/* * Copyright (c) 2019-2022 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.geyser.translator.protocol.bedrock; import com.github.steveice10.mc.protocol.data.game.entity.player.Hand; import com.github.steveice10.mc.protocol.packet.ingame.serverbound.level.ServerboundPaddleBoatPacket; import com.github.steveice10.mc.protocol.packet.ingame.serverbound.player.ServerboundSwingPacket; import org.cloudburstmc.protocol.bedrock.packet.AnimatePacket; import org.geysermc.geyser.session.GeyserSession; import org.geysermc.geyser.translator.protocol.PacketTranslator; import org.geysermc.geyser.translator.protocol.Translator; import java.util.concurrent.TimeUnit; @Translator(packet = AnimatePacket.class) public class BedrockAnimateTranslator extends PacketTranslator { @Override public void translate(GeyserSession session, AnimatePacket packet) { // Stop the player sending animations before they have fully spawned into the server if (!session.isSpawned()) { return; } switch (packet.getAction()) { case SWING_ARM -> { session.armSwingPending(); // Delay so entity damage can be processed first session.scheduleInEventLoop(() -> { if (session.getArmAnimationTicks() != 0) { // So, generally, a Java player can only do one *thing* at a time. // If a player right-clicks, for example, then there's probably only one action associated with // that right-click that will send a swing. // The only exception I can think of to this, *maybe*, is a player dropping items // Bedrock is a little funkier than this - it can send several arm animation packets in the // same tick, notably with high levels of haste applied. // Packet limiters do not like this and can crash the player. // If arm animation ticks is 0, then we just sent an arm swing packet this tick. // See https://github.com/GeyserMC/Geyser/issues/2875 // This behavior was last touched on with ViaVersion 4.5.1 (with its packet limiter), Java 1.16.5, // and Bedrock 1.19.51. // Note for the future: we should probably largely ignore this packet and instead replicate // all actions on our end, and send swings where needed. session.sendDownstreamGamePacket(new ServerboundSwingPacket(Hand.MAIN_HAND)); session.activateArmAnimationTicking(); } }, 25, TimeUnit.MILLISECONDS ); } // These two might need to be flipped, but my recommendation is getting moving working first case ROW_LEFT -> { // Packet value is a float of how long one has been rowing, so we convert that into a boolean session.setSteeringLeft(packet.getRowingTime() > 0.0); ServerboundPaddleBoatPacket steerLeftPacket = new ServerboundPaddleBoatPacket(session.isSteeringLeft(), session.isSteeringRight()); session.sendDownstreamGamePacket(steerLeftPacket); } case ROW_RIGHT -> { session.setSteeringRight(packet.getRowingTime() > 0.0); ServerboundPaddleBoatPacket steerRightPacket = new ServerboundPaddleBoatPacket(session.isSteeringLeft(), session.isSteeringRight()); session.sendDownstreamGamePacket(steerRightPacket); } } } }