Files
mcsrv/playPackets.go
2024-10-26 12:41:37 +02:00

1426 lines
37 KiB
Go

package main
import (
"bufio"
"bytes"
"errors"
"github.com/Tnze/go-mc/nbt"
"github.com/google/uuid"
"math/rand/v2"
"time"
)
func (player *Player) sendBundleDelimiter() error {
return player.sendPacket(0x00, &bytes.Buffer{})
}
func (player *Player) sendSpawnEntity(entity *Entity) error {
var buf bytes.Buffer
entity.add(&buf)
return player.sendPacket(0x01, &buf)
}
func (player *Player) sendSpawnXP(xpOrb XPOrb) error {
var buf bytes.Buffer
xpOrb.add(&buf)
return player.sendPacket(0x02, &buf)
}
func (player *Player) sendEntityAnimation(entity *Entity) error {
var buf bytes.Buffer
addVarint(&buf, entity.ID)
addByte(&buf, entity.Animation)
return player.sendPacket(0x03, &buf)
}
func (player *Player) sendAwardStatistics() error {
var buf bytes.Buffer
addVarint(&buf, int32(len(player.statistics)))
for _, stat := range player.statistics {
addVarint(&buf, stat.CategoryID)
addVarint(&buf, stat.StatisticID)
addVarint(&buf, stat.Value)
}
return player.sendPacket(0x04, &buf)
}
func (player *Player) sendBlockChangeACK(seqID int32) error {
var buf bytes.Buffer
addVarint(&buf, seqID)
return player.sendPacket(0x05, &buf)
}
func (player *Player) sendBlockDestroyStage(entity *Entity, block *Block) error {
var buf bytes.Buffer
addVarint(&buf, entity.ID)
block.Position.add(&buf)
addByte(&buf, block.DestroyStage)
return player.sendPacket(0x06, &buf)
}
func (player *Player) sendBlockEntityData(entity *Entity, block *Block) error {
var buf bytes.Buffer
block.Position.add(&buf)
addVarint(&buf, entity.ID)
var nbtBuf bytes.Buffer
nbtWriter := bufio.NewWriter(&nbtBuf)
nbtEnc := nbt.NewEncoder(nbtWriter)
for key, val := range block.BlockEntityData {
err := nbtEnc.Encode(val, key)
if err != nil {
return err
}
}
nbtWriter.Flush()
buf.ReadFrom(&nbtBuf)
return player.sendPacket(0x07, &buf)
}
func (player *Player) sendBlockAction(block *Block, actionID uint8, actionParam uint8) error {
var buf bytes.Buffer
block.Position.add(&buf)
addByte(&buf, actionID)
addByte(&buf, actionParam)
addVarint(&buf, block.BlockTypeID)
return player.sendPacket(0x08, &buf)
}
func (player *Player) sendBlockUpdate(block *Block) error {
var buf bytes.Buffer
block.Position.add(&buf)
addVarint(&buf, block.BlockStateID)
return player.sendPacket(0x09, &buf)
}
func (player *Player) sendDifficulty() error {
var buf bytes.Buffer
addByte(&buf, world.Difficulty)
addBool(&buf, world.DifficultyLocked)
return player.sendPacket(0x0B, &buf)
}
func (player *Player) sendChunks() error {
//var buf bytes.Buffer
var bufFinished bytes.Buffer
err := player.sendPacket(0x0D, &bytes.Buffer{}) //chunk batch start
if err != nil {
return err
}
//count:= int32(len(chunks))
count := int32(0)
addVarint(&bufFinished, count)
err = player.sendPacket(0x0C, &bufFinished) //chunk batch end
if err != nil {
return err
}
return nil
}
//0x0E is chunk biomes, might implement later
//0x10 is Command Suggestions Response, might implement later
//0x11 is Commands, might implement later
func (player *Player) sendCloseContainer(windowID uint8) error {
var buf bytes.Buffer
addByte(&buf, windowID)
player.WindowID = 0
return player.sendPacket(0x12, &buf)
}
func (player *Player) sendContainerContent(window *Window, cursor *ItemStack) error {
var buf bytes.Buffer
addByte(&buf, window.ID)
addVarint(&buf, player.lastContainerStateID)
player.lastContainerStateID++
addVarint(&buf, int32(len(window.Slots)))
for _, slot := range window.Slots {
slot.Stack.add(&buf)
}
cursor.add(&buf)
return player.sendPacket(0x13, &buf)
}
func (player *Player) sendContainerProperty(windowID uint8, property int16, value int16) error {
var buf bytes.Buffer
addByte(&buf, windowID)
addInt16(&buf, property)
addInt16(&buf, value)
return player.sendPacket(0x14, &buf)
}
func (player *Player) sendContainerSlot(windowID uint8, slotIndex int16, slot *ItemStack) error {
var buf bytes.Buffer
addByte(&buf, windowID)
addVarint(&buf, player.lastContainerStateID)
player.lastContainerStateID++
addInt16(&buf, slotIndex)
slot.add(&buf)
return player.sendPacket(0x15, &buf)
}
//0x16 is cookie, might get implemented cross-state
func (player *Player) sendCooldown(itemID int32, cooldownTicks int32) error {
var buf bytes.Buffer
addVarint(&buf, itemID)
addVarint(&buf, cooldownTicks)
return player.sendPacket(0x17, &buf)
}
func (player *Player) sendChatSuggestions(action int32, entries []string) error {
var buf bytes.Buffer
