Files
ReplayModCinematic/src/main/java/com/replaymod/replay/ReplayHandler.java
Jonas Herzig 0aed9c3c17 Merge branch 1.8.9 into 1.9.4
f36ebf1 Merge branch 1.8 into 1.8.9
08170b3 Downgrade FG to 2.1 because FG 2.2 is 1.9+ only
41d2547 Update translations
00e999f Fix replay not being closed when opened via URI scheme handler (fixes #92)
767ea29 Fix book gui not being suppressed during replay (fixes #90)
5b04edb Hide ReplayMod app entry from menus on Linux
6aff99d Fix livelock during netty write to embedded channel (fixes #85)
703805f Fix infinite loop in mc.scheduledTasks (fixes #86)
7a4440c Update ReplayStudio
0b9c56c Fix resource packs not working after first time jumping back in time
933ee5f [Compat] Fix camera entity with BetterSprinting prior to 2.0.0 (fixes #78)
83b1090 Fix hotbar being visible while spectating player (fixes #83)
5c73117 [Compat] Fix invisible entities with Orange's 1.7 Animations (fixes #78)
4704b29 Replace the RenderPlayer hook (used subclassing) with a mixin (fixes #79)
0c226b0 Fix path at end of replay resulting in constant reloading (fixes #56)
1b9b13e Rename render success sound to all lowercase (required for 1.11) (fixes #66)
c2000b3 Fix only front-facing chunks visible for ODS rendering (fixes #67)
aafeecc Fix initial login gui not closing on success (fixes #68)
9292add Use percent-encoding for replay file names (fixes #71)
8499c0f Fix name of invis armor stand with CustomNameVisible not rendering (fixes #72)
b9ea572 Try to handle invalid ffmpeg arguments more gracefully (fixes #77)
a2f8c88 Fix compression packets being recorded (fixes #80)
19629c3 Replace usages of System.out with logger
fe1d9b8 Stop Forge from allowing the mod to load on other MC versions (fixes #82)
1a1e96c Fix server with RM installed refusing clients without RM (fixes #76)
35eb9ca Replace usage of FMLLog with the mod logger
2017-08-26 14:16:08 +02:00

365 lines
13 KiB
Java
Executable File

package com.replaymod.replay;
import com.google.common.base.Preconditions;
import com.mojang.authlib.GameProfile;
import com.replaymod.core.utils.Restrictions;
import com.replaymod.replay.camera.CameraEntity;
import com.replaymod.replay.camera.SpectatorCameraController;
import com.replaymod.replay.events.ReplayCloseEvent;
import com.replaymod.replay.events.ReplayOpenEvent;
import com.replaymod.replay.gui.overlay.GuiReplayOverlay;
import com.replaymod.replaystudio.data.Marker;
import com.replaymod.replaystudio.replay.ReplayFile;
import com.replaymod.replaystudio.util.Location;
import io.netty.channel.ChannelHandlerContext;
import io.netty.channel.embedded.EmbeddedChannel;
import net.minecraft.client.Minecraft;
import net.minecraft.client.entity.EntityOtherPlayerMP;
import net.minecraft.client.gui.GuiScreen;
import net.minecraft.client.gui.ScaledResolution;
import net.minecraft.client.network.NetHandlerPlayClient;
import net.minecraft.client.resources.I18n;
import net.minecraft.entity.Entity;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.network.EnumPacketDirection;
import net.minecraft.network.NetworkManager;
import net.minecraftforge.common.MinecraftForge;
import net.minecraftforge.fml.client.FMLClientHandler;
import net.minecraftforge.fml.common.network.handshake.NetworkDispatcher;
import org.lwjgl.opengl.Display;
import java.io.IOException;
import java.util.*;
import static net.minecraft.client.renderer.GlStateManager.*;
import static org.lwjgl.opengl.GL11.GL_COLOR_BUFFER_BIT;
import static org.lwjgl.opengl.GL11.GL_DEPTH_BUFFER_BIT;
public class ReplayHandler {
private static Minecraft mc = Minecraft.getMinecraft();
/**
* The file currently being played.
*/
private final ReplayFile replayFile;
/**
* Decodes and sends packets into channel.
*/
private final ReplaySender replaySender;
/**
* Currently active replay restrictions.
*/
private Restrictions restrictions = new Restrictions();
/**
* Whether camera movements by user input and/or server packets should be suppressed.
*/
private boolean suppressCameraMovements;
private final List<Marker> markers;
private final GuiReplayOverlay overlay;
private EmbeddedChannel channel;
/**
* The position at which the camera should be located after the next jump.
