+void Packet::PlayerUpdate::WritePlayer(const Entity &player) noexcept {
+ Write(player.ChunkCoords(), 0);
+ Write(player.Position(), 12);
+ Write(player.Velocity(), 24);
+ Write(player.Orientation(), 36);
+ Write(player.AngularVelocity(), 52);
+}
+
+void Packet::PlayerUpdate::ReadPlayer(Entity &player) const noexcept {
+ glm::ivec3 chunk_coords(0);
+ glm::vec3 pos;
+ glm::vec3 vel;
+ glm::quat rot;
+ glm::vec3 ang;
+
+ Read(chunk_coords, 0);
+ Read(pos, 12);
+ Read(vel, 24);
+ Read(rot, 36);
+ Read(ang, 52);
+
+ player.Position(chunk_coords, pos);
+ player.Velocity(vel);
+ player.Orientation(rot);
+ player.AngularVelocity(ang);
+}
+
+
+void ConnectionHandler::Handle(const UDPpacket &udp_pack) {
+ const Packet &pack = *reinterpret_cast<const Packet *>(udp_pack.data);
+ switch (pack.Type()) {
+ case Packet::Ping::TYPE:
+ On(Packet::As<Packet::Ping>(udp_pack));
+ break;
+ case Packet::Login::TYPE:
+ On(Packet::As<Packet::Login>(udp_pack));
+ break;
+ case Packet::Join::TYPE:
+ On(Packet::As<Packet::Join>(udp_pack));
+ break;
+ case Packet::Part::TYPE:
+ On(Packet::As<Packet::Part>(udp_pack));
+ break;
+ case Packet::PlayerUpdate::TYPE:
+ On(Packet::As<Packet::PlayerUpdate>(udp_pack));
+ break;
+ default:
+ // drop unknown or unhandled packets
+ break;
+ }