// 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 SendAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle) = 0;
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 SendEntVelocity (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 SendExplosion (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, cVector3iList a_BlocksAffected, float a_PlayerMotionX, float a_PlayerMotionY, float a_PlayerMotionZ) = 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, Byte a_Yaw, Byte a_Pitch) = 0;
virtual void SendSpawnVehicle (const cEntity & a_Vehicle, char a_VehicleType) = 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 (const cWindow & a_Window) = 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);
}
} ;