.x) + 0.5,
f64::from(position.0.y) + 0.5,
f64::from(position.0.z) + 0.5,
);
self.play_sound_expect(player, sound, category, &new_vec)
.await;
}
pub async fn tick(self: &Arc<Self>, server: &Server) {
self.flush_block_updates().await;
// tick block entities
// TODO: fix dead lock
// self.level.tick_block_entities(self.clone()).await;
self.flush_synced_block_events().await;
// world ticks
let mut level_time = self.level_time.lock().await;
level_time.tick_time();
let mut weather = self.weather.lock().await;
weather.tick_weather(self).await;
if self.should_skip_night().await {
let time = level_time.time_of_day + 24000;
level_time.set_time(time - time % 24000);
level_time.send_time(self).await;
for player in self.players.read().await.values() {
player.wake_up().await;
}
if weather.weather_cycle_enabled && (weather.raining || weather.thundering) {
weather.reset_weather_cycle(self).await;
}
} else if level_time.world_age % 20 == 0 {
level_time.send_time(self).await;
}
drop(level_time);
drop(weather);
self.tick_scheduled_block_ticks().await;
let players_to_tick: Vec<_> = self.players.read().await.values().cloned().collect();
// player ticks
for player in players_to_tick {
player.tick(server).await;
}
let entities_to_tick: Vec<_> = self.entities.read().await.values().cloned().collect();
// Entity ticks
for entity in entities_to_tick {
entity.tick(entity.clone(), server).await;
for player in self.players.read().await.values() {
if player
.living_entity
.entity
.bounding_box
.load()
// This is vanilla, but TODO: change this when is in a vehicle
.expand(1.0, 0.5, 1.0)
.intersects(&entity.get_entity().bounding_box.load())
{
entity.on_player_collision(player).await;
break;
}
}
}
}
pub async fn flush_block_updates(&self) {
let mut block_state_updates_by_chunk_section = HashMap::new();
for (position, block_state_id) in self.unsent_block_changes.lock().await.drain() {
let chunk_section = chunk_section_from_pos(&position);
block_state_updates_by_chunk_section
.entry(chunk_section)
.or_insert(Vec::new())
.push((position, block_state_id));
}
// TODO: only send packet to players who have the chunks loaded
// TODO: Send light updates to update the wire directly next to a broken block
for chunk_section in block_state_updates_by_chunk_section.values() {
if chunk_section.is_empty() {
continue;
}
if chunk_section.len() == 1 {
let (block_pos, block_state_id) = chunk_section[0];
self.broadcast_packet_all(&CBlockUpdate::new(
block_pos,
i32::from(block_state_id).into(),
))
.await;
} else {
self.broadcast_packet_all(&CMultiBlockUpdate::new(chunk_section.clone()))
.await;
}
}
}
pub async fn tick_scheduled_block_ticks(self: &Arc<Self>) {
let blocks_to_tick = self.level.get_and_tick_block_ticks().await;
let fluids_to_tick = self.level.get_and_tick_fluid_ticks().await;
while let Some(scheduled_tick) = { blocks_to_tick.lock().await.pop_front() } {
let block = self.get_block(&scheduled_tick.block_pos).await;
if scheduled_tick.target_block_id != block.id {
continue;
}
if let Some(pumpkin_block) = self.block_registry.get_pumpkin_block(&block) {
pumpkin_block
.on_scheduled_tick(self, &block, &scheduled_tick.block_pos)
.await;
}
}
for scheduled_tick in fluids_to_tick {
let fluid = self.get_fluid(&scheduled_tick.block_pos).await;
if let Some(pumpkin_fluid) = self.block_registry.get_pumpkin_fluid(&fluid) {
pumpkin_fluid
.on_scheduled_tick(self, &fluid, &scheduled_tick.block_pos)
.await;
}
}
}
/// Gets the y position of the first non air block from the top down
pub async fn get_top_block(&self, position: Vector2<i32>) -> i32 {
// TODO: this is bad
let generation_settings = match self.dimension_type {
VanillaDimensionType::Overworld => GENERATION_SETTINGS
.get(&GeneratorSetting::Overworld)
.unwrap(),
VanillaDimensionType::OverworldCaves => todo!(),
VanillaDimensionType::TheEnd => {
GENERATION_SETTINGS.get(&GeneratorSetting::End).unwrap()
}
VanillaDimensionType::TheNether => {
GENERATION_SETTINGS.get(&GeneratorSetting::Nether).unwrap()
}
};
for y in (i32::from(generation_settings.shape.min_y)
..=i32::from(generation_settings.shape.height))
.rev()
{
let pos = BlockPos(Vector3::new(position.x, y, position.z));
let block = self.get_block_state(&pos).await;
if block.is_air() {
continue;
}
return y;
}
i32::from(generation_settings.shape.height)
}
#[expect(clippy::too_many_lines)]
pub async fn spawn_player(
&self,
base_config: &BasicConfiguration,
player: Arc<Player>,
server: &Server,
) {
let dimensions: Vec<ResourceLocation> = server
.dimensions
.iter()
.map(VanillaDimensionType::resource_location)
.collect();
// This code follows the vanilla packet order
let entity_id = player.entity_id();
let gamemode = player.gamemode.load();
log::debug!(
"spawning player {}, entity id {}",
player.gameprofile.name,
entity_id
);
// Send the login packet for our new player
player
.client
.send_packet_now(&CLogin::new(
entity_id,
base_config.hardcore,
&dimensions,
base_config.max_players.try_into().unwrap(),
base_config.view_distance.get().into(), // TODO: view distance
base_config.simulation_distance.get().into(), // TODO: sim view dinstance
false,
true,
false,
(self.dimension_type as u8).into(),
self.dimension_type.resource_location(),
biome::hash_seed(self.level.seed.0), // seed
gamemode as u8,
player
.previous_gamemode
.load()
.map_or(-1, |gamemode| gamemode as i8),
false,
false,
None,
VarInt(player.get_entity().portal_cooldown.load(Ordering::Relaxed) as i32),
self.sea_level.into(),
// This should stay true even when reports are disabled.