addVarint(&buf, action)
addVarint(&buf, int32(len(entries)))
for _, entry := range entries {
addString(&buf, entry)
}
return player.sendPacket(0x18, &buf)
}
//0x19 is plugin message, should be implemented globally
func (player *Player) sendDamageEvent(damagedEntity *Entity, damageType int32, sourceEntity *Entity, sourceDirectEntity *Entity) error {
var buf bytes.Buffer
addVarint(&buf, damagedEntity.ID)
addVarint(&buf, damageType)
addVarint(&buf, sourceEntity.ID)
if sourceDirectEntity != nil {
addVarint(&buf, sourceDirectEntity.ID)
} else {
addVarint(&buf, sourceEntity.ID)
}
addBool(&buf, true)
sourceEntity.Position.add(&buf)
return player.sendPacket(0x1A, &buf)
}
func (player *Player) sendDebugSample(sampleType int32, sample []int64) error {
var buf bytes.Buffer
addVarint(&buf, int32(len(sample)))
for _, val := range sample {
addInt64(&buf, val)
}
addVarint(&buf, sampleType)
return player.sendPacket(0x1B, &buf)
}
func (player *Player) deleteMessage(messageID int32, signature []byte) error {
var buf bytes.Buffer
addVarint(&buf, messageID)
if messageID == 0 {
for _, sigPiece := range signature {
addByte(&buf, sigPiece)
}
}
return player.sendPacket(0x1C, &buf)
}
//0x1D is disconnect, should be implemented globally
func (player *Player) sendDisguisedChatMessage(message TextComponent, typeID int32, senderName TextComponent, targetName *TextComponent) error {
var buf bytes.Buffer
addTextComponent(&buf, message)
addVarint(&buf, typeID)
addTextComponent(&buf, senderName)
hasTargetName := targetName != nil
addBool(&buf, hasTargetName)
if hasTargetName {
addTextComponent(&buf, *targetName)
}
return player.sendPacket(0x1E, &buf)
}
func (player *Player) sendEntityEvent(entity *Entity) error {
var buf bytes.Buffer
addInt32(&buf, entity.ID)
addByte(&buf, byte(entity.status))
return player.sendPacket(0x1F, &buf)
}
func (player *Player) sendExplosion(explosion *Explosion) error {
var buf bytes.Buffer
explosion.Position.add(&buf)
addFloat32(&buf, explosion.Strength)
addVarint(&buf, int32(len(explosion.AffectedBlockRecords)))
for _, affectedBlockRecord := range explosion.AffectedBlockRecords {
affectedBlockRecord.add(&buf)
}
explosion.PlayerMotion.add(&buf)
addVarint(&buf, explosion.BlockInteraction)
explosion.SmallExplosionParticle.addExplosion(&buf)
explosion.LargeExplosionParticle.addExplosion(&buf)
explosion.ExplosionSound.add(&buf)
return player.sendPacket(0x20, &buf)
}
func (player *Player) sendUnloadChunk(chunk *Chunk) error {
var buf bytes.Buffer
addInt32(&buf, chunk.Z)
addInt32(&buf, chunk.X)
return player.sendPacket(0x21, &buf)
}
func (player *Player) sendGameEvent(event uint8, value float32) error {
var buf bytes.Buffer
addByte(&buf, event)
addFloat32(&buf, value)
return player.sendPacket(0x22, &buf)
}
func (player *Player) sendHorseScreen(windowID uint8, slotCount int32, entityID int32) error {
var buf bytes.Buffer
addByte(&buf, windowID)
addVarint(&buf, slotCount)
addInt32(&buf, entityID)
return player.sendPacket(0x23, &buf)
}
// Example usage in sendHurtAnimation
func (player *Player) sendHurtAnimation(attacker *Entity) error {
var buf bytes.Buffer
addVarint(&buf, attacker.ID)
// Calculate yaw based on attacker and player positions
attackYaw := calculateYaw(attacker.Position, player.Position)
addFloat32(&buf, attackYaw)
return player.sendPacket(0x24, &buf)
}
func (player *Player) sendWorldBorder() error {
var buf bytes.Buffer
addFloat64(&buf, player.Dimension.Border.X)
addFloat64(&buf, player.Dimension.Border.Z)
addFloat64(&buf, player.Dimension.Border.OldDiameter)
addFloat64(&buf, player.Dimension.Border.NewDiameter)
addVarlong(&buf, player.Dimension.Border.Speed)
addVarint(&buf, player.Dimension.Border.PortalTeleportBoundary)
addVarint(&buf, player.Dimension.Border.WarningBlocks)
addVarint(&buf, player.Dimension.Border.WarningTime)
return player.sendPacket(0x25, &buf)
}
//0x26 is keepalive
//0x27 is chunk and light //TODO LATER
func (player *Player) sendWorldEvent(event int32, position BlockPosition, data int32, disableRelativeVolume bool) error {
var buf bytes.Buffer
addInt32(&buf, event)
position.add(&buf)
addInt32(&buf, data)
addBool(&buf, disableRelativeVolume)
return player.sendPacket(0x28, &buf)
}
func (player *Player) sendParticle(particle *Particle, count int32) error {
var buf bytes.Buffer
particle.addPacket(&buf, count)
return player.sendPacket(0x29, &buf)
}
//0x2A is Update light levels //TODO LATER
func (player *Player) sendPlayStart() error {
