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|
use azalea_client::{ClientMovementState, StartWalkEvent, WalkDirection, test_utils::prelude::*};
use azalea_core::position::{BlockPos, ChunkPos, Vec3};
use azalea_entity::LookDirection;
use azalea_protocol::{
common::movements::{PositionMoveRotation, RelativeMovements},
packets::{
ConnectionProtocol,
game::{
ClientboundBlockUpdate, ClientboundPlayerPosition, ServerboundGamePacket,
ServerboundPlayerInput,
},
},
};
use azalea_registry::builtin::BlockKind;
#[test]
fn test_correct_sneak_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();
simulation.receive_packet(make_basic_empty_chunk(ChunkPos::new(0, 0), (384 + 64) / 16));
simulation.receive_packet(ClientboundBlockUpdate {
pos: BlockPos::new(0, 119, 0),
block_state: BlockKind::Stone.into(),
});
simulation.receive_packet(ClientboundBlockUpdate {
pos: BlockPos::new(0, 119, 1),
block_state: BlockKind::Stone.into(),
});
simulation.receive_packet(ClientboundPlayerPosition {
id: 1,
change: PositionMoveRotation {
pos: Vec3::new(0.5, 120., 0.5),
delta: Vec3::ZERO,
look_direction: LookDirection::default(),
},
relative: RelativeMovements::all_absolute(),
});
simulation.tick();
simulation.tick();
simulation.tick();
sent_packets.clear();
simulation.with_component_mut::<ClientMovementState>(|p| p.trying_to_crouch = true);
simulation.tick();
sent_packets.expect("PlayerInput", |p| {
matches!(
p,
ServerboundGamePacket::PlayerInput(p)
if *p == ServerboundPlayerInput { shift: true, ..Default::default() }
)
});
sent_packets.expect_tick_end();
sent_packets.expect_empty();
simulation.tick();
simulation.write_message(StartWalkEvent {
entity: simulation.entity,
direction: WalkDirection::Forward,
});
sent_packets.expect_tick_end();
sent_packets.expect_empty();
simulation.tick();
sent_packets.expect("PlayerInput", |p| {
matches!(
p,
ServerboundGamePacket::PlayerInput(p)
if *p == ServerboundPlayerInput { forward: true, shift: true, ..Default::default() }
)
});
sent_packets.expect("MovePlayerPos { z: 0.5294000033944846 }", |p| {
matches!(
p,
ServerboundGamePacket::MovePlayerPos(p)
if p.pos == Vec3::new(0.5, 120., 0.5294000033944846)
)
});
sent_packets.expect_tick_end();
sent_packets.expect_empty();
simulation.tick();
sent_packets.expect("MovePlayerPos { z: 0.5748524105068866 }", |p| {
matches!(
p,
ServerboundGamePacket::MovePlayerPos(p)
if p.pos == Vec3::new(0.5, 120., 0.5748524105068866)
)
});
sent_packets.expect_tick_end();
sent_packets.expect_empty();
simulation.tick();
sent_packets.expect("MovePlayerPos: { z: 0.6290694310673044 }", |p| {
matches!(
p,
ServerboundGamePacket::MovePlayerPos(p)
if p.pos == Vec3::new(0.5, 120., 0.6290694310673044)
)
});
sent_packets.expect_tick_end();
sent_packets.expect_empty();
}
|