PocketMine-MP/src/network/mcpe/handler/PreSpawnPacketHandler.php
Dylan K. Taylor 3be9548b1e net: compressors are now fully dynamic (or at least the potential to be)
the compressor used by RakLibInterface when opening a session is still
hardcoded, but that's because we have no way to select the correct
compressor at that point in the login sequence, since we aren't
propagating the protocol information up from RakLib right now.
2020-04-28 16:21:18 +01:00

120 lines
4.2 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\handler;
use pocketmine\network\mcpe\convert\RuntimeBlockMapping;
use pocketmine\network\mcpe\NetworkSession;
use pocketmine\network\mcpe\protocol\AvailableActorIdentifiersPacket;
use pocketmine\network\mcpe\protocol\BiomeDefinitionListPacket;
use pocketmine\network\mcpe\protocol\RequestChunkRadiusPacket;
use pocketmine\network\mcpe\protocol\SetLocalPlayerAsInitializedPacket;
use pocketmine\network\mcpe\protocol\StartGamePacket;
use pocketmine\network\mcpe\protocol\types\DimensionIds;
use pocketmine\player\Player;
use pocketmine\Server;
/**
* Handler used for the pre-spawn phase of the session.
*/
class PreSpawnPacketHandler extends PacketHandler{
/** @var Server */
private $server;
/** @var Player */
private $player;
/** @var NetworkSession */
private $session;
public function __construct(Server $server, Player $player, NetworkSession $session){
$this->player = $player;
$this->server = $server;
$this->session = $session;
}
public function setUp() : void{
$spawnPosition = $this->player->getSpawn();
$location = $this->player->getLocation();
$pk = new StartGamePacket();
$pk->entityUniqueId = $this->player->getId();
$pk->entityRuntimeId = $this->player->getId();
$pk->playerGamemode = NetworkSession::getClientFriendlyGamemode($this->player->getGamemode());
$pk->playerPosition = $this->player->getOffsetPosition($location);
$pk->pitch = $location->pitch;
$pk->yaw = $location->yaw;
$pk->seed = -1;
$pk->dimension = DimensionIds::OVERWORLD; //TODO: implement this properly
$pk->worldGamemode = NetworkSession::getClientFriendlyGamemode($this->server->getGamemode());
$pk->difficulty = $location->getWorldNonNull()->getDifficulty();
$pk->spawnX = $spawnPosition->getFloorX();
$pk->spawnY = $spawnPosition->getFloorY();
$pk->spawnZ = $spawnPosition->getFloorZ();
$pk->hasAchievementsDisabled = true;
$pk->time = $location->getWorldNonNull()->getTime();
$pk->eduEditionOffer = 0;
$pk->rainLevel = 0; //TODO: implement these properly
$pk->lightningLevel = 0;
$pk->commandsEnabled = true;
$pk->levelId = "";
$pk->worldName = $this->server->getMotd();
$pk->blockTable = RuntimeBlockMapping::getInstance()->getStartGamePaletteCache();
$this->session->sendDataPacket($pk);
$this->session->sendDataPacket(new AvailableActorIdentifiersPacket());
$this->session->sendDataPacket(new BiomeDefinitionListPacket());
$this->player->setImmobile(); //HACK: fix client-side falling pre-spawn
$this->session->syncAttributes($this->player, true);
$this->session->syncAvailableCommands();
$this->session->syncAdventureSettings($this->player);
foreach($this->player->getEffects()->all() as $effect){
$this->session->onEntityEffectAdded($this->player, $effect, false);
}
$this->player->sendData($this->player);
$this->session->getInvManager()->syncAll();
$this->session->getInvManager()->syncCreative();
$this->session->getInvManager()->syncSelectedHotbarSlot();
$this->session->queueCompressed($this->server->getCraftingManager()->getCraftingDataPacket($this->session->getCompressor()));
$this->session->syncPlayerList();
}
public function handleRequestChunkRadius(RequestChunkRadiusPacket $packet) : bool{
$this->player->setViewDistance($packet->radius);
return true;
}
public function handleSetLocalPlayerAsInitialized(SetLocalPlayerAsInitializedPacket $packet) : bool{
$this->player->setImmobile(false); //HACK: this is set to prevent client-side falling before spawn
$this->session->onSpawn();
return true;
}
}