var buf bytes.Buffer
addInt32(&buf, player.Entity.ID)
addBool(&buf, world.Hardcore)
addVarint(&buf, int32(len(world.Dimensions)))
for _, dimension := range world.Dimensions {
addString(&buf, dimension.Name)
}
addVarint(&buf, maxPlayers)
addVarint(&buf, world.ViewDistance)
addVarint(&buf, world.SimulationDistance)
addBool(&buf, world.ReducedDebugInfo)
addBool(&buf, world.EnableRespawnScreen)
addBool(&buf, world.DoLimitedCrafting)
addVarint(&buf, player.Dimension.ID)
addString(&buf, player.Dimension.Name)
noise, err := world.Seed.MarshalBinary()
if err != nil {
return err
}
for i := 0; i < 8; i++ {
addByte(&buf, noise[i])
}
addByte(&buf, player.GameMode)
addByte(&buf, byte(player.PreviousGameMode))
addBool(&buf, world.Debug)
addBool(&buf, world.Flat)
hasDeathLocation := player.DeathDimension != nil
addBool(&buf, hasDeathLocation)
if hasDeathLocation {
addString(&buf, player.DeathDimension.Name)
player.DeathPosition.add(&buf)
}
addVarint(&buf, player.Entity.PortalCooldown)
addBool(&buf, world.EnforceSecureChat)
return player.sendPacket(0x2B, &buf)
}
func (player *Player) sendMapItemData(mapId int32) error {
var buf bytes.Buffer
mapEntry, found := world.Maps[mapId]
if found {
mapEntry.add(&buf)
}
return player.sendPacket(0x2C, &buf)
}
func (player *Player) sendMerchantOffers(windowID int32, entity *VillagerEntity) error {
var buf bytes.Buffer
entity.addOffers(&buf, windowID)
return player.sendPacket(0x2D, &buf)
}
func (player *Player) sendEntityPositionUpdate(entity *Entity, deltas []int16) error {
if len(deltas) != 3 {
return errors.New("invalid deltas")
}
var buf bytes.Buffer
addVarint(&buf, entity.ID)
addInt16(&buf, deltas[0])
addInt16(&buf, deltas[1])
addInt16(&buf, deltas[2])
addBool(&buf, entity.onGround())
return player.sendPacket(0x2E, &buf)
}
func (player *Player) sendEntityPositionRotationUpdate(entity *Entity, deltas []int16) error {
if len(deltas) != 3 {
return errors.New("invalid deltas")
}
var buf bytes.Buffer
addVarint(&buf, entity.ID)
addInt16(&buf, deltas[0])
addInt16(&buf, deltas[1])
addInt16(&buf, deltas[2])
addByte(&buf, entity.Rotation.Yaw)
addByte(&buf, entity.Rotation.Pitch)
addBool(&buf, entity.onGround())
return player.sendPacket(0x2F, &buf)
}
func (player *Player) sendEntityRotationUpdate(entity *Entity) error {
var buf bytes.Buffer
addVarint(&buf, entity.ID)
addByte(&buf, entity.Rotation.Yaw)
addByte(&buf, entity.Rotation.Pitch)
addBool(&buf, entity.onGround())
return player.sendPacket(0x30, &buf)
}
func (player *Player) sendVehicleMove() error {
if player.Entity.Vehicle != nil {
var buf bytes.Buffer
player.Entity.Vehicle.Position.add(&buf)
addFloat32(&buf, float32(player.Entity.Vehicle.Rotation.Yaw))
addFloat32(&buf, float32(player.Entity.Vehicle.Rotation.Pitch))
return player.sendPacket(0x31, &buf)
}
return errors.New("no vehicle")
}
func (player *Player) sendBookOpen(isOffHand bool) error {
var buf bytes.Buffer
hand := int32(0)
if isOffHand {
hand = 1
}
addVarint(&buf, hand)
return player.sendPacket(0x32, &buf)
}
func (player *Player) sendOpenScreen(windowID int32, window *Window, title TextComponent) error {
var buf bytes.Buffer
addVarint(&buf, windowID)
addVarint(&buf, window.Type)
addTextComponent(&buf, title)
return player.sendPacket(0x33, &buf)
}
func (player *Player) sendOpenSignEditor(blockPosition BlockPosition, front bool) error {
var buf bytes.Buffer
blockPosition.add(&buf)
addBool(&buf, front)
return player.sendPacket(0x34, &buf)
}
//0x35 is ping to client
//0x36 is pong
func (player *Player) sendGhostRecipe(windowID uint8, recipe string) error {
var buf bytes.Buffer
addByte(&buf, windowID)
addString(&buf, recipe)
return player.sendPacket(0x37, &buf)
}
func (player *Player) sendAbilities() error {
var buf bytes.Buffer
addByte(&buf, player.Abilites.export())
addFloat32(&buf, player.FlyingSpeed)
addFloat32(&buf, player.FOVModifier)
return player.sendPacket(0x38, &buf)
}
func (player *Player) sendChatMessage(sender *Player, message string) error {
var buf bytes.Buffer
//TODO IMPLEMENT
addUUID(&buf, sender.uuid)
addVarint(&buf, sender.MessageIndex)
addBool(&buf, false)
addString(&buf, message)
addInt64(&buf, time.Now().Unix())
addInt64(&buf, rand.Int64())
//not implementing secure chat
return player.sendPacket(0x39, &buf)
}
func (player *Player) sendDeath(message TextComponent) error {
var buf bytes.Buffer
addVarint(&buf, player.Entity.ID)
addTextComponent(&buf, message)
return player.sendPacket(0x3C, &buf)
}
