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153 lines
5 KiB
Rust
153 lines
5 KiB
Rust
use azalea_client::{SprintDirection, StartSprintEvent, test_utils::prelude::*};
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use azalea_core::{
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position::{BlockPos, ChunkPos, Vec3},
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resource_location::ResourceLocation,
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};
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use azalea_entity::LookDirection;
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use azalea_protocol::{
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common::movements::{MoveFlags, PositionMoveRotation, RelativeMovements},
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packets::{
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ConnectionProtocol,
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config::{ClientboundFinishConfiguration, ClientboundRegistryData},
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game::{
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ClientboundBlockUpdate, ClientboundPlayerPosition, ServerboundAcceptTeleportation,
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ServerboundGamePacket, ServerboundMovePlayerPos, ServerboundMovePlayerPosRot,
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ServerboundMovePlayerStatusOnly,
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},
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},
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};
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use azalea_registry::{Block, DataRegistry, DimensionType};
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use simdnbt::owned::{NbtCompound, NbtTag};
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#[test]
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fn test_packet_order() {
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init_tracing();
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let mut simulation = Simulation::new(ConnectionProtocol::Configuration);
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let sent_packets = SentPackets::new(&mut simulation);
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simulation.receive_packet(ClientboundRegistryData {
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registry_id: ResourceLocation::new("minecraft:dimension_type"),
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entries: vec![(
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ResourceLocation::new("minecraft:overworld"),
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Some(NbtCompound::from_values(vec![
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("height".into(), NbtTag::Int(384)),
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("min_y".into(), NbtTag::Int(-64)),
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])),
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)]
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.into_iter()
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.collect(),
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});
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simulation.tick();
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simulation.receive_packet(ClientboundFinishConfiguration);
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simulation.tick();
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simulation.receive_packet(make_basic_login_packet(
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DimensionType::new_raw(0), // overworld
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ResourceLocation::new("minecraft:overworld"),
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));
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simulation.tick();
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sent_packets.expect_tick_end();
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sent_packets.expect_empty();
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// receive a chunk so the player is "loaded" now
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simulation.receive_packet(make_basic_empty_chunk(ChunkPos::new(0, 0), (384 + 64) / 16));
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simulation.receive_packet(ClientboundBlockUpdate {
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pos: BlockPos::new(1, 1, 3),
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block_state: Block::Stone.into(),
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});
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simulation.receive_packet(ClientboundPlayerPosition {
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id: 1,
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change: PositionMoveRotation {
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pos: Vec3::new(1.5, 2., 3.5),
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delta: Vec3::ZERO,
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look_direction: LookDirection::default(),
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},
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relative: RelativeMovements::all_absolute(),
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});
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simulation.tick();
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assert_eq!(
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simulation.get_block_state(BlockPos::new(1, 1, 3)),
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Some(Block::Stone.into())
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);
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sent_packets.expect("AcceptTeleportation", |p| {
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matches!(
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p,
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ServerboundGamePacket::AcceptTeleportation(ServerboundAcceptTeleportation { id: 1 })
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)
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});
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sent_packets.expect("MovePlayerPosRot", |p| {
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matches!(
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p,
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ServerboundGamePacket::MovePlayerPosRot(ServerboundMovePlayerPosRot {
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flags: MoveFlags {
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on_ground: false,
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horizontal_collision: false
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},
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..
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})
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)
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});
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// in vanilla these might be sent in a later tick (depending on how long it
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// takes to render the chunks)... see the comment in player_loaded_packet.
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// this might be worth changing later for better anticheat compat?
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sent_packets.expect("PlayerLoaded", |p| {
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matches!(p, ServerboundGamePacket::PlayerLoaded(_))
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});
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sent_packets.expect("MovePlayerPos", |p| {
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matches!(
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p,
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ServerboundGamePacket::MovePlayerPos(ServerboundMovePlayerPos {
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flags: MoveFlags {
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on_ground: false,
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horizontal_collision: false
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},
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..
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})
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)
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});
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sent_packets.expect_tick_end();
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sent_packets.expect_empty();
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// it takes a tick for on_ground to be true
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simulation.tick();
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sent_packets.expect("MovePlayerStatusOnly", |p| {
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matches!(
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p,
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ServerboundGamePacket::MovePlayerStatusOnly(ServerboundMovePlayerStatusOnly {
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flags: MoveFlags {
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on_ground: true,
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horizontal_collision: false
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}
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})
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)
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});
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sent_packets.expect_tick_end();
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sent_packets.expect_empty();
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// make sure nothing happens now
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simulation.tick();
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sent_packets.expect_tick_end();
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sent_packets.expect_empty();
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// now sprint for a tick
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simulation.send_event(StartSprintEvent {
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entity: simulation.entity,
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direction: SprintDirection::Forward,
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});
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simulation.tick();
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sent_packets.expect("PlayerInput", |p| {
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matches!(p, ServerboundGamePacket::PlayerInput(_))
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});
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sent_packets.expect("PlayerCommand", |p| {
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matches!(p, ServerboundGamePacket::PlayerCommand(_))
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});
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sent_packets.expect("MovePlayerPos", |p| {
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matches!(p, ServerboundGamePacket::MovePlayerPos(_))
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});
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sent_packets.expect_tick_end();
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sent_packets.expect_empty();
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}
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