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BedrockProtocol/src/StartGamePacket.php
2023-06-07 20:22:05 +01:00

241 lines
8.4 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\nbt\tag\CompoundTag;
use pocketmine\network\mcpe\protocol\serializer\PacketSerializer;
use pocketmine\network\mcpe\protocol\types\BlockPaletteEntry;
use pocketmine\network\mcpe\protocol\types\CacheableNbt;
use pocketmine\network\mcpe\protocol\types\ItemTypeEntry;
use pocketmine\network\mcpe\protocol\types\LevelSettings;
use pocketmine\network\mcpe\protocol\types\NetworkPermissions;
use pocketmine\network\mcpe\protocol\types\PlayerMovementSettings;
use Ramsey\Uuid\UuidInterface;
use function count;
class StartGamePacket extends DataPacket implements ClientboundPacket{
public const NETWORK_ID = ProtocolInfo::START_GAME_PACKET;
public int $actorUniqueId;
public int $actorRuntimeId;
public int $playerGamemode;
public Vector3 $playerPosition;
public float $pitch;
public float $yaw;
/** @phpstan-var CacheableNbt<CompoundTag> */
public CacheableNbt $playerActorProperties; //same as SyncActorPropertyPacket content
public LevelSettings $levelSettings;
public string $levelId = ""; //base64 string, usually the same as world folder name in vanilla
public string $worldName;
public string $premiumWorldTemplateId = "";
public bool $isTrial = false;
public PlayerMovementSettings $playerMovementSettings;
public int $currentTick = 0; //only used if isTrial is true
public int $enchantmentSeed = 0;
public string $multiplayerCorrelationId = ""; //TODO: this should be filled with a UUID of some sort
public bool $enableNewInventorySystem = false; //TODO
public string $serverSoftwareVersion;
public UuidInterface $worldTemplateId; //why is this here twice ??? mojang
public bool $enableClientSideChunkGeneration;
public bool $blockNetworkIdsAreHashes = false; //new in 1.19.80, possibly useful for multi version
public NetworkPermissions $networkPermissions;
/**
* @var BlockPaletteEntry[]
* @phpstan-var list<BlockPaletteEntry>
*/
public array $blockPalette = [];
/**
* Checksum of the full block palette. This is a hash of some weird stringified version of the NBT.
* This is used along with the baseGameVersion to check for inconsistencies in the block palette.
* Fill with 0 if you don't want to bother having the client verify the palette (seems pointless anyway).
*/
public int $blockPaletteChecksum;
/**
* @var ItemTypeEntry[]
* @phpstan-var list<ItemTypeEntry>
*/
public array $itemTable;
/**
* @generate-create-func
* @param BlockPaletteEntry[] $blockPalette
* @param ItemTypeEntry[] $itemTable
* @phpstan-param CacheableNbt<CompoundTag> $playerActorProperties
* @phpstan-param list<BlockPaletteEntry> $blockPalette
* @phpstan-param list<ItemTypeEntry> $itemTable
*/
public static function create(
int $actorUniqueId,
int $actorRuntimeId,
int $playerGamemode,
Vector3 $playerPosition,
float $pitch,
float $yaw,
CacheableNbt $playerActorProperties,
LevelSettings $levelSettings,
string $levelId,
string $worldName,
string $premiumWorldTemplateId,
bool $isTrial,
PlayerMovementSettings $playerMovementSettings,
int $currentTick,
int $enchantmentSeed,
string $multiplayerCorrelationId,
bool $enableNewInventorySystem,
string $serverSoftwareVersion,
UuidInterface $worldTemplateId,
bool $enableClientSideChunkGeneration,
bool $blockNetworkIdsAreHashes,
NetworkPermissions $networkPermissions,
array $blockPalette,
int $blockPaletteChecksum,
array $itemTable,
) : self{
$result = new self;
$result->actorUniqueId = $actorUniqueId;
$result->actorRuntimeId = $actorRuntimeId;
$result->playerGamemode = $playerGamemode;
$result->playerPosition = $playerPosition;
$result->pitch = $pitch;
$result->yaw = $yaw;
$result->playerActorProperties = $playerActorProperties;
$result->levelSettings = $levelSettings;
$result->levelId = $levelId;
$result->worldName = $worldName;
$result->premiumWorldTemplateId = $premiumWorldTemplateId;
