Pumpkin/pumpkin/src/server/mod.rs
2026-05-16 20:56:29 +02:00

1115 lines
41 KiB
Rust

use crate::block::registry::BlockRegistry;
use crate::command::commands::default_dispatcher;
use crate::command::commands::defaultgamemode::DefaultGamemode;
use crate::data::VanillaData;
use crate::data::player_server::ServerPlayerData;
use crate::entity::{EntityBase, NBTStorage};
use crate::item::registry::ItemRegistry;
use crate::net::authentication::fetch_mojang_public_keys;
use crate::net::{ClientPlatform, DisconnectReason, EncryptionError, GameProfile, PlayerConfig};
use crate::plugin::PluginManager;
use crate::plugin::player::player_login::PlayerLoginEvent;
use crate::plugin::server::server_broadcast::ServerBroadcastEvent;
use crate::server::tick_rate_manager::ServerTickRateManager;
use crate::world::WorldPortal;
use crate::world::custom_bossbar::CustomBossbars;
use crate::{
command::node::dispatcher::CommandDispatcher, entity::player::Player, world::World,
world::map::MapManager,
};
use arc_swap::ArcSwap;
use connection_cache::{CachedBranding, CachedStatus};
use key_store::KeyStore;
use pumpkin_config::{AdvancedConfiguration, BasicConfiguration};
use pumpkin_data::dimension::Dimension;
use pumpkin_data::entity::EntityType;
use pumpkin_util::permission::{PermissionManager, PermissionRegistry};
use pumpkin_util::text::color::NamedColor;
use pumpkin_world::dimension::into_level;
use pumpkin_world::world::WorldPortalExt;
use tracing::{debug, error, info, warn};
use crate::command::CommandSender;
use pumpkin_macros::send_cancellable;
use pumpkin_protocol::java::client::login::CEncryptionRequest;
use pumpkin_protocol::java::client::play::{CChangeDifficulty, CTabList};
use pumpkin_protocol::{ClientPacket, java::client::config::CPluginMessage};
use pumpkin_util::Difficulty;
use pumpkin_util::text::TextComponent;
use pumpkin_world::world_info::anvil::{
AnvilLevelInfo, LEVEL_DAT_BACKUP_FILE_NAME, LEVEL_DAT_FILE_NAME,
};
use pumpkin_world::world_info::{LevelData, WorldInfoError, WorldInfoReader, WorldInfoWriter};
use rand::seq::{IndexedRandom, SliceRandom};
use rsa::RsaPublicKey;
use std::collections::HashSet;
use std::fs;
use std::net::IpAddr;
use std::sync::Arc;
use std::sync::atomic::{AtomicBool, AtomicI32, AtomicI64, AtomicU32};
use std::{future::Future, sync::atomic::Ordering, time::Duration};
use tokio::sync::{Mutex, OnceCell, RwLock};
use tokio::task::{JoinHandle, JoinSet};
use tokio_util::task::TaskTracker;
mod connection_cache;
mod key_store;
pub mod recipe;
pub mod scheduler;
pub mod seasonal_events;
pub mod tick_rate_manager;
pub mod ticker;
pub use recipe::RecipeManager;
use crate::command::args::entities::{
EntityFilter, EntityFilterSort, EntitySelectorType, TargetSelector, ValueCondition,
};
use crate::server::scheduler::TaskScheduler;
/// Represents a Minecraft server instance.
pub struct Server {
pub basic_config: BasicConfiguration,
pub advanced_config: AdvancedConfiguration,
pub data: VanillaData,
/// Plugin manager
pub plugin_manager: Arc<PluginManager>,
/// Permission manager for the server.
pub permission_manager: Arc<RwLock<PermissionManager>>,
/// Permission registry for the server.
pub permission_registry: Arc<RwLock<PermissionRegistry>>,
/// Handles cryptographic keys for secure communication.
key_store: OnceCell<Arc<KeyStore>>,
/// Bedrock OIDC provider keys, fetched on startup for 1.26.10+ token validation.
pub bedrock_oidc_keys: OnceCell<(String, pumpkin_util::jwt::Jwks)>,
/// Manages server status information.
listing: Mutex<CachedStatus>,
/// Saves server branding information.
branding: CachedBranding,
/// Saves and dispatches commands to appropriate handlers.
pub command_dispatcher: RwLock<CommandDispatcher>,
/// Block behaviour.
pub block_registry: Arc<BlockRegistry>,
/// Item behaviour.
