1.20.80 support (#1)
This commit is contained in:
329
legacyver/legacypacket/start_game.go
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329
legacyver/legacypacket/start_game.go
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package legacypacket
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import (
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"github.com/akmalfairuz/legacy-version/legacyver/proto"
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"github.com/go-gl/mathgl/mgl32"
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"github.com/google/uuid"
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"github.com/sandertv/gophertunnel/minecraft/nbt"
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"github.com/sandertv/gophertunnel/minecraft/protocol"
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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)
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// StartGame is sent by the server to send information about the world the player will be spawned in. It
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// contains information about the position the player spawns in, and information about the world in general
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// such as its game rules.
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type StartGame struct {
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// EntityUniqueID is the unique ID of the player. The unique ID is a value that remains consistent across
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// different sessions of the same world, but most servers simply fill the runtime ID of the entity out for
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// this field.
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EntityUniqueID int64
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// EntityRuntimeID is the runtime ID of the player. The runtime ID is unique for each world session, and
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// entities are generally identified in packets using this runtime ID.
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EntityRuntimeID uint64
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// PlayerGameMode is the game mode the player currently has. It is a value from 0-4, with 0 being
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// survival mode, 1 being creative mode, 2 being adventure mode, 3 being survival spectator and 4 being
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// creative spectator.
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// This field may be set to 5 to make the client fall back to the game mode set in the WorldGameMode
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// field.
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PlayerGameMode int32
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// PlayerPosition is the spawn position of the player in the world. In servers this is often the same as
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// the world's spawn position found below.
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PlayerPosition mgl32.Vec3
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// Pitch is the vertical rotation of the player. Facing straight forward yields a pitch of 0. Pitch is
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// measured in degrees.
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Pitch float32
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// Yaw is the horizontal rotation of the player. Yaw is also measured in degrees.
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Yaw float32
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// WorldSeed is the seed used to generate the world. Unlike in PC edition, the seed is a 32bit integer
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// here.
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WorldSeed int64
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// SpawnBiomeType specifies if the biome that the player spawns in is user defined (through behaviour
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// packs) or builtin. See the constants above.
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SpawnBiomeType int16
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// UserDefinedBiomeName is a readable name of the biome that the player spawned in, such as 'plains'. This
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// might be a custom biome name if any custom biomes are present through behaviour packs.
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UserDefinedBiomeName string
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// Dimension is the ID of the dimension that the player spawns in. It is a value from 0-2, with 0 being
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// the overworld, 1 being the nether and 2 being the end.
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Dimension int32
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// Generator is the generator used for the world. It is a value from 0-4, with 0 being old limited worlds,
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// 1 being infinite worlds, 2 being flat worlds, 3 being nether worlds and 4 being end worlds. A value of
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// 0 will actually make the client stop rendering chunks you send beyond the world limit.
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Generator int32
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// WorldGameMode is the game mode that a player gets when it first spawns in the world. It is shown in the
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// settings and is used if the PlayerGameMode is set to 5.
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WorldGameMode int32
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// Hardcore is if the world is in hardcore mode. In hardcore mode, the player cannot respawn after dying.
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Hardcore bool
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// Difficulty is the difficulty of the world. It is a value from 0-3, with 0 being peaceful, 1 being easy,
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// 2 being normal and 3 being hard.
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Difficulty int32
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// WorldSpawn is the block on which the world spawn of the world. This coordinate has no effect on the
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// place that the client spawns, but it does have an effect on the direction that a compass points.
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WorldSpawn protocol.BlockPos
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// AchievementsDisabled defines if achievements are disabled in the world. The client crashes if this
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// value is set to true while the player's or the world's game mode is creative, and it's recommended to
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// simply always set this to false as a server.
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AchievementsDisabled bool
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// EditorWorldType is a value to dictate the type of editor mode, a special mode recently introduced adding
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// "powerful tools for editing worlds, intended for experienced creators." It is one of the constants above.
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EditorWorldType int32
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// CreatedInEditor is a value to dictate if the world was created as a project in the editor mode. The functionality
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// of this field is currently unknown.
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CreatedInEditor bool
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// ExportedFromEditor is a value to dictate if the world was exported from editor mode. The functionality of this
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// field is currently unknown.
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ExportedFromEditor bool
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// DayCycleLockTime is the time at which the day cycle was locked if the day cycle is disabled using the
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// respective game rule. The client will maintain this time as long as the day cycle is disabled.
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DayCycleLockTime int32
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// EducationEditionOffer is some Minecraft: Education Edition field that specifies what 'region' the world
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// was from, with 0 being None, 1 being RestOfWorld, and 2 being China.
