/* * 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.session.cache; import org.cloudburstmc.math.vector.Vector3d; import lombok.Data; import lombok.RequiredArgsConstructor; /** * Represents a teleport ID and corresponding coordinates that need to be confirmed.
* * The vanilla Java client, after getting a * {@link com.github.steveice10.mc.protocol.packet.ingame.clientbound.entity.player.ClientboundPlayerPositionPacket}, * adjusts the player's positions and immediately sends a teleport back. However, we want to acknowledge that the * Bedrock player actually moves close to that point, so we store the teleport until we get a movement packet from * Bedrock that the teleport was successful. */ @RequiredArgsConstructor @Data public class TeleportCache { private static final double ERROR_X_AND_Z = 0.1; private static final double ERROR_Y = 0.1; /** * How many move packets the teleport can be unconfirmed for before it gets resent to the client */ private static final int RESEND_THRESHOLD = 5; private final double x, y, z; private final float pitch, yaw; private final int teleportConfirmId; private int unconfirmedFor = 0; public boolean canConfirm(Vector3d position) { return (Math.abs(this.x - position.getX()) < ERROR_X_AND_Z && Math.abs(this.y - position.getY()) < ERROR_Y && Math.abs(this.z - position.getZ()) < ERROR_X_AND_Z); } public void incrementUnconfirmedFor() { unconfirmedFor++; } public void resetUnconfirmedFor() { unconfirmedFor = 0; } public boolean shouldResend() { return unconfirmedFor >= RESEND_THRESHOLD; } }