*/
private Location targetCameraPosition;
private UUID spectating;
public ReplayHandler(ReplayFile replayFile, boolean asyncMode) throws IOException {
Preconditions.checkState(mc.isCallingFromMinecraftThread(), "Must be called from Minecraft thread.");
this.replayFile = replayFile;
MinecraftForge.EVENT_BUS.post(new ReplayOpenEvent.Pre(this));
markers = new ArrayList<>(replayFile.getMarkers().or(Collections.emptySet()));
replaySender = new ReplaySender(this, replayFile, asyncMode);
setup();
overlay = new GuiReplayOverlay(this);
overlay.setVisible(true);
MinecraftForge.EVENT_BUS.post(new ReplayOpenEvent.Post(this));
}
void restartedReplay() {
channel.close();
restrictions = new Restrictions();
setup();
}
public void endReplay() throws IOException {
Preconditions.checkState(mc.isCallingFromMinecraftThread(), "Must be called from Minecraft thread.");
MinecraftForge.EVENT_BUS.post(new ReplayCloseEvent.Pre(this));
replaySender.terminateReplay();
replayFile.save();
replayFile.close();
channel.close().awaitUninterruptibly();
if (mc.thePlayer instanceof CameraEntity) {
mc.thePlayer.setDead();
}
if (mc.theWorld != null) {
mc.theWorld.sendQuittingDisconnectingPacket();
mc.loadWorld(null);
}
mc.timer.timerSpeed = 1;
overlay.setVisible(false);
ReplayModReplay.instance.replayHandler = null;
mc.displayGuiScreen(null);
MinecraftForge.EVENT_BUS.post(new ReplayCloseEvent.Post(this));
}
private void setup() {
mc.ingameGUI.getChatGUI().clearChatMessages();
NetworkManager networkManager = new NetworkManager(EnumPacketDirection.CLIENTBOUND) {
@Override
public void exceptionCaught(ChannelHandlerContext ctx, Throwable t) {
t.printStackTrace();
}
};
NetHandlerPlayClient netHandlerPlayClient =
new NetHandlerPlayClient(mc, null, networkManager, new GameProfile(UUID.randomUUID(), "Player"));
networkManager.setNetHandler(netHandlerPlayClient);
FMLClientHandler.instance().setPlayClient(netHandlerPlayClient);
channel = new EmbeddedChannel(networkManager);
NetworkDispatcher networkDispatcher = new NetworkDispatcher(networkManager);
channel.attr(NetworkDispatcher.FML_DISPATCHER).set(networkDispatcher);
channel.pipeline().addFirst("ReplayModReplay_replaySender", replaySender);
channel.pipeline().addAfter("ReplayModReplay_replaySender", "fml:packet_handler", networkDispatcher);
channel.pipeline().fireChannelActive();
}
public ReplayFile getReplayFile() {
return replayFile;
}
public Restrictions getRestrictions() {
return restrictions;
}
public ReplaySender getReplaySender() {
return replaySender;
}
public GuiReplayOverlay getOverlay() {
return overlay;
}
/**
* Return whether camera movement by user inputs and/or server packets should be suppressed.
* @return {@code true} if these kinds of movement should be suppressed
*/
public boolean shouldSuppressCameraMovements() {
return suppressCameraMovements;
}
/**
* Set whether camera movement by user inputs and/or server packets should be suppressed.
* @param suppressCameraMovements {@code true} to suppress these kinds of movement, {@code false} to allow them
*/
public void setSuppressCameraMovements(boolean suppressCameraMovements) {
this.suppressCameraMovements = suppressCameraMovements;
}
/**
* Returns all markers.
* When changed, {@link #saveMarkers()} should be called to save the changes.
* @return Collection of markers in no particular order
*/
public Collection<Marker> getMarkers() {
return markers;
}
/**
* Saves all markers.
*/
public void saveMarkers() {
try {
replayFile.writeMarkers(new HashSet<>(markers));
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* Spectate the specified entity.
* When the entity is {@code null} or the camera entity, the camera becomes the view entity.
* @param e The entity to spectate
*/
public void spectateEntity(Entity e) {
CameraEntity cameraEntity = getCameraEntity();
if (cameraEntity == null) {
return; // Cannot spectate if we have no camera
}
if (e == null || e == cameraEntity) {
spectating = null;
e = cameraEntity;
} else if (e instanceof EntityPlayer) {
spectating = e.getUniqueID();
}
if (e == cameraEntity) {
cameraEntity.setCameraController(ReplayModReplay.instance.createCameraController(cameraEntity));
} else {
cameraEntity.setCameraController(new SpectatorCameraController(cameraEntity));
}
if (mc.getRenderViewEntity() != e) {
mc.setRenderViewEntity(e);
cameraEntity.setCameraPosRot(e);
}
}
/**
* Set the camera as the view entity.
