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package pecs
import (
"fmt"
"log/slog"
"net"
"reflect"
"sync"
"time"
"unsafe"
"github.com/df-mc/dragonfly/server/block/cube"
"github.com/df-mc/dragonfly/server/cmd"
"github.com/df-mc/dragonfly/server/item"
"github.com/df-mc/dragonfly/server/player"
"github.com/df-mc/dragonfly/server/player/skin"
"github.com/df-mc/dragonfly/server/session"
"github.com/df-mc/dragonfly/server/world"
"github.com/go-gl/mathgl/mgl64"
)
// funcval mirrors the runtime's internal function value structure.
// A Go function variable is internally a *funcval.
// See: https://github.com/golang/go/blob/master/src/runtime/runtime2.go
type funcval struct {
fn uintptr
}
func init() {
// Verify funcval layout matches Go's internal representation.
// If this panics on a future Go version, the internal layout changed
// and the unsafe event emission in registerHandler needs updating.
testAddr := uintptr(0xDEADBEEF)
fv := &funcval{fn: testAddr}
// Convert our funcval to a function value and back to verify round-trip
fn := *(*func())(unsafe.Pointer(&fv))
recovered := *(*uintptr)(unsafe.Pointer(&fn))
if recovered != uintptr(unsafe.Pointer(fv)) {
panic("pecs: funcval layout assumption violated - unsafe event emission will not work on this Go version")
}
}
// emptyInterface is the header for an empty interface. It is used to
// extract the underlying data pointer from an interface value.
type emptyInterface struct {
typ unsafe.Pointer
data unsafe.Pointer
}
// unsafeEventEmitter is a function that calls an event handler method
// using unsafe pointers to avoid reflection overhead. The handler and event
// pointers are the raw data pointers from their respective interface values.
type unsafeEventEmitter func(handler, event unsafe.Pointer)
// handlerMeta holds metadata and pool for a registered handler type.
type handlerMeta struct {
meta *SystemMeta
bundle *Bundle
// events is a map of event types to their unsafe, reflection-free emitter.
events map[reflect.Type]unsafeEventEmitter
}
// Handlers receive events by implementing methods with a single pointer argument:
//
// func (h *MyHandler) HandleHurt(ev *pecs.EventHurt)
// func (h *MyHandler) HandleItemDrop(ev *pecs.EventItemDrop)
//
// Method names don't matter - matching is done by event type.
// Handlers are registered with bundles and receive dependency injection.
// SessionHandler wraps a PECS session to implement Dragonfly's player.Handler.
// It receives Dragonfly events and emits them as pooled PECS events.
//
// Concurrency:
// Handlers are executed synchronously by Dragonfly (typically within the world's
// tick loop or packet processing). This means they are serialized with respect
// to the world state and generally do not race with PECS Loops or Tasks, as
// those are also executed within the world's transaction context via the Scheduler.
//
// It is safe for Handlers to read/write Components, as they effectively have
// exclusive access during execution relative to the specific world.
type SessionHandler struct {
session *Session
}
// Session returns the session associated with this handler.
func (h *SessionHandler) Session() *Session {
return h.session
}
// NewHandler creates a new Dragonfly handler for the given session.
// This should be passed to player.Handle().
func NewHandler(s *Session, p *player.Player) player.Handler {
h := &SessionHandler{session: s}
// Emit join event
ev := eventJoinPool.Get().(*EventJoin)
ev.Player = p
s.Emit(ev)
*ev = EventJoin{}
eventJoinPool.Put(ev)
return h
}
// Compile-time check that SessionHandler implements player.Handler.
var _ player.Handler = (*SessionHandler)(nil)
// Emit sends an event to all registered handlers that listen for it.
// Handlers listen for events by implementing a method with the signature:
//
// func (h *MyHandler) HandleMyEvent(ev *MyEventType)
//
// The method name does not matter, only the signature (one argument).
func (s *Session) Emit(event any) {
if s.manager == nil || s.closed.Load() {
return
}
eventType := reflect.TypeOf(event)
if eventType.Kind() != reflect.Pointer {
// Log warning for non-pointer events - these can't be emitted via unsafe path.