// It prevents the annoying popup when joining the server.
true,
))
.await;
// Send the current ticking state to the new player so they are in sync.
server
.tick_rate_manager
.update_joining_player(&player)
.await;
// Permissions, i.e. the commands a player may use.
player.send_permission_lvl_update().await;
// Difficulty of the world
player.send_difficulty_update().await;
{
let command_dispatcher = server.command_dispatcher.read().await;
client_suggestions::send_c_commands_packet(&player, &command_dispatcher).await;
};
// Spawn in initial chunks
// This is made before the player teleport so that the player doesn't glitch out when spawning
chunker::player_join(&player).await;
// Teleport
let (position, yaw, pitch) = if player.has_played_before.load(Ordering::Relaxed) {
let position = player.position();
let yaw = player.living_entity.entity.yaw.load(); //info.spawn_angle;
let pitch = player.living_entity.entity.pitch.load();
(position, yaw, pitch)
} else {
let info = &self.level_info.read().await;
let spawn_position = Vector2::new(info.spawn_x, info.spawn_z);
let pos_y = self.get_top_block(spawn_position).await + 1; // +1 to spawn on top of the block
let position = Vector3::new(
f64::from(info.spawn_x),
f64::from(pos_y),
f64::from(info.spawn_z),
);
let yaw = info.spawn_angle;
let pitch = 0.0;
(position, yaw, pitch)
};
let velocity = player.living_entity.entity.velocity.load();
log::debug!("Sending player teleport to {}", player.gameprofile.name);
player.request_teleport(position, yaw, pitch).await;
player.living_entity.last_pos.store(position);
let gameprofile = &player.gameprofile;
// Firstly, send an info update to our new player, so they can see their skin
// and also send their info to everyone else.
log::debug!("Broadcasting player info for {}", player.gameprofile.name);
self.broadcast_packet_all(&CPlayerInfoUpdate::new(
(PlayerInfoFlags::ADD_PLAYER
| PlayerInfoFlags::UPDATE_GAME_MODE
| PlayerInfoFlags::UPDATE_LISTED)
.bits(),
&[pumpkin_protocol::client::play::Player {
uuid: gameprofile.id,
actions: &[
PlayerAction::AddPlayer {
name: &gameprofile.name,
properties: &gameprofile.properties,
},
PlayerAction::UpdateGameMode(VarInt(gamemode as i32)),
PlayerAction::UpdateListed(true),
],
}],
))
.await;
// Here, we send all the infos of players who already joined.
{
let current_players = self.players.read().await;
let mut current_player_data = Vec::new();
for (_, player) in current_players
.iter()
.filter(|(c, _)| **c != player.gameprofile.id)
{
let chat_session = player.chat_session.lock().await;
let mut player_actions = vec![
PlayerAction::AddPlayer {
name: &player.gameprofile.name,
properties: &player.gameprofile.properties,
},
PlayerAction::UpdateListed(true),
];
if base_config.allow_chat_reports {
player_actions.push(PlayerAction::InitializeChat(Some(InitChat {
session_id: chat_session.session_id,
expires_at: chat_session.expires_at,
public_key: chat_session.public_key.clone(),
signature: chat_session.signature.clone(),
})));
}
current_player_data.push((&player.gameprofile.id, player_actions));
}
let mut action_flags = PlayerInfoFlags::ADD_PLAYER | PlayerInfoFlags::UPDATE_LISTED;
if base_config.allow_chat_reports {
action_flags |= PlayerInfoFlags::INITIALIZE_CHAT;
}
let entries = current_player_data
.iter()
.map(|(id, actions)| pumpkin_protocol::client::play::Player {
uuid: **id,
actions,
})
.collect::<Vec<_>>();
log::debug!("Sending player info to {}", player.gameprofile.name);
player
.client
.enqueue_packet(&CPlayerInfoUpdate::new(action_flags.bits(), &entries))
.await;
};
let gameprofile = &player.gameprofile;
log::debug!("Broadcasting player spawn for {}", player.gameprofile.name);
// Spawn the player for every client.
self.broadcast_packet_except(
&[player.gameprofile.id],
&CSpawnEntity::new(
entity_id.into(),
gameprofile.id,
i32::from(EntityType::PLAYER.id).into(),
position,
pitch,
yaw,
yaw,
0.into(),
velocity,
),
)
.await;
// Spawn players for our client.
let id = player.gameprofile.id;
for (_, existing_player) in self.players.read().await.iter().filter(|c| c.0 != &id) {
let entity = &existing_player.living_entity.entity;
let pos = entity.pos.load();
let gameprofile = &existing_player.gameprofile;
log::debug!("Sending player entities to {}", player.gameprofile.name);
player
.client
.enqueue_packet(&CSpawnEntity::new(
existing_player.entity_id().into(),
gameprofile.id,
i32::from(EntityType::PLAYER.id).into(),
pos,
entity.pitch.load(),
entity.yaw.load(),
entity.head_yaw.load(),
0.into(),
entity.velocity.load(),
))
.await;
let config = existing_player.config.read().await;
let mut buf = Vec::new();
for meta in [
Metadata::new(
DATA_PLAYER_MODE_CUSTOMISATION,
MetaDataType::Byte,
config.skin_parts,
),
Metadata::new(
DATA_PLAYER_MAIN_HAND,
MetaDataType::Byte,
config.main_hand as u8,
),
] {
let mut serializer_buf = Vec::new();
let mut serializer = Serializer::new(&mut serializer_buf);
meta.serialize(&mut serializer).unwrap();
buf.extend(serializer_buf);
}
// END
buf.put_u8(255);
player
.client
.enqueue_packet(&CSetEntityMetadata::new(
existing_player.get_entity().entity_id.into(),
buf.into(),
))
.await;
}
player.send_client_information().await;
// Start waiting for level chunks. Sets the "Loading Terrain" screen
log::debug!("Sending waiting chunks to {}", player.gameprofile.name);
player
.client
.send_packet_now(&CGameEvent::new(GameEvent::StartWaitingChunks, 0.0))
.await;
self.worldborder
.lock()
.await
.init_client(&player.client)
.await;
// Sends initial time
player.send_time(self).await;
// Send initial weather state
