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authorEightFactorial <murphkev000@gmail.com>2023-01-30 16:18:14 -0800
committerGitHub <noreply@github.com>2023-01-30 18:18:14 -0600
commit6e818852d868eea963dd2b8489ba75b65c56fb1c (patch)
treee786e919de7d4a1777d91e8e2fa890482970972d /azalea-protocol/src/connect.rs
parent2539f948c7a88a86b27b1878f6c28976285f348c (diff)
downloadazalea-drasl-6e818852d868eea963dd2b8489ba75b65c56fb1c.tar.xz
More packet fixes, tests, handle error (#61)
* Fix packet, fix tests, fixedbitsets * Clippy: Nightmare Mode * Fix mistake * simplify impl Display and make thing pub --------- Co-authored-by: mat <github@matdoes.dev>
Diffstat (limited to 'azalea-protocol/src/connect.rs')
-rwxr-xr-xazalea-protocol/src/connect.rs8
1 files changed, 8 insertions, 0 deletions
diff --git a/azalea-protocol/src/connect.rs b/azalea-protocol/src/connect.rs
index 06b306b9..cb837ba5 100755
--- a/azalea-protocol/src/connect.rs
+++ b/azalea-protocol/src/connect.rs
@@ -189,6 +189,7 @@ where
}
/// Split the reader and writer into two objects. This doesn't allocate.
+ #[must_use]
pub fn into_split(self) -> (ReadConnection<R>, WriteConnection<W>) {
(self.reader, self.writer)
}
@@ -229,12 +230,14 @@ impl Connection<ClientboundHandshakePacket, ServerboundHandshakePacket> {
/// Change our state from handshake to login. This is the state that is used
/// for logging in.
+ #[must_use]
pub fn login(self) -> Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
Connection::from(self)
}
/// Change our state from handshake to status. This is the state that is
/// used for pinging the server.
+ #[must_use]
pub fn status(self) -> Connection<ClientboundStatusPacket, ServerboundStatusPacket> {
Connection::from(self)
}
@@ -265,6 +268,7 @@ impl Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
/// Change our state from login to game. This is the state that's used when
/// you're actually in the game.
+ #[must_use]
pub fn game(self) -> Connection<ClientboundGamePacket, ServerboundGamePacket> {
Connection::from(self)
}
@@ -343,12 +347,14 @@ impl Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
impl Connection<ServerboundHandshakePacket, ClientboundHandshakePacket> {
/// Change our state from handshake to login. This is the state that is used
/// for logging in.
+ #[must_use]
pub fn login(self) -> Connection<ServerboundLoginPacket, ClientboundLoginPacket> {
Connection::from(self)
}
/// Change our state from handshake to status. This is the state that is
/// used for pinging the server.
+ #[must_use]
pub fn status(self) -> Connection<ServerboundStatusPacket, ClientboundStatusPacket> {
Connection::from(self)
}
@@ -379,6 +385,7 @@ impl Connection<ServerboundLoginPacket, ClientboundLoginPacket> {
/// Change our state from login to game. This is the state that's used when
/// the client is actually in the game.
+ #[must_use]
pub fn game(self) -> Connection<ServerboundGamePacket, ClientboundGamePacket> {
Connection::from(self)
}
@@ -406,6 +413,7 @@ where
{
/// Creates a `Connection` of a type from a `Connection` of another type.
/// Useful for servers or custom packets.
+ #[must_use]
pub fn from<R2, W2>(connection: Connection<R1, W1>) -> Connection<R2, W2>
where
R2: ProtocolPacket + Debug,