func (player *Player) sendRemoveFromTab(playersToRemove []uuid.UUID) error {
if len(playersToRemove) > 0 {
var buf bytes.Buffer
addVarint(&buf, int32(len(playersToRemove)))
for _, playerToRemove := range playersToRemove {
addUUID(&buf, playerToRemove)
}
return player.sendPacket(0x3D, &buf)
}
return errors.New("no playersToRemove")
}
func (player *Player) sendPlayerInfoUpdate(actions byte, players []uuid.UUID, playerActions []PlayerAction) error {
var buf bytes.Buffer
// Write the actions byte
addByte(&buf, actions)
// Write the number of players
addVarint(&buf, int32(len(players)))
// For each player, write their UUID and corresponding actions
for i, playerUUID := range players {
addUUID(&buf, playerUUID)
action := playerActions[i]
// Based on the action mask, we add the relevant player info
if actions&0x01 != 0 {
action.add(&buf)
}
if actions&0x04 != 0 {
addVarint(&buf, action.GameMode) // Update Game Mode
}
if actions&0x08 != 0 {
addBool(&buf, action.Listed) // Update Listed
}
if actions&0x10 != 0 {
addVarint(&buf, action.Ping) // Update Latency
}
if actions&0x20 != 0 {
addBool(&buf, action.HasDisplayName) // Update Display Name
if action.HasDisplayName {
addString(&buf, action.DisplayName)
}
}
}
return player.sendPacket(0x3E, &buf)
}
func (player *Player) sendLookAtPos(pos EntityPosition, aimEyes bool) error {
var buf bytes.Buffer
addBool(&buf, aimEyes)
pos.add(&buf)
addBool(&buf, false)
return player.sendPacket(0x3F, &buf)
}
func (player *Player) sendLookAtEntity(entity *Entity, atEntityEyes bool, aimEyes bool) error {
var buf bytes.Buffer
addBool(&buf, aimEyes)
entity.Position.add(&buf)
addBool(&buf, true)
addVarint(&buf, entity.ID)
addBool(&buf, atEntityEyes)
return player.sendPacket(0x3F, &buf)
}
func (player *Player) sendPosition() error {
var buf bytes.Buffer
player.Position.add(&buf)
player.Rotation.addBasic(&buf)
addByte(&buf, 0) //all absolute
addVarint(&buf, player.teleportID)
player.teleportID++
return player.sendPacket(0x40, &buf)
}
func (player *Player) sendUpdateRecipeBook(action int32, craftingOpen, craftingFilter, smeltingOpen, smeltingFilter, blastFurnaceOpen, blastFurnaceFilter, smokerOpen, smokerFilter bool, recipeIDs1 []string, recipeIDs2 []string) error {
var buf bytes.Buffer
// Add Action
addVarint(&buf, action)
// Add boolean flags
addBool(&buf, craftingOpen)
addBool(&buf, craftingFilter)
addBool(&buf, smeltingOpen)
addBool(&buf, smeltingFilter)
addBool(&buf, blastFurnaceOpen)
addBool(&buf, blastFurnaceFilter)
addBool(&buf, smokerOpen)
addBool(&buf, smokerFilter)
// Add Array size 1 (for Recipe IDs)
addVarint(&buf, int32(len(recipeIDs1)))
for _, recipeID := range recipeIDs1 {
addString(&buf, recipeID)
}
// If action is 0 (init), add Array size 2 and its Recipe IDs
if action == 0 {
addVarint(&buf, int32(len(recipeIDs2)))
for _, recipeID := range recipeIDs2 {
addString(&buf, recipeID)
}
}
// Send packet with ID 0x41
return player.sendPacket(0x41, &buf)
}
func (player *Player) sendRemoveEntities(entities []*Entity) error {
if len(entities) > 0 {
var buf bytes.Buffer
addVarint(&buf, int32(len(entities)))
for _, entity := range entities {
addVarint(&buf, entity.ID)
}
return player.sendPacket(0x42, &buf)
}
return nil
}
// sendRemoveEntityEffect sends a packet to remove an entity's effect.
func (player *Player) sendRemoveEntityEffect(entity *Entity, effectID int32) error {
var buf bytes.Buffer
// Add Entity ID
addVarint(&buf, entity.ID)
// Add Effect ID
addVarint(&buf, effectID)
// Send packet with ID 0x43
return player.sendPacket(0x43, &buf)
}
// sendResetScore sends a packet to reset a player's score.
func (player *Player) sendResetScore(entityName string, objectiveName string) error {
var buf bytes.Buffer
// Add Entity Name
addString(&buf, entityName)
// Add Has an Objective Name flag
addBool(&buf, len(objectiveName) > 0)
// If there is an Objective Name, add it
if len(objectiveName) > 0 {
addString(&buf, objectiveName)
}
// Send packet with ID 0x44
return player.sendPacket(0x44, &buf)
}
// sendRemoveResourcePack sends a packet to remove a resource pack.
func (player *Player) sendRemoveResourcePack(resourcePackUUID uuid.UUID) error {
var buf bytes.Buffer
// Add Has UUID flag
addBool(&buf, resourcePackUUID != uuid.Nil)
// If there's a specific resource pack, add its UUID
if resourcePackUUID != uuid.Nil {
addUUID(&buf, resourcePackUUID)
}
// Send a packet with ID 0x45
return player.sendPacket(0x45, &buf)
}
// Sends a packet to add a resource pack.
