Geyser/connector/src/main/java/org/geysermc/connector/network/translators/collision/CollisionManager.java

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/*
* 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 - 14) 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<Vector3i> getPlayerCollidableBlocks() {
List<Vector3i> 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<Vector3i> 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);
}
}
}