mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-06-20 02:14:01 +00:00
160 lines
6.0 KiB
PHP
160 lines
6.0 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\network\mcpe\handler;
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use pocketmine\nbt\tag\CompoundTag;
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use pocketmine\network\mcpe\cache\CraftingDataCache;
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use pocketmine\network\mcpe\cache\StaticPacketCache;
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use pocketmine\network\mcpe\convert\GlobalItemTypeDictionary;
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use pocketmine\network\mcpe\convert\TypeConverter;
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use pocketmine\network\mcpe\InventoryManager;
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use pocketmine\network\mcpe\NetworkSession;
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use pocketmine\network\mcpe\protocol\PlayerAuthInputPacket;
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use pocketmine\network\mcpe\protocol\RequestChunkRadiusPacket;
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use pocketmine\network\mcpe\protocol\StartGamePacket;
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use pocketmine\network\mcpe\protocol\types\BlockPosition;
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use pocketmine\network\mcpe\protocol\types\BoolGameRule;
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use pocketmine\network\mcpe\protocol\types\CacheableNbt;
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use pocketmine\network\mcpe\protocol\types\DimensionIds;
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use pocketmine\network\mcpe\protocol\types\Experiments;
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use pocketmine\network\mcpe\protocol\types\LevelSettings;
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use pocketmine\network\mcpe\protocol\types\PlayerMovementSettings;
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use pocketmine\network\mcpe\protocol\types\PlayerMovementType;
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use pocketmine\network\mcpe\protocol\types\SpawnSettings;
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use pocketmine\player\Player;
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use pocketmine\Server;
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use pocketmine\VersionInfo;
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use Ramsey\Uuid\Uuid;
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use function sprintf;
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/**
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* Handler used for the pre-spawn phase of the session.
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*/
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class PreSpawnPacketHandler extends PacketHandler{
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public function __construct(
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private Server $server,
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private Player $player,
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private NetworkSession $session,
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private InventoryManager $inventoryManager
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){}
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public function setUp() : void{
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$location = $this->player->getLocation();
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$world = $location->getWorld();
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$this->session->getLogger()->debug("Preparing StartGamePacket");
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$levelSettings = new LevelSettings();
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$levelSettings->seed = -1;
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$levelSettings->spawnSettings = new SpawnSettings(SpawnSettings::BIOME_TYPE_DEFAULT, "", DimensionIds::OVERWORLD); //TODO: implement this properly
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$levelSettings->worldGamemode = TypeConverter::getInstance()->coreGameModeToProtocol($this->server->getGamemode());
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$levelSettings->difficulty = $world->getDifficulty();
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$levelSettings->spawnPosition = BlockPosition::fromVector3($world->getSpawnLocation());
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$levelSettings->hasAchievementsDisabled = true;
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$levelSettings->time = $world->getTime();
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$levelSettings->eduEditionOffer = 0;
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$levelSettings->rainLevel = 0; //TODO: implement these properly
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$levelSettings->lightningLevel = 0;
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$levelSettings->commandsEnabled = true;
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$levelSettings->gameRules = [
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"naturalregeneration" => new BoolGameRule(false, false) //Hack for client side regeneration
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];
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$levelSettings->experiments = new Experiments([], false);
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$this->session->sendDataPacket(StartGamePacket::create(
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$this->player->getId(),
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$this->player->getId(),
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TypeConverter::getInstance()->coreGameModeToProtocol($this->player->getGamemode()),
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$this->player->getOffsetPosition($location),
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$location->pitch,
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$location->yaw,
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new CacheableNbt(CompoundTag::create()), //TODO: we don't care about this right now
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$levelSettings,
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"",
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$this->server->getMotd(),
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"",
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false,
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new PlayerMovementSettings(PlayerMovementType::SERVER_AUTHORITATIVE_V1, 0, false),
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0,
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0,
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"",
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true,
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sprintf("%s %s", VersionInfo::NAME, VersionInfo::VERSION()->getFullVersion(true)),
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Uuid::fromString(Uuid::NIL),
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false,
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[],
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0,
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GlobalItemTypeDictionary::getInstance()->getDictionary()->getEntries(),
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));
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$this->session->getLogger()->debug("Sending actor identifiers");
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$this->session->sendDataPacket(StaticPacketCache::getInstance()->getAvailableActorIdentifiers());
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$this->session->getLogger()->debug("Sending biome definitions");
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$this->session->sendDataPacket(StaticPacketCache::getInstance()->getBiomeDefs());
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$this->session->getLogger()->debug("Sending attributes");
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$this->session->syncAttributes($this->player, $this->player->getAttributeMap()->getAll());
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$this->session->getLogger()->debug("Sending available commands");
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$this->session->syncAvailableCommands();
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$this->session->getLogger()->debug("Sending abilities");
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$this->session->syncAbilities($this->player);
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$this->session->syncAdventureSettings();
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$this->session->getLogger()->debug("Sending effects");
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foreach($this->player->getEffects()->all() as $effect){
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$this->session->onEntityEffectAdded($this->player, $effect, false);
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}
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$this->session->getLogger()->debug("Sending actor metadata");
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$this->player->sendData([$this->player]);
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$this->session->getLogger()->debug("Sending inventory");
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$this->inventoryManager->syncAll();
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$this->inventoryManager->syncSelectedHotbarSlot();
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$this->session->getLogger()->debug("Sending creative inventory data");
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$this->inventoryManager->syncCreative();
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$this->session->getLogger()->debug("Sending crafting data");
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$this->session->sendDataPacket(CraftingDataCache::getInstance()->getCache($this->server->getCraftingManager()));
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$this->session->getLogger()->debug("Sending player list");
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$this->session->syncPlayerList($this->server->getOnlinePlayers());
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}
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public function handleRequestChunkRadius(RequestChunkRadiusPacket $packet) : bool{
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$this->player->setViewDistance($packet->radius);
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return true;
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}
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public function handlePlayerAuthInput(PlayerAuthInputPacket $packet) : bool{
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//the client will send this every tick once we start sending chunks, but we don't handle it in this stage
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//this is very spammy so we filter it out
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return true;
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}
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}
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