azalea_client/client.rs
1use std::{
2 collections::HashMap,
3 fmt::Debug,
4 mem,
5 net::SocketAddr,
6 sync::Arc,
7 thread,
8 time::{Duration, Instant},
9};
10
11use azalea_auth::game_profile::GameProfile;
12use azalea_core::{
13 data_registry::ResolvableDataRegistry, position::Vec3, resource_location::ResourceLocation,
14 tick::GameTick,
15};
16use azalea_entity::{
17 EntityUpdateSet, PlayerAbilities, Position,
18 dimensions::EntityDimensions,
19 indexing::{EntityIdIndex, EntityUuidIndex},
20 metadata::Health,
21};
22use azalea_physics::local_player::PhysicsState;
23use azalea_protocol::{
24 ServerAddress,
25 connect::Proxy,
26 packets::{Packet, game::ServerboundGamePacket},
27 resolver,
28};
29use azalea_world::{Instance, InstanceContainer, InstanceName, MinecraftEntityId, PartialInstance};
30use bevy_app::{App, AppExit, Plugin, PluginsState, SubApp, Update};
31use bevy_ecs::{
32 event::EventCursor,
33 prelude::*,
34 schedule::{InternedScheduleLabel, LogLevel, ScheduleBuildSettings},
35};
36use parking_lot::{Mutex, RwLock};
37use simdnbt::owned::NbtCompound;
38use thiserror::Error;
39use tokio::{
40 sync::{
41 mpsc::{self},
42 oneshot,
43 },
44 time,
45};
46use tracing::{error, info, warn};
47use uuid::Uuid;
48
49use crate::{
50 Account, DefaultPlugins,
51 attack::{self},
52 block_update::QueuedServerBlockUpdates,
53 chunks::ChunkBatchInfo,
54 connection::RawConnection,
55 disconnect::DisconnectEvent,
56 events::Event,
57 interact::BlockStatePredictionHandler,
58 inventory::Inventory,
59 join::{ConnectOpts, StartJoinServerEvent},
60 local_player::{Hunger, InstanceHolder, PermissionLevel, TabList},
61 mining::{self},
62 movement::LastSentLookDirection,
63 packet::game::SendPacketEvent,
64 player::{GameProfileComponent, PlayerInfo, retroactively_add_game_profile_component},
65};
66
67/// `Client` has the things that a user interacting with the library will want.
68///
69/// To make a new client, use either [`azalea::ClientBuilder`] or
70/// [`Client::join`].
71///
72/// Note that `Client` is inaccessible from systems (i.e. plugins), but you can
73/// achieve everything that client can do with events.
74///
75/// [`azalea::ClientBuilder`]: https://docs.rs/azalea/latest/azalea/struct.ClientBuilder.html
76#[derive(Clone)]
77pub struct Client {
78 /// The entity for this client in the ECS.
79 pub entity: Entity,
80
81 /// The entity component system. You probably don't need to access this
82 /// directly. Note that if you're using a shared world (i.e. a swarm), this
83 /// will contain all entities in all worlds.
84 pub ecs: Arc<Mutex<World>>,
85}
86
87/// An error that happened while joining the server.
88#[derive(Error, Debug)]
89pub enum JoinError {
90 #[error("{0}")]
91 Resolver(#[from] resolver::ResolverError),
92 #[error("The given address could not be parsed into a ServerAddress")]
93 InvalidAddress,
94}
95
96pub struct StartClientOpts {
97 pub ecs_lock: Arc<Mutex<World>>,
98 pub account: Account,
99 pub connect_opts: ConnectOpts,
100 pub event_sender: Option<mpsc::UnboundedSender<Event>>,
101}
102
103impl StartClientOpts {
104 pub fn new(
105 account: Account,
106 address: ServerAddress,
107 resolved_address: SocketAddr,
108 event_sender: Option<mpsc::UnboundedSender<Event>>,
109 ) -> StartClientOpts {
110 let mut app = App::new();
111 app.add_plugins(DefaultPlugins);
112
113 // appexit_rx is unused here since the user should be able to handle it
114 // themselves if they're using StartClientOpts::new
115 let (ecs_lock, start_running_systems, _appexit_rx) = start_ecs_runner(app.main_mut());
116 start_running_systems();
117
118 Self {
119 ecs_lock,
120 account,
121 connect_opts: ConnectOpts {
122 address,
123 resolved_address,
124 proxy: None,
125 },
126 event_sender,
127 }
128 }
129
130 pub fn proxy(mut self, proxy: Proxy) -> Self {
131 self.connect_opts.proxy = Some(proxy);
132 self
133 }
134}
135
136impl Client {
137 /// Create a new client from the given [`GameProfile`], ECS Entity, ECS
138 /// World, and schedule runner function.