pub item_registry: Arc<ItemRegistry>,
/// Manages multiple worlds within the server.
pub worlds: ArcSwap<Vec<Arc<World>>>,
/// All the dimensions that exist on the server.
pub dimensions: Vec<Dimension>,
/// Assigns unique IDs to containers.
container_id: AtomicU32,
pub recipe_manager: Arc<recipe::RecipeManager>,
/// Assigns unique IDs to maps.
map_id: AtomicI32,
/// Mojang's public keys, used for chat session signing
/// Pulled from Mojang API on startup
pub mojang_public_keys: ArcSwap<Vec<RsaPublicKey>>,
/// The server's custom bossbars
pub bossbars: Mutex<CustomBossbars>,
/// Manages all maps on the server
pub map_manager: MapManager,
/// The default gamemode when a player joins the server (reset every restart)
pub defaultgamemode: Mutex<DefaultGamemode>,
/// Manages player data storage
pub player_data_storage: ServerPlayerData,
// Whether the server whitelist is on or off
pub white_list: AtomicBool,
/// Manages the server's tick rate, freezing, and sprinting
pub tick_rate_manager: Arc<ServerTickRateManager>,
/// Stores the duration of the last 100 ticks for performance analysis
pub tick_times_nanos: Mutex<[i64; 100]>,
/// Aggregated tick times for efficient rolling average calculation
pub aggregated_tick_times_nanos: AtomicI64,
/// Total number of ticks processed by the server
pub tick_count: AtomicI32,
/// Random unique Server ID used by Bedrock Edition
pub server_guid: u64,
/// Player idle timeout in minutes (0 = disabled)
pub player_idle_timeout: AtomicI32,
/// Manages scheduled tasks (e.g. from plugins)
pub task_scheduler: Arc<TaskScheduler>,
tasks: TaskTracker,
// world stuff which maybe should be put into a struct
pub level_info: Arc<ArcSwap<LevelData>>,
world_info_writer: Arc<dyn WorldInfoWriter>,
}
impl Server {
#[expect(clippy::too_many_lines)]
#[must_use]
pub async fn new(
basic_config: BasicConfiguration,
advanced_config: AdvancedConfiguration,
vanilla_data: VanillaData,
) -> Arc<Self> {
let permission_registry = Arc::new(RwLock::new(PermissionRegistry::new()));
// First register the default commands. After that, plugins can put in their own.
let command_dispatcher =
RwLock::new(default_dispatcher(&permission_registry, &basic_config).await);
let world_path = basic_config.get_world_path();
let block_registry = super::block::registry::default_registry();
let level_info = AnvilLevelInfo.read_world_info(&world_path);
if let Err(error) = &level_info {
match error {
// If it doesn't exist, just make a new one
WorldInfoError::InfoNotFound => (),
WorldInfoError::UnsupportedDataVersion(_version)
| WorldInfoError::UnsupportedLevelVersion(_version) => {
error!("Failed to load world info!");
error!("{error}");
panic!("Unsupported world version! See the logs for more info.");
}
e => {
panic!("World Error {e}");
}
}
} else {
let dat_path = world_path.join(LEVEL_DAT_FILE_NAME);
if dat_path.exists() {
let backup_path = world_path.join(LEVEL_DAT_BACKUP_FILE_NAME);
fs::copy(dat_path, backup_path).unwrap();
}
}
let level_info = level_info.unwrap_or_else(|err| {
warn!("Failed to get level_info, using default instead: {err}");
let default_data = LevelData::default(basic_config.seed);
if let Err(err) = AnvilLevelInfo.write_world_info(&default_data, &world_path) {
error!("Failed to save level.dat: {err}");
}
default_data
});
let seed = level_info.world_gen_settings.seed;
let level_info = Arc::new(ArcSwap::new(Arc::new(level_info)));
let listing = Mutex::new(CachedStatus::new(&basic_config));
let defaultgamemode = Mutex::new(DefaultGamemode {
gamemode: basic_config.default_gamemode,
});
let player_data_storage = ServerPlayerData::new(
world_path.join("playerdata"),
Duration::from_secs(advanced_config.player_data.save_player_cron_interval),
advanced_config.player_data.save_player_data,
);
let white_list = AtomicBool::new(basic_config.white_list);
