Client-side block animations and reach checks are now added.
This commit also includes cleanup in BlockChangeTranslator as well as proper Netherite tool support for calculating block breaking.
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
* Implement book editing
Updates the PR created by @ForceUpdate1 for 1.16 support. Seems to work fine now that hand support is in MCProtocolLib.
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
* Remove debug line
* Simplify code
Currently still borked for creative mode.
* Fix books on creative
* Bug fixes
* Fix NPE?
* Blind fixes
* Send Book update before any player actions
* Remove debug prints
* Fix out of bounds for page replace and add
* Fix editing desync and remove empty pages from the end
* Send edit packet after signing
* Refactor
* Clean up and fix creative
* Apply suggestions from code review
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
Co-authored-by: ForceUpdate1 <mneuhaus44@gmail.com>
Co-authored-by: Camotoy <20743703+DoctorMacc@users.noreply.github.com>
Co-authored-by: David Choo <davchoo3@gmail.com>
Co-authored-by: rtm516 <rtm516@users.noreply.github.com>
* Initial work on 1.16.100 - currently crashes the client
* Update runtime item states
* Use new Bedrock runtime IDs
Bedrock now hardcodes block runtime IDs in alphabetical order of the identifiers. This commit updates Geyser to accomodate.
- Remove runtime_block_states.dat and replace it with blockpalette.nbt
- Calculate the block runtime ID based on the order of the block palette
- Separate BlockTranslator.AIR into Bedrock and Java values
- Update the second layer of chunks to use air when not waterlogged
- Don't send item palette for now, as that's what crashes the game (will look into for v415)
- Other misc. changes
* Improve second layer chunk translation
* v415 support
- Add a message warning people they are on a beta version of Geyser
* Update to protocol v417
There are still some mappings changes that need to be gone through.
* Update runtime item states and clean up item frames
* Future-proof enchanment table
* Update for v418
* Update to v419
* Apply proper air ID to waterlogged chunk layer
* Fix missing import
* Remove beta warning
* Update mappings
* Manually patch runtime_item_states and send the ITEMS registry
* Update README
* Disable grindstone and smithing inventories (since they're broken)
* Use artifactory jenkins plugin (#1548)
* Use artifactory jenkins plugin
* Bump version to 1.2.0-SNAPSHOT
Co-authored-by: SupremeMortal <6178101+SupremeMortal@users.noreply.github.com>
* BlockEntity performance improvements
* Use chunk cache if possible for block caching
* Get new block state from ViaVersion if block entity
* Add Javadoc for FlowerPotBlockEntityTranslator.isFlowerBlock
* Remove debug line
* Don't add all RequiresBlockState instances if cache chunks is enabled
* Double chest map get optimization
* Last changes
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
* Create and position Ender Dragon Bounding Box
Currently allows the player to "kill aura" target
the ender dragon.
* Use an entity to handle attacks for each hitbox
* Use the proper flag to make entities invisible
* Clean up and add some comments
* Ender dragon entity metadata improvements
* Add doc to segment functions
* Add changes
Co-authored-by: DoctorMacc <toy.fighter1@gmail.com>
* Fix bucket interactions on creative mode
Bedrock uses the BLOCK_INTERACT enum of BedrockActionTranslator to truly indicate if a bucket should be used or not. In order to hook into this, we need to delay the bucket placing by about 5 milliseconds - this gives us time to cancel the interaction if needed.
Bucket sounds will now not play in this case as well.
* Fix picking up liquids with buckets
The last fix to prevent bucket placement upon interacting with an inventory had an oversight with empty buckets, making them unusable. This commit fixes that while keeping the previous fix.
* Remove debug line
* Fix milk drinking and visual bucket item apperance
* Comment elaboration
* Make indentiation better
* Fix interaction spam bug
This references the Nukkit 1.0 fix for the client bug of spamming to interact. Holding down still works.
* Remove interaction position set at action type 1
* Remove debug line
* Implement command block and jigsaw support
- Command block UI is now fully implemented to match Java Edition.
- Command block minecarts are now supported.
