9b84d68d27
Implemented enough of the protocol that the client now spawns in the world (but cannot do anything).
251 lines
10 KiB
C++
251 lines
10 KiB
C++
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// Protocol17x.h
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/*
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Declares the 1.7.x protocol classes:
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- cProtocol172
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- release 1.7.2 protocol (#4)
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(others may be added later in the future for the 1.7 release series)
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*/
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#pragma once
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#include "Protocol.h"
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#include "../ByteBuffer.h"
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#include "../../CryptoPP/modes.h"
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#include "../../CryptoPP/aes.h"
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class cProtocol172 :
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public cProtocol // TODO
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{
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typedef cProtocol super; // TODO
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public:
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cProtocol172(cClientHandle * a_Client, const AString & a_ServerAddress, UInt16 a_ServerPort, UInt32 a_State);
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/// Called when client sends some data:
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virtual void DataReceived(const char * a_Data, int a_Size) override;
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/// Sending stuff to clients (alphabetically sorted):
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virtual void SendAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle) override;
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virtual void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType) override;
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virtual void SendBlockBreakAnim (int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage) override;
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virtual void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) override;
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virtual void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes) override;
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virtual void SendChat (const AString & a_Message) override;
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virtual void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) override;
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virtual void SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player) override;
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virtual void SendDestroyEntity (const cEntity & a_Entity) override;
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virtual void SendDisconnect (const AString & a_Reason) override;
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virtual void SendEditSign (int a_BlockX, int a_BlockY, int a_BlockZ) override; ///< Request the client to open up the sign editor for the sign (1.6+)
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virtual void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) override;
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virtual void SendEntityHeadLook (const cEntity & a_Entity) override;
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virtual void SendEntityLook (const cEntity & a_Entity) override;
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virtual void SendEntityMetadata (const cEntity & a_Entity) override;
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virtual void SendEntityProperties (const cEntity & a_Entity) override;
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virtual void SendEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) override;
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virtual void SendEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) override;
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virtual void SendEntityStatus (const cEntity & a_Entity, char a_Status) override;
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virtual void SendEntityVelocity (const cEntity & a_Entity) override;
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virtual void SendExplosion (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion) override;
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virtual void SendGameMode (eGameMode a_GameMode) override;
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virtual void SendHealth (void) override;
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virtual void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item) override;
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virtual void SendKeepAlive (int a_PingID) override;
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virtual void SendLogin (const cPlayer & a_Player, const cWorld & a_World) override;
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virtual void SendPickupSpawn (const cPickup & a_Pickup) override;
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virtual void SendPlayerAbilities (void) override;
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virtual void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation) override;
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virtual void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline) override;
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virtual void SendPlayerMaxSpeed (void) override;
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virtual void SendPlayerMoveLook (void) override;
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virtual void SendPlayerPosition (void) override;
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virtual void SendPlayerSpawn (const cPlayer & a_Player) override;
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virtual void SendRespawn (void) override;
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virtual void SendSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch) override; // a_Src coords are Block * 8
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virtual void SendSoundParticleEffect (int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data) override;
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virtual void SendSpawnFallingBlock (const cFallingBlock & a_FallingBlock) override;
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virtual void SendSpawnMob (const cMonster & a_Mob) override;
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virtual void SendSpawnObject (const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch) override;
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virtual void SendSpawnVehicle (const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType) override;
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virtual void SendTabCompletionResults(const AStringVector & a_Results) override;
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virtual void SendTeleportEntity (const cEntity & a_Entity) override;
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virtual void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ) override;
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virtual void SendTimeUpdate (Int64 a_WorldAge, Int64 a_TimeOfDay) override;
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virtual void SendUnloadChunk (int a_ChunkX, int a_ChunkZ) override;
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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) override;
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virtual void SendUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ) override;
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virtual void SendWeather (eWeather a_Weather) override;
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virtual void SendWholeInventory (const cInventory & a_Inventory) override;
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virtual void SendWholeInventory (const cWindow & a_Window) override;
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virtual void SendWindowClose (const cWindow & a_Window) override;
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virtual void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) override;
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virtual void SendWindowProperty (const cWindow & a_Window, short a_Property, short a_Value) override;
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virtual AString GetAuthServerID(void) override { return m_AuthServerID; }
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protected:
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/// Composes individual packets in the protocol's m_OutPacketBuffer; sends them upon being destructed
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class cPacketizer
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{
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public:
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cPacketizer(cProtocol172 & a_Protocol, UInt32 a_PacketType) :
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m_Protocol(a_Protocol),
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m_Out(a_Protocol.m_OutPacketBuffer),
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m_Lock(a_Protocol.m_CSPacket)
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{
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m_Out.WriteVarInt(a_PacketType);
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}
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~cPacketizer();
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void WriteBool(bool a_Value)
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{
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m_Out.WriteBool(a_Value);
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}
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void WriteByte(Byte a_Value)
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{
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m_Out.WriteByte(a_Value);
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}
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void WriteChar(char a_Value)
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{
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m_Out.WriteChar(a_Value);
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}
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void WriteShort(short a_Value)
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{
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m_Out.WriteBEShort(a_Value);
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}
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void WriteInt(int a_Value)
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{
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m_Out.WriteBEInt(a_Value);
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}
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void WriteInt64(Int64 a_Value)
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{
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m_Out.WriteBEInt64(a_Value);
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}
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void WriteFloat(float a_Value)
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{
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m_Out.WriteBEFloat(a_Value);
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}
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void WriteDouble(double a_Value)
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{
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m_Out.WriteBEDouble(a_Value);
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}
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void WriteVarInt(UInt32 a_Value)
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{
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m_Out.WriteVarInt(a_Value);
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}
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void WriteString(const AString & a_Value)
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{
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m_Out.WriteVarUTF8String(a_Value);
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}
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void WriteBuf(const char * a_Data, int a_Size)
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{
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m_Out.Write(a_Data, a_Size);
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}
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void WriteItem(const cItem & a_Item);
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void WriteByteAngle(double a_Angle); // Writes the specified angle using a single byte
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void WriteFPInt(double a_Value); // Writes the double value as a 27:5 fixed-point integer
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protected:
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cProtocol172 & m_Protocol;
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cByteBuffer & m_Out;
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cCSLock m_Lock;
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} ;
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AString m_ServerAddress;
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UInt16 m_ServerPort;
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AString m_AuthServerID;
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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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cByteBuffer m_ReceivedData;
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/// Buffer for composing the outgoing packets, through cPacketizer
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cByteBuffer m_OutPacketBuffer;
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/// Buffer for composing packet length (so that each cPacketizer instance doesn't allocate a new cPacketBuffer)
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cByteBuffer m_OutPacketLenBuffer;
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bool m_IsEncrypted;
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CryptoPP::CFB_Mode<CryptoPP::AES>::Decryption m_Decryptor;
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CryptoPP::CFB_Mode<CryptoPP::AES>::Encryption m_Encryptor;
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/// Adds the received (unencrypted) data to m_ReceivedData, parses complete packets
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void AddReceivedData(const char * a_Data, int a_Size);
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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 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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/// Sends the data to the client, encrypting them if needed.
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virtual void SendData(const char * a_Data, int a_Size) override;
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void SendCompass(const cWorld & a_World);
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} ;
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