694 lines
20 KiB
Go
694 lines
20 KiB
Go
package network
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import (
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"errors"
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"math"
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"time"
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"regionio/internal/nbt"
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"regionio/internal/protocol"
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"regionio/internal/registry"
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"regionio/internal/server"
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"regionio/internal/world"
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)
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// Spawn column. The feet-level Y is resolved from the generated surface when
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// the player enters the play phase.
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const (
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spawnX = 8.5
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spawnZ = 8.5
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)
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// beginPlay sends the join sequence once the client enters the Play phase and
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// hands chunk streaming off to the background streamer. The streamer stops when
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// h.ctx (the connection lifetime context) is cancelled.
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func (h *handler) beginPlay() error {
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session, err := h.srv.RegisterPlayer(h.conn.Profile, h.conn.Send)
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if err != nil {
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return err
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}
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h.session = session
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spawnY, ok := h.srv.Chunks().SafeSpawnY(int(math.Floor(spawnX)), int(math.Floor(spawnZ)))
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if !ok {
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spawnY = world.SeaLevel + 1
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}
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h.spawnY = float64(spawnY)
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h.srv.SetPlayerTransform(session, spawnX, h.spawnY, spawnZ, 0, 0, true)
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h.srv.SetPlayerViewDistance(session, h.visibilityRadius())
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for i := range h.hotbar {
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h.hotbar[i] = -1 // empty
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}
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if err := h.sendPlayLogin(); err != nil {
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return err
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}
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// "Start waiting for level chunks": tells the client to show the loading
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// screen until chunks arrive.
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if err := h.sendGameEvent(protocol.GameEventStartWaitingChunks, 0); err != nil {
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return err
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}
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if err := h.sendPlayerPosition(1); err != nil {
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return err
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}
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if err := h.sendChunkCacheCenter(0, 0); err != nil {
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return err
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}
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if err := h.sendDefaultSpawnPosition(); err != nil {
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return err
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}
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if err := h.sendPlayerAbilities(); err != nil {
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return err
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}
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// Launch the background chunk streamer. It owns generation + sending so the
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// read loop stays free; requestRecenter is a non-blocking push.
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h.streamer = newStreamer(h.srv.Chunks(), h.conn, h.log, h.visibilityRadius())
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go h.streamer.run(h.ctx)
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h.streamer.requestRecenter(0, 0)
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go h.keepAliveLoop()
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go h.entitySyncLoop()
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return nil
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}
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func (h *handler) sendChunkCacheCenter(cx, cz int32) error {
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w := protocol.NewWriter(8)
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w.VarInt(cx)
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w.VarInt(cz)
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return h.conn.SendWriter(protocol.PlayChunkCacheCenter, w)
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}
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func (h *handler) sendDefaultSpawnPosition() error {
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// 26.1.2 wraps the spawn in LevelData.RespawnData: GlobalPos followed by
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// yaw and pitch. GlobalPos starts with the dimension resource key.
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w := protocol.NewWriter(40)
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w.String("minecraft:overworld")
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w.Position(8, int(math.Floor(h.spawnY)), 8)
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w.Float32(0.0)
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w.Float32(0.0)
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return h.conn.SendWriter(protocol.PlayDefaultSpawnPos, w)
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}
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func (h *handler) sendPlayerAbilities() error {
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w := protocol.NewWriter(9)
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w.Byte(0x0F)
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w.Float32(0.05)
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w.Float32(0.1)
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return h.conn.SendWriter(protocol.PlayAbilities, w)
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}
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// onPlayerMove recenters the streamer when the player crosses into a new chunk.
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// It is a non-blocking push; the read loop never waits on generation.
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func (h *handler) onPlayerMove(x, y, z float64, yaw, pitch float32, onGround bool) error {
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if math.IsNaN(x) || math.IsNaN(y) || math.IsNaN(z) ||
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math.IsInf(x, 0) || math.IsInf(y, 0) || math.IsInf(z, 0) ||
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math.IsNaN(float64(yaw)) || math.IsNaN(float64(pitch)) ||
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math.IsInf(float64(yaw), 0) || math.IsInf(float64(pitch), 0) {
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return errors.New("invalid player position")
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}
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h.srv.SetPlayerTransform(h.session, x, y, z, yaw, pitch, onGround)
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cx := int32(int64(math.Floor(x)) >> 4)
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cz := int32(int64(math.Floor(z)) >> 4)
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if h.streamer != nil {
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h.streamer.requestRecenter(cx, cz)
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}
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return nil
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}
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func (h *handler) visibilityRadius() int {
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distance := h.viewDistance
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if distance < 2 {
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distance = defaultViewRadius
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}
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if max := h.srv.Config().MaxViewDistance; distance > max {
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distance = max
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}
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return distance
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}
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// sendPlayLogin writes the clientbound play "login" packet. Field layout was
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// confirmed against the 26.1.2 vanilla server capture.
