2023-03-15 21:52:13 +00:00
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// SPDX-FileCopyrightText: 2018 The CC: Tweaked Developers
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//
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// SPDX-License-Identifier: MPL-2.0
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2018-12-29 12:18:05 +00:00
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package dan200.computercraft.shared.network.client;
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import dan200.computercraft.shared.network.NetworkMessage;
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Add a MessageType for network messages
Everything old is new again!
CC's network message implementation has gone through several iterations:
- Originally network messages were implemented with a single class,
which held an packet id/type and and opaque blobs of data (as
string/int/byte/NBT arrays), and a big switch statement to decode and
process this data.
- In 42d3901ee37892e259de26ebb57cf59ce284416e, we split the messages
into different classes all inheriting from NetworkMessage - this bit
we've stuck with ever since.
Each packet had a `getId(): int` method, which returned the
discriminator for this packet.
- However, getId() was only used when registering the packet, not when
sending, and so in ce0685c31f7315d15d3250c6c8605171b33aa99f we
removed it, just passing in a constant integer at registration
instead.
- In 53abe5e56eec6840890770b6ec36a5d009357da7, we made some relatively
minor changes to make the code more multi-loader/split-source
friendly. However, this meant when we finally came to add Fabric
support (8152f19b6efd71b66c3821ad94aacaddb7d26298), we had to
re-implement a lot of Forge's network code.
In 1.20.4, Forge moves to a system much closer to Fabric's (and indeed,
Minecraft's own CustomPacketPayload), and so it makes sense to adapt to
that now. As such, we:
- Add a new MessageType interface. This is implemented by the
loader-specific modules, and holds whatever information is needed to
register the packet (e.g. discriminator, reader function).
- Each NetworkMessage now has a type(): MessageType<?> function. This
is used by the Fabric networking code (and for NeoForge's on 1.20.4)
instead of a class lookup.
- NetworkMessages now creates/stores these MessageType<T>s (much like
we'd do for registries), and provides getters for the
clientbound/serverbound messages. Mod initialisers then call these
getters to register packets.
- For Forge, this is relatively unchanged. For Fabric, we now
`FabricPacket`s.
2024-01-03 09:15:38 +00:00
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import dan200.computercraft.shared.network.NetworkMessages;
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2022-11-09 23:58:56 +00:00
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import dan200.computercraft.shared.peripheral.diskdrive.DiskDriveBlockEntity;
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2021-08-03 20:46:53 +00:00
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import net.minecraft.core.BlockPos;
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2024-04-25 20:32:48 +00:00
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import net.minecraft.core.Holder;
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import net.minecraft.network.RegistryFriendlyByteBuf;
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import net.minecraft.network.codec.ByteBufCodecs;
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import net.minecraft.network.codec.StreamCodec;
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import net.minecraft.network.protocol.common.custom.CustomPacketPayload;
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2021-08-03 20:46:53 +00:00
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import net.minecraft.sounds.SoundEvent;
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2018-12-29 12:18:05 +00:00
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2024-04-25 20:32:48 +00:00
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import java.util.Optional;
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2018-12-29 12:18:05 +00:00
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/**
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2019-03-29 21:21:39 +00:00
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* Starts or stops a record on the client, depending on if {@link #soundEvent} is {@code null}.
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2022-10-25 18:17:55 +00:00
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* <p>
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2018-12-29 12:18:05 +00:00
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* Used by disk drives to play record items.
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*
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2024-04-25 20:32:48 +00:00
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* @param pos The position of the speaker, where we should play this sound.
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* @param soundEvent The sound to play, or {@link Optional#empty()} if we should stop playing.
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* @param name The title of the audio to play.
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2022-11-09 23:58:56 +00:00
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* @see DiskDriveBlockEntity
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2018-12-29 12:18:05 +00:00
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*/
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2024-04-25 20:32:48 +00:00
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public record PlayRecordClientMessage(
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BlockPos pos, Optional<Holder<SoundEvent>> soundEvent, Optional<String> name
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) implements NetworkMessage<ClientNetworkContext> {
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public static final StreamCodec<RegistryFriendlyByteBuf, PlayRecordClientMessage> STREAM_CODEC = StreamCodec.composite(
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BlockPos.STREAM_CODEC, PlayRecordClientMessage::pos,
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ByteBufCodecs.optional(SoundEvent.STREAM_CODEC), PlayRecordClientMessage::soundEvent,
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ByteBufCodecs.optional(ByteBufCodecs.STRING_UTF8), PlayRecordClientMessage::name,
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PlayRecordClientMessage::new
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);
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2018-12-29 12:18:05 +00:00
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public PlayRecordClientMessage(BlockPos pos) {
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2024-04-25 20:32:48 +00:00
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this(pos, Optional.empty(), Optional.empty());
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2018-12-29 12:18:05 +00:00
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}
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2019-01-12 19:42:34 +00:00
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@Override
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2022-11-06 20:12:32 +00:00
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public void handle(ClientNetworkContext context) {
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2024-04-25 20:32:48 +00:00
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context.handlePlayRecord(pos, soundEvent.map(Holder::value).orElse(null), name.orElse(null));
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2019-01-12 19:42:34 +00:00
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}
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Add a MessageType for network messages
Everything old is new again!