// The registration path panics for handlers with value-type event parameters,
// but this can still happen if Emit is called with a value directly.
slog.Warn("pecs: emit ignored non-pointer event",
"type", eventType.String(),
"session", s.name)
return
}
// Extract the raw data pointer from the event interface.
eventPtr := (*emptyInterface)(unsafe.Pointer(&event)).data
sessionSlice := [1]*Session{s}
for _, hm := range s.manager.handlers {
// Check if this handler handles this event type.
emitter, ok := hm.events[eventType]
if !ok {
continue
}
// Check bitmask.
if !s.canRun(hm.meta) {
continue
}
// Get handler from pool.
handler := hm.meta.Pool.Get()
// Inject dependencies.
if !injectSystem(handler, sessionSlice[:], hm.meta, hm.bundle, s.manager) {
zeroSystem(handler, hm.meta)
hm.meta.Pool.Put(handler)
continue
}
// Extract the raw data pointer from the handler interface.
handlerPtr := (*emptyInterface)(unsafe.Pointer(&handler)).data
// Execute the pre-compiled unsafe emitter.
emitter(handlerPtr, eventPtr)
// Zero and return to pool.
zeroSystem(handler, hm.meta)
hm.meta.Pool.Put(handler)
}
}
// ComponentAttachEvent is emitted when a component is added to a session.
type ComponentAttachEvent struct {
ComponentType reflect.Type
}
// ComponentDetachEvent is emitted when a component is removed from a session.
type ComponentDetachEvent struct {
ComponentType reflect.Type
}
// HandleMove handles the player moving.
func (h *SessionHandler) HandleMove(ctx *player.Context, newPos mgl64.Vec3, newRot cube.Rotation) {
ev := eventMovePool.Get().(*EventMove)
ev.Ctx = ctx
ev.Position = newPos
ev.Rotation = newRot
h.session.Emit(ev)
*ev = EventMove{}
eventMovePool.Put(ev)
}
// HandleJump handles the player jumping.
func (h *SessionHandler) HandleJump(p *player.Player) {
ev := eventJumpPool.Get().(*EventJump)
ev.Player = p
h.session.Emit(ev)
*ev = EventJump{}
eventJumpPool.Put(ev)
}
// HandleTeleport handles the player being teleported.
func (h *SessionHandler) HandleTeleport(ctx *player.Context, pos mgl64.Vec3) {
ev := eventTeleportPool.Get().(*EventTeleport)
ev.Ctx = ctx
ev.Position = pos
h.session.Emit(ev)
*ev = EventTeleport{}
eventTeleportPool.Put(ev)
}
// HandleChangeWorld handles the player changing worlds.
func (h *SessionHandler) HandleChangeWorld(p *player.Player, before, after *world.World) {
h.session.updateWorldCache(after)
if h.session.manager != nil {
h.session.manager.MoveSession(h.session, before, after)
}
ev := eventChangeWorldPool.Get().(*EventChangeWorld)
ev.Player = p
ev.Before = before
ev.After = after
h.session.Emit(ev)
*ev = EventChangeWorld{}
eventChangeWorldPool.Put(ev)
}
// HandleToggleSprint handles the player toggling sprint.
func (h *SessionHandler) HandleToggleSprint(ctx *player.Context, after bool) {
ev := eventToggleSprintPool.Get().(*EventToggleSprint)
ev.Ctx = ctx
ev.After = after
h.session.Emit(ev)
*ev = EventToggleSprint{}
eventToggleSprintPool.Put(ev)
}
// HandleToggleSneak handles the player toggling sneak.
func (h *SessionHandler) HandleToggleSneak(ctx *player.Context, after bool) {
ev := eventToggleSneakPool.Get().(*EventToggleSneak)
ev.Ctx = ctx
ev.After = after
h.session.Emit(ev)
*ev = EventToggleSneak{}
eventToggleSneakPool.Put(ev)
}
// HandleChat handles the player sending a chat message.
func (h *SessionHandler) HandleChat(ctx *player.Context, message *string) {
ev := eventChatPool.Get().(*EventChat)
ev.Ctx = ctx
ev.Message = message
h.session.Emit(ev)
*ev = EventChat{}
eventChatPool.Put(ev)
}
// HandleFoodLoss handles the player losing food.
func (h *SessionHandler) HandleFoodLoss(ctx *player.Context, from int, to *int) {
ev := eventFoodLossPool.Get().(*EventFoodLoss)
ev.Ctx = ctx
ev.From = from
ev.To = to
h.session.Emit(ev)
*ev = EventFoodLoss{}
eventFoodLossPool.Put(ev)
}
// HandleHeal handles the player being healed.
func (h *SessionHandler) HandleHeal(ctx *player.Context, health *float64, src world.HealingSource) {
ev := eventHealPool.Get().(*EventHeal)
ev.Ctx = ctx
ev.Health = health
ev.Source = src
h.session.Emit(ev)
*ev = EventHeal{}
eventHealPool.Put(ev)
}
// HandleHurt handles the player being hurt.
