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Bring Rain/Thunder Behavior Inline With Java (#3637)
Closes #3611 Closes #2588 Closes #2499 Signed-off-by: Joshua Castle <26531652+Kas-tle@users.noreply.github.com>
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1 changed files with 35 additions and 32 deletions
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@ -47,21 +47,23 @@ import org.geysermc.geyser.translator.protocol.Translator;
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@Translator(packet = ClientboundGameEventPacket.class)
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public class JavaGameEventTranslator extends PacketTranslator<ClientboundGameEventPacket> {
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// Strength of rainstorms and thunderstorms is a 0-1 float on Java, while on Bedrock it is a 0-65535 int
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private static final int MAX_STORM_STRENGTH = 65535;
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@Override
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public void translate(GeyserSession session, ClientboundGameEventPacket packet) {
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PlayerEntity entity = session.getPlayerEntity();
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switch (packet.getNotification()) {
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// Yes, START_RAIN and STOP_RAIN are swapped in terms of what they cause the client to do.
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// This is how the Mojang mappings name them, so we go with it
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// It seems Mojang's intent was that START_RAIN would set the rain strength to 0 so that it can then be incremeneted on a gradient by the server
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// The inverse is true for STOP_RAIN
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// This is indeed the behavior of the vanilla server
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// However, it seems most server software (at least Spigot and Paper) did not go along with this
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// As a result many developers use these packets for the opposite of what their names implies
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// Behavior last verified with Java 1.19.4 and Bedrock 1.19.71
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case START_RAIN:
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LevelEventPacket startRainPacket = new LevelEventPacket();
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startRainPacket.setType(LevelEventType.START_RAINING);
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startRainPacket.setData(Integer.MAX_VALUE);
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startRainPacket.setPosition(Vector3f.ZERO);
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session.sendUpstreamPacket(startRainPacket);
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session.setRaining(true);
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break;
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case STOP_RAIN:
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LevelEventPacket stopRainPacket = new LevelEventPacket();
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stopRainPacket.setType(LevelEventType.STOP_RAINING);
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stopRainPacket.setData(0);
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@ -69,34 +71,35 @@ public class JavaGameEventTranslator extends PacketTranslator<ClientboundGameEve
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session.sendUpstreamPacket(stopRainPacket);
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session.setRaining(false);
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break;
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case STOP_RAIN:
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LevelEventPacket startRainPacket = new LevelEventPacket();
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startRainPacket.setType(LevelEventType.START_RAINING);
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startRainPacket.setData(MAX_STORM_STRENGTH);
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startRainPacket.setPosition(Vector3f.ZERO);
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session.sendUpstreamPacket(startRainPacket);
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session.setRaining(true);
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break;
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case RAIN_STRENGTH:
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// While the above values are used, they CANNOT BE TRUSTED on a vanilla server as they are swapped around
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// Spigot and forks implement it correctly
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// Rain strength is your best way for determining if there is any rain
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RainStrengthValue value = (RainStrengthValue) packet.getValue();
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boolean isCurrentlyRaining = value.getStrength() > 0f;
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// Java sends the rain level. Bedrock doesn't care, so we don't care if it's already raining.
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if (isCurrentlyRaining != session.isRaining()) {
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float rainStrength = ((RainStrengthValue) packet.getValue()).getStrength();
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boolean isCurrentlyRaining = rainStrength > 0f;
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LevelEventPacket changeRainPacket = new LevelEventPacket();
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changeRainPacket.setType(isCurrentlyRaining ? LevelEventType.START_RAINING : LevelEventType.STOP_RAINING);
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changeRainPacket.setData(Integer.MAX_VALUE); // Dunno what this does; used to be implemented with ThreadLocalRandom
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// This is the rain strength on LevelEventType.START_RAINING, but can be any value on LevelEventType.STOP_RAINING
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changeRainPacket.setData((int) (rainStrength * MAX_STORM_STRENGTH));
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changeRainPacket.setPosition(Vector3f.ZERO);
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session.sendUpstreamPacket(changeRainPacket);
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session.setRaining(isCurrentlyRaining);
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}
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break;
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case THUNDER_STRENGTH:
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// See above, same process
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ThunderStrengthValue thunderValue = (ThunderStrengthValue) packet.getValue();
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boolean isCurrentlyThundering = thunderValue.getStrength() > 0f;
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if (isCurrentlyThundering != session.isThunder()) {
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float thunderStrength = ((ThunderStrengthValue) packet.getValue()).getStrength();
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boolean isCurrentlyThundering = thunderStrength > 0f;
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LevelEventPacket changeThunderPacket = new LevelEventPacket();
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changeThunderPacket.setType(isCurrentlyThundering ? LevelEventType.START_THUNDERSTORM : LevelEventType.STOP_THUNDERSTORM);
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changeThunderPacket.setData(Integer.MAX_VALUE);
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changeThunderPacket.setData((int) (thunderStrength * MAX_STORM_STRENGTH));
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changeThunderPacket.setPosition(Vector3f.ZERO);
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session.sendUpstreamPacket(changeThunderPacket);
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session.setThunder(isCurrentlyThundering);
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}
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break;
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case CHANGE_GAMEMODE:
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GameMode gameMode = (GameMode) packet.getValue();
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