Protocol 1.7: Added skeleton functions for reading client packets.
Untested, this is skeleton code only.
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@ -13,6 +13,15 @@ Implements the 1.7.x protocol classes:
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#include "../ClientHandle.h"
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#include "../Root.h"
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#include "../Server.h"
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#include "../Entities/Player.h"
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#define HANDLE_PACKET_READ(Proc, Type, Var) \
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Type Var; \
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m_ReceivedData.Proc(Var);
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@ -79,14 +88,25 @@ void cProtocol172::AddReceivedData(const char * a_Data, int a_Size)
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return;
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}
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UInt32 PacketType;
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UInt32 NumBytesRead = m_ReceivedData.GetReadableSpace();
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UInt32 Mark1 = m_ReceivedData.GetReadableSpace();
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if (!m_ReceivedData.ReadVarInt(PacketType))
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{
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// Not enough data
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return;
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}
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NumBytesRead -= m_ReceivedData.GetReadableSpace();
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UInt32 NumBytesRead = Mark1 - m_ReceivedData.GetReadableSpace();
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HandlePacket(PacketType, PacketLen - NumBytesRead);
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if (Mark1 - m_ReceivedData.GetReadableSpace() > PacketLen)
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{
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// Read more than packet length, report as error
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m_Client->PacketError(PacketType);
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}
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// Go to packet end in any case:
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m_ReceivedData.ResetRead();
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m_ReceivedData.SkipRead(PacketLen);
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m_ReceivedData.CommitRead();
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} // while (true)
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}
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@ -111,12 +131,43 @@ void cProtocol172::HandlePacket(UInt32 a_PacketType, UInt32 a_RemainingBytes)
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case 2:
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{
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// Login
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switch (a_PacketType)
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{
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case 0x00: HandlePacketLoginStart(a_RemainingBytes); return;
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case 0x01: HandlePacketLoginEncryptionResponse(a_RemainingBytes); return;
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}
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break;
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}
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case 3:
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{
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// Game
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switch (a_PacketType)
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{
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case 0x00: HandlePacketKeepAlive (a_RemainingBytes); break;
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case 0x01: HandlePacketChatMessage (a_RemainingBytes); break;
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case 0x02: HandlePacketUseEntity (a_RemainingBytes); break;
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case 0x03: HandlePacketPlayer (a_RemainingBytes); break;
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case 0x04: HandlePacketPlayerPos (a_RemainingBytes); break;
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case 0x05: HandlePacketPlayerLook (a_RemainingBytes); break;
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case 0x06: HandlePacketPlayerPosLook (a_RemainingBytes); break;
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case 0x07: HandlePacketBlockDig (a_RemainingBytes); break;
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case 0x08: HandlePacketBlockPlace (a_RemainingBytes); break;
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case 0x09: HandlePacketSlotSelect (a_RemainingBytes); break;
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case 0x0a: HandlePacketAnimation (a_RemainingBytes); break;
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case 0x0b: HandlePacketEntityAction (a_RemainingBytes); break;
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case 0x0c: HandlePacketSteerVehicle (a_RemainingBytes); break;
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case 0x0d: HandlePacketWindowClose (a_RemainingBytes); break;
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case 0x0e: HandlePacketWindowClick (a_RemainingBytes); break;
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case 0x0f: // Confirm transaction - not used in MCS
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case 0x10: HandlePacketCreativeInventoryAction(a_RemainingBytes); break;
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case 0x12: HandlePacketUpdateSign (a_RemainingBytes); break;
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case 0x13: HandlePacketPlayerAbilities (a_RemainingBytes); break;
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case 0x14: HandlePacketTabComplete (a_RemainingBytes); break;
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case 0x15: HandlePacketClientSettings (a_RemainingBytes); break;
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case 0x16: HandlePacketClientStatus (a_RemainingBytes); break;
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case 0x17: HandlePacketPluginMessage (a_RemainingBytes); break;
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}
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break;
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}
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} // switch (m_State)
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@ -131,6 +182,30 @@ void cProtocol172::HandlePacket(UInt32 a_PacketType, UInt32 a_RemainingBytes)
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void cProtocol172::HandlePacketStatusPing(UInt32 a_RemainingBytes)
