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BedrockProtocol/src/PlayerAuthInputPacket.php
2022-06-07 17:29:37 +01:00

254 lines
8.1 KiB
PHP

<?php
/*
* This file is part of BedrockProtocol.
* Copyright (C) 2014-2022 PocketMine Team <https://github.com/pmmp/BedrockProtocol>
*
* BedrockProtocol is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*/
declare(strict_types=1);
namespace pocketmine\network\mcpe\protocol;
use pocketmine\math\Vector3;
use pocketmine\network\mcpe\protocol\serializer\PacketSerializer;
use pocketmine\network\mcpe\protocol\types\InputMode;
use pocketmine\network\mcpe\protocol\types\InteractionMode;
use pocketmine\network\mcpe\protocol\types\inventory\stackrequest\ItemStackRequest;
use pocketmine\network\mcpe\protocol\types\ItemInteractionData;
use pocketmine\network\mcpe\protocol\types\PlayerAction;
use pocketmine\network\mcpe\protocol\types\PlayerAuthInputFlags;
use pocketmine\network\mcpe\protocol\types\PlayerBlockAction;
use pocketmine\network\mcpe\protocol\types\PlayerBlockActionStopBreak;
use pocketmine\network\mcpe\protocol\types\PlayerBlockActionWithBlockInfo;
use pocketmine\network\mcpe\protocol\types\PlayMode;
use function assert;
use function count;
class PlayerAuthInputPacket extends DataPacket implements ServerboundPacket{
public const NETWORK_ID = ProtocolInfo::PLAYER_AUTH_INPUT_PACKET;
private Vector3 $position;
private float $pitch;
private float $yaw;
private float $headYaw;
private float $moveVecX;
private float $moveVecZ;
private int $inputFlags;
private int $inputMode;
private int $playMode;
private int $interactionMode;
private ?Vector3 $vrGazeDirection = null;
private int $tick;
private Vector3 $delta;
public ?ItemInteractionData $itemInteractionData = null;
private ?ItemStackRequest $itemStackRequest = null;
/** @var PlayerBlockAction[]|null */
private ?array $blockActions = null;
/**
* @param int $inputFlags @see PlayerAuthInputFlags
* @param int $inputMode @see InputMode
* @param int $playMode @see PlayMode
* @param int $interactionMode @see InteractionMode
* @param Vector3|null $vrGazeDirection only used when PlayMode::VR
* @param PlayerBlockAction[]|null $blockActions Blocks that the client has interacted with
*/
public static function create(Vector3 $position, float $pitch, float $yaw, float $headYaw, float $moveVecX, float $moveVecZ, int $inputFlags, int $inputMode, int $playMode, int $interactionMode, ?Vector3 $vrGazeDirection, int $tick, Vector3 $delta, ?ItemInteractionData $itemInteractionData, ?ItemStackRequest $itemStackRequest, ?array $blockActions) : self{
if($playMode === PlayMode::VR and $vrGazeDirection === null){
//yuck, can we get a properly written packet just once? ...
throw new \InvalidArgumentException("Gaze direction must be provided for VR play mode");
}
$result = new self;
$result->position = $position->asVector3();
$result->pitch = $pitch;
$result->yaw = $yaw;
$result->headYaw = $headYaw;
$result->moveVecX = $moveVecX;
$result->moveVecZ = $moveVecZ;
$result->inputFlags = $inputFlags & ~((1 << PlayerAuthInputFlags::PERFORM_ITEM_STACK_REQUEST) | (1 << PlayerAuthInputFlags::PERFORM_ITEM_INTERACTION) | (1 << PlayerAuthInputFlags::PERFORM_BLOCK_ACTIONS));
if($itemStackRequest !== null){
$result->inputFlags |= 1 << PlayerAuthInputFlags::PERFORM_ITEM_STACK_REQUEST;
}
if($itemInteractionData !== null){
$result->inputFlags |= 1 << PlayerAuthInputFlags::PERFORM_ITEM_INTERACTION;
}
if($blockActions !== null){
$result->inputFlags |= 1 << PlayerAuthInputFlags::PERFORM_BLOCK_ACTIONS;
}
$result->inputMode = $inputMode;
$result->playMode = $playMode;
$result->interactionMode = $interactionMode;
if($vrGazeDirection !== null){
$result->vrGazeDirection = $vrGazeDirection->asVector3();
}
$result->tick = $tick;
$result->delta = $delta;
$result->itemInteractionData = $itemInteractionData;
$result->itemStackRequest = $itemStackRequest;
$result->blockActions = $blockActions;
