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* Visual Studio Project Overhaul + Cleanup * SDL2 project for Windows * Re-added game client icon to SDL2 code * Renamed "AppPlatform_windows" to "AppPlatform_win32" (this is the name of the Windows API and is not representative of the architecture type) * Renamed "LoggerWindows" to "LoggerWin32" * Renamed "SoundSystemWindows to "SoundSystemDS" (DirectSound). This may be used for the 360, so it wouldn't really be Windows-specific then. * Moved "ClientSideNetworkHandler" from "network" to "client/network". We don't need it being compiled for the server if the client's the only thing that needs it. * I wonder if this still works on macOS... * Bugfixes & Fixed for macOS * Options::savePropertiesToFile Logging Bugfix * Silence Winsock Deprecation Warnings in RakNet * VS Project Improvements - Replaced 50 billion relative paths with $(MC_ROOT) - Added $(RAKNET_PATH) variable to override RakNet location - Re-added gitignore for .vcxproj.user files - Added debugging config to Directory.Builds.props - Slimmed down project configurations for SDL2 * VS Project Config Bugfixes - Fixed RakNet header path for additional includes * RakNet Target for XCode * XCode Project Config Fixes * Packet logging * Network VS Project Filter Fix * Fix RakNet Packet ID Length We previously didn't have consistency between old and new C++ regarding PacketType enum length. Now we do. This is required or else it completely breaks networking between the versions. * Additional RakNet Error Handling * Disable packet logging * * Fix CMakeLists.txt This reflects the relocation of ClientSideNetworkHandler.cpp. * * Also add renderer/GL/GL.cpp to the CMakeLists.txt * * Replace libpng with stb_image * * Fix buggy water behavior. * * Put the CMakeLists of the SDL project in debug mode * Visual Studio 2010 Support * * Change the SdlIoCallbacks from an array to a single member. This fixes compilation of the sdl2 target on VS. * * Fix missing _error label. * Revert "* Fix missing _error label." This reverts commit 99a057fc84049a16c864bd840fb439a008af5c74. * Revert "* Replace libpng with stb_image" * info_updateGame Tiles --------- Co-authored-by: Brent Da Mage <BrentDaMage@users.noreply.github.com> Co-authored-by: iProgramInCpp <iprogramincpp@gmail.com>
86 lines
3.2 KiB
C++
86 lines
3.2 KiB
C++
/********************************************************************
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Minecraft: Pocket Edition - Decompilation Project
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Copyright (C) 2023 iProgramInCpp
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The following code is licensed under the BSD 1 clause license.
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SPDX-License-Identifier: BSD-1-Clause
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********************************************************************/
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#pragma once
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#include <map>
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#include "NetEventCallback.hpp"
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#include "client/app/Minecraft.hpp"
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#include "RakNetInstance.hpp"
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#include "world/level/LevelListener.hpp"
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class Minecraft;
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class ServerSideNetworkHandler;
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struct OnlinePlayer
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{
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Player* m_pPlayer; // The player avatar this online player controls
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RakNet::RakNetGUID m_guid;
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OnlinePlayer(Player* p, const RakNet::RakNetGUID& guid) : m_pPlayer(p), m_guid(guid) {}
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};
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typedef void(ServerSideNetworkHandler::* CommandFunction)(OnlinePlayer* player, const std::vector<std::string>& parms);
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typedef std::map<std::string, CommandFunction> CommandMap;
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typedef std::map<RakNet::RakNetGUID, OnlinePlayer*> OnlinePlayerMap;
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// @TODO: Rename to ServerNetworkHandler?
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class ServerSideNetworkHandler : public NetEventCallback, public LevelListener
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{
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public:
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// @TODO: We can do the following to finally split Network code from Client code
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// ServerSideNetworkHandler(GameCallbacks *gameCallbacks, Level* level, GameMode* gameMode, RakNetInstance* rakNetInstance, PacketSender* packetSender, Player* localPlayer);
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ServerSideNetworkHandler(Minecraft* minecraft, RakNetInstance* rakNetInstance);
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~ServerSideNetworkHandler();
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// Overridden from NetEventCallback
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void levelGenerated(Level*) override;
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void onNewClient(const RakNet::RakNetGUID&) override;
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void onDisconnect(const RakNet::RakNetGUID&) override;
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void handle(const RakNet::RakNetGUID&, LoginPacket*) override;
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void handle(const RakNet::RakNetGUID&, MessagePacket*) override;
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void handle(const RakNet::RakNetGUID&, MovePlayerPacket*) override;
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void handle(const RakNet::RakNetGUID&, PlaceBlockPacket*) override;
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void handle(const RakNet::RakNetGUID&, RemoveBlockPacket*) override;
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void handle(const RakNet::RakNetGUID&, PlayerEquipmentPacket*) override;
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void handle(const RakNet::RakNetGUID&, RequestChunkPacket*) override;
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// Overridden from LevelListener
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void tileBrightnessChanged(int x, int y, int z) override;
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void tileChanged(int x, int y, int z) override;
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void allowIncomingConnections(bool b);
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void displayGameMessage(const std::string&);
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void sendMessage(const RakNet::RakNetGUID& guid, const std::string&);
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void sendMessage(OnlinePlayer*, const std::string&);
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void redistributePacket(Packet* packet, const RakNet::RakNetGUID& source);
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// Custom
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OnlinePlayer* getPlayerByGUID(const RakNet::RakNetGUID& guid);
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void setupCommands();
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// Commands
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void commandHelp (OnlinePlayer*, const std::vector<std::string>&);
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void commandStats(OnlinePlayer*, const std::vector<std::string>&);
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void commandTime (OnlinePlayer*, const std::vector<std::string>&);
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void commandSeed (OnlinePlayer*, const std::vector<std::string>&);
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void commandTP (OnlinePlayer*, const std::vector<std::string>&);
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public:
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Minecraft* m_pMinecraft;
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Level* m_pLevel;
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RakNetInstance* m_pRakNetInstance;
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RakNet::RakPeerInterface* m_pRakNetPeer;
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bool m_bAllowIncoming;
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OnlinePlayerMap m_onlinePlayers;
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CommandMap m_commands;
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};
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