mirror of https://github.com/GeyserMC/Geyser.git
442 lines
21 KiB
Java
442 lines
21 KiB
Java
/*
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* Copyright (c) 2019-2022 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.geyser.level.physics;
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import com.nukkitx.math.GenericMath;
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import com.nukkitx.math.vector.Vector3d;
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import com.nukkitx.math.vector.Vector3f;
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import com.nukkitx.math.vector.Vector3i;
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import com.nukkitx.protocol.bedrock.data.entity.EntityFlag;
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import com.nukkitx.protocol.bedrock.packet.MovePlayerPacket;
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import lombok.Getter;
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import lombok.Setter;
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import org.geysermc.geyser.entity.EntityDefinitions;
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import org.geysermc.geyser.entity.type.Entity;
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import org.geysermc.geyser.entity.type.player.PlayerEntity;
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import org.geysermc.geyser.level.block.BlockPositionIterator;
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import org.geysermc.geyser.level.block.BlockStateValues;
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import org.geysermc.geyser.session.GeyserSession;
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import org.geysermc.geyser.session.cache.PistonCache;
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import org.geysermc.geyser.translator.collision.BlockCollision;
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import org.geysermc.geyser.translator.collision.ScaffoldingCollision;
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import org.geysermc.geyser.util.BlockUtils;
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import java.text.DecimalFormat;
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import java.text.DecimalFormatSymbols;
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import java.util.Locale;
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public class CollisionManager {
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private final GeyserSession session;
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@Getter
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private final BoundingBox playerBoundingBox;
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/**
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* Whether the player is inside scaffolding
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*/
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@Setter
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private boolean touchingScaffolding;
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/**
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* Whether the player is on top of scaffolding
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*/
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@Setter
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private boolean onScaffolding;
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/**
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* Additional space where blocks are checked, which is helpful for fixing NoCheatPlus's Passable check.
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* This check doesn't allow players right up against the block, so they must be pushed slightly away.
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*/
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public static final double COLLISION_TOLERANCE = 0.00001;
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/**
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* Trims Y coordinates when jumping to prevent rounding issues being sent to the server.
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* The locale used is necessary so other regions don't use <code>,</code> as their decimal separator.
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*/
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private static final DecimalFormat DECIMAL_FORMAT = new DecimalFormat("#.#####", new DecimalFormatSymbols(Locale.ENGLISH));
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private static final double PLAYER_STEP_UP = 0.6;
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/**
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* The maximum squared distance between a Bedrock players' movement and our predicted movement before
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* the player is teleported to the correct position
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*/
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private static final double INCORRECT_MOVEMENT_THRESHOLD = 0.08;
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public CollisionManager(GeyserSession session) {
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this.session = session;
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this.playerBoundingBox = new BoundingBox(0, 0, 0, 0.6, 1.8, 0.6);
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}
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/**
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* Updates the stored bounding box
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* @param position The new position of the player
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*/
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public void updatePlayerBoundingBox(Vector3f position) {
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updatePlayerBoundingBox(position.toDouble());
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}
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/**
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* Updates the stored bounding box
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* @param position The new position of the player
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*/
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public void updatePlayerBoundingBox(Vector3d position) {
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updatePlayerBoundingBox();
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playerBoundingBox.setMiddleX(position.getX());
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playerBoundingBox.setMiddleY(position.getY() + (playerBoundingBox.getSizeY() / 2));
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playerBoundingBox.setMiddleZ(position.getZ());
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}
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/**
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* Updates the height of the stored bounding box
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*/
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public void updatePlayerBoundingBox() {
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// According to the Minecraft Wiki, when sneaking:
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// - In Bedrock Edition, the height becomes 1.65 blocks, allowing movement through spaces as small as 1.75 (2 - 1⁄4) blocks high.
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// - In Java Edition, the height becomes 1.5 blocks.
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// Other instances have the player's bounding box become as small as 0.6 or 0.2.
