Files
legacy-version/legacyver/legacypacket/start_game.go
2025-10-02 15:22:28 +07:00

346 lines
18 KiB
Go

package legacypacket
import (
"github.com/akmalfairuz/legacy-version/legacyver/proto"
"github.com/go-gl/mathgl/mgl32"
"github.com/google/uuid"
"github.com/sandertv/gophertunnel/minecraft/nbt"
"github.com/sandertv/gophertunnel/minecraft/protocol"
"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
)
// StartGame is sent by the server to send information about the world the player will be spawned in. It
// contains information about the position the player spawns in, and information about the world in general
// such as its game rules.
type StartGame struct {
// EntityUniqueID is the unique ID of the player. The unique ID is a value that remains consistent across
// different sessions of the same world, but most servers simply fill the runtime ID of the entity out for
// this field.
EntityUniqueID int64
// EntityRuntimeID is the runtime ID of the player. The runtime ID is unique for each world session, and
// entities are generally identified in packets using this runtime ID.
EntityRuntimeID uint64
// PlayerGameMode is the game mode the player currently has. It is a value from 0-4, with 0 being
// survival mode, 1 being creative mode, 2 being adventure mode, 3 being survival spectator and 4 being
// creative spectator.
// This field may be set to 5 to make the client fall back to the game mode set in the WorldGameMode
// field.
PlayerGameMode int32
// PlayerPosition is the spawn position of the player in the world. In servers this is often the same as
// the world's spawn position found below.
PlayerPosition mgl32.Vec3
// Pitch is the vertical rotation of the player. Facing straight forward yields a pitch of 0. Pitch is
// measured in degrees.
Pitch float32
// Yaw is the horizontal rotation of the player. Yaw is also measured in degrees.
Yaw float32
// WorldSeed is the seed used to generate the world. Unlike in PC edition, the seed is a 32bit integer
// here.
WorldSeed int64
// SpawnBiomeType specifies if the biome that the player spawns in is user defined (through behaviour
// packs) or builtin. See the constants above.
SpawnBiomeType int16
// UserDefinedBiomeName is a readable name of the biome that the player spawned in, such as 'plains'. This
// might be a custom biome name if any custom biomes are present through behaviour packs.
UserDefinedBiomeName string
// Dimension is the ID of the dimension that the player spawns in. It is a value from 0-2, with 0 being
// the overworld, 1 being the nether and 2 being the end.
Dimension int32
// Generator is the generator used for the world. It is a value from 0-4, with 0 being old limited worlds,
// 1 being infinite worlds, 2 being flat worlds, 3 being nether worlds and 4 being end worlds. A value of
// 0 will actually make the client stop rendering chunks you send beyond the world limit.
Generator int32
// WorldGameMode is the game mode that a player gets when it first spawns in the world. It is shown in the
// settings and is used if the PlayerGameMode is set to 5.
WorldGameMode int32
// Hardcore is if the world is in hardcore mode. In hardcore mode, the player cannot respawn after dying.
Hardcore bool
// Difficulty is the difficulty of the world. It is a value from 0-3, with 0 being peaceful, 1 being easy,
// 2 being normal and 3 being hard.
Difficulty int32
// WorldSpawn is the block on which the world spawn of the world. This coordinate has no effect on the
// place that the client spawns, but it does have an effect on the direction that a compass points.
WorldSpawn protocol.BlockPos
// AchievementsDisabled defines if achievements are disabled in the world. The client crashes if this
// value is set to true while the player's or the world's game mode is creative, and it's recommended to
// simply always set this to false as a server.
AchievementsDisabled bool
// EditorWorldType is a value to dictate the type of editor mode, a special mode recently introduced adding
// "powerful tools for editing worlds, intended for experienced creators." It is one of the constants above.
EditorWorldType int32
// CreatedInEditor is a value to dictate if the world was created as a project in the editor mode. The functionality
// of this field is currently unknown.
CreatedInEditor bool
// ExportedFromEditor is a value to dictate if the world was exported from editor mode. The functionality of this
// field is currently unknown.
ExportedFromEditor bool
// DayCycleLockTime is the time at which the day cycle was locked if the day cycle is disabled using the
// respective game rule. The client will maintain this time as long as the day cycle is disabled.
DayCycleLockTime int32
// EducationEditionOffer is some Minecraft: Education Edition field that specifies what 'region' the world
// was from, with 0 being None, 1 being RestOfWorld, and 2 being China.
// The actual use of this field is unknown.