- Command blocks now show the correct type of command block.
- Jigsaw blocks are translated.
Structure blocks can be implemented, but these will be trickier as there are significant GUI differences between Java and Bedrock.
* Add more detail about command block minecart color
* Set PlayerPermission.OPERATOR to allow command blocks to be destroyed
Desktop clients send an extra item use packet for buckets whereas mobile clients dont send the second use packet causing the issue as a ClientPlayerUseItemPacket doesn't get sent to the Java server.
Buckets on mobile may still be glitchy as the player must be directly facing the block they want to place liquid on.
- Merged ItemTranslator and ItemStackTranslator together.
- Split ItemTranslator into two classes: ItemTranslator and ItemRegistry. The registry is where items are registered, and the translator class is where item translation takes place.
- Made most of ItemTranslator's methods static and removed the initialization in Toolbox.
- Moved a handful of registry classes previously ending with 'Utils' to a 'Registry' class to be more fitting for the term.
- Moved inventory and block entity registration out of Translators.
- Renamed Translators to PacketTranslatorRegistry.
- Yeeted Toolbox.
- Minor cleanups and small refactors.
* Initial support for entity mounts*
* This only works for viewing other players on mounts/vehicles. Currently, mounting on vehicles through Geyser with bedrock does not work at all, though, you can see other Java players on mounts just fine.
* Fix Bedrock player mounting; add minecart offset
* Remove debug code
* Fix boat animation
* Remove debug code
* Add notice of possible steering flip
* Add translator for PlayerInputPacket
* Upload WIP code for BoatEntity.java
* Add animation for rowing on Bedrock side
* Clean up debug code, start on boat movement
* Add notice about flying horses
* Rename BedrockPlayerInputPacket.java to BedrockPlayerInputTranslator.java
* Delete BedrockPlayerInputPacket.java
* Use Translator Annotation again; Thanks to LegacyGamerHD
* Upload ineffective mount-on-login code
* Upload current changes with no debug code
* Change case where applicable
* Change Integer[] to int[]; Change schedule() to execute()
* Don't use Thread.Sleep() and instead call itself again
* Fix players not being linked on login/chunk load
* Little changes
* Minor improvements/fixes to boats
* Remove empty file
* Fix horse flying.
* Various entity mounting fixes
* Add mounting offsets for skeleton and zombie horses
* Another round of entity mount-related fixes
- Add offsets for skeleton and zombie horses (Thanks to tester DirtNasty)
- Boats can now be placed in survival (Thanks again to tester DirtNasty)
- Boats and minecarts can now shake
* Add translating for ServerVehicleMovePacket
* Cleaning up
* More cleaning up
* Add interactive tag support for mountable entities
* Boats move far more nicely
* Add horse heart visuals
* Update interactive tags
Co-authored-by: RednedEpic <redned235@gmail.com>
* Add players able to sleep in beds
This commit sets the correct metadata and flags when the Java pose changes to sleeping.
* Player view while sleeping now works
* Fixed bed offset for other players
* Implement helper methods for sending packets, fixes an NPE when chatting before connecting to the remote server
* Change method names
* Add a space between doc comment lines
* Add debug messages
These sound handlers had to be added since on Minecraft: Java Edition, these sounds are handled clientside whilst Minecraft: Bedrock Edition expects something from the server. To counter this, we emulate the sounds of that on Minecraft: Java Edition within Geyser and send it to the client. The code may seem a tadredundant, but there is not much of an alternative unfortunately.
The refactors in this commit go a bit beyond the scope of what the sound/effects branch was meant to accomplish, however most of these changes are necessary so chunk caching could be reintroduced for the standalone version. The chunk caching here allows for us to get the block ID before the block was broken, and in the future allow us to implement newer features. Chunk caching is optional (and disabled by default) as on non-Bukkit versions, it can eat up a lot of RAM with many players online.
Previously, any time a block was clicked whether it be with a block in the hand or not, a sound would play. This checks if the item in the players hand is indeed a block as well as the same block in the UpdateBlockPacket, and properly plays the packet.