use azalea_client::{SprintDirection, StartSprintEvent, test_utils::prelude::*}; use azalea_core::position::{BlockPos, ChunkPos, Vec3}; use azalea_entity::LookDirection; use azalea_protocol::{ common::movements::{MoveFlags, PositionMoveRotation, RelativeMovements}, packets::{ ConnectionProtocol, game::{ ClientboundBlockUpdate, ClientboundPlayerPosition, ServerboundAcceptTeleportation, ServerboundGamePacket, ServerboundMovePlayerPosRot, ServerboundMovePlayerStatusOnly, }, }, }; use azalea_registry::builtin::BlockKind; #[test] fn test_packet_order() { let _lock = init(); let mut simulation = Simulation::new(ConnectionProtocol::Game); let sent_packets = SentPackets::new(&mut simulation); simulation.receive_packet(default_login_packet()); simulation.tick(); sent_packets.expect_tick_end(); sent_packets.expect_empty(); // receive a chunk so the player is "loaded" now simulation.receive_packet(make_basic_empty_chunk(ChunkPos::new(0, 0), (384 + 64) / 16)); simulation.receive_packet(ClientboundBlockUpdate { pos: BlockPos::new(1, 1, 3), block_state: BlockKind::Stone.into(), }); simulation.receive_packet(ClientboundPlayerPosition { id: 1, change: PositionMoveRotation { pos: Vec3::new(1.5, 2., 3.5), delta: Vec3::ZERO, look_direction: LookDirection::default(), }, relative: RelativeMovements::all_absolute(), }); simulation.tick(); assert_eq!( simulation.get_block_state(BlockPos::new(1, 1, 3)), Some(BlockKind::Stone.into()) ); sent_packets.expect("AcceptTeleportation", |p| { matches!( p, ServerboundGamePacket::AcceptTeleportation(ServerboundAcceptTeleportation { id: 1 }) ) }); sent_packets.expect("MovePlayerPosRot", |p| { matches!( p, ServerboundGamePacket::MovePlayerPosRot(p) if p == &ServerboundMovePlayerPosRot { flags: MoveFlags { on_ground: false, horizontal_collision: false }, pos: Vec3::new(1.5, 2., 3.5), look_direction: LookDirection::default(), } ) }); // in vanilla these might be sent in a later tick (depending on how long it // takes to render the chunks)... see the comment in player_loaded_packet. // this might be worth changing later for better anticheat compat? sent_packets.expect("PlayerLoaded", |p| { matches!(p, ServerboundGamePacket::PlayerLoaded(_)) }); sent_packets.expect("MovePlayerPos", |p| { matches!( p, ServerboundGamePacket::MovePlayerPos(p) if p.flags == MoveFlags { on_ground: false, horizontal_collision: false } ) }); sent_packets.expect_tick_end(); sent_packets.expect_empty(); // it takes a tick for on_ground to be true simulation.tick(); sent_packets.expect("MovePlayerStatusOnly", |p| { matches!( p, ServerboundGamePacket::MovePlayerStatusOnly(ServerboundMovePlayerStatusOnly { flags: MoveFlags { on_ground: true, horizontal_collision: false } }) ) }); sent_packets.expect_tick_end(); sent_packets.expect_empty(); // make sure nothing happens now simulation.tick(); sent_packets.expect_tick_end(); sent_packets.expect_empty(); // now sprint for a tick simulation.write_message(StartSprintEvent { entity: simulation.entity, direction: SprintDirection::Forward, }); simulation.tick(); sent_packets.expect("PlayerInput", |p| { matches!(p, ServerboundGamePacket::PlayerInput(_)) }); sent_packets.expect("PlayerCommand", |p| { matches!(p, ServerboundGamePacket::PlayerCommand(_)) }); sent_packets.expect("MovePlayerPos", |p| { matches!(p, ServerboundGamePacket::MovePlayerPos(_)) }); sent_packets.expect_tick_end(); sent_packets.expect_empty(); }