azalea/client_impl/mod.rs
1use std::{collections::HashMap, sync::Arc};
2
3use azalea_auth::game_profile::GameProfile;
4use azalea_client::{
5 DefaultPlugins,
6 account::Account,
7 connection::RawConnection,
8 disconnect::DisconnectEvent,
9 join::{ConnectOpts, StartJoinServerEvent},
10 local_player::{Experience, Hunger, TabList, WorldHolder},
11 packet::game::SendGamePacketEvent,
12 player::{GameProfileComponent, PlayerInfo},
13 start_ecs_runner,
14 tick_counter::TicksConnected,
15};
16use azalea_core::{
17 data_registry::{DataRegistryWithKey, ResolvableDataRegistry},
18 entity_id::MinecraftEntityId,
19};
20use azalea_entity::indexing::{EntityIdIndex, EntityUuidIndex};
21use azalea_protocol::{
22 address::{ResolvableAddr, ResolvedAddr},
23 connect::Proxy,
24 packets::{Packet, game::ServerboundGamePacket},
25 resolve::ResolveError,
26};
27use azalea_registry::{DataRegistryKeyRef, identifier::Identifier};
28use azalea_world::{PartialWorld, World, WorldName};
29use bevy_app::{App, AppExit};
30use bevy_ecs::{entity::Entity, resource::Resource, world::Mut};
31use parking_lot::RwLock;
32use tokio::sync::{mpsc, oneshot};
33use uuid::Uuid;
34
35use crate::{
36 bot::DefaultBotPlugins,
37 entity_ref::EntityRef,
38 events::{Event, LocalPlayerEvents},
39 swarm::DefaultSwarmPlugins,
40};
41
42pub mod attack;
43pub mod chat;
44pub mod client_information;
45pub mod entity_query;
46pub mod interact;
47pub mod inventory;
48pub mod mining;
49pub mod movement;
50
51/// A Minecraft client instance that can interact with the world.
52///
53/// To make a new client, use either [`azalea::ClientBuilder`] or
54/// [`Client::join`].
55///
56/// Note that `Client` is inaccessible from systems (i.e. plugins), but you can
57/// achieve everything that client can do with ECS events.
58///
59/// [`azalea::ClientBuilder`]: https://docs.rs/azalea/latest/azalea/struct.ClientBuilder.html
60#[derive(Clone)]
61pub struct Client {
62 /// The entity for this client in the ECS.
63 pub entity: Entity,
64
65 /// A mutually exclusive reference to the entity component system (ECS).
66 ///
67 /// You probably don't need to access this directly. Note that if you're
68 /// using a shared world (i.e. a swarm), the ECS will also contain all
69 /// entities in all worlds.
70 ///
71 /// You can nearly always use [`Self::component`], [`Self::query_self`],
72 /// [`Self::query_entity`], or another one of those related functions to
73 /// access the ECS instead.
74 pub ecs: Arc<RwLock<bevy_ecs::world::World>>,
75}
76
77pub struct StartClientOpts {
78 pub ecs_lock: Arc<RwLock<bevy_ecs::world::World>>,
79 pub account: Account,
80 pub connect_opts: ConnectOpts,
81 pub event_sender: Option<mpsc::UnboundedSender<Event>>,
82}
83
84impl StartClientOpts {
85 pub fn new(
86 account: Account,
87 address: ResolvedAddr,
88 event_sender: Option<mpsc::UnboundedSender<Event>>,
89 ) -> StartClientOpts {
90 Self::new_with_appexit_rx(account, address, event_sender).0
91 }
92
93 pub fn new_with_appexit_rx(
94 account: Account,
95 address: ResolvedAddr,
96 event_sender: Option<mpsc::UnboundedSender<Event>>,
97 ) -> (StartClientOpts, oneshot::Receiver<AppExit>) {
98 let mut app = App::new();
99 app.add_plugins((DefaultPlugins, DefaultBotPlugins, DefaultSwarmPlugins));
100
101 let (ecs_lock, start_running_systems, appexit_rx) = start_ecs_runner(app.main_mut());
102 start_running_systems();
103
104 (
105 Self {
106 ecs_lock,
107 account,
108 connect_opts: ConnectOpts {
109 address,
110 server_proxy: None,
111 sessionserver_proxy: None,
112 },
113 event_sender,
114 },
115 appexit_rx,
116 )
117 }
118
119 /// Configure the SOCKS5 proxy used for connecting to the server and for
120 /// authenticating with Mojang.