let weather = self.weather.lock().await;
if weather.raining {
player
.client
.enqueue_packet(&CGameEvent::new(GameEvent::BeginRaining, 0.0))
.await;
// Calculate rain and thunder levels directly from public fields
let rain_level = weather.rain_level.clamp(0.0, 1.0);
let thunder_level = weather.thunder_level.clamp(0.0, 1.0);
player
.client
.enqueue_packet(&CGameEvent::new(GameEvent::RainLevelChange, rain_level))
.await;
player
.client
.enqueue_packet(&CGameEvent::new(
GameEvent::ThunderLevelChange,
thunder_level,
))
.await;
}
// if let Some(bossbars) = self..lock().await.get_player_bars(&player.gameprofile.id) {
// for bossbar in bossbars {
// player.send_bossbar(bossbar).await;
// }
// }
player.has_played_before.store(true, Ordering::Relaxed);
player
.on_screen_handler_opened(player.player_screen_handler.clone())
.await;
player.send_active_effects().await;
self.send_player_equipment(&player).await;
}
async fn send_player_equipment(&self, from: &Player) {
let mut equipment_list = Vec::new();
equipment_list.push((
EquipmentSlot::MAIN_HAND.discriminant(),
*from.inventory.held_item().lock().await,
));
for (slot, item_arc_mutex) in &from.inventory.entity_equipment.lock().await.equipment {
let item_guard = item_arc_mutex.lock().await;
let item_stack = *item_guard;
equipment_list.push((slot.discriminant(), item_stack));
}
let equipment: Vec<(i8, ItemStackSerializer)> = equipment_list
.iter()
.map(|(slot, stack)| (*slot, ItemStackSerializer::from(*stack)))
.collect();
self.broadcast_packet_except(
&[from.get_entity().entity_uuid],
&CSetEquipment::new(from.entity_id().into(), equipment),
)
.await;
}
pub async fn send_world_info(
&self,
player: &Arc<Player>,
position: Vector3<f64>,
yaw: f32,
pitch: f32,
) {
self.worldborder
.lock()
.await
.init_client(&player.client)
.await;
// TODO: World spawn (compass stuff)
player
.client
.enqueue_packet(&CGameEvent::new(GameEvent::StartWaitingChunks, 0.0))
.await;
let entity = &player.living_entity.entity;
self.broadcast_packet_except(
&[player.gameprofile.id],
// TODO: add velo
&CSpawnEntity::new(
entity.entity_id.into(),
player.gameprofile.id,
i32::from(EntityType::PLAYER.id).into(),
position,
pitch,
yaw,
yaw,
0.into(),
Vector3::new(0.0, 0.0, 0.0),
),
)
.await;
player.send_client_information().await;
chunker::player_join(player).await;
// Update commands
player.set_health(20.0).await;
}
pub async fn explode(self: &Arc<Self>, server: &Server, position: Vector3<f64>, power: f32) {
let explosion = Explosion::new(power, position);
explosion.explode(server, self).await;
let particle = if power < 2.0 {
Particle::Explosion
} else {
Particle::ExplosionEmitter
};
let sound = IdOr::<SoundEvent>::Id(Sound::EntityGenericExplode as u16);
for player in self.players.read().await.values() {
if player.position().squared_distance_to_vec(position) > 4096.0 {
continue;
}
player
.client
.enqueue_packet(&CExplosion::new(
position,
None,
VarInt(particle as i32),
sound.clone(),
))
.await;
}
}
pub async fn respawn_player(&self, player: &Arc<Player>, alive: bool) {
let last_pos = player.living_entity.last_pos.load();
let death_dimension = player.world().await.dimension_type.resource_location();
let death_location = BlockPos(Vector3::new(
last_pos.x.round() as i32,
last_pos.y.round() as i32,
last_pos.z.round() as i32,
));
let data_kept = u8::from(alive);
// TODO: switch world in player entity to new world
player
.client
.enqueue_packet(&CRespawn::new(
(self.dimension_type as u8).into(),
self.dimension_type.resource_location(),
biome::hash_seed(self.level.seed.0), // seed
player.gamemode.load() as u8,
player.gamemode.load() as i8,
false,
false,
Some((death_dimension, death_location)),
VarInt(player.get_entity().portal_cooldown.load(Ordering::Relaxed) as i32),
self.sea_level.into(),
data_kept,
))
.await;
log::debug!("Sending player abilities to {}", player.gameprofile.name);
player.send_abilities_update().await;
player.send_permission_lvl_update().await;
// Teleport
let info = &self.level_info.read().await;
let pitch = 0.0;
let (position, yaw) = if let Some(respawn) = player.get_respawn_point().await {
respawn
} else {
let top = self
.get_top_block(Vector2::new(info.spawn_x, info.spawn_z))
.await;
(
Vector3::new(info.spawn_x.into(), (top + 1).into(), info.spawn_z.into()),
info.spawn_angle,
)
};
log::debug!("Sending player teleport to {}", player.gameprofile.name);
player.request_teleport(position, yaw, pitch).await;
player.living_entity.last_pos.store(position);
// TODO: difficulty, exp bar, status effect
self.send_world_info(player, position, yaw, pitch).await;
}
/// Returns true if enough players are sleeping and we should skip the night.
pub async fn should_skip_night(&self) -> bool {
let players = self.players.read().await;
let player_count = players.len();
let sleeping_player_count = players
.values()
.filter(|player| {
player
.sleeping_since
.load()
.is_some_and(|since| since >= 100)
})
.count();
// TODO: sleep ratio
sleeping_player_count == player_count
}
// NOTE: This function doesn't actually await on anything, it just spawns two tokio tasks
/// IMPORTANT: Chunks have to be non-empty
#[allow(clippy::too_many_lines)]
fn spawn_world_chunks(
self: &Arc<Self>,
player: Arc<Player>,
chunks: Vec<Vector2<i32>>,
center_chunk: Vector2<i32>,
) {
if player
.client
.closed
.load(std::sync::atomic::Ordering::Relaxed)
{
log::info!("The connection has closed before world chunks were spawned");
return;
}
#[cfg(debug_assertions)]
let inst = std::time::Instant::now();
// Sort such that the first chunks are closest to the center.
