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use azalea_client::{SprintDirection, StartSprintEvent, test_utils::prelude::*};
use azalea_core::{
position::{BlockPos, ChunkPos, Vec3},
resource_location::ResourceLocation,
};
use azalea_entity::LookDirection;
use azalea_protocol::{
common::movements::{MoveFlags, PositionMoveRotation, RelativeMovements},
packets::{
ConnectionProtocol,
config::{ClientboundFinishConfiguration, ClientboundRegistryData},
game::{
ClientboundBlockUpdate, ClientboundPlayerPosition, ServerboundAcceptTeleportation,
ServerboundGamePacket, ServerboundMovePlayerPos, ServerboundMovePlayerPosRot,
ServerboundMovePlayerStatusOnly,
},
},
};
use azalea_registry::{Block, DataRegistry, DimensionType};
use simdnbt::owned::{NbtCompound, NbtTag};
#[test]
fn test_packet_order() {
init_tracing();
let mut simulation = Simulation::new(ConnectionProtocol::Configuration);
let sent_packets = SentPackets::new(&mut simulation);
simulation.receive_packet(ClientboundRegistryData {
registry_id: ResourceLocation::new("minecraft:dimension_type"),
entries: vec![(
ResourceLocation::new("minecraft:overworld"),
Some(NbtCompound::from_values(vec![
("height".into(), NbtTag::Int(384)),
("min_y".into(), NbtTag::Int(-64)),
])),
)]
.into_iter()
.collect(),
});
simulation.tick();
simulation.receive_packet(ClientboundFinishConfiguration);
simulation.tick();
simulation.receive_packet(make_basic_login_packet(
DimensionType::new_raw(0), // overworld
ResourceLocation::new("minecraft:overworld"),
));
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: Block::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(Block::Stone.into())
);
sent_packets.expect("AcceptTeleportation", |p| {
matches!(
p,
ServerboundGamePacket::AcceptTeleportation(ServerboundAcceptTeleportation { id: 1 })
)
});
sent_packets.expect("MovePlayerPosRot", |p| {
matches!(
p,
ServerboundGamePacket::MovePlayerPosRot(ServerboundMovePlayerPosRot {
flags: MoveFlags {
on_ground: false,
horizontal_collision: false
},
..
})
)
});
// 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(ServerboundMovePlayerPos {
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.send_event(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();
}
|