/* * Copyright (c) 2019-2020 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.entity.player; import com.github.steveice10.mc.protocol.packet.ingame.client.player.ClientPlayerPositionPacket; import com.github.steveice10.mc.protocol.packet.ingame.client.player.ClientPlayerPositionRotationPacket; import com.github.steveice10.mc.protocol.packet.ingame.client.player.ClientPlayerRotationPacket; import com.github.steveice10.packetlib.packet.Packet; import com.nukkitx.math.vector.Vector3d; import com.nukkitx.math.vector.Vector3f; import com.nukkitx.protocol.bedrock.packet.MoveEntityAbsolutePacket; import com.nukkitx.protocol.bedrock.packet.MovePlayerPacket; import com.nukkitx.protocol.bedrock.packet.SetEntityDataPacket; import org.geysermc.connector.common.ChatColor; import org.geysermc.connector.entity.player.PlayerEntity; import org.geysermc.connector.entity.type.EntityType; import org.geysermc.connector.network.session.GeyserSession; import org.geysermc.connector.network.translators.PacketTranslator; import org.geysermc.connector.network.translators.Translator; import org.geysermc.connector.network.translators.collision.CollisionManager; import java.util.concurrent.TimeUnit; @Translator(packet = MovePlayerPacket.class) public class BedrockMovePlayerTranslator extends PacketTranslator { @Override public void translate(MovePlayerPacket packet, GeyserSession session) { PlayerEntity entity = session.getPlayerEntity(); if (!session.isSpawned() || session.getPendingDimSwitches().get() > 0) return; if (!session.getUpstream().isInitialized()) { MoveEntityAbsolutePacket moveEntityBack = new MoveEntityAbsolutePacket(); moveEntityBack.setRuntimeEntityId(entity.getGeyserId()); moveEntityBack.setPosition(entity.getPosition()); moveEntityBack.setRotation(entity.getBedrockRotation()); moveEntityBack.setTeleported(true); moveEntityBack.setOnGround(true); session.sendUpstreamPacketImmediately(moveEntityBack); return; } if (session.getMovementSendIfIdle() != null) { session.getMovementSendIfIdle().cancel(true); } if (session.confirmTeleport(packet.getPosition().toDouble().sub(0, EntityType.PLAYER.getOffset(), 0))) { // head yaw, pitch, head yaw Vector3f rotation = Vector3f.from(packet.getRotation().getY(), packet.getRotation().getX(), packet.getRotation().getY()); boolean positionChanged = !entity.getPosition().equals(packet.getPosition()); boolean rotationChanged = !entity.getRotation().equals(rotation); // If only the pitch and yaw changed // This isn't needed, but it makes the packets closer to vanilla // It also means you can't "lag back" while only looking, in theory if (!positionChanged && rotationChanged) { ClientPlayerRotationPacket playerRotationPacket = new ClientPlayerRotationPacket( packet.isOnGround(), packet.getRotation().getY(), packet.getRotation().getX()); entity.setRotation(rotation); entity.setOnGround(packet.isOnGround()); session.sendDownstreamPacket(playerRotationPacket); } else { Vector3d position = adjustBedrockPosition(session, packet.getPosition(), packet.isOnGround()); if (position != null) { // A null return value cancels the packet if (isValidMove(session, packet.getMode(), entity.getPosition(), packet.getPosition())) { Packet movePacket; if (rotationChanged) { // Send rotation updates as well movePacket = new ClientPlayerPositionRotationPacket(packet.isOnGround(), position.getX(), position.getY(), position.getZ(), packet.getRotation().getY(), packet.getRotation().getX()); entity.setRotation(rotation); } else { // Rotation did not change; don't send an update with rotation movePacket = new ClientPlayerPositionPacket(packet.isOnGround(), position.getX(), position.getY(), position.getZ()); } // Compare positions here for void floor fix below before the player's position variable is set to the packet position boolean notMovingUp = entity.getPosition().getY() >= packet.getPosition().getY(); entity.setPosition(packet.getPosition(), false); entity.setOnGround(packet.isOnGround()); // Send final movement changes session.sendDownstreamPacket(movePacket); if (notMovingUp) { int floorY = position.getFloorY(); if (floorY <= -38 && floorY >= -40) { // Work around there being a floor at Y -40 and teleport the player below it // Moving from below Y -40 to above the void floor works fine //TODO: This will need to be changed for 1.17 entity.setPosition(entity.getPosition().sub(0, 4f, 0)); MovePlayerPacket movePlayerPacket = new MovePlayerPacket(); movePlayerPacket.setRuntimeEntityId(entity.getGeyserId()); movePlayerPacket.setPosition(entity.getPosition()); movePlayerPacket.setRotation(entity.getBedrockRotation()); movePlayerPacket.setMode(MovePlayerPacket.Mode.TELEPORT); movePlayerPacket.setTeleportationCause(MovePlayerPacket.TeleportationCause.BEHAVIOR); session.sendUpstreamPacket(movePlayerPacket); } } } else { // Not a valid