func (h *SessionHandler) HandleHurt(ctx *player.Context, damage *float64, immune bool, attackImmunity *time.Duration, src world.DamageSource) {
ev := eventHurtPool.Get().(*EventHurt)
ev.Ctx = ctx
ev.Damage = damage
ev.Immune = immune
ev.Immunity = attackImmunity
ev.Source = src
h.session.Emit(ev)
*ev = EventHurt{}
eventHurtPool.Put(ev)
}
// HandleDeath handles the player dying.
func (h *SessionHandler) HandleDeath(p *player.Player, src world.DamageSource, keepInv *bool) {
ev := eventDeathPool.Get().(*EventDeath)
ev.Player = p
ev.Source = src
ev.KeepInventory = keepInv
h.session.Emit(ev)
*ev = EventDeath{}
eventDeathPool.Put(ev)
}
// HandleRespawn handles the player respawning.
func (h *SessionHandler) HandleRespawn(p *player.Player, pos *mgl64.Vec3, w **world.World) {
ev := eventRespawnPool.Get().(*EventRespawn)
ev.Player = p
ev.Position = pos
ev.World = w
h.session.Emit(ev)
*ev = EventRespawn{}
eventRespawnPool.Put(ev)
}
// HandleSkinChange handles the player changing their skin.
func (h *SessionHandler) HandleSkinChange(ctx *player.Context, sk *skin.Skin) {
ev := eventSkinChangePool.Get().(*EventSkinChange)
ev.Ctx = ctx
ev.Skin = sk
h.session.Emit(ev)
*ev = EventSkinChange{}
eventSkinChangePool.Put(ev)
}
// HandleFireExtinguish handles the player extinguishing fire.
func (h *SessionHandler) HandleFireExtinguish(ctx *player.Context, pos cube.Pos) {
ev := eventFireExtinguishPool.Get().(*EventFireExtinguish)
ev.Ctx = ctx
ev.Position = pos
h.session.Emit(ev)
*ev = EventFireExtinguish{}
eventFireExtinguishPool.Put(ev)
}
// HandleStartBreak handles the player starting to break a block.
func (h *SessionHandler) HandleStartBreak(ctx *player.Context, pos cube.Pos) {
ev := eventStartBreakPool.Get().(*EventStartBreak)
ev.Ctx = ctx
ev.Position = pos
h.session.Emit(ev)
*ev = EventStartBreak{}
eventStartBreakPool.Put(ev)
}
// HandleBlockBreak handles block breaking.
func (h *SessionHandler) HandleBlockBreak(ctx *player.Context, pos cube.Pos, drops *[]item.Stack, xp *int) {
ev := eventBlockBreakPool.Get().(*EventBlockBreak)
ev.Ctx = ctx
ev.Position = pos
ev.Drops = drops
ev.Experience = xp
h.session.Emit(ev)
*ev = EventBlockBreak{}
eventBlockBreakPool.Put(ev)
}
// HandleBlockPlace handles block placement.
func (h *SessionHandler) HandleBlockPlace(ctx *player.Context, pos cube.Pos, b world.Block) {
ev := eventBlockPlacePool.Get().(*EventBlockPlace)
ev.Ctx = ctx
ev.Position = pos
ev.Block = b
h.session.Emit(ev)
*ev = EventBlockPlace{}
eventBlockPlacePool.Put(ev)
}
// HandleBlockPick handles picking a block.
func (h *SessionHandler) HandleBlockPick(ctx *player.Context, pos cube.Pos, b world.Block) {
ev := eventBlockPickPool.Get().(*EventBlockPick)
ev.Ctx = ctx
ev.Position = pos
ev.Block = b
h.session.Emit(ev)
*ev = EventBlockPick{}
eventBlockPickPool.Put(ev)
}
// HandleItemUse handles general item use.
func (h *SessionHandler) HandleItemUse(ctx *player.Context) {
ev := eventItemUsePool.Get().(*EventItemUse)
ev.Ctx = ctx
h.session.Emit(ev)
*ev = EventItemUse{}
eventItemUsePool.Put(ev)
}
// HandleItemUseOnBlock handles using an item on a block.
func (h *SessionHandler) HandleItemUseOnBlock(ctx *player.Context, pos cube.Pos, face cube.Face, clickPos mgl64.Vec3) {
ev := eventItemUseOnBlockPool.Get().(*EventItemUseOnBlock)
ev.Ctx = ctx
ev.Position = pos
ev.Face = face
ev.ClickPos = clickPos
h.session.Emit(ev)
*ev = EventItemUseOnBlock{}
eventItemUseOnBlockPool.Put(ev)
}
// HandleItemUseOnEntity handles using an item on an entity.
