mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-05-18 03:35:33 +00:00
284 lines
9.4 KiB
PHP
284 lines
9.4 KiB
PHP
<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\network\mcpe\handler;
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use pocketmine\math\Vector3;
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use pocketmine\network\mcpe\protocol\AdventureSettingsPacket;
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use pocketmine\network\mcpe\protocol\AnimatePacket;
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use pocketmine\network\mcpe\protocol\BlockEntityDataPacket;
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use pocketmine\network\mcpe\protocol\BlockPickRequestPacket;
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use pocketmine\network\mcpe\protocol\BookEditPacket;
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use pocketmine\network\mcpe\protocol\BossEventPacket;
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use pocketmine\network\mcpe\protocol\ClientToServerHandshakePacket;
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use pocketmine\network\mcpe\protocol\CommandBlockUpdatePacket;
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use pocketmine\network\mcpe\protocol\CommandRequestPacket;
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use pocketmine\network\mcpe\protocol\ContainerClosePacket;
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use pocketmine\network\mcpe\protocol\CraftingEventPacket;
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use pocketmine\network\mcpe\protocol\EntityEventPacket;
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use pocketmine\network\mcpe\protocol\EntityFallPacket;
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use pocketmine\network\mcpe\protocol\EntityPickRequestPacket;
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use pocketmine\network\mcpe\protocol\InteractPacket;
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use pocketmine\network\mcpe\protocol\InventoryTransactionPacket;
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use pocketmine\network\mcpe\protocol\ItemFrameDropItemPacket;
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use pocketmine\network\mcpe\protocol\LabTablePacket;
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use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
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use pocketmine\network\mcpe\protocol\MapInfoRequestPacket;
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use pocketmine\network\mcpe\protocol\MobArmorEquipmentPacket;
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use pocketmine\network\mcpe\protocol\MobEquipmentPacket;
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use pocketmine\network\mcpe\protocol\ModalFormResponsePacket;
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use pocketmine\network\mcpe\protocol\MovePlayerPacket;
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use pocketmine\network\mcpe\protocol\PlayerActionPacket;
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use pocketmine\network\mcpe\protocol\PlayerHotbarPacket;
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use pocketmine\network\mcpe\protocol\PlayerInputPacket;
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use pocketmine\network\mcpe\protocol\PlayerSkinPacket;
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use pocketmine\network\mcpe\protocol\RequestChunkRadiusPacket;
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use pocketmine\network\mcpe\protocol\ServerSettingsRequestPacket;
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use pocketmine\network\mcpe\protocol\SetLocalPlayerAsInitializedPacket;
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use pocketmine\network\mcpe\protocol\SetPlayerGameTypePacket;
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use pocketmine\network\mcpe\protocol\ShowCreditsPacket;
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use pocketmine\network\mcpe\protocol\SpawnExperienceOrbPacket;
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use pocketmine\network\mcpe\protocol\SubClientLoginPacket;
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use pocketmine\network\mcpe\protocol\TextPacket;
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use pocketmine\Player;
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/**
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* Temporary session handler implementation
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* TODO: split this up properly into different handlers
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*/
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class SimpleSessionHandler extends SessionHandler{
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/** @var Player */
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private $player;
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public function __construct(Player $player){
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$this->player = $player;
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}
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public function handleClientToServerHandshake(ClientToServerHandshakePacket $packet) : bool{
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return false; //TODO
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}
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public function handleText(TextPacket $packet) : bool{
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if($packet->type === TextPacket::TYPE_CHAT){
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return $this->player->chat($packet->message);
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}
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return false;
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}
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public function handleMovePlayer(MovePlayerPacket $packet) : bool{
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return $this->player->handleMovePlayer($packet);
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}
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public function handleLevelSoundEvent(LevelSoundEventPacket $packet) : bool{
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return $this->player->handleLevelSoundEvent($packet);
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}
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public function handleEntityEvent(EntityEventPacket $packet) : bool{
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return $this->player->handleEntityEvent($packet);
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}
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public function handleInventoryTransaction(InventoryTransactionPacket $packet) : bool{
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return $this->player->handleInventoryTransaction($packet);
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}
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public function handleMobEquipment(MobEquipmentPacket $packet) : bool{
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return $this->player->equipItem($packet->hotbarSlot);
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}
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public function handleMobArmorEquipment(MobArmorEquipmentPacket $packet) : bool{
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return true; //Not used
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}
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public function handleInteract(InteractPacket $packet) : bool{
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return false; //TODO
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}
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public function handleBlockPickRequest(BlockPickRequestPacket $packet) : bool{
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return $this->player->pickBlock(new Vector3($packet->blockX, $packet->blockY, $packet->blockZ), $packet->addUserData);
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}
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public function handleEntityPickRequest(EntityPickRequestPacket $packet) : bool{
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return false; //TODO
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}
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public function handlePlayerAction(PlayerActionPacket $packet) : bool{
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$pos = new Vector3($packet->x, $packet->y, $packet->z);
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switch($packet->action){
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case PlayerActionPacket::ACTION_START_BREAK:
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$this->player->startBreakBlock($pos, $packet->face);
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break;
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case PlayerActionPacket::ACTION_ABORT_BREAK:
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case PlayerActionPacket::ACTION_STOP_BREAK:
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$this->player->stopBreakBlock($pos);
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break;
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case PlayerActionPacket::ACTION_START_SLEEPING:
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//unused
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break;
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case PlayerActionPacket::ACTION_STOP_SLEEPING:
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$this->player->stopSleep();
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break;
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case PlayerActionPacket::ACTION_JUMP:
