Geyser/connector/src/main/java/org/geysermc/connector/network/translators/bedrock/entity/player/BedrockMovePlayerTranslator...

252 lines
13 KiB
Java

/*
* 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<MovePlayerPacket> {
@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));
}
}