Files
legacy-version/legacyver/legacypacket/player_auth_input.go

121 lines
4.8 KiB
Go

package legacypacket
import (
"github.com/akmalfairuz/legacy-version/legacyver/proto"
"github.com/go-gl/mathgl/mgl32"
"github.com/sandertv/gophertunnel/minecraft/protocol"
"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
)
// PlayerAuthInput is sent by the client to allow for server authoritative movement. It is used to synchronise
// the player input with the position server-side.
// The client sends this packet when the ServerAuthoritativeMovementMode field in the StartGame packet is set
// to true, instead of the MovePlayer packet. The client will send this packet once every tick.
type PlayerAuthInput struct {
// Pitch and Yaw hold the rotation that the player reports it has.
Pitch, Yaw float32
// Position holds the position that the player reports it has.
Position mgl32.Vec3
// MoveVector is a Vec2 that specifies the direction in which the player moved, as a combination of X/Z
// values which are created using the WASD/controller stick state.
MoveVector mgl32.Vec2
// HeadYaw is the horizontal rotation of the head that the player reports it has.
HeadYaw float32
// InputData is a combination of bit flags that together specify the way the player moved last tick. It
// is a combination of the flags above.
InputData protocol.Bitset
// InputMode specifies the way that the client inputs data to the screen. It is one of the constants that
// may be found above.
InputMode uint32
// PlayMode specifies the way that the player is playing. The values it holds, which are rather random,
// may be found above.
PlayMode uint32
// InteractionModel is a constant representing the interaction model the player is using. It is one of the
// constants that may be found above.
InteractionModel uint32
// InteractPitch and interactYaw is the rotation the player is looking that they intend to use for
// interactions. This is only different to Pitch and Yaw in cases such as VR or when custom cameras
// being used.
InteractPitch, InteractYaw float32
// Tick is the server tick at which the packet was sent. It is used in relation to
// CorrectPlayerMovePrediction.
Tick uint64
// Delta was the delta between the old and the new position. There isn't any practical use for this field
// as it can be calculated by the server itself.
Delta mgl32.Vec3
// ItemInteractionData is the transaction data if the InputData includes an item interaction.
ItemInteractionData protocol.UseItemTransactionData
// ItemStackRequest is sent by the client to change an item in their inventory.
ItemStackRequest proto.ItemStackRequest
// BlockActions is a slice of block actions that the client has interacted with.
BlockActions []protocol.PlayerBlockAction
// VehicleRotation is the rotation of the vehicle that the player is in, if any.
VehicleRotation mgl32.Vec2
// ClientPredictedVehicle is the unique ID of the vehicle that the client predicts the player to be in.
ClientPredictedVehicle int64
// AnalogueMoveVector is a Vec2 that specifies the direction in which the player moved, as a combination
// of X/Z values which are created using an analogue input.
AnalogueMoveVector mgl32.Vec2
// CameraOrientation is the vector that represents the camera's forward direction which can be used to
// transform movement to be camera relative.
CameraOrientation mgl32.Vec3
// RawMoveVector is the value of MoveVector before it is affected by input permissions, sneaking/fly
// speeds and isn't normalised for analogue inputs.
RawMoveVector mgl32.Vec2
}
// ID ...
func (pk *PlayerAuthInput) ID() uint32 {
return packet.IDPlayerAuthInput
}
func (pk *PlayerAuthInput) Marshal(io protocol.IO) {
io.Float32(&pk.Pitch)
io.Float32(&pk.Yaw)
io.Vec3(&pk.Position)
io.Vec2(&pk.MoveVector)
io.Float32(&pk.HeadYaw)
if proto.IsProtoGTE(io, proto.ID766) {
io.Bitset(&pk.InputData, packet.PlayerAuthInputBitsetSize)
} else {
io.Bitset(&pk.InputData, 64)
}
io.Varuint32(&pk.InputMode)
io.Varuint32(&pk.PlayMode)
io.Varuint32(&pk.InteractionModel)
if proto.IsProtoGTE(io, proto.ID748) {
io.Float32(&pk.InteractPitch)
io.Float32(&pk.InteractYaw)
}
io.Varuint64(&pk.Tick)
io.Vec3(&pk.Delta)
if pk.InputData.Load(packet.InputFlagPerformItemInteraction) {
proto.PlayerInventoryAction(io, &pk.ItemInteractionData)
}
if pk.InputData.Load(packet.InputFlagPerformItemStackRequest) {
protocol.Single(io, &pk.ItemStackRequest)
}
if pk.InputData.Load(packet.InputFlagPerformBlockActions) {
protocol.SliceVarint32Length(io, &pk.BlockActions)
}
if pk.InputData.Load(packet.InputFlagClientPredictedVehicle) {
if proto.IsProtoGTE(io, proto.ID662) {
io.Vec2(&pk.VehicleRotation)
}
io.Varint64(&pk.ClientPredictedVehicle)
}
io.Vec2(&pk.AnalogueMoveVector)
if proto.IsProtoGTE(io, proto.ID748) {
io.Vec3(&pk.CameraOrientation)
}
if proto.IsProtoGTE(io, proto.ID766) {
io.Vec2(&pk.RawMoveVector)
}
}