diff options
Diffstat (limited to '')
-rw-r--r-- | src/Protocol/Protocol_1_8.cpp | 23 |
1 files changed, 9 insertions, 14 deletions
diff --git a/src/Protocol/Protocol_1_8.cpp b/src/Protocol/Protocol_1_8.cpp index 1185c264a..1ccc24e90 100644 --- a/src/Protocol/Protocol_1_8.cpp +++ b/src/Protocol/Protocol_1_8.cpp @@ -100,7 +100,7 @@ extern bool g_ShouldLogCommIn, g_ShouldLogCommOut; //////////////////////////////////////////////////////////////////////////////// // cProtocol_1_8_0: -cProtocol_1_8_0::cProtocol_1_8_0(cClientHandle * a_Client, const AString & a_ServerAddress, UInt16 a_ServerPort, UInt32 a_State) : +cProtocol_1_8_0::cProtocol_1_8_0(cClientHandle * a_Client, const AString & a_ServerAddress, UInt16 a_ServerPort, State a_State) : Super(a_Client), m_ServerAddress(a_ServerAddress), // Note: a_ServerPort is unused @@ -383,16 +383,14 @@ void cProtocol_1_8_0::SendDisconnect(const AString & a_Reason) { switch (m_State) { - case 2: + case State::Login: { - // During login: cPacketizer Pkt(*this, pktDisconnectDuringLogin); Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str())); break; } - case 3: + case State::Game: { - // In-game: cPacketizer Pkt(*this, pktDisconnectDuringGame); Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str())); break; @@ -796,7 +794,7 @@ void cProtocol_1_8_0::SendLoginSuccess(void) Pkt.WriteVarInt32(CompressionThreshold); } - m_State = 3; // State = Game + m_State = State::Game; { cPacketizer Pkt(*this, pktLoginSuccess); @@ -2217,9 +2215,8 @@ bool cProtocol_1_8_0::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTy { switch (m_State) { - case 1: + case State::Status: { - // Status switch (a_PacketType) { case 0x00: HandlePacketStatusRequest(a_ByteBuffer); return true; @@ -2228,9 +2225,8 @@ bool cProtocol_1_8_0::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTy break; } - case 2: + case State::Login: { - // Login switch (a_PacketType) { case 0x00: HandlePacketLoginStart (a_ByteBuffer); return true; @@ -2239,9 +2235,8 @@ bool cProtocol_1_8_0::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTy break; } - case 3: + case State::Game: { - // Game switch (a_PacketType) { case 0x00: HandlePacketKeepAlive (a_ByteBuffer); return true; @@ -2281,10 +2276,10 @@ bool cProtocol_1_8_0::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTy // Cannot kick the client - we don't know this state and thus the packet number for the kick packet // Switch to a state when all further packets are silently ignored: - m_State = 255; + m_State = State::Invalid; return false; } - case 255: + case State::Invalid: { // This is the state used for "not processing packets anymore" when we receive a bad packet from a client. // Do not output anything (the caller will do that for us), just return failure |