azalea_client/player.rs
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use azalea_auth::game_profile::GameProfile;
use azalea_chat::FormattedText;
use azalea_core::game_type::GameMode;
use azalea_entity::indexing::EntityUuidIndex;
use bevy_ecs::{
event::EventReader,
system::{Commands, Res},
};
use uuid::Uuid;
use crate::{packet_handling::game::AddPlayerEvent, GameProfileComponent};
/// A player in the tab list.
#[derive(Debug, Clone)]
pub struct PlayerInfo {
/// Information about the player's Minecraft account, including their
/// username.
pub profile: GameProfile,
/// The player's UUID.
pub uuid: Uuid,
/// The current gamemode of the player, like survival or creative.
pub gamemode: GameMode,
/// The player's latency in milliseconds. The bars in the tab screen depend
/// on this.
pub latency: i32,
/// The player's display name in the tab list, but only if it's different
/// from the player's normal username. Use `player_info.profile.name` to get
/// the player's actual username.
pub display_name: Option<FormattedText>,
}
/// Add a [`GameProfileComponent`] when an [`AddPlayerEvent`] is received.
/// Usually the `GameProfileComponent` will be added from the
/// `ClientboundGamePacket::AddPlayer` handler though.
pub fn retroactively_add_game_profile_component(
mut commands: Commands,
mut events: EventReader<AddPlayerEvent>,
entity_uuid_index: Res<EntityUuidIndex>,
) {
for event in events.read() {
if let Some(entity) = entity_uuid_index.get(&event.info.uuid) {
commands
.entity(entity)
.insert(GameProfileComponent(event.info.profile.clone()));
}
}
}