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{
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ASSERT(a_RemainingBytes == 8);
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if (a_RemainingBytes != 8)
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{
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m_Client->PacketError(0x01);
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m_ReceivedData.SkipRead(a_RemainingBytes);
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m_ReceivedData.CommitRead();
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return;
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}
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Int64 Timestamp;
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m_ReceivedData.ReadBEInt64(Timestamp);
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m_ReceivedData.CommitRead();
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cByteBuffer Packet(18);
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Packet.WriteVarInt(0x01);
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Packet.WriteBEInt64(Timestamp);
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WritePacket(Packet);
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}
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void cProtocol172::HandlePacketStatusRequest(UInt32 a_RemainingBytes)
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{
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// No more bytes in this packet
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@ -158,24 +233,249 @@ void cProtocol172::HandlePacketStatusRequest(UInt32 a_RemainingBytes)
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void cProtocol172::HandlePacketStatusPing(UInt32 a_RemainingBytes)
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void cProtocol172::HandlePacketLoginEncryptionResponse(UInt32 a_RemainingBytes)
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{
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ASSERT(a_RemainingBytes == 8);
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if (a_RemainingBytes != 8)
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{
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m_Client->PacketError(0x01);
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m_ReceivedData.SkipRead(a_RemainingBytes);
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m_ReceivedData.CommitRead();
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return;
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}
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Int64 Timestamp;
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m_ReceivedData.ReadBEInt64(Timestamp);
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m_ReceivedData.CommitRead();
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// TODO: Add protocol encryption
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}
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void cProtocol172::HandlePacketLoginStart(UInt32 a_RemainingBytes)
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{
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AString Username;
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m_ReceivedData.ReadVarUTF8String(Username);
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cByteBuffer Packet(18);
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Packet.WriteVarInt(0x01);
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Packet.WriteBEInt64(Timestamp);
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// TODO: Protocol encryption should be set up here if not localhost / auth
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// Send login success:
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cByteBuffer Packet(Username.size() + 30);
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Packet.WriteVarInt(0x02); // Login success packet
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Packet.WriteVarUTF8String(Printf("%d", m_Client->GetUniqueID())); // TODO: UUID
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Packet.WriteVarUTF8String(Username);
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WritePacket(Packet);
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m_Client->HandleLogin(4, Username);
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}
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void cProtocol172::HandlePacketAnimation(UInt32 a_RemainingBytes)
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{
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HANDLE_PACKET_READ(ReadBEInt, int, EntityID);
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HANDLE_PACKET_READ(ReadByte, Byte, Animation);
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m_Client->HandleAnimation(Animation);
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}
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void cProtocol172::HandlePacketBlockDig(UInt32 a_RemainingBytes)
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{
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HANDLE_PACKET_READ(ReadByte, Byte, Status);
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HANDLE_PACKET_READ(ReadBEInt, int, BlockX);
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HANDLE_PACKET_READ(ReadByte, Byte, BlockY);
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HANDLE_PACKET_READ(ReadBEInt, int, BlockZ);
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HANDLE_PACKET_READ(ReadByte, Byte, Face);
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m_Client->HandleLeftClick(BlockX, BlockY, BlockZ, Face, Status);
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}
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void cProtocol172::HandlePacketBlockPlace(UInt32 a_RemainingBytes)
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{
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HANDLE_PACKET_READ(ReadBEInt, int, BlockX);
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HANDLE_PACKET_READ(ReadByte, Byte, BlockY);
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HANDLE_PACKET_READ(ReadBEInt, int, BlockZ);
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HANDLE_PACKET_READ(ReadByte, Byte, Face);
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HANDLE_PACKET_READ(ReadByte, Byte, CursorX);
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HANDLE_PACKET_READ(ReadByte, Byte, CursorY);
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HANDLE_PACKET_READ(ReadByte, Byte, CursorZ);
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m_Client->HandleRightClick(BlockX, BlockY, BlockZ, Face, CursorX, CursorY, CursorZ, m_Client->GetPlayer()->GetEquippedItem());
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}
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void cProtocol172::HandlePacketChatMessage(UInt32 a_RemainingBytes)
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{
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HANDLE_PACKET_READ(ReadVarUTF8String, AString, Message);