let mut chunks = chunks;
chunks.sort_unstable_by_key(|pos| {
let rel_x = pos.x - center_chunk.x;
let rel_z = pos.z - center_chunk.z;
rel_x * rel_x + rel_z * rel_z
});
let mut receiver = self.level.receive_chunks(chunks.clone());
let level = self.level.clone();
let player1 = player.clone();
let world = self.clone();
let world1 = self.clone();
player.clone().spawn_task(async move {
'main: loop {
let recv_result = tokio::select! {
() = player.client.await_close_interrupt() => {
log::debug!("Canceling player packet processing");
None
},
recv_result = receiver.recv() => {
recv_result
}
};
let Some((chunk, first_load)) = recv_result else {
break;
};
let position = chunk.read().await.position;
let (world, chunk) = if level.is_chunk_watched(&position) {
(world.clone(), chunk)
} else {
send_cancellable! {{
ChunkSave {
world: world.clone(),
chunk,
cancelled: false,
};
'after: {
log::trace!(
"Received chunk {:?}, but it is no longer watched... cleaning",
&position
);
level.clean_chunk(&position).await;
continue 'main;
}
}};
(event.world, event.chunk)
};
let (world, chunk) = if first_load {
send_cancellable! {{
ChunkLoad {
world,
chunk,
cancelled: false,
};
'cancelled: {
continue 'main;
}
}}
(event.world, event.chunk)
} else {
(world, chunk)
};
if !player.client.closed.load(Ordering::Relaxed) {
send_cancellable! {{
ChunkSend {
world,
chunk: chunk.clone(),
cancelled: false,
};
'after: {
let mut chunk_manager = player.chunk_manager.lock().await;
chunk_manager.push_chunk(position, chunk);
}
}};
}
}
#[cfg(debug_assertions)]
log::debug!("Chunks queued after {}ms", inst.elapsed().as_millis());
});
let mut entity_receiver = self.level.receive_entity_chunks(chunks);
let level = self.level.clone();
let player = player1.clone();
let world = world1.clone();
player.clone().spawn_task(async move {
'main: loop {
let recv_result = tokio::select! {
() = player.client.await_close_interrupt() => {
log::debug!("Canceling player packet processing");
None
},
recv_result = entity_receiver.recv() => {
recv_result
}
};
let Some((chunk, _first_load)) = recv_result else {
break;
};
let position = chunk.read().await.chunk_position;
let chunk = if level.is_chunk_watched(&position) {
chunk
} else {
log::trace!(
"Received chunk {:?}, but it is no longer watched... cleaning",
&position
);
let mut ids = Vec::new();
// Remove all the entities from the world
let entity_chunk = chunk.read().await;
let mut entities = world.entities.write().await;
for (uuid, entity_nbt) in &entity_chunk.data {
let Some(id) = entity_nbt.get_string("id") else {
log::warn!("Entity has no ID");
continue;
};
let Some(entity_type) =
EntityType::from_name(id.strip_prefix("minecraft:").unwrap_or(id))
else {
log::warn!("Entity has no valid Entity Type {id}");
continue;
};
// Pos is zero since it will read from nbt
let entity =
from_type(entity_type, Vector3::new(0.0, 0.0, 0.0), &world, *uuid);
entity.read_nbt(entity_nbt).await;
let base_entity = entity.get_entity();
entities.remove(&base_entity.entity_uuid);
ids.push(VarInt(base_entity.entity_id));
world.save_entity(uuid, &entity).await;
}
if !ids.is_empty() {
player
.client
.enqueue_packet(&CRemoveEntities::new(&ids))
.await;
}
level.clean_entity_chunk(&position).await;
continue 'main;
};
let entity_chunk = chunk.read().await;
// Add all new Entities to the world
let mut current_entities = world.entities.write().await;
for (uuid, entity_nbt) in &entity_chunk.data {
let Some(id) = entity_nbt.get_string("id") else {
log::warn!("Entity has no ID");
continue;
};
let Some(entity_type) =
EntityType::from_name(id.strip_prefix("minecraft:").unwrap_or(id))
else {
log::warn!("Entity has no valid Entity Type {id}");
continue;
};
// Pos is zero since it will read from nbt
let entity = from_type(entity_type, Vector3::new(0.0, 0.0, 0.0), &world, *uuid);
entity.read_nbt(entity_nbt).await;
let base_entity = entity.get_entity();
player
.client
.enqueue_packet(&base_entity.create_spawn_packet())
.await;
entity.init_data_tracker().await;
current_entities.insert(base_entity.entity_uuid, entity);
}
}
#[cfg(debug_assertions)]
log::debug!("Chunks queued after {}ms", inst.elapsed().as_millis());
});
}
/// Gets a `Player` by an entity id
pub async fn get_player_by_id(&self, id: EntityId) -> Option<Arc<Player>> {
for player in self.players.read().await.values() {
if player.entity_id() == id {
return Some(player.clone());
}
}
None
}
/// Gets an entity by an entity id
pub async fn get_entity_by_id(&self, id: EntityId) -> Option<Arc<dyn EntityBase>> {
for entity in self.entities.read().await.values() {
if entity.get_entity().entity_id == id {
return Some(entity.clone());
}
}
None
}
/// Gets a `Player` by a username
pub async fn get_player_by_name(&self, name: &str) -> Option<Arc<Player>> {
for player in self.players.read().await.values() {
if player.gameprofile.name.eq_ignore_ascii_case(name) {
return Some(player.clone());
}
}
None
}
pub async fn get_entities_at_box(&self, aabb: &BoundingBox) -> Vec<Arc<dyn EntityBase>> {
let entities_guard = self.entities.read().await;
entities_guard
.values()
.filter(|entity| entity.get_entity().bounding_box.load().intersects(aabb))
.cloned()
.collect()
}
pub async fn get_players_at_box(&self, aabb: &BoundingBox) -> Vec<Arc<Player>> {
let players_guard = self.players.read().await;
players_guard
.values()
.filter(|player| player.get_entity().bounding_box.load().intersects(aabb))
.cloned()
.collect()
}
/// Retrieves a player by their unique UUID.
///
/// This function searches the world's active player list for a player with the specified UUID.
/// If found, it returns an `Arc<Player>` reference to the player. Otherwise, it returns `None`.
///
/// # Arguments
///
/// * `id`: The UUID of the player to retrieve.
///
/// # Returns
///
/// An `Option<Arc<Player>>` containing the player if found, or `None` if not.
pub async fn get_player_by_uuid(&self, id: uuid::Uuid) -> Option<Arc<Player>> {
self.players.read().await.get(&id).cloned()
}
/// Gets a list of players whose location equals the given position in the world.
///
/// It iterates through the players in the world and checks their location. If the player's location matches the
/// given position, it will add this to a `Vec` which it later returns. If no
/// player was found in that position, it will just return an empty `Vec`.
