Some experimentation
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@ -126,7 +126,7 @@ defmodule Amethyst.ConnectionHandler do
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import Amethyst.NBT.Write
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alias Amethyst.Minecraft.Write
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chunk_array = Amethyst.API.Game.chunk(Map.get(state, :game), chunk)
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chunk_array = Amethyst.Game.chunk(Map.get(state, :game), chunk)
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{cx, cz} = chunk
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# TODO: Actually do heightmaps
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@ -227,8 +227,12 @@ defmodule Amethyst.ConnectionHandler do
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end
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rescue
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e ->
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if Mix.env() == :dev do
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Logger.error("Error handling packet with ID #{inspect(id, base: :hex)} in state #{connstate}: #{Exception.format(:error, e, __STACKTRACE__)}")
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else
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send(self(), {:disconnect, "§cError handling packet #{inspect(id, base: :hex)}:\n#{Exception.format(:error, e, __STACKTRACE__)}"})
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Logger.error("Error handling packet with ID #{inspect(id, base: :hex)} in state #{connstate}: #{Exception.format(:error, e, __STACKTRACE__)}")
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end
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state
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end
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end
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@ -14,7 +14,7 @@
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# You should have received a copy of the GNU Affero General Public License
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# along with this program. If not, see <https://www.gnu.org/licenses/>.
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defmodule Amethyst.API.Game do
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defmodule Amethyst.Game do
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@moduledoc """
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This behaviour should be implemented by any Amethyst Game. It additionally
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contains functions that the internal connection handler code uses to more
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@ -271,7 +271,7 @@ 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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login = Amethyst.API.Game.login(game, state)
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login = Amethyst.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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@ -291,7 +291,7 @@ defmodule Amethyst.ConnectionState.Configuration do
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dimension_type: 0,
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dimension_name: "minecraft:overworld",
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hashed_seed: 0,
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game_mode: 3,
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game_mode: 1,
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previous_game_mode: -1,
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is_debug: false,
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is_flat: false,
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@ -176,31 +176,60 @@ defmodule Amethyst.ConnectionState.Play do
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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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Macros.defpacket_serverbound :set_player_on_ground, 0x1D, 767, [on_ground: :bool]
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Macros.defpacket_serverbound :player_command, 0x25, 767, [eid: :varint, action_id: :varint, jump_boost: :varint]
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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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Amethyst.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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Amethyst.Game.player_position(state[:game], {x, y, z})
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Amethyst.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: :serverbound_plugin_message, channel: channel, data: _}, 767, _state) do
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Logger.debug("Got plugin message on #{channel}")
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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.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.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_on_ground, on_ground: _}, 767, _state) do
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:ok # Again, don't trust the client for something we can compute
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end
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def handle(%{packet_type: :player_command, eid: _eid, action_id: aid, jump_boost: _horse_jump}, 767, state) do
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# TODO: Actually handle these events
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case aid do
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0 -> # Start sneaking
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:ok
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1 -> # Stop sneaking
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:ok
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2 -> # Leave bed
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:ok
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3 -> # Start sprinting
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:ok
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4 -> # Stop sprinting
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:ok
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5 -> # Start horse jump
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:ok
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6 -> # Stop horse jump
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:ok
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7 -> # Open vehicle inventory
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:ok
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8 -> # Start elytra flying
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:ok
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_ -> raise RuntimeError, "Unknown Player Command Action ID"
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end
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end
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def disconnect(reason) do
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%{
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@ -1,5 +1,5 @@
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defmodule GameCoordinatorTestGame do
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@behaviour Amethyst.API.Game
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@behaviour Amethyst.Game
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@moduledoc """
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This module is a sample game for the purpose of
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@ -1,6 +1,6 @@
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defmodule Example.Game do
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require Logger
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@behaviour Amethyst.API.Game
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@behaviour Amethyst.Game
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@impl true
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def instantiate(supervisor) do
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@ -40,7 +40,7 @@ defmodule Example.Game do
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end
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@impl true
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def chunk(from, {x, z}, _state_refs) do
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def chunk(_from, {_x, _z}, _state_refs) do
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# Logger.info("Player at #{inspect(from)} wants to know chunk #{x}, #{z}")
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(0..255) |> Enum.map(fn y ->
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if y < 5 do
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@ -49,7 +49,7 @@ defmodule Example.Game do
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end)
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else
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(0..15) |> Enum.map(fn _z ->
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(0..15) |> Enum.map(fn _x -> 0 end)
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(0..15) |> Enum.map(fn _x -> 1 end)
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end)
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end
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end)
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