Nix some client-sided sounds, control them from the server

this is a necessary step to knock out the implicit assumption that every player is using the same protocol.
This commit is contained in:
Dylan K. Taylor
2020-05-01 11:52:32 +01:00
parent 6f38031121
commit 1969766b70
6 changed files with 193 additions and 0 deletions

View File

@ -0,0 +1,57 @@
<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\world\sound;
use pocketmine\block\Block;
use pocketmine\entity\Entity;
use pocketmine\math\Vector3;
use pocketmine\network\mcpe\protocol\AddActorPacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
use pocketmine\player\Player;
/**
* Played when an entity hits the ground after falling a distance that doesn't cause damage, e.g. due to jumping.
*/
class EntityLandSound implements Sound{
/** @var Entity */
private $entity;
/** @var Block */
private $blockLandedOn;
public function __construct(Entity $entity, Block $blockLandedOn){
$this->entity = $entity;
$this->blockLandedOn = $blockLandedOn;
}
public function encode(?Vector3 $pos){
return LevelSoundEventPacket::create(
LevelSoundEventPacket::SOUND_LAND,
$pos,
$this->blockLandedOn->getRuntimeId(),
$this->entity instanceof Player ? "minecraft:player" : AddActorPacket::LEGACY_ID_MAP_BC[$this->entity::NETWORK_ID] //TODO: bad hack, stuff depends on players having a -1 network ID :(
//TODO: does isBaby have any relevance here?
);
}
}