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authorTiger Wang <ziwei.tiger@hotmail.co.uk>2014-01-19 01:54:38 +0100
committerTiger Wang <ziwei.tiger@hotmail.co.uk>2014-01-19 01:54:38 +0100
commitf8c8dcc7f36366dc6b59e6741d466e739322d5d1 (patch)
tree0462f2482c311fc4d3afbf39ef5858eccb1706d8 /src/BlockEntities/CommandBlockEntity.cpp
parentMerge pull request #557 from xdot/master (diff)
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Diffstat (limited to 'src/BlockEntities/CommandBlockEntity.cpp')
-rw-r--r--src/BlockEntities/CommandBlockEntity.cpp42
1 files changed, 37 insertions, 5 deletions
diff --git a/src/BlockEntities/CommandBlockEntity.cpp b/src/BlockEntities/CommandBlockEntity.cpp
index 543d47b7a..6e5c8087e 100644
--- a/src/BlockEntities/CommandBlockEntity.cpp
+++ b/src/BlockEntities/CommandBlockEntity.cpp
@@ -7,10 +7,11 @@
#include "json/json.h"
#include "CommandBlockEntity.h"
#include "../Entities/Player.h"
+#include "../WorldStorage/FastNBT.h"
-#include "CommandOutput.h"
-#include "Root.h"
-#include "Server.h" // ExecuteConsoleCommand()
+#include "../CommandOutput.h"
+#include "../Root.h"
+#include "../Server.h" // ExecuteConsoleCommand()
@@ -40,6 +41,15 @@ void cCommandBlockEntity::UsedBy(cPlayer * a_Player)
void cCommandBlockEntity::SetCommand(const AString & a_Cmd)
{
m_Command = a_Cmd;
+
+ /*
+ Vanilla requires that the server send a Block Entity Update after a command has been set
+ Therefore, command blocks don't support on-the-fly (when window is open) updating of a command and therefore...
+ ...the following code can't be put in UsedBy just before the window opens
+
+ Just documenting my experience in getting this to work :P
+ */
+ m_World->BroadcastBlockEntity(GetPosX(), GetPosY(), GetPosZ());
}
@@ -131,8 +141,30 @@ bool cCommandBlockEntity::Tick(float a_Dt, cChunk & a_Chunk)
void cCommandBlockEntity::SendTo(cClientHandle & a_Client)
{
- // Nothing needs to be sent
- UNUSED(a_Client);
+ cFastNBTWriter Writer;
+ Writer.AddByte("TrackOutput", 1); // Neither I nor the MC wiki has any idea about this
+ Writer.AddInt("SuccessCount", GetResult());
+ Writer.AddInt("x", GetPosX());
+ Writer.AddInt("y", GetPosY());
+ Writer.AddInt("z", GetPosZ());
+ Writer.AddString("Command", GetCommand().c_str());
+ // You can set custom names for windows in Vanilla
+ // For a command block, this would be the 'name' prepended to anything it outputs into global chat
+ // MCS doesn't have this, so just leave it @ '@'. (geddit?)
+ Writer.AddString("CustomName", "@");
+ Writer.AddString("id", "Control"); // "Tile Entity ID" - MC wiki; vanilla server always seems to send this though
+
+ if (!GetLastOutput().empty())
+ {
+ AString Output;
+ Printf(Output, "{\"text\":\"%s\"}", GetLastOutput().c_str());
+
+ Writer.AddString("LastOutput", Output.c_str());
+ }
+
+ Writer.Finish();
+
+ a_Client.SendUpdateBlockEntity(GetPosX(), GetPosY(), GetPosZ(), 2, Writer);
}