139 /// You should only use this if you want to change these fields from the
140 /// defaults, otherwise use [`Client::join`].
141 pub fn new(entity: Entity, ecs: Arc<Mutex<World>>) -> Self {
142 Self {
143 // default our id to 0, it'll be set later
144 entity,
145
146 ecs,
147 }
148 }
149
150 /// Connect to a Minecraft server.
151 ///
152 /// To change the render distance and other settings, use
153 /// [`Client::set_client_information`]. To watch for events like packets
154 /// sent by the server, use the `rx` variable this function returns.
155 ///
156 /// # Examples
157 ///
158 /// ```rust,no_run
159 /// use azalea_client::{Account, Client};
160 ///
161 /// #[tokio::main(flavor = "current_thread")]
162 /// async fn main() -> Result<(), Box<dyn std::error::Error>> {
163 /// let account = Account::offline("bot");
164 /// let (client, rx) = Client::join(account, "localhost").await?;
165 /// client.chat("Hello, world!");
166 /// client.disconnect();
167 /// Ok(())
168 /// }
169 /// ```
170 pub async fn join(
171 account: Account,
172 address: impl TryInto<ServerAddress>,
173 ) -> Result<(Self, mpsc::UnboundedReceiver<Event>), JoinError> {
174 let address: ServerAddress = address.try_into().map_err(|_| JoinError::InvalidAddress)?;
175 let resolved_address = resolver::resolve_address(&address).await?;
176 let (tx, rx) = mpsc::unbounded_channel();
177
178 let client = Self::start_client(StartClientOpts::new(
179 account,
180 address,
181 resolved_address,
182 Some(tx),
183 ))
184 .await;
185 Ok((client, rx))
186 }
187
188 pub async fn join_with_proxy(
189 account: Account,
190 address: impl TryInto<ServerAddress>,
191 proxy: Proxy,
192 ) -> Result<(Self, mpsc::UnboundedReceiver<Event>), JoinError> {
193 let address: ServerAddress = address.try_into().map_err(|_| JoinError::InvalidAddress)?;
194 let resolved_address = resolver::resolve_address(&address).await?;
195 let (tx, rx) = mpsc::unbounded_channel();
196
197 let client = Self::start_client(
198 StartClientOpts::new(account, address, resolved_address, Some(tx)).proxy(proxy),
199 )
200 .await;
201 Ok((client, rx))
202 }
203
204 /// Create a [`Client`] when you already have the ECS made with
205 /// [`start_ecs_runner`]. You'd usually want to use [`Self::join`] instead.
206 pub async fn start_client(
207 StartClientOpts {
208 ecs_lock,
209 account,
210 connect_opts,
211 event_sender,
212 }: StartClientOpts,
213 ) -> Self {
214 // send a StartJoinServerEvent
215
216 let (start_join_callback_tx, mut start_join_callback_rx) =
217 mpsc::unbounded_channel::<Entity>();
218
219 ecs_lock.lock().send_event(StartJoinServerEvent {
220 account,
221 connect_opts,
222 event_sender,
223 start_join_callback_tx: Some(start_join_callback_tx),
224 });
225
226 let entity = start_join_callback_rx.recv().await.expect(
227 "start_join_callback should not be dropped before sending a message, this is a bug in Azalea",
228 );
229
230 Client::new(entity, ecs_lock)
231 }
232
233 /// Write a packet directly to the server.
