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#include "GameState.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <easylogging++.h>
#include "Event.hpp"
#include "Packet.hpp"
#include "NetworkClient.hpp"
void GameState::Update(float deltaTime) {
if (g_IsGameStarted) {
std::chrono::steady_clock clock;
static auto timeOfPreviousSendedPacket(clock.now());
auto delta = clock.now() - timeOfPreviousSendedPacket;
using namespace std::chrono_literals;
if (delta >= 50ms) {
packetsMutex.lock();
auto packetToSend = std::make_shared<PacketPlayerPositionAndLookSB>(player->pos.x, player->pos.y, player->pos.z, player->yaw, player->pitch, player->onGround);
packets.push(packetToSend);
timeOfPreviousSendedPacket = clock.now();
packetsMutex.unlock();
}
bool prevOnGround = player->onGround;
world.UpdatePhysics(deltaTime);
if (player->onGround != prevOnGround) {
packetsMutex.lock();
auto updatePacket = std::make_shared<PacketPlayerPosition>(player->pos.x, player->pos.y, player->pos.z, player->onGround);
packets.push(updatePacket);
packetsMutex.unlock();
}
}
}
void GameState::UpdatePacket(NetworkClient *nc)
{
packetsMutex.lock();
while (!packets.empty()) {
nc->SendPacket(packets.front());
packets.pop();
}
packetsMutex.unlock();
//Packet handling
auto ptr = nc->ReceivePacket();
if (ptr) {
switch ((PacketNamePlayCB)ptr->GetPacketId()) {
case SpawnObject: {
auto packet = std::static_pointer_cast<PacketSpawnObject>(ptr);
Entity entity = CreateObject(static_cast<ObjectType>(packet->Type));
entity.entityId = packet->EntityId;
entity.pos = VectorF(packet->X, packet->Y, packet->Z);
entity.uuid = packet->ObjectUuid;
entity.vel = Entity::DecodeVelocity(packet->VelocityX, packet->VelocityY, packet->VelocityZ);
entity.yaw = packet->Yaw / 256.0;
entity.pitch = packet->Pitch / 256.0;
entity.renderColor = glm::vec3(0,1,0);
world.AddEntity(entity);
PUSH_EVENT("EntityChanged", entity.entityId);
break;
}
case SpawnExperienceOrb:
break;
case SpawnGlobalEntity:
break;
case SpawnMob: {
auto packet = std::static_pointer_cast<PacketSpawnObject>(ptr);
Entity entity;
entity.entityId = packet->EntityId;
entity.pos = VectorF(packet->X, packet->Y, packet->Z);
entity.uuid = packet->ObjectUuid;
entity.vel = Entity::DecodeVelocity(packet->VelocityX, packet->VelocityY, packet->VelocityZ);
entity.yaw = packet->Yaw / 256.0;
entity.pitch = packet->Pitch / 256.0;
entity.renderColor = glm::vec3(0,0,1);
world.AddEntity(entity);
PUSH_EVENT("EntityChanged", entity.entityId);
break;
}
case SpawnPainting:
break;
case SpawnPlayer: {
auto packet = std::static_pointer_cast<PacketSpawnPlayer>(ptr);
Entity entity;
entity.entityId = packet->EntityId;
entity.pos = VectorF(packet->X, packet->Y, packet->Z);
entity.uuid = packet->PlayerUuid;
entity.yaw = packet->Yaw / 256.0;
entity.pitch = packet->Pitch / 256.0;
entity.renderColor = glm::vec3(1, 0, 0);
entity.height = 1.8;
entity.width = 0.6;
world.AddEntity(entity);
PUSH_EVENT("EntityChanged", entity.entityId);
break;
}
case AnimationCB:
break;
case Statistics:
break;
case BlockBreakAnimation:
break;
case UpdateBlockEntity:
break;
case BlockAction:
break;
case BlockChange: {
auto packet = std::static_pointer_cast<PacketBlockChange>(ptr);