let tick_rate_manager = Arc::new(ServerTickRateManager::new(basic_config.tps));
let mojang_keys_task = tokio::spawn({
let auth_config = advanced_config.networking.authentication.clone();
let allow_chat = basic_config.allow_chat_reports;
async move {
if allow_chat {
fetch_mojang_public_keys(&auth_config).unwrap_or_else(|e| {
error!("Failed to fetch Mojang keys: {e}");
Vec::new()
})
} else {
Vec::new()
}
}
});
let server = Self {
basic_config,
advanced_config,
data: vanilla_data,
plugin_manager: Arc::new(PluginManager::new()),
permission_manager: Arc::new(RwLock::new(PermissionManager::new(
permission_registry.clone(),
))),
permission_registry,
container_id: 0.into(),
recipe_manager: Arc::new(recipe::RecipeManager::new()),
map_id: level_info.load().map_id.into(),
worlds: ArcSwap::from_pointee(vec![]),
dimensions: vec![
Dimension::OVERWORLD,
Dimension::THE_NETHER,
Dimension::THE_END,
],
command_dispatcher,
block_registry: block_registry.clone(),
item_registry: super::item::items::default_registry(),
key_store: OnceCell::new(),
bedrock_oidc_keys: OnceCell::new(),
listing,
branding: CachedBranding::new(),
bossbars: Mutex::new(CustomBossbars::new()),
map_manager: MapManager::new(),
defaultgamemode,
player_data_storage,
white_list,
tick_rate_manager,
tick_times_nanos: Mutex::new([0; 100]),
aggregated_tick_times_nanos: AtomicI64::new(0),
tick_count: AtomicI32::new(0),
tasks: TaskTracker::new(),
task_scheduler: Arc::new(TaskScheduler::new()),
server_guid: rand::random(),
player_idle_timeout: AtomicI32::new(0),
mojang_public_keys: ArcSwap::from_pointee(Vec::new()),
world_info_writer: Arc::new(AnvilLevelInfo),
level_info,
};
let server = Arc::new(server);
let gen_pool = Arc::new(
rayon::ThreadPoolBuilder::new()
.thread_name(|i| format!("Gen-Pool-{i}"))
.build()
.expect("Failed to build generation thread pool"),
);
let server_clone = server.clone();
tokio::spawn(async move {
server_clone
.key_store
.get_or_init(|| async { Arc::new(KeyStore::new()) })
.await;
});
let world_loader = |dim: Dimension| {
let path = world_path.clone();
let registry = block_registry.clone();
let l_info = server.level_info.clone(); // Access from struct
let weak = Arc::downgrade(&server);
let config = Arc::new(server.advanced_config.world.clone());
let pool = gen_pool.clone();
tokio::task::spawn_blocking(move || {
info!(
"Loading {}",
TextComponent::text(dim.minecraft_name.to_string())
.color_named(NamedColor::DarkGreen)
.to_pretty_console()
);
let level = into_level(dim.clone(), &config, path, seed, Some(pool));
let world = Arc::new(World::load(level.clone(), l_info, dim, registry, weak));
let portal: Arc<dyn WorldPortalExt> = Arc::new(WorldPortal(world.clone()));
level.world_portal.store(Arc::new(Some(portal)));
world
})
};
info!("Starting parallel world load...");
let (overworld, nether, end, keys) = tokio::join!(
world_loader(Dimension::OVERWORLD),
world_loader(Dimension::THE_NETHER),
world_loader(Dimension::THE_END),
mojang_keys_task
);
let worlds_vec = vec![
overworld.expect("Overworld panicked"),
nether.expect("Nether panicked"),
end.expect("End panicked"),
];
server.worlds.store(Arc::new(worlds_vec));
if let Ok(k) = keys {
server.mojang_public_keys.store(Arc::new(k));
}
info!("All worlds loaded successfully.");
if server.basic_config.online_mode {
let server_clone = server.clone();
tokio::spawn(async move {
server_clone
.bedrock_oidc_keys
.get_or_init(|| async {
tokio::task::block_in_place(|| {
pumpkin_util::jwt::fetch_oidc_jwks().unwrap_or_else(|e| {
error!("Failed to fetch Bedrock OIDC keys: {e}");
(String::new(), pumpkin_util::jwt::Jwks { keys: Vec::new() })
})
})
})
.await;
});
}
server
}
/// Spawns a task associated with this server. All tasks spawned with this method are awaited
/// when the server stops. This means tasks should complete in a reasonable (no looping) amount of time.
