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// Protocol125.cpp
// Implements the cProtocol125 class representing the release 1.2.5 protocol (#29)
#include "Globals.h"
#include "Protocol125.h"
#include "packets/cPacket.h"
#include "packets/cPacket_13.h"
#include "packets/cPacket_ArmAnim.h"
#include "packets/cPacket_BlockAction.h"
#include "packets/cPacket_BlockChange.h"
#include "packets/cPacket_BlockDig.h"
#include "packets/cPacket_BlockPlace.h"
#include "packets/cPacket_Chat.h"
#include "packets/cPacket_CollectItem.h"
#include "packets/cPacket_CreativeInventoryAction.h"
#include "packets/cPacket_DestroyEntity.h"
#include "packets/cPacket_Disconnect.h"
#include "packets/cPacket_EntityEquipment.h"
#include "packets/cPacket_EntityLook.h"
#include "packets/cPacket_EntityStatus.h"
#include "packets/cPacket_Flying.h"
#include "packets/cPacket_Handshake.h"
#include "packets/cPacket_InventoryProgressBar.h"
#include "packets/cPacket_InventorySlot.h"
#include "packets/cPacket_ItemSwitch.h"
#include "packets/cPacket_KeepAlive.h"
#include "packets/cPacket_Login.h"
#include "packets/cPacket_MapChunk.h"
#include "packets/cPacket_Metadata.h"
#include "packets/cPacket_MultiBlock.h"
#include "packets/cPacket_NamedEntitySpawn.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_PickupSpawn.h"
#include "packets/cPacket_Ping.h"
#include "packets/cPacket_Player.h"
#include "packets/cPacket_PreChunk.h"
#include "packets/cPacket_RelativeEntityMove.h"
#include "packets/cPacket_RelativeEntityMoveLook.h"
#include "packets/cPacket_Respawn.h"
#include "packets/cPacket_SpawnMob.h"
#include "packets/cPacket_TeleportEntity.h"
#include "packets/cPacket_Thunderbolt.h"
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_UpdateHealth.h"
#include "packets/cPacket_UpdateSign.h"
#include "packets/cPacket_UseEntity.h"
#include "packets/cPacket_WholeInventory.h"
#include "packets/cPacket_WindowClick.h"
#include "packets/cPacket_WindowClose.h"
#include "packets/cPacket_WindowOpen.h"
#include "cClientHandle.h"
#include "ChunkDataSerializer.h"
#include "cEntity.h"
#include "cMonster.h"
#include "cPickup.h"
#include "cPlayer.h"
cProtocol125::cProtocol125(cClientHandle * a_Client) :
super(a_Client),
m_ReceivedData(64 KiB)
{
}
void cProtocol125::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2)
{
cCSLock Lock(m_CSPacket);
cPacket_BlockAction ba;
ba.m_BlockX = a_BlockX;
ba.m_BlockY = (short)a_BlockY;
ba.m_BlockZ = a_BlockZ;
ba.m_Byte1 = a_Byte1;
ba.m_Byte2 = a_Byte2;
Send(ba);
}
void cProtocol125::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
cCSLock Lock(m_CSPacket);
cPacket_BlockChange BlockChange;
BlockChange.m_PosX = a_BlockX;
BlockChange.m_PosY = (unsigned char)a_BlockY;
BlockChange.m_PosZ = a_BlockZ;
BlockChange.m_BlockType = a_BlockType;
BlockChange.m_BlockMeta = a_BlockMeta;
Send(BlockChange);
}
void cProtocol125::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
{
cCSLock Lock(m_CSPacket);
if (a_Changes.size() == 1)
{
// Special packet for single-block changes
const sSetBlock & blk = a_Changes.front();
