Java 类net.minecraft.network.login.server.SPacketEnableCompression 实例源码

项目:Backmemed    文件:NetHandlerLoginClient.java   
public void handleEnableCompression(SPacketEnableCompression packetIn)
{
    if (!this.networkManager.isLocalChannel())
    {
        this.networkManager.setCompressionThreshold(packetIn.getCompressionThreshold());
    }
}
项目:CustomWorldGen    文件:NetHandlerLoginClient.java   
public void handleEnableCompression(SPacketEnableCompression packetIn)
{
    if (!this.networkManager.isLocalChannel())
    {
        this.networkManager.setCompressionThreshold(packetIn.getCompressionThreshold());
    }
}
项目:ExpandedRailsMod    文件:NetHandlerLoginClient.java   
public void handleEnableCompression(SPacketEnableCompression packetIn)
{
    if (!this.networkManager.isLocalChannel())
    {
        this.networkManager.setCompressionThreshold(packetIn.getCompressionThreshold());
    }
}
项目:Backmemed    文件:NetHandlerLoginServer.java   
public void tryAcceptPlayer()
{
    if (!this.loginGameProfile.isComplete())
    {
        this.loginGameProfile = this.getOfflineProfile(this.loginGameProfile);
    }

    String s = this.server.getPlayerList().allowUserToConnect(this.networkManager.getRemoteAddress(), this.loginGameProfile);

    if (s != null)
    {
        this.closeConnection(s);
    }
    else
    {
        this.currentLoginState = NetHandlerLoginServer.LoginState.ACCEPTED;

        if (this.server.getNetworkCompressionThreshold() >= 0 && !this.networkManager.isLocalChannel())
        {
            this.networkManager.sendPacket(new SPacketEnableCompression(this.server.getNetworkCompressionThreshold()), new ChannelFutureListener()
            {
                public void operationComplete(ChannelFuture p_operationComplete_1_) throws Exception
                {
                    NetHandlerLoginServer.this.networkManager.setCompressionThreshold(NetHandlerLoginServer.this.server.getNetworkCompressionThreshold());
                }
            }, new GenericFutureListener[0]);
        }

        this.networkManager.sendPacket(new SPacketLoginSuccess(this.loginGameProfile));
        EntityPlayerMP entityplayermp = this.server.getPlayerList().getPlayerByUUID(this.loginGameProfile.getId());

        if (entityplayermp != null)
        {
            this.currentLoginState = NetHandlerLoginServer.LoginState.DELAY_ACCEPT;
            this.player = this.server.getPlayerList().createPlayerForUser(this.loginGameProfile);
        }
        else
        {
            this.server.getPlayerList().initializeConnectionToPlayer(this.networkManager, this.server.getPlayerList().createPlayerForUser(this.loginGameProfile));
        }
    }
}
项目:CustomWorldGen    文件:NetHandlerLoginServer.java   
public void tryAcceptPlayer()
{
    if (!this.loginGameProfile.isComplete())
    {
        this.loginGameProfile = this.getOfflineProfile(this.loginGameProfile);
    }

    String s = this.server.getPlayerList().allowUserToConnect(this.networkManager.getRemoteAddress(), this.loginGameProfile);

    if (s != null)
    {
        this.closeConnection(s);
    }
    else
    {
        this.currentLoginState = NetHandlerLoginServer.LoginState.ACCEPTED;

        if (this.server.getNetworkCompressionThreshold() >= 0 && !this.networkManager.isLocalChannel())
        {
            this.networkManager.sendPacket(new SPacketEnableCompression(this.server.getNetworkCompressionThreshold()), new ChannelFutureListener()
            {
                public void operationComplete(ChannelFuture p_operationComplete_1_) throws Exception
                {
                    NetHandlerLoginServer.this.networkManager.setCompressionThreshold(NetHandlerLoginServer.this.server.getNetworkCompressionThreshold());
                }
            }, new GenericFutureListener[0]);
        }

        this.networkManager.sendPacket(new SPacketLoginSuccess(this.loginGameProfile));
        EntityPlayerMP entityplayermp = this.server.getPlayerList().getPlayerByUUID(this.loginGameProfile.getId());

        if (entityplayermp != null)
        {
            this.currentLoginState = NetHandlerLoginServer.LoginState.DELAY_ACCEPT;
            this.player = this.server.getPlayerList().createPlayerForUser(this.loginGameProfile);
        }
        else
        {
            net.minecraftforge.fml.common.network.internal.FMLNetworkHandler.fmlServerHandshake(this.server.getPlayerList(), this.networkManager, this.server.getPlayerList().createPlayerForUser(this.loginGameProfile));
        }
    }
}
项目:Backmemed    文件:INetHandlerLoginClient.java   
void handleEnableCompression(SPacketEnableCompression packetIn);
项目:CustomWorldGen    文件:INetHandlerLoginClient.java   
void handleEnableCompression(SPacketEnableCompression packetIn);