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Add a Fake Player API (#3005)
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/*
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* Copyright (c) 2016, 2017, 2018, 2019 FabricMC
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package net.fabricmc.fabric.api.entity;
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import java.util.Map;
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import java.util.Objects;
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import java.util.OptionalInt;
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import java.util.UUID;
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import com.google.common.collect.MapMaker;
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import com.mojang.authlib.GameProfile;
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import org.jetbrains.annotations.Nullable;
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import net.minecraft.block.entity.SignBlockEntity;
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import net.minecraft.entity.Entity;
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import net.minecraft.entity.damage.DamageSource;
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import net.minecraft.entity.passive.AbstractHorseEntity;
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import net.minecraft.inventory.Inventory;
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import net.minecraft.network.packet.c2s.play.ClientSettingsC2SPacket;
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import net.minecraft.scoreboard.AbstractTeam;
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import net.minecraft.screen.NamedScreenHandlerFactory;
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import net.minecraft.server.network.ServerPlayerEntity;
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import net.minecraft.server.world.ServerWorld;
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import net.minecraft.stat.Stat;
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import net.minecraft.util.math.BlockPos;
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import net.fabricmc.fabric.impl.event.interaction.FakePlayerNetworkHandler;
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/**
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* A "fake player" is a {@link ServerPlayerEntity} that is not a human player.
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* They are typically used to automatically perform player actions such as placing blocks.
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*
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* <p>The easiest way to obtain a fake player is with {@link FakePlayer#get(ServerWorld)} or {@link FakePlayer#get(ServerWorld, GameProfile)}.
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* It is also possible to create a subclass for more control over the fake player's behavior.
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*
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* <p>For good inter-mod compatibility, fake players should have the UUID of their owning (human) player.
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* They should still have a different name to ensure the {@link GameProfile} is different.
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* For example:
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* <pre>{@code
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* UUID humanPlayerUuid = ...;
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* String humanPlayerName = ...;
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* GameProfile fakeProfile = new GameProfile(humanPlayerUuid, "[Block Breaker of " + humanPlayerName + "]");
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* }</pre>
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* If a fake player does not belong to a specific player, the {@link #DEFAULT_UUID default UUID} should be used.
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*
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* <p>Fake players try to behave like regular {@link ServerPlayerEntity} objects to a reasonable extent.
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* In some edge cases, or for gameplay considerations, it might be necessary to check whether a {@link ServerPlayerEntity} is a fake player.
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* This can be done with an {@code instanceof} check: {@code player instanceof FakePlayer}.
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*/
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public class FakePlayer extends ServerPlayerEntity {
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/**
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* Default UUID, for fake players not associated with a specific (human) player.
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*/
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public static final UUID DEFAULT_UUID = UUID.fromString("41C82C87-7AfB-4024-BA57-13D2C99CAE77");
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private static final GameProfile DEFAULT_PROFILE = new GameProfile(DEFAULT_UUID, "[Minecraft]");
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/**
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* Retrieves a fake player for the specified world, using the {@link #DEFAULT_UUID default UUID}.
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* This is suitable when the fake player is not associated with a specific (human) player.
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* Otherwise, the UUID of the owning (human) player should be used (see class javadoc).
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*
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* <p>Instances are reused for the same world parameter.
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*
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* <p>Caution should be exerted when storing the returned value,
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* as strong references to the fake player will keep the world loaded.
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*/
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public static FakePlayer get(ServerWorld world) {
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return get(world, DEFAULT_PROFILE);
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}
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/**
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* Retrieves a fake player for the specified world and game profile.
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* See class javadoc for more information on fake player game profiles.
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*
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* <p>Instances are reused for the same parameters.
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*
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* <p>Caution should be exerted when storing the returned value,
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* as strong references to the fake player will keep the world loaded.
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*/
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public static FakePlayer get(ServerWorld world, GameProfile profile) {
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Objects.requireNonNull(world, "World may not be null.");
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Objects.requireNonNull(profile, "Game profile may not be null.");
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return FAKE_PLAYER_MAP.computeIfAbsent(new FakePlayerKey(world, profile), key -> new FakePlayer(key.world, key.profile));
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}
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private record FakePlayerKey(ServerWorld world, GameProfile profile) { }
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private static final Map<FakePlayerKey, FakePlayer> FAKE_PLAYER_MAP = new MapMaker().weakValues().makeMap();
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protected FakePlayer(ServerWorld world, GameProfile profile) {
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super(world.getServer(), world, profile);
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this.networkHandler = new FakePlayerNetworkHandler(this);
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}
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@Override
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public void tick() { }
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@Override
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public void setClientSettings(ClientSettingsC2SPacket packet) { }
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@Override
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public void increaseStat(Stat<?> stat, int amount) { }
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@Override
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public void resetStat(Stat<?> stat) { }
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@Override
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public boolean isInvulnerableTo(DamageSource damageSource) {
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return true;
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}
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@Nullable
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@Override
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public AbstractTeam getScoreboardTeam() {
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// Scoreboard team is checked using the gameprofile name by default, which we don't want.
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return null;
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}
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@Override
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public void sleep(BlockPos pos) {
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// Don't lock bed forever.