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// The actual use of this field is unknown.
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EducationEditionOffer int32
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// EducationFeaturesEnabled specifies if the world has education edition features enabled, such as the
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// blocks or entities specific to education edition.
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EducationFeaturesEnabled bool
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// EducationProductID is a UUID used to identify the education edition server instance. It is generally
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// unique for education edition servers.
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EducationProductID string
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// RainLevel is the level specifying the intensity of the rain falling. When set to 0, no rain falls at
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// all.
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RainLevel float32
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// LightningLevel is the level specifying the intensity of the thunder. This may actually be set
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// independently from the RainLevel, meaning dark clouds can be produced without rain.
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LightningLevel float32
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// ConfirmedPlatformLockedContent ...
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ConfirmedPlatformLockedContent bool
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// MultiPlayerGame specifies if the world is a multi-player game. This should always be set to true for
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// servers.
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MultiPlayerGame bool
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// LANBroadcastEnabled specifies if LAN broadcast was intended to be enabled for the world.
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LANBroadcastEnabled bool
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// XBLBroadcastMode is the mode used to broadcast the joined game across XBOX Live.
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XBLBroadcastMode int32
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// PlatformBroadcastMode is the mode used to broadcast the joined game across the platform.
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PlatformBroadcastMode int32
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// CommandsEnabled specifies if commands are enabled for the player. It is recommended to always set this
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// to true on the server, as setting it to false means the player cannot, under any circumstance, use a
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// command.
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CommandsEnabled bool
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// TexturePackRequired specifies if the texture pack the world might hold is required, meaning the client
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// was forced to download it before joining.
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TexturePackRequired bool
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// GameRules defines game rules currently active with their respective values. The value of these game
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// rules may be either 'bool', 'int32' or 'float32'. Some game rules are server side only, and don't
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// necessarily need to be sent to the client.
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GameRules []protocol.GameRule
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// Experiments holds a list of experiments that are either enabled or disabled in the world that the
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// player spawns in.
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Experiments []protocol.ExperimentData
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// ExperimentsPreviouslyToggled specifies if any experiments were previously toggled in this world. It is
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// probably used for some kind of metrics.
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ExperimentsPreviouslyToggled bool
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// BonusChestEnabled specifies if the world had the bonus map setting enabled when generating it. It does
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// not have any effect client-side.
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BonusChestEnabled bool
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// StartWithMapEnabled specifies if the world has the start with map setting enabled, meaning each joining
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// player obtains a map. This should always be set to false, because the client obtains a map all on its
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// own accord if this is set to true.
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StartWithMapEnabled bool
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// PlayerPermissions is the permission level of the player. It is a value from 0-3, with 0 being visitor,
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// 1 being member, 2 being operator and 3 being custom.
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PlayerPermissions int32
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// ServerChunkTickRadius is the radius around the player in which chunks are ticked. Most servers set this
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// value to a fixed number, as it does not necessarily affect anything client-side.
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ServerChunkTickRadius int32
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// HasLockedBehaviourPack specifies if the behaviour pack of the world is locked, meaning it cannot be
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// disabled from the world. This is typically set for worlds on the marketplace that have a dedicated
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// behaviour pack.
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HasLockedBehaviourPack bool
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// HasLockedTexturePack specifies if the texture pack of the world is locked, meaning it cannot be
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// disabled from the world. This is typically set for worlds on the marketplace that have a dedicated
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// texture pack.
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HasLockedTexturePack bool
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// FromLockedWorldTemplate specifies if the world from the server was from a locked world template. For
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// servers this should always be set to false.
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FromLockedWorldTemplate bool
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// MSAGamerTagsOnly ..
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MSAGamerTagsOnly bool
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// FromWorldTemplate specifies if the world from the server was from a world template. For servers this
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// should always be set to false.
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FromWorldTemplate bool
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// WorldTemplateSettingsLocked specifies if the world was a template that locks all settings that change
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// properties above in the settings GUI. It is recommended to set this to true for servers that do not
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// allow things such as setting game rules through the GUI.
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WorldTemplateSettingsLocked bool
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// OnlySpawnV1Villagers is a hack that Mojang put in place to preserve backwards compatibility with old
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// villagers. The bool is never actually read though, so it has no functionality.
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OnlySpawnV1Villagers bool
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// PersonaDisabled is true if persona skins are disabled for the current game session.
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PersonaDisabled bool
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// CustomSkinsDisabled is true if custom skins are disabled for the current game session.