234 pub fn write_packet(&self, packet: impl Packet<ServerboundGamePacket>) {
235 let packet = packet.into_variant();
236 self.ecs
237 .lock()
238 .commands()
239 .trigger(SendPacketEvent::new(self.entity, packet));
240 }
241
242 /// Disconnect this client from the server by ending all tasks.
243 ///
244 /// The OwnedReadHalf for the TCP connection is in one of the tasks, so it
245 /// automatically closes the connection when that's dropped.
246 pub fn disconnect(&self) {
247 self.ecs.lock().send_event(DisconnectEvent {
248 entity: self.entity,
249 reason: None,
250 });
251 }
252
253 pub fn raw_connection<'a>(&'a self, ecs: &'a mut World) -> &'a RawConnection {
254 self.query::<&RawConnection>(ecs)
255 }
256 pub fn raw_connection_mut<'a>(
257 &'a self,
258 ecs: &'a mut World,
259 ) -> bevy_ecs::world::Mut<'a, RawConnection> {
260 self.query::<&mut RawConnection>(ecs)
261 }
262
263 /// Get a component from this client. This will clone the component and
264 /// return it.
265 ///
266 ///
267 /// If the component can't be cloned, try [`Self::map_component`] instead.
268 /// If it isn't guaranteed to be present, use [`Self::get_component`] or
269 /// [`Self::map_get_component`].
270 ///
271 /// You may also use [`Self::ecs`] and [`Self::query`] directly if you need
272 /// more control over when the ECS is locked.
273 ///
274 /// # Panics
275 ///
276 /// This will panic if the component doesn't exist on the client.
277 ///
278 /// # Examples
279 ///
280 /// ```
281 /// # use azalea_world::InstanceName;
282 /// # fn example(client: &azalea_client::Client) {
283 /// let world_name = client.component::<InstanceName>();
284 /// # }
285 pub fn component<T: Component + Clone>(&self) -> T {
286 self.query::<&T>(&mut self.ecs.lock()).clone()
287 }
288
289 /// Get a component from this client, or `None` if it doesn't exist.
290 ///
291 /// If the component can't be cloned, try [`Self::map_component`] instead.
292 /// You may also have to use [`Self::ecs`] and [`Self::query`] directly.
293 pub fn get_component<T: Component + Clone>(&self) -> Option<T> {
294 self.query::<Option<&T>>(&mut self.ecs.lock()).cloned()
295 }
296
297 /// Get a resource from the ECS. This will clone the resource and return it.
298 pub fn resource<T: Resource + Clone>(&self) -> T {
299 self.ecs.lock().resource::<T>().clone()
300 }
301
302 /// Get a required ECS resource and call the given function with it.
303 pub fn map_resource<T: Resource, R>(&self, f: impl FnOnce(&T) -> R) -> R {
304 let ecs = self.ecs.lock();
305 let value = ecs.resource::<T>();
306 f(value)
307 }
308
309 /// Get an optional ECS resource and call the given function with it.
310 pub fn map_get_resource<T: Resource, R>(&self, f: impl FnOnce(Option<&T>) -> R) -> R {
311 let ecs = self.ecs.lock();
312 let value = ecs.get_resource::<T>();
313 f(value)
314 }
315
316 /// Get a required component for this client and call the given function.
317 ///
318 /// Similar to [`Self::component`], but doesn't clone the component since
319 /// it's passed as a reference. [`Self::ecs`] will remain locked while the
320 /// callback is being run.
321 ///
322 /// If the component is not guaranteed to be present, use
323 /// [`Self::get_component`] instead.
324 ///
325 /// # Panics
326 ///
327 /// This will panic if the component doesn't exist on the client.
328 ///
329 /// ```
330 /// # use azalea_client::{Client, local_player::Hunger};
331 /// # fn example(bot: &Client) {
332 /// let hunger = bot.map_component::<Hunger, _>(|h| h.food);
333 /// # }
334 /// ```
335 pub fn map_component<T: Component, R>(&self, f: impl FnOnce(&T) -> R) -> R {
336 let mut ecs = self.ecs.lock();
337 let value = self.query::<&T>(&mut ecs);
338 f(value)
339 }
340
341 /// Optionally get a component for this client and call the given function.