move session.getConnector().getLogger().debug("Recalculating position..."); recalculatePosition(session); } } } } // Move parrots to match if applicable if (entity.getLeftParrot() != null) { entity.getLeftParrot().moveAbsolute(session, entity.getPosition(), entity.getRotation(), true, false); } if (entity.getRightParrot() != null) { entity.getRightParrot().moveAbsolute(session, entity.getPosition(), entity.getRotation(), true, false); } // Schedule a position send loop if the player is idle session.setMovementSendIfIdle(session.getConnector().getGeneralThreadPool().schedule(() -> sendPositionIfIdle(session), 3, TimeUnit.SECONDS)); } public boolean isValidMove(GeyserSession session, MovePlayerPacket.Mode mode, Vector3f currentPosition, Vector3f newPosition) { if (mode != MovePlayerPacket.Mode.NORMAL) return true; double xRange = newPosition.getX() - currentPosition.getX(); double yRange = newPosition.getY() - currentPosition.getY(); double zRange = newPosition.getZ() - currentPosition.getZ(); if (xRange < 0) xRange = -xRange; if (yRange < 0) yRange = -yRange; if (zRange < 0) zRange = -zRange; if ((xRange + yRange + zRange) > 100) { session.getConnector().getLogger().debug(ChatColor.RED + session.getName() + " moved too quickly." + " current position: " + currentPosition + ", new position: " + newPosition); return false; } return true; } /** * Adjust the Bedrock position before sending to the Java server to account for inaccuracies in movement between * the two versions. * * @param session the current GeyserSession * @param bedrockPosition the current Bedrock position of the client * @param onGround whether the Bedrock player is on the ground * @return the position to send to the Java server, or null to cancel sending the packet */ private Vector3d adjustBedrockPosition(GeyserSession session, Vector3f bedrockPosition, boolean onGround) { // We need to parse the float as a string since casting a float to a double causes us to // lose precision and thus, causes players to get stuck when walking near walls double javaY = bedrockPosition.getY() - EntityType.PLAYER.getOffset(); Vector3d position = Vector3d.from(Double.parseDouble(Float.toString(bedrockPosition.getX())), javaY, Double.parseDouble(Float.toString(bedrockPosition.getZ()))); if (session.getConnector().getConfig().isCacheChunks()) { // With chunk caching, we can do some proper collision checks CollisionManager collisionManager = session.getCollisionManager(); collisionManager.updatePlayerBoundingBox(position); // Correct player position if (!collisionManager.correctPlayerPosition()) { // Cancel the movement if it needs to be cancelled recalculatePosition(session); return null; } position = Vector3d.from(collisionManager.getPlayerBoundingBox().getMiddleX(), collisionManager.getPlayerBoundingBox().getMiddleY() - (collisionManager.getPlayerBoundingBox().getSizeY() / 2), collisionManager.getPlayerBoundingBox().getMiddleZ()); } else { // When chunk caching is off, we have to rely on this // It rounds the Y position up to the nearest 0.5 // This snaps players to snap to the top of stairs and slabs like on Java Edition // However, it causes issues such as the player floating on carpets if (onGround) javaY = Math.ceil(javaY * 2) / 2; position = position.up(javaY - position.getY()); } return position; } // TODO: This makes the player look upwards for some reason, rotation values must be wrong public void recalculatePosition(GeyserSession session) { PlayerEntity entity = session.getPlayerEntity(); // Gravity might need to be reset... SetEntityDataPacket entityDataPacket = new SetEntityDataPacket(); entityDataPacket.setRuntimeEntityId(entity.getGeyserId()); entityDataPacket.getMetadata().putAll(entity.getMetadata()); session.sendUpstreamPacket(entityDataPacket); MovePlayerPacket movePlayerPacket = new MovePlayerPacket(); movePlayerPacket.setRuntimeEntityId(entity.getGeyserId()); movePlayerPacket.setPosition(entity.getPosition()); movePlayerPacket.setRotation(entity.getBedrockRotation()); movePlayerPacket.setMode(MovePlayerPacket.Mode.NORMAL); session.sendUpstreamPacket(movePlayerPacket); } private void sendPositionIfIdle(GeyserSession session) { if (session.isClosed()) return; PlayerEntity entity = session.getPlayerEntity(); // Recalculate in case something else changed position Vector3d position = adjustBedrockPosition(session, entity.getPosition(), entity.isOnGround()); // A null return value cancels the packet if (position != null) { ClientPlayerPositionPacket packet = new ClientPlayerPositionPacket(session.getPlayerEntity().isOnGround(), position.getX(), position.getY(), position.getZ()); session.sendDownstreamPacket(packet); } session.setMovementSendIfIdle(session.getConnector().getGeneralThreadPool().schedule(() -> sendPositionIfIdle(session), 3, TimeUnit.SECONDS)); } }