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-rw-r--r--src/Protocol/Protocol_1_8.cpp23
1 files changed, 9 insertions, 14 deletions
diff --git a/src/Protocol/Protocol_1_8.cpp b/src/Protocol/Protocol_1_8.cpp
index 1185c264a..1ccc24e90 100644
--- a/src/Protocol/Protocol_1_8.cpp
+++ b/src/Protocol/Protocol_1_8.cpp
@@ -100,7 +100,7 @@ extern bool g_ShouldLogCommIn, g_ShouldLogCommOut;
////////////////////////////////////////////////////////////////////////////////
// cProtocol_1_8_0:
-cProtocol_1_8_0::cProtocol_1_8_0(cClientHandle * a_Client, const AString & a_ServerAddress, UInt16 a_ServerPort, UInt32 a_State) :
+cProtocol_1_8_0::cProtocol_1_8_0(cClientHandle * a_Client, const AString & a_ServerAddress, UInt16 a_ServerPort, State a_State) :
Super(a_Client),
m_ServerAddress(a_ServerAddress),
// Note: a_ServerPort is unused
@@ -383,16 +383,14 @@ void cProtocol_1_8_0::SendDisconnect(const AString & a_Reason)
{
switch (m_State)
{
- case 2:
+ case State::Login:
{
- // During login:
cPacketizer Pkt(*this, pktDisconnectDuringLogin);
Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
break;
}
- case 3:
+ case State::Game:
{
- // In-game:
cPacketizer Pkt(*this, pktDisconnectDuringGame);
Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Reason).c_str()));
break;
@@ -796,7 +794,7 @@ void cProtocol_1_8_0::SendLoginSuccess(void)
Pkt.WriteVarInt32(CompressionThreshold);
}
- m_State = 3; // State = Game
+ m_State = State::Game;
{
cPacketizer Pkt(*this, pktLoginSuccess);
@@ -2217,9 +2215,8 @@ bool cProtocol_1_8_0::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTy
{
switch (m_State)
{
- case 1:
+ case State::Status:
{
- // Status
switch (a_PacketType)
{
case 0x00: HandlePacketStatusRequest(a_ByteBuffer); return true;
@@ -2228,9 +2225,8 @@ bool cProtocol_1_8_0::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTy
break;
}
- case 2:
+ case State::Login:
{
- // Login
switch (a_PacketType)
{
case 0x00: HandlePacketLoginStart (a_ByteBuffer); return true;
@@ -2239,9 +2235,8 @@ bool cProtocol_1_8_0::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTy
break;
}
- case 3:
+ case State::Game:
{
- // Game
switch (a_PacketType)
{
case 0x00: HandlePacketKeepAlive (a_ByteBuffer); return true;
@@ -2281,10 +2276,10 @@ bool cProtocol_1_8_0::HandlePacket(cByteBuffer & a_ByteBuffer, UInt32 a_PacketTy
// 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