/* * Copyright (c) 2019-2021 GeyserMC. http://geysermc.org * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. * * @author GeyserMC * @link https://github.com/GeyserMC/Geyser */ package org.geysermc.connector.network.translators.collision; import com.nukkitx.math.vector.Vector3d; import com.nukkitx.math.vector.Vector3f; import com.nukkitx.math.vector.Vector3i; import com.nukkitx.protocol.bedrock.data.entity.EntityFlag; import com.nukkitx.protocol.bedrock.data.entity.EntityFlags; import com.nukkitx.protocol.bedrock.packet.MovePlayerPacket; import com.nukkitx.protocol.bedrock.packet.SetEntityDataPacket; import lombok.Getter; import lombok.Setter; import org.geysermc.connector.entity.player.PlayerEntity; import org.geysermc.connector.entity.type.EntityType; import org.geysermc.connector.network.session.GeyserSession; import org.geysermc.connector.network.translators.collision.translators.BlockCollision; import java.util.ArrayList; import java.util.List; public class CollisionManager { private final GeyserSession session; @Getter private BoundingBox playerBoundingBox; /** * Whether the player is inside scaffolding */ @Setter private boolean touchingScaffolding; /** * Whether the player is on top of scaffolding */ @Setter private boolean onScaffolding; /** * Additional space where blocks are checked, which is helpful for fixing NoCheatPlus's Passable check. * This check doesn't allow players right up against the block, so they must be pushed slightly away. */ public static final double COLLISION_TOLERANCE = 0.00001; public CollisionManager(GeyserSession session) { this.session = session; this.playerBoundingBox = new BoundingBox(0, 0, 0, 0.6, 1.8, 0.6); } /** * Updates the stored bounding box * @param position The new position of the player */ public void updatePlayerBoundingBox(Vector3f position) { updatePlayerBoundingBox(position.toDouble()); } /** * Updates the stored bounding box * @param position The new position of the player */ public void updatePlayerBoundingBox(Vector3d position) { updatePlayerBoundingBox(); playerBoundingBox.setMiddleX(position.getX()); playerBoundingBox.setMiddleY(position.getY() + (playerBoundingBox.getSizeY() / 2)); playerBoundingBox.setMiddleZ(position.getZ()); } /** * Updates the stored bounding box without passing a position, which currently just changes the height depending on if the player is sneaking. */ public void updatePlayerBoundingBox() { if (playerBoundingBox == null) { Vector3f playerPosition; if (session.getPlayerEntity() == null) { // Temporary position to prevent NullPointerException playerPosition = Vector3f.ZERO; } else { playerPosition = session.getPlayerEntity().getPosition(); } playerBoundingBox = new BoundingBox(playerPosition.getX(), playerPosition.getY() + 0.9, playerPosition.getZ(), 0.6, 1.8, 0.6); } else { // According to the Minecraft Wiki, when sneaking: // - In Bedrock Edition, the height becomes 1.65 blocks, allowing movement through spaces as small as 1.75 (2 - 1⁄4) blocks high. // - In Java Edition, the height becomes 1.5 blocks. // TODO: Have this depend on the player's literal bounding box variable if (session.isSneaking()) { playerBoundingBox.setSizeY(1.5); } else { playerBoundingBox.setSizeY(1.8); } } } /** * Adjust the Bedrock position before sending to the Java server to account for inaccuracies in movement between * the two versions. * * @param bedrockPosition the current Bedrock position of the client * @param onGround whether the Bedrock player is on the ground * @return the position to send to the Java server, or null to cancel sending the packet */ public Vector3d adjustBedrockPosition(Vector3f bedrockPosition, boolean onGround) { // We need to parse the float as a string since casting a float to a double causes us to // lose precision and thus, causes players to get stuck when walking near walls double javaY = bedrockPosition.getY() - EntityType.PLAYER.getOffset(); Vector3d position = Vector3d.from(Double.parseDouble(Float.toString(bedrockPosition.getX())), javaY, Double.parseDouble(Float.toString(bedrockPosition.getZ()))); if (session.getConnector().getConfig().isCacheChunks()) { // With chunk caching, we can do some proper collision checks updatePlayerBoundingBox(position); // Correct player position if (!correctPlayerPosition()) { // Cancel the movement if it needs to be cancelled recalculatePosition(); return null; } position = Vector3d.from(playerBoundingBox.getMiddleX(), playerBoundingBox.getMiddleY() - (playerBoundingBox.getSizeY() / 