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23 changes: 4 additions & 19 deletions src/net/handler.rs
Original file line number Diff line number Diff line change
Expand Up @@ -51,30 +51,15 @@ pub fn handle_game_packet(
let _ = event_tx.try_send(NetworkEvent::ChunkCacheCenter { x: p.x, z: p.z });
}
ClientboundGamePacket::PlayerPosition(p) => {
let _ = event_tx.try_send(NetworkEvent::PlayerPosition {
x: p.change.pos.x,
y: p.change.pos.y,
z: p.change.pos.z,
yaw: p.change.look_direction.y_rot(),
pitch: p.change.look_direction.x_rot(),
});
sender.send(ServerboundGamePacket::AcceptTeleportation(
azalea_protocol::packets::game::s_accept_teleportation::ServerboundAcceptTeleportation {
id: p.id,
},
));
// Vanilla echoes the position after every teleport; servers gate
// per-player entity tracking on it.
sender.send(ServerboundGamePacket::MovePlayerPosRot(
azalea_protocol::packets::game::s_move_player_pos_rot::ServerboundMovePlayerPosRot {
pos: p.change.pos,
look_direction: p.change.look_direction,
flags: azalea_protocol::common::movements::MoveFlags {
on_ground: true,
horizontal_collision: false,
},
},
));
let _ = event_tx.try_send(NetworkEvent::PlayerPosition {
change: p.change.clone(),
relative: p.relative.clone(),
});
}
ClientboundGamePacket::KeepAlive(p) => {
sender.send(ServerboundGamePacket::KeepAlive(
Expand Down
7 changes: 2 additions & 5 deletions src/net/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -36,11 +36,8 @@ pub enum NetworkEvent {
z: i32,
},
PlayerPosition {
x: f64,
y: f64,
z: f64,
yaw: f32,
pitch: f32,
change: azalea_protocol::common::movements::PositionMoveRotation,
relative: azalea_protocol::common::movements::RelativeMovements,
},
PlayerHealth {
health: f32,
Expand Down
96 changes: 78 additions & 18 deletions src/window/mod.rs
Original file line number Diff line number Diff line change
Expand Up @@ -495,29 +495,89 @@ impl App {
self.chunk_store
.set_center(azalea_core::position::ChunkPos::new(x, z));
}
NetworkEvent::PlayerPosition {
x,
y,
z,
yaw,
pitch,
..
} => {
NetworkEvent::PlayerPosition { change, relative } => {
let apply = |rel: bool, base: f64, change: f64| {
if rel { base + change } else { change }
};
let new_pos = azalea_core::position::Vec3 {
x: apply(relative.x, self.player.position.x as f64, change.pos.x),
y: apply(relative.y, self.player.position.y as f64, change.pos.y),
z: apply(relative.z, self.player.position.z as f64, change.pos.z),
};
let new_look = azalea_entity::LookDirection::new(
apply(
relative.y_rot,
self.player.yaw.to_degrees() as f64,
change.look_direction.y_rot() as f64,
) as f32,
apply(
relative.x_rot,
self.player.pitch.to_degrees() as f64,
change.look_direction.x_rot() as f64,
) as f32,
);
let new_vel = glam::Vec3::new(
apply(
relative.delta_x,
self.player.velocity.x as f64,
change.delta.x,
) as f32,
apply(
relative.delta_y,
self.player.velocity.y as f64,
change.delta.y,
) as f32,
apply(
relative.delta_z,
self.player.velocity.z as f64,
change.delta.z,
) as f32,
);

self.player.position =
glam::Vec3::new(new_pos.x as f32, new_pos.y as f32, new_pos.z as f32);
self.player.velocity = new_vel;
self.player.yaw = new_look.y_rot().to_radians();
self.player.pitch = new_look.x_rot().to_radians();
self.prev_player_pos = self.player.position;

self.chunk_store
.set_center(azalea_core::position::ChunkPos::new(
(x as i32).div_euclid(16),
(z as i32).div_euclid(16),
(new_pos.x as i32).div_euclid(16),
(new_pos.z as i32).div_euclid(16),
));

if let Some(renderer) = &mut self.renderer {
renderer.set_camera_position(
new_pos.x,
new_pos.y,
new_pos.z,
new_look.y_rot(),
new_look.x_rot(),
);
}

if !self.position_set {
self.player.position = glam::Vec3::new(x as f32, y as f32, z as f32);
self.player.yaw = yaw.to_radians();
self.player.pitch = pitch.to_radians();
self.prev_player_pos = self.player.position;
if let Some(renderer) = &mut self.renderer {
renderer.set_camera_position(x, y, z, yaw, pitch);
}
self.position_set = true;
tracing::info!("Player position set to ({x:.1}, {y:.1}, {z:.1})");
tracing::info!(
"Player position set to ({:.1}, {:.1}, {:.1})",
new_pos.x,
new_pos.y,
new_pos.z
);
}

if let Some(sender) = &self.packet_sender {
sender.send(ServerboundGamePacket::MovePlayerPosRot(
azalea_protocol::packets::game::s_move_player_pos_rot::ServerboundMovePlayerPosRot {
pos: new_pos,
look_direction: new_look,
flags: azalea_protocol::common::movements::MoveFlags {
on_ground: false,
horizontal_collision: false,
},
},
));
}
}
NetworkEvent::PlayerHealth {
Expand Down
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