package info.jbcs.minecraft.vending.network;
import info.jbcs.minecraft.vending.Vending;
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;
/**
* https://github.com/coolAlias/Tutorial-Demo/blob/master/src/main/java/tutorial/network/PacketDispatcher.java
* <p>
* This class will house the SimpleNetworkWrapper instance, which I will name 'dispatcher',
* as well as give us a logical place from which to register our packets. These two things
* could be done anywhere, however, even in your Main class, but I will be adding other
* functionality (see below) that gives this class a bit more utility.
* <p>
* While unnecessary, I'm going to turn this class into a 'wrapper' for SimpleNetworkWrapper
* so that instead of writing "PacketDispatcher.dispatcher.{method}" I can simply write
* "PacketDispatcher.{method}" All this does is make it quicker to type and slightly shorter;
* if you do not care about that, then make the 'dispatcher' field public instead of private,
* or, if you do not want to add a new class just for one field and one static method that
* you could put anywhere, feel free to put them wherever.
* <p>
* For further convenience, I have also added two extra sendToAllAround methods: one which
* takes an EntityPlayer and one which takes coordinates.
*/
@SuppressWarnings({"FinalStaticMethod", "unused", "WeakerAccess"})
public class PacketDispatcher {
/**
* 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(Vending.MOD_ID);
// a simple counter will allow us to get rid of 'magic' numbers used during packet registration
private static byte packetId = 0;
/**
* Registers an {@link AbstractMessage} to the appropriate side(s)
*/
public static final <T extends AbstractMessage<T> & IMessageHandler<T, IMessage>> void registerMessage(Class<T> clazz) {
// We can tell by the message class which side to register it on by using #isAssignableFrom (google it)
// Also, one can see the convenience of using a static counter 'packetId' to keep
// track of the current index, rather than hard-coding them all, plus it's one less
// parameter to pass.
if (AbstractMessage.AbstractClientMessage.class.isAssignableFrom(clazz)) {
PacketDispatcher.dispatcher.registerMessage(clazz, clazz, packetId++, Side.CLIENT);
} else if (AbstractMessage.AbstractServerMessage.class.isAssignableFrom(clazz)) {
PacketDispatcher.dispatcher.registerMessage(clazz, clazz, packetId++, Side.SERVER);
} else {
// hopefully you didn't forget to extend the right class, or you will get registered on both sides
PacketDispatcher.dispatcher.registerMessage(clazz, clazz, packetId, Side.CLIENT);
PacketDispatcher.dispatcher.registerMessage(clazz, clazz, packetId++, Side.SERVER);
}
}
//========================================================//
// The following methods are the 'wrapper' methods; again,
// this just makes sending a message slightly more compact
// and is purely a matter of stylistic preference
//========================================================//
/**
* Send this message to the specified player's client-side counterpart.
* 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.
* See {@link SimpleNetworkWrapper#sendToAll(IMessage)}
*/
public static void sendToAll(IMessage message) {
PacketDispatcher.dispatcher.sendToAll(message);
}
/**
* 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.
* Shortcut to {@link SimpleNetworkWrapper#sendToAllAround(IMessage, NetworkRegistry.TargetPoint)}
*/
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.
* Shortcut to {@link SimpleNetworkWrapper#sendToAllAround(IMessage, NetworkRegistry.TargetPoint)}
*/
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);
}
}