mirror of https://github.com/GeyserMC/Geyser.git
73 lines
2.7 KiB
Java
73 lines
2.7 KiB
Java
/*
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* Copyright (c) 2019-2021 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.session.cache;
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import com.nukkitx.math.vector.Vector3d;
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import lombok.Data;
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import lombok.RequiredArgsConstructor;
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/**
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* Represents a teleport ID and corresponding coordinates that need to be confirmed. <br>
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*
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* The vanilla Java client, after getting a
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* {@link com.github.steveice10.mc.protocol.packet.ingame.clientbound.entity.player.ClientboundPlayerPositionPacket},
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* adjusts the player's positions and immediately sends a teleport back. However, we want to acknowledge that the
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* Bedrock player actually moves close to that point, so we store the teleport until we get a movement packet from
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* Bedrock that the teleport was successful.
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*/
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@RequiredArgsConstructor
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@Data
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public class TeleportCache {
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private static final double ERROR_X_AND_Z = 0.1;
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private static final double ERROR_Y = 0.1;
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/**
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* How many move packets the teleport can be unconfirmed for before it gets resent to the client
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*/
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private static final int RESEND_THRESHOLD = 5;
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private final double x, y, z;
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private final float pitch, yaw;
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private final int teleportConfirmId;
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private int unconfirmedFor = 0;
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public boolean canConfirm(Vector3d position) {
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return (Math.abs(this.x - position.getX()) < ERROR_X_AND_Z &&
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Math.abs(this.y - position.getY()) < ERROR_Y &&
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Math.abs(this.z - position.getZ()) < ERROR_X_AND_Z);
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}
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public void incrementUnconfirmedFor() {
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unconfirmedFor++;
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}
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public boolean shouldResend() {
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return unconfirmedFor >= RESEND_THRESHOLD;
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}
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}
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