342 ///
343 /// Similar to [`Self::get_component`], but doesn't clone the component
344 /// since it's passed as a reference. [`Self::ecs`] will remain locked
345 /// while the callback is being run.
346 pub fn map_get_component<T: Component, R>(&self, f: impl FnOnce(&T) -> R) -> Option<R> {
347 let mut ecs = self.ecs.lock();
348 let value = self.query::<Option<&T>>(&mut ecs);
349 value.map(f)
350 }
351
352 /// Get an `RwLock` with a reference to our (potentially shared) world.
353 ///
354 /// This gets the [`Instance`] from the client's [`InstanceHolder`]
355 /// component. If it's a normal client, then it'll be the same as the
356 /// world the client has loaded. If the client is using a shared world,
357 /// then the shared world will be a superset of the client's world.
358 pub fn world(&self) -> Arc<RwLock<Instance>> {
359 let instance_holder = self.component::<InstanceHolder>();
360 instance_holder.instance.clone()
361 }
362
363 /// Get an `RwLock` with a reference to the world that this client has
364 /// loaded.
365 ///
366 /// ```
367 /// # use azalea_core::position::ChunkPos;
368 /// # fn example(client: &azalea_client::Client) {
369 /// let world = client.partial_world();
370 /// let is_0_0_loaded = world.read().chunks.limited_get(&ChunkPos::new(0, 0)).is_some();
371 /// # }
372 pub fn partial_world(&self) -> Arc<RwLock<PartialInstance>> {
373 let instance_holder = self.component::<InstanceHolder>();
374 instance_holder.partial_instance.clone()
375 }
376
377 /// Returns whether we have a received the login packet yet.
378 pub fn logged_in(&self) -> bool {
379 // the login packet tells us the world name
380 self.query::<Option<&InstanceName>>(&mut self.ecs.lock())
381 .is_some()
382 }
383}
384
385impl Client {
386 /// Get the position of this client.
387 ///
388 /// This is a shortcut for `Vec3::from(&bot.component::<Position>())`.
389 ///
390 /// Note that this value is given a default of [`Vec3::ZERO`] when it
391 /// receives the login packet, its true position may be set ticks
392 /// later.
393 pub fn position(&self) -> Vec3 {
394 Vec3::from(
395 &self
396 .get_component::<Position>()
397 .expect("the client's position hasn't been initialized yet"),
398 )
399 }
400
401 /// Get the bounding box dimensions for our client, which contains our
402 /// width, height, and eye height.
403 ///
404 /// This is a shortcut for
405 /// `self.component::<EntityDimensions>()`.
406 pub fn dimensions(&self) -> EntityDimensions {
407 self.component::<EntityDimensions>()
408 }
409
410 /// Get the position of this client's eyes.
411 ///
412 /// This is a shortcut for
413 /// `bot.position().up(bot.dimensions().eye_height)`.
414 pub fn eye_position(&self) -> Vec3 {
415 self.position().up(self.dimensions().eye_height as f64)
416 }
417
418 /// Get the health of this client.
419 ///
420 /// This is a shortcut for `*bot.component::<Health>()`.
421 pub fn health(&self) -> f32 {
422 *self.component::<Health>()
423 }
424
425 /// Get the hunger level of this client, which includes both food and
426 /// saturation.
427 ///
428 /// This is a shortcut for `self.component::<Hunger>().to_owned()`.
429 pub fn hunger(&self) -> Hunger {
430 self.component::<Hunger>().to_owned()
431 }
432
433 /// Get the username of this client.
434 ///
435 /// This is a shortcut for
436 /// `bot.component::<GameProfileComponent>().name.to_owned()`.
437 pub fn username(&self) -> String {
438 self.profile().name.to_owned()
439 }
440
441 /// Get the Minecraft UUID of this client.
442 ///
443 /// This is a shortcut for `bot.component::<GameProfileComponent>().uuid`.
444 pub fn uuid(&self) -> Uuid {
445 self.profile().uuid
446 }
447
448 /// Get a map of player UUIDs to their information in the tab list.