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func (h *handler) sendPlayLogin() error {
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dimTypeIdx := registry.Index("minecraft:dimension_type", "minecraft:overworld")
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if dimTypeIdx < 0 {
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dimTypeIdx = 0
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}
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w := protocol.NewWriter(128)
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entityID := int32(1)
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if h.session != nil {
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entityID = h.session.EntityID
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}
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w.Int32(entityID) // entity ID
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w.Bool(false) // is hardcore
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// Dimension names: the worlds available on this server.
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dims := []string{"minecraft:overworld", "minecraft:the_end", "minecraft:the_nether"}
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w.VarInt(int32(len(dims)))
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for _, d := range dims {
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w.String(d)
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}
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w.VarInt(int32(h.srv.Config().MaxPlayers)) // max players (legacy)
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w.VarInt(int32(h.visibilityRadius())) // view distance
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w.VarInt(int32(h.visibilityRadius())) // simulation distance
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w.Bool(false) // reduced debug info
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w.Bool(true) // enable respawn screen
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w.Bool(false) // do limited crafting
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w.VarInt(int32(dimTypeIdx)) // dimension type (registry index)
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w.String("minecraft:overworld") // dimension name (this world)
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w.Int64(0) // hashed seed
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w.Byte(1) // game mode: creative (instant break, creative inventory)
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w.Byte(0xFF) // previous game mode: -1 (none)
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w.Bool(false) // is debug
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w.Bool(false) // is flat
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w.Bool(false) // has death location
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w.VarInt(0) // portal cooldown
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w.VarInt(63) // sea level (overworld)
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w.Bool(false) // enforces secure chat
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return h.conn.SendWriter(protocol.PlayLogin, w)
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}
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// sendGameEvent writes a game_event packet (event id + float value).
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func (h *handler) sendGameEvent(event byte, value float32) error {
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w := protocol.NewWriter(5)
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w.Byte(event)
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w.Float32(value)
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return h.conn.SendWriter(protocol.PlayGameEvent, w)
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}
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// sendPlayerPosition teleports the player to spawn. The client must echo the
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// teleport ID back via accept_teleportation.
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func (h *handler) sendPlayerPosition(teleportID int32) error {
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w := protocol.NewWriter(64)
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w.VarInt(teleportID)
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w.Float64(spawnX).Float64(h.spawnY).Float64(spawnZ) // position
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w.Float64(0).Float64(0).Float64(0) // velocity
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w.Float32(0) // yaw
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w.Float32(0) // pitch
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w.Int32(0) // relative flags
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return h.conn.SendWriter(protocol.PlayPlayerPosition, w)
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}
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// keepAliveLoop sends a keep-alive every 15 seconds. It exits as soon as a send
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// fails, which happens when the connection closes.
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func (h *handler) keepAliveLoop() {
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ticker := time.NewTicker(15 * time.Second)
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defer ticker.Stop()
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for {
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select {
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case <-h.ctx.Done():
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return
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case <-ticker.C:
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id := time.Now().UnixMilli()
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w := protocol.NewWriter(8)
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w.Int64(id)
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if err := h.conn.SendWriter(protocol.PlayKeepAliveCB, w); err != nil {
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return
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}
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}
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}
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}
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// visibleEntity is the comparable state retained by one client's visibility
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// tracker. OnGround is separate because mobs currently always use true.
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type visibleEntity struct {
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entity world.Entity
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onGround bool
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}
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// entitySyncLoop maintains tab-list membership and chunk-scoped entity state.