pub fn spawn_task<F>(&self, task: F) -> JoinHandle<F::Output>
where
F: Future + Send + 'static,
F::Output: Send + 'static,
{
self.tasks.spawn(task)
}
pub fn get_world_from_dimension(&self, dimension: &Dimension) -> Arc<World> {
// TODO: this is really bad
let world_guard = self.worlds.load();
if dimension == &Dimension::OVERWORLD {
world_guard.first()
} else if dimension == &Dimension::THE_NETHER {
world_guard.get(1)
} else {
world_guard.get(2)
}
.cloned()
.unwrap()
}
pub async fn create_world(self: &Arc<Self>, name: String, dimension: Dimension) -> Arc<World> {
{
let worlds = self.worlds.load();
if let Some(world) = worlds
.iter()
.find(|w| w.get_world_name() == name && w.dimension == dimension)
{
return world.clone();
}
}
let server = self.clone();
let name_clone = name.clone();
tokio::task::spawn_blocking(move || {
let world_path = server.basic_config.get_world_path().join(name_clone);
let registry = server.block_registry.clone();
let l_info = server.level_info.clone();
let weak = Arc::downgrade(&server);
let config = Arc::new(server.advanced_config.world.clone());
let seed = server.level_info.load().world_gen_settings.seed;
// TODO: gen_pool should be reused
let level = pumpkin_world::dimension::into_level(
dimension.clone(),
&config,
world_path,
seed,
None,
);
let world: World = World::load(level.clone(), l_info, dimension, registry, weak);
let world = Arc::new(world);
let portal: Arc<dyn WorldPortalExt> = Arc::new(WorldPortal(world.clone()));
level.world_portal.store(Arc::new(Some(portal)));
server.worlds.rcu(|worlds| {
let mut new_worlds = (**worlds).clone();
new_worlds.push(world.clone());
new_worlds
});
world
})
.await
.expect("World creation panicked")
}
/// Adds a new player to the server.
///
/// This function takes an `Arc<Client>` representing the connected client and performs the following actions:
///
/// 1. Generates a new entity ID for the player.
/// 2. Determines the player's gamemode (defaulting to Survival if not specified in configuration).
/// 3. **(TODO: Select default from config)** Selects the world for the player (currently uses the first world).
/// 4. Creates a new `Player` instance using the provided information.
/// 5. Adds the player to the chosen world.
/// 6. **(TODO: Config if we want increase online)** Optionally updates server listing information based on the player's configuration.
///
/// # Arguments
///
/// * `client`: An `Arc<Client>` representing the connected client.
///
/// # Returns
///
/// A tuple containing:
///
/// - `Arc<Player>`: A reference to the newly created player object.
/// - `Arc<World>`: A reference to the world the player was added to.
///
/// # Note
///
/// You still have to spawn the `Player` in a `World` to let them join and make them visible.
pub async fn add_player(
&self,
client: ClientPlatform,
profile: GameProfile,
config: Option<PlayerConfig>,
) -> Option<(Arc<Player>, Arc<World>)> {
let gamemode = self.defaultgamemode.lock().await.gamemode;
let (world, nbt) =
if let Ok(Some(data)) = self.player_data_storage.load_data(&profile.id).await {
if let Some(dimension_key) = data.get_string("Dimension") {
if let Some(dimension) = Dimension::from_name(dimension_key) {
let world = self.get_world_from_dimension(dimension);
(world, Some(data))
} else {
warn!("Invalid dimension key in player data: {dimension_key}");
let default_world = self
.worlds
.load()
.first()
.expect("Default world should exist")
.clone();
(default_world, Some(data))
}
} else {
// Player data exists but doesn't have a "Dimension" key.
let default_world = self
.worlds
.load()
.first()
.expect("Default world should exist")
.clone();
(default_world, Some(data))
}
} else {
// No player data found or an error occurred, default to the Overworld.
