// ProtocolRecognizer.cpp
// Implements the cProtocolRecognizer class representing the meta-protocol that recognizes possibly multiple
// protocol versions and redirects everything to them
#include "Globals.h"
#include "ProtocolRecognizer.h"
#include "Protocol125.h"
#include "Protocol132.h"
#include "cClientHandle.h"
#include "cRoot.h"
#include "cWorld.h"
#include "cChatColor.h"
cProtocolRecognizer::cProtocolRecognizer(cClientHandle * a_Client) :
super(a_Client),
m_Protocol(NULL),
m_Buffer(512)
{
}
void cProtocolRecognizer::DataReceived(const char * a_Data, int a_Size)
{
if (m_Protocol == NULL)
{
if (!m_Buffer.Write(a_Data, a_Size))
{
m_Client->Kick("Unsupported protocol version");
return;
}
if (!TryRecognizeProtocol())
{
return;
}
// The protocol has just been recognized, dump the whole m_Buffer contents into it for parsing:
AString Dump;
m_Buffer.ResetRead();
m_Buffer.ReadAll(Dump);
m_Protocol->DataReceived(Dump.data(), Dump.size());
}
else
{
m_Protocol->DataReceived(a_Data, a_Size);
}
}
void cProtocolRecognizer::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType);
}
void cProtocolRecognizer::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
}
void cProtocolRecognizer::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
}
void cProtocolRecognizer::SendChat(const AString & a_Message)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendChat(a_Message);
}
void cProtocolRecognizer::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer);
}
void cProtocolRecognizer::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendCollectPickup(a_Pickup, a_Player);
}
void cProtocolRecognizer::SendDestroyEntity(const cEntity & a_Entity)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendDestroyEntity(a_Entity);
}
void cProtocolRecognizer::SendDisconnect(const AString & a_Reason)
{
if (m_Protocol != NULL)
{
m_Protocol->SendDisconnect(a_Reason);
}
else
{
// This is used when the client sends a server-ping, respond with the default packet:
WriteByte ((char)0xff); // PACKET_DISCONNECT
WriteString(a_Reason);
}
}
void cProtocolRecognizer::SendEntHeadLook(const cEntity & a_Entity)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendEntHeadLook(a_Entity);
}
void cProtocolRecognizer::SendEntLook(const cEntity & a_Entity)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendEntLook(a_Entity);
}
void cProtocolRecognizer::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendEntityEquipment(a_Entity, a_SlotNum, a_Item);
}
void cProtocolRecognizer::SendEntityStatus(const cEntity & a_Entity, char a_Status)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendEntityStatus(a_Entity, a_Status);
}
void cProtocolRecognizer::SendGameMode(eGameMode a_GameMode)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendGameMode(a_GameMode);
}
void cProtocolRecognizer::SendHealth(void)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendHealth();
}
void cProtocolRecognizer::SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendInventoryProgress(a_WindowID, a_Progressbar, a_Value);
}
void cProtocolRecognizer::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item);
}
void cProtocolRecognizer::SendKeepAlive(int a_PingID)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendKeepAlive(a_PingID);
}
void cProtocolRecognizer::SendLogin(const cPlayer & a_Player, const cWorld & a_World)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendLogin(a_Player, a_World);
}
void cProtocolRecognizer::SendMetadata(const cEntity & a_Entity)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendMetadata(a_Entity);
}
void cProtocolRecognizer::SendPickupSpawn(const cPickup & a_Pickup)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendPickupSpawn(a_Pickup);
}
void cProtocolRecognizer::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendPlayerAnimation(a_Player, a_Animation);
}
void cProtocolRecognizer::SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendPlayerListItem(a_Player, a_IsOnline);
}
void cProtocolRecognizer::SendPlayerMoveLook(void)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendPlayerMoveLook();
}
void cProtocolRecognizer::SendPlayerPosition(void)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendPlayerPosition();
}
void cProtocolRecognizer::SendPlayerSpawn(const cPlayer & a_Player)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendPlayerSpawn(a_Player);
}
void cProtocolRecognizer::SendEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ);
}
void cProtocolRecognizer::SendEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ);
}
void cProtocolRecognizer::SendRespawn(void)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendRespawn();
}
void cProtocolRecognizer::SendSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch) {
ASSERT(m_Protocol != NULL);
m_Protocol->SendSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch);
}
void cProtocolRecognizer::SendSpawnMob(const cMonster & a_Mob)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendSpawnMob(a_Mob);
}
void cProtocolRecognizer::SendTeleportEntity(const cEntity & a_Entity)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendTeleportEntity(a_Entity);
}
void cProtocolRecognizer::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
}
void cProtocolRecognizer::SendTimeUpdate(Int64 a_WorldTime)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendTimeUpdate(a_WorldTime);
}
void cProtocolRecognizer::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
}
void cProtocolRecognizer::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)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendUpdateSign(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4);
}
void cProtocolRecognizer::SendWeather(eWeather a_Weather)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendWeather(a_Weather);
}
void cProtocolRecognizer::SendWholeInventory(const cInventory & a_Inventory)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendWholeInventory(a_Inventory);
}
void cProtocolRecognizer::SendWholeInventory(const cWindow & a_Window)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendWholeInventory(a_Window);
}
void cProtocolRecognizer::SendWindowClose(char a_WindowID)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendWindowClose(a_WindowID);
}
void cProtocolRecognizer::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots)
{
ASSERT(m_Protocol != NULL);
m_Protocol->SendWindowOpen(a_WindowID, a_WindowType, a_WindowTitle, a_NumSlots);
}
AString cProtocolRecognizer::GetAuthServerID(void)
{
ASSERT(m_Protocol != NULL);
return m_Protocol->GetAuthServerID();
}
void cProtocolRecognizer::SendData(const char * a_Data, int a_Size)
{
// This is used only when handling the server ping
m_Client->SendData(a_Data, a_Size);
}
bool cProtocolRecognizer::TryRecognizeProtocol(void)
{
// NOTE: If a new protocol is added or an old one is removed, adjust MCS_CLIENT_VERSIONS and
// MCS_PROTOCOL_VERSIONS macros in the header file
// The first packet should be a Handshake, 0x02:
unsigned char PacketType;
if (!m_Buffer.ReadByte(PacketType))
{
return false;
}
switch (PacketType)
{
case 0x02: break; // Handshake, continue recognizing
case 0xfe: HandleServerPing(); return false;
default: return false;
}
// 1.3.2 starts with 0x02 0x39 <name-length-short>
// 1.2.5 starts with 0x02 <name-length-short> and name is expected to less than 0x3900 long :)
char ch;
if (!m_Buffer.ReadChar(ch))
{
return false;
}
if (ch == 39)
{
m_Protocol = new cProtocol132(m_Client);
return true;
}
m_Protocol = new cProtocol125(m_Client);
return true;
}
void cProtocolRecognizer::HandleServerPing(void)
{
AString Reply;
Printf(Reply, "%s%s%i%s%i",
cRoot::Get()->GetDefaultWorld()->GetDescription().c_str(),
cChatColor::Delimiter.c_str(),
cRoot::Get()->GetDefaultWorld()->GetNumPlayers(),
cChatColor::Delimiter.c_str(),
cRoot::Get()->GetDefaultWorld()->GetMaxPlayers()
);
m_Client->Kick(Reply.c_str());
}