world.ParseChunkData(packet);
break;
}
case BossBar:
break;
case ServerDifficulty:
break;
case TabCompleteCB:
break;
case ChatMessageCB: {
auto packet = std::static_pointer_cast<PacketChatMessageCB>(ptr);
LOG(INFO) << "Message (" << int(packet->Position) << "): " << packet->JsonData.text;
PUSH_EVENT("ChatMessageReceived", std::make_tuple(packet->JsonData, packet->Position));
break;
}
case MultiBlockChange: {
auto packet = std::static_pointer_cast<PacketMultiBlockChange>(ptr);
world.ParseChunkData(packet);
break;
}
case ConfirmTransactionCB: {
auto packet = std::static_pointer_cast<PacketConfirmTransactionCB>(ptr);
if (packet->WindowId == 0) {
try {
playerInventory.ConfirmTransaction(*packet);
} catch (std::exception &e) {
PUSH_EVENT("Disconnected", std::string("Transaction failed"));
}
}
break;
}
case CloseWindowCB:
break;
case OpenWindow: {
auto packet = std::static_pointer_cast<PacketOpenWindow>(ptr);
LOG(INFO) << "Open new window " << packet->WindowTitle << ": " << packet->WindowId;
break;
}
case WindowItems: {
auto packet = std::static_pointer_cast<PacketWindowItems>(ptr);
if (packet->WindowId == 0) {
playerInventory.WindowId = 0;
playerInventory.slots = packet->SlotData;
}
break;
}
case WindowProperty:
break;
case SetSlot: {
auto packet = std::static_pointer_cast<PacketSetSlot>(ptr);
if (packet->WindowId == 0) {
playerInventory.slots[packet->Slot] = packet->SlotData;
}
break;
}
case SetCooldown:
break;
case PluginMessageCB:
break;
case NamedSoundEffect:
break;
case DisconnectPlay: {
auto packet = std::static_pointer_cast<PacketDisconnectPlay>(ptr);
LOG(INFO) << "Disconnect reason: " << packet->Reason;
PUSH_EVENT("Disconnected", packet->Reason);
break;
}
case EntityStatus:
break;
case Explosion:
break;
case UnloadChunk: {
auto packet = std::static_pointer_cast<PacketUnloadChunk>(ptr);
world.ParseChunkData(packet);
break;
}
case ChangeGameState:
break;
case KeepAliveCB:
LOG(WARNING) << "Receive KeepAlive packet in GameState handler";
break;
case ChunkData: {
auto packet = std::static_pointer_cast<PacketChunkData>(ptr);
world.ParseChunkData(packet);
break;
}
case Effect:
break;
case Particle:
break;
case JoinGame: {
auto packet = std::static_pointer_cast<PacketJoinGame>(ptr);
Entity entity;
entity.entityId = packet->EntityId;
entity.width = 0.6;
entity.height = 1.8;
world.AddEntity(entity);
player = world.GetEntityPtr(entity.entityId);
g_PlayerEid = packet->EntityId;
g_Gamemode = (packet->Gamemode & 0b11111011);
g_Dimension = packet->Dimension;
g_Difficulty = packet->Difficulty;
g_MaxPlayers = packet->MaxPlayers;
g_LevelType = packet->LevelType;
g_ReducedDebugInfo = packet->ReducedDebugInfo;
LOG(INFO) << "Gamemode is " << g_Gamemode << ", Difficulty is " << (int)g_Difficulty
<< ", Level Type is " << g_LevelType;
PUSH_EVENT("PlayerConnected", 0);
break;
}
case Map:
break;
case EntityRelativeMove: {
auto packet = std::static_pointer_cast<PacketEntityRelativeMove>(ptr);
Entity& entity = world.GetEntity(packet->EntityId);
entity.pos = entity.pos + Entity::DecodeDeltaPos(packet->DeltaX, packet->DeltaY, packet->DeltaZ);
if (entity.entityId != 0)
LOG(INFO) << "M: " << packet->EntityId;
break;
}
case EntityLookAndRelativeMove: {
