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https://github.com/pmmp/PocketMine-MP.git
synced 2025-10-18 20:14:31 +00:00
Updated BedrockProtocol
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@@ -26,6 +26,7 @@ namespace pocketmine\network\mcpe\handler;
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use pocketmine\network\mcpe\NetworkSession;
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use pocketmine\network\mcpe\protocol\PlayerActionPacket;
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use pocketmine\network\mcpe\protocol\RespawnPacket;
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use pocketmine\network\mcpe\protocol\types\PlayerAction;
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use pocketmine\player\Player;
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class DeathPacketHandler extends PacketHandler{
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@@ -49,7 +50,7 @@ class DeathPacketHandler extends PacketHandler{
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}
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public function handlePlayerAction(PlayerActionPacket $packet) : bool{
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if($packet->action === PlayerActionPacket::ACTION_RESPAWN){
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if($packet->action === PlayerAction::RESPAWN){
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$this->player->respawn();
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return true;
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}
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@@ -83,6 +83,7 @@ use pocketmine\network\mcpe\protocol\ShowCreditsPacket;
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use pocketmine\network\mcpe\protocol\SpawnExperienceOrbPacket;
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use pocketmine\network\mcpe\protocol\SubClientLoginPacket;
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use pocketmine\network\mcpe\protocol\TextPacket;
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use pocketmine\network\mcpe\protocol\types\ActorEvent;
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use pocketmine\network\mcpe\protocol\types\inventory\ContainerIds;
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use pocketmine\network\mcpe\protocol\types\inventory\MismatchTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\NetworkInventoryAction;
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@@ -92,6 +93,7 @@ use pocketmine\network\mcpe\protocol\types\inventory\UIInventorySlotOffset;
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use pocketmine\network\mcpe\protocol\types\inventory\UseItemOnEntityTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\UseItemTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\WindowTypes;
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use pocketmine\network\mcpe\protocol\types\PlayerAction;
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use pocketmine\network\PacketHandlingException;
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use pocketmine\player\Player;
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use pocketmine\utils\AssumptionFailedError;
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@@ -201,12 +203,12 @@ class InGamePacketHandler extends PacketHandler{
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public function handleActorEvent(ActorEventPacket $packet) : bool{
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if($packet->actorRuntimeId !== $this->player->getId()){
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//TODO HACK: EATING_ITEM is sent back to the server when the server sends it for other players (1.14 bug, maybe earlier)
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return $packet->actorRuntimeId === ActorEventPacket::EATING_ITEM;
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return $packet->actorRuntimeId === ActorEvent::EATING_ITEM;
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}
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$this->player->doCloseInventory();
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switch($packet->eventId){
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case ActorEventPacket::EATING_ITEM: //TODO: ignore this and handle it server-side
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case ActorEvent::EATING_ITEM: //TODO: ignore this and handle it server-side
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$item = $this->player->getInventory()->getItemInHand();
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if($item->isNull()){
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return false;
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@@ -534,60 +536,60 @@ class InGamePacketHandler extends PacketHandler{
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$pos = new Vector3($packet->blockPosition->getX(), $packet->blockPosition->getY(), $packet->blockPosition->getZ());
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switch($packet->action){
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case PlayerActionPacket::ACTION_START_BREAK:
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case PlayerAction::START_BREAK:
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if(!$this->player->attackBlock($pos, $packet->face)){
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$this->onFailedBlockAction($pos, $packet->face);
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}
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break;
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case PlayerActionPacket::ACTION_ABORT_BREAK:
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case PlayerActionPacket::ACTION_STOP_BREAK:
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case PlayerAction::ABORT_BREAK:
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case PlayerAction::STOP_BREAK:
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$this->player->stopBreakBlock($pos);
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break;
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case PlayerActionPacket::ACTION_START_SLEEPING:
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case PlayerAction::START_SLEEPING:
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//unused
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break;
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case PlayerActionPacket::ACTION_STOP_SLEEPING:
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case PlayerAction::STOP_SLEEPING:
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$this->player->stopSleep();
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break;
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case PlayerActionPacket::ACTION_JUMP:
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case PlayerAction::JUMP:
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$this->player->jump();
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return true;
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case PlayerActionPacket::ACTION_START_SPRINT:
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case PlayerAction::START_SPRINT:
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if(!$this->player->toggleSprint(true)){
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$this->player->sendData([$this->player]);
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}
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return true;
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case PlayerActionPacket::ACTION_STOP_SPRINT:
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case PlayerAction::STOP_SPRINT:
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if(!$this->player->toggleSprint(false)){
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$this->player->sendData([$this->player]);
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}
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return true;
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case PlayerActionPacket::ACTION_START_SNEAK:
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case PlayerAction::START_SNEAK:
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if(!$this->player->toggleSneak(true)){
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$this->player->sendData([$this->player]);
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}
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return true;
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case PlayerActionPacket::ACTION_STOP_SNEAK:
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case PlayerAction::STOP_SNEAK:
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if(!$this->player->toggleSneak(false)){
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$this->player->sendData([$this->player]);
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}
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return true;
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case PlayerActionPacket::ACTION_START_GLIDE:
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case PlayerActionPacket::ACTION_STOP_GLIDE:
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case PlayerAction::START_GLIDE:
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case PlayerAction::STOP_GLIDE:
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break; //TODO
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case PlayerActionPacket::ACTION_CRACK_BREAK:
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case PlayerAction::CRACK_BREAK:
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$this->player->continueBreakBlock($pos, $packet->face);
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break;
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case PlayerActionPacket::ACTION_START_SWIMMING:
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case PlayerAction::START_SWIMMING:
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break; //TODO
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case PlayerActionPacket::ACTION_STOP_SWIMMING:
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case PlayerAction::STOP_SWIMMING:
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//TODO: handle this when it doesn't spam every damn tick (yet another spam bug!!)
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break;
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case PlayerActionPacket::ACTION_INTERACT_BLOCK: //TODO: ignored (for now)
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case PlayerAction::INTERACT_BLOCK: //TODO: ignored (for now)
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break;
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case PlayerActionPacket::ACTION_CREATIVE_PLAYER_DESTROY_BLOCK:
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case PlayerAction::CREATIVE_PLAYER_DESTROY_BLOCK:
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//TODO: do we need to handle this?
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break;
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default:
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