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+
+// Protocol.h
+
+// Interfaces to the cProtocol class representing the generic interface that a protocol
+// parser and serializer must implement
+
+
+
+
+
+#pragma once
+
+#include "Defines.h"
+
+
+
+
+class cPlayer;
+class cEntity;
+class cWindow;
+class cInventory;
+class cPawn;
+class cPickup;
+class cMonster;
+class cChunkDataSerializer;
+
+
+
+
+
+class cProtocol
+{
+public:
+ cProtocol(cClientHandle * a_Client) :
+ m_Client(a_Client)
+ {
+ }
+
+ /// Called when client sends some data
+ virtual void DataReceived(const char * a_Data, int a_Size) = 0;
+
+ // Sending stuff to clients:
+ virtual void SendDisconnect (const AString & a_Reason) = 0;
+ virtual void SendLogin (const cPlayer & a_Player) = 0;
+ virtual void SendHandshake (const AString & a_ServerName) = 0;
+ virtual void SendInventorySlot (int a_WindowID, short a_SlotNum, const cItem & a_Item) = 0;
+ virtual void SendChat (const AString & a_Message) = 0;
+ virtual void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation) = 0;
+ virtual void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) = 0;
+ virtual void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) = 0;
+ virtual void SendWindowClose (char a_WindowID) = 0;
+ virtual void SendWholeInventory (const cInventory & a_Inventory) = 0;
+ virtual void SendWholeInventory (const cWindow & a_Window) = 0;
+ virtual void SendTeleportEntity (const cEntity & a_Entity) = 0;
+ virtual void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline) = 0;
+ virtual void SendPlayerPosition (void) = 0;
+ virtual void SendRelEntMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
+ virtual void SendRelEntMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
+ virtual void SendEntLook (const cEntity & a_Entity) = 0;
+ virtual void SendEntHeadLook (const cEntity & a_Entity) = 0;
+ virtual void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2) = 0;
+ virtual void SendHealth (void) = 0;
+ virtual void SendRespawn (void) = 0;
+ virtual void SendGameMode (eGameMode a_GameMode) = 0;
+ virtual void SendDestroyEntity (const cEntity & a_Entity) = 0;
+ virtual void SendPlayerMoveLook (void) = 0;
+ virtual void SendEntityStatus (const cEntity & a_Entity, char a_Status) = 0;
+ virtual void SendMetadata (const cPawn & a_Entity) = 0;
+ virtual void SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value) = 0;
+ virtual void SendPlayerSpawn (const cPlayer & a_Player) = 0;
+ virtual void SendPickupSpawn (const cPickup & a_Pickup) = 0;
+ virtual void SendSpawnMob (const cMonster & a_Mob) = 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 SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player) = 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 SendUnloadChunk (int a_ChunkX, int a_ChunkZ) = 0;
+ virtual void SendWeather (eWeather a_Weather) = 0;
+ virtual void SendTimeUpdate (Int64 a_WorldTime) = 0;
+ virtual void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
+ virtual void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) = 0;
+ virtual void SendKeepAlive (int a_PingID) = 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;
+} ;
+
+
+
+
+