auto packet = std::static_pointer_cast<PacketEntityLookAndRelativeMove>(ptr);
Entity& entity = world.GetEntity(packet->EntityId);
entity.pos = entity.pos + Entity::DecodeDeltaPos(packet->DeltaX, packet->DeltaY, packet->DeltaZ);
entity.pitch = packet->Pitch / 256.0;
entity.yaw = packet->Yaw / 256.0;
break;
}
case EntityLook: {
auto packet = std::static_pointer_cast<PacketEntityLook>(ptr);
Entity& entity = world.GetEntity(packet->EntityId);
entity.pitch = packet->Pitch / 256.0;
entity.yaw = packet->Yaw / 256.0;
//LOG(INFO) << "L: " << packet->EntityId;
break;
}
case EntityCB:
break;
case VehicleMove:
break;
case OpenSignEditor:
break;
case PlayerAbilitiesCB:
break;
case CombatEvent:
break;
case PlayerListItem:
break;
case PlayerPositionAndLookCB: {
auto packet = std::static_pointer_cast<PacketPlayerPositionAndLookCB>(ptr);
if ((packet->Flags & 0x10) != 0) {
player->pitch += packet->Pitch;
}
else {
player->pitch = packet->Pitch;
};
if ((packet->Flags & 0x08) != 0) {
player->yaw += packet->Yaw;
}
else {
player->yaw = packet->Yaw;
}
if ((packet->Flags & 0x01) != 0) {
player->pos.x += packet->X;
}
else {
player->pos.x = packet->X;
}
if ((packet->Flags & 0x02) != 0) {
player->pos.y += packet->Y;
}
else {
player->pos.y = packet->Y;
}
if ((packet->Flags & 0x04) != 0) {
player->pos.z += packet->Z;
}
else {
player->pos.z = packet->Z;
}
PUSH_EVENT("PlayerPosChanged", player->pos);
LOG(INFO) << "PlayerPos is " << player->pos << "\t\tAngle: " << player->yaw << "," << player->pitch;;
if (!g_IsGameStarted) {
LOG(INFO) << "Game is started";
PUSH_EVENT("RemoveLoadingScreen",0);
}
g_IsGameStarted = true;
auto packetResponse = std::make_shared<PacketTeleportConfirm>(packet->TeleportId);
auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0);
nc->SendPacket(packetResponse);
nc->SendPacket(packetPerformRespawn);
break;
}
case UseBed:
break;
case UnlockRecipes:
break;
case DestroyEntities: {
auto packet = std::static_pointer_cast<PacketDestroyEntities>(ptr);
for (unsigned int entityId : packet->EntityIds) {
world.DeleteEntity(entityId);
}
break;
}
case RemoveEntityEffect:
break;
case ResourcePackSend:
break;
case Respawn:
break;
case EntityHeadLook:
break;
case SelectAdvancementTab:
break;
case WorldBorder:
break;
case Camera:
break;
case HeldItemChangeCB:
break;
case DisplayScoreboard:
break;
case EntityMetadata:
break;
case AttachEntity:
break;
case EntityVelocity: {
auto packet = std::static_pointer_cast<PacketEntityVelocity>(ptr);
Entity& entity = world.GetEntity(packet->EntityId);
entity.vel = Entity::DecodeVelocity(packet->VelocityX, packet->VelocityY, packet->VelocityZ);
break;
}
case EntityEquipment:
break;
case SetExperience:
break;
case UpdateHealth: {
auto packet = std::static_pointer_cast<PacketUpdateHealth>(ptr);
g_PlayerHealth = packet->Health;
if (g_PlayerHealth <= 0) {
LOG(INFO) << "Player is dead. Respawning...";
auto packetPerformRespawn = std::make_shared<PacketClientStatus>(0);
nc->SendPacket(packetPerformRespawn);
}
break;
}
case ScoreboardObjective:
break;
case SetPassengers:
break;
case Teams:
break;
case UpdateScore:
break;
case SpawnPosition: {
auto packet = std::static_pointer_cast<PacketSpawnPosition>(ptr);