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func (h *handler) entitySyncLoop() {
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ticker := time.NewTicker(200 * time.Millisecond)
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defer ticker.Stop()
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for {
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select {
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case <-h.ctx.Done():
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return
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case <-ticker.C:
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if err := h.syncVisibleEntities(); err != nil {
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return
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}
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}
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}
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}
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// syncVisibleEntities performs one deterministic visibility pass. Keeping it
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// separate from the ticker makes the four-client workflow integration-testable.
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func (h *handler) syncVisibleEntities() error {
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if h.session == nil {
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return nil
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}
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if h.knownPlayers == nil {
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h.knownPlayers = make(map[[16]byte]bool)
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}
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if h.knownEntities == nil {
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h.knownEntities = make(map[int32]visibleEntity)
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}
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viewer := h.session.Snapshot()
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players := h.srv.PlayerSnapshots()
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currentPlayers := make(map[[16]byte]bool, len(players))
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for _, player := range players {
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currentPlayers[player.Profile.UUID] = true
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if !h.knownPlayers[player.Profile.UUID] {
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if err := h.sendPlayerInfoAdd(player.Profile); err != nil {
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return err
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}
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h.knownPlayers[player.Profile.UUID] = true
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}
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}
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currentEntities := make(map[int32]visibleEntity)
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for _, player := range players {
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if player.EntityID == viewer.EntityID || !playerVisible(viewer, player, h.visibilityRadius()) ||
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!h.entityChunkResident(player.X, player.Z) {
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continue
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}
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currentEntities[player.EntityID] = visibleEntity{
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entity: world.Entity{
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ID: player.EntityID, UUID: player.Profile.UUID,
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TypeID: registry.EntityTypeIndex("minecraft:player"), TypeName: "minecraft:player",
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X: player.X, Y: player.Y, Z: player.Z,
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Yaw: player.Yaw, Pitch: player.Pitch, HeadYaw: player.Yaw,
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},
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onGround: player.OnGround,
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}
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}
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for _, entity := range h.srv.Entities().All() {
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if entityVisible(viewer, entity, h.visibilityRadius()) && h.entityChunkResident(entity.X, entity.Z) {
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currentEntities[entity.ID] = visibleEntity{entity: entity, onGround: true}
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}
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}
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for id, current := range currentEntities {
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known, exists := h.knownEntities[id]
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if !exists {
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entity := current.entity
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if err := h.sendAddEntity(&entity); err != nil {
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return err
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}
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} else if known != current {
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entity := current.entity
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if err := h.sendEntityTeleportState(&entity, current.onGround); err != nil {
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return err
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}
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}
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}
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for id := range h.knownEntities {
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if _, visible := currentEntities[id]; !visible {
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if err := h.sendRemoveEntity(id); err != nil {
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return err
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}
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}
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}
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h.knownEntities = currentEntities
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for uuid := range h.knownPlayers {
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if !currentPlayers[uuid] {
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if err := h.sendPlayerInfoRemove(uuid); err != nil {
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return err
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}
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delete(h.knownPlayers, uuid)
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}
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}
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return nil
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}
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func (h *handler) entityChunkResident(x, z float64) bool {
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if h.streamer == nil {
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return true
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}
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cx := int32(int64(math.Floor(x)) >> 4)
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cz := int32(int64(math.Floor(z)) >> 4)
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return h.streamer.isResident(cx, cz)
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}
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func playerVisible(viewer, target server.PlayerSnapshot, radius int) bool {
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return chunksWithin(viewer.X, viewer.Z, target.X, target.Z, radius)
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}
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func entityVisible(viewer server.PlayerSnapshot, target world.Entity, radius int) bool {
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return chunksWithin(viewer.X, viewer.Z, target.X, target.Z, radius)
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}
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func chunksWithin(ax, az, bx, bz float64, radius int) bool {
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acx := int32(int64(math.Floor(ax)) >> 4)
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acz := int32(int64(math.Floor(az)) >> 4)
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bcx := int32(int64(math.Floor(bx)) >> 4)
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bcz := int32(int64(math.Floor(bz)) >> 4)
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dx := acx - bcx
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if dx < 0 {
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dx = -dx
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}
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dz := acz - bcz
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if dz < 0 {
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dz = -dz
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}
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return dx <= int32(radius) && dz <= int32(radius)
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}
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func (h *handler) sendPlayerInfoAdd(profile server.Profile) error {
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w := protocol.NewWriter(64)
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w.Byte(0xff) // All eight initialization actions, fixed 8-bit EnumSet.
