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// Connection.h
// Interfaces to the cConnection class representing a single pair of connected sockets
# pragma once
# include "ByteBuffer.h"
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# include "../../source/OSSupport/Timer.h"
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class cServer ;
class cConnection
{
AString m_LogNameBase ; ///< Base for the log filename and all files connected to this log
int m_ItemIdx ; ///< Index for the next file into which item metadata should be written (ParseSlot() function)
cCriticalSection m_CSLog ;
FILE * m_LogFile ;
cServer & m_Server ;
SOCKET m_ClientSocket ;
SOCKET m_ServerSocket ;
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cTimer m_Timer ;
long long m_BeginTick ; // Tick when the relative time was first retrieved (used for GetRelativeTime())
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enum eConnectionState
{
csUnencrypted , // The connection is not encrypted. Packets must be decoded in order to be able to start decryption.
csEncryptedUnderstood , // The communication is encrypted and so far all packets have been understood, so they can be still decoded
csEncryptedUnknown , // The communication is encrypted, but an unknown packet has been received, so packets cannot be decoded anymore
csWaitingForEncryption , // The communication is waiting for the other line to establish encryption
} ;
eConnectionState m_ClientState ;
eConnectionState m_ServerState ;
int m_Nonce ;
public :
cConnection ( SOCKET a_ClientSocket , cServer & a_Server ) ;
~ cConnection ( ) ;
void Run ( void ) ;
void Log ( const char * a_Format , . . . ) ;
void DataLog ( const void * a_Data , int a_Size , const char * a_Format , . . . ) ;
void LogFlush ( void ) ;
protected :
typedef CFB_Mode < AES > : : Encryption Encryptor ;
typedef CFB_Mode < AES > : : Decryption Decryptor ;
cByteBuffer m_ClientBuffer ;
cByteBuffer m_ServerBuffer ;
Decryptor m_ServerDecryptor ;
Encryptor m_ServerEncryptor ;
AString m_ServerEncryptionBuffer ; // Buffer for the data to be sent to the server once encryption is established
/// Set to true when PACKET_PING is received from the client; will cause special parsing for server kick
bool m_HasClientPinged ;
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/*
The protocol states can be one of :
- 1 : no initial handshake received yet
1 : status
2 : login
3 : game
*/
/// State the to-server protocol is in (as defined by the initial handshake / login), -1 if no initial handshake received yet
int m_ServerProtocolState ;
/// State the to-client protocol is in (as defined by the initial handshake / login), -1 if no initial handshake received yet
int m_ClientProtocolState ;
/// True if the server connection has provided encryption keys
bool m_IsServerEncrypted ;
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bool ConnectToServer ( void ) ;
/// Relays data from server to client; returns false if connection aborted
bool RelayFromServer ( void ) ;
/// Relays data from client to server; returns false if connection aborted
bool RelayFromClient ( void ) ;
/// Returns the time relative to the first call of this function, in the fractional seconds elapsed
double GetRelativeTime ( void ) ;
/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
bool SendData ( SOCKET a_Socket , const char * a_Data , int a_Size , const char * a_Peer ) ;
/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
bool SendData ( SOCKET a_Socket , cByteBuffer & a_Data , const char * a_Peer ) ;
/// Sends data to the specfied socket, after encrypting it using a_Encryptor. If sending fails, prints a fail message using a_Peer and returns false
bool SendEncryptedData ( SOCKET a_Socket , Encryptor & a_Encryptor , const char * a_Data , int a_Size , const char * a_Peer ) ;
/// Sends data to the specfied socket, after encrypting it using a_Encryptor. If sending fails, prints a fail message using a_Peer and returns false
bool SendEncryptedData ( SOCKET a_Socket , Encryptor & a_Encryptor , cByteBuffer & a_Data , const char * a_Peer ) ;
/// Decodes packets coming from the client, sends appropriate counterparts to the server; returns false if the connection is to be dropped
bool DecodeClientsPackets ( const char * a_Data , int a_Size ) ;
/// Decodes packets coming from the server, sends appropriate counterparts to the client; returns false if the connection is to be dropped
bool DecodeServersPackets ( const char * a_Data , int a_Size ) ;
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// Packet handling, client-side, initial:
bool HandleClientHandshake ( void ) ;
// Packet handling, client-side, status:
bool HandleClientStatusPing ( void ) ;
bool HandleClientStatusRequest ( void ) ;
// Packet handling, client-side, login:
bool HandleClientLoginEncryptionKeyResponse ( void ) ;
bool HandleClientLoginStart ( void ) ;
// Packet handling, client-side, game:
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bool HandleClientAnimation ( void ) ;
bool HandleClientBlockDig ( void ) ;
bool HandleClientBlockPlace ( void ) ;
bool HandleClientChatMessage ( void ) ;
bool HandleClientClientStatuses ( void ) ;
bool HandleClientCreativeInventoryAction ( void ) ;
