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https://github.com/ViaVersion/ViaVersion.git
synchronisiert 2024-11-08 17:20:24 +01:00
Finish up state switching
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Ursprung
39efc5262e
Commit
9c92ccea77
@ -97,13 +97,20 @@ public abstract class AbstractProtocol<CU extends ClientboundPacketType, CM exte
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registerPackets();
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// Register the rest of the ids with no handlers if necessary
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// Register handlers for protocol state switching
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// TODO Only register one of those handlers, possibly somehow in the base protocol
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final SU configurationAcknowledgedPacket = configurationAcknowledgedPacket();
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if (configurationAcknowledgedPacket != null) {
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// TODO Only register one of those handlers, possibly somehow in the base protocol
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registerServerbound(configurationAcknowledgedPacket, wrapper -> wrapper.user().getProtocolInfo().setState(State.CONFIGURATION));
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}
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final ServerboundPacketType finishConfigurationPacket = finishConfigurationPacket();
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if (finishConfigurationPacket != null) {
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final int id = finishConfigurationPacket.getId();
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registerServerbound(State.CONFIGURATION, id, id, wrapper -> wrapper.user().getProtocolInfo().setState(State.PLAY));
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}
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// Register the rest of the ids with no handlers if necessary
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if (unmappedClientboundPacketType != null && mappedClientboundPacketType != null
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&& unmappedClientboundPacketType != mappedClientboundPacketType) {
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registerPacketIdChanges(
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@ -221,6 +228,11 @@ public abstract class AbstractProtocol<CU extends ClientboundPacketType, CM exte
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return packetTypeMap != null ? packetTypeMap.typeByName("CONFIGURATION_ACKNOWLEDGED") : null;
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}
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protected @Nullable ServerboundPacketType finishConfigurationPacket() {
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// To be overridden
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return null;
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}
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// ---------------------------------------------------------------------------------
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@Override
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@ -40,6 +40,7 @@ import com.viaversion.viaversion.protocols.protocol1_20_2to1_20.packet.Serverbou
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import com.viaversion.viaversion.protocols.protocol1_20_2to1_20.rewriter.BlockItemPacketRewriter1_20_2;
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import com.viaversion.viaversion.protocols.protocol1_20_2to1_20.rewriter.EntityPacketRewriter1_20_2;
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import com.viaversion.viaversion.protocols.protocol1_20_2to1_20.storage.ConfigurationState;
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import com.viaversion.viaversion.protocols.protocol1_20_2to1_20.storage.ConfigurationState.BridgePhase;
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import java.util.UUID;
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import org.checkerframework.checker.nullness.qual.Nullable;
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@ -76,26 +77,27 @@ public final class Protocol1_20_2To1_20 extends AbstractProtocol<ClientboundPack
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// hence packets are added to a queue. With the data from the login packet, we sent what is needed
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// during the configuration phase before finally transitioning to the play state with the client as well.
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registerClientbound(State.LOGIN, ClientboundLoginPackets.GAME_PROFILE.getId(), ClientboundLoginPackets.GAME_PROFILE.getId(), wrapper -> {
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wrapper.user().get(ConfigurationState.class).setBridgePhase(ConfigurationState.BridgePhase.PROFILE_SENT);
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wrapper.user().get(ConfigurationState.class).setBridgePhase(BridgePhase.PROFILE_SENT);
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// Set the state according to what the server expects. All packets between now and when the client
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// switches to PLAY as well will be discarded after being dealt with.
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wrapper.user().getProtocolInfo().setState(State.PLAY);
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});
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registerServerbound(State.LOGIN, ServerboundLoginPackets.LOGIN_ACKNOWLEDGED.getId(), -1, wrapper -> {
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wrapper.cancel();
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final ConfigurationState configurationState = wrapper.user().get(ConfigurationState.class);
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configurationState.setBridgePhase(ConfigurationState.BridgePhase.CONFIGURATION);
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// TODO: ... WE NEED TO SET THE ACTUAL STATE TO CONFIGURATON FOR PROTOCOLS DOWN THE LINE AAAAAAAAAAAAAAA
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wrapper.user().getProtocolInfo().setState(State.PLAY);
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configurationState.setBridgePhase(BridgePhase.CONFIGURATION);
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configurationState.sendQueuedPackets(wrapper.user());
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});
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cancelServerbound(State.LOGIN, ServerboundLoginPackets.CUSTOM_QUERY_ANSWER.getId());
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// TODO Needs baseprotocol logic or something to set to PLAY from the next version onwards
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registerServerbound(State.CONFIGURATION, ServerboundConfigurationPackets1_20_2.FINISH_CONFIGURATION.getId(), -1, wrapper -> {
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wrapper.cancel();
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final ConfigurationState configurationState = wrapper.user().get(ConfigurationState.class);
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configurationState.setBridgePhase(ConfigurationState.BridgePhase.NONE);
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configurationState.setBridgePhase(BridgePhase.NONE);
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configurationState.sendQueuedPackets(wrapper.user());
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configurationState.clear();
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});
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@ -120,30 +122,28 @@ public final class Protocol1_20_2To1_20 extends AbstractProtocol<ClientboundPack
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@Override
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public void transform(final Direction direction, final State state, final PacketWrapper packetWrapper) throws Exception {
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final ConfigurationState configurationBridge = packetWrapper.user().get(ConfigurationState.class);
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if (configurationBridge.bridgePhase() == ConfigurationState.BridgePhase.NONE) {
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final BridgePhase phase = configurationBridge.bridgePhase();
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if (phase == BridgePhase.NONE) {
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super.transform(direction, state, packetWrapper);
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return;
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}
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if (direction == Direction.SERVERBOUND) {
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// Client and server might be on two different protocol states - always let the client packets go through
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// Simply change the processed state if necessary
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super.transform(direction, configurationBridge.bridgePhase() == ConfigurationState.BridgePhase.CONFIGURATION
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? State.CONFIGURATION : state, packetWrapper);
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// Client and server will be on different protocol states, pick the right client protocol state
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super.transform(direction, phase == BridgePhase.PROFILE_SENT ? State.LOGIN : State.CONFIGURATION, packetWrapper);
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return;
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}
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// Queue packets sent by the serverwhile we wait for the client to transition to the configuration state
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if (configurationBridge.bridgePhase() == ConfigurationState.BridgePhase.PROFILE_SENT) {
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if (phase == BridgePhase.PROFILE_SENT) {
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// Queue packets sent by the server while we wait for the client to transition to the configuration state
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configurationBridge.addPacketToQueue(packetWrapper, true);
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throw CancelException.generate();
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}
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// Map some of them to their configuration state counterparts, but make sure to late join game through
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if (packetWrapper.getPacketType() == null || packetWrapper.getPacketType().state() != State.CONFIGURATION) {
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// Map some of them to their configuration state counterparts, but make sure to let join game through
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final int unmappedId = packetWrapper.getId();
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if (unmappedId == ClientboundPackets1_19_4.JOIN_GAME.getId()) {
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// Make sure we handle the start of the play phase correctly
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super.transform(direction, state, packetWrapper);
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return;
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}
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