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use azalea_core::tick::GameTick;
use azalea_entity::{HasClientLoaded, InLoadedChunk, LocalEntity, update_in_loaded_chunk};
use azalea_physics::PhysicsSystems;
use azalea_protocol::packets::game::ServerboundPlayerLoaded;
use bevy_app::{App, Plugin};
use bevy_ecs::prelude::*;
use crate::{mining::MiningSystems, packet::game::SendGamePacketEvent};
pub struct PlayerLoadedPlugin;
impl Plugin for PlayerLoadedPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
GameTick,
// vanilla runs this on gameMode.tick()
player_loaded_packet
.after(update_in_loaded_chunk)
.before(PhysicsSystems)
.before(MiningSystems)
.before(crate::movement::send_position),
);
}
}
// this component is removed on respawn or disconnect
// (notably, it's not removed on login)
// mojmap interchangeably calls it 'has client loaded' and 'has player loaded',
// i prefer the client one because it makes it clear that the component is only
// present on our own clients
#[allow(clippy::type_complexity)]
pub fn player_loaded_packet(
mut commands: Commands,
query: Query<
Entity,
(
With<LocalEntity>,
Without<HasClientLoaded>,
// the vanilla client waits for the chunk mesh to be "compiled" for the renderer (or
// some other conditions) before sending PlayerLoaded. see LevelLoadStatusManager.tick
// in the decompiled source
With<InLoadedChunk>,
),
>,
) {
for entity in query.iter() {
commands.trigger(SendGamePacketEvent::new(entity, ServerboundPlayerLoaded));
commands.entity(entity).insert(HasClientLoaded);
}
}
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