// Handle0A handles incoming requests of packet 0x0A: Player func Handle0A(server *Server, sender *player.Player) { pkt := new(packet.Player) pkt.ReadFrom(sender.Conn) resp := &packet.Entity{sender.Id()} server.BroadcastPacket(resp) }
func (s *Server) HandleLogin(sender *player.Player) { var r packet.Packet r = &packet.LoginInfo{ Entity: 33, LevelType: "default", GameMode: 1, Dimension: 0, Difficulty: 2, MaxPlayers: 32, } r.WriteTo(sender.Conn) // BUG(toqueteos): Load nearby chunks for z := int32(-1); z < 2; z++ { for x := int32(-1); x < 2; x++ { VirtualChunks(x, z, 64).WriteTo(sender.Conn) } } const ( startX = 8.0 startY = 65.0 startZ = 8.0 ) // Client's spawn position r = &packet.SpawnPosition{X: int32(startX), Y: int32(startY), Z: int32(startZ)} r.WriteTo(sender.Conn) // Client Pos & Look r = &packet.PlayerPosLook{ startX, startY, startZ, // X, Y, Z startY + 1.6, // Stance 0.0, 0.0, // Yaw + Pitch true, // OnGround } r.WriteTo(sender.Conn) // Send nearby clients new client's info r = &packet.EntityNamedSpawn{ Entity: sender.Id(), Name: sender.Name, X: startX, Y: startY, Z: startZ, Yaw: 0.0, Pitch: 0.0, Item: 0, Metadata: player.JustLoginMetadata(sender.Name), } s.BroadcastPacket(r) // Instantiate all other users on new client s.BroadcastLogin(sender) // Save player to server list s.AddPlayer(sender) }
// Handle0C handles incoming requests of packet 0x0C: PlayerLook func Handle0C(server *Server, sender *player.Player) { pkt := new(packet.PlayerLook) pkt.ReadFrom(sender.Conn) resp := &packet.EntityLook{ Entity: sender.Id(), Yaw: pkt.Yaw, Pitch: pkt.Pitch, } server.BroadcastPacket(resp) }
// Handle0D handles incoming requests of packet 0x0D: PlayerPosLook func Handle0D(server *Server, sender *player.Player) { pkt := new(packet.PlayerPosLook) pkt.ReadFrom(sender.Conn) if pkt.Y > pkt.Stance { r := &packet.Disconnect{"Weird packet 0x0D. Server didn't switch Y with Stance."} r.WriteTo(sender.Conn) return } // Player is ready for broadcasts sender.SetReady() // Save position sender.SetPos(pkt.X, pkt.Y, pkt.Z) sender.SetLook(pkt.Pitch, pkt.Yaw) var p packet.Packet // BUG(toqueteos): NMS handle relative movements with other packet // `packet.EntityRelMove` right now we just teleport to the destination. p = &packet.EntityTeleport{ Entity: sender.Id(), X: pkt.X, Y: pkt.Y, Z: pkt.Z, Yaw: pkt.Yaw, Pitch: pkt.Pitch, } server.BroadcastPacket(p) p = &packet.EntityHeadLook{ Entity: sender.Id(), HeadYaw: pkt.Yaw, } server.BroadcastPacket(p) }