2), playerBoundingBox.getMiddleZ()); } else { // When chunk caching is off, we have to rely on this // It rounds the Y position up to the nearest 0.5 // This snaps players to snap to the top of stairs and slabs like on Java Edition // However, it causes issues such as the player floating on carpets if (onGround) javaY = Math.ceil(javaY * 2) / 2; position = position.up(javaY - position.getY()); } return position; } // TODO: This makes the player look upwards for some reason, rotation values must be wrong public void recalculatePosition() { PlayerEntity entity = session.getPlayerEntity(); // Gravity might need to be reset... SetEntityDataPacket entityDataPacket = new SetEntityDataPacket(); entityDataPacket.setRuntimeEntityId(entity.getGeyserId()); entityDataPacket.getMetadata().putAll(entity.getMetadata()); session.sendUpstreamPacket(entityDataPacket); MovePlayerPacket movePlayerPacket = new MovePlayerPacket(); movePlayerPacket.setRuntimeEntityId(entity.getGeyserId()); movePlayerPacket.setPosition(entity.getPosition()); movePlayerPacket.setRotation(entity.getBedrockRotation()); movePlayerPacket.setMode(MovePlayerPacket.Mode.NORMAL); session.sendUpstreamPacket(movePlayerPacket); } public List getPlayerCollidableBlocks() { List blocks = new ArrayList<>(); Vector3d position = Vector3d.from(playerBoundingBox.getMiddleX(), playerBoundingBox.getMiddleY() - (playerBoundingBox.getSizeY() / 2), playerBoundingBox.getMiddleZ()); // Loop through all blocks that could collide with the player int minCollisionX = (int) Math.floor(position.getX() - ((playerBoundingBox.getSizeX() / 2) + COLLISION_TOLERANCE)); int maxCollisionX = (int) Math.floor(position.getX() + (playerBoundingBox.getSizeX() / 2) + COLLISION_TOLERANCE); // Y extends 0.5 blocks down because of fence hitboxes int minCollisionY = (int) Math.floor(position.getY() - 0.5); int maxCollisionY = (int) Math.floor(position.getY() + playerBoundingBox.getSizeY()); int minCollisionZ = (int) Math.floor(position.getZ() - ((playerBoundingBox.getSizeZ() / 2) + COLLISION_TOLERANCE)); int maxCollisionZ = (int) Math.floor(position.getZ() + (playerBoundingBox.getSizeZ() / 2) + COLLISION_TOLERANCE); for (int y = minCollisionY; y < maxCollisionY + 1; y++) { for (int x = minCollisionX; x < maxCollisionX + 1; x++) { for (int z = minCollisionZ; z < maxCollisionZ + 1; z++) { blocks.add(Vector3i.from(x, y, z)); } } } return blocks; } /** * Returns false if the movement is invalid, and in this case it shouldn't be sent to the server and should be * cancelled * See {@link BlockCollision#correctPosition(GeyserSession, BoundingBox)} for more info */ public boolean correctPlayerPosition() { // These may be set to true by the correctPosition method in ScaffoldingCollision touchingScaffolding = false; onScaffolding = false; List collidableBlocks = getPlayerCollidableBlocks(); // Used when correction code needs to be run before the main correction for (Vector3i blockPos : collidableBlocks) { BlockCollision blockCollision = CollisionTranslator.getCollisionAt( session, blockPos.getX(), blockPos.getY(), blockPos.getZ() ); if (blockCollision != null) { blockCollision.beforeCorrectPosition(playerBoundingBox); } } // Main correction code for (Vector3i blockPos : collidableBlocks) { BlockCollision blockCollision = CollisionTranslator.getCollisionAt( session, blockPos.getX(), blockPos.getY(), blockPos.getZ() ); if (blockCollision != null) { if (!blockCollision.correctPosition(session, playerBoundingBox)) { return false; } } } updateScaffoldingFlags(); return true; } /** * Updates scaffolding entity flags * Scaffolding needs to be checked per-move since it's a flag in Bedrock but Java does it client-side */ public void updateScaffoldingFlags() { EntityFlags flags = session.getPlayerEntity().getMetadata().getFlags(); boolean flagsChanged; boolean isSneakingWithScaffolding = (touchingScaffolding || onScaffolding) && session.isSneaking(); flagsChanged = flags.getFlag(EntityFlag.FALL_THROUGH_SCAFFOLDING) != isSneakingWithScaffolding; flagsChanged |= flags.getFlag(EntityFlag.OVER_SCAFFOLDING) != isSneakingWithScaffolding; flags.setFlag(EntityFlag.FALL_THROUGH_SCAFFOLDING, isSneakingWithScaffolding); flags.setFlag(EntityFlag.OVER_SCAFFOLDING, isSneakingWithScaffolding); flagsChanged |= flags.getFlag(EntityFlag.IN_SCAFFOLDING) != touchingScaffolding; flags.setFlag(EntityFlag.IN_SCAFFOLDING, touchingScaffolding); if (flagsChanged) { session.getPlayerEntity().updateBedrockMetadata(session); } } }