449 ///
450 /// This is a shortcut for `*bot.component::<TabList>()`.
451 pub fn tab_list(&self) -> HashMap<Uuid, PlayerInfo> {
452 (*self.component::<TabList>()).clone()
453 }
454
455 /// Returns the [`GameProfile`] for our client. This contains your username,
456 /// UUID, and skin data.
457 ///
458 /// These values are set by the server upon login, which means they might
459 /// not match up with your actual game profile. Also, note that the username
460 /// and skin that gets displayed in-game will actually be the ones from
461 /// the tab list, which you can get from [`Self::tab_list`].
462 ///
463 /// This as also available from the ECS as [`GameProfileComponent`].
464 pub fn profile(&self) -> GameProfile {
465 (*self.component::<GameProfileComponent>()).clone()
466 }
467
468 /// A convenience function to get the Minecraft Uuid of a player by their
469 /// username, if they're present in the tab list.
470 ///
471 /// You can chain this with [`Client::entity_by_uuid`] to get the ECS
472 /// `Entity` for the player.
473 pub fn player_uuid_by_username(&self, username: &str) -> Option<Uuid> {
474 self.tab_list()
475 .values()
476 .find(|player| player.profile.name == username)
477 .map(|player| player.profile.uuid)
478 }
479
480 /// Get an ECS `Entity` in the world by its Minecraft UUID, if it's within
481 /// render distance.
482 pub fn entity_by_uuid(&self, uuid: Uuid) -> Option<Entity> {
483 self.map_resource::<EntityUuidIndex, _>(|entity_uuid_index| entity_uuid_index.get(&uuid))
484 }
485
486 /// Convert an ECS `Entity` to a [`MinecraftEntityId`].
487 pub fn minecraft_entity_by_ecs_entity(&self, entity: Entity) -> Option<MinecraftEntityId> {
488 self.map_component::<EntityIdIndex, _>(|entity_id_index| {
489 entity_id_index.get_by_ecs_entity(entity)
490 })
491 }
492 /// Convert a [`MinecraftEntityId`] to an ECS `Entity`.
493 pub fn ecs_entity_by_minecraft_entity(&self, entity: MinecraftEntityId) -> Option<Entity> {
494 self.map_component::<EntityIdIndex, _>(|entity_id_index| {
495 entity_id_index.get_by_minecraft_entity(entity)
496 })
497 }
498
499 /// Call the given function with the client's [`RegistryHolder`].
500 ///
501 /// The player's instance (aka world) will be locked during this time, which
502 /// may result in a deadlock if you try to access the instance again while
503 /// in the function.
504 ///
505 /// [`RegistryHolder`]: azalea_core::registry_holder::RegistryHolder
506 pub fn with_registry_holder<R>(
507 &self,
508 f: impl FnOnce(&azalea_core::registry_holder::RegistryHolder) -> R,
509 ) -> R {
510 let instance = self.world();
511 let registries = &instance.read().registries;
512 f(registries)
513 }
514
515 /// Resolve the given registry to its name.
516 ///
517 /// This is necessary for data-driven registries like [`Enchantment`].
518 ///
519 /// [`Enchantment`]: azalea_registry::Enchantment
520 pub fn resolve_registry_name(
521 &self,
522 registry: &impl ResolvableDataRegistry,
523 ) -> Option<ResourceLocation> {
524 self.with_registry_holder(|registries| registry.resolve_name(registries))
525 }
526 /// Resolve the given registry to its name and data and call the given
527 /// function with it.
528 ///
529 /// This is necessary for data-driven registries like [`Enchantment`].
530 ///
531 /// If you just want the value name, use [`Self::resolve_registry_name`]
532 /// instead.
533 ///
534 /// [`Enchantment`]: azalea_registry::Enchantment
535 pub fn with_resolved_registry<R>(
536 &self,
537 registry: impl ResolvableDataRegistry,
538 f: impl FnOnce(&ResourceLocation, &NbtCompound) -> R,
539 ) -> Option<R> {
540 self.with_registry_holder(|registries| {
541 registry
542 .resolve(registries)
543 .map(|(name, data)| f(name, data))
544 })
545 }
546}
547
548/// A bundle of components that's inserted right when we switch to the `login`
549/// state and stay present on our clients until we disconnect.