///
/// # Arguments
///
/// * `position`: The position the function will check.
pub async fn get_players_by_pos(&self, position: BlockPos) -> HashMap<uuid::Uuid, Arc<Player>> {
self.players
.read()
.await
.iter()
.filter_map(|(uuid, player)| {
let player_block_pos = player.living_entity.entity.block_pos.load().0;
(position.0.x == player_block_pos.x
&& position.0.y == player_block_pos.y
&& position.0.z == player_block_pos.z)
.then(|| (*uuid, Arc::clone(player)))
})
.collect::<HashMap<uuid::Uuid, Arc<Player>>>()
}
/// Gets the nearby players around a given world position.
/// It "creates" a sphere and checks if whether players are inside
/// and returns a `HashMap` where the UUID is the key and the `Player`
/// object is the value.
///
/// # Arguments
/// * `pos`: The center of the sphere.
/// * `radius`: The radius of the sphere. The higher the radius, the more area will be checked (in every direction).
pub async fn get_nearby_players(
&self,
pos: Vector3<f64>,
radius: f64,
) -> HashMap<uuid::Uuid, Arc<Player>> {
let radius_squared = radius.powi(2);
self.players
.read()
.await
.iter()
.filter_map(|(id, player)| {
let player_pos = player.living_entity.entity.pos.load();
(player_pos.squared_distance_to_vec(pos) <= radius_squared)
.then(|| (*id, player.clone()))
})
.collect()
}
pub async fn get_closest_player(&self, pos: Vector3<f64>, radius: f64) -> Option<Arc<Player>> {
let players = self.get_nearby_players(pos, radius).await;
players
.iter()
.min_by(|a, b| {
a.1.living_entity
.entity
.pos
.load()
.squared_distance_to_vec(pos)
.partial_cmp(
&b.1.living_entity
.entity
.pos
.load()
.squared_distance_to_vec(pos),
)
.unwrap()
})
.map(|p| p.1.clone())
}
/// Adds a player to the world and broadcasts a join message if enabled.
///
/// This function takes a player's UUID and an `Arc<Player>` reference.
/// It inserts the player into the world's `current_players` map using the UUID as the key.
/// Additionally, it broadcasts a join message to all connected players in the world.
///
/// # Arguments
///
/// * `uuid`: The unique UUID of the player to add.
/// * `player`: An `Arc<Player>` reference to the player object.
pub async fn add_player(&self, uuid: uuid::Uuid, player: Arc<Player>) -> Result<(), String> {
self.players.write().await.insert(uuid, player.clone());
let current_players = self.players.clone();
player.clone().spawn_task(async move {
let msg_comp = TextComponent::translate(
"multiplayer.player.joined",
[TextComponent::text(player.gameprofile.name.clone())],
)
.color_named(NamedColor::Yellow);
let event = PlayerJoinEvent::new(player.clone(), msg_comp);
let event = PLUGIN_MANAGER.read().await.fire(event).await;
if !event.cancelled {
let current_players = current_players.clone();
let players = current_players.read().await;
for player in players.values() {
player.send_system_message(&event.join_message).await;
}
log::info!("{}", event.join_message.to_pretty_console());
}
});
Ok(())
}
/// Removes a player from the world and broadcasts a disconnect message if enabled.
///
/// This function removes a player from the world based on their `Player` reference.
/// It performs the following actions:
///
/// 1. Removes the player from the `current_players` map using their UUID.
/// 2. Broadcasts a `CRemovePlayerInfo` packet to all connected players to inform them about the player leaving.
/// 3. Removes the player's entity from the world using its entity ID.
/// 4. Optionally sends a disconnect message to all other players notifying them about the player leaving.
///
/// # Arguments
///
/// * `player`: A reference to the `Player` object to be removed.
/// * `fire_event`: A boolean flag indicating whether to fire a `PlayerLeaveEvent` event.
///
/// # Notes
///
/// - This function assumes `broadcast_packet_expect` and `remove_entity` are defined elsewhere.
/// - The disconnect message sending is currently optional. Consider making it a configurable option.
pub async fn remove_player(&self, player: &Arc<Player>, fire_event: bool) {
self.players
.write()
.await
.remove(&player.gameprofile.id)
.unwrap();
let uuid = player.gameprofile.id;
self.broadcast_packet_except(&[player.gameprofile.id], &CRemovePlayerInfo::new(&[uuid]))
.await;
self.broadcast_packet_all(&CRemoveEntities::new(&[player.entity_id().into()]))
.await;
if fire_event {
let msg_comp = TextComponent::translate(
"multiplayer.player.left",
[TextComponent::text(player.gameprofile.name.clone())],
)
.color_named(NamedColor::Yellow);
let event = PlayerLeaveEvent::new(player.clone(), msg_comp);
let event = PLUGIN_MANAGER.read().await.fire(event).await;
if !event.cancelled {
let players = self.players.read().await;
for player in players.values() {
player.send_system_message(&event.leave_message).await;
}
log::info!("{}", event.leave_message.to_pretty_console());
}
}
}
/// Adds an entity to the world.
