Files
mcpe/source/client/network/NetEventCallback.cpp
iProgramInCpp 498fe048cd * Improve the level sending mechanism in the game.
Instead of sending a request for each chunk one by one, and in sequence, send all the level data in one block.

I know this is not the best solution since we are working with UDP here, but it's way faster than loading the level chunk by chunk. In a blink of an eye, the level has already loaded.
2023-08-12 23:14:13 +03:00

83 lines
1.8 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
********************************************************************/
#include "NetEventCallback.hpp"
void NetEventCallback::levelGenerated(Level* level)
{
}
void NetEventCallback::onConnect(const RakNet::RakNetGUID& guid)
{
}
void NetEventCallback::onUnableToConnect()
{
}
void NetEventCallback::onNewClient(const RakNet::RakNetGUID& guid)
{
}
void NetEventCallback::onDisconnect(const RakNet::RakNetGUID& guid)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, LoginPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, MessagePacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, StartGamePacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, AddPlayerPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, RemoveEntityPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, MovePlayerPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, PlaceBlockPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, RemoveBlockPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, UpdateBlockPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, RequestChunkPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, ChunkDataPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, PlayerEquipmentPacket* packet)
{
}
void NetEventCallback::handle(const RakNet::RakNetGUID& guid, LevelDataPacket* packet)
{
}