Add 1.21.2 & 1.21.0 support
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92
legacyver/legacypacket/add_player.go
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92
legacyver/legacypacket/add_player.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/protocol"
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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)
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// AddPlayer is sent by the server to the client to make a player entity show up client-side. It is one of the
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// few entities that cannot be sent using the AddActor packet.
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type AddPlayer struct {
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// UUID is the UUID of the player. It is the same UUID that the client sent in the Login packet at the
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// start of the session. A player with this UUID must exist in the player list (built up using the
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// PlayerList packet), for it to show up in-game.
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UUID uuid.UUID
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// Username is the name of the player. This username is the username that will be set as the initial
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// name tag of the player.
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Username string
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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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// PlatformChatID is an identifier only set for particular platforms when chatting (presumably only for
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// Nintendo Switch). It is otherwise an empty string, and is used to decide which players are able to
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// chat with each other.
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PlatformChatID string
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// Position is the position to spawn the player on. If the player is on a distance that the viewer cannot
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// see it, the player will still show up if the viewer moves closer.
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Position mgl32.Vec3
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// Velocity is the initial velocity the player spawns with. This velocity will initiate client side
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// movement of the player.
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Velocity 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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// HeadYaw is the same as Yaw, except that it applies specifically to the head of the player. A different
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// value for HeadYaw than Yaw means that the player will have its head turned.
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HeadYaw float32
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// HeldItem is the item that the player is holding. The item is shown to the viewer as soon as the player
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// itself shows up. Needless to say that this field is rather pointless, as additional packets still must
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// be sent for armour to show up.
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HeldItem protocol.ItemInstance
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// GameType is the game type of the player. If set to GameTypeSpectator, the player will not be shown to viewers.
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GameType int32
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// EntityMetadata is a map of entity metadata, which includes flags and data properties that alter in
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// particular the way the player looks. Flags include ones such as 'on fire' and 'sprinting'.
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// The metadata values are indexed by their property key.
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EntityMetadata map[uint32]any
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// EntityProperties is a list of properties that the entity inhibits. These properties define and alter specific
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// attributes of the entity.
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EntityProperties protocol.EntityProperties
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// AbilityData represents various data about the abilities of a player, such as ability layers or permissions.
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AbilityData protocol.AbilityData
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// EntityLinks is a list of entity links that are currently active on the player. These links alter the
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// way the player shows up when first spawned in terms of it shown as riding an entity. Setting these
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// links is important for new viewers to see the player is riding another entity.
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EntityLinks []proto.EntityLink
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// DeviceID is the device ID set in one of the files found in the storage of the device of the player. It
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// may be changed freely, so it should not be relied on for anything.
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DeviceID string
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// BuildPlatform is the build platform/device OS of the player that is about to be added, as it sent in
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// the Login packet when joining.
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BuildPlatform int32
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}
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// ID ...
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func (*AddPlayer) ID() uint32 {
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return packet.IDAddPlayer
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}
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func (pk *AddPlayer) Marshal(io protocol.IO) {
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io.UUID(&pk.UUID)
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io.String(&pk.Username)
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io.Varuint64(&pk.EntityRuntimeID)
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io.String(&pk.PlatformChatID)
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io.Vec3(&pk.Position)
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io.Vec3(&pk.Velocity)
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io.Float32(&pk.Pitch)
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io.Float32(&pk.Yaw)
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io.Float32(&pk.HeadYaw)
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io.ItemInstance(&pk.HeldItem)
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io.Varint32(&pk.GameType)
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io.EntityMetadata(&pk.EntityMetadata)
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protocol.Single(io, &pk.EntityProperties)
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protocol.Single(io, &pk.AbilityData)
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protocol.Slice(io, &pk.EntityLinks)
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io.String(&pk.DeviceID)
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io.Int32(&pk.BuildPlatform)
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}
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