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CustomSkinsDisabled bool
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// EmoteChatMuted specifies if players will be sent a chat message when using certain emotes.
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EmoteChatMuted bool
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// BaseGameVersion is the version of the game from which Vanilla features will be used. The exact function
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// of this field isn't clear.
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BaseGameVersion string
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// LimitedWorldWidth and LimitedWorldDepth are the dimensions of the world if the world is a limited
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// world. For unlimited worlds, these may simply be left as 0.
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LimitedWorldWidth, LimitedWorldDepth int32
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// NewNether specifies if the server runs with the new nether introduced in the 1.16 update.
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NewNether bool
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// EducationSharedResourceURI is an education edition feature that transmits education resource settings to clients.
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EducationSharedResourceURI protocol.EducationSharedResourceURI
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// ForceExperimentalGameplay specifies if experimental gameplay should be force enabled. For servers this
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// should always be set to false.
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ForceExperimentalGameplay protocol.Optional[bool]
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// LevelID is a base64 encoded world ID that is used to identify the world.
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LevelID string
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// WorldName is the name of the world that the player is joining. Note that this field shows up above the
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// player list for the rest of the game session, and cannot be changed. Setting the server name to this
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// field is recommended.
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WorldName string
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// TemplateContentIdentity is a UUID specific to the premium world template that might have been used to
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// generate the world. Servers should always fill out an empty string for this.
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TemplateContentIdentity string
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// Trial specifies if the world was a trial world, meaning features are limited and there is a time limit
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// on the world.
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Trial bool
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// PlayerMovementSettings ...
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PlayerMovementSettings protocol.PlayerMovementSettings
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// Time is the total time that has elapsed since the start of the world.
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Time int64
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// EnchantmentSeed is the seed used to seed the random used to produce enchantments in the enchantment
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// table. Note that the exact correct random implementation must be used to produce the correct results
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// both client- and server-side.
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EnchantmentSeed int32
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// Blocks is a list of all custom blocks registered on the server.
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Blocks []protocol.BlockEntry
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// Items is a list of all items with their legacy IDs which are available in the game. Failing to send any
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// of the items that are in the game will crash mobile clients.
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Items []protocol.ItemEntry
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// MultiPlayerCorrelationID is a unique ID specifying the multi-player session of the player. A random
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// UUID should be filled out for this field.
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MultiPlayerCorrelationID string
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// ServerAuthoritativeInventory specifies if the server authoritative inventory system is enabled. This
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// is a new system introduced in 1.16. Backwards compatibility with the inventory transactions has to
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// some extent been preserved, but will eventually be removed.
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ServerAuthoritativeInventory bool
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// GameVersion is the version of the game the server is running. The exact function of this field isn't clear.
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GameVersion string
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// PropertyData contains properties that should be applied on the player. These properties are the same as the
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// ones that are sent in the SyncActorProperty packet.
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PropertyData map[string]any
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// ServerBlockStateChecksum is a checksum to ensure block states between the server and client match.
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// This can simply be left empty, and the client will avoid trying to verify it.
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ServerBlockStateChecksum uint64
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// ClientSideGeneration is true if the client should use the features registered in the FeatureRegistry packet to
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// generate terrain client-side to save on bandwidth.
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ClientSideGeneration bool
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// WorldTemplateID is a UUID that identifies the template that was used to generate the world. Servers that do not
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// use a world based off of a template can set this to an empty UUID.
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WorldTemplateID uuid.UUID
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// ChatRestrictionLevel specifies the level of restriction on in-game chat. It is one of the constants above.
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ChatRestrictionLevel uint8
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// DisablePlayerInteractions is true if the client should ignore other players when interacting with the world.
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DisablePlayerInteractions bool
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// ServerID is always empty in vanilla and its usage is currently unknown.
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ServerID string
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// WorldID is always empty in vanilla and its usage is currently unknown.
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WorldID string
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// ScenarioID is always empty in vanilla and its usage is currently unknown.
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ScenarioID string
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// UseBlockNetworkIDHashes is true if the client should use the hash of a block's name as its network ID rather than
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// its index in the expected block palette. This is useful for servers that wish to support multiple protocol versions
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// and custom blocks, but it will result in extra bytes being written for every block in a sub chunk palette.
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UseBlockNetworkIDHashes bool
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// ServerAuthoritativeSound is currently unknown as to what it does.
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ServerAuthoritativeSound bool
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}
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// ID ...