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w.VarInt(1)
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w.UUID(profile.UUID)
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w.String(profile.Name)
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w.VarInt(0) // profile properties
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w.Bool(false) // no signed chat session
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w.VarInt(1) // creative game mode
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w.Bool(true) // listed
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w.VarInt(0) // latency
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w.Bool(false) // no custom display name
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w.VarInt(0) // list order
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w.Bool(true) // show hat
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return h.conn.SendWriter(protocol.PlayPlayerInfoUpdate, w)
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}
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func (h *handler) sendPlayerInfoRemove(uuid [16]byte) error {
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w := protocol.NewWriter(20)
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w.VarInt(1)
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w.UUID(uuid)
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return h.conn.SendWriter(protocol.PlayPlayerInfoRemove, w)
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}
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// sendAddEntity sends the minecraft:add_entity packet.
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func (h *handler) sendAddEntity(e *world.Entity) error {
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w := protocol.NewWriter(64)
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w.VarInt(e.ID)
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w.UUID(e.UUID)
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w.VarInt(int32(e.TypeID))
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w.Float64(e.X).Float64(e.Y).Float64(e.Z)
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w.LPVec3(
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float64(e.VelocityX)/8000.0,
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float64(e.VelocityY)/8000.0,
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float64(e.VelocityZ)/8000.0,
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)
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w.Byte(byte(e.Pitch * 256.0 / 360.0))
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w.Byte(byte(e.Yaw * 256.0 / 360.0))
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w.Byte(byte(e.HeadYaw * 256.0 / 360.0))
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w.VarInt(0) // Data
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return h.conn.SendWriter(protocol.PlayAddEntity, w)
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}
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func (h *handler) sendEntityTeleport(e *world.Entity) error {
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return h.sendEntityTeleportState(e, true)
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}
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func (h *handler) sendEntityTeleportState(e *world.Entity, onGround bool) error {
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w := protocol.NewWriter(64)
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w.VarInt(e.ID)
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// PositionMoveRotation: position, deltaMovement, yRot, xRot.
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w.Float64(e.X).Float64(e.Y).Float64(e.Z)
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w.Float64(float64(e.VelocityX) / 8000.0)
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w.Float64(float64(e.VelocityY) / 8000.0)
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w.Float64(float64(e.VelocityZ) / 8000.0)
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w.Float32(e.Yaw)
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w.Float32(e.Pitch)
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w.Int32(0) // Relative.SET_STREAM_CODEC uses ByteBufCodecs.INT; no relative flags.
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w.Bool(onGround)
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return h.conn.SendWriter(protocol.PlayTeleportEntity, w)
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}
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func (h *handler) sendRemoveEntity(id int32) error {
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w := protocol.NewWriter(16)
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w.VarInt(1) // count
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w.VarInt(id)
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return h.conn.SendWriter(protocol.PlayRemoveEntities, w)
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}
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// handlePlay dispatches serverbound play packets. Most are tolerated for now;
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// teleport and keep-alive are acknowledged/logged.
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func (h *handler) handlePlay(pkt protocol.Packet) error {
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switch pkt.ID {
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case protocol.PlayAcceptTeleport:
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id, err := pkt.Body().VarInt()
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if err != nil {
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return err
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}
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h.log.Debug("teleport confirmed", "id", id)
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return nil
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case protocol.PlayKeepAliveServer:
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// A response to our keep-alive; presence is enough for liveness.
