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Bring Rain/Thunder Behavior Inline With Java (#3637)

Closes #3611 Closes #2588 Closes #2499

Signed-off-by: Joshua Castle <26531652+Kas-tle@users.noreply.github.com>
Dieser Commit ist enthalten in:
Kas-tle 2023-03-23 21:57:40 -07:00 committet von GitHub
Ursprung 7ef005006b
Commit 96260cc358
Es konnte kein GPG-Schlüssel zu dieser Signatur gefunden werden
GPG-Schlüssel-ID: 4AEE18F83AFDEB23

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@ -47,21 +47,23 @@ import org.geysermc.geyser.translator.protocol.Translator;
@Translator(packet = ClientboundGameEventPacket.class)
public class JavaGameEventTranslator extends PacketTranslator<ClientboundGameEventPacket> {
// Strength of rainstorms and thunderstorms is a 0-1 float on Java, while on Bedrock it is a 0-65535 int
private static final int MAX_STORM_STRENGTH = 65535;
@Override
public void translate(GeyserSession session, ClientboundGameEventPacket packet) {
PlayerEntity entity = session.getPlayerEntity();
switch (packet.getNotification()) {
// Yes, START_RAIN and STOP_RAIN are swapped in terms of what they cause the client to do.
// This is how the Mojang mappings name them, so we go with it
// It seems Mojang's intent was that START_RAIN would set the rain strength to 0 so that it can then be incremeneted on a gradient by the server
// The inverse is true for STOP_RAIN
// This is indeed the behavior of the vanilla server
// However, it seems most server software (at least Spigot and Paper) did not go along with this
// As a result many developers use these packets for the opposite of what their names implies
// Behavior last verified with Java 1.19.4 and Bedrock 1.19.71
case START_RAIN:
LevelEventPacket startRainPacket = new LevelEventPacket();
startRainPacket.setType(LevelEventType.START_RAINING);
startRainPacket.setData(Integer.MAX_VALUE);
startRainPacket.setPosition(Vector3f.ZERO);
session.sendUpstreamPacket(startRainPacket);
session.setRaining(true);
break;
case STOP_RAIN:
LevelEventPacket stopRainPacket = new LevelEventPacket();
stopRainPacket.setType(LevelEventType.STOP_RAINING);
stopRainPacket.setData(0);
@ -69,34 +71,35 @@ public class JavaGameEventTranslator extends PacketTranslator<ClientboundGameEve
session.sendUpstreamPacket(stopRainPacket);
session.setRaining(false);
break;
case STOP_RAIN:
LevelEventPacket startRainPacket = new LevelEventPacket();
startRainPacket.setType(LevelEventType.START_RAINING);
startRainPacket.setData(MAX_STORM_STRENGTH);
startRainPacket.setPosition(Vector3f.ZERO);
session.sendUpstreamPacket(startRainPacket);
session.setRaining(true);
break;
case RAIN_STRENGTH:
// While the above values are used, they CANNOT BE TRUSTED on a vanilla server as they are swapped around
// Spigot and forks implement it correctly
// Rain strength is your best way for determining if there is any rain
RainStrengthValue value = (RainStrengthValue) packet.getValue();
boolean isCurrentlyRaining = value.getStrength() > 0f;
// Java sends the rain level. Bedrock doesn't care, so we don't care if it's already raining.
if (isCurrentlyRaining != session.isRaining()) {
float rainStrength = ((RainStrengthValue) packet.getValue()).getStrength();
boolean isCurrentlyRaining = rainStrength > 0f;
LevelEventPacket changeRainPacket = new LevelEventPacket();
changeRainPacket.setType(isCurrentlyRaining ? LevelEventType.START_RAINING : LevelEventType.STOP_RAINING);
changeRainPacket.setData(Integer.MAX_VALUE); // Dunno what this does; used to be implemented with ThreadLocalRandom
// This is the rain strength on LevelEventType.START_RAINING, but can be any value on LevelEventType.STOP_RAINING
changeRainPacket.setData((int) (rainStrength * MAX_STORM_STRENGTH));
changeRainPacket.setPosition(Vector3f.ZERO);
session.sendUpstreamPacket(changeRainPacket);
session.setRaining(isCurrentlyRaining);
}
break;
case THUNDER_STRENGTH:
// See above, same process
ThunderStrengthValue thunderValue = (ThunderStrengthValue) packet.getValue();
boolean isCurrentlyThundering = thunderValue.getStrength() > 0f;
if (isCurrentlyThundering != session.isThunder()) {
float thunderStrength = ((ThunderStrengthValue) packet.getValue()).getStrength();
boolean isCurrentlyThundering = thunderStrength > 0f;
LevelEventPacket changeThunderPacket = new LevelEventPacket();
changeThunderPacket.setType(isCurrentlyThundering ? LevelEventType.START_THUNDERSTORM : LevelEventType.STOP_THUNDERSTORM);
changeThunderPacket.setData(Integer.MAX_VALUE);
changeThunderPacket.setData((int) (thunderStrength * MAX_STORM_STRENGTH));
changeThunderPacket.setPosition(Vector3f.ZERO);
session.sendUpstreamPacket(changeThunderPacket);
session.setThunder(isCurrentlyThundering);
}
break;
case CHANGE_GAMEMODE:
GameMode gameMode = (GameMode) packet.getValue();