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author | Tiger Wang <ziwei.tiger@outlook.com> | 2020-09-12 22:08:23 +0200 |
---|---|---|
committer | Tiger Wang <ziwei.tiger@outlook.com> | 2020-09-18 17:41:06 +0200 |
commit | 7f372b12cb01f7df9d5466de11b36494353613a8 (patch) | |
tree | cdc570e1e5318beba83cc3b165efa0704b2c0edb /src/Protocol/Protocol_1_12.cpp | |
parent | Remove unused ServerPort member (diff) | |
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Diffstat (limited to 'src/Protocol/Protocol_1_12.cpp')
-rw-r--r-- | src/Protocol/Protocol_1_12.cpp | 26 |
1 files changed, 10 insertions, 16 deletions
diff --git a/src/Protocol/Protocol_1_12.cpp b/src/Protocol/Protocol_1_12.cpp index dcbb6e17c..8a3076980 100644 --- a/src/Protocol/Protocol_1_12.cpp +++ b/src/Protocol/Protocol_1_12.cpp @@ -1022,9 +1022,8 @@ bool cProtocol_1_12::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTyp { switch (m_State) { - case 1: + case State::Status: { - // Status switch (a_PacketType) { case 0x00: HandlePacketStatusRequest(a_ByteBuffer); return true; @@ -1033,9 +1032,8 @@ bool cProtocol_1_12::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTyp break; } - case 2: + case State::Login: { - // Login switch (a_PacketType) { case 0x00: HandlePacketLoginStart(a_ByteBuffer); return true; @@ -1044,9 +1042,8 @@ bool cProtocol_1_12::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTyp break; } - case 3: + case State::Game: { - // Game switch (a_PacketType) { case 0x00: HandleConfirmTeleport(a_ByteBuffer); return true; @@ -1093,10 +1090,10 @@ bool cProtocol_1_12::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTyp // Cannot kick the client - we don't know this state and thus the packet number for the kick packet // Switch to a state when all further packets are silently ignored: - m_State = 255; + m_State = State::Invalid; return false; } - case 255: + case State::Invalid: { // This is the state used for "not processing packets anymore" when we receive a bad packet from a client. // Do not output anything (the caller will do that for us), just return failure @@ -1172,9 +1169,8 @@ bool cProtocol_1_12_1::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketT { switch (m_State) { - case 1: + case State::Status: { - // Status switch (a_PacketType) { case 0x00: HandlePacketStatusRequest(a_ByteBuffer); return true; @@ -1183,9 +1179,8 @@ bool cProtocol_1_12_1::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketT break; } - case 2: + case State::Login: { - // Login switch (a_PacketType) { case 0x00: HandlePacketLoginStart(a_ByteBuffer); return true; @@ -1194,9 +1189,8 @@ bool cProtocol_1_12_1::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketT break; } - case 3: + case State::Game: { - // Game switch (a_PacketType) { case 0x00: HandleConfirmTeleport(a_ByteBuffer); return true; @@ -1243,10 +1237,10 @@ bool cProtocol_1_12_1::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketT // Cannot kick the client - we don't know this state and thus the packet number for the kick packet // Switch to a state when all further packets are silently ignored: - m_State = 255; + m_State = State::Invalid; return false; } - case 255: + case State::Invalid: { // This is the state used for "not processing packets anymore" when we receive a bad packet from a client. // Do not output anything (the caller will do that for us), just return failure |