550///
551/// For the components that are only present in the `game` state, see
552/// [`JoinedClientBundle`].
553#[derive(Bundle)]
554pub struct LocalPlayerBundle {
555 pub raw_connection: RawConnection,
556 pub instance_holder: InstanceHolder,
557
558 pub metadata: azalea_entity::metadata::PlayerMetadataBundle,
559}
560
561/// A bundle for the components that are present on a local player that is
562/// currently in the `game` protocol state. If you want to filter for this, use
563/// [`InGameState`].
564#[derive(Bundle, Default)]
565pub struct JoinedClientBundle {
566 // note that InstanceHolder isn't here because it's set slightly before we fully join the world
567 pub physics_state: PhysicsState,
568 pub inventory: Inventory,
569 pub tab_list: TabList,
570 pub block_state_prediction_handler: BlockStatePredictionHandler,
571 pub queued_server_block_updates: QueuedServerBlockUpdates,
572 pub last_sent_direction: LastSentLookDirection,
573 pub abilities: PlayerAbilities,
574 pub permission_level: PermissionLevel,
575 pub chunk_batch_info: ChunkBatchInfo,
576 pub hunger: Hunger,
577
578 pub entity_id_index: EntityIdIndex,
579
580 pub mining: mining::MineBundle,
581 pub attack: attack::AttackBundle,
582
583 pub in_game_state: InGameState,
584}
585
586/// A marker component for local players that are currently in the
587/// `game` state.
588#[derive(Component, Clone, Debug, Default)]
589pub struct InGameState;
590/// A marker component for local players that are currently in the
591/// `configuration` state.
592#[derive(Component, Clone, Debug, Default)]
593pub struct InConfigState;
594
595pub struct AzaleaPlugin;
596impl Plugin for AzaleaPlugin {
597 fn build(&self, app: &mut App) {
598 app.add_systems(
599 Update,
600 (
601 // add GameProfileComponent when we get an AddPlayerEvent
602 retroactively_add_game_profile_component
603 .after(EntityUpdateSet::Index)
604 .after(crate::join::handle_start_join_server_event),
605 ),
606 )
607 .init_resource::<InstanceContainer>()
608 .init_resource::<TabList>();
609 }
610}
611
612/// Create the ECS world, and return a function that begins running systems.
613/// This exists to allow you to make last-millisecond updates to the world
614/// before any systems start running.
615///
616/// You can create your app with `App::new()`, but don't forget to add
617/// [`DefaultPlugins`].
618#[doc(hidden)]
619pub fn start_ecs_runner(
620 app: &mut SubApp,
621) -> (Arc<Mutex<World>>, impl FnOnce(), oneshot::Receiver<AppExit>) {
622 // this block is based on Bevy's default runner:
623 // https://github.com/bevyengine/bevy/blob/390877cdae7a17095a75c8f9f1b4241fe5047e83/crates/bevy_app/src/schedule_runner.rs#L77-L85
624 if app.plugins_state() != PluginsState::Cleaned {
625 // Wait for plugins to load
626 if app.plugins_state() == PluginsState::Adding {
627 info!("Waiting for plugins to load ...");
628 while app.plugins_state() == PluginsState::Adding {
629 thread::yield_now();
630 }
631 }
632 // Finish adding plugins and cleanup
633 app.finish();
634 app.cleanup();
635 }
636
637 // all resources should have been added by now so we can take the ecs from the
638 // app
639 let ecs = Arc::new(Mutex::new(mem::take(app.world_mut())));
640
641 let ecs_clone = ecs.clone();
642 let outer_schedule_label = *app.update_schedule.as_ref().unwrap();
643
644 let (appexit_tx, appexit_rx) = oneshot::channel();
645 let start_running_systems = move || {
646 tokio::spawn(async move {
647 let appexit = run_schedule_loop(ecs_clone, outer_schedule_label).await;
648 appexit_tx.send(appexit)
649 });
650 };
651
652 (ecs, start_running_systems, appexit_rx)
653}
654
655/// Runs the `Update` schedule 60 times per second and the `GameTick` schedule
656/// 20 times per second.
