Fix server game data snapshot being restored in singleplayer (fixes #44)
This commit is contained in:
@@ -0,0 +1,25 @@
|
|||||||
|
package com.replaymod.recording.handler;
|
||||||
|
|
||||||
|
import io.netty.channel.ChannelHandlerContext;
|
||||||
|
import io.netty.channel.SimpleChannelInboundHandler;
|
||||||
|
import net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage;
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Filters out all handshake packets that were sent for recording but must
|
||||||
|
* not actually be handled.
|
||||||
|
* This handler is only present when connected to the integrated server as
|
||||||
|
* otherwise all packets must be handled.
|
||||||
|
*
|
||||||
|
* When in single player, the game state packets must never be handled
|
||||||
|
* otherwise wired bugs related to semi-singletons can occur.
|
||||||
|
* See https://bugs.replaymod.com/show_bug.cgi?id=44
|
||||||
|
*/
|
||||||
|
public class FMLHandshakeFilter extends SimpleChannelInboundHandler<FMLHandshakeMessage> {
|
||||||
|
@Override
|
||||||
|
protected void channelRead0(ChannelHandlerContext ctx, FMLHandshakeMessage msg) throws Exception {
|
||||||
|
if (!(msg instanceof FMLHandshakeMessage.RegistryData)) {
|
||||||
|
// Pass on everything but RegistryData messages
|
||||||
|
ctx.fireChannelRead(msg);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,7 +1,11 @@
|
|||||||
package com.replaymod.recording.mixin;
|
package com.replaymod.recording.mixin;
|
||||||
|
|
||||||
|
import com.replaymod.recording.handler.FMLHandshakeFilter;
|
||||||
|
import io.netty.channel.ChannelPipeline;
|
||||||
import io.netty.channel.embedded.EmbeddedChannel;
|
import io.netty.channel.embedded.EmbeddedChannel;
|
||||||
|
import net.minecraftforge.fml.common.network.handshake.FMLHandshakeCodec;
|
||||||
import net.minecraftforge.fml.common.network.handshake.NetworkDispatcher;
|
import net.minecraftforge.fml.common.network.handshake.NetworkDispatcher;
|
||||||
|
import net.minecraftforge.fml.relauncher.Side;
|
||||||
import org.spongepowered.asm.mixin.Mixin;
|
import org.spongepowered.asm.mixin.Mixin;
|
||||||
import org.spongepowered.asm.mixin.Shadow;
|
import org.spongepowered.asm.mixin.Shadow;
|
||||||
import org.spongepowered.asm.mixin.injection.At;
|
import org.spongepowered.asm.mixin.injection.At;
|
||||||
@@ -11,17 +15,32 @@ import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
|
|||||||
@Mixin(value = NetworkDispatcher.class, remap = false)
|
@Mixin(value = NetworkDispatcher.class, remap = false)
|
||||||
public abstract class MixinNetworkDispatcher {
|
public abstract class MixinNetworkDispatcher {
|
||||||
|
|
||||||
|
@Shadow
|
||||||
|
private Side side;
|
||||||
|
|
||||||
@Shadow
|
@Shadow
|
||||||
private EmbeddedChannel handshakeChannel;
|
private EmbeddedChannel handshakeChannel;
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Always sets fml:isLocal to false.
|
* Always sets fml:isLocal to false on the server side.
|
||||||
* This effectively removes the difference in the FML handshake between SP and MP
|
* This effectively removes the difference in the FML handshake between SP and MP
|
||||||
* and forces the block/item ids, etc. to always be send.
|
* and forces the block/item ids, etc. to always be send.
|
||||||
* This might have undesired side effects but at least it works at all.
|
* Injects a {@link FMLHandshakeFilter} on the client side to filter out
|
||||||
|
* those extra, unexpected packets.
|
||||||
*/
|
*/
|
||||||
@Inject(method = "insertIntoChannel", at=@At("HEAD"))
|
@Inject(method = "insertIntoChannel", at=@At("HEAD"))
|
||||||
public void replayModRecording_forceIsLocalToFalse(CallbackInfo cb) {
|
public void replayModRecording_setupForLocalRecording(CallbackInfo cb) {
|
||||||
handshakeChannel.attr(NetworkDispatcher.IS_LOCAL).set(false);
|
// If we're in multiplayer, everything is fine as is
|
||||||
|
if (!handshakeChannel.attr(NetworkDispatcher.IS_LOCAL).get()) return;
|
||||||
|
|
||||||
|
if (side == Side.SERVER) {
|
||||||
|
// On the server side, force all packets to be sent
|
||||||
|
handshakeChannel.attr(NetworkDispatcher.IS_LOCAL).set(false);
|
||||||
|
} else {
|
||||||
|
// On the client side, discard additional packets
|
||||||
|
ChannelPipeline pipeline = handshakeChannel.pipeline();
|
||||||
|
pipeline.addAfter(pipeline.context(FMLHandshakeCodec.class).name(),
|
||||||
|
"replaymod_filter", new FMLHandshakeFilter());
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Reference in New Issue
Block a user