PocketMine-MP/src/network/mcpe/StandardEntityEventBroadcaster.php
Dylan K. Taylor cc8660629b
First look at shared EntityEventBroadcaster,
this improves performance in PvP servers and other areas where lots of players or entities exist in one space.

fixes #5622
2023-03-15 18:22:56 +00:00

144 lines
5.8 KiB
PHP

<?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\network\mcpe;
use pocketmine\data\bedrock\EffectIdMap;
use pocketmine\entity\Attribute;
use pocketmine\entity\effect\EffectInstance;
use pocketmine\entity\Entity;
use pocketmine\entity\Human;
use pocketmine\entity\Living;
use pocketmine\network\mcpe\convert\TypeConverter;
use pocketmine\network\mcpe\protocol\ClientboundPacket;
use pocketmine\network\mcpe\protocol\EmotePacket;
use pocketmine\network\mcpe\protocol\MobArmorEquipmentPacket;
use pocketmine\network\mcpe\protocol\MobEffectPacket;
use pocketmine\network\mcpe\protocol\MobEquipmentPacket;
use pocketmine\network\mcpe\protocol\RemoveActorPacket;
use pocketmine\network\mcpe\protocol\SetActorDataPacket;
use pocketmine\network\mcpe\protocol\TakeItemActorPacket;
use pocketmine\network\mcpe\protocol\types\entity\Attribute as NetworkAttribute;
use pocketmine\network\mcpe\protocol\types\entity\PropertySyncData;
use pocketmine\network\mcpe\protocol\types\inventory\ContainerIds;
use pocketmine\network\mcpe\protocol\types\inventory\ItemStackWrapper;
use pocketmine\network\mcpe\protocol\UpdateAttributesPacket;
use function array_map;
use function count;
use function ksort;
use const SORT_NUMERIC;
final class StandardEntityEventBroadcaster implements EntityEventBroadcaster{
public function __construct(
private StandardPacketBroadcaster $broadcaster
){}
/**
* @param NetworkSession[] $recipients
*/
private function sendDataPacket(array $recipients, ClientboundPacket $packet) : void{
$this->broadcaster->broadcastPackets($recipients, [$packet]);
}
public function syncAttributes(array $recipients, Living $entity, array $attributes) : void{
if(count($attributes) > 0){
$this->sendDataPacket($recipients, UpdateAttributesPacket::create(
$entity->getId(),
array_map(fn(Attribute $attr) => new NetworkAttribute($attr->getId(), $attr->getMinValue(), $attr->getMaxValue(), $attr->getValue(), $attr->getDefaultValue(), []), $attributes),
0
));
}
}
public function syncActorData(array $recipients, Entity $entity, array $properties) : void{
//TODO: HACK! as of 1.18.10, the client responds differently to the same data ordered in different orders - for
//example, sending HEIGHT in the list before FLAGS when unsetting the SWIMMING flag results in a hitbox glitch
ksort($properties, SORT_NUMERIC);
$this->sendDataPacket($recipients, SetActorDataPacket::create($entity->getId(), $properties, new PropertySyncData([], []), 0));
}
public function onEntityEffectAdded(array $recipients, Living $entity, EffectInstance $effect, bool $replacesOldEffect) : void{
//TODO: we may need yet another effect <=> ID map in the future depending on protocol changes
$this->sendDataPacket($recipients, MobEffectPacket::add(
$entity->getId(),
$replacesOldEffect,
EffectIdMap::getInstance()->toId($effect->getType()),
$effect->getAmplifier(),
$effect->isVisible(),
$effect->getDuration()
));
}
public function onEntityEffectRemoved(array $recipients, Living $entity, EffectInstance $effect) : void{
$this->sendDataPacket($recipients, MobEffectPacket::remove($entity->getId(), EffectIdMap::getInstance()->toId($effect->getType())));
}
public function onEntityRemoved(array $recipients, Entity $entity) : void{
$this->sendDataPacket($recipients, RemoveActorPacket::create($entity->getId()));
}
public function onMobMainHandItemChange(array $recipients, Human $mob) : void{
//TODO: we could send zero for slot here because remote players don't need to know which slot was selected
$inv = $mob->getInventory();
$this->sendDataPacket($recipients, MobEquipmentPacket::create(
$mob->getId(),
ItemStackWrapper::legacy(TypeConverter::getInstance()->coreItemStackToNet($inv->getItemInHand())),
$inv->getHeldItemIndex(),
$inv->getHeldItemIndex(),
ContainerIds::INVENTORY
));
}
public function onMobOffHandItemChange(array $recipients, Human $mob) : void{
$inv = $mob->getOffHandInventory();
$this->sendDataPacket($recipients, MobEquipmentPacket::create(
$mob->getId(),
ItemStackWrapper::legacy(TypeConverter::getInstance()->coreItemStackToNet($inv->getItem(0))),
0,
0,
ContainerIds::OFFHAND
));
}
public function onMobArmorChange(array $recipients, Living $mob) : void{
$inv = $mob->getArmorInventory();
$converter = TypeConverter::getInstance();
$this->sendDataPacket($recipients, MobArmorEquipmentPacket::create(
$mob->getId(),
ItemStackWrapper::legacy($converter->coreItemStackToNet($inv->getHelmet())),
ItemStackWrapper::legacy($converter->coreItemStackToNet($inv->getChestplate())),
ItemStackWrapper::legacy($converter->coreItemStackToNet($inv->getLeggings())),
ItemStackWrapper::legacy($converter->coreItemStackToNet($inv->getBoots()))
));
}
public function onPickUpItem(array $recipients, Entity $collector, Entity $pickedUp) : void{
$this->sendDataPacket($recipients, TakeItemActorPacket::create($collector->getId(), $pickedUp->getId()));
}
public function onEmote(array $recipients, Human $from, string $emoteId) : void{
$this->sendDataPacket($recipients, EmotePacket::create($from->getId(), $emoteId, EmotePacket::FLAG_SERVER));
}
}