SendBlockChange(a_ChunkX * cChunkDef::Width + blk.x, blk.y, a_ChunkZ * cChunkDef::Width + blk.z, blk.BlockType, blk.BlockMeta);
return;
}
cPacket_MultiBlock MultiBlock;
MultiBlock.m_ChunkX = a_ChunkX;
MultiBlock.m_ChunkZ = a_ChunkZ;
MultiBlock.m_NumBlocks = (short)a_Changes.size();
MultiBlock.m_Data = new cPacket_MultiBlock::sBlockChange[a_Changes.size()];
int i = 0;
for (sSetBlockVector::const_iterator itr = a_Changes.begin(), end = a_Changes.end(); itr != end; ++itr, i++)
{
unsigned int Coords = itr->y | (itr->z << 8) | (itr->x << 12);
unsigned int Blocks = itr->BlockMeta | (itr->BlockType << 4);
MultiBlock.m_Data[i].Data = Coords << 16 | Blocks;
}
Send(MultiBlock);
}
void cProtocol125::SendChat(const AString & a_Message)
{
cCSLock Lock(m_CSPacket);
cPacket_Chat Chat(a_Message);
Send(Chat);
}
void cProtocol125::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
{
cCSLock Lock(m_CSPacket);
// Send the pre-chunk:
cPacket_PreChunk pre(a_ChunkX, a_ChunkZ, true);
Send(pre);
// Send the data:
cPacket_MapChunk mc(a_ChunkX, a_ChunkZ, a_Serializer.Serialize(cChunkDataSerializer::RELEASE_1_2_5));
Send(mc);
}
void cProtocol125::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player)
{
cCSLock Lock(m_CSPacket);
cPacket_CollectItem ci;
ci.m_CollectedID = a_Pickup.GetUniqueID();
ci.m_CollectorID = a_Player.GetUniqueID();
Send(ci);
}
void cProtocol125::SendDestroyEntity(const cEntity & a_Entity)
{
cCSLock Lock(m_CSPacket);
cPacket_DestroyEntity de;
de.m_UniqueID = a_Entity.GetUniqueID();
Send(de);
}
void cProtocol125::SendDisconnect(const AString & a_Reason)
{
cCSLock Lock(m_CSPacket);
cPacket_Disconnect DC(a_Reason);
Send(DC); // TODO: Send it immediately to the socket, bypassing any packet buffers (? is it safe? packet boundaries...)
}
void cProtocol125::SendEntHeadLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Client->GetPlayer()->GetUniqueID()); // Must not send for self
cCSLock Lock(m_CSPacket);
cPacket_EntityHeadLook ehl(a_Entity);
Send(ehl);
}
void cProtocol125::SendEntLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Client->GetPlayer()->GetUniqueID()); // Must not send for self
cCSLock Lock(m_CSPacket);
cPacket_EntityLook el;
el.m_UniqueID = a_Entity.GetUniqueID();
el.m_Rotation = (char)((a_Entity.GetRotation() / 360.f) * 256);
el.m_Pitch = (char)((a_Entity.GetPitch() / 360.f) * 256);
Send(el);
}
void cProtocol125::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item)
{
cCSLock Lock(m_CSPacket);
cPacket_EntityEquipment ee;
ee.m_UniqueID = a_Entity.GetUniqueID();
ee.m_SlotNum = a_SlotNum;
ee.m_ItemType = a_Item.m_ItemType;
ee.m_ItemDamage = a_Item.m_ItemDamage;
Send(ee);
}
void cProtocol125::SendEntityStatus(const cEntity & a_Entity, char a_Status)
{
cCSLock Lock(m_CSPacket);
cPacket_EntityStatus es;
es.m_Status = a_Status;
es.m_UniqueID = a_Entity.GetUniqueID();
Send(es);
}
void cProtocol125::SendGameMode(eGameMode a_GameMode)
{
cCSLock Lock(m_CSPacket);
cPacket_NewInvalidState nis;
nis.m_Reason = 3;
nis.m_GameMode = (char)a_GameMode;