EducationEditionOffer int32
// EducationFeaturesEnabled specifies if the world has education edition features enabled, such as the
// blocks or entities specific to education edition.
EducationFeaturesEnabled bool
// EducationProductID is a UUID used to identify the education edition server instance. It is generally
// unique for education edition servers.
EducationProductID string
// RainLevel is the level specifying the intensity of the rain falling. When set to 0, no rain falls at
// all.
RainLevel float32
// LightningLevel is the level specifying the intensity of the thunder. This may actually be set
// independently from the RainLevel, meaning dark clouds can be produced without rain.
LightningLevel float32
// ConfirmedPlatformLockedContent ...
ConfirmedPlatformLockedContent bool
// MultiPlayerGame specifies if the world is a multi-player game. This should always be set to true for
// servers.
MultiPlayerGame bool
// LANBroadcastEnabled specifies if LAN broadcast was intended to be enabled for the world.
LANBroadcastEnabled bool
// XBLBroadcastMode is the mode used to broadcast the joined game across XBOX Live.
XBLBroadcastMode int32
// PlatformBroadcastMode is the mode used to broadcast the joined game across the platform.
PlatformBroadcastMode int32
// CommandsEnabled specifies if commands are enabled for the player. It is recommended to always set this
// to true on the server, as setting it to false means the player cannot, under any circumstance, use a
// command.
CommandsEnabled bool
// TexturePackRequired specifies if the texture pack the world might hold is required, meaning the client
// was forced to download it before joining.
TexturePackRequired bool
// GameRules defines game rules currently active with their respective values. The value of these game
// rules may be either 'bool', 'int32' or 'float32'. Some game rules are server side only, and don't
// necessarily need to be sent to the client.
GameRules []protocol.GameRule
// Experiments holds a list of experiments that are either enabled or disabled in the world that the
// player spawns in.
Experiments []protocol.ExperimentData
// ExperimentsPreviouslyToggled specifies if any experiments were previously toggled in this world. It is
// probably used for some kind of metrics.
ExperimentsPreviouslyToggled bool
// BonusChestEnabled specifies if the world had the bonus map setting enabled when generating it. It does
// not have any effect client-side.
BonusChestEnabled bool
// StartWithMapEnabled specifies if the world has the start with map setting enabled, meaning each joining
// player obtains a map. This should always be set to false, because the client obtains a map all on its
// own accord if this is set to true.
StartWithMapEnabled bool
// PlayerPermissions is the permission level of the player. It is a value from 0-3, with 0 being visitor,
// 1 being member, 2 being operator and 3 being custom.
PlayerPermissions int32
// ServerChunkTickRadius is the radius around the player in which chunks are ticked. Most servers set this
// value to a fixed number, as it does not necessarily affect anything client-side.
ServerChunkTickRadius int32
// HasLockedBehaviourPack specifies if the behaviour pack of the world is locked, meaning it cannot be
// disabled from the world. This is typically set for worlds on the marketplace that have a dedicated
// behaviour pack.
HasLockedBehaviourPack bool
// HasLockedTexturePack specifies if the texture pack of the world is locked, meaning it cannot be
// disabled from the world. This is typically set for worlds on the marketplace that have a dedicated
// texture pack.
HasLockedTexturePack bool
// FromLockedWorldTemplate specifies if the world from the server was from a locked world template. For
// servers this should always be set to false.
FromLockedWorldTemplate bool
// MSAGamerTagsOnly ..
MSAGamerTagsOnly bool
// FromWorldTemplate specifies if the world from the server was from a world template. For servers this
// should always be set to false.
FromWorldTemplate bool
// WorldTemplateSettingsLocked specifies if the world was a template that locks all settings that change
// properties above in the settings GUI. It is recommended to set this to true for servers that do not
// allow things such as setting game rules through the GUI.
WorldTemplateSettingsLocked bool
// OnlySpawnV1Villagers is a hack that Mojang put in place to preserve backwards compatibility with old
// villagers. The bool is never actually read though, so it has no functionality.
OnlySpawnV1Villagers bool
// PersonaDisabled is true if persona skins are disabled for the current game session.
PersonaDisabled bool
// CustomSkinsDisabled is true if custom skins are disabled for the current game session.
CustomSkinsDisabled bool
// EmoteChatMuted specifies if players will be sent a chat message when using certain emotes.
EmoteChatMuted bool
// BaseGameVersion is the version of the game from which Vanilla features will be used. The exact function
// of this field isn't clear.
