forked from GeyserMC/Geyser
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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.
99 lines
4.2 KiB
Java
99 lines
4.2 KiB
Java
/*
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* Copyright (c) 2019-2020 GeyserMC. http://geysermc.org
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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* @author GeyserMC
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* @link https://github.com/GeyserMC/Geyser
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*
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*/
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package org.geysermc.connector.network.translators.sound;
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import com.github.steveice10.mc.protocol.data.game.entity.metadata.ItemStack;
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import com.nukkitx.math.vector.Vector3f;
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import org.geysermc.connector.network.session.GeyserSession;
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import org.geysermc.connector.network.translators.Translators;
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import java.util.Map;
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/**
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* Handler for playing sounds when right-clicking
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* blocks. Due to Minecraft: Bedrock Edition
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* expecting interaction sounds to be played serverside
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* and Minecraft: Java Edition handling them clientside,
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* this had to be made to handle scenarios like that.
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*/
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public interface SoundInteractionHandler {
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/**
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* Handles the interaction when a player
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* right-clicks a block.
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*
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* @param session the session interacting with the block
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* @param position the position of the block
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* @param identifier the identifier of the block
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*/
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void handleInteraction(GeyserSession session, Vector3f position, String identifier);
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/**
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* Handles the block interaction when a player
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* right-clicks a block.
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*
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* @param session the session interacting with the block
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* @param position the position of the block
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* @param identifier the identifier of the block
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*/
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static void handleBlockInteraction(GeyserSession session, Vector3f position, String identifier) {
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for (Map.Entry<SoundHandler, SoundInteractionHandler> interactionEntry : SoundHandlerRegistry.INTERACTION_HANDLERS.entrySet()) {
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if (interactionEntry.getKey().blocks().length != 0) {
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boolean contains = false;
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for (String blockIdentifier : interactionEntry.getKey().blocks()) {
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if (identifier.contains(blockIdentifier)) {
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contains = true;
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break;
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}
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}
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if (!contains) continue;
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}
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ItemStack itemInHand = session.getInventory().getItemInHand();
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if (interactionEntry.getKey().items().length != 0) {
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if (itemInHand == null || itemInHand.getId() == 0) {
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continue;
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}
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String handIdentifier = Translators.getItemTranslator().getItem(session.getInventory().getItemInHand()).getJavaIdentifier();
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boolean contains = false;
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for (String itemIdentifier : interactionEntry.getKey().items()) {
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if (handIdentifier.contains(itemIdentifier)) {
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contains = true;
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break;
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}
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}
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if (!contains) continue;
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}
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if (session.isSneaking() && !interactionEntry.getKey().ignoreSneakingWhileHolding()) {
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if (session.getInventory().getItemInHand() != null && session.getInventory().getItemInHand().getId() != 0) {
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continue;
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}
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}
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interactionEntry.getValue().handleInteraction(session, position, identifier);
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}
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}
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}
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