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func (*StartGame) ID() uint32 {
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return packet.IDStartGame
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}
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func (pk *StartGame) Marshal(io protocol.IO) {
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io.Varint64(&pk.EntityUniqueID)
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io.Varuint64(&pk.EntityRuntimeID)
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io.Varint32(&pk.PlayerGameMode)
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io.Vec3(&pk.PlayerPosition)
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io.Float32(&pk.Pitch)
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io.Float32(&pk.Yaw)
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io.Int64(&pk.WorldSeed)
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io.Int16(&pk.SpawnBiomeType)
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io.String(&pk.UserDefinedBiomeName)
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io.Varint32(&pk.Dimension)
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io.Varint32(&pk.Generator)
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io.Varint32(&pk.WorldGameMode)
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io.Bool(&pk.Hardcore)
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io.Varint32(&pk.Difficulty)
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io.UBlockPos(&pk.WorldSpawn)
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io.Bool(&pk.AchievementsDisabled)
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io.Varint32(&pk.EditorWorldType)
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io.Bool(&pk.CreatedInEditor)
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io.Bool(&pk.ExportedFromEditor)
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io.Varint32(&pk.DayCycleLockTime)
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io.Varint32(&pk.EducationEditionOffer)
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io.Bool(&pk.EducationFeaturesEnabled)
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io.String(&pk.EducationProductID)
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io.Float32(&pk.RainLevel)
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io.Float32(&pk.LightningLevel)
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io.Bool(&pk.ConfirmedPlatformLockedContent)
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io.Bool(&pk.MultiPlayerGame)
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io.Bool(&pk.LANBroadcastEnabled)
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io.Varint32(&pk.XBLBroadcastMode)
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io.Varint32(&pk.PlatformBroadcastMode)
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io.Bool(&pk.CommandsEnabled)
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io.Bool(&pk.TexturePackRequired)
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protocol.FuncSlice(io, &pk.GameRules, io.GameRule)
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protocol.SliceUint32Length(io, &pk.Experiments)
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io.Bool(&pk.ExperimentsPreviouslyToggled)
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io.Bool(&pk.BonusChestEnabled)
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io.Bool(&pk.StartWithMapEnabled)
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io.Varint32(&pk.PlayerPermissions)
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io.Int32(&pk.ServerChunkTickRadius)
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io.Bool(&pk.HasLockedBehaviourPack)
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io.Bool(&pk.HasLockedTexturePack)
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io.Bool(&pk.FromLockedWorldTemplate)
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io.Bool(&pk.MSAGamerTagsOnly)
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io.Bool(&pk.FromWorldTemplate)
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io.Bool(&pk.WorldTemplateSettingsLocked)
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io.Bool(&pk.OnlySpawnV1Villagers)
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io.Bool(&pk.PersonaDisabled)
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io.Bool(&pk.CustomSkinsDisabled)
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io.Bool(&pk.EmoteChatMuted)
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io.String(&pk.BaseGameVersion)
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io.Int32(&pk.LimitedWorldWidth)
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io.Int32(&pk.LimitedWorldDepth)
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io.Bool(&pk.NewNether)
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protocol.Single(io, &pk.EducationSharedResourceURI)
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protocol.OptionalFunc(io, &pk.ForceExperimentalGameplay, io.Bool)
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io.Uint8(&pk.ChatRestrictionLevel)
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io.Bool(&pk.DisablePlayerInteractions)
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if proto.IsProtoGTE(io, proto.ID685) {
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io.String(&pk.ServerID)
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io.String(&pk.WorldID)
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io.String(&pk.ScenarioID)
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}
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io.String(&pk.LevelID)
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io.String(&pk.WorldName)
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io.String(&pk.TemplateContentIdentity)
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io.Bool(&pk.Trial)
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protocol.PlayerMoveSettings(io, &pk.PlayerMovementSettings)
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io.Int64(&pk.Time)
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io.Varint32(&pk.EnchantmentSeed)
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protocol.Slice(io, &pk.Blocks)
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protocol.Slice(io, &pk.Items)
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io.String(&pk.MultiPlayerCorrelationID)
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io.Bool(&pk.ServerAuthoritativeInventory)
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io.String(&pk.GameVersion)
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io.NBT(&pk.PropertyData, nbt.NetworkLittleEndian)
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io.Uint64(&pk.ServerBlockStateChecksum)
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io.UUID(&pk.WorldTemplateID)
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io.Bool(&pk.ClientSideGeneration)
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io.Bool(&pk.UseBlockNetworkIDHashes)
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io.Bool(&pk.ServerAuthoritativeSound)
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}
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Reference in New Issue
Block a user