return $result;
}
public function getPosition() : Vector3{
return $this->position;
}
public function getPitch() : float{
return $this->pitch;
}
public function getYaw() : float{
return $this->yaw;
}
public function getHeadYaw() : float{
return $this->headYaw;
}
public function getMoveVecX() : float{
return $this->moveVecX;
}
public function getMoveVecZ() : float{
return $this->moveVecZ;
}
/**
* @see PlayerAuthInputFlags
*/
public function getInputFlags() : int{
return $this->inputFlags;
}
/**
* @see InputMode
*/
public function getInputMode() : int{
return $this->inputMode;
}
/**
* @see PlayMode
*/
public function getPlayMode() : int{
return $this->playMode;
}
/**
* @see InteractionMode
*/
public function getInteractionMode() : int{
return $this->interactionMode;
}
public function getVrGazeDirection() : ?Vector3{
return $this->vrGazeDirection;
}
public function getTick() : int{
return $this->tick;
}
public function getDelta() : Vector3{
return $this->delta;
}
public function getItemInteractionData() : ?ItemInteractionData{
return $this->itemInteractionData;
}
public function getItemStackRequest() : ?ItemStackRequest{
return $this->itemStackRequest;
}
/**
* @return PlayerBlockAction[]|null
*/
public function getBlockActions() : ?array{
return $this->blockActions;
}
public function hasFlag(int $flag) : bool{
return ($this->getInputFlags() & (1 << $flag)) !== 0;
}
protected function decodePayload(PacketSerializer $in) : void{
$this->pitch = $in->getLFloat();
$this->yaw = $in->getLFloat();
$this->position = $in->getVector3();
$this->moveVecX = $in->getLFloat();
$this->moveVecZ = $in->getLFloat();
$this->headYaw = $in->getLFloat();
$this->inputFlags = $in->getUnsignedVarLong();
$this->inputMode = $in->getUnsignedVarInt();
$this->playMode = $in->getUnsignedVarInt();
$this->interactionMode = $in->getUnsignedVarInt();
if($this->playMode === PlayMode::VR){
$this->vrGazeDirection = $in->getVector3();
}
$this->tick = $in->getUnsignedVarLong();
$this->delta = $in->getVector3();
if($this->hasFlag(PlayerAuthInputFlags::PERFORM_ITEM_INTERACTION)){
$this->itemInteractionData = ItemInteractionData::read($in);
}
if($this->hasFlag(PlayerAuthInputFlags::PERFORM_ITEM_STACK_REQUEST)){
$this->itemStackRequest = ItemStackRequest::read($in);
}
if($this->hasFlag(PlayerAuthInputFlags::PERFORM_BLOCK_ACTIONS)){
$this->blockActions = [];
$max = $in->getVarInt();
for($i = 0; $i < $max; ++$i){
$actionType = $in->getVarInt();
$this->blockActions[] = match(true){
PlayerBlockActionWithBlockInfo::isValidActionType($actionType) => PlayerBlockActionWithBlockInfo::read($in, $actionType),
$actionType === PlayerAction::STOP_BREAK => new PlayerBlockActionStopBreak(),
default => throw new PacketDecodeException("Unexpected block action type $actionType")
};
}
}
}
protected function encodePayload(PacketSerializer $out) : void{
$out->putLFloat($this->pitch);
$out->putLFloat($this->yaw);
$out->putVector3($this->position);
$out->putLFloat($this->moveVecX);
$out->putLFloat($this->moveVecZ);
$out->putLFloat($this->headYaw);
$out->putUnsignedVarLong($this->inputFlags);
$out->putUnsignedVarInt($this->inputMode);
$out->putUnsignedVarInt($this->playMode);
$out->putUnsignedVarInt($this->interactionMode);
if($this->playMode === PlayMode::VR){
assert($this->vrGazeDirection !== null);
$out->putVector3($this->vrGazeDirection);
}
$out->putUnsignedVarLong($this->tick);
$out->putVector3($this->delta);
if($this->itemInteractionData !== null){
$this->itemInteractionData->write($out);
}
if($this->itemStackRequest !== null){
$this->itemStackRequest->write($out);
}
if($this->blockActions !== null){
$out->putVarInt(count($this->blockActions));
foreach($this->blockActions as $blockAction){
$out->putVarInt($blockAction->getActionType());
$blockAction->write($out);
}
}
}
public function handle(PacketHandlerInterface $handler) : bool{
return $handler->handlePlayerAuthInput($this);
}
}