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@ -33,6 +33,9 @@ defmodule Amethyst.API.Game do
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You may either :accept or :reject the player for whatever reason, avoid
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rejecting the player in your default game as that will disconnect the player.
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If you :accept the player, you must return a spawn position ({x, y, z}) and
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rotation ({yaw, pitch})
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Note that if no new players can join for any reason, your game should return false from `joinable?/1`.
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The PID received in 'from' will be the one that calls all callbacks
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@ -44,7 +47,7 @@ defmodule Amethyst.API.Game do
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- 'player_cfg' is a keyword list containing the configuration passed by the game client
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- 'state_refs' are your references (see `instantiate/1`)
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"""
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@callback login(from :: pid(), player_cfg :: keyword(), state_refs :: map()) :: :accept | :reject
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@callback login(from :: pid(), player_cfg :: keyword(), state_refs :: map()) :: {:accept, {x :: float(), y :: float(), z :: float()}, {yaw :: float(), pitch ::float()}} | :reject
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def login(%{:mod => mod, :refs => refs}, player_cfg) do
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mod.login(self(), player_cfg, refs)
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end
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@ -61,6 +64,18 @@ defmodule Amethyst.API.Game do
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mod.player_position(self(), {x, y, z}, refs)
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end
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@doc """
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`player_rotation/3` is called when a player rotates. This function is called with the absolute angles
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that the player client expects. TODO: Teleport Player API.
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- 'from' is the PID of the player's connection process (see `login/3`).
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- 'yaw' and 'pitch' are the angles the player expects to rotate to. These are in Minecraft's rotation format.
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- `state_refs` are your references (see `instantiate/1`)
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"""
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@callback player_rotation(from :: pid(), {yaw :: float(), pitch :: float()}, state_refs :: map()) :: :ok
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def player_rotation(%{:mod => mod, :refs => refs}, {yaw, pitch}) do
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mod.player_rotation(self(), {yaw, pitch}, refs)
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end
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@doc """
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`accept_teleport/3` is called when a client accepts a teleportation as sent by the Synchronize Player Position
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packet (TODO: Teleport Player API). This lets you know that the client is now where you expect it to be.
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@ -271,10 +271,12 @@ defmodule Amethyst.ConnectionState.Configuration do
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send(self(), {:set_state, Amethyst.ConnectionState.Play})
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game = Application.fetch_env!(:amethyst, :default_game) |> Amethyst.GameCoordinator.find_or_create()
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state = state |> Map.put(:game, game)
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if Amethyst.API.Game.login(game, state) == :reject do
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login = Amethyst.API.Game.login(game, state)
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case login do
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:reject ->
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send(self(), {:disconnect, "Default game rejected connection"})
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:ok
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else
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{:accept, {x, y, z}, {yaw, pitch}} ->
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send(self(), {:send_packet, %{
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packet_type: :login,
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entity_id: 0,
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@ -297,6 +299,10 @@ defmodule Amethyst.ConnectionState.Configuration do
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portal_cooldown: 0,
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enforces_secure_chat: false
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}})
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send(self(), {:send_packet, %{
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packet_type: :synchronize_player_position,
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x: x, y: y, z: z, yaw: yaw, pitch: pitch, teleport_id: 0, flags: 0x00
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}})
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state
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end
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end
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@ -60,21 +60,48 @@ defmodule Amethyst.ConnectionState.Play do
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]
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Macros.defpacket_serverbound :confirm_teleportation, 0x00, 767, [teleport_id: :varint]
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Macros.defpacket_serverbound :set_player_position, 0x1A, 767, [
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x: :double,
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feet_y: :double,
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z: :double,
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on_ground: :bool
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]
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Macros.defpacket_serverbound :set_player_position_and_rotation, 0x1B, 767, [
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x: :double,
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feet_y: :double,
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z: :double,
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yaw: :float,
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pitch: :float,
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on_ground: :bool
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]
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Macros.defpacket_serverbound :set_player_rotation, 0x1C, 767, [
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yaw: :float,
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pitch: :float,
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on_ground: :bool # I don't understand their obsession with this...
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]
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@spec handle(
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%{
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:packet_type => :confirm_teleportation,
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:teleport_id => any(),
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optional(any()) => any()
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},
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767,
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nil | maybe_improper_list() | map()
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) :: :ok
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def handle(%{packet_type: :confirm_teleportation, teleport_id: id}, 767, state) do
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Amethyst.API.Game.accept_teleport(state[:game], id)
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:ok
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end
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def handle(%{packet_type: :set_player_position_and_rotation, x: x, feet_y: y, z: z, yaw: yaw, pitch: pitch, on_ground: _ground}, 767, state) do
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# I don't know why we would ever trust on_ground here... the server computes that
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Amethyst.API.Game.player_position(state[:game], {x, y, z})
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Amethyst.API.Game.player_rotation(state[:game], {yaw, pitch})
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:ok
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end
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def handle(%{packet_type: :set_player_position, x: x, feet_y: y, z: z, on_ground: _ground}, 767, state) do
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# I don't know why we would ever trust on_ground here... the server computes that
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Amethyst.API.Game.player_position(state[:game], {x, y, z})
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:ok
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end
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def handle(%{packet_type: :set_player_rotation, yaw: yaw, pitch: pitch, on_ground: _ground}, 767, state) do
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# I don't know why we would ever trust on_ground here... the server computes that
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Amethyst.API.Game.player_rotation(state[:game], {yaw, pitch})
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:ok
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end
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def disconnect(reason) do
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%{
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packet_type: :disconnect,
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@ -12,20 +12,22 @@ defmodule Example.Game do
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def login(from, cfg, refs) do
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Logger.info("Player logged in from #{inspect(from)}: #{inspect(cfg)}")
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Logger.info("The refs for this game are #{inspect(refs)}")
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#send(from, {:send_packet, %{
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# packet_type: :synchronize_player_position,
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# x: 0.0, y: 0.0, z: 0.0, yaw: 0.0, pitch: 0.0, flags: 0x00,
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# teleport_id: 0
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#}})
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:accept
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{:accept, {0.0, 0.0, 0.0}, {0.0, 0.0}}
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end
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@impl true
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@spec player_position(any(), {any(), any(), any()}, any()) :: :ok
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def player_position(from, {x, y, z}, _refs) do
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Logger.info("Player at #{inspect(from)} moved to #{x}, #{y}, #{z}")
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:ok
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end
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@impl true
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def player_rotation(from, {yaw, pitch}, _refs) do
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Logger.info("Player at #{inspect(from)} rotated to #{yaw}, #{pitch}")
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:ok
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end
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@impl true
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def accept_teleport(from, id, _state_refs) do
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Logger.info("Player at #{inspect(from)} accepted teleport #{inspect(id)}")
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