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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 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 SendEditSign            (int a_BlockX, int a_BlockY, int a_BlockZ) = 0;  ///< Request the client to open up the sign editor for the sign (1.6+)
	virtual void SendEntityEquipment     (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) = 0;
	virtual void SendEntityHeadLook      (const cEntity & a_Entity) = 0;
	virtual void SendEntityLook          (const cEntity & a_Entity) = 0;
	virtual void SendEntityMetadata      (const cEntity & a_Entity) = 0;
	virtual void SendEntityProperties    (const cEntity & a_Entity) = 0;
	virtual void SendEntityRelMove       (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
	virtual void SendEntityRelMoveLook   (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) = 0;
	virtual void SendEntityStatus        (const cEntity & a_Entity, char a_Status) = 0;
	virtual void SendEntityVelocity      (const cEntity & a_Entity) = 0;
	virtual void SendExplosion           (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion) = 0;
	virtual void SendGameMode            (eGameMode a_GameMode) = 0;
	virtual void SendHealth              (void) = 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 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 SendPlayerMaxSpeed      (void) = 0;  ///< Informs the client of the maximum player speed (1.6.1+)
	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, char a_VehicleTypeType) = 0;
	virtual void SendTabCompletionResults(const AStringVector & a_Results) = 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;
	virtual void SendWindowProperty      (const cWindow & a_Window, short a_Property, short a_Value) = 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);
	}
} ;