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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"
#include "Endianness.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 SendBlockAction      (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2) = 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 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 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 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    (int a_WindowID, short a_SlotNum, const cItem & a_Item) = 0;
	virtual void SendKeepAlive        (int a_PingID) = 0;
	virtual void SendLogin            (const cPlayer & a_Player) = 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 SendSpawnMob         (const cMonster & a_Mob) = 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_WorldTime) = 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 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;

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(char 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 WriteInt(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);
	}
} ;