* This is equivalent to {@link #spectateEntity(Entity) spectateEntity(null)}.
*/
public void spectateCamera() {
spectateEntity(null);
}
/**
* Returns whether the current view entity is the camera entity.
* @return {@code true} if the camera is the view entity, {@code false} otherwise
*/
public boolean isCameraView() {
return mc.thePlayer instanceof CameraEntity && mc.thePlayer == mc.getRenderViewEntity();
}
/**
* Returns the camera entity.
* @return The camera entity or {@code null} if it does not yet exist
*/
public CameraEntity getCameraEntity() {
return mc.thePlayer instanceof CameraEntity ? (CameraEntity) mc.thePlayer : null;
}
public UUID getSpectatedUUID() {
return spectating;
}
public void setTargetPosition(Location pos) {
targetCameraPosition = pos;
}
public void moveCameraToTargetPosition() {
CameraEntity cam = getCameraEntity();
if (cam != null && targetCameraPosition != null) {
cam.setCameraPosRot(targetCameraPosition);
}
}
public void doJump(int targetTime, boolean retainCameraPosition) {
if (replaySender.isHurrying()) {
return; // When hurrying, no Timeline jumping etc. is possible
}
if (targetTime < replaySender.currentTimeStamp()) {
mc.displayGuiScreen(null);
}
if (retainCameraPosition) {
CameraEntity cam = getCameraEntity();
if (cam != null) {
targetCameraPosition = new Location(cam.posX, cam.posY, cam.posZ,
cam.rotationYaw, cam.rotationPitch);
} else {
targetCameraPosition = null;
}
}
long diff = targetTime - replaySender.getDesiredTimestamp();
if (diff != 0) {
if (diff > 0 && diff < 5000) { // Small difference and no time travel
replaySender.jumpToTime(targetTime);
} else { // We either have to restart the replay or send a significant amount of packets
// Render our please-wait-screen
GuiScreen guiScreen = new GuiScreen() {
@Override
public void drawScreen(int mouseX, int mouseY, float partialTicks) {
drawBackground(0);
drawCenteredString(fontRendererObj, I18n.format("replaymod.gui.pleasewait"),
width / 2, height / 2, 0xffffffff);
}
};
// Make sure that the replaysender changes into sync mode
replaySender.setSyncModeAndWait();
// Perform the rendering using OpenGL
pushMatrix();
clear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
enableTexture2D();
mc.getFramebuffer().bindFramebuffer(true);
mc.entityRenderer.setupOverlayRendering();
ScaledResolution resolution = new ScaledResolution(mc);
guiScreen.setWorldAndResolution(mc, resolution.getScaledWidth(), resolution.getScaledHeight());
guiScreen.drawScreen(0, 0, 0);
mc.getFramebuffer().unbindFramebuffer();
popMatrix();
pushMatrix();
mc.getFramebuffer().framebufferRender(mc.displayWidth, mc.displayHeight);
popMatrix();
Display.update();
// Send the packets
replaySender.sendPacketsTill(targetTime);
replaySender.setAsyncMode(true);
replaySender.setReplaySpeed(0);
mc.getConnection().getNetworkManager().processReceivedPackets();
for (Entity entity : mc.theWorld.loadedEntityList) {
if (entity instanceof EntityOtherPlayerMP) {
EntityOtherPlayerMP e = (EntityOtherPlayerMP) entity;
e.setPosition(e.otherPlayerMPX, e.otherPlayerMPY, e.otherPlayerMPZ);
e.rotationYaw = (float) e.otherPlayerMPYaw;
e.rotationPitch = (float) e.otherPlayerMPPitch;
}
entity.lastTickPosX = entity.prevPosX = entity.posX;
entity.lastTickPosY = entity.prevPosY = entity.posY;
entity.lastTickPosZ = entity.prevPosZ = entity.posZ;
entity.prevRotationYaw = entity.rotationYaw;
entity.prevRotationPitch = entity.rotationPitch;
}
try {
mc.runTick();
} catch (IOException e) {
e.printStackTrace(); // This should never be thrown but whatever
}
//finally, updating the camera's position (which is not done by the sync jumping)
moveCameraToTargetPosition();
// No need to remove our please-wait-screen. It'll vanish with the next
// render pass as it's never been a real GuiScreen in the first place.
}
}
}
}