let default_world = self
.worlds
.load()
.first()
.expect("Default world should exist")
.clone();
(default_world, None)
};
let mut player = Player::new(
client,
profile,
config.clone().unwrap_or_default(),
world.clone(),
gamemode,
)
.await;
if let Some(mut nbt_data) = nbt {
player.read_nbt(&mut nbt_data).await;
}
// Wrap in Arc after data is loaded
let player = Arc::new(player);
send_cancellable! {{
self;
PlayerLoginEvent::new(player.clone(), TextComponent::text("You have been kicked from the server"));
'after: {
player.screen_handler_sync_handler.store_player(player.clone()).await;
if world
.add_player(&player)
.is_ok() {
let mut user_cache = self.data.user_cache.write().await;
user_cache.upsert(player.gameprofile.id, player.gameprofile.name.clone());
// TODO: Config if we want increase online
if let Some(config) = config {
// TODO: Config so we can also just ignore this hehe
if config.server_listing {
self.listing.lock().await.add_player(&player);
}
}
Some((player, world.clone()))
} else {
None
}
}
'cancelled: {
player.kick(DisconnectReason::Kicked, event.kick_message).await;
None
}
}}
}
pub async fn remove_player(&self, player: &Player) {
// TODO: Config if we want decrease online
self.listing.lock().await.remove_player(player);
}
pub async fn shutdown(&self) {
self.tasks.close();
debug!("Awaiting tasks for server");
self.tasks.wait().await;
debug!("Done awaiting tasks for server");
info!("Starting worlds");
for world in self.worlds.load().iter() {
world.shutdown().await;
}
let level_data = self.level_info.load();
// then lets save the world info
if let Err(err) = self
.world_info_writer
.write_world_info(&level_data, &self.basic_config.get_world_path())
{
error!("Failed to save level.dat: {err}");
}
info!("Completed worlds");
}
/// Broadcasts a packet to all players in all worlds.
///
/// This function sends the specified packet to every connected player in every world managed by the server.
///
/// # Arguments
///
/// * `packet`: A reference to the packet to be broadcast. The packet must implement the `ClientPacket` trait.
pub fn broadcast_packet_all<P: ClientPacket>(&self, packet: &P) {
for world in self.worlds.load().iter() {
world.broadcast_packet_all(packet);
}
}
pub async fn broadcast_tab_list_header_footer(
&self,
header: &TextComponent,
footer: &TextComponent,
) {
let packet = CTabList::new(header, footer);
for world in self.worlds.load().iter() {
for player in world.players.load().iter() {
*player.tab_list_header.lock().await = header.clone();
*player.tab_list_footer.lock().await = footer.clone();
player.client.enqueue_packet(&packet).await;
}
}
}
pub async fn broadcast_message(
&self,
message: &TextComponent,
sender_name: &TextComponent,
chat_type: u8,
target_name: Option<&TextComponent>,
) {
send_cancellable! {{
self;
ServerBroadcastEvent::new(message.clone(), sender_name.clone());
'after: {
for world in self.worlds.load().iter() {
world
.broadcast_message(&event.message, &event.sender, chat_type, target_name)
.await;
}
}
}}
}
/// Gets the current difficulty of the server.
pub fn get_difficulty(&self) -> Difficulty {
self.level_info.load().difficulty
}
/// Sets the difficulty of the server.
///
/// This function updates the difficulty level of the server and broadcasts the change to all players.
/// It also iterates through all worlds to ensure the difficulty is applied consistently.
/// If `force_update` is `Some(true)`, the difficulty will be set regardless of the current state.
/// If `force_update` is `Some(false)` or `None`, the difficulty will only be updated if it is not locked.
///
/// # Arguments
///
/// * `difficulty`: The new difficulty level to set. This should be one of the variants of the `Difficulty` enum.
/// * `force_update`: An optional boolean that, if set to `Some(true)`, forces the difficulty to be updated even if it is currently locked.
///
/// # Note
///
/// This function does not handle the actual mob spawn options update, which is a TODO item for future implementation.
pub fn set_difficulty(&self, difficulty: Difficulty, force_update: bool) {
let current_info = self.level_info.load();
if current_info.difficulty_locked && !force_update {
return;
}
let new_difficulty = if self.basic_config.hardcore {
Difficulty::Hard
} else {
difficulty
};
let mut new_info = (**current_info).clone();
new_info.difficulty = new_difficulty;
let locked = new_info.difficulty_locked;
self.level_info.store(Arc::new(new_info));
for world in self.worlds.load().iter() {
world.set_difficulty(difficulty);
}
self.broadcast_packet_all(&CChangeDifficulty::new(difficulty as u8, locked));
}
/// Searches for a player by their username across all worlds.
///
/// This function iterates through each world managed by the server and attempts to find a player with the specified username.
/// If a player is found in any world, it returns an `Arc<Player>` reference to that player. Otherwise, it returns `None`.
///
/// # Arguments
///
/// * `name`: The username of the player to search for.