Send(nis);
}
void cProtocol125::SendHandshake(const AString & a_ServerName)
{
cCSLock Lock(m_CSPacket);
cPacket_Handshake Handshake;
Handshake.m_Username = a_ServerName;
Send(Handshake);
}
void cProtocol125::SendHealth(void)
{
cCSLock Lock(m_CSPacket);
cPacket_UpdateHealth Health;
Health.m_Health = (short)m_Client->GetPlayer()->GetHealth();
Health.m_Food = m_Client->GetPlayer()->GetFoodLevel();
Health.m_Saturation = m_Client->GetPlayer()->GetFoodSaturationLevel();
Send(Health);
}
void cProtocol125::SendInventoryProgress(char a_WindowID, short a_ProgressBar, short a_Value)
{
cCSLock Lock(m_CSPacket);
cPacket_InventoryProgressBar Progress;
Progress.m_WindowID = a_WindowID;
Progress.m_ProgressBar = a_ProgressBar;
Progress.m_Value = a_Value;
Progress.m_WindowID = a_WindowID;
Send(Progress);
}
void cProtocol125::SendInventorySlot(int a_WindowID, short a_SlotNum, const cItem & a_Item)
{
cCSLock Lock(m_CSPacket);
cPacket_InventorySlot Packet;
Packet.m_WindowID = (char)a_WindowID;
Packet.m_SlotNum = a_SlotNum;
Packet.m_ItemID = (short)(a_Item.m_ItemID);
Packet.m_ItemCount = a_Item.m_ItemCount;
Packet.m_ItemUses = a_Item.m_ItemHealth;
Send(Packet);
}
void cProtocol125::SendKeepAlive(int a_PingID)
{
cCSLock Lock(m_CSPacket);
cPacket_KeepAlive ka(a_PingID);
Send(ka);
}
void cProtocol125::SendLogin(const cPlayer & a_Player)
{
cCSLock Lock(m_CSPacket);
cPacket_Login LoginResponse;
LoginResponse.m_ProtocolVersion = a_Player.GetUniqueID();
LoginResponse.m_Username = ""; // Not used
LoginResponse.m_ServerMode = a_Player.GetGameMode(); // set gamemode from player.
LoginResponse.m_Dimension = 0; // TODO: Dimension (Nether / Overworld / End)
LoginResponse.m_MaxPlayers = 60; // Client list width or something
LoginResponse.m_Difficulty = 2; // TODO: Difficulty
Send(LoginResponse);
}
void cProtocol125::SendMetadata(const cPawn & a_Pawn)
{
cCSLock Lock(m_CSPacket);
cPacket_Metadata md(a_Pawn.GetMetaData(), a_Pawn.GetUniqueID());
Send(md);
}
void cProtocol125::SendPickupSpawn(const cPickup & a_Pickup)
{
cCSLock Lock(m_CSPacket);
cPacket_PickupSpawn PickupSpawn;
PickupSpawn.m_UniqueID = a_Pickup.GetUniqueID();
PickupSpawn.m_ItemType = a_Pickup.GetItem()->m_ItemType;
PickupSpawn.m_ItemCount = a_Pickup.GetItem()->m_ItemCount;
PickupSpawn.m_ItemDamage = a_Pickup.GetItem()->m_ItemHealth;
PickupSpawn.m_PosX = (int) (a_Pickup.GetPosX() * 32);
PickupSpawn.m_PosY = (int) (a_Pickup.GetPosY() * 32);
PickupSpawn.m_PosZ = (int) (a_Pickup.GetPosZ() * 32);
PickupSpawn.m_Rotation = (char)(a_Pickup.GetSpeed().x * 8);
PickupSpawn.m_Pitch = (char)(a_Pickup.GetSpeed().y * 8);
PickupSpawn.m_Roll = (char)(a_Pickup.GetSpeed().z * 8);
Send(PickupSpawn);
}
void cProtocol125::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation)
{
cCSLock Lock(m_CSPacket);
cPacket_ArmAnim Anim;
Anim.m_EntityID = a_Player.GetUniqueID();
Anim.m_Animation = a_Animation;
Send(Anim);
}
void cProtocol125::SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline)
{
cCSLock Lock(m_CSPacket);
