Files
mcpe/source/network/ServerSideNetworkHandler.hpp
Brent f12a3c1c61 Visual Studio Project Overhaul + Cleanup (#80)
* 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>
2023-10-22 10:08:59 +03:00

86 lines
3.2 KiB
C++

/********************************************************************
Minecraft: Pocket Edition - Decompilation Project
Copyright (C) 2023 iProgramInCpp
The following code is licensed under the BSD 1 clause license.
SPDX-License-Identifier: BSD-1-Clause
********************************************************************/
#pragma once
#include <map>
#include "NetEventCallback.hpp"
#include "client/app/Minecraft.hpp"
#include "RakNetInstance.hpp"
#include "world/level/LevelListener.hpp"
class Minecraft;
class ServerSideNetworkHandler;
struct OnlinePlayer
{
Player* m_pPlayer; // The player avatar this online player controls
RakNet::RakNetGUID m_guid;
OnlinePlayer(Player* p, const RakNet::RakNetGUID& guid) : m_pPlayer(p), m_guid(guid) {}
};
typedef void(ServerSideNetworkHandler::* CommandFunction)(OnlinePlayer* player, const std::vector<std::string>& parms);
typedef std::map<std::string, CommandFunction> CommandMap;
typedef std::map<RakNet::RakNetGUID, OnlinePlayer*> OnlinePlayerMap;
// @TODO: Rename to ServerNetworkHandler?
class ServerSideNetworkHandler : public NetEventCallback, public LevelListener
{
public:
// @TODO: We can do the following to finally split Network code from Client code
// ServerSideNetworkHandler(GameCallbacks *gameCallbacks, Level* level, GameMode* gameMode, RakNetInstance* rakNetInstance, PacketSender* packetSender, Player* localPlayer);
ServerSideNetworkHandler(Minecraft* minecraft, RakNetInstance* rakNetInstance);
~ServerSideNetworkHandler();
// Overridden from NetEventCallback
void levelGenerated(Level*) override;
void onNewClient(const RakNet::RakNetGUID&) override;
void onDisconnect(const RakNet::RakNetGUID&) override;
void handle(const RakNet::RakNetGUID&, LoginPacket*) override;
void handle(const RakNet::RakNetGUID&, MessagePacket*) override;
void handle(const RakNet::RakNetGUID&, MovePlayerPacket*) override;
void handle(const RakNet::RakNetGUID&, PlaceBlockPacket*) override;
void handle(const RakNet::RakNetGUID&, RemoveBlockPacket*) override;
void handle(const RakNet::RakNetGUID&, PlayerEquipmentPacket*) override;
void handle(const RakNet::RakNetGUID&, RequestChunkPacket*) override;
// Overridden from LevelListener
void tileBrightnessChanged(int x, int y, int z) override;
void tileChanged(int x, int y, int z) override;
void allowIncomingConnections(bool b);
void displayGameMessage(const std::string&);
void sendMessage(const RakNet::RakNetGUID& guid, const std::string&);
void sendMessage(OnlinePlayer*, const std::string&);
void redistributePacket(Packet* packet, const RakNet::RakNetGUID& source);
// Custom
OnlinePlayer* getPlayerByGUID(const RakNet::RakNetGUID& guid);
void setupCommands();
// Commands
void commandHelp (OnlinePlayer*, const std::vector<std::string>&);
void commandStats(OnlinePlayer*, const std::vector<std::string>&);
void commandTime (OnlinePlayer*, const std::vector<std::string>&);
void commandSeed (OnlinePlayer*, const std::vector<std::string>&);
void commandTP (OnlinePlayer*, const std::vector<std::string>&);
public:
Minecraft* m_pMinecraft;
Level* m_pLevel;
RakNetInstance* m_pRakNetInstance;
RakNet::RakPeerInterface* m_pRakNetPeer;
bool m_bAllowIncoming;
OnlinePlayerMap m_onlinePlayers;
CommandMap m_commands;
};