BaseGameVersion string
// LimitedWorldWidth and LimitedWorldDepth are the dimensions of the world if the world is a limited
// world. For unlimited worlds, these may simply be left as 0.
LimitedWorldWidth, LimitedWorldDepth int32
// NewNether specifies if the server runs with the new nether introduced in the 1.16 update.
NewNether bool
// EducationSharedResourceURI is an education edition feature that transmits education resource settings to clients.
EducationSharedResourceURI protocol.EducationSharedResourceURI
// ForceExperimentalGameplay specifies if experimental gameplay should be force enabled. For servers this
// should always be set to false.
ForceExperimentalGameplay protocol.Optional[bool]
// LevelID is a base64 encoded world ID that is used to identify the world.
LevelID string
// WorldName is the name of the world that the player is joining. Note that this field shows up above the
// player list for the rest of the game session, and cannot be changed. Setting the server name to this
// field is recommended.
WorldName string
// TemplateContentIdentity is a UUID specific to the premium world template that might have been used to
// generate the world. Servers should always fill out an empty string for this.
TemplateContentIdentity string
// Trial specifies if the world was a trial world, meaning features are limited and there is a time limit
// on the world.
Trial bool
// PlayerMovementSettings ...
PlayerMovementSettings proto.PlayerMovementSettings
// Time is the total time that has elapsed since the start of the world.
Time int64
// EnchantmentSeed is the seed used to seed the random used to produce enchantments in the enchantment
// table. Note that the exact correct random implementation must be used to produce the correct results
// both client- and server-side.
EnchantmentSeed int32
// Blocks is a list of all custom blocks registered on the server.
Blocks []protocol.BlockEntry
// Items is a list of all items with their legacy IDs which are available in the game. Failing to send any
// of the items that are in the game will crash mobile clients.
Items []proto.LegacyItemRegistryEntry
// MultiPlayerCorrelationID is a unique ID specifying the multi-player session of the player. A random
// UUID should be filled out for this field.
MultiPlayerCorrelationID string
// ServerAuthoritativeInventory specifies if the server authoritative inventory system is enabled. This
// is a new system introduced in 1.16. Backwards compatibility with the inventory transactions has to
// some extent been preserved, but will eventually be removed.
ServerAuthoritativeInventory bool
// GameVersion is the version of the game the server is running. The exact function of this field isn't clear.
GameVersion string
// PropertyData contains properties that should be applied on the player. These properties are the same as the
// ones that are sent in the SyncActorProperty packet.
PropertyData map[string]any
// ServerBlockStateChecksum is a checksum to ensure block states between the server and client match.
// This can simply be left empty, and the client will avoid trying to verify it.
ServerBlockStateChecksum uint64
// ClientSideGeneration is true if the client should use the features registered in the FeatureRegistry packet to
// generate terrain client-side to save on bandwidth.
ClientSideGeneration bool
// WorldTemplateID is a UUID that identifies the template that was used to generate the world. Servers that do not
// use a world based off of a template can set this to an empty UUID.
WorldTemplateID uuid.UUID
// ChatRestrictionLevel specifies the level of restriction on in-game chat. It is one of the constants above.
ChatRestrictionLevel uint8
// DisablePlayerInteractions is true if the client should ignore other players when interacting with the world.
DisablePlayerInteractions bool
// ServerID is always empty in vanilla and its usage is currently unknown.
ServerID string
// WorldID is always empty in vanilla and its usage is currently unknown.
WorldID string
// ScenarioID is always empty in vanilla and its usage is currently unknown.
ScenarioID string
// OwnerID is always empty in vanilla and its usage is currently unknown.
OwnerID string
// UseBlockNetworkIDHashes is true if the client should use the hash of a block's name as its network ID rather than
// its index in the expected block palette. This is useful for servers that wish to support multiple protocol versions
// and custom blocks, but it will result in extra bytes being written for every block in a sub chunk palette.
UseBlockNetworkIDHashes bool
// TickDeathSystemsEnabled specifies if the new tick death systems are enabled.
TickDeathSystemsEnabled bool
// ServerAuthoritativeSound is currently unknown as to what it does.