///
/// # Returns
///
/// An `Option<Arc<Player>>` containing the player if found, or `None` if not found.
pub fn get_player_by_name(&self, name: &str) -> Option<Arc<Player>> {
for world in self.worlds.load().iter() {
if let Some(player) = world.get_player_by_name(name) {
return Some(player);
}
}
None
}
pub async fn get_players_by_ip(&self, ip: IpAddr) -> Vec<Arc<Player>> {
let mut players = Vec::<Arc<Player>>::new();
for world in self.worlds.load().iter() {
for player in world.players.load().iter() {
if player.client.address().await.ip() == ip {
players.push(player.clone());
}
}
}
players
}
/// Returns all players from all worlds.
pub fn get_all_players(&self) -> Vec<Arc<Player>> {
let mut players = Vec::<Arc<Player>>::new();
for world in self.worlds.load().iter() {
players.extend(world.players.load().iter().cloned());
}
players
}
pub fn for_each_player<F>(&self, mut f: F)
where
F: FnMut(&Arc<Player>),
{
let worlds = self.worlds.load();
for world in worlds.iter() {
let players = world.players.load();
for player in players.iter() {
f(player);
}
}
}
/// Returns a random player from any of the worlds, or `None` if all worlds are empty.
pub fn get_random_player(&self) -> Option<Arc<Player>> {
let players = self.get_all_players();
players.choose(&mut rand::rng()).map(Arc::<_>::clone)
}
/// Searches for a player by their UUID across all worlds.
///
/// This function iterates through each world managed by the server and attempts to find a player with the specified UUID.
/// If a player is found in any world, it returns an `Arc<Player>` reference to that player. Otherwise, it returns `None`.
///
/// # Arguments
///
/// * `id`: The UUID of the player to search for.
///
/// # Returns
///
/// An `Option<Arc<Player>>` containing the player if found, or `None` if not found.
pub fn get_player_by_uuid(&self, id: uuid::Uuid) -> Option<Arc<Player>> {
for world in self.worlds.load().iter() {
if let Some(player) = world.get_player_by_uuid(id) {
return Some(player);
}
}
None
}
/// Counts the total number of players across all worlds.
///
/// This function iterates through each world and sums up the number of players currently connected to that world.
///
/// # Returns
///
/// The total number of players connected to the server.
pub fn get_player_count(&self) -> usize {
let mut count = 0;
for world in self.worlds.load().iter() {
count += world.players.load().len();
}
count
}
/// Similar to [`Server::get_player_count`] >= n, but may be more efficient since it stops its iteration through all worlds as soon as n players were found.
pub fn has_n_players(&self, n: usize) -> bool {
let mut count = 0;
for world in self.worlds.load().iter() {
count += world.players.load().len();
if count >= n {
return true;
}
}
false
}
/// Generates a new container id.
pub fn new_container_id(&self) -> u32 {
self.container_id.fetch_add(1, Ordering::SeqCst)
}
/// Generates a new map id.
pub fn next_map_id(&self) -> i32 {
let id = self.map_id.fetch_add(1, Ordering::SeqCst);
self.level_info.rcu(|level_info| {
let mut new_level_info = (**level_info).clone();
new_level_info.map_id = self.map_id.load(Ordering::SeqCst);
new_level_info
});
id
}
pub fn get_branding(&self) -> CPluginMessage<'_> {
self.branding.get_branding()
}
pub const fn get_status(&self) -> &Mutex<CachedStatus> {
&self.listing
}
pub async fn encryption_request<'a>(
&'a self,
verification_token: &'a [u8; 4],
should_authenticate: bool,
) -> CEncryptionRequest<'a> {
self.key_store
.get_or_init(|| async { Arc::new(KeyStore::new()) })
.await
.encryption_request("", verification_token, should_authenticate)
}
pub async fn decrypt(&self, data: &[u8]) -> Result<Vec<u8>, EncryptionError> {
self.key_store
.get_or_init(|| async { Arc::new(KeyStore::new()) })
.await
.decrypt(data)
}
pub async fn digest_secret(&self, secret: &[u8]) -> String {
self.key_store
.get_or_init(|| async { Arc::new(KeyStore::new()) })
.await
.get_digest(secret)
}
/// Main server tick method. This now handles both player/network ticking (which always runs)
/// and world/game logic ticking (which is affected by freeze state).
pub async fn tick(self: &Arc<Self>) {
if self.tick_rate_manager.runs_normally() || self.tick_rate_manager.is_sprinting() {
self.tick_worlds().await;
// Always run player and network ticking, even when game is frozen
} else {
self.tick_players_and_network().await;
}
}
/// Ticks essential server functions that must run even when the game is frozen.