CC's network message implementation has gone through several iterations:
- Originally network messages were implemented with a single class,
which held an packet id/type and and opaque blobs of data (as
string/int/byte/NBT arrays), and a big switch statement to decode and
process this data.
- In 42d3901ee37892e259de26ebb57cf59ce284416e, we split the messages
into different classes all inheriting from NetworkMessage - this bit
we've stuck with ever since.
Each packet had a `getId(): int` method, which returned the
discriminator for this packet.
- However, getId() was only used when registering the packet, not when
sending, and so in ce0685c31f7315d15d3250c6c8605171b33aa99f we
removed it, just passing in a constant integer at registration
instead.
- In 53abe5e56eec6840890770b6ec36a5d009357da7, we made some relatively
minor changes to make the code more multi-loader/split-source
friendly. However, this meant when we finally came to add Fabric
support (8152f19b6efd71b66c3821ad94aacaddb7d26298), we had to
re-implement a lot of Forge's network code.
In 1.20.4, Forge moves to a system much closer to Fabric's (and indeed,
Minecraft's own CustomPacketPayload), and so it makes sense to adapt to
that now. As such, we:
- Add a new MessageType interface. This is implemented by the
loader-specific modules, and holds whatever information is needed to
register the packet (e.g. discriminator, reader function).
- Each NetworkMessage now has a type(): MessageType<?> function. This
is used by the Fabric networking code (and for NeoForge's on 1.20.4)
instead of a class lookup.
- NetworkMessages now creates/stores these MessageType<T>s (much like
we'd do for registries), and provides getters for the
clientbound/serverbound messages. Mod initialisers then call these
getters to register packets.
- For Forge, this is relatively unchanged. For Fabric, we now
`FabricPacket`s.
2024-01-03 09:15:38 +00:00
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@Override
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2024-04-25 20:32:48 +00:00
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public CustomPacketPayload.Type<PlayRecordClientMessage> type() {
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Add a MessageType for network messages
Everything old is new again!
CC's network message implementation has gone through several iterations:
- Originally network messages were implemented with a single class,
which held an packet id/type and and opaque blobs of data (as
string/int/byte/NBT arrays), and a big switch statement to decode and
process this data.
- In 42d3901ee37892e259de26ebb57cf59ce284416e, we split the messages
into different classes all inheriting from NetworkMessage - this bit
we've stuck with ever since.
Each packet had a `getId(): int` method, which returned the
discriminator for this packet.
- However, getId() was only used when registering the packet, not when
sending, and so in ce0685c31f7315d15d3250c6c8605171b33aa99f we
removed it, just passing in a constant integer at registration
instead.
- In 53abe5e56eec6840890770b6ec36a5d009357da7, we made some relatively
minor changes to make the code more multi-loader/split-source
friendly. However, this meant when we finally came to add Fabric
support (8152f19b6efd71b66c3821ad94aacaddb7d26298), we had to
re-implement a lot of Forge's network code.
In 1.20.4, Forge moves to a system much closer to Fabric's (and indeed,
Minecraft's own CustomPacketPayload), and so it makes sense to adapt to
that now. As such, we:
- Add a new MessageType interface. This is implemented by the
loader-specific modules, and holds whatever information is needed to
register the packet (e.g. discriminator, reader function).
- Each NetworkMessage now has a type(): MessageType<?> function. This
is used by the Fabric networking code (and for NeoForge's on 1.20.4)
instead of a class lookup.
- NetworkMessages now creates/stores these MessageType<T>s (much like
we'd do for registries), and provides getters for the
clientbound/serverbound messages. Mod initialisers then call these
getters to register packets.
- For Forge, this is relatively unchanged. For Fabric, we now
`FabricPacket`s.
2024-01-03 09:15:38 +00:00
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return NetworkMessages.PLAY_RECORD;
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}
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2018-12-29 12:18:05 +00:00
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}
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