ServerAuthoritativeSound bool
}
// ID ...
func (*StartGame) ID() uint32 {
return packet.IDStartGame
}
func (pk *StartGame) Marshal(io protocol.IO) {
io.Varint64(&pk.EntityUniqueID)
io.Varuint64(&pk.EntityRuntimeID)
io.Varint32(&pk.PlayerGameMode)
io.Vec3(&pk.PlayerPosition)
io.Float32(&pk.Pitch)
io.Float32(&pk.Yaw)
io.Int64(&pk.WorldSeed)
io.Int16(&pk.SpawnBiomeType)
io.String(&pk.UserDefinedBiomeName)
io.Varint32(&pk.Dimension)
io.Varint32(&pk.Generator)
io.Varint32(&pk.WorldGameMode)
if proto.IsProtoGTE(io, proto.ID671) {
io.Bool(&pk.Hardcore)
}
io.Varint32(&pk.Difficulty)
io.UBlockPos(&pk.WorldSpawn)
io.Bool(&pk.AchievementsDisabled)
io.Varint32(&pk.EditorWorldType)
io.Bool(&pk.CreatedInEditor)
io.Bool(&pk.ExportedFromEditor)
io.Varint32(&pk.DayCycleLockTime)
io.Varint32(&pk.EducationEditionOffer)
io.Bool(&pk.EducationFeaturesEnabled)
io.String(&pk.EducationProductID)
io.Float32(&pk.RainLevel)
io.Float32(&pk.LightningLevel)
io.Bool(&pk.ConfirmedPlatformLockedContent)
io.Bool(&pk.MultiPlayerGame)
io.Bool(&pk.LANBroadcastEnabled)
io.Varint32(&pk.XBLBroadcastMode)
io.Varint32(&pk.PlatformBroadcastMode)
io.Bool(&pk.CommandsEnabled)
io.Bool(&pk.TexturePackRequired)
protocol.FuncSlice(io, &pk.GameRules, io.GameRuleLegacy)
protocol.SliceUint32Length(io, &pk.Experiments)
io.Bool(&pk.ExperimentsPreviouslyToggled)
io.Bool(&pk.BonusChestEnabled)
io.Bool(&pk.StartWithMapEnabled)
io.Varint32(&pk.PlayerPermissions)
io.Int32(&pk.ServerChunkTickRadius)
io.Bool(&pk.HasLockedBehaviourPack)
io.Bool(&pk.HasLockedTexturePack)
io.Bool(&pk.FromLockedWorldTemplate)
io.Bool(&pk.MSAGamerTagsOnly)
io.Bool(&pk.FromWorldTemplate)
io.Bool(&pk.WorldTemplateSettingsLocked)
io.Bool(&pk.OnlySpawnV1Villagers)
io.Bool(&pk.PersonaDisabled)
io.Bool(&pk.CustomSkinsDisabled)
io.Bool(&pk.EmoteChatMuted)
io.String(&pk.BaseGameVersion)
io.Int32(&pk.LimitedWorldWidth)
io.Int32(&pk.LimitedWorldDepth)
io.Bool(&pk.NewNether)
protocol.Single(io, &pk.EducationSharedResourceURI)
protocol.OptionalFunc(io, &pk.ForceExperimentalGameplay, io.Bool)
io.Uint8(&pk.ChatRestrictionLevel)
io.Bool(&pk.DisablePlayerInteractions)
if proto.IsProtoGTE(io, proto.ID685) {
io.String(&pk.ServerID)
io.String(&pk.WorldID)
io.String(&pk.ScenarioID)
if proto.IsProtoGTE(io, proto.ID818) {
io.String(&pk.OwnerID)
}
}
io.String(&pk.LevelID)
io.String(&pk.WorldName)
io.String(&pk.TemplateContentIdentity)
io.Bool(&pk.Trial)
proto.PlayerMoveSettings(io, &pk.PlayerMovementSettings)
io.Int64(&pk.Time)
io.Varint32(&pk.EnchantmentSeed)
protocol.Slice(io, &pk.Blocks)
if proto.IsProtoLT(io, proto.ID776) {
protocol.Slice(io, &pk.Items)
} else {
proto.EmptySlice(io, &pk.Items)
}
io.String(&pk.MultiPlayerCorrelationID)
io.Bool(&pk.ServerAuthoritativeInventory)
io.String(&pk.GameVersion)
io.NBT(&pk.PropertyData, nbt.NetworkLittleEndian)
io.Uint64(&pk.ServerBlockStateChecksum)
io.UUID(&pk.WorldTemplateID)
io.Bool(&pk.ClientSideGeneration)
io.Bool(&pk.UseBlockNetworkIDHashes)
if proto.IsProtoGTE(io, proto.ID827) {
io.Bool(&pk.TickDeathSystemsEnabled)
}
io.Bool(&pk.ServerAuthoritativeSound)
}