pub async fn spawn_entity(&self, entity: Arc<dyn EntityBase>) {
let base_entity = entity.get_entity();
self.broadcast_packet_all(&base_entity.create_spawn_packet())
.await;
entity.init_data_tracker().await;
let (chunk_coordinate, _) = base_entity
.block_pos
.load()
.chunk_and_chunk_relative_position();
let chunk = self.level.get_entity_chunk(chunk_coordinate).await;
let mut chunk = chunk.write().await;
let mut nbt = NbtCompound::new();
entity.write_nbt(&mut nbt).await;
chunk.data.insert(base_entity.entity_uuid, nbt);
chunk.mark_dirty(true);
let mut current_entities = self.entities.write().await;
current_entities.insert(base_entity.entity_uuid, entity);
}
pub async fn remove_entity(&self, entity: &Entity) {
self.entities.write().await.remove(&entity.entity_uuid);
self.broadcast_packet_all(&CRemoveEntities::new(&[entity.entity_id.into()]))
.await;
self.remove_entity_data(entity).await;
}
pub async fn set_block_breaking(&self, from: &Entity, location: BlockPos, progress: i32) {
self.broadcast_packet_except(
&[from.entity_uuid],
&CSetBlockDestroyStage::new(from.entity_id.into(), location, progress as i8),
)
.await;
}
/// Sets a block and returns the old block id
#[expect(clippy::too_many_lines)]
pub async fn set_block_state(
self: &Arc<Self>,
position: &BlockPos,
block_state_id: BlockStateId,
flags: BlockFlags,
) -> BlockStateId {
let (chunk_coordinate, relative) = position.chunk_and_chunk_relative_position();
let chunk = self.level.get_chunk(chunk_coordinate).await;
let mut chunk = chunk.write().await;
let Some(replaced_block_state_id) = chunk.section.get_block_absolute_y(
relative.x as usize,
relative.y,
relative.z as usize,
) else {
return block_state_id;
};
if replaced_block_state_id == block_state_id {
return block_state_id;
}
chunk.mark_dirty(true);
chunk.section.set_block_absolute_y(
relative.x as usize,
relative.y,
relative.z as usize,
block_state_id,
);
self.unsent_block_changes
.lock()
.await
.insert(*position, block_state_id);
drop(chunk);
let old_block = Block::from_state_id(replaced_block_state_id).unwrap();
let new_block = Block::from_state_id(block_state_id).unwrap();
let block_moved = flags.contains(BlockFlags::MOVED);
// WorldChunk.java line 310
if old_block != new_block && (flags.contains(BlockFlags::NOTIFY_NEIGHBORS) || block_moved) {
self.block_registry
.on_state_replaced(
self,
&old_block,
*position,
replaced_block_state_id,
block_moved,
)
.await;
}
let block_state = self.get_block_state(position).await;
let new_fluid = self.get_fluid(position).await;
// WorldChunk.java line 318
if !flags.contains(BlockFlags::SKIP_BLOCK_ADDED_CALLBACK) && new_block != old_block {
self.block_registry
.on_placed(
self,
&new_block,
block_state_id,
position,
replaced_block_state_id,
block_moved,
)
.await;
self.block_registry
.on_placed_fluid(
self,
&new_fluid,
block_state_id,
position,
replaced_block_state_id,
block_moved,
)
.await;
}
// Ig they do this cause it could be modified in chunkPos.setBlockState?
if block_state.id == block_state_id {
if flags.contains(BlockFlags::NOTIFY_LISTENERS) {
// Mob AI update
}
if flags.contains(BlockFlags::NOTIFY_NEIGHBORS) {
self.update_neighbors(position, None).await;
// TODO: updateComparators
}
if !flags.contains(BlockFlags::FORCE_STATE) {
let mut new_flags = flags;
new_flags.remove(BlockFlags::NOTIFY_NEIGHBORS);
new_flags.remove(BlockFlags::NOTIFY_LISTENERS);
self.block_registry
.prepare(
self,
position,
&Block::from_state_id(replaced_block_state_id).unwrap(),
replaced_block_state_id,
new_flags,
)
.await;
self.block_registry
.update_neighbors(
self,
position,
&Block::from_state_id(block_state_id).unwrap(),
new_flags,
)
.await;
self.block_registry
.prepare(
self,
position,
&Block::from_state_id(block_state_id).unwrap(),
block_state_id,
new_flags,
)
.await;
}
}
replaced_block_state_id
}
pub async fn schedule_block_tick(
&self,
block: &Block,
block_pos: BlockPos,
delay: u16,
priority: TickPriority,
) {
self.level
.schedule_block_tick(block.id, block_pos, delay, priority)
.await;
}
pub async fn schedule_fluid_tick(&self, block_id: u16, block_pos: BlockPos, delay: u16) {
self.level
.schedule_fluid_tick(block_id, &block_pos, delay)
.await;
}
pub async fn is_block_tick_scheduled(&self, block_pos: &BlockPos, block: &Block) -> bool {
self.level
.is_block_tick_scheduled(block_pos, block.id)
.await
}
pub async fn break_block(
self: &Arc<Self>,
position: &BlockPos,
cause: Option<Arc<Player>>,
flags: BlockFlags,
) {
let (broken_block, broken_block_state) = self.get_block_and_block_state(position).await;
let event = BlockBreakEvent::new(cause.clone(), broken_block.clone(), *position, 0, false);
let event = PLUGIN_MANAGER
.read()
.await
.fire::<BlockBreakEvent>(event)
.await;
if !event.cancelled {
let new_state_id = if broken_block
.properties(broken_block_state.id)
.and_then(|properties| {
properties
.to_props()
.into_iter()
.find(|p| p.0 == "waterlogged")
.map(|(_, value)| value == true.to_string())
})
.unwrap_or(false)
{
let mut water_props = FlowingFluidProperties::default(&Fluid::FLOWING_WATER);
water_props.level = pumpkin_data::fluid::Level::L8;
water_props.falling = Falling::False;
water_props.to_state_id(&Fluid::FLOWING_WATER)
} else {
0
};
let broken_state_id = self.set_block_state(position, new_state_id, flags).await;
let particles_packet = CWorldEvent::new(
WorldEvent::BlockBroken as i32,
*position,
broken_state_id.into(),
false,
);
if !flags.contains(BlockFlags::SKIP_DROPS) {
let params = LootContextParameters {
block_state: get_state_by_state_id(broken_state_id),
..Default::default()
};
block::drop_loot(self, &broken_block, position, true, params).await;
}
match cause {
Some(player) => {
self.broadcast_packet_except(&[player.gameprofile.id], &particles_packet)
.await;
}
None => self.broadcast_packet_all(&particles_packet).await,
}
}
}
pub async fn drop_stack(self: &Arc<Self>, pos: &BlockPos, stack: ItemStack) {
let height = EntityType::ITEM.dimension[1] / 2.0;
let pos = Vector3::new(
f64::from(pos.0.x) + 0.5 + rand::rng().random_range(-0.25..0.25),
f64::from(pos.0.y) + 0.5 + rand::rng().random_range(-0.25..0.25) - f64::from(height),
f64::from(pos.0.z) + 0.5 + rand::rng().random_range(-0.25..0.25),
);
let entity = Entity::new(Uuid::new_v4(), self.clone(), pos, EntityType::ITEM, false);
let item_entity = Arc::new(ItemEntity::new(entity, stack).await);
self.spawn_entity(item_entity).await;
}
pub async fn sync_world_event(&self, world_event: WorldEvent, position: BlockPos, data: i32) {
self.broadcast_packet_all(&CWorldEvent::new(world_event as i32, position, data, false))
.await;
}
/// Gets a `Block` from the block registry. Returns `Block::AIR` if the block was not found.
