147 lines
4.2 KiB
C++
147 lines
4.2 KiB
C++
/*
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* =====================================================================================
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*
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* Filename: ClientCommandHandler.cpp
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*
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* Description:
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*
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* Created: 17/03/2019 17:01:39
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*
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* Author: Quentin Bazin, <quent42340@gmail.com>
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*
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* =====================================================================================
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*/
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#include <gk/gl/Camera.hpp>
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#include "Client.hpp"
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#include "ClientPlayer.hpp"
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#include "ClientWorld.hpp"
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#include "ClientCommandHandler.hpp"
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#include "LuaGUIState.hpp"
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#include "Registry.hpp"
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void ClientCommandHandler::sendPlayerInvUpdate() {
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sf::Packet invPacket;
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invPacket << Network::Command::PlayerInvUpdate;
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// FIXME: Sending client id shouldn't be necessary
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invPacket << m_client.id();
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invPacket << m_player.inventory();
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m_client.send(invPacket);
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}
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void ClientCommandHandler::sendPlayerDigBlock(const glm::vec4 &selectedBlock) {
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sf::Packet packet;
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packet << Network::Command::PlayerDigBlock
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<< s32(selectedBlock.x)
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<< s32(selectedBlock.y)
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<< s32(selectedBlock.z);
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m_client.send(packet);
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}
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void ClientCommandHandler::sendPlayerPlaceBlock(s32 x, s32 y, s32 z, u32 block) {
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sf::Packet packet;
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packet << Network::Command::PlayerPlaceBlock << x << y << z << block;
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m_client.send(packet);
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}
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void ClientCommandHandler::sendBlockActivated(const glm::vec4 &selectedBlock) {
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sf::Packet packet;
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packet << Network::Command::BlockActivated
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<< s32(selectedBlock.x)
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<< s32(selectedBlock.y)
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<< s32(selectedBlock.z);
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m_client.send(packet);
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}
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void ClientCommandHandler::sendBlockInvUpdate(Inventory &inventory) {
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sf::Packet packet;
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packet << Network::Command::BlockInvUpdate;
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packet << s32(inventory.blockPos().x) << s32(inventory.blockPos().y) << s32(inventory.blockPos().z);
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packet << inventory;
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m_client.send(packet);
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}
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void ClientCommandHandler::sendChunkRequest(s32 chunkX, s32 chunkY, s32 chunkZ) {
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sf::Packet packet;
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packet << Network::Command::ChunkRequest;
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packet << chunkX << chunkY << chunkZ;
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m_client.send(packet);
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}
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void ClientCommandHandler::setupCallbacks() {
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m_client.setCommandCallback(Network::Command::RegistryData, [this](sf::Packet &packet) {
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Registry::getInstance().deserialize(packet);
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m_isRegistryInitialized = true;
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});
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m_client.setCommandCallback(Network::Command::ChunkData, [this](sf::Packet &packet) {
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m_world.receiveChunkData(packet);
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});
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m_client.setCommandCallback(Network::Command::BlockUpdate, [this](sf::Packet &packet) {
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s32 x, y, z;
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u32 block;
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packet >> x >> y >> z >> block;
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m_world.setBlock(x, y, z, block);
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m_world.setData(x, y, z, block >> 16);
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});
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m_client.setCommandCallback(Network::Command::PlayerInvUpdate, [this](sf::Packet &packet) {
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u16 clientId;
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packet >> clientId;
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if (clientId == m_client.id())
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packet >> m_player.inventory();
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else
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packet >> m_playerBoxes.at(clientId).inventory();
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});
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m_client.setCommandCallback(Network::Command::PlayerPosUpdate, [this](sf::Packet &packet) {
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s32 x, y, z;
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u16 clientId;
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packet >> clientId;
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packet >> x >> y >> z;
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if (clientId == m_client.id())
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m_camera.setPosition(x, y, z);
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else
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m_playerBoxes.at(clientId).setPosition(x, y, z);
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});
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m_client.setCommandCallback(Network::Command::PlayerSpawn, [this](sf::Packet &packet) {
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u16 clientId;
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gk::Vector3<s32> pos;
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packet >> clientId >> pos.x >> pos.y >> pos.z;
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if (clientId != m_client.id()) {
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m_playerBoxes.emplace(clientId, PlayerBox{});
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m_playerBoxes.at(clientId).setPosition(pos.x, pos.y, pos.z);
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}
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});
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m_client.setCommandCallback(Network::Command::BlockGUIData, [this](sf::Packet &packet) {
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gk::ApplicationStateStack::getInstance().push<LuaGUIState>(*this, m_player, m_world, packet, &gk::ApplicationStateStack::getInstance().top());
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});
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m_client.setCommandCallback(Network::Command::BlockInvUpdate, [this](sf::Packet &packet) {
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gk::Vector3<s32> pos;
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packet >> pos.x >> pos.y >> pos.z;
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BlockData *data = m_world.getBlockData(pos.x, pos.y, pos.z);
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if (data) {
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packet >> data->inventory;
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}
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});
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m_client.setCommandCallback(Network::Command::BlockDataUpdate, [this](sf::Packet &packet) {
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gk::Vector3<s32> pos;
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packet >> pos.x >> pos.y >> pos.z;
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BlockData *data = m_world.getBlockData(pos.x, pos.y, pos.z);
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if (data) {
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packet >> data->data;
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}
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});
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}
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