121 ///
122 /// To configure these separately, for example to only use the proxy for the
123 /// Minecraft server and not for authentication, you may use
124 /// [`Self::server_proxy`] and [`Self::sessionserver_proxy`] individually.
125 pub fn proxy(self, proxy: Proxy) -> Self {
126 self.server_proxy(proxy.clone()).sessionserver_proxy(proxy)
127 }
128 /// Configure the SOCKS5 proxy that will be used for connecting to the
129 /// Minecraft server.
130 ///
131 /// To avoid errors on servers with the "prevent-proxy-connections" option
132 /// set, you should usually use [`Self::proxy`] instead.
133 ///
134 /// Also see [`Self::sessionserver_proxy`].
135 pub fn server_proxy(mut self, proxy: Proxy) -> Self {
136 self.connect_opts.server_proxy = Some(proxy);
137 self
138 }
139 /// Configure the SOCKS5 proxy that this bot will use for authenticating the
140 /// server join with Mojang's API.
141 ///
142 /// Also see [`Self::proxy`] and [`Self::server_proxy`].
143 pub fn sessionserver_proxy(mut self, proxy: Proxy) -> Self {
144 self.connect_opts.sessionserver_proxy = Some(proxy);
145 self
146 }
147}
148
149impl Client {
150 /// Create a new client from the given [`GameProfile`], ECS Entity, ECS
151 /// World, and schedule runner function.
152 /// You should only use this if you want to change these fields from the
153 /// defaults, otherwise use [`Client::join`].
154 pub fn new(entity: Entity, ecs: Arc<RwLock<bevy_ecs::world::World>>) -> Self {
155 Self {
156 // default our id to 0, it'll be set later
157 entity,
158
159 ecs,
160 }
161 }
162
163 /// Connect to a Minecraft server.
164 ///
165 /// To change the render distance and other settings, use
166 /// [`Client::set_client_information`]. To watch for events like packets
167 /// sent by the server, use the `rx` variable this function returns.
168 ///
169 /// # Examples
170 ///
171 /// ```rust,no_run
172 /// use azalea::{Account, Client};
173 ///
174 /// #[tokio::main]
175 /// async fn main() -> Result<(), Box<dyn std::error::Error>> {
176 /// let account = Account::offline("bot");
177 /// let (client, rx) = Client::join(account, "localhost").await?;
178 /// client.chat("Hello, world!");
179 /// client.disconnect();
180 /// Ok(())
181 /// }
182 /// ```
183 pub async fn join(
184 account: Account,
185 address: impl ResolvableAddr,
186 ) -> Result<(Self, mpsc::UnboundedReceiver<Event>), ResolveError> {
187 let address = address.resolve().await?;
188 let (tx, rx) = mpsc::unbounded_channel();
189
190 let client = Self::start_client(StartClientOpts::new(account, address, Some(tx))).await;
191 Ok((client, rx))
192 }
193
194 pub async fn join_with_proxy(
195 account: Account,
196 address: impl ResolvableAddr,
197 proxy: Proxy,
198 ) -> Result<(Self, mpsc::UnboundedReceiver<Event>), ResolveError> {
199 let address = address.resolve().await?;
200 let (tx, rx) = mpsc::unbounded_channel();
201
202 let client =
203 Self::start_client(StartClientOpts::new(account, address, Some(tx)).proxy(proxy)).await;
204 Ok((client, rx))
205 }
206
207 /// Create a [`Client`] when you already have the ECS made with
208 /// [`start_ecs_runner`]. You'd usually want to use [`Self::join`] instead.
209 pub async fn start_client(
210 StartClientOpts {
211 ecs_lock,
212 account,
213 connect_opts,
214 event_sender,
215 }: StartClientOpts,
216 ) -> Self {
217 // send a StartJoinServerEvent
218
219 let (start_join_callback_tx, mut start_join_callback_rx) =
220 mpsc::unbounded_channel::<Entity>();
221
222 ecs_lock.write().write_message(StartJoinServerEvent {
223 account,
224 connect_opts,
225 start_join_callback_tx: Some(start_join_callback_tx),
226 });
227
228 let entity = start_join_callback_rx.recv().await.expect(
229 "start_join_callback should not be dropped before sending a message, this is a bug in Azalea",
230 );
231
232 if let Some(event_sender) = event_sender {
233 ecs_lock
234 .write()
235 .entity_mut(entity)
236 .insert(LocalPlayerEvents(event_sender));
237 }
238
239 Client::new(entity, ecs_lock)
240 }
241
242 /// Write a packet directly to the server.