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h.log.Debug("keep-alive ack")
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return nil
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case protocol.PlayPlayerLoaded:
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h.log.Info("player loaded into world", "name", h.conn.Profile.Name)
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return nil
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case protocol.PlayMovePos, protocol.PlayMovePosRot:
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r := pkt.Body()
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x, err := r.Float64()
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if err != nil {
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return err
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}
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y, err := r.Float64() // feet Y
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if err != nil {
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return err
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}
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z, err := r.Float64()
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if err != nil {
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return err
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}
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snapshot := h.session.Snapshot()
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yaw, pitch := snapshot.Yaw, snapshot.Pitch
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if pkt.ID == protocol.PlayMovePosRot {
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yaw, err = r.Float32()
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if err != nil {
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return err
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}
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pitch, err = r.Float32()
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if err != nil {
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return err
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}
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}
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flags, err := r.ReadByte()
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if err != nil {
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return err
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}
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return h.onPlayerMove(x, y, z, yaw, pitch, flags&1 != 0)
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case protocol.PlayMoveRot:
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r := pkt.Body()
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yaw, err := r.Float32()
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if err != nil {
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return err
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}
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pitch, err := r.Float32()
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if err != nil {
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return err
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}
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flags, err := r.ReadByte()
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if err != nil {
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return err
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}
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snapshot := h.session.Snapshot()
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return h.onPlayerMove(snapshot.X, snapshot.Y, snapshot.Z, yaw, pitch, flags&1 != 0)
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case protocol.PlayMoveStatusOnly:
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flags, err := pkt.Body().ReadByte()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
snapshot := h.session.Snapshot()
|
|
return h.onPlayerMove(snapshot.X, snapshot.Y, snapshot.Z, snapshot.Yaw, snapshot.Pitch, flags&1 != 0)
|
|
|
|
case protocol.PlayPlayerAction:
|
|
return h.handlePlayerAction(pkt)
|
|
|
|
case protocol.PlayChatMessage:
|
|
return h.handleChat(pkt)
|
|
|
|
case protocol.PlayUseItemOn:
|
|
return h.handleUseItemOn(pkt)
|
|
|
|
case protocol.PlaySetCarriedItem:
|
|
slot, err := pkt.Body().Uint16()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if slot < 9 {
|
|
h.heldSlot = int32(slot)
|
|
}
|
|
return nil
|
|
|
|
case protocol.PlaySetCreativeSlot:
|
|
return h.handleCreativeSlot(pkt)
|
|
|
|
default:
|
|
h.log.Debug("play packet ignored", "id", pkt.ID)
|
|
return nil
|
|
}
|
|
}
|
|
|
|
// handleChat reads a chat message (only the leading text field is needed) and
|
|
// echoes it to the player as a system message prefixed with their name. Once a
|
|
// player registry exists this will broadcast to everyone.
|
|
func (h *handler) handleChat(pkt protocol.Packet) error {
|
|
msg, err := pkt.Body().String()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
line := "<" + h.conn.Profile.Name + "> " + msg
|
|
h.log.Info("chat", "msg", line)
|
|
return h.broadcastSystemChat(line)
|
|
}
|
|
|
|
func (h *handler) broadcastSystemChat(text string) error {
|
|
w := protocol.NewWriter(len(text) + 8)
|
|
w.Raw(nbt.Marshal(nbt.String(text)))
|
|
w.Bool(false)
|
|
h.srv.Broadcast(protocol.PlaySystemChat, w.Bytes())
|
|
return nil
|
|
}
|
|
|
|
// handlePlayerAction processes digging. In creative the client sends
|
|
// START_DESTROY_BLOCK (status 0) for an instant break; survival also sends
|
|
// STOP/FINISH (status 2). Either way we clear the block, push a block_update,
|
|
// and acknowledge the sequence so the client keeps its predicted change.
|
|
func (h *handler) handlePlayerAction(pkt protocol.Packet) error {
|
|
r := pkt.Body()
|
|
status, err := r.VarInt()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
x, y, z, err := r.Position()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if _, err := r.ReadByte(); err != nil { // face
|
|
return err
|
|
}
|
|
seq, err := r.VarInt()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
const startDig, finishDig = 0, 2
|
|
if status == startDig || status == finishDig {
|
|
if valid, lightChunks := h.srv.Chunks().SetBlockWithLight(x, y, z, world.StateAir); valid {
|
|
h.broadcastBlockUpdate(x, y, z, world.StateAir, lightChunks)
|
|
h.log.Debug("block broken", "x", x, "y", y, "z", z)
|
|
}
|
|
}
|
|
return h.sendBlockChangedAck(seq)
|
|
}
|
|
|
|
// hotbarInvStart is the inventory slot index of hotbar slot 0.
|
|
const hotbarInvStart = 36
|
|
|
|
// handleCreativeSlot records the item a creative player placed into a slot so we
|
|
// know what block to place. The packet is: Short slot, then an item stack
|
|
// (VarInt count; if non-empty, VarInt item id followed by components we ignore).
