Pumpkin/pumpkin-protocol/src/java/client/play/entity_position_sync.rs
Alexander Medvedev e0117ab559 perf: ditch serde because its slower
i rather trade performance and compile time over convenience
2026-07-19 18:07:37 +02:00

74 lines
2.3 KiB
Rust

use crate::ClientPacket;
use crate::VarInt;
use crate::ser::NetworkWriteExt;
use pumpkin_data::packet::clientbound::PLAY_ENTITY_POSITION_SYNC;
use pumpkin_macros::java_packet;
use pumpkin_util::math::vector3::Vector3;
use pumpkin_util::version::JavaMinecraftVersion;
/// Updates the exact position, rotation, and velocity of an entity.
///
/// This packet is used for server-side authority over entity movement.
/// In the latest protocol versions, this replaces several older "Relative Move"
/// packets to provide more precise synchronization and reduce "rubber-banding."
///
/// Note: This packet must NOT be used for the player receiving the packet or
/// any entity the player is currently riding.
#[java_packet(PLAY_ENTITY_POSITION_SYNC)]
pub struct CEntityPositionSync {
/// The Entity ID of the entity being moved.
pub entity_id: VarInt,
/// The absolute position of the entity in the world.
pub position: Vector3<f64>,
/// The current velocity (delta) of the entity, used by the client
/// for smooth interpolation.
pub delta: Vector3<f64>,
/// The absolute yaw (horizontal rotation) in degrees.
pub yaw: f32,
/// The absolute pitch (vertical rotation) in degrees.
pub pitch: f32,
/// Whether the entity is currently touching the ground.
pub on_ground: bool,
}
impl CEntityPositionSync {
#[must_use]
pub const fn new(
entity_id: VarInt,
position: Vector3<f64>,
delta: Vector3<f64>,
yaw: f32,
pitch: f32,
on_ground: bool,
) -> Self {
Self {
entity_id,
position,
delta,
yaw,
pitch,
on_ground,
}
}
}
impl ClientPacket for CEntityPositionSync {
fn write_packet_data(
&self,
mut write: impl std::io::Write,
_version: &JavaMinecraftVersion,
) -> Result<(), crate::ser::WritingError> {
write.write_var_int(&self.entity_id)?;
write.write_f64(self.position.x)?;
write.write_f64(self.position.y)?;
write.write_f64(self.position.z)?;
write.write_f64(self.delta.x)?;
write.write_f64(self.delta.y)?;
write.write_f64(self.delta.z)?;
write.write_f32(self.yaw)?;
write.write_f32(self.pitch)?;
write.write_bool(self.on_ground)?;
Ok(())
}
}