func (player *Player) sendAddResourcePack(resourcePackUUID uuid.UUID, url string, hash string, forced bool, hasPrompt bool, promptMessage TextComponent) error {
var buf bytes.Buffer
// Add UUID
addUUID(&buf, resourcePackUUID)
// Add URL
addString(&buf, url)
// Add Hash (40-character hexadecimal string)
addString(&buf, hash)
// Add a Forced flag
addBool(&buf, forced)
// Add Has Prompt flag
addBool(&buf, hasPrompt)
// If there's a custom prompt, add it
if hasPrompt {
addTextComponent(&buf, promptMessage)
}
// Send packet with ID 0x46
return player.sendPacket(0x46, &buf)
}
// sendRespawn sends a respawn packet.
func (player *Player) sendRespawn(keepAttributes bool, keepMetadata bool) error {
var buf bytes.Buffer
// Add Dimension Type
addVarint(&buf, player.Dimension.ID)
// Add Dimension Name
addString(&buf, player.Dimension.Name)
noise, err := world.Seed.MarshalBinary()
if err != nil {
return err
}
for i := 0; i < 8; i++ {
addByte(&buf, noise[i])
}
// Add Game Mode
addByte(&buf, player.GameMode)
// Add Previous Game Mode
addByte(&buf, byte(player.PreviousGameMode))
// Add Is Debug flag
addBool(&buf, world.Debug)
// Add Is Flat flag
addBool(&buf, world.Flat)
// Add Has a Death Location flag
addBool(&buf, player.DeathPosition != BlockPosition{})
// If the player has a death location, add the dimension and position
if player.DeathPosition.X != 0 && player.DeathPosition.Y != 0 && player.DeathPosition.Z != 0 {
addString(&buf, player.DeathDimension.Name)
player.DeathPosition.add(&buf)
}
// Add Portal Cooldown
addVarint(&buf, player.portalCooldown)
var dataKept byte
if keepAttributes {
dataKept |= 0x01
}
if keepMetadata {
dataKept |= 0x02
}
// Add Data Kept bitmask
addByte(&buf, dataKept)
// Send packet with ID 0x47
return player.sendPacket(0x47, &buf)
}
func (player *Player) sendHeadRotation(entity *Entity) error {
var buf bytes.Buffer
addVarint(&buf, entity.ID)
addByte(&buf, entity.Rotation.Yaw)
return player.sendPacket(0x48, &buf)
}
// sendUpdateSectionBlocks sends a packet to update section blocks.
func (player *Player) sendUpdateSectionBlocks(chunkX, chunkY, chunkZ int, blocks []Block) error {
var buf bytes.Buffer
// Add Chunk Section Position (calculated from chunkX, chunkY, chunkZ)
sectionPosition := ((chunkX & 0x3FFFFF) << 42) | (chunkZ&0x3FFFFF)<<20 | (chunkY & 0xFFFFF)
addInt64(&buf, int64(sectionPosition))
// Add number of blocks
addVarint(&buf, int32(len(blocks)))
// Add each block's state and position
for _, block := range blocks {
blockData := int64(block.BlockStateID<<12) | int64(block.Position.X<<8|block.Position.Z<<4|int32(block.Position.Y))
addVarlong(&buf, blockData)
}
// Send packet with ID 0x49
return player.sendPacket(0x49, &buf)
}
// sendSelectAdvancementsTab sends a packet to select an advancement tab.
func (player *Player) sendSelectAdvancementsTab() error {
var buf bytes.Buffer
// Add Has ID flag
addBool(&buf, player.advancementTab != "")
// If there's an ID, add it
if player.advancementTab != "" {
addString(&buf, player.advancementTab)
}
// Send a packet with ID 0x4A
return player.sendPacket(0x4A, &buf)
}
// sendServerData sends a packet containing the server's MOTD and optional icon.
func (player *Player) sendServerData() error {
var buf bytes.Buffer
// Add MOTD
addTextComponent(&buf, TextComponent{
Text: "Hello there",
Extra: nil,
CleanText: "Hello there",
})
// Add Has Icon flag
addBool(&buf, len(iconData) > 0)
// If there is an icon, add it
if len(iconData) > 0 {
addBytes(&buf, iconData)
}
// Send a packet with ID 0x4B
return player.sendPacket(0x4B, &buf)
}
// sendSetActionBarText sends a packet to set the action bar text.
func (player *Player) sendSetActionBarText(text TextComponent) error {
var buf bytes.Buffer
// Add Action Bar Text
addTextComponent(&buf, text)
// Send packet with ID 0x4C
return player.sendPacket(0x4C, &buf)
}
// sendSetBorderCenter sends a packet to set the border center.
func (player *Player) sendSetBorderCenter() error {
var buf bytes.Buffer
// Add X and Z coordinates
addFloat64(&buf, player.Dimension.Border.X)
addFloat64(&buf, player.Dimension.Border.Z)
// Send a packet with ID 0x4D
return player.sendPacket(0x4D, &buf)
}
// sendSetBorderLerpSize sends a packet to set the border lerp size.
func (player *Player) sendSetBorderLerpSize() error {
var buf bytes.Buffer
// Add Old Diameter
addFloat64(&buf, player.Dimension.Border.OldDiameter)
// Add New Diameter
addFloat64(&buf, player.Dimension.Border.NewDiameter)
// Add Speed
addVarlong(&buf, player.Dimension.Border.Speed)
// Send packet with ID 0x4E
return player.sendPacket(0x4E, &buf)
}
// sendSetBorderSize sends a packet to set the border size.
