/*
* This file is part of Cubic Chunks Mod, licensed under the MIT License (MIT).
*
* Copyright (c) 2015 contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
package cubicchunks.network;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.entity.player.EntityPlayerMP;
import net.minecraftforge.fml.common.network.NetworkRegistry;
import net.minecraftforge.fml.common.network.simpleimpl.IMessage;
import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler;
import net.minecraftforge.fml.common.network.simpleimpl.SimpleNetworkWrapper;
import net.minecraftforge.fml.relauncher.Side;
import cubicchunks.CubicChunks;
/**
* Wrapper class for SimpleNetworkWrapper.
*/
public class PacketDispatcher {
// a simple counter will allow us to get rid of 'magic' numbers used during packet registration
private static byte packetId = 0;
/**
* The SimpleNetworkWrapper instance is used both to register and send packets.
* Since I will be adding wrapper methods, this field is private, but you should
* make it public if you plan on using it directly.
*/
private static final SimpleNetworkWrapper dispatcher = NetworkRegistry.INSTANCE.newSimpleChannel(CubicChunks.MODID);
/**
* Registers all packets. Side of a packet is the side on which the packet is handled.
*/
public static final void registerPackets() {
registerMessage(PacketCube.Handler.class, PacketCube.class);
registerMessage(PacketColumn.Handler.class, PacketColumn.class);
registerMessage(PacketUnloadColumn.Handler.class, PacketUnloadColumn.class);
registerMessage(PacketUnloadCube.Handler.class, PacketUnloadCube.class);
registerMessage(PacketCubeBlockChange.Handler.class, PacketCubeBlockChange.class);
}
/**
* Registers a message and message handler
*/
private static final <REQ extends IMessage, REPLY extends IMessage> void registerMessage(Class<? extends IMessageHandler<REQ, REPLY>> handlerClass, Class<REQ> messageClass) {
Side side = AbstractClientMessageHandler.class.isAssignableFrom(handlerClass) ? Side.CLIENT : Side.SERVER;
PacketDispatcher.dispatcher.registerMessage(handlerClass, messageClass, packetId++, side);
}
/**
* Send this message to the specified player.
* See {@link SimpleNetworkWrapper#sendTo(IMessage, EntityPlayerMP)}
*/
public static final void sendTo(IMessage message, EntityPlayerMP player) {
PacketDispatcher.dispatcher.sendTo(message, player);
}
/**
* Send this message to everyone within a certain range of a point.
* See {@link SimpleNetworkWrapper#sendToAllAround(IMessage, NetworkRegistry.TargetPoint)}
*/
public static final void sendToAllAround(IMessage message, NetworkRegistry.TargetPoint point) {
PacketDispatcher.dispatcher.sendToAllAround(message, point);
}
/**
* Sends a message to everyone within a certain range of the coordinates in the same dimension.
*/
public static final void sendToAllAround(IMessage message, int dimension, double x, double y, double z, double range) {
PacketDispatcher.sendToAllAround(message, new NetworkRegistry.TargetPoint(dimension, x, y, z, range));
}
/**
* Sends a message to everyone within a certain range of the player provided.
*/
public static final void sendToAllAround(IMessage message, EntityPlayer player, double range) {
PacketDispatcher.sendToAllAround(message, player.world.provider.getDimension(), player.posX, player.posY, player.posZ, range);
}
/**
* Send this message to everyone within the supplied dimension.
* See {@link SimpleNetworkWrapper#sendToDimension(IMessage, int)}
*/
public static final void sendToDimension(IMessage message, int dimensionId) {
PacketDispatcher.dispatcher.sendToDimension(message, dimensionId);
}
/**
* Send this message to the server.
* See {@link SimpleNetworkWrapper#sendToServer(IMessage)}
*/
public static final void sendToServer(IMessage message) {
PacketDispatcher.dispatcher.sendToServer(message);
}
}