g_SpawnPosition = packet->Location;
LOG(INFO) << "Spawn position is " << g_SpawnPosition.x << " " << g_SpawnPosition.y << " " << g_SpawnPosition.z;
break;
}
case TimeUpdate: {
auto packet = std::static_pointer_cast<PacketTimeUpdate>(ptr);
WorldAge = packet->WorldAge;
TimeOfDay = packet->TimeOfDay;
break;
}
case Title:
break;
case SoundEffect:
break;
case PlayerListHeaderAndFooter:
break;
case CollectItem:
break;
case EntityTeleport: {
auto packet = std::static_pointer_cast<PacketEntityTeleport>(ptr);
Entity& entity = world.GetEntity(packet->EntityId);
entity.pos = VectorF(packet->X, packet->Y, packet->Z);
entity.pitch = packet->Pitch / 256.0;
entity.yaw = packet->Yaw / 256.0;
break;
}
case Advancements:
break;
case EntityProperties:
break;
case EntityEffect:
break;
}
}
while (!playerInventory.pendingTransactions.empty()) {
nc->SendPacket(std::make_shared<PacketClickWindow>(playerInventory.pendingTransactions.front()));
playerInventory.pendingTransactions.pop();
}
}
void GameState::HandleMovement(GameState::Direction direction, float deltaTime) {
if (!g_IsGameStarted)
return;
const double playerSpeed = 43;
float velocity = playerSpeed * deltaTime;
double playerYaw = Entity::DecodeYaw(player->yaw);
double playerPitch = Entity::DecodePitch(player->pitch);
glm::vec3 front, right, worldUp, up;
worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
front.x = cos(glm::radians(playerYaw)) * cos(glm::radians(playerPitch));
front.y = 0;
front.z = sin(glm::radians(playerYaw)) * cos(glm::radians(playerPitch));
front = glm::normalize(front);
right = glm::normalize(glm::cross(front, worldUp));
up = glm::normalize(glm::cross(right, front));
glm::vec3 vel = player->vel.glm();
switch (direction) {
case FORWARD:
vel += front * velocity;
break;
case BACKWARD:
vel -= front * velocity;
break;
case RIGHT:
vel += right * velocity;
break;
case LEFT:
vel -= right * velocity;
break;
case JUMP:
if (player->onGround) {
vel.y += 10;
player->onGround = false;
}
break;
}
player->vel = VectorF(vel.x, vel.y, vel.z);
}
void GameState::HandleRotation(double yaw, double pitch) {
if (!g_IsGameStarted)
return;
double playerYaw = Entity::DecodeYaw(player->yaw);
double playerPitch = Entity::DecodePitch(player->pitch);
playerYaw += yaw;
playerPitch += pitch;
if (playerPitch > 89.0)
playerPitch = 89.0;
if (playerPitch < -89.0)
playerPitch = -89.0;
player->yaw = Entity::EncodeYaw(playerYaw);
player->pitch = Entity::EncodePitch(playerPitch);
}
glm::mat4 GameState::GetViewMatrix() {
double playerYaw = Entity::DecodeYaw(player->yaw);
double playerPitch = Entity::DecodePitch(player->pitch);
glm::vec3 front, right, worldUp, up;
worldUp = glm::vec3(0.0f, 1.0f, 0.0f);
front.x = cos(glm::radians(playerYaw)) * cos(glm::radians(playerPitch));
front.y = sin(glm::radians(playerPitch));
front.z = sin(glm::radians(playerYaw)) * cos(glm::radians(playerPitch));
front = glm::normalize(front);
right = glm::normalize(glm::cross(front, worldUp));
up = glm::normalize(glm::cross(right, front));
glm::vec3 eyePos = player->pos.glm();
eyePos += player->EyeOffset.glm();
return glm::lookAt(eyePos, eyePos + front, up);
}
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