func (player *Player) sendSetBorderSize() error {
var buf bytes.Buffer
// Add Diameter
addFloat64(&buf, player.Dimension.Border.NewDiameter)
// Send packet with ID 0x4F
return player.sendPacket(0x4F, &buf)
}
// sendSetBorderWarningDelay sends a packet to set the border warning delay.
func (player *Player) sendSetBorderWarningDelay() error {
var buf bytes.Buffer
// Add Warning Time (seconds)
addVarint(&buf, player.Dimension.Border.WarningTime)
// Send packet with ID 0x50
return player.sendPacket(0x50, &buf)
}
// sendSetBorderWarningDistance sends a packet to set the border warning distance.
func (player *Player) sendSetBorderWarningDistance() error {
var buf bytes.Buffer
// Add Warning Distance (blocks)
addVarint(&buf, player.Dimension.Border.WarningBlocks)
// Send packet with ID 0x51
return player.sendPacket(0x51, &buf)
}
// sendSetCamera sends a packet to set the camera view to an entity.
func (player *Player) sendSetCamera(entity *Entity) error {
var buf bytes.Buffer
// Add Camera Entity ID
addVarint(&buf, entity.ID)
// Send packet with ID 0x52
return player.sendPacket(0x52, &buf)
}
// sendSetHeldItem sends a packet to set the player's held item slot.
func (player *Player) sendSetHeldItem() error {
var buf bytes.Buffer
// Add ItemStack
addByte(&buf, player.inventory.activeSlot)
// Send packet with ID 0x53
return player.sendPacket(0x53, &buf)
}
// sendSetCenterChunk sends a packet to set the player's center chunk.
func (player *Player) sendSetCenterChunk() error {
var buf bytes.Buffer
chunkX, chunkZ := player.Position.toChunkPos()
// Add Chunk X and Chunk Z
addVarint(&buf, chunkX)
addVarint(&buf, chunkZ)
// Send packet with ID 0x54
return player.sendPacket(0x54, &buf)
}
// sendSetRenderDistance sends a packet to set the render distance.
func (player *Player) sendSetRenderDistance() error {
var buf bytes.Buffer
// Add View Distance
addVarint(&buf, player.Dimension.RenderDistance)
// Send packet with ID 0x55
return player.sendPacket(0x55, &buf)
}
// sendSetDefaultSpawnPosition sends a packet to set the default spawn position.
func (player *Player) sendSetDefaultSpawnPosition() error {
var buf bytes.Buffer
// Add Position
player.Dimension.SpawnPosition.add(&buf)
// Add Angle
addFloat32(&buf, player.Dimension.SpawnAngle)
// Send packet with ID 0x56
return player.sendPacket(0x56, &buf)
}
// sendDisplayObjective sends a packet to display an objective.
func (player *Player) sendDisplayObjective(position byte, scoreName string) error {
var buf bytes.Buffer
// Add Position
addByte(&buf, position)
// Add Score Name
addString(&buf, scoreName)
// Send a packet with ID 0x57
return player.sendPacket(0x57, &buf)
}
// sendSetEntityMetadata sends a packet to update entity metadata.
func (player *Player) sendSetEntityMetadata(entityID int32, metadata EntityMetadata) error {
var buf bytes.Buffer
// Add Entity ID
addVarint(&buf, entityID)
// Add EntityMetadata
metadata.add(&buf)
// Send packet with ID 0x58
return player.sendPacket(0x58, &buf)
}
// sendLinkEntities sends a packet to link two entities together.
func (player *Player) sendLinkEntities(attached, holding *Entity) error {
var buf bytes.Buffer
// Add Attached Entity ID
addVarint(&buf, attached.ID)
// Add Holding Entity ID
addVarint(&buf, holding.ID)
// Send packet with ID 0x59
return player.sendPacket(0x59, &buf)
}
// sendSetEntityVelocity sends a packet to set an entity's velocity.
func (player *Player) sendSetEntityVelocity(entity *Entity) error {
var buf bytes.Buffer
// Add Entity ID
addVarint(&buf, entity.ID)
// Add Velocities
addInt16(&buf, int16(entity.Velocity.X))
addInt16(&buf, int16(entity.Velocity.Y))
addInt16(&buf, int16(entity.Velocity.Z))
// Send a packet with ID 0x5A
return player.sendPacket(0x5A, &buf)
}
// sendSetEquipment sends a packet to update an entity's equipment.
func (player *Player) sendSetEquipment(entity *Entity) error {
var buf bytes.Buffer
// Add Entity ID
addVarint(&buf, entity.ID)
for i := range 7 {
slot := i
if i == 6 {
slot |= 0x80
}
addByte(&buf, byte(slot))
player.inventory.slots[i].add(&buf)
}
// Send a packet with ID 0x5B
return player.sendPacket(0x5B, &buf)
}
// Function to send experience update packet
func (player *Player) sendSetExperience() error {
var buf bytes.Buffer
baseExperience := int32(7)
experienceMultiplier := int32(3)
level := int32(0)
requiredExperience := int32(0)
nextLevelExperience := baseExperience
// Calculate level based on total experience
for {
// Calculate experience required to reach the next level
requiredExperience += nextLevelExperience
if player.XP < requiredExperience {
break
}
// Increment level and calculate experience required for the next level
level++
nextLevelExperience = baseExperience + (level*experienceMultiplier*(level+2))/2
}
// Calculate experience bar as a percentage of the next level
var experienceBar float32
if level > 0 {
experienceBar = float32(player.XP-requiredExperience+nextLevelExperience) / float32(nextLevelExperience) // Calculate experience bar
} else {
experienceBar = float32(player.XP) / float32(baseExperience) // If the level is 0, baseExperience is used
}
// Add Experience Bar (percentage of next level)
addFloat32(&buf, experienceBar)
// Add Level
addVarint(&buf, level)
// Add Total Experience
addVarint(&buf, player.XP)
// Send a packet with ID 0x5C
return player.sendPacket(0x5C, &buf)
}
// sendSetHealth sends a packet to update the player's health and food levels.
