Networking #2
@ -23,6 +23,6 @@ import de.steamwar.network.packets.common.FightInfoPacket;
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import de.steamwar.network.packets.common.FightEndsPacket;
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public abstract class NetworkHandler {
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public void handle(FightEndsPacket packet) {};
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public void handle(FightInfoPacket packet) {};
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public void handle(FightEndsPacket packet) {}
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public void handle(FightInfoPacket packet) {}
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}
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@ -23,8 +23,8 @@ import de.steamwar.network.packets.NetworkHandler;
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import de.steamwar.network.packets.server.*;
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public abstract class ClientNetworkHandler extends NetworkHandler {
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public void handle(BaumemberUpdatePacket packet) {};
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public void handle(CloseInventoryPacket packet) {};
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public void handle(BaumemberUpdatePacket packet) {}
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public void handle(CloseInventoryPacket packet) {}
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public void handle(InventoryPacket packet) {}
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public void handle(PingPacket packet) {}
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public void handle(StartingServerPacket packet) {}
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@ -29,12 +29,13 @@ import lombok.NonNull;
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public class InventoryCallbackPacket extends ClientPacket {
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private static final long serialVersionUID = -261823209186008718L;
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@NonNull
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private int position;
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private int position = -1;
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@NonNull
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private int owner;
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@NonNull
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private CallbackType type;
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private ClickType clickType;
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@NonNull
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private ClickType clickType = ClickType.UNKNOWN;
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@Override
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public void handle(ServerNetworkHandler handler) {
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@ -23,7 +23,7 @@ import de.steamwar.network.packets.NetworkHandler;
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import de.steamwar.network.packets.client.*;
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public abstract class ServerNetworkHandler extends NetworkHandler {
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public void handle(ExecuteCommandPacket packet) {};
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public void handle(ExecuteCommandPacket packet) {}
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public void handle(ImALobbyPacket packet) {}
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public void handle(InventoryCallbackPacket packet) {}
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public void handle(PrepareSchemPacket packet) {}
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Laden…
In neuem Issue referenzieren
Einen Benutzer sperren
Überlegung (nichts für diesen PR, aber potentiell etwas für einen NachfolgePR): CommonGUI?
Möglich, kann ich mich hiernach mal dran setzen