parent
9af16c3f28
commit
ada54b79d7
@ -171,7 +171,13 @@ public:
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void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
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void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
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void HandleDisconnect (const AString & a_Reason);
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void HandleDisconnect (const AString & a_Reason);
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void HandleEntityAction (int a_EntityID, char a_ActionID);
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void HandleEntityAction (int a_EntityID, char a_ActionID);
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/** Called when the protocol handshake has been received (for protocol versions that support it;
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otherwise the first instant when a username is received).
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Returns true if the player is to be let in, false if they were disconnected
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*/
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bool HandleHandshake (const AString & a_Username);
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bool HandleHandshake (const AString & a_Username);
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void HandleKeepAlive (int a_KeepAliveID);
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void HandleKeepAlive (int a_KeepAliveID);
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void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
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void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
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void HandlePing (void);
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void HandlePing (void);
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@ -216,8 +216,23 @@ void cProtocol172::SendDestroyEntity(const cEntity & a_Entity)
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void cProtocol172::SendDisconnect(const AString & a_Reason)
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void cProtocol172::SendDisconnect(const AString & a_Reason)
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{
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{
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switch (m_State)
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{
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case 2:
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{
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// During login:
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cPacketizer Pkt(*this, 0);
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Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
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break;
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}
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case 3:
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{
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// In-game:
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cPacketizer Pkt(*this, 0x40);
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cPacketizer Pkt(*this, 0x40);
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Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
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Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
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break;
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}
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}
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}
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}
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@ -1156,6 +1171,12 @@ void cProtocol172::HandlePacketLoginStart(cByteBuffer & a_ByteBuffer)
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// TODO: Protocol encryption should be set up here if not localhost / auth
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// TODO: Protocol encryption should be set up here if not localhost / auth
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if (!m_Client->HandleHandshake(Username))
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{
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// The client is not welcome here, they have been sent a Kick packet already
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return;
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}
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// Send login success:
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// Send login success:
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{
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{
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cPacketizer Pkt(*this, 0x02); // Login success packet
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cPacketizer Pkt(*this, 0x02); // Login success packet
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