func (player *Player) sendSetHealth() error {
var buf bytes.Buffer
// Add Health
addFloat32(&buf, player.Entity.Health)
// Add Food Level
addVarint(&buf, player.FoodLevel)
// Add Food Saturation
addFloat32(&buf, player.FoodSaturation)
// Send a packet with ID 0x5D
return player.sendPacket(0x5D, &buf)
}
//TODO 0x5E update objectives
func (player *Player) sendPassengers(entity *Entity) error {
var buf bytes.Buffer
addVarint(&buf, entity.ID)
addVarint(&buf, int32(len(entity.Passengers)))
for _, pass := range entity.Passengers {
addVarint(&buf, pass.ID)
}
return player.sendPacket(0x5F, &buf)
}
//TODO 0X60 are teams
//TODO 0x61 is scoreboard update
func (player *Player) sendSimulationDistance() error {
var buf bytes.Buffer
addVarint(&buf, world.SimulationDistance)
return player.sendPacket(0x62, &buf)
}
func (player *Player) sendSubtitleText(text TextComponent) error {
var buf bytes.Buffer
addTextComponent(&buf, text)
return player.sendPacket(0x63, &buf)
}
func (player *Player) sendTime() error {
var buf bytes.Buffer
addInt64(&buf, player.Dimension.World.Age)
addInt64(&buf, player.Dimension.World.Time)
return player.sendPacket(0x64, &buf)
}
func (player *Player) sendTitleText(text TextComponent) error {
var buf bytes.Buffer
addTextComponent(&buf, text)
return player.sendPacket(0x65, &buf)
}
func (player *Player) sendTitleTimes(fadeIn, stay, fadeout int32) error {
var buf bytes.Buffer
addInt32(&buf, fadeIn)
addInt32(&buf, stay)
addInt32(&buf, fadeout)
return player.sendPacket(0x66, &buf)
}
func (player *Player) sendEntitySound(sound Sound, entity *Entity) error {
var buf bytes.Buffer
addVarint(&buf, sound.ID)
if sound.ID == 0 {
addString(&buf, sound.Name)
addBool(&buf, sound.FixedRange)
if sound.FixedRange {
addFloat32(&buf, sound.Range)
}
}
addVarint(&buf, sound.Category)
addVarint(&buf, entity.ID)
addFloat32(&buf, sound.Volume)
addFloat32(&buf, sound.Pitch)
addInt64(&buf, sound.Seed)
return player.sendPacket(0x67, &buf)
}
// sendSoundEffect sends a sound effect packet to the player.
func (player *Player) sendSoundEffect(sound Sound, position EntityPosition) error {
var buf bytes.Buffer
// Add Sound ID (Sound ID + 1; if 0, use Name)
addVarint(&buf, sound.ID+1)
// If Sound ID is 0, add the sound name, fixed range flag, and range
if sound.ID == 0 {
addString(&buf, sound.Name)
addBool(&buf, sound.FixedRange)
if sound.FixedRange {
addFloat32(&buf, sound.Range)
}
}
// Add Sound Category
addVarint(&buf, sound.Category)
// Add Effect Position X, Y, Z (multiplied by 8 to handle the fixed-point encoding)
position.encodeFixedPoint(&buf)
// Add Volume and Pitch
addFloat32(&buf, sound.Volume)
addFloat32(&buf, sound.Pitch)
// Add Seed
addInt64(&buf, sound.Seed)
// Send a packet with ID 0x68
return player.sendPacket(0x68, &buf)
}
func (player *Player) restartConfiguration() error {
var buf bytes.Buffer
return player.sendPacket(0x69, &buf)
}
// sendStopSound sends a packet to stop sound effects for the player.
func (player *Player) sendStopSound(source int32, soundName string) error {
var buf bytes.Buffer
var flags byte
if source >= 0 {
flags |= 0x01
}
if soundName != "" {
flags |= 0x02
}
// Add Flags
addByte(&buf, flags)
// If flags indicate that the Source is present (bit 0x1), add the Source
if flags&0x1 != 0 {
addVarint(&buf, source)
}
// If flags indicate that the Sound Name is present (bit 0x2), add the Sound Name
if flags&0x2 != 0 {
addString(&buf, soundName)
}
// Send packet with ID 0x6A
return player.sendPacket(0x6A, &buf)
}
//TODO 0x6B is store cookie
func (player *Player) sendSystemChatMessage(content TextComponent, overlay bool) error {
var buf bytes.Buffer
addTextComponent(&buf, content)
addBool(&buf, overlay)
return player.sendPacket(0x6C, &buf)
}
func (player *Player) sendTabHeaderAndFooter(header, footer TextComponent) error {
var buf bytes.Buffer
addTextComponent(&buf, header)
addTextComponent(&buf, footer)
return player.sendPacket(0x6D, &buf)
}
// sendTagQueryResponse sends a response to a query for a block/entity NBT tag.