cPacket_PlayerListItem pli(a_Player.GetColor() + a_Player.GetName(), a_IsOnline, a_Player.GetClientHandle()->GetPing());
Send(pli);
}
void cProtocol125::SendPlayerMoveLook(void)
{
cCSLock Lock(m_CSPacket);
cPacket_PlayerMoveLook pml(*m_Client->GetPlayer());
/*
LOGD("Sending PlayerMoveLook: {%0.2f, %0.2f, %0.2f}, stance %0.2f, OnGround: %d",
m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ(), m_Player->GetStance(), m_Player->IsOnGround() ? 1 : 0
);
*/
Send(pml);
}
void cProtocol125::SendPlayerPosition(void)
{
cCSLock Lock(m_CSPacket);
cPacket_PlayerPosition pp(*(m_Client->GetPlayer()));
Send(pp);
}
void cProtocol125::SendPlayerSpawn(const cPlayer & a_Player)
{
cCSLock Lock(m_CSPacket);
cPacket_NamedEntitySpawn SpawnPacket;
SpawnPacket.m_UniqueID = a_Player.GetUniqueID();
SpawnPacket.m_PlayerName = a_Player.GetName();
SpawnPacket.m_PosX = (int)(a_Player.GetPosX() * 32);
SpawnPacket.m_PosY = (int)(a_Player.GetPosY() * 32);
SpawnPacket.m_PosZ = (int)(a_Player.GetPosZ() * 32);
SpawnPacket.m_Rotation = (char)((a_Player.GetRot().x / 360.f) * 256);
SpawnPacket.m_Pitch = (char)((a_Player.GetRot().y / 360.f) * 256);
const cItem & HeldItem = a_Player.GetEquippedItem();
SpawnPacket.m_CurrentItem = HeldItem.IsEmpty() ? 0 : HeldItem.m_ItemType; // Unlike -1 in inventory, the named entity packet uses 0 for "empty"
Send(SpawnPacket);
}
void cProtocol125::SendRelEntMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(a_Entity.GetUniqueID() != m_Client->GetPlayer()->GetUniqueID()); // Must not send for self
cCSLock Lock(m_CSPacket);
cPacket_RelativeEntityMove rem;
rem.m_UniqueID = a_Entity.GetUniqueID();
rem.m_MoveX = a_RelX;
rem.m_MoveY = a_RelY;
rem.m_MoveZ = a_RelZ;
Send(rem);
}
void cProtocol125::SendRelEntMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(a_Entity.GetUniqueID() != m_Client->GetPlayer()->GetUniqueID()); // Must not send for self
cCSLock Lock(m_CSPacket);
cPacket_RelativeEntityMoveLook reml;
reml.m_UniqueID = a_Entity.GetUniqueID();
reml.m_MoveX = a_RelX;
reml.m_MoveY = a_RelY;
reml.m_MoveZ = a_RelZ;
reml.m_Yaw = (char)((a_Entity.GetRotation() / 360.f) * 256);
reml.m_Pitch = (char)((a_Entity.GetPitch() / 360.f) * 256);
Send(reml);
}
void cProtocol125::SendRespawn(void)
{
cCSLock Lock(m_CSPacket);
cPacket_Respawn Packet;
Packet.m_CreativeMode = (char)m_Client->GetPlayer()->GetGameMode(); // Set GameMode packet based on Player's GameMode;
Send(Packet);
}
void cProtocol125::SendSpawnMob(const cMonster & a_Mob)
{
cCSLock Lock(m_CSPacket);
cPacket_SpawnMob Spawn;
Spawn.m_UniqueID = a_Mob.GetUniqueID();
Spawn.m_Type = a_Mob.GetMobType();
Spawn.m_Pos = ((Vector3i)(a_Mob.GetPosition())) * 32;
Spawn.m_Yaw = 0;
Spawn.m_Pitch = 0;
Spawn.m_MetaDataSize = 1;
Spawn.m_MetaData = new char[Spawn.m_MetaDataSize];
Spawn.m_MetaData[0] = 0x7f; // not on fire/crouching/riding
Send(Spawn);
}
void cProtocol125::SendTeleportEntity(const cEntity & a_Entity)
{
cCSLock Lock(m_CSPacket);
cPacket_TeleportEntity te(a_Entity);
Send(te);
}
void cProtocol125::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
cCSLock Lock(m_CSPacket);