$result->isTrial = $isTrial;
$result->playerMovementSettings = $playerMovementSettings;
$result->currentTick = $currentTick;
$result->enchantmentSeed = $enchantmentSeed;
$result->multiplayerCorrelationId = $multiplayerCorrelationId;
$result->enableNewInventorySystem = $enableNewInventorySystem;
$result->serverSoftwareVersion = $serverSoftwareVersion;
$result->worldTemplateId = $worldTemplateId;
$result->enableClientSideChunkGeneration = $enableClientSideChunkGeneration;
$result->blockNetworkIdsAreHashes = $blockNetworkIdsAreHashes;
$result->networkPermissions = $networkPermissions;
$result->blockPalette = $blockPalette;
$result->blockPaletteChecksum = $blockPaletteChecksum;
$result->itemTable = $itemTable;
return $result;
}
protected function decodePayload(PacketSerializer $in) : void{
$this->actorUniqueId = $in->getActorUniqueId();
$this->actorRuntimeId = $in->getActorRuntimeId();
$this->playerGamemode = $in->getVarInt();
$this->playerPosition = $in->getVector3();
$this->pitch = $in->getLFloat();
$this->yaw = $in->getLFloat();
$this->levelSettings = LevelSettings::read($in);
$this->levelId = $in->getString();
$this->worldName = $in->getString();
$this->premiumWorldTemplateId = $in->getString();
$this->isTrial = $in->getBool();
$this->playerMovementSettings = PlayerMovementSettings::read($in);
$this->currentTick = $in->getLLong();
$this->enchantmentSeed = $in->getVarInt();
$this->blockPalette = [];
for($i = 0, $len = $in->getUnsignedVarInt(); $i < $len; ++$i){
$blockName = $in->getString();
$state = $in->getNbtCompoundRoot();
$this->blockPalette[] = new BlockPaletteEntry($blockName, new CacheableNbt($state));
}
$this->itemTable = [];
for($i = 0, $count = $in->getUnsignedVarInt(); $i < $count; ++$i){
$stringId = $in->getString();
$numericId = $in->getSignedLShort();
$isComponentBased = $in->getBool();
$this->itemTable[] = new ItemTypeEntry($stringId, $numericId, $isComponentBased);
}
$this->multiplayerCorrelationId = $in->getString();
$this->enableNewInventorySystem = $in->getBool();
$this->serverSoftwareVersion = $in->getString();
$this->playerActorProperties = new CacheableNbt($in->getNbtCompoundRoot());
$this->blockPaletteChecksum = $in->getLLong();
$this->worldTemplateId = $in->getUUID();
$this->enableClientSideChunkGeneration = $in->getBool();
$this->blockNetworkIdsAreHashes = $in->getBool();
$this->networkPermissions = NetworkPermissions::decode($in);
}
protected function encodePayload(PacketSerializer $out) : void{
$out->putActorUniqueId($this->actorUniqueId);
$out->putActorRuntimeId($this->actorRuntimeId);
$out->putVarInt($this->playerGamemode);
$out->putVector3($this->playerPosition);
$out->putLFloat($this->pitch);
$out->putLFloat($this->yaw);
$this->levelSettings->write($out);
$out->putString($this->levelId);
$out->putString($this->worldName);
$out->putString($this->premiumWorldTemplateId);
$out->putBool($this->isTrial);
$this->playerMovementSettings->write($out);
$out->putLLong($this->currentTick);
$out->putVarInt($this->enchantmentSeed);
$out->putUnsignedVarInt(count($this->blockPalette));
foreach($this->blockPalette as $entry){
$out->putString($entry->getName());
$out->put($entry->getStates()->getEncodedNbt());
}
$out->putUnsignedVarInt(count($this->itemTable));
foreach($this->itemTable as $entry){
$out->putString($entry->getStringId());
$out->putLShort($entry->getNumericId());
$out->putBool($entry->isComponentBased());
}
$out->putString($this->multiplayerCorrelationId);
$out->putBool($this->enableNewInventorySystem);
$out->putString($this->serverSoftwareVersion);
$out->put($this->playerActorProperties->getEncodedNbt());
$out->putLLong($this->blockPaletteChecksum);
$out->putUUID($this->worldTemplateId);
$out->putBool($this->enableClientSideChunkGeneration);
$out->putBool($this->blockNetworkIdsAreHashes);
$this->networkPermissions->encode($out);
}
public function handle(PacketHandlerInterface $handler) : bool{
return $handler->handleStartGame($this);
}
}