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m_Client->HandleChat(Message);
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}
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void cProtocol172::HandlePacketClientSettings(UInt32 a_RemainingBytes)
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{
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HANDLE_PACKET_READ(ReadVarUTF8String, AString, Locale);
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HANDLE_PACKET_READ(ReadByte, Byte, ViewDistance);
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HANDLE_PACKET_READ(ReadByte, Byte, ChatFlags);
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HANDLE_PACKET_READ(ReadByte, Byte, Unused);
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HANDLE_PACKET_READ(ReadByte, Byte, Difficulty);
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HANDLE_PACKET_READ(ReadByte, Byte, ShowCape);
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// TODO
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}
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void cProtocol172::HandlePacketClientStatus(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketCreativeInventoryAction(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketEntityAction(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketKeepAlive(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketPlayer(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketPlayerAbilities(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketPlayerLook(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketPlayerPos(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketPlayerPosLook(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketPluginMessage(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketSlotSelect(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketSteerVehicle(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketTabComplete(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketUpdateSign(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketUseEntity(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketWindowClick(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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void cProtocol172::HandlePacketWindowClose(UInt32 a_RemainingBytes)
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{
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// TODO
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}
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@ -38,7 +38,7 @@ protected:
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UInt16 m_ServerPort;
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/// State of the protocol. 1 = status, 2 = login
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/// State of the protocol. 1 = status, 2 = login, 3 = game
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UInt32 m_State;
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/// Buffer for the received data
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@ -58,9 +58,38 @@ protected:
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/// Reads and handles the packet. The packet length and type have already been read.
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void HandlePacket(UInt32 a_PacketType, UInt32 a_RemainingBytes);
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// Packet handlers while in the Status state (m_State == 1)
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void HandlePacketStatusRequest(UInt32 a_RemainingBytes);
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// Packet handlers while in the Status state (m_State == 1):
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void HandlePacketStatusPing (UInt32 a_RemainingBytes);
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void HandlePacketStatusRequest(UInt32 a_RemainingBytes);
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// Packet handlers while in the Login state (m_State == 2):
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void HandlePacketLoginEncryptionResponse(UInt32 a_RemainingBytes);
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void HandlePacketLoginStart (UInt32 a_RemainingBytes);
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// Packet handlers while in the Game state (m_State == 3):
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void HandlePacketAnimation (UInt32 a_RemainingBytes);
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void HandlePacketBlockDig (UInt32 a_RemainingBytes);
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void HandlePacketBlockPlace (UInt32 a_RemainingBytes);
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void HandlePacketChatMessage (UInt32 a_RemainingBytes);
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void HandlePacketClientSettings (UInt32 a_RemainingBytes);
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void HandlePacketClientStatus (UInt32 a_RemainingBytes);
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void HandlePacketCreativeInventoryAction(UInt32 a_RemainingBytes);
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void HandlePacketEntityAction (UInt32 a_RemainingBytes);
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void HandlePacketKeepAlive (UInt32 a_RemainingBytes);
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void HandlePacketPlayer (UInt32 a_RemainingBytes);
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void HandlePacketPlayerAbilities (UInt32 a_RemainingBytes);
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void HandlePacketPlayerLook (UInt32 a_RemainingBytes);
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void HandlePacketPlayerPos (UInt32 a_RemainingBytes);
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void HandlePacketPlayerPosLook (UInt32 a_RemainingBytes);
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void HandlePacketPluginMessage (UInt32 a_RemainingBytes);
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void HandlePacketSlotSelect (UInt32 a_RemainingBytes);
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void HandlePacketSteerVehicle (UInt32 a_RemainingBytes);
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void HandlePacketTabComplete (UInt32 a_RemainingBytes);
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void HandlePacketUpdateSign (UInt32 a_RemainingBytes);
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void HandlePacketUseEntity (UInt32 a_RemainingBytes);
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void HandlePacketWindowClick (UInt32 a_RemainingBytes);
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void HandlePacketWindowClose (UInt32 a_RemainingBytes);
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/// Writes an entire packet into the output stream. a_Packet is expected to start with the packet type; data length is prepended here.
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void WritePacket(cByteBuffer & a_Packet);
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