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double playerHeight = session.getPlayerEntity().getBoundingBoxHeight();
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playerBoundingBox.setMiddleY(playerBoundingBox.getMiddleY() - (playerBoundingBox.getSizeY() / 2.0) + (playerHeight / 2.0));
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playerBoundingBox.setSizeY(playerHeight);
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}
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/**
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* Adjust the Bedrock position before sending to the Java server to account for inaccuracies in movement between
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* the two versions. Will also send corrected movement packets back to Bedrock if they collide with pistons.
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*
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* @param bedrockPosition the current Bedrock position of the client
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* @param onGround whether the Bedrock player is on the ground
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* @param teleported whether the Bedrock player has teleported to a new position. If true, movement correction is skipped.
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* @return the position to send to the Java server, or null to cancel sending the packet
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*/
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public Vector3d adjustBedrockPosition(Vector3f bedrockPosition, boolean onGround, boolean teleported) {
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PistonCache pistonCache = session.getPistonCache();
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// Bedrock clients tend to fall off of honey blocks, so we need to teleport them to the new position
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if (pistonCache.isPlayerAttachedToHoney()) {
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return null;
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}
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// We need to parse the float as a string since casting a float to a double causes us to
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// lose precision and thus, causes players to get stuck when walking near walls
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double javaY = bedrockPosition.getY() - EntityDefinitions.PLAYER.offset();
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Vector3d position = Vector3d.from(Double.parseDouble(Float.toString(bedrockPosition.getX())), javaY,
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Double.parseDouble(Float.toString(bedrockPosition.getZ())));
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Vector3d startingPos = playerBoundingBox.getBottomCenter();
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Vector3d movement = position.sub(startingPos);
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Vector3d adjustedMovement = correctPlayerMovement(movement, false, teleported);
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playerBoundingBox.translate(adjustedMovement.getX(), adjustedMovement.getY(), adjustedMovement.getZ());
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playerBoundingBox.translate(pistonCache.getPlayerMotion().getX(), pistonCache.getPlayerMotion().getY(), pistonCache.getPlayerMotion().getZ());
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// Correct player position
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if (!correctPlayerPosition()) {
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// Cancel the movement if it needs to be cancelled
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recalculatePosition();
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return null;
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}
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// The server can't complain about our movement if we never send it
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// TODO get rid of this and handle teleports smoothly
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if (pistonCache.isPlayerCollided()) {
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return null;
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}
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position = playerBoundingBox.getBottomCenter();
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boolean newOnGround = adjustedMovement.getY() != movement.getY() && movement.getY() < 0 || onGround;
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// Send corrected position to Bedrock if they differ by too much to prevent de-syncs
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if (onGround != newOnGround || movement.distanceSquared(adjustedMovement) > INCORRECT_MOVEMENT_THRESHOLD) {
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PlayerEntity playerEntity = session.getPlayerEntity();
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if (pistonCache.getPlayerMotion().equals(Vector3f.ZERO) && !pistonCache.isPlayerSlimeCollision()) {
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playerEntity.moveAbsolute(position.toFloat(), playerEntity.getYaw(), playerEntity.getPitch(), playerEntity.getHeadYaw(), newOnGround, true);
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}
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}
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if (!onGround) {
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// Trim the position to prevent rounding errors that make Java think we are clipping into a block
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position = Vector3d.from(position.getX(), Double.parseDouble(DECIMAL_FORMAT.format(position.getY())), position.getZ());
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}
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return position;
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}
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// TODO: This makes the player look upwards for some reason, rotation values must be wrong
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public void recalculatePosition() {
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PlayerEntity entity = session.getPlayerEntity();
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// Gravity might need to be reset...
