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|
use azalea_client::{StartWalkEvent, WalkDirection, 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, ClientboundSetChunkCacheCenter,
ServerboundGamePacket, ServerboundMovePlayerPos,
},
},
};
use azalea_registry::builtin::BlockKind;
#[test]
fn test_correct_movement() {
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(ClientboundSetChunkCacheCenter { x: 1, z: 23 });
simulation.receive_packet(make_basic_empty_chunk(
ChunkPos::new(1, 23),
(384 + 64) / 16,
));
simulation.receive_packet(ClientboundBlockUpdate {
pos: BlockPos::new(31, 63, 370),
block_state: BlockKind::Stone.into(),
});
simulation.receive_packet(ClientboundPlayerPosition {
id: 1,
change: PositionMoveRotation {
pos: Vec3::new(31.5, 64., 370.5),
delta: Vec3::ZERO,
look_direction: LookDirection::default(),
},
relative: RelativeMovements::all_absolute(),
});
simulation.tick();
simulation.tick();
// walk for a tick
simulation.write_message(StartWalkEvent {
entity: simulation.entity,
direction: WalkDirection::Forward,
});
sent_packets.clear();
simulation.tick();
sent_packets.expect("PlayerInput", |p| {
matches!(p, ServerboundGamePacket::PlayerInput(_))
});
sent_packets.expect("MovePlayerPos { pos.z: 370.59800000336764, ... }", |p| {
matches!(
p,
ServerboundGamePacket::MovePlayerPos(ServerboundMovePlayerPos {
pos: Vec3 {
x: 31.5,
y: 64.0,
z: 370.59800000336764
},
flags: MoveFlags {
on_ground: true,
horizontal_collision: false
}
})
)
});
sent_packets.expect_tick_end();
sent_packets.expect_empty();
}
|