pub async fn get_block(&self, position: &BlockPos) -> pumpkin_data::Block {
let id = self.get_block_state_id(position).await;
get_block_by_state_id(id).unwrap_or(Block::AIR)
}
pub async fn get_fluid(&self, position: &BlockPos) -> pumpkin_data::fluid::Fluid {
let id = self.get_block_state_id(position).await;
let fluid = Fluid::from_state_id(id).ok_or(Fluid::EMPTY);
if let Ok(fluid) = fluid {
return fluid;
}
let block = get_block_by_state_id(id).unwrap_or(Block::AIR);
block
.properties(id)
.and_then(|props| {
props
.to_props()
.into_iter()
.find(|p| p.0 == "waterlogged")
.map(|(_, value)| {
if value == true.to_string() {
Fluid::FLOWING_WATER
} else {
Fluid::EMPTY
}
})
})
.unwrap_or(Fluid::EMPTY)
}
pub async fn get_block_state_id(&self, position: &BlockPos) -> BlockStateId {
self.level.get_block_state(position).await.0
}
/// Gets the `BlockState` from the block registry. Returns Air if the block state was not found.
pub async fn get_block_state(&self, position: &BlockPos) -> pumpkin_data::BlockState {
let id = self.get_block_state_id(position).await;
get_state_by_state_id(id).unwrap_or(Block::AIR.default_state)
}
/// Gets the Block + Block state from the Block Registry, Returns None if the Block state has not been found
pub async fn get_block_and_block_state(
&self,
position: &BlockPos,
) -> (pumpkin_data::Block, pumpkin_data::BlockState) {
let id = self.get_block_state_id(position).await;
get_block_and_state_by_state_id(id).unwrap_or((Block::AIR, Block::AIR.default_state))
}
/// Updates neighboring blocks of a block
pub async fn update_neighbors(
self: &Arc<Self>,
block_pos: &BlockPos,
except: Option<BlockDirection>,
) {
let source_block = self.get_block(block_pos).await;
for direction in BlockDirection::update_order() {
if except.is_some_and(|d| d == direction) {
continue;
}
let neighbor_pos = block_pos.offset(direction.to_offset());
let neighbor_block = self.get_block(&neighbor_pos).await;
let neighbor_fluid = self.get_fluid(&neighbor_pos).await;
if let Some(neighbor_pumpkin_block) =
self.block_registry.get_pumpkin_block(&neighbor_block)
{
neighbor_pumpkin_block
.on_neighbor_update(self, &neighbor_block, &neighbor_pos, &source_block, false)
.await;
}
if let Some(neighbor_pumpkin_fluid) =
self.block_registry.get_pumpkin_fluid(&neighbor_fluid)
{
neighbor_pumpkin_fluid
.on_neighbor_update(self, &neighbor_fluid, &neighbor_pos, false)
.await;
}
}
}
pub async fn update_neighbor(
self: &Arc<Self>,
neighbor_block_pos: &BlockPos,
source_block: &Block,
) {
let neighbor_block = self.get_block(neighbor_block_pos).await;
if let Some(neighbor_pumpkin_block) = self.block_registry.get_pumpkin_block(&neighbor_block)
{
neighbor_pumpkin_block
.on_neighbor_update(
self,
&neighbor_block,
neighbor_block_pos,
source_block,
false,
)
.await;
}
}
pub async fn replace_with_state_for_neighbor_update(
self: &Arc<Self>,
block_pos: &BlockPos,
direction: BlockDirection,
flags: BlockFlags,
) {
let (block, block_state) = self.get_block_and_block_state(block_pos).await;
if flags.contains(BlockFlags::SKIP_REDSTONE_WIRE_STATE_REPLACEMENT)
&& block.id == Block::REDSTONE_WIRE.id
{
return;
}
let neighbor_pos = block_pos.offset(direction.to_offset());
let neighbor_state_id = self.get_block_state_id(&neighbor_pos).await;
let new_state_id = self
.block_registry
.get_state_for_neighbor_update(
self,
&block,
block_state.id,
block_pos,
direction,
&neighbor_pos,
neighbor_state_id,
)
.await;
if new_state_id != block_state.id {
let flags = flags & !BlockFlags::SKIP_DROPS;
if get_state_by_state_id(new_state_id).is_some_and(|new_state| new_state.is_air()) {
self.break_block(block_pos, None, flags).await;
} else {
self.set_block_state(block_pos, new_state_id, flags).await;
}
}
}
pub async fn get_block_entity(
&self,
block_pos: &BlockPos,
) -> Option<(NbtCompound, Arc<dyn BlockEntity>)> {
let chunk = self
.level
.get_chunk(block_pos.chunk_and_chunk_relative_position().0)
.await;
let chunk: tokio::sync::RwLockReadGuard<ChunkData> = chunk.read().await;
chunk.block_entities.get(block_pos).cloned()
}
pub async fn add_block_entity(&self, block_entity: Arc<dyn BlockEntity>) {
let block_pos = block_entity.get_position();
let chunk = self
.level
.get_chunk(block_pos.chunk_and_chunk_relative_position().0)
.await;
let mut chunk: tokio::sync::RwLockWriteGuard<ChunkData> = chunk.write().await;
let block_entity_nbt = block_entity.chunk_data_nbt();
if let Some(nbt) = &block_entity_nbt {
let mut bytes = Vec::new();
to_bytes_unnamed(nbt, &mut bytes).unwrap();
self.broadcast_packet_all(&CBlockEntityData::new(
block_entity.get_position(),
VarInt(block_entity.get_id() as i32),
bytes.into_boxed_slice(),
))
.await;
}
chunk.block_entities.insert(
block_pos,
(block_entity_nbt.unwrap_or_default(), block_entity),
);
chunk.mark_dirty(true);
}
pub async fn remove_block_entity(&self, block_pos: &BlockPos) {
let chunk = self
.level
.get_chunk(block_pos.chunk_and_chunk_relative_position().0)
.await;
let mut chunk: tokio::sync::RwLockWriteGuard<ChunkData> = chunk.write().await;
chunk.block_entities.remove(block_pos);
chunk.mark_dirty(true);
}
fn intersects_aabb_with_direction(
from: Vector3<f64>,
to: Vector3<f64>,
min: Vector3<f64>,
max: Vector3<f64>,
) -> Option<BlockDirection> {
let dir = to.sub(&from);