func (h *SessionHandler) HandleItemUseOnEntity(ctx *player.Context, e world.Entity) {
ev := eventItemUseOnEntityPool.Get().(*EventItemUseOnEntity)
ev.Ctx = ctx
ev.Entity = e
h.session.Emit(ev)
*ev = EventItemUseOnEntity{}
eventItemUseOnEntityPool.Put(ev)
}
// HandleItemRelease handles releasing a charged-use item.
func (h *SessionHandler) HandleItemRelease(ctx *player.Context, it item.Stack, dur time.Duration) {
ev := eventItemReleasePool.Get().(*EventItemRelease)
ev.Ctx = ctx
ev.Item = it
ev.Duration = dur
h.session.Emit(ev)
*ev = EventItemRelease{}
eventItemReleasePool.Put(ev)
}
// HandleItemConsume handles consuming an item.
func (h *SessionHandler) HandleItemConsume(ctx *player.Context, it item.Stack) {
ev := eventItemConsumePool.Get().(*EventItemConsume)
ev.Ctx = ctx
ev.Item = it
h.session.Emit(ev)
*ev = EventItemConsume{}
eventItemConsumePool.Put(ev)
}
// HandleAttackEntity handles attacking an entity.
func (h *SessionHandler) HandleAttackEntity(ctx *player.Context, e world.Entity, force, height *float64, critical *bool) {
ev := eventAttackEntityPool.Get().(*EventAttackEntity)
ev.Ctx = ctx
ev.Entity = e
ev.Force = force
ev.Height = height
ev.Critical = critical
h.session.Emit(ev)
*ev = EventAttackEntity{}
eventAttackEntityPool.Put(ev)
}
// HandleExperienceGain handles XP gain.
func (h *SessionHandler) HandleExperienceGain(ctx *player.Context, amount *int) {
ev := eventExperienceGainPool.Get().(*EventExperienceGain)
ev.Ctx = ctx
ev.Amount = amount
h.session.Emit(ev)
*ev = EventExperienceGain{}
eventExperienceGainPool.Put(ev)
}
// HandlePunchAir handles punching air.
func (h *SessionHandler) HandlePunchAir(ctx *player.Context) {
ev := eventPunchAirPool.Get().(*EventPunchAir)
ev.Ctx = ctx
h.session.Emit(ev)
*ev = EventPunchAir{}
eventPunchAirPool.Put(ev)
}
// HandleSignEdit handles sign text editing.
func (h *SessionHandler) HandleSignEdit(ctx *player.Context, pos cube.Pos, frontSide bool, oldText, newText string) {
ev := eventSignEditPool.Get().(*EventSignEdit)
ev.Ctx = ctx
ev.Position = pos
ev.FrontSide = frontSide
ev.OldText = oldText
ev.NewText = newText
h.session.Emit(ev)
*ev = EventSignEdit{}
eventSignEditPool.Put(ev)
}
// HandleSleep handles sleeping in a bed.
func (h *SessionHandler) HandleSleep(ctx *player.Context, sendReminder *bool) {
ev := eventSleepPool.Get().(*EventSleep)
ev.Ctx = ctx
ev.SendReminder = sendReminder
h.session.Emit(ev)
*ev = EventSleep{}
eventSleepPool.Put(ev)
}
// HandleLecternPageTurn handles page turning on lecterns.
func (h *SessionHandler) HandleLecternPageTurn(ctx *player.Context, pos cube.Pos, oldPage int, newPage *int) {
ev := eventLecternPageTurnPool.Get().(*EventLecternPageTurn)
ev.Ctx = ctx
ev.Position = pos
ev.OldPage = oldPage
ev.NewPage = newPage
h.session.Emit(ev)
*ev = EventLecternPageTurn{}
eventLecternPageTurnPool.Put(ev)
}
// HandleItemDamage handles damaging an item.
func (h *SessionHandler) HandleItemDamage(ctx *player.Context, it item.Stack, damage *int) {
ev := eventItemDamagePool.Get().(*EventItemDamage)
ev.Ctx = ctx
ev.Item = it
ev.Damage = damage
h.session.Emit(ev)
*ev = EventItemDamage{}
eventItemDamagePool.Put(ev)
}
// HandleItemPickup handles picking up an item.
func (h *SessionHandler) HandleItemPickup(ctx *player.Context, it *item.Stack) {
ev := eventItemPickupPool.Get().(*EventItemPickup)
ev.Ctx = ctx
ev.Item = it
h.session.Emit(ev)
*ev = EventItemPickup{}
eventItemPickupPool.Put(ev)
}
// HandleHeldSlotChange handles held hotbar slot change.
