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59da87a10f
* Initial support for entity mounts* * This only works for viewing other players on mounts/vehicles. Currently, mounting on vehicles through Geyser with bedrock does not work at all, though, you can see other Java players on mounts just fine. * Fix Bedrock player mounting; add minecart offset * Remove debug code * Fix boat animation * Remove debug code * Add notice of possible steering flip * Add translator for PlayerInputPacket * Upload WIP code for BoatEntity.java * Add animation for rowing on Bedrock side * Clean up debug code, start on boat movement * Add notice about flying horses * Rename BedrockPlayerInputPacket.java to BedrockPlayerInputTranslator.java * Delete BedrockPlayerInputPacket.java * Use Translator Annotation again; Thanks to LegacyGamerHD * Upload ineffective mount-on-login code * Upload current changes with no debug code * Change case where applicable * Change Integer[] to int[]; Change schedule() to execute() * Don't use Thread.Sleep() and instead call itself again * Fix players not being linked on login/chunk load * Little changes * Minor improvements/fixes to boats * Remove empty file * Fix horse flying. * Various entity mounting fixes * Add mounting offsets for skeleton and zombie horses * Another round of entity mount-related fixes - Add offsets for skeleton and zombie horses (Thanks to tester DirtNasty) - Boats can now be placed in survival (Thanks again to tester DirtNasty) - Boats and minecarts can now shake * Add translating for ServerVehicleMovePacket * Cleaning up * More cleaning up * Add interactive tag support for mountable entities * Boats move far more nicely * Add horse heart visuals * Update interactive tags Co-authored-by: RednedEpic <redned235@gmail.com>
75 lines
3.4 KiB
Java
75 lines
3.4 KiB
Java
/*
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* Copyright (c) 2019-2020 GeyserMC. http://geysermc.org
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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* @author GeyserMC
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* @link https://github.com/GeyserMC/Geyser
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*/
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package org.geysermc.connector.network.translators.bedrock;
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import org.geysermc.connector.network.session.GeyserSession;
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import org.geysermc.connector.network.translators.PacketTranslator;
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import org.geysermc.connector.network.translators.Translator;
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import com.github.steveice10.mc.protocol.data.game.entity.player.Hand;
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import com.github.steveice10.mc.protocol.packet.ingame.client.player.ClientPlayerSwingArmPacket;
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import com.github.steveice10.mc.protocol.packet.ingame.client.world.ClientSteerBoatPacket;
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import com.nukkitx.protocol.bedrock.packet.AnimatePacket;
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import java.util.concurrent.TimeUnit;
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@Translator(packet = AnimatePacket.class)
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public class BedrockAnimateTranslator extends PacketTranslator<AnimatePacket> {
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private boolean isSteeringLeft;
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private boolean isSteeringRight;
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@Override
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public void translate(AnimatePacket packet, GeyserSession session) {
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// Stop the player sending animations before they have fully spawned into the server
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if (!session.isSpawned()) {
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return;
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}
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switch (packet.getAction()) {
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case SWING_ARM:
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// Delay so entity damage can be processed first
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session.getConnector().getGeneralThreadPool().schedule(() ->
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session.sendDownstreamPacket(new ClientPlayerSwingArmPacket(Hand.MAIN_HAND)),
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25,
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TimeUnit.MILLISECONDS
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);
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break;
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// These two might need to be flipped, but my recommendation is getting moving working first
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case ROW_LEFT:
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// Packet value is a float of how long one has been rowing, so we convert that into a boolean
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isSteeringLeft = packet.getRowingTime() > 0.0;
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ClientSteerBoatPacket steerLeftPacket = new ClientSteerBoatPacket(isSteeringRight, isSteeringLeft);
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session.sendDownstreamPacket(steerLeftPacket);
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break;
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case ROW_RIGHT:
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isSteeringRight = packet.getRowingTime() > 0.0;
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ClientSteerBoatPacket steerRightPacket = new ClientSteerBoatPacket(isSteeringRight, isSteeringLeft);
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session.sendDownstreamPacket(steerRightPacket);
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break;
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}
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}
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}
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