PocketMine-MP/src/pocketmine/network/mcpe/protocol/PlayerActionPacket.php
Dylan K. Taylor 64ecc373be Split up session base logic and packet handling
this will allow for mutable packet handlers which can be used to cleanly implement multi-stage game sessions.
2018-07-20 12:36:44 +01:00

91 lines
2.8 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\network\mcpe\protocol;
#include <rules/DataPacket.h>
use pocketmine\network\mcpe\handler\SessionHandler;
class PlayerActionPacket extends DataPacket{
public const NETWORK_ID = ProtocolInfo::PLAYER_ACTION_PACKET;
public const ACTION_START_BREAK = 0;
public const ACTION_ABORT_BREAK = 1;
public const ACTION_STOP_BREAK = 2;
public const ACTION_GET_UPDATED_BLOCK = 3;
public const ACTION_DROP_ITEM = 4;
public const ACTION_START_SLEEPING = 5;
public const ACTION_STOP_SLEEPING = 6;
public const ACTION_RESPAWN = 7;
public const ACTION_JUMP = 8;
public const ACTION_START_SPRINT = 9;
public const ACTION_STOP_SPRINT = 10;
public const ACTION_START_SNEAK = 11;
public const ACTION_STOP_SNEAK = 12;
public const ACTION_DIMENSION_CHANGE_REQUEST = 13; //sent when dying in different dimension
public const ACTION_DIMENSION_CHANGE_ACK = 14; //sent when spawning in a different dimension to tell the server we spawned
public const ACTION_START_GLIDE = 15;
public const ACTION_STOP_GLIDE = 16;
public const ACTION_BUILD_DENIED = 17;
public const ACTION_CONTINUE_BREAK = 18;
public const ACTION_SET_ENCHANTMENT_SEED = 20;
public const ACTION_START_SWIMMING = 21;
public const ACTION_STOP_SWIMMING = 22;
public const ACTION_START_SPIN_ATTACK = 23;
public const ACTION_STOP_SPIN_ATTACK = 24;
/** @var int */
public $entityRuntimeId;
/** @var int */
public $action;
/** @var int */
public $x;
/** @var int */
public $y;
/** @var int */
public $z;
/** @var int */
public $face;
protected function decodePayload() : void{
$this->entityRuntimeId = $this->getEntityRuntimeId();
$this->action = $this->getVarInt();
$this->getBlockPosition($this->x, $this->y, $this->z);
$this->face = $this->getVarInt();
}
protected function encodePayload() : void{
$this->putEntityRuntimeId($this->entityRuntimeId);
$this->putVarInt($this->action);
$this->putBlockPosition($this->x, $this->y, $this->z);
$this->putVarInt($this->face);
}
public function handle(SessionHandler $handler) : bool{
return $handler->handlePlayerAction($this);
}
}