/// This includes player ticking (network, keep-alives) and flushing world updates to clients.
pub async fn tick_players_and_network(self: &Arc<Self>) {
let worlds = self.worlds.load();
for world in worlds.iter() {
world.flush_block_updates().await;
world.flush_synced_block_events().await;
}
let mut set = JoinSet::new();
for world in worlds.iter() {
let players = world.players.load();
for player in players.iter() {
let player_clone = player.clone();
let server_clone = self.clone();
set.spawn(async move {
player_clone.tick(&server_clone).await;
});
}
}
set.join_all().await;
}
/// Ticks the game logic for all worlds. This is the part that is affected by `/tick freeze`.
pub async fn tick_worlds(self: &Arc<Self>) {
self.task_scheduler.tick(self).await;
let mut set = JoinSet::new();
for world in self.worlds.load().iter() {
let world = world.clone();
let server = self.clone();
set.spawn(async move {
world.tick(server).await;
});
}
set.join_all().await;
// Global tasks
if let Err(e) = self.player_data_storage.tick(self).await {
error!("Error ticking player data: {e}");
}
}
/// Updates the tick time statistics with the duration of the last tick.
pub async fn update_tick_times(&self, tick_duration_nanos: i64) {
let tick_count = self.tick_count.fetch_add(1, Ordering::Relaxed);
let index = (tick_count % 100) as usize;
let mut tick_times = self.tick_times_nanos.lock().await;
let old_time = tick_times[index];
tick_times[index] = tick_duration_nanos;
drop(tick_times);
self.aggregated_tick_times_nanos
.fetch_add(tick_duration_nanos - old_time, Ordering::Relaxed);
}
/// Gets the rolling average tick time over the last 100 ticks, in nanoseconds.
pub fn get_average_tick_time_nanos(&self) -> i64 {
let tick_count = self.tick_count.load(Ordering::Relaxed);
let sample_size = (tick_count as usize).min(100);
if sample_size == 0 {
return 0;
}
self.aggregated_tick_times_nanos.load(Ordering::Relaxed) / sample_size as i64
}
/// Returns the average Milliseconds Per Tick (MSPT).
pub fn get_mspt(&self) -> f64 {
let avg_nanos = self.get_average_tick_time_nanos();
// Convert nanoseconds to decimal milliseconds
avg_nanos as f64 / 1_000_000.0
}
/// Returns the Ticks Per Second (TPS).
pub fn get_tps(&self) -> f64 {
let mspt = self.get_mspt();
if mspt <= 0.0 {
return 0.0;
}
1000.0 / mspt
}
/// Returns a copy of the last 100 tick times.
pub async fn get_tick_times_nanos_copy(&self) -> [i64; 100] {
*self.tick_times_nanos.lock().await
}
#[allow(clippy::too_many_lines, clippy::option_if_let_else)]
pub fn select_players(
&self,
target_selector: &TargetSelector,
source: Option<&CommandSender>,
) -> Vec<Arc<Player>> {
let mut players = match &target_selector.selector_type {
EntitySelectorType::Source => source
.and_then(CommandSender::as_player)
.map_or_else(Vec::new, |player| vec![player]),
EntitySelectorType::NearestPlayer
| EntitySelectorType::NearestEntity
| EntitySelectorType::RandomPlayer
| EntitySelectorType::AllPlayers
| EntitySelectorType::AllEntities => self.get_all_players(),
EntitySelectorType::NamedPlayer(name) => self
.get_player_by_name(name)
.map_or_else(Vec::new, |player| vec![player]),
EntitySelectorType::Uuid(uuid) => self
.get_player_by_uuid(*uuid)
.map_or_else(Vec::new, |player| vec![player]),
};
let player_type = EntityType::from_name("player").expect("entity type player must exist");
let type_included = target_selector
.conditions
.iter()
.filter_map(|f| {
if let EntityFilter::Type(ValueCondition::Equals(entity_type)) = f {
Some(*entity_type)
} else {
None
}
})
.collect::<HashSet<_>>();
let type_excluded = target_selector
.conditions
.iter()
.filter_map(|f| {
if let EntityFilter::Type(ValueCondition::NotEquals(entity_type)) = f {
Some(*entity_type)
} else {
None
}
})
.collect::<HashSet<_>>();
players.retain(|_| {
(type_excluded.is_empty() || !type_excluded.contains(player_type))
&& (type_included.is_empty() || type_included.contains(player_type))
});
let limit = target_selector.get_limit();