let mut tmin: f64 = 0.0;
let mut tmax: f64 = 1.0;
let mut hit_axis = None;
let mut hit_is_min = false;
macro_rules! check_axis {
($axis:ident, $dir_axis:ident, $min_axis:ident, $max_axis:ident, $direction_min:expr, $direction_max:expr) => {{
if dir.$dir_axis.abs() < 1e-8 {
if from.$dir_axis < min.$min_axis || from.$dir_axis > max.$max_axis {
return None;
}
} else {
let inv_d = 1.0 / dir.$dir_axis;
let t_near = (min.$min_axis - from.$dir_axis) * inv_d;
let t_far = (max.$max_axis - from.$dir_axis) * inv_d;
// Determine entry and exit points based on ray direction
let (t_entry, t_exit, is_min_face) = if inv_d >= 0.0 {
(t_near, t_far, true)
} else {
(t_far, t_near, false)
};
if t_entry > tmin {
tmin = t_entry;
hit_axis = Some(stringify!($axis));
hit_is_min = is_min_face;
}
tmax = tmax.min(t_exit);
if tmax < tmin {
return None;
}
}
}};
}
check_axis!(x, x, x, x, BlockDirection::West, BlockDirection::East);
check_axis!(y, y, y, y, BlockDirection::Down, BlockDirection::Up);
check_axis!(z, z, z, z, BlockDirection::North, BlockDirection::South);
match (hit_axis, hit_is_min) {
(Some("x"), true) => Some(BlockDirection::West),
(Some("x"), false) => Some(BlockDirection::East),
(Some("y"), true) => Some(BlockDirection::Down),
(Some("y"), false) => Some(BlockDirection::Up),
(Some("z"), true) => Some(BlockDirection::North),
(Some("z"), false) => Some(BlockDirection::South),
_ => None,
}
}
async fn ray_outline_check(
self: &Arc<Self>,
block_pos: &BlockPos,
from: Vector3<f64>,
to: Vector3<f64>,
) -> (bool, Option<BlockDirection>) {
let state = self.get_block_state(block_pos).await;
let Some(bounding_boxes) = state.get_block_outline_shapes() else {
return (false, None);
};
if bounding_boxes.is_empty() {
return (true, None);
}
for shape in &bounding_boxes {
let world_min = shape.min.add(&block_pos.0.to_f64());
let world_max = shape.max.add(&block_pos.0.to_f64());
let direction = Self::intersects_aabb_with_direction(from, to, world_min, world_max);
if direction.is_some() {
return (true, direction);
}
}
(false, None)
}
pub async fn raycast(
self: &Arc<Self>,
start_pos: Vector3<f64>,
end_pos: Vector3<f64>,
hit_check: impl AsyncFn(&BlockPos, &Arc<Self>) -> bool,
) -> Option<(BlockPos, BlockDirection)> {
if start_pos == end_pos {
return None;
}
let adjust = -1.0e-7f64;
let to = end_pos.lerp(&start_pos, adjust);
let from = start_pos.lerp(&end_pos, adjust);
let mut block = BlockPos::floored(from.x, from.y, from.z);
let (collision, direction) = self.ray_outline_check(&block, from, to).await;
if let Some(dir) = direction {
if collision {
return Some((block, dir));
}
}
let difference = to.sub(&from);
let step = difference.sign();
let delta = Vector3::new(
if step.x == 0 {
f64::MAX
} else {
(f64::from(step.x)) / difference.x
},
if step.y == 0 {
f64::MAX
} else {
(f64::from(step.y)) / difference.y
},
if step.z == 0 {
f64::MAX
} else {
(f64::from(step.z)) / difference.z
},
);
let mut next = Vector3::new(
delta.x
* (if step.x > 0 {
1.0 - (from.x - from.x.floor())
} else {
from.x - from.x.floor()
}),
delta.y
* (if step.y > 0 {
1.0 - (from.y - from.y.floor())
} else {
from.y - from.y.floor()
}),
delta.z
* (if step.z > 0 {
1.0 - (from.z - from.z.floor())
} else {
from.z - from.z.floor()
}),
);
while next.x <= 1.0 || next.y <= 1.0 || next.z <= 1.0 {
let block_direction = match (next.x, next.y, next.z) {
(x, y, z) if x < y && x < z => {
block.0.x += step.x;
next.x += delta.x;
if step.x > 0 {
BlockDirection::West
} else {
BlockDirection::East
}
}
(_, y, z) if y < z => {
block.0.y += step.y;
next.y += delta.y;
if step.y > 0 {
BlockDirection::Down
} else {
BlockDirection::Up
}
}
_ => {
block.0.z += step.z;
next.z += delta.z;
if step.z > 0 {
BlockDirection::North
} else {
BlockDirection::South
}
}
};
if hit_check(&block, self).await {
let (collision, direction) = self.ray_outline_check(&block, from, to).await;
if collision {
if let Some(dir) = direction {
return Some((block, dir));
}
return Some((block, block_direction));
}
}
}
None
}
}
#[async_trait]
impl pumpkin_world::world::SimpleWorld for World {
async fn set_block_state(
self: Arc<Self>,
position: &BlockPos,
block_state_id: BlockStateId,
flags: BlockFlags,
) -> BlockStateId {
Self::set_block_state(&self, position, block_state_id, flags).await
}
async fn update_neighbor(self: Arc<Self>, neighbor_block_pos: &BlockPos, source_block: &Block) {
Self::update_neighbor(&self, neighbor_block_pos, source_block).await;
}
async fn update_neighbors(
self: Arc<Self>,
block_pos: &BlockPos,
except: Option<BlockDirection>,
) {
Self::update_neighbors(&self, block_pos, except).await;
}
async fn remove_block_entity(&self, block_pos: &BlockPos) {
self.remove_block_entity(block_pos).await;
}
}
#[async_trait]
impl BlockAccessor for World {
async fn get_block(&self, position: &BlockPos) -> pumpkin_data::Block {
Self::get_block(self, position).await
}
async fn get_block_state(&self, position: &BlockPos) -> pumpkin_data::BlockState {
Self::get_block_state(self, position).await
}
async fn get_block_and_block_state(
&self,
position: &BlockPos,
) -> (pumpkin_data::Block, pumpkin_data::BlockState) {
let id = self.get_block_state(position).await.id;
get_block_and_state_by_state_id(id).unwrap_or((Block::AIR, Block::AIR.default_state))
}
}