|
|
func (h *handler) handleCreativeSlot(pkt protocol.Packet) error {
|
|
r := pkt.Body()
|
|
slot, err := r.Uint16()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
hotbarIdx := int(slot) - hotbarInvStart
|
|
if hotbarIdx < 0 || hotbarIdx >= len(h.hotbar) {
|
|
return nil // not a hotbar slot; ignored
|
|
}
|
|
|
|
count, err := r.VarInt()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
if count <= 0 {
|
|
h.hotbar[hotbarIdx] = -1 // emptied
|
|
return nil
|
|
}
|
|
itemID, err := r.VarInt()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
h.hotbar[hotbarIdx] = itemID // remaining component data is not needed
|
|
return nil
|
|
}
|
|
|
|
// faceOffsets maps a Direction (block face) to the unit offset of the block
|
|
// placed against it: DOWN, UP, NORTH, SOUTH, WEST, EAST.
|
|
var faceOffsets = [6][3]int{
|
|
{0, -1, 0}, {0, 1, 0}, {0, 0, -1}, {0, 0, 1}, {-1, 0, 0}, {1, 0, 0},
|
|
}
|
|
|
|
// handleUseItemOn places the held block against the clicked face. Layout
|
|
// (captured from the client): Hand, Position, Face, cursor XYZ floats,
|
|
// insideBlock bool, worldBorderHit bool, sequence.
|
|
func (h *handler) handleUseItemOn(pkt protocol.Packet) error {
|
|
r := pkt.Body()
|
|
if _, err := r.VarInt(); err != nil { // hand
|
|
return err
|
|
}
|
|
x, y, z, err := r.Position()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
face, err := r.VarInt()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
// Skip cursor (3 floats) + insideBlock + worldBorderHit, then read sequence.
|
|
for i := 0; i < 3; i++ {
|
|
if _, err := r.Float32(); err != nil {
|
|
return err
|
|
}
|
|
}
|
|
if _, err := r.Bool(); err != nil {
|
|
return err
|
|
}
|
|
if _, err := r.Bool(); err != nil {
|
|
return err
|
|
}
|
|
seq, err := r.VarInt()
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
if face >= 0 && int(face) < len(faceOffsets) {
|
|
if state, ok := h.heldBlock(); ok {
|
|
off := faceOffsets[face]
|
|
px, py, pz := x+off[0], y+off[1], z+off[2]
|
|
if valid, lightChunks := h.srv.Chunks().SetBlockWithLight(px, py, pz, state); valid {
|
|
h.broadcastBlockUpdate(px, py, pz, state, lightChunks)
|
|
h.log.Debug("block placed", "x", px, "y", py, "z", pz, "state", state)
|
|
}
|
|
}
|
|
}
|
|
return h.sendBlockChangedAck(seq)
|
|
}
|
|
|
|
// heldBlock returns the block state for the currently held item, if it is a
|
|
// placeable block.
|
|
func (h *handler) heldBlock() (uint16, bool) {
|
|
itemID := h.hotbar[h.heldSlot]
|
|
if itemID < 0 {
|
|
return 0, false
|
|
}
|
|
return world.ItemToBlock(itemID)
|
|
}
|
|
|
|
func (h *handler) broadcastBlockUpdate(x, y, z int, state uint16, lightChunks []world.ChunkPos) {
|
|
w := protocol.NewWriter(12)
|
|
w.Position(x, y, z)
|
|
w.VarInt(int32(state))
|
|
cx := int32(x >> 4)
|
|
cz := int32(z >> 4)
|
|
h.srv.BroadcastChunk(cx, cz, protocol.PlayBlockUpdate, w.Bytes())
|
|
for _, chunk := range lightChunks {
|
|
if light, err := h.srv.Chunks().LightUpdate(chunk.X, chunk.Z); err == nil {
|
|
h.srv.BroadcastChunk(chunk.X, chunk.Z, protocol.PlayLightUpdate, light)
|
|
}
|
|
}
|
|
}
|
|
|
|
// sendBlockChangedAck confirms a block-action sequence so the client does not
|
|
// roll back its predicted change.
|
|
func (h *handler) sendBlockChangedAck(sequence int32) error {
|
|
w := protocol.NewWriter(4)
|
|
w.VarInt(sequence)
|
|
return h.conn.SendWriter(protocol.PlayBlockChangedAck, w)
|
|
}
|