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entity.updateBedrockMetadata(); // TODO may not be necessary
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MovePlayerPacket movePlayerPacket = new MovePlayerPacket();
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movePlayerPacket.setRuntimeEntityId(entity.getGeyserId());
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movePlayerPacket.setPosition(entity.getPosition());
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movePlayerPacket.setRotation(entity.getBedrockRotation());
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movePlayerPacket.setMode(MovePlayerPacket.Mode.NORMAL);
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session.sendUpstreamPacket(movePlayerPacket);
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}
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public BlockPositionIterator collidableBlocksIterator(BoundingBox box) {
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Vector3d position = Vector3d.from(box.getMiddleX(),
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box.getMiddleY() - (box.getSizeY() / 2),
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box.getMiddleZ());
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// Expand volume by 1 in each direction to include moving blocks
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double pistonExpand = session.getPistonCache().getPistons().isEmpty() ? 0 : 1;
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// Loop through all blocks that could collide
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int minCollisionX = (int) Math.floor(position.getX() - ((box.getSizeX() / 2) + COLLISION_TOLERANCE + pistonExpand));
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int maxCollisionX = (int) Math.floor(position.getX() + (box.getSizeX() / 2) + COLLISION_TOLERANCE + pistonExpand);
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// Y extends 0.5 blocks down because of fence hitboxes
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int minCollisionY = (int) Math.floor(position.getY() - 0.5 - COLLISION_TOLERANCE - pistonExpand / 2.0);
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int maxCollisionY = (int) Math.floor(position.getY() + box.getSizeY() + pistonExpand);
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int minCollisionZ = (int) Math.floor(position.getZ() - ((box.getSizeZ() / 2) + COLLISION_TOLERANCE + pistonExpand));
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int maxCollisionZ = (int) Math.floor(position.getZ() + (box.getSizeZ() / 2) + COLLISION_TOLERANCE + pistonExpand);
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return new BlockPositionIterator(minCollisionX, minCollisionY, minCollisionZ, maxCollisionX, maxCollisionY, maxCollisionZ);
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}
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public BlockPositionIterator playerCollidableBlocksIterator() {
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return collidableBlocksIterator(playerBoundingBox);
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}
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/**
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* Returns false if the movement is invalid, and in this case it shouldn't be sent to the server and should be
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* cancelled
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* See {@link BlockCollision#correctPosition(GeyserSession, int, int, int, BoundingBox)} for more info
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*/
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public boolean correctPlayerPosition() {
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// These may be set to true by the correctPosition method in ScaffoldingCollision
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touchingScaffolding = false;
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onScaffolding = false;
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// Used when correction code needs to be run before the main correction
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BlockPositionIterator iter = session.getCollisionManager().playerCollidableBlocksIterator();
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for (; iter.hasNext(); iter.next()) {
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BlockCollision blockCollision = BlockUtils.getCollisionAt(session, iter.getX(), iter.getY(), iter.getZ());
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if (blockCollision != null) {
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blockCollision.beforeCorrectPosition(iter.getX(), iter.getY(), iter.getZ(), playerBoundingBox);
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}
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}
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// Main correction code
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for (iter.reset(); iter.hasNext(); iter.next()) {
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BlockCollision blockCollision = BlockUtils.getCollisionAt(session, iter.getX(), iter.getY(), iter.getZ());
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if (blockCollision != null) {
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if (!blockCollision.correctPosition(session, iter.getX(), iter.getY(), iter.getZ(), playerBoundingBox)) {
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return false;
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}
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}
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}
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updateScaffoldingFlags(true);
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return true;
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}
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public Vector3d correctPlayerMovement(Vector3d movement, boolean checkWorld, boolean teleported) {
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// On the teleported check: see https://github.com/GeyserMC/Geyser/issues/2540
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// As of this commit we don't know how it happens but we don't need to check movement here anyway in that case
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if (teleported || (!checkWorld && session.getPistonCache().getPistons().isEmpty())) { // There is nothing to check
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return movement;
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}
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return correctMovement(movement, playerBoundingBox, session.getPlayerEntity().isOnGround(), PLAYER_STEP_UP, checkWorld);
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}
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public Vector3d correctMovement(Vector3d movement, BoundingBox boundingBox, boolean onGround, double stepUp, boolean checkWorld) {
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Vector3d adjustedMovement = movement;