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bool HandleClientDisconnect ( void ) ;
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bool HandleClientEntityAction ( void ) ;
bool HandleClientKeepAlive ( void ) ;
bool HandleClientLocaleAndView ( void ) ;
bool HandleClientPing ( void ) ;
bool HandleClientPlayerAbilities ( void ) ;
bool HandleClientPlayerLook ( void ) ;
bool HandleClientPlayerOnGround ( void ) ;
bool HandleClientPlayerPosition ( void ) ;
bool HandleClientPlayerPositionLook ( void ) ;
bool HandleClientPluginMessage ( void ) ;
bool HandleClientSlotSelect ( void ) ;
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bool HandleClientTabCompletion ( void ) ;
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bool HandleClientUpdateSign ( void ) ;
bool HandleClientUseEntity ( void ) ;
bool HandleClientWindowClick ( void ) ;
bool HandleClientWindowClose ( void ) ;
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// Packet handling, server-side, login:
bool HandleServerLoginDisconnect ( void ) ;
bool HandleServerLoginEncryptionKeyRequest ( void ) ;
bool HandleServerLoginSuccess ( void ) ;
// Packet handling, server-side, game:
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bool HandleServerAttachEntity ( void ) ;
bool HandleServerBlockAction ( void ) ;
bool HandleServerBlockChange ( void ) ;
bool HandleServerChangeGameState ( void ) ;
bool HandleServerChatMessage ( void ) ;
bool HandleServerCollectPickup ( void ) ;
bool HandleServerCompass ( void ) ;
bool HandleServerDestroyEntities ( void ) ;
bool HandleServerEntity ( void ) ;
bool HandleServerEntityEquipment ( void ) ;
bool HandleServerEntityHeadLook ( void ) ;
bool HandleServerEntityLook ( void ) ;
bool HandleServerEntityMetadata ( void ) ;
bool HandleServerEntityProperties ( void ) ;
bool HandleServerEntityRelativeMove ( void ) ;
bool HandleServerEntityRelativeMoveLook ( void ) ;
bool HandleServerEntityStatus ( void ) ;
bool HandleServerEntityTeleport ( void ) ;
bool HandleServerEntityVelocity ( void ) ;
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bool HandleServerExplosion ( void ) ;
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bool HandleServerIncrementStatistic ( void ) ;
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bool HandleServerJoinGame ( void ) ;
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bool HandleServerKeepAlive ( void ) ;
bool HandleServerKick ( void ) ;
bool HandleServerLogin ( void ) ;
bool HandleServerMapChunk ( void ) ;
bool HandleServerMapChunkBulk ( void ) ;
bool HandleServerMultiBlockChange ( void ) ;
bool HandleServerNamedSoundEffect ( void ) ;
bool HandleServerPlayerAbilities ( void ) ;
bool HandleServerPlayerAnimation ( void ) ;
bool HandleServerPlayerListItem ( void ) ;
bool HandleServerPlayerPositionLook ( void ) ;
bool HandleServerPluginMessage ( void ) ;
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bool HandleServerRespawn ( void ) ;
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bool HandleServerSetExperience ( void ) ;
bool HandleServerSetSlot ( void ) ;
bool HandleServerSlotSelect ( void ) ;
bool HandleServerSoundEffect ( void ) ;
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bool HandleServerSpawnExperienceOrbs ( void ) ;
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bool HandleServerSpawnMob ( void ) ;
bool HandleServerSpawnNamedEntity ( void ) ;
bool HandleServerSpawnObjectVehicle ( void ) ;
bool HandleServerSpawnPainting ( void ) ;
bool HandleServerSpawnPickup ( void ) ;
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bool HandleServerStatistics ( void ) ;
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bool HandleServerStatusPing ( void ) ;
bool HandleServerStatusResponse ( void ) ;
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bool HandleServerTabCompletion ( void ) ;
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bool HandleServerTimeUpdate ( void ) ;
bool HandleServerUpdateHealth ( void ) ;
bool HandleServerUpdateSign ( void ) ;
bool HandleServerUpdateTileEntity ( void ) ;
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bool HandleServerUseBed ( void ) ;
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bool HandleServerWindowClose ( void ) ;
bool HandleServerWindowContents ( void ) ;
bool HandleServerWindowOpen ( void ) ;
/// Parses the slot data in a_Buffer into item description; returns true if successful, false if not enough data
bool ParseSlot ( cByteBuffer & a_Buffer , AString & a_ItemDesc ) ;
/// Parses the metadata in a_Buffer into raw metadata in an AString; returns true if successful, false if not enough data
bool ParseMetadata ( cByteBuffer & a_Buffer , AString & a_Metadata ) ;
/// Logs the contents of the metadata in the AString, using Log(). Assumes a_Metadata is valid (parsed by ParseMetadata()). The log is indented by a_IndentCount spaces
void LogMetadata ( const AString & a_Metadata , size_t a_IndentCount ) ;
/// Send EKResp to the server:
void SendEncryptionKeyResponse ( const AString & a_ServerPublicKey , const AString & a_Nonce ) ;
/// Starts client encryption based on the parameters received
void StartClientEncryption ( const AString & a_EncryptedSecret , const AString & a_EncryptedNonce ) ;
} ;