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packet_handlers.rs
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152 lines (134 loc) · 5.14 KB
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use base::{Position, Text};
use common::{chat::ChatKind, Game};
use ecs::{Entity, EntityRef, SysResult};
use interaction::{
handle_held_item_change, handle_interact_entity, handle_player_block_placement,
handle_player_digging,
};
use protocol::{
packets::{
client,
server::{Animation, Hand},
},
ClientPlayPacket,
};
use quill_common::components::Name;
use crate::{NetworkId, Server};
mod entity_action;
mod interaction;
pub mod inventory;
mod movement;
/// Handles a packet received from a client.
pub fn handle_packet(
game: &mut Game,
server: &mut Server,
player_id: Entity,
packet: ClientPlayPacket,
) -> SysResult {
let player = game.ecs.entity(player_id)?;
match packet {
ClientPlayPacket::PlayerPosition(packet) => {
movement::handle_player_position(server, player, packet)
}
ClientPlayPacket::PlayerPositionAndRotation(packet) => {
movement::handle_player_position_and_rotation(server, player, packet)
}
ClientPlayPacket::PlayerRotation(packet) => {
movement::handle_player_rotation(server, player, packet)
}
ClientPlayPacket::PlayerMovement(packet) => {
movement::handle_player_movement(player, packet)
}
ClientPlayPacket::Animation(packet) => handle_animation(server, player, packet),
ClientPlayPacket::ChatMessage(packet) => handle_chat_message(game, player, packet),
ClientPlayPacket::PlayerDigging(packet) => {
handle_player_digging(game, server, packet, player_id)
}
ClientPlayPacket::CreativeInventoryAction(packet) => {
inventory::handle_creative_inventory_action(player, packet, server)
}
ClientPlayPacket::ClickWindow(packet) => {
inventory::handle_click_window(server, player, packet)
}
ClientPlayPacket::PlayerBlockPlacement(packet) => {
handle_player_block_placement(game, server, packet, player_id)
}
ClientPlayPacket::HeldItemChange(packet) => handle_held_item_change(player, packet),
ClientPlayPacket::InteractEntity(packet) => {
handle_interact_entity(game, server, packet, player_id)
}
ClientPlayPacket::ClientSettings(packet) => handle_client_settings(server, player, packet),
ClientPlayPacket::PlayerAbilities(packet) => {
movement::handle_player_abilities(game, player_id, packet)
}
ClientPlayPacket::EntityAction(packet) => {
entity_action::handle_entity_action(game, player_id, packet)
}
ClientPlayPacket::TeleportConfirm(_)
| ClientPlayPacket::QueryBlockNbt(_)
| ClientPlayPacket::SetDifficulty(_)
| ClientPlayPacket::ClientStatus(_)
| ClientPlayPacket::TabComplete(_)
| ClientPlayPacket::WindowConfirmation(_)
| ClientPlayPacket::ClickWindowButton(_)
| ClientPlayPacket::CloseWindow(_)
| ClientPlayPacket::PluginMessage(_)
| ClientPlayPacket::EditBook(_)
| ClientPlayPacket::QueryEntityNbt(_)
| ClientPlayPacket::GenerateStructure(_)
| ClientPlayPacket::KeepAlive(_)
| ClientPlayPacket::LockDifficulty(_)
| ClientPlayPacket::VehicleMove(_)
| ClientPlayPacket::SteerBoat(_)
| ClientPlayPacket::PickItem(_)
| ClientPlayPacket::CraftRecipeRequest(_)
| ClientPlayPacket::SteerVehicle(_)
| ClientPlayPacket::SetDisplayedRecipe(_)
| ClientPlayPacket::SetRecipeBookState(_)
| ClientPlayPacket::NameItem(_)
| ClientPlayPacket::ResourcePackStatus(_)
| ClientPlayPacket::AdvancementTab(_)
| ClientPlayPacket::SelectTrade(_)
| ClientPlayPacket::SetBeaconEffect(_)
| ClientPlayPacket::UpdateCommandBlock(_)
| ClientPlayPacket::UpdateCommandBlockMinecart(_)
| ClientPlayPacket::UpdateJigsawBlock(_)
| ClientPlayPacket::UpdateStructureBlock(_)
| ClientPlayPacket::UpdateSign(_)
| ClientPlayPacket::Spectate(_)
| ClientPlayPacket::UseItem(_) => Ok(()),
}
}
fn handle_animation(
server: &mut Server,
player: EntityRef,
packet: client::Animation,
) -> SysResult {
let pos = *player.get::<Position>()?;
let network_id = *player.get::<NetworkId>()?;
let animation = match packet.hand {
Hand::Main => Animation::SwingMainArm,
Hand::Off => Animation::SwingOffhand,
};
server.broadcast_nearby_with(pos, |client| {
client.send_entity_animation(network_id, animation.clone())
});
Ok(())
}
fn handle_chat_message(game: &Game, player: EntityRef, packet: client::ChatMessage) -> SysResult {
let name = player.get::<Name>()?;
let message = Text::translate_with("chat.type.text", vec![name.to_string(), packet.message]);
game.broadcast_chat(ChatKind::PlayerChat, message);
Ok(())
}
fn handle_client_settings(
server: &mut Server,
player: EntityRef,
packet: client::ClientSettings,
) -> SysResult {
let network_id = *player.get::<NetworkId>()?;
server.broadcast_with(|client| {
client.send_player_model_flags(network_id, packet.displayed_skin_parts)
});
Ok(())
}