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// Protocol.h
// Interfaces to the cProtocol class representing the generic interface that a protocol
// parser and serializer must implement
#pragma once
#include "Defines.h"
class cPlayer;
class cEntity;
class cWindow;
class cInventory;
class cPawn;
class cPickup;
class cMonster;
class cChunkDataSerializer;
class cProtocol
{
public:
cProtocol(cClientHandle * a_Client) :
m_Client(a_Client)
{
}
/// Called when client sends some data
virtual void DataReceived(const char * a_Data, int a_Size) = 0;
// Sending stuff to clients:
virtual void SendDisconnect (const AString & a_Reason) = 0;
virtual void SendLogin (const cPlayer & a_Player) = 0;
virtual void SendHandshake (const AString & a_ServerName) = 0;
virtual void SendInventorySlot (int a_WindowID, short a_SlotNum, const cItem & a_Item) = 0;
virtual void SendChat (const AString & a_Message) = 0;
virtual void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation) = 0;
virtual void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) = 0;
virtual void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) = 0;
virtual void SendWindowClose (char a_WindowID) = 0;
virtual void SendWholeInventory (const cInventory & a_Inventory) = 0;
virtual void SendWholeInventory (const cWindow & a_Window) = 0;
virtual void SendTeleportEntity (const cEntity & a_Entity) = 0;
virtual void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline) = 0;
virtual void SendPlayerPosition (void) = 0;
virtual void SendRelEntMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
virtual void SendRelEntMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
virtual void SendEntLook (const cEntity & a_Entity) = 0;
virtual void SendEntHeadLook (const cEntity & a_Entity) = 0;
virtual void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2) = 0;
virtual void SendHealth (void) = 0;
virtual void SendRespawn (void) = 0;
virtual void SendGameMode (eGameMode a_GameMode) = 0;
virtual void SendDestroyEntity (const cEntity & a_Entity) = 0;
virtual void SendPlayerMoveLook (void) = 0;
virtual void SendEntityStatus (const cEntity & a_Entity, char a_Status) = 0;
virtual void SendMetadata (const cPawn & a_Entity) = 0;
virtual void SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value) = 0;
virtual void SendPlayerSpawn (const cPlayer & a_Player) = 0;
virtual void SendPickupSpawn (const cPickup & a_Pickup) = 0;
virtual void SendSpawnMob (const cMonster & a_Mob) = 0;
virtual void SendUpdateSign (int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4) = 0;
virtual void SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player) = 0;
virtual void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) = 0;
virtual void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes) = 0;
virtual void SendUnloadChunk (int a_ChunkX, int a_ChunkZ) = 0;
virtual void SendWeather (eWeather a_Weather) = 0;
virtual void SendTimeUpdate (Int64 a_WorldTime) = 0;
virtual void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
virtual void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) = 0;
virtual void SendKeepAlive (int a_PingID) = 0;
protected:
cClientHandle * m_Client;
cCriticalSection m_CSPacket; //< Each SendXYZ() function must acquire this CS in order to send the whole packet at once
/// A generic data-sending routine, all outgoing packet data needs to be routed through this so that descendants may override it
virtual void SendData(const char * a_Data, int a_Size) = 0;
} ;
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