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if (!movement.equals(Vector3d.ZERO)) {
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adjustedMovement = correctMovementForCollisions(movement, boundingBox, checkWorld);
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}
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boolean verticalCollision = adjustedMovement.getY() != movement.getY();
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boolean horizontalCollision = adjustedMovement.getX() != movement.getX() || adjustedMovement.getZ() != movement.getZ();
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boolean falling = movement.getY() < 0;
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onGround = onGround || (verticalCollision && falling);
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if (onGround && horizontalCollision) {
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Vector3d horizontalMovement = Vector3d.from(movement.getX(), 0, movement.getZ());
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Vector3d stepUpMovement = correctMovementForCollisions(horizontalMovement.up(stepUp), boundingBox, checkWorld);
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BoundingBox stretchedBoundingBox = boundingBox.clone();
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stretchedBoundingBox.extend(horizontalMovement);
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double maxStepUp = correctMovementForCollisions(Vector3d.from(0, stepUp, 0), stretchedBoundingBox, checkWorld).getY();
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if (maxStepUp < stepUp) { // The player collided with a block above them
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boundingBox.translate(0, maxStepUp, 0);
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Vector3d adjustedStepUpMovement = correctMovementForCollisions(horizontalMovement, boundingBox, checkWorld);
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boundingBox.translate(0, -maxStepUp, 0);
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if (squaredHorizontalLength(adjustedStepUpMovement) > squaredHorizontalLength(stepUpMovement)) {
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stepUpMovement = adjustedStepUpMovement.up(maxStepUp);
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}
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}
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if (squaredHorizontalLength(stepUpMovement) > squaredHorizontalLength(adjustedMovement)) {
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boundingBox.translate(stepUpMovement.getX(), stepUpMovement.getY(), stepUpMovement.getZ());
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// Apply the player's remaining vertical movement
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double verticalMovement = correctMovementForCollisions(Vector3d.from(0, movement.getY() - stepUpMovement.getY(), 0), boundingBox, checkWorld).getY();
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boundingBox.translate(-stepUpMovement.getX(), -stepUpMovement.getY(), -stepUpMovement.getZ());
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stepUpMovement = stepUpMovement.up(verticalMovement);
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adjustedMovement = stepUpMovement;
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}
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}
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return adjustedMovement;
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}
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private double squaredHorizontalLength(Vector3d vector) {
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return vector.getX() * vector.getX() + vector.getZ() * vector.getZ();
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}
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private Vector3d correctMovementForCollisions(Vector3d movement, BoundingBox boundingBox, boolean checkWorld) {
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double movementX = movement.getX();
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double movementY = movement.getY();
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double movementZ = movement.getZ();
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BoundingBox movementBoundingBox = boundingBox.clone();
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movementBoundingBox.extend(movement);
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BlockPositionIterator iter = collidableBlocksIterator(movementBoundingBox);
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if (Math.abs(movementY) > CollisionManager.COLLISION_TOLERANCE) {
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movementY = computeCollisionOffset(boundingBox, Axis.Y, movementY, iter, checkWorld);
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boundingBox.translate(0, movementY, 0);
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}
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boolean checkZFirst = Math.abs(movementZ) > Math.abs(movementX);
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if (checkZFirst && Math.abs(movementZ) > CollisionManager.COLLISION_TOLERANCE) {
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movementZ = computeCollisionOffset(boundingBox, Axis.Z, movementZ, iter, checkWorld);
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boundingBox.translate(0, 0, movementZ);
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}
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if (Math.abs(movementX) > CollisionManager.COLLISION_TOLERANCE) {
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movementX = computeCollisionOffset(boundingBox, Axis.X, movementX, iter, checkWorld);
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boundingBox.translate(movementX, 0, 0);
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}
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if (!checkZFirst && Math.abs(movementZ) > CollisionManager.COLLISION_TOLERANCE) {
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movementZ = computeCollisionOffset(boundingBox, Axis.Z, movementZ, iter, checkWorld);
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boundingBox.translate(0, 0, movementZ);
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}
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boundingBox.translate(-movementX, -movementY, -movementZ);
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return Vector3d.from(movementX, movementY, movementZ);
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}
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private double computeCollisionOffset(BoundingBox boundingBox, Axis axis, double offset, BlockPositionIterator iter, boolean checkWorld) {
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for (iter.reset(); iter.hasNext(); iter.next()) {
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int x = iter.getX();
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int y = iter.getY();
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int z = iter.getZ();