func (player *Player) sendTagQueryResponse(transactionID int32, nbtData []byte) error {
var buf bytes.Buffer
// Add Transaction ID
addVarint(&buf, transactionID)
// Add NBT data (can be TAG_END if no NBT is present)
buf.Write(nbtData)
// Send packet with ID 0x6E
return player.sendPacket(0x6E, &buf)
}
// sendPickupItem sends a packet when an entity picks up an item.
func (player *Player) sendPickupItem(collectedEntityID, collectorEntityID, itemCount int32) error {
var buf bytes.Buffer
// Add Collected Entity ID
addVarint(&buf, collectedEntityID)
// Add Collector Entity ID
addVarint(&buf, collectorEntityID)
// Add Pickup Item Count
addVarint(&buf, itemCount)
// Send packet with ID 0x6F
return player.sendPacket(0x6F, &buf)
}
// sendTeleportEntity sends a teleport entity packet.
func (player *Player) sendTeleportEntity(entity *Entity) error {
var buf bytes.Buffer
// Add Entity ID
addVarint(&buf, entity.ID)
// Add Position (X, Y, Z)
entity.Position.add(&buf)
// Add Yaw and Pitch
entity.Rotation.addBasic(&buf)
// Add On a Ground flag
addBool(&buf, entity.onGround())
// Send packet with ID 0x70
return player.sendPacket(0x70, &buf)
}
// sendSetTickingState sends a packet to adjust the client's ticking state.
func (player *Player) sendSetTickingState() error {
var buf bytes.Buffer
// Add Tick Rate
addFloat32(&buf, world.TickRate)
// Add Is Frozen flag
addBool(&buf, world.TickRate <= 0)
// Send a packet with ID 0x71
return player.sendPacket(0x71, &buf)
}
// sendStepTick sends a packet to advance the client's processing by a specified number of ticks.
func (player *Player) sendStepTick(tickSteps int32) error {
var buf bytes.Buffer
// Add Tick Steps
addVarint(&buf, tickSteps)
// Send a packet with ID 0x72
return player.sendPacket(0x72, &buf)
}
// sendTransferPlay sends a packet to notify the client to transfer to a new server.
func (player *Player) sendTransferPlay(host string, port int32) error {
var buf bytes.Buffer
// Add Host (server hostname or IP)
addString(&buf, host)
// Add Port
addVarint(&buf, port)
// Send a packet with ID 0x73
return player.sendPacket(0x73, &buf)
}
//TODO 0x74 are advancements update
// sendUpdateAttributes sends an attribute update packet for the given entity.
func (player *Player) sendUpdateAttributes(entity *Entity) error {
var buf bytes.Buffer
// Add Entity ID
addVarint(&buf, entity.ID)
// Add Number Of Properties (Attributes)
addVarint(&buf, int32(len(entity.Attributes)))
// Iterate over all attributes and add them to the buffer
for _, attr := range entity.Attributes {
// Add EntityAttribute ID (VarInt Enum)
addVarint(&buf, attr.ID)
// Add EntityAttribute Value (Base Value)
addFloat64(&buf, attr.Value)
// Add Number Of Modifiers for this attribute
addVarint(&buf, int32(len(attr.Modifiers)))
// Add each modifier
for _, mod := range attr.Modifiers {
// Add Modifier ID (UUID or unique identifier)
addUUID(&buf, mod.ID)
// Add Modifier Amount
addFloat64(&buf, mod.Amount)
// Add Modifier Operation
addByte(&buf, mod.Operation)
}
}
// Send packet with ID 0x75
return player.sendPacket(0x75, &buf)
}
// sendEntityEffect sends an effect update packet to apply an effect on the given entity.
func (player *Player) sendEntityEffect(entityEffect *EntityEffect) error {
var buf bytes.Buffer
// Add Entity ID (VarInt)
addVarint(&buf, entityEffect.EntityID)
// Add Effect ID (VarInt)
addVarint(&buf, entityEffect.EffectID)
// Add Amplifier (VarInt)
addVarint(&buf, entityEffect.Amplifier)
// Add Duration (VarInt, use -1 for infinite)
addVarint(&buf, entityEffect.Duration)
// Add Flags (Byte, bitfield)
addByte(&buf, entityEffect.Flags)
// Send a packet with ID 0x76
return player.sendPacket(0x76, &buf)
}
// sendUpdateRecipes sends the Update Recipes packet to the client
func (player *Player) sendUpdateRecipes(packet *UpdateRecipesPacket) error {
var buf bytes.Buffer
// Add number of recipes (VarInt)
addVarint(&buf, packet.NumRecipes)
// Add each recipe entry
for _, recipeEntry := range packet.Recipes {
addVarint(&buf, recipeEntry.TypeID) // Add the recipe type (VarInt)
recipeEntry.encode(&buf) // Add the recipe-specific data
}
// Send the packet (0x77)
return player.sendPacket(0x77, &buf)
}
//0x78 is tags that are implemented cross-state
func (player *Player) sendProjectilePower(entity *Entity) error {
var buf bytes.Buffer
addVarint(&buf, entity.ID)
addFloat64(&buf, entity.ProjectilePower)
return player.sendPacket(0x79, &buf)
}
//0x7A are report details that are implemented cross-state
//0x7B are server links that are implemented cross-state