public:
void Handle(const UDPpacket &);
+ // called as soon as the remote end ack'd given packet
+ virtual void OnPacketReceived(std::uint16_t) { }
+ // called if the remote end probably didn't get given packet
virtual void OnPacketLost(std::uint16_t) { }
virtual void OnTimeout() { }
virtual void On(const Packet::Login &) { }
virtual void On(const Packet::Join &) { }
virtual void On(const Packet::Part &) { }
+ virtual void On(const Packet::PlayerUpdate &) { }
+ virtual void On(const Packet::SpawnEntity &) { }
+ virtual void On(const Packet::DespawnEntity &) { }
+ virtual void On(const Packet::EntityUpdate &) { }
+ virtual void On(const Packet::PlayerCorrection &) { }
+ virtual void On(const Packet::ChunkBegin &) { }
+ virtual void On(const Packet::ChunkData &) { }
};