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if (checkWorld) {
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BlockCollision blockCollision = BlockUtils.getCollisionAt(session, x, y, z);
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if (blockCollision != null && !(blockCollision instanceof ScaffoldingCollision)) {
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offset = blockCollision.computeCollisionOffset(x, y, z, boundingBox, axis, offset);
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}
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}
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offset = session.getPistonCache().computeCollisionOffset(Vector3i.from(x, y, z), boundingBox, axis, offset);
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if (Math.abs(offset) < COLLISION_TOLERANCE) {
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return 0;
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}
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}
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return offset;
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}
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/**
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* @return true if the block located at the player's floor position plus 1 would intersect with the player,
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* were they not sneaking
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*/
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public boolean mustPlayerSneakHere() {
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return checkPose(EntityDefinitions.PLAYER.height());
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}
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/**
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* @return true if the block located at the player's floor position plus 1 would intersect with the player,
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* were they not crawling
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*/
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public boolean mustPlayerCrawlHere() {
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return checkPose(PlayerEntity.SNEAKING_POSE_HEIGHT);
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}
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/**
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* @param height check and see if this height is invalid in the current player position
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*/
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private boolean checkPose(float height) {
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Vector3i position = session.getPlayerEntity().getPosition().toInt();
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BlockCollision collision = BlockUtils.getCollisionAt(session, position);
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if (collision != null) {
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// Determine, if the player's bounding box *were* at full height, if it would intersect with the block
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// at the current location.
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double originalY = playerBoundingBox.getMiddleY();
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double originalHeight = playerBoundingBox.getSizeY();
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double standingY = originalY - (originalHeight / 2.0) + (height / 2.0);
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playerBoundingBox.setSizeY(EntityDefinitions.PLAYER.height());
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playerBoundingBox.setMiddleY(standingY);
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boolean result = collision.checkIntersection(position, playerBoundingBox);
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result |= session.getPistonCache().checkCollision(position, playerBoundingBox);
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playerBoundingBox.setSizeY(originalHeight);
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playerBoundingBox.setMiddleY(originalY);
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return result;
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}
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return false;
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}
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/**
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* @return if the player is currently in a water block
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*/
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public boolean isPlayerInWater() {
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return session.getGeyser().getWorldManager().getBlockAt(session, session.getPlayerEntity().getPosition().toInt()) == BlockStateValues.JAVA_WATER_ID;
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}
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public boolean isWaterInEyes() {
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double eyeX = playerBoundingBox.getMiddleX();
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double eyeY = playerBoundingBox.getMiddleY() - playerBoundingBox.getSizeY() / 2d + session.getEyeHeight();
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double eyeZ = playerBoundingBox.getMiddleZ();
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eyeY -= 1 / ((double) BlockStateValues.NUM_WATER_LEVELS); // Subtract the height of one water layer
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int blockID = session.getGeyser().getWorldManager().getBlockAt(session, GenericMath.floor(eyeX), GenericMath.floor(eyeY), GenericMath.floor(eyeZ));
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double waterHeight = BlockStateValues.getWaterHeight(blockID);
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return waterHeight != -1 && eyeY < (Math.floor(eyeY) + waterHeight);
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}
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/**
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* Updates scaffolding entity flags
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* Scaffolding needs to be checked per-move since it's a flag in Bedrock but Java does it client-side
|
||
*
|
||
* @param updateMetadata whether we should update metadata if something changed
|
||
*/
|
||
public void updateScaffoldingFlags(boolean updateMetadata) {
|
||
Entity entity = session.getPlayerEntity();
|
||
boolean isSneakingWithScaffolding = (touchingScaffolding || onScaffolding) && session.isSneaking();
|
||
|
||
entity.setFlag(EntityFlag.OVER_DESCENDABLE_BLOCK, onScaffolding);
|
||
entity.setFlag(EntityFlag.IN_ASCENDABLE_BLOCK, touchingScaffolding);
|
||
entity.setFlag(EntityFlag.OVER_SCAFFOLDING, isSneakingWithScaffolding);
|
||
|
||
entity.setFlag(EntityFlag.IN_SCAFFOLDING, touchingScaffolding);
|
||
|
||
if (updateMetadata) {
|
||
session.getPlayerEntity().updateBedrockMetadata();
|
||
}
|
||
}
|
||
}
|