Overhauled Server-Side Packet Handling

Threw out the complicated architecture that I'd made for synchronizing
server and client data perfectly. Instead, we now send just enough data
to the client and the resulting code is simpler. Some of the client-side
code is also done so all packet handling should be finished soon.
This commit is contained in:
SenseiKiwi
2013-09-03 15:33:09 -04:00
parent 307d2258d1
commit 3568d223ff
17 changed files with 377 additions and 459 deletions

View File

@@ -11,7 +11,6 @@ import net.minecraft.network.packet.Packet1Login;
import net.minecraft.network.packet.Packet250CustomPayload;
import net.minecraft.server.MinecraftServer;
import StevenDimDoors.mod_pocketDim.core.PocketManager;
import StevenDimDoors.mod_pocketDim.messages.IDataMessage;
import cpw.mods.fml.common.network.IConnectionHandler;
import cpw.mods.fml.common.network.Player;
@@ -41,12 +40,11 @@ public class ConnectionHandler implements IConnectionHandler
//Send information about all the registered dimensions and links to the client
try
{
IDataMessage message = PocketManager.getState();
Packet250CustomPayload packet = new Packet250CustomPayload();
ByteArrayOutputStream buffer = new ByteArrayOutputStream();
DataOutputStream writer = new DataOutputStream(buffer);
writer.writeByte(PacketConstants.CLIENT_JOIN_PACKET_ID);
message.writeToStream(writer);
PocketManager.writePacket(writer);
writer.close();
packet.channel = PacketConstants.CHANNEL_NAME;
packet.data = buffer.toByteArray();