243 pub fn write_packet(&self, packet: impl Packet<ServerboundGamePacket>) {
244 let packet = packet.into_variant();
245 self.ecs
246 .write()
247 .commands()
248 .trigger(SendGamePacketEvent::new(self.entity, packet));
249 }
250
251 /// Disconnect this client from the server by ending all tasks.
252 ///
253 /// The OwnedReadHalf for the TCP connection is in one of the tasks, so it
254 /// automatically closes the connection when that's dropped.
255 ///
256 /// Note that this will not return from your client builder. If you need
257 /// that, consider using [`Self::exit`] instead.
258 pub fn disconnect(&self) {
259 self.ecs.write().write_message(DisconnectEvent {
260 entity: self.entity,
261 reason: None,
262 });
263 }
264
265 /// End the entire client or swarm, and return from
266 /// [`ClientBuilder::start`] or [`SwarmBuilder::start`].
267 ///
268 /// You should typically avoid calling this if you intend on creating the
269 /// client again, because creating an entirely new swarm can be a
270 /// relatively expensive process.
271 ///
272 /// If you only want to change the server that the bots are connecting to,
273 /// it may be better to access the client's internal [`Swarm`] and call
274 /// [`Swarm::add_with_opts`] with a different server address.
275 ///
276 /// For convenience, this is also duplicated on `Swarm` as [`Swarm::exit`].
277 ///
278 /// [`ClientBuilder::start`]: crate::ClientBuilder::start
279 /// [`SwarmBuilder::start`]: crate::swarm::SwarmBuilder::start
280 /// [`Swarm`]: crate::swarm::Swarm
281 /// [`Swarm::add_with_opts`]: crate::swarm::Swarm::add_with_opts
282 /// [`Swarm::exit`]: crate::swarm::Swarm::exit
283 ///
284 /// ```no_run
285 /// // a bot that joins a server and prints "done!" when it's disconnected or if it fails to connect.
286 /// use azalea::{NoState, prelude::*};
287 /// #[tokio::main]
288 /// async fn main() {
289 /// let account = Account::offline("bot");
290 /// ClientBuilder::new()
291 /// .set_handler(handle)
292 /// .start(account, "localhost")
293 /// .await;
294 /// println!("done!");
295 /// }
296 /// async fn handle(bot: Client, event: Event, _state: NoState) -> eyre::Result<()> {
297 /// match event {
298 /// Event::Disconnect(_) | Event::ConnectionFailed(_) => {
299 /// bot.exit();
300 /// }
301 /// _ => {}
302 /// }
303 /// Ok(())
304 /// }
305 /// ```
306 pub fn exit(&self) {
307 self.ecs.write().write_message(AppExit::Success);
308 }
309
310 pub fn with_raw_connection<R>(&self, f: impl FnOnce(&RawConnection) -> R) -> R {
311 self.query_self::<&RawConnection, _>(f)
312 }
313 pub fn with_raw_connection_mut<R>(&self, f: impl FnOnce(Mut<'_, RawConnection>) -> R) -> R {
314 self.query_self::<&mut RawConnection, _>(f)
315 }
316
317 /// Get a resource from the ECS. This will clone the resource and return it.
318 pub fn resource<T: Resource + Clone>(&self) -> T {
319 self.ecs.read().resource::<T>().clone()
320 }
321
322 /// Get a required ECS resource and call the given function with it.
323 pub fn map_resource<T: Resource, R>(&self, f: impl FnOnce(&T) -> R) -> R {
324 let ecs = self.ecs.read();
325 let value = ecs.resource::<T>();
326 f(value)
327 }
328
329 /// Get an optional ECS resource and call the given function with it.
330 pub fn map_get_resource<T: Resource, R>(&self, f: impl FnOnce(Option<&T>) -> R) -> R {
331 let ecs = self.ecs.read();
332 let value = ecs.get_resource::<T>();
333 f(value)
334 }
335
336 /// Get an `RwLock` with a reference to our (potentially shared) Minecraft
337 /// world.