func (h *SessionHandler) HandleHeldSlotChange(ctx *player.Context, from, to int) {
ev := eventHeldSlotChangePool.Get().(*EventHeldSlotChange)
ev.Ctx = ctx
ev.From = from
ev.To = to
h.session.Emit(ev)
*ev = EventHeldSlotChange{}
eventHeldSlotChangePool.Put(ev)
}
// HandleItemDrop handles dropping an item.
func (h *SessionHandler) HandleItemDrop(ctx *player.Context, it item.Stack) {
ev := eventItemDropPool.Get().(*EventItemDrop)
ev.Ctx = ctx
ev.Item = it
h.session.Emit(ev)
*ev = EventItemDrop{}
eventItemDropPool.Put(ev)
}
// HandleTransfer handles server transfer.
func (h *SessionHandler) HandleTransfer(ctx *player.Context, addr *net.UDPAddr) {
ev := eventTransferPool.Get().(*EventTransfer)
ev.Ctx = ctx
ev.Address = addr
h.session.Emit(ev)
*ev = EventTransfer{}
eventTransferPool.Put(ev)
}
// HandleCommandExecution handles executing a command.
func (h *SessionHandler) HandleCommandExecution(ctx *player.Context, command cmd.Command, args []string) {
ev := eventCommandExecutionPool.Get().(*EventCommandExecution)
ev.Ctx = ctx
ev.Command = command
ev.Args = args
h.session.Emit(ev)
*ev = EventCommandExecution{}
eventCommandExecutionPool.Put(ev)
}
// HandleQuit handles a player quitting the server.
func (h *SessionHandler) HandleQuit(p *player.Player) {
ev := eventQuitPool.Get().(*EventQuit)
ev.Player = p
h.session.Emit(ev)
*ev = EventQuit{}
eventQuitPool.Put(ev)
h.session.close()
}
// HandleDiagnostics handles a diagnostics request.
func (h *SessionHandler) HandleDiagnostics(p *player.Player, d session.Diagnostics) {
ev := eventDiagnosticsPool.Get().(*EventDiagnostics)
ev.Player = p
ev.Diagnostics = d
h.session.Emit(ev)
*ev = EventDiagnostics{}
eventDiagnosticsPool.Put(ev)
}
// registerHandler registers a handler type with the manager.
func (m *Manager) registerHandler(h any, bundle *Bundle) error {
t := reflect.TypeOf(h)
meta, err := analyzeSystem(t, bundle, m.registry)
if err != nil {
return err
}
// Set up pool to create correct type
meta.Pool = &sync.Pool{
New: func() any {
return reflect.New(t.Elem()).Interface()
},
}
// Scan for event methods and create optimized, unsafe emitters.
events := make(map[reflect.Type]unsafeEventEmitter)
for i := 0; i < t.NumMethod(); i++ {
method := t.Method(i)
if method.Type.NumIn() != 2 { // Receiver + 1 argument
continue
}
eventType := method.Type.In(1)
// For this unsafe optimization to work without assembly, we can only
// support events that are passed as pointers. Handling value types
// would require knowing the argument passing convention (registers vs.
// stack), which is not guaranteed to be stable.
if eventType.Kind() != reflect.Pointer {
// We panic here to enforce the use of pointer types for events at startup.
// This makes the performance characteristics clear to the developer.
panic(fmt.Errorf("pecs: event handler %v method %v uses value type %v for event. only pointer types are supported for unsafe emission", t, method.Name, eventType))
}
// Get the method's code address
capturedFptr := method.Func.Pointer()
// Create a persistent funcval struct containing the code address.
// This must be heap-allocated and persist for the lifetime of the emitter.
fv := &funcval{fn: capturedFptr}
// Reinterpret the *funcval as a callable function value.
// In Go's runtime, a func variable IS a *funcval internally.
fn := *(*func(unsafe.Pointer, unsafe.Pointer))(unsafe.Pointer(&fv))
events[eventType] = func(handler, event unsafe.Pointer) {
// Direct function call through the properly constructed function value.
// This is ~1-2ns overhead, same as a regular function call.
fn(handler, event)
}
}
hm := &handlerMeta{
meta: meta,
bundle: bundle,
events: events,
}
// Separate global handlers from session-scoped handlers
if meta.IsGlobal {
m.globalHandlers = append(m.globalHandlers, hm)
} else {
m.handlers = append(m.handlers, hm)
}
return nil
}
// Copy unsafe.Pointer for use in handler module.
var _ unsafe.Pointer