cPacket_Thunderbolt ThunderboltPacket;
ThunderboltPacket.m_xLBPos = a_BlockX;
ThunderboltPacket.m_yLBPos = a_BlockY;
ThunderboltPacket.m_zLBPos = a_BlockZ;
Send(ThunderboltPacket);
}
void cProtocol125::SendTimeUpdate(Int64 a_WorldTime)
{
cCSLock Lock(m_CSPacket);
cPacket_TimeUpdate tu;
tu.m_Time = a_WorldTime;
Send(tu);
}
void cProtocol125::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{
cCSLock Lock(m_CSPacket);
cPacket_PreChunk UnloadPacket;
UnloadPacket.m_PosX = a_ChunkX;
UnloadPacket.m_PosZ = a_ChunkZ;
UnloadPacket.m_bLoad = false; // Unload
Send(UnloadPacket);
}
void cProtocol125::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
)
{
cCSLock Lock(m_CSPacket);
cPacket_UpdateSign us;
us.m_BlockX = a_BlockX;
us.m_BlockY = (short)a_BlockY;
us.m_BlockZ = a_BlockZ;
us.m_Line1 = a_Line1;
us.m_Line2 = a_Line2;
us.m_Line3 = a_Line3;
us.m_Line4 = a_Line4;
Send(us);
}
void cProtocol125::SendWeather(eWeather a_Weather)
{
cCSLock Lock(m_CSPacket);
switch( a_Weather )
{
case eWeather_Sunny:
{
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 2; // stop rain
Send(WeatherPacket);
break;
}
case eWeather_Rain:
{
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 1; // begin rain
Send(WeatherPacket);
break;
}
case eWeather_ThunderStorm:
{
cPacket_NewInvalidState WeatherPacket;
WeatherPacket.m_Reason = 1; // begin rain
Send(WeatherPacket);
break;
}
}
}
void cProtocol125::SendWholeInventory(const cInventory & a_Inventory)
{
cCSLock Lock(m_CSPacket);
cPacket_WholeInventory wi(a_Inventory);
Send(wi);
}
void cProtocol125::SendWholeInventory(const cWindow & a_Window)
{
cCSLock Lock(m_CSPacket);
cPacket_WholeInventory wi(a_Window);
Send(wi);
}
void cProtocol125::SendWindowClose(char a_WindowID)
{
cCSLock Lock(m_CSPacket);
cPacket_WindowClose wc;
wc.m_WindowID = a_WindowID;
Send(wc);
}
void cProtocol125::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots)
{
cCSLock Lock(m_CSPacket);
cPacket_WindowOpen WindowOpen;
WindowOpen.m_WindowID = a_WindowID;
WindowOpen.m_InventoryType = a_WindowType;
WindowOpen.m_WindowTitle = a_WindowTitle;
WindowOpen.m_NumSlots = a_NumSlots;
Send(WindowOpen);
}
void cProtocol125::Send(const cPacket & a_Packet)
{
AString str;
a_Packet.Serialize(str);
SendData(str.data(), str.size());
}
void cProtocol125::SendData(const char * a_Data, int a_Size)
{
m_Client->SendData(a_Data, a_Size);
}
void cProtocol125::DataReceived(const char * a_Data, int a_Size)
{
if (!m_ReceivedData.Write(a_Data, a_Size))
{
// Too much data in the incoming queue, report to caller:
m_Client->PacketBufferFull();
return;
}
// Parse and handle all complete packets in m_ReceivedData:
while (m_ReceivedData.CanReadBytes(1))
{
unsigned char PacketType;
m_ReceivedData.ReadByte(PacketType);
switch (ParsePacket(PacketType))
{
case PACKET_UNKNOWN:
{
// An unknown packet has been received, notify the client and abort:
m_Client->PacketUnknown(PacketType);
return;
}
case PACKET_ERROR:
{
// An error occurred while parsing a known packet, notify the client and abort:
m_Client->PacketError(PacketType);
return;
