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Remove unused chat class
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1 changed files with 0 additions and 53 deletions
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/*
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* Copyright (c) 2019-2022 GeyserMC. http://geysermc.org
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*
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* @author GeyserMC
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* @link https://github.com/GeyserMC/Geyser
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*/
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package org.geysermc.geyser.text;
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import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
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import org.checkerframework.checker.nullness.qual.NonNull;
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import org.checkerframework.checker.nullness.qual.Nullable;
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import org.cloudburstmc.protocol.bedrock.packet.TextPacket;
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import org.geysermc.mcprotocollib.protocol.data.game.chat.BuiltinChatType;
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public record ChatTypeEntry(TextPacket.@NonNull Type bedrockChatType, @Nullable TextDecoration textDecoration) {
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private static final ChatTypeEntry CHAT = new ChatTypeEntry(TextPacket.Type.CHAT, null);
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private static final ChatTypeEntry RAW = new ChatTypeEntry(TextPacket.Type.RAW, null);
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/**
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* Apply defaults to a map so it isn't empty in the event a chat message is sent before the login packet.
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*/
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public static void applyDefaults(Int2ObjectMap<ChatTypeEntry> chatTypes) {
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// So the proper way to do this, probably, would be to dump the NBT data from vanilla and load it.
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// But, the only way this happens is if a chat message is sent to us before the login packet, which is rare.
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// So we'll just make sure chat ends up in the right place.
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chatTypes.put(BuiltinChatType.CHAT.ordinal(), CHAT);
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chatTypes.put(BuiltinChatType.SAY_COMMAND.ordinal(), RAW);
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chatTypes.put(BuiltinChatType.MSG_COMMAND_INCOMING.ordinal(), RAW);
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chatTypes.put(BuiltinChatType.MSG_COMMAND_OUTGOING.ordinal(), RAW);
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chatTypes.put(BuiltinChatType.TEAM_MSG_COMMAND_INCOMING.ordinal(), RAW);
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chatTypes.put(BuiltinChatType.TEAM_MSG_COMMAND_OUTGOING.ordinal(), RAW);
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chatTypes.put(BuiltinChatType.EMOTE_COMMAND.ordinal(), RAW);
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}
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}
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