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}
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@Override
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public boolean startRiding(Entity entity, boolean force) {
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return false;
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}
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@Override
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public void openEditSignScreen(SignBlockEntity sign) { }
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@Override
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public OptionalInt openHandledScreen(@Nullable NamedScreenHandlerFactory factory) {
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return OptionalInt.empty();
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}
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@Override
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public void openHorseInventory(AbstractHorseEntity horse, Inventory inventory) { }
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}
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@ -0,0 +1,37 @@
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/*
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* Copyright (c) 2016, 2017, 2018, 2019 FabricMC
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package net.fabricmc.fabric.impl.event.interaction;
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import org.jetbrains.annotations.Nullable;
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import net.minecraft.network.ClientConnection;
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import net.minecraft.network.NetworkSide;
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import net.minecraft.network.PacketCallbacks;
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import net.minecraft.network.packet.Packet;
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import net.minecraft.server.network.ServerPlayNetworkHandler;
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import net.minecraft.server.network.ServerPlayerEntity;
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public class FakePlayerNetworkHandler extends ServerPlayNetworkHandler {
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private static final ClientConnection FAKE_CONNECTION = new ClientConnection(NetworkSide.CLIENTBOUND);
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public FakePlayerNetworkHandler(ServerPlayerEntity player) {
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super(player.getServer(), FAKE_CONNECTION, player);
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}
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@Override
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public void sendPacket(Packet<?> packet, @Nullable PacketCallbacks callbacks) { }
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}
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/*
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* Copyright (c) 2016, 2017, 2018, 2019 FabricMC
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package net.fabricmc.fabric.mixin.event.interaction;
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import org.spongepowered.asm.mixin.Mixin;
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import org.spongepowered.asm.mixin.Shadow;
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import org.spongepowered.asm.mixin.injection.At;
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import org.spongepowered.asm.mixin.injection.Inject;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
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import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
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import net.minecraft.advancement.Advancement;
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import net.minecraft.advancement.PlayerAdvancementTracker;
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import net.minecraft.server.network.ServerPlayerEntity;
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import net.fabricmc.fabric.api.entity.FakePlayer;
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@Mixin(PlayerAdvancementTracker.class)
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public class PlayerAdvancementTrackerMixin {
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@Shadow
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private ServerPlayerEntity owner;
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@Inject(method = "setOwner", at = @At("HEAD"), cancellable = true)
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void preventOwnerOverride(ServerPlayerEntity newOwner, CallbackInfo ci) {
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if (newOwner instanceof FakePlayer) {
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// Prevent fake players with the same UUID as a real player from stealing the real player's advancement tracker.
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ci.cancel();
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}
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}
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@Inject(method = "grantCriterion", at = @At("HEAD"), cancellable = true)
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void preventGrantCriterion(Advancement advancement, String criterionName, CallbackInfoReturnable<Boolean> ci) {
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if (owner instanceof FakePlayer) {
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// Prevent granting advancements to fake players.
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ci.setReturnValue(false);
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}
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}
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}
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@ -3,6 +3,7 @@
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"package": "net.fabricmc.fabric.mixin.event.interaction",
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"compatibilityLevel": "JAVA_16",
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"mixins": [
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"PlayerAdvancementTrackerMixin",
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"ServerPlayerEntityMixin",
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"ServerPlayerInteractionManagerMixin",
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"ServerPlayNetworkHandlerMixin"
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/*
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* Copyright (c) 2016, 2017, 2018, 2019 FabricMC
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package net.fabricmc.fabric.test.event.interaction;
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import net.minecraft.block.Blocks;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.item.ItemStack;
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import net.minecraft.item.ItemUsageContext;
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import net.minecraft.item.Items;
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import net.minecraft.test.GameTest;
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import net.minecraft.test.TestContext;
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import net.minecraft.util.Hand;
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import net.minecraft.util.hit.BlockHitResult;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Direction;
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import net.minecraft.util.math.Vec3d;
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import net.fabricmc.fabric.api.entity.FakePlayer;
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import net.fabricmc.fabric.api.gametest.v1.FabricGameTest;
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public class FakePlayerTests {
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/**
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* Try placing a sign with a fake player.
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*/
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@GameTest(templateName = FabricGameTest.EMPTY_STRUCTURE)
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public void testFakePlayerPlaceSign(TestContext context) {
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// This is for Fabric internal testing only, if you copy this to your mod you're on your own...
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BlockPos basePos = new BlockPos(0, 1, 0);
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BlockPos signPos = basePos.up();
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context.setBlockState(basePos, Blocks.STONE.getDefaultState());
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PlayerEntity fakePlayer = FakePlayer.get(context.getWorld());
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BlockPos fakePlayerPos = context.getAbsolutePos(signPos.add(2, 0, 2));
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fakePlayer.setPosition(fakePlayerPos.getX(), fakePlayerPos.getY(), fakePlayerPos.getZ());
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ItemStack signStack = Items.OAK_SIGN.getDefaultStack();
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fakePlayer.setStackInHand(Hand.MAIN_HAND, signStack);
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Vec3d hitPos = context.getAbsolutePos(basePos).toCenterPos().add(0, 0.5, 0);
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BlockHitResult hitResult = new BlockHitResult(hitPos, Direction.UP, context.getAbsolutePos(basePos), false);
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signStack.useOnBlock(new ItemUsageContext(fakePlayer, Hand.MAIN_HAND, hitResult));
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context.checkBlockState(signPos, x -> x.isOf(Blocks.OAK_SIGN), () -> "Sign was not placed");
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context.assertTrue(signStack.isEmpty(), "Sign stack was not emptied");
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context.complete();
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}
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}
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@ -14,6 +14,9 @@
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"net.fabricmc.fabric.test.event.interaction.PlayerBreakBlockTests",
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"net.fabricmc.fabric.test.event.interaction.PlayerPickBlockTests",
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"net.fabricmc.fabric.test.event.interaction.UseEntityTests"
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],
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"fabric-gametest": [
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"net.fabricmc.fabric.test.event.interaction.FakePlayerTests"
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]
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}
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}
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