}
case PACKET_INCOMPLETE:
{
// Incomplete packet, bail out and process with the next batch of data
m_ReceivedData.ResetRead();
return;
}
default:
{
// Packet successfully parsed, commit the read data and try again one more packet
m_ReceivedData.CommitRead();
break;
}
}
}
}
int cProtocol125::ParsePacket(unsigned char a_PacketType)
{
switch (a_PacketType)
{
default: return PACKET_UNKNOWN;
case E_KEEP_ALIVE: return ParseKeepAlive();
case E_HANDSHAKE: return ParseHandshake();
case E_LOGIN: return ParseLogin();
case E_PLAYERPOS: return ParsePlayerPosition();
case E_PLAYERLOOK: return ParsePlayerLook();
case E_PLAYERMOVELOOK: return ParsePlayerMoveLook();
case E_PLAYER_ABILITIES: return ParsePlayerAbilities();
case E_CHAT: return ParseChat();
case E_ANIMATION: return ParseArmAnim();
case E_FLYING: return ParseFlying();
case E_BLOCK_DIG: return ParseBlockDig();
case E_BLOCK_PLACE: return ParseBlockPlace();
case E_DISCONNECT: return ParseDisconnect();
case E_ITEM_SWITCH: return ParseItemSwitch();
case E_ENTITY_EQUIPMENT: return ParseEntityEquipment();
case E_CREATIVE_INVENTORY_ACTION: return ParseCreativeInventoryAction();
case E_NEW_INVALID_STATE: return ParseNewInvalidState();
case E_PICKUP_SPAWN: return ParsePickupSpawn();
case E_USE_ENTITY: return ParseUseEntity();
case E_WINDOW_CLOSE: return ParseWindowClose();
case E_WINDOW_CLICK: return ParseWindowClick();
case E_PACKET_ENTITY_ACTION: return ParseEntityAction();
case E_UPDATE_SIGN: return ParseUpdateSign();
case E_RESPAWN: return ParseRespawn();
case E_PING: return ParsePing();
}
}
#define HANDLE_PACKET_PARSE(Packet) \
{ \
int res = Packet.Parse(m_ReceivedData); \
if (res < 0) \
{ \
return res; \
} \
}
int cProtocol125::ParseKeepAlive(void)
{
cPacket_KeepAlive KeepAlive;
HANDLE_PACKET_PARSE(KeepAlive);
m_Client->HandleKeepAlive(KeepAlive.m_KeepAliveID);
return PACKET_OK;
}
int cProtocol125::ParseHandshake(void)
{
cPacket_Handshake Handshake;
HANDLE_PACKET_PARSE(Handshake);
m_Client->HandleHandshake(Handshake.m_Username);
return PACKET_OK;
}
int cProtocol125::ParseLogin(void)
{
cPacket_Login Login;
HANDLE_PACKET_PARSE(Login);
m_Client->HandleLogin(Login.m_ProtocolVersion, Login.m_Username);
return PACKET_OK;
}
int cProtocol125::ParsePlayerPosition(void)
{
cPacket_PlayerPosition pp;
HANDLE_PACKET_PARSE(pp);
m_Client->HandlePlayerPos(pp.m_PosX, pp.m_PosY, pp.m_PosZ, pp.m_Stance, pp.m_IsOnGround);
return PACKET_OK;
}
int cProtocol125::ParsePlayerLook(void)
{
cPacket_PlayerLook pl;
HANDLE_PACKET_PARSE(pl);
m_Client->HandlePlayerLook(pl.m_Rotation, pl.m_Pitch, pl.m_IsOnGround);
return PACKET_OK;
}
int cProtocol125::ParsePlayerMoveLook(void)
{
cPacket_PlayerMoveLook pml;
HANDLE_PACKET_PARSE(pml);
m_Client->HandlePlayerMoveLook(pml.m_PosX, pml.m_PosY, pml.m_PosZ, pml.m_Stance, pml.m_Rotation, pml.m_Pitch, pml.m_IsOnGround);
return PACKET_OK;
}
int cProtocol125::ParsePlayerAbilities(void)
{
cPacket_PlayerAbilities pa;
HANDLE_PACKET_PARSE(pa);
// TODO: m_Client->HandlePlayerAbilities(...);
return PACKET_OK;
}
int cProtocol125::ParseChat(void)