657///
658/// Exits when we receive an `AppExit` event.
659async fn run_schedule_loop(
660 ecs: Arc<Mutex<World>>,
661 outer_schedule_label: InternedScheduleLabel,
662) -> AppExit {
663 let mut last_update: Option<Instant> = None;
664 let mut last_tick: Option<Instant> = None;
665
666 // azalea runs the Update schedule at most 60 times per second to simulate
667 // framerate. unlike vanilla though, we also only handle packets during Updates
668 // due to everything running in ecs systems.
669 const UPDATE_DURATION_TARGET: Duration = Duration::from_micros(1_000_000 / 60);
670 // minecraft runs at 20 tps
671 const GAME_TICK_DURATION_TARGET: Duration = Duration::from_micros(1_000_000 / 20);
672
673 loop {
674 // sleep until the next update if necessary
675 let now = Instant::now();
676 if let Some(last_update) = last_update {
677 let elapsed = now.duration_since(last_update);
678 if elapsed < UPDATE_DURATION_TARGET {
679 time::sleep(UPDATE_DURATION_TARGET - elapsed).await;
680 }
681 }
682 last_update = Some(now);
683
684 let mut ecs = ecs.lock();
685
686 // if last tick is None or more than 50ms ago, run the GameTick schedule
687 ecs.run_schedule(outer_schedule_label);
688 if last_tick
689 .map(|last_tick| last_tick.elapsed() > GAME_TICK_DURATION_TARGET)
690 .unwrap_or(true)
691 {
692 if let Some(last_tick) = &mut last_tick {
693 *last_tick += GAME_TICK_DURATION_TARGET;
694
695 // if we're more than 10 ticks behind, set last_tick to now.
696 // vanilla doesn't do it in exactly the same way but it shouldn't really matter
697 if (now - *last_tick) > GAME_TICK_DURATION_TARGET * 10 {
698 warn!(
699 "GameTick is more than 10 ticks behind, skipping ticks so we don't have to burst too much"
700 );
701 *last_tick = now;
702 }
703 } else {
704 last_tick = Some(now);
705 }
706 ecs.run_schedule(GameTick);
707 }
708
709 ecs.clear_trackers();
710 if let Some(exit) = should_exit(&mut ecs) {
711 // it's possible for references to the World to stay around, so we clear the ecs
712 ecs.clear_all();
713 // ^ note that this also forcefully disconnects all of our bots without sending
714 // a disconnect packet (which is fine because we want to disconnect immediately)
715
716 return exit;
717 }
718 }
719}
720
721/// Checks whether the [`AppExit`] event was sent, and if so returns it.
722///
723/// This is based on Bevy's `should_exit` function: https://github.com/bevyengine/bevy/blob/b9fd7680e78c4073dfc90fcfdc0867534d92abe0/crates/bevy_app/src/app.rs#L1292
724fn should_exit(ecs: &mut World) -> Option<AppExit> {
725 let mut reader = EventCursor::default();
726
727 let events = ecs.get_resource::<Events<AppExit>>()?;
728 let mut events = reader.read(events);
729
730 if events.len() != 0 {
731 return Some(
732 events
733 .find(|exit| exit.is_error())
734 .cloned()
735 .unwrap_or(AppExit::Success),
736 );
737 }
738
739 None
740}
741
742pub struct AmbiguityLoggerPlugin;
743impl Plugin for AmbiguityLoggerPlugin {
744 fn build(&self, app: &mut App) {
745 app.edit_schedule(Update, |schedule| {
746 schedule.set_build_settings(ScheduleBuildSettings {
747 ambiguity_detection: LogLevel::Warn,
748 ..Default::default()
749 });
750 });
751 app.edit_schedule(GameTick, |schedule| {
752 schedule.set_build_settings(ScheduleBuildSettings {
753 ambiguity_detection: LogLevel::Warn,
754 ..Default::default()
755 });
756 });
757 }
758}