1
0
cuberite-2a/source/Protocol/Protocol.h
madmaxoft@gmail.com 17a2c1b388 Adjusted the protocol framework to support different types of falling block spawning.
In brief, with cProtocol, "say what you want done, not how you want me to do it".
But still 1.4.6 crashes on falling block spawning.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1104 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-12-26 09:12:00 +00:00

187 lines
6.7 KiB
C++

// Protocol.h
// Interfaces to the cProtocol class representing the generic interface that a protocol
// parser and serializer must implement
#pragma once
#include "../Defines.h"
#include "../Endianness.h"
class cPlayer;
class cEntity;
class cWindow;
class cInventory;
class cPawn;
class cPickup;
class cMonster;
class cChunkDataSerializer;
class cWorld;
class cFallingBlock;
typedef unsigned char Byte;
class cProtocol
{
public:
cProtocol(cClientHandle * a_Client) :
m_Client(a_Client)
{
}
virtual ~cProtocol() {}
/// Called when client sends some data
virtual void DataReceived(const char * a_Data, int a_Size) = 0;
// Sending stuff to clients (alphabetically sorted):
virtual void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType) = 0;
virtual void SendBlockBreakAnim (int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage) = 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 SendChat (const AString & a_Message) = 0;
virtual void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) = 0;
virtual void SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player) = 0;
virtual void SendDestroyEntity (const cEntity & a_Entity) = 0;
virtual void SendDisconnect (const AString & a_Reason) = 0;
virtual void SendEntHeadLook (const cEntity & a_Entity) = 0;
virtual void SendEntLook (const cEntity & a_Entity) = 0;
virtual void SendEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
virtual void SendEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
virtual void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) = 0;
virtual void SendEntityStatus (const cEntity & a_Entity, char a_Status) = 0;
virtual void SendGameMode (eGameMode a_GameMode) = 0;
virtual void SendHealth (void) = 0;
virtual void SendInventoryProgress (char a_WindowID, short a_Progressbar, short a_Value) = 0;
virtual void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item) = 0;
virtual void SendKeepAlive (int a_PingID) = 0;
virtual void SendLogin (const cPlayer & a_Player, const cWorld & a_World) = 0;
virtual void SendMetadata (const cEntity & a_Entity) = 0;
virtual void SendPickupSpawn (const cPickup & a_Pickup) = 0;
virtual void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation) = 0;
virtual void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline) = 0;
virtual void SendPlayerMoveLook (void) = 0;
virtual void SendPlayerPosition (void) = 0;
virtual void SendPlayerSpawn (const cPlayer & a_Player) = 0;
virtual void SendRespawn (void) = 0;
virtual void SendSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch) = 0; // a_Src coords are Block * 8
virtual void SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data) = 0;
virtual void SendSpawnFallingBlock (const cFallingBlock & a_FallingBlock) = 0;
virtual void SendSpawnMob (const cMonster & a_Mob) = 0;
virtual void SendSpawnObject (const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, short a_SpeedX, short a_SpeedY, short a_SpeedZ, Byte a_Yaw, Byte a_Pitch) = 0;
virtual void SendTeleportEntity (const cEntity & a_Entity) = 0;
virtual void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
virtual void SendTimeUpdate (Int64 a_WorldAge, Int64 a_TimeOfDay) = 0;
virtual void SendUnloadChunk (int a_ChunkX, int a_ChunkZ) = 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 SendUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ) = 0;
virtual void SendWeather (eWeather a_Weather) = 0;
virtual void SendWholeInventory (const cInventory & a_Inventory) = 0;
virtual void SendWholeInventory (const cWindow & a_Window) = 0;
virtual void SendWindowClose (char a_WindowID) = 0;
virtual void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) = 0;
/// Returns the ServerID used for authentication through session.minecraft.net
virtual AString GetAuthServerID(void) = 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;
/// Called after writing each packet, enables descendants to flush their buffers
virtual void Flush(void) {};
// Helpers for writing partial packet data, write using SendData()
void WriteByte(Byte a_Value)
{
SendData((const char *)&a_Value, 1);
}
void WriteShort(short a_Value)
{
a_Value = htons(a_Value);
SendData((const char *)&a_Value, 2);
}
/*
void WriteShort(unsigned short a_Value)
{
a_Value = htons(a_Value);
SendData((const char *)&a_Value, 2);
}
*/
void WriteInt(int a_Value)
{
a_Value = htonl(a_Value);
SendData((const char *)&a_Value, 4);
}
void WriteUInt(unsigned int a_Value)
{
a_Value = htonl(a_Value);
SendData((const char *)&a_Value, 4);
}
void WriteInt64 (Int64 a_Value)
{
a_Value = HostToNetwork8(&a_Value);
SendData((const char *)&a_Value, 8);
}
void WriteFloat (float a_Value)
{
unsigned int val = HostToNetwork4(&a_Value);
SendData((const char *)&val, 4);
}
void WriteDouble(double a_Value)
{
unsigned long long val = HostToNetwork8(&a_Value);
SendData((const char *)&val, 8);
}
void WriteString(const AString & a_Value)
{
AString UTF16;
UTF8ToRawBEUTF16(a_Value.c_str(), a_Value.length(), UTF16);
WriteShort((unsigned short)(UTF16.size() / 2));
SendData(UTF16.data(), UTF16.size());
}
void WriteBool(bool a_Value)
{
WriteByte(a_Value ? 1 : 0);
}
void WriteVectorI(const Vector3i & a_Vector)
{
WriteInt(a_Vector.x);
WriteInt(a_Vector.y);
WriteInt(a_Vector.z);
}
} ;