{
cPacket_Chat ch;
HANDLE_PACKET_PARSE(ch);
m_Client->HandleChat(ch.m_Message);
return PACKET_OK;
}
int cProtocol125::ParseArmAnim(void)
{
cPacket_ArmAnim aa;
HANDLE_PACKET_PARSE(aa);
m_Client->HandleAnimation(aa.m_Animation);
return PACKET_OK;
}
int cProtocol125::ParseFlying(void)
{
cPacket_Flying fl;
HANDLE_PACKET_PARSE(fl);
// TODO: m_Client->HandleFlying(fl.m_bFlying);
return PACKET_OK;
}
int cProtocol125::ParseBlockDig(void)
{
cPacket_BlockDig bd;
HANDLE_PACKET_PARSE(bd);
m_Client->HandleBlockDig(bd.m_PosX, bd.m_PosY, bd.m_PosZ, bd.m_Direction, bd.m_Status);
return PACKET_OK;
}
int cProtocol125::ParseBlockPlace(void)
{
cPacket_BlockPlace bp;
HANDLE_PACKET_PARSE(bp);
m_Client->HandleBlockPlace(bp.m_PosX, bp.m_PosY, bp.m_PosZ, bp.m_Direction, bp.m_HeldItem);
return PACKET_OK;
}
int cProtocol125::ParseDisconnect(void)
{
cPacket_Disconnect dc;
HANDLE_PACKET_PARSE(dc);
m_Client->HandleDisconnect(dc.m_Reason);
return PACKET_OK;
}
int cProtocol125::ParseItemSwitch(void)
{
cPacket_ItemSwitch its;
HANDLE_PACKET_PARSE(its);
m_Client->HandleSlotSelected(its.m_SlotNum);
return PACKET_OK;
}
int cProtocol125::ParseEntityEquipment(void)
{
cPacket_EntityEquipment ee;
HANDLE_PACKET_PARSE(ee);
// TODO: m_Client->HandleEntityEquipment(...);
return PACKET_OK;
}
int cProtocol125::ParseCreativeInventoryAction(void)
{
cPacket_CreativeInventoryAction cia;
HANDLE_PACKET_PARSE(cia);
m_Client->HandleCreativeInventory(cia.m_SlotNum, cia.m_ClickedItem);
return PACKET_OK;
}
int cProtocol125::ParseNewInvalidState(void)
{
cPacket_NewInvalidState nis;
HANDLE_PACKET_PARSE(nis);
// TODO: m_Client->Handle(...);
return PACKET_OK;
}
int cProtocol125::ParsePickupSpawn(void)
{
cPacket_PickupSpawn ps;
HANDLE_PACKET_PARSE(ps);
// TODO: m_Client->HandlePickupSpawn(...);
return PACKET_OK;
}
int cProtocol125::ParseUseEntity(void)
{
cPacket_UseEntity ue;
HANDLE_PACKET_PARSE(ue);
m_Client->HandleUseEntity(ue.m_TargetEntityID, ue.m_IsLeftClick);
return PACKET_OK;
}
int cProtocol125::ParseWindowClose(void)
{
cPacket_WindowClose wc;
HANDLE_PACKET_PARSE(wc);
m_Client->HandleWindowClose(wc.m_WindowID);
return PACKET_OK;
}
int cProtocol125::ParseWindowClick(void)
{
cPacket_WindowClick wc;
HANDLE_PACKET_PARSE(wc);
m_Client->HandleWindowClick(wc.m_WindowID, wc.m_SlotNum, wc.m_IsRightClick, wc.m_IsShiftPressed, wc.m_HeldItem);
return PACKET_OK;
}
int cProtocol125::ParseEntityAction(void)
{
cPacket_13 ea;
HANDLE_PACKET_PARSE(ea);
// TODO: m_Client->HandleEntityAction(...);
return PACKET_OK;
}
int cProtocol125::ParseUpdateSign(void)
{
cPacket_UpdateSign us;
HANDLE_PACKET_PARSE(us);
m_Client->HandleUpdateSign(
us.m_BlockX, us.m_BlockY, us.m_BlockZ,
us.m_Line1, us.m_Line2, us.m_Line3, us.m_Line4
);
return PACKET_OK;
}
int cProtocol125::ParseRespawn(void)
{
cPacket_Respawn rsp;
HANDLE_PACKET_PARSE(rsp);
m_Client->HandleRespawn();
return PACKET_OK;
}
int cProtocol125::ParsePing(void)
{
cPacket_Ping ping;
HANDLE_PACKET_PARSE(ping);
m_Client->HandlePing();
return PACKET_OK;
}
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