if limit == 0 {
return Vec::new();
}
match target_selector
.get_sort()
.unwrap_or(EntityFilterSort::Arbitrary)
{
EntityFilterSort::Arbitrary => players.into_iter().take(limit).collect(),
EntityFilterSort::Random => {
players.shuffle(&mut rand::rng());
players.into_iter().take(limit).collect()
}
EntityFilterSort::Nearest | EntityFilterSort::Furthest => {
let center = source.and_then(CommandSender::position).unwrap_or_default();
let nearest_first = target_selector
.get_sort()
.is_none_or(|sort| sort == EntityFilterSort::Nearest);
players.sort_by(|a, b| {
let a_distance = a.get_entity().pos.load().squared_distance_to_vec(&center);
let b_distance = b.get_entity().pos.load().squared_distance_to_vec(&center);
if nearest_first {
a_distance
.partial_cmp(&b_distance)
.unwrap_or(core::cmp::Ordering::Equal)
} else {
b_distance
.partial_cmp(&a_distance)
.unwrap_or(core::cmp::Ordering::Equal)
}
});
players.into_iter().take(limit).collect()
}
}
}
#[allow(clippy::too_many_lines, clippy::option_if_let_else)]
pub fn select_entities(
&self,
target_selector: &TargetSelector,
source: Option<&CommandSender>,
) -> Vec<Arc<dyn EntityBase>> {
let all_entities_and_players = || {
let mut entities = Vec::new();
for world in self.worlds.load().iter() {
entities.extend(world.entities.load().iter().cloned());
entities.extend(
world
.players
.load()
.iter()
.cloned()
.map(|player| player as Arc<dyn EntityBase>),
);
}
entities
};
let all_players_as_entities = || {
self.get_all_players()
.into_iter()
.map(|player| player as Arc<dyn EntityBase>)
.collect::<Vec<_>>()
};
let mut entities = match &target_selector.selector_type {
EntitySelectorType::Source => source
.and_then(CommandSender::as_player)
.map_or_else(Vec::new, |player| vec![player as Arc<dyn EntityBase>]),
EntitySelectorType::NearestPlayer
| EntitySelectorType::RandomPlayer
| EntitySelectorType::AllPlayers => all_players_as_entities(),
EntitySelectorType::NearestEntity | EntitySelectorType::AllEntities => {
all_entities_and_players()
}
EntitySelectorType::NamedPlayer(name) => self
.get_player_by_name(name)
.map_or_else(Vec::new, |player| vec![player as Arc<dyn EntityBase>]),
EntitySelectorType::Uuid(uuid) => self
.get_player_by_uuid(*uuid)
.map_or_else(Vec::new, |player| vec![player as Arc<dyn EntityBase>]),
};
let type_included = target_selector
.conditions
.iter()
.filter_map(|f| {
if let EntityFilter::Type(ValueCondition::Equals(entity_type)) = f {
Some(*entity_type)
} else {
None
}
})
.collect::<HashSet<_>>();
let type_excluded = target_selector
.conditions
.iter()
.filter_map(|f| {
if let EntityFilter::Type(ValueCondition::NotEquals(entity_type)) = f {
Some(*entity_type)
} else {
None
}
})
.collect::<HashSet<_>>();
entities.retain(|entity| {
// Filter by entity type
(type_excluded.is_empty() || !type_excluded.contains(&entity.get_entity().entity_type))
&& (type_included.is_empty()
|| type_included.contains(&entity.get_entity().entity_type))
});
let limit = target_selector.get_limit();
if limit == 0 {
return vec![];
}
match target_selector
.get_sort()
.unwrap_or(EntityFilterSort::Arbitrary)
{
EntityFilterSort::Arbitrary => entities.into_iter().take(limit).collect(),
EntityFilterSort::Random => {
entities.shuffle(&mut rand::rng());
entities.into_iter().take(limit).collect()
}
EntityFilterSort::Nearest | EntityFilterSort::Furthest => {
let center = source.and_then(CommandSender::position).unwrap_or_default();
let nearest_first = target_selector
.get_sort()
.is_none_or(|sort| sort == EntityFilterSort::Nearest);
entities.sort_by(|a, b| {
let a_distance = a.get_entity().pos.load().squared_distance_to_vec(&center);
let b_distance = b.get_entity().pos.load().squared_distance_to_vec(&center);
if nearest_first {
a_distance
.partial_cmp(&b_distance)
.unwrap_or(core::cmp::Ordering::Equal)
} else {
b_distance
.partial_cmp(&a_distance)
.unwrap_or(core::cmp::Ordering::Equal)
}
});
entities.into_iter().take(limit).collect()
}
}
}
}