338 ///
339 /// This gets the [`World`] from the client's [`WorldHolder`]
340 /// component. If it's a normal client, then it'll be the same as the
341 /// world the client has loaded. If the client is using a shared world,
342 /// then the shared world will be a superset of the client's world.
343 pub fn world(&self) -> Arc<RwLock<World>> {
344 let world_holder = self.component::<WorldHolder>();
345 world_holder.shared.clone()
346 }
347
348 /// Get an `RwLock` with a reference to the world that this client has
349 /// loaded.
350 ///
351 /// ```
352 /// # use azalea_core::position::ChunkPos;
353 /// # fn example(client: &azalea::Client) {
354 /// let world = client.partial_world();
355 /// let is_0_0_loaded = world.read().chunks.limited_get(&ChunkPos::new(0, 0)).is_some();
356 /// # }
357 pub fn partial_world(&self) -> Arc<RwLock<PartialWorld>> {
358 let world_holder = self.component::<WorldHolder>();
359 world_holder.partial.clone()
360 }
361
362 /// Returns whether we have a received the login packet yet.
363 pub fn logged_in(&self) -> bool {
364 // the login packet tells us the world name
365 self.query_self::<Option<&WorldName>, _>(|ins| ins.is_some())
366 }
367
368 /// Returns the client as an [`EntityRef`], allowing you to treat it as any
369 /// other entity.
370 pub fn entity(&self) -> EntityRef {
371 self.entity_ref_for(self.entity)
372 }
373
374 /// Create an [`EntityRef`] for the given ECS entity.
375 pub fn entity_ref_for(&self, entity: Entity) -> EntityRef {
376 EntityRef::new(self.clone(), entity)
377 }
378}
379
380impl Client {
381 /// Get the hunger level of this client, which includes both food and
382 /// saturation.
383 ///
384 /// This is a shortcut for `self.component::<Hunger>().to_owned()`.
385 pub fn hunger(&self) -> Hunger {
386 self.component::<Hunger>().to_owned()
387 }
388
389 /// Get the experience of this client.
390 ///
391 /// This is a shortcut for `self.component::<Experience>().to_owned()`.
392 pub fn experience(&self) -> Experience {
393 self.component::<Experience>().to_owned()
394 }
395
396 /// Get the username of this client.
397 ///
398 /// This is a shortcut for
399 /// `bot.component::<GameProfileComponent>().name.to_owned()`.
400 pub fn username(&self) -> String {
401 self.profile().name.to_owned()
402 }
403
404 /// Get a map of player UUIDs to their information in the tab list.
405 ///
406 /// This is a shortcut for `*bot.component::<TabList>()`.
407 pub fn tab_list(&self) -> HashMap<Uuid, PlayerInfo> {
408 (**self.component::<TabList>()).clone()
409 }
410
411 /// Returns the [`GameProfile`] for our client. This contains your username,
412 /// UUID, and skin data.
413 ///
414 /// These values are set by the server upon login, which means they might
415 /// not match up with your actual game profile. Also, note that the username
416 /// and skin that gets displayed in-game will actually be the ones from
417 /// the tab list, which you can get from [`Self::tab_list`].
418 ///
419 /// This as also available from the ECS as [`GameProfileComponent`].
420 pub fn profile(&self) -> GameProfile {
421 (**self.component::<GameProfileComponent>()).clone()
422 }
423
424 /// Returns the [`Account`] for our client.
425 pub fn account(&self) -> Account {
426 self.component::<Account>().clone()
427 }
428
429 /// A convenience function to get the Minecraft Uuid of a player by their
430 /// username, if they're present in the tab list.
431 ///
432 /// You can chain this with [`Client::entity_by_uuid`] to get the ECS
433 /// `Entity` for the player.
434 pub fn player_uuid_by_username(&self, username: &str) -> Option<Uuid> {
435 self.tab_list()
436 .values()
437 .find(|player| player.profile.name == username)
438 .map(|player| player.profile.uuid)
439 }
440
441 /// Get an [`Entity`] in the world by its Minecraft UUID, if it's within
442 /// render distance.
443 ///
444 /// Also see [`Self::entity_by_uuid`] and
445 /// [`Self::entity_id_by_minecraft_id`].
