/* * 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.bedrock; import com.github.steveice10.mc.protocol.data.game.entity.player.Hand; import com.github.steveice10.mc.protocol.packet.ingame.client.player.ClientPlayerSwingArmPacket; import com.github.steveice10.mc.protocol.packet.ingame.client.world.ClientSteerBoatPacket; import com.nukkitx.protocol.bedrock.packet.AnimatePacket; import org.geysermc.connector.network.session.GeyserSession; import org.geysermc.connector.network.translators.PacketTranslator; import org.geysermc.connector.network.translators.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 -> // Delay so entity damage can be processed first session.scheduleInEventLoop(() -> session.sendDownstreamPacket(new ClientPlayerSwingArmPacket(Hand.MAIN_HAND)), 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); ClientSteerBoatPacket steerLeftPacket = new ClientSteerBoatPacket(session.isSteeringLeft(), session.isSteeringRight()); session.sendDownstreamPacket(steerLeftPacket); } case ROW_RIGHT -> { session.setSteeringRight(packet.getRowingTime() > 0.0); ClientSteerBoatPacket steerRightPacket = new ClientSteerBoatPacket(session.isSteeringLeft(), session.isSteeringRight()); session.sendDownstreamPacket(steerRightPacket); } } } }