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$this->player->jump();
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return true;
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case PlayerActionPacket::ACTION_START_SPRINT:
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$this->player->toggleSprint(true);
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return true;
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case PlayerActionPacket::ACTION_STOP_SPRINT:
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$this->player->toggleSprint(false);
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return true;
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case PlayerActionPacket::ACTION_START_SNEAK:
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$this->player->toggleSneak(true);
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return true;
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case PlayerActionPacket::ACTION_STOP_SNEAK:
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$this->player->toggleSneak(false);
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return true;
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case PlayerActionPacket::ACTION_START_GLIDE:
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case PlayerActionPacket::ACTION_STOP_GLIDE:
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break; //TODO
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case PlayerActionPacket::ACTION_CONTINUE_BREAK:
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$this->player->continueBreakBlock($pos, $packet->face);
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break;
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case PlayerActionPacket::ACTION_START_SWIMMING:
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break; //TODO
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case PlayerActionPacket::ACTION_STOP_SWIMMING:
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//TODO: handle this when it doesn't spam every damn tick (yet another spam bug!!)
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break;
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default:
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$this->player->getServer()->getLogger()->debug("Unhandled/unknown player action type " . $packet->action . " from " . $this->player->getName());
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return false;
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}
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$this->player->setUsingItem(false);
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return true;
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}
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public function handleEntityFall(EntityFallPacket $packet) : bool{
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return true; //Not used
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}
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public function handleAnimate(AnimatePacket $packet) : bool{
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return $this->player->animate($packet->action);
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}
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public function handleContainerClose(ContainerClosePacket $packet) : bool{
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return $this->player->doCloseWindow($packet->windowId);
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}
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public function handlePlayerHotbar(PlayerHotbarPacket $packet) : bool{
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return true; //this packet is useless
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}
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public function handleCraftingEvent(CraftingEventPacket $packet) : bool{
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return true; //this is a broken useless packet, so we don't use it
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}
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public function handleAdventureSettings(AdventureSettingsPacket $packet) : bool{
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return $this->player->handleAdventureSettings($packet);
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}
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public function handleBlockEntityData(BlockEntityDataPacket $packet) : bool{
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return $this->player->handleBlockEntityData($packet);
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}
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public function handlePlayerInput(PlayerInputPacket $packet) : bool{
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return false; //TODO
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}
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public function handleSetPlayerGameType(SetPlayerGameTypePacket $packet) : bool{
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if($packet->gamemode !== $this->player->getGamemode()){
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//Set this back to default. TODO: handle this properly
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$this->player->sendGamemode();
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$this->player->sendSettings();
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}
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return true;
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}
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public function handleSpawnExperienceOrb(SpawnExperienceOrbPacket $packet) : bool{
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return false; //TODO
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}
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public function handleMapInfoRequest(MapInfoRequestPacket $packet) : bool{
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return false; //TODO
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}
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public function handleRequestChunkRadius(RequestChunkRadiusPacket $packet) : bool{
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$this->player->setViewDistance($packet->radius);
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return true;
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}
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public function handleItemFrameDropItem(ItemFrameDropItemPacket $packet) : bool{
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return $this->player->handleItemFrameDropItem($packet);
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}
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public function handleBossEvent(BossEventPacket $packet) : bool{
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return false; //TODO
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}
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public function handleShowCredits(ShowCreditsPacket $packet) : bool{
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return false; //TODO: handle resume
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}
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public function handleCommandRequest(CommandRequestPacket $packet) : bool{
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return $this->player->chat($packet->command);
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}
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public function handleCommandBlockUpdate(CommandBlockUpdatePacket $packet) : bool{
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return false; //TODO
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}
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public function handlePlayerSkin(PlayerSkinPacket $packet) : bool{
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return $this->player->changeSkin($packet->skin, $packet->newSkinName, $packet->oldSkinName);
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}
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public function handleSubClientLogin(SubClientLoginPacket $packet) : bool{
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return false; //TODO
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}
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public function handleBookEdit(BookEditPacket $packet) : bool{
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return $this->player->handleBookEdit($packet);
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}
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public function handleModalFormResponse(ModalFormResponsePacket $packet) : bool{
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return false; //TODO: GUI stuff
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}
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public function handleServerSettingsRequest(ServerSettingsRequestPacket $packet) : bool{
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return false; //TODO: GUI stuff
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}
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public function handleLabTable(LabTablePacket $packet) : bool{
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return false; //TODO
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}
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public function handleSetLocalPlayerAsInitialized(SetLocalPlayerAsInitializedPacket $packet) : bool{
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return false; //TODO
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}
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}
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