446 pub fn entity_id_by_uuid(&self, uuid: Uuid) -> Option<Entity> {
447 self.map_resource::<EntityUuidIndex, _>(|entity_uuid_index| entity_uuid_index.get(&uuid))
448 }
449 /// Get an [`EntityRef`] in the world by its Minecraft UUID, if it's within
450 /// render distance.
451 ///
452 /// Also see [`Self::entity_id_by_uuid`].
453 pub fn entity_by_uuid(&self, uuid: Uuid) -> Option<EntityRef> {
454 self.entity_id_by_uuid(uuid).map(|e| self.entity_ref_for(e))
455 }
456
457 /// Get an [`Entity`] in the world by its [`MinecraftEntityId`].
458 ///
459 /// Also see [`Self::entity_by_uuid`] and [`Self::entity_id_by_uuid`].
460 pub fn entity_id_by_minecraft_id(&self, id: MinecraftEntityId) -> Option<Entity> {
461 self.query_self::<&EntityIdIndex, _>(|entity_id_index| {
462 entity_id_index.get_by_minecraft_entity(id)
463 })
464 }
465 /// Get an [`EntityRef`] in the world by its [`MinecraftEntityId`].
466 ///
467 /// Also see [`Self::entity_id_by_uuid`].
468 pub fn entity_by_minecraft_id(&self, id: MinecraftEntityId) -> Option<EntityRef> {
469 self.entity_id_by_minecraft_id(id)
470 .map(|e| EntityRef::new(self.clone(), e))
471 }
472
473 /// Call the given function with the client's [`RegistryHolder`].
474 ///
475 /// Note that the player's world will be locked during this time, which may
476 /// result in a deadlock if you try to access the world again while
477 /// in the function.
478 ///
479 /// [`RegistryHolder`]: azalea_core::registry_holder::RegistryHolder
480 pub fn with_registry_holder<R>(
481 &self,
482 f: impl FnOnce(&azalea_core::registry_holder::RegistryHolder) -> R,
483 ) -> R {
484 let world = self.world();
485 let registries = &world.read().registries;
486 f(registries)
487 }
488
489 /// Resolve the given registry to its name.
490 ///
491 /// This is necessary for data-driven registries like [`Enchantment`].
492 ///
493 /// [`Enchantment`]: azalea_registry::data::Enchantment
494 #[deprecated = "use `bot.resolve_registry_key(registry).map(|r| r.into_ident())` instead."]
495 pub fn resolve_registry_name(
496 &self,
497 registry: &impl ResolvableDataRegistry,
498 ) -> Option<Identifier> {
499 self.with_registry_holder(|registries| registry.key(registries).map(|r| r.into_ident()))
500 }
501
502 /// Resolve the given registry entry to its key (aka name).
503 ///
504 /// This is necessary for data-driven registries like [`Enchantment`] and
505 /// [`Biome`](azalea_registry::data::Biome).
506 ///
507 /// To get the key as an [`Identifier`], you can map the return value like
508 /// `.map(|r| r.into_ident())`.
509 ///
510 /// [`Enchantment`]: azalea_registry::data::Enchantment
511 pub fn resolve_registry_key<R: ResolvableDataRegistry>(&self, registry: &R) -> Option<R::Key> {
512 self.with_registry_holder(|registries| registry.key_owned(registries))
513 }
514
515 /// Resolve the given registry to its name and data and call the given
516 /// function with it.
517 ///
518 /// This is necessary for data-driven registries like [`Enchantment`].
519 ///
520 /// If you just want the value name, use [`Self::resolve_registry_name`]
521 /// instead.
522 ///
523 /// [`Enchantment`]: azalea_registry::data::Enchantment
524 pub fn with_resolved_registry<R: ResolvableDataRegistry, Ret>(
525 &self,
526 registry: R,
527 f: impl FnOnce(&Identifier, &R::DeserializesTo) -> Ret,
528 ) -> Option<Ret> {
529 self.with_registry_holder(|registries| {
530 registry
531 .resolve(registries)
532 .map(|(name, data)| f(name, data))
533 })
534 }
535
536 /// Returns the number of ticks since the `login` packet was received, or 0
537 /// if the client isn't in the world.
538 ///
539 /// This is a shortcut for getting the [`TicksConnected`] component.
540 pub fn ticks_connected(&self) -> u64 {
541 self.get_component::<TicksConnected>()
542 .map(|c| c.0)
543 .unwrap_or(0)
544 }
545}