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https://github.com/pmmp/PocketMine-MP.git
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this will allow for mutable packet handlers which can be used to cleanly implement multi-stage game sessions.
91 lines
2.8 KiB
PHP
91 lines
2.8 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\protocol;
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#include <rules/DataPacket.h>
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use pocketmine\network\mcpe\handler\SessionHandler;
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class PlayerActionPacket extends DataPacket{
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public const NETWORK_ID = ProtocolInfo::PLAYER_ACTION_PACKET;
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public const ACTION_START_BREAK = 0;
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public const ACTION_ABORT_BREAK = 1;
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public const ACTION_STOP_BREAK = 2;
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public const ACTION_GET_UPDATED_BLOCK = 3;
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public const ACTION_DROP_ITEM = 4;
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public const ACTION_START_SLEEPING = 5;
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public const ACTION_STOP_SLEEPING = 6;
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public const ACTION_RESPAWN = 7;
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public const ACTION_JUMP = 8;
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public const ACTION_START_SPRINT = 9;
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public const ACTION_STOP_SPRINT = 10;
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public const ACTION_START_SNEAK = 11;
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public const ACTION_STOP_SNEAK = 12;
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public const ACTION_DIMENSION_CHANGE_REQUEST = 13; //sent when dying in different dimension
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public const ACTION_DIMENSION_CHANGE_ACK = 14; //sent when spawning in a different dimension to tell the server we spawned
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public const ACTION_START_GLIDE = 15;
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public const ACTION_STOP_GLIDE = 16;
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public const ACTION_BUILD_DENIED = 17;
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public const ACTION_CONTINUE_BREAK = 18;
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public const ACTION_SET_ENCHANTMENT_SEED = 20;
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public const ACTION_START_SWIMMING = 21;
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public const ACTION_STOP_SWIMMING = 22;
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public const ACTION_START_SPIN_ATTACK = 23;
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public const ACTION_STOP_SPIN_ATTACK = 24;
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/** @var int */
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public $entityRuntimeId;
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/** @var int */
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public $action;
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/** @var int */
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public $x;
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/** @var int */
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public $y;
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/** @var int */
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public $z;
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/** @var int */
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public $face;
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protected function decodePayload() : void{
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$this->entityRuntimeId = $this->getEntityRuntimeId();
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$this->action = $this->getVarInt();
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$this->getBlockPosition($this->x, $this->y, $this->z);
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$this->face = $this->getVarInt();
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}
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protected function encodePayload() : void{
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$this->putEntityRuntimeId($this->entityRuntimeId);
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$this->putVarInt($this->action);
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$this->putBlockPosition($this->x, $this->y, $this->z);
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$this->putVarInt($this->face);
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}
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public function handle(SessionHandler $handler) : bool{
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return $handler->handlePlayerAction($this);
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}
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}
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