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// cClientHandle.h
// Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player yet
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# pragma once
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# ifndef CCLIENTHANDLE_H_INCLUDED
# define CCLIENTHANDLE_H_INCLUDED
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# include "packets/cPacket.h"
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# include "Vector3d.h"
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# include "cSocketThreads.h"
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# include "cChunk.h"
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# include "packets/cPacket_KeepAlive.h"
# include "packets/cPacket_PlayerPosition.h"
# include "packets/cPacket_Respawn.h"
# include "packets/cPacket_RelativeEntityMoveLook.h"
# include "packets/cPacket_Chat.h"
# include "packets/cPacket_Login.h"
# include "packets/cPacket_WindowClick.h"
# include "packets/cPacket_PlayerMoveLook.h"
# include "packets/cPacket_TimeUpdate.h"
# include "packets/cPacket_BlockDig.h"
# include "packets/cPacket_Handshake.h"
# include "packets/cPacket_PlayerLook.h"
# include "packets/cPacket_ArmAnim.h"
# include "packets/cPacket_BlockPlace.h"
# include "packets/cPacket_Flying.h"
# include "packets/cPacket_Disconnect.h"
# include "packets/cPacket_PickupSpawn.h"
# include "packets/cPacket_ItemSwitch.h"
# include "packets/cPacket_EntityEquipment.h"
# include "packets/cPacket_CreativeInventoryAction.h"
# include "packets/cPacket_NewInvalidState.h"
# include "packets/cPacket_UseEntity.h"
# include "packets/cPacket_WindowClose.h"
# include "packets/cPacket_UpdateSign.h"
# include "packets/cPacket_Ping.h"
# include "packets/cPacket_PlayerListItem.h"
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class cPlayer ;
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class cRedstone ;
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class cClientHandle : // tolua_export
public cSocketThreads : : cCallback
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{ // tolua_export
public :
enum ENUM_PRIORITY
{
E_PRIORITY_LOW ,
E_PRIORITY_NORMAL
} ;
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static const int MAXBLOCKCHANGEINTERACTIONS = 10 ; // 5 didn't help, 10 seems to have done the trick
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cClientHandle ( const cSocket & a_Socket ) ;
~ cClientHandle ( ) ;
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const cSocket & GetSocket ( void ) const { return m_Socket ; }
cSocket & GetSocket ( void ) { return m_Socket ; }
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cPlayer * GetPlayer ( ) { return m_Player ; } // tolua_export
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void Kick ( const AString & a_Reason ) ; //tolua_export
void Authenticate ( void ) ; // Called by cAuthenticator when the user passes authentication
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void StreamChunks ( void ) ;
// Removes the client from all chunks. Used when switching worlds or destroying the player
void RemoveFromAllChunks ( void ) ;
void ChunkJustSent ( cChunk * a_ChunkSent ) ; // Called by cChunk when it is loaded / generated and sent to all clients registered in it
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inline bool IsLoggedIn ( void ) const { return m_State > = csAuthenticating ; }
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void Tick ( float a_Dt ) ;
bool IsDestroyed ( ) { return m_bDestroyed ; }
void Destroy ( ) ;
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void Send ( const cPacket & a_Packet , ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL ) { Send ( & a_Packet , a_Priority ) ; }
void Send ( const cPacket * a_Packet , ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL ) ;
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static void SendThread ( void * lpParam ) ;
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const AString & GetUsername ( void ) const ;
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inline short GetPing ( ) { return m_Ping ; }
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private :
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static const int VIEWDISTANCE = 4 ; // Number of chunks the player can see in each direction; 4 is the minimum ( http://wiki.vg/Protocol_FAQ#.E2.80.A6all_connecting_clients_spasm_and_jerk_uncontrollably.21 )
static const int GENERATEDISTANCE = 1 ; // Server generates this many chunks AHEAD of player sight.
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int m_ProtocolVersion ;
AString m_Username ;
AString m_Password ;
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AString m_ReceivedData ; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
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PacketList m_PendingNrmSendPackets ;
PacketList m_PendingLowSendPackets ;
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cCriticalSection m_CSChunkLists ;
cChunkCoordsList m_LoadedChunks ; // Chunks that the player belongs to
cChunkCoordsList m_ChunksToSend ; // Chunks that need to be sent to the player (queued because they weren't generated yet or there's not enough time to send them)
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cThread * m_pSendThread ;
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cSocket m_Socket ;
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cCriticalSection m_CriticalSection ;
cCriticalSection m_SendCriticalSection ;
cSemaphore m_Semaphore ;
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Vector3d m_ConfirmPosition ;
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cPacket * m_PacketMap [ 256 ] ;
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bool m_bDestroyed ;
cPlayer * m_Player ;
bool m_bKicking ;
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// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
int m_LastStreamedChunkX ;
int m_LastStreamedChunkZ ;
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float m_TimeLastPacket ;
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short m_Ping ;
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int m_PingID ;
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long long m_PingStartTime ;
long long m_LastPingTime ;
static const unsigned short PING_TIME_MS = 1000 ; //minecraft sends 1 per 20 ticks (1 second or every 1000 ms)
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enum eState
{
csConnected , // The client has just connected, waiting for their handshake / login
csAuthenticating , // The client has logged in, waiting for external authentication
csDownloadingWorld , // The client is waiting for chunks, we're waiting for the loader to provide and send them
csConfirmingPos , // The client has been sent the position packet, waiting for them to repeat the position back
csPlaying , // Normal gameplay
// TODO: Add Kicking and Destroyed here as well
} ;
eState m_State ;
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bool m_bKeepThreadGoing ;
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void HandlePacket ( cPacket * a_Packet ) ;
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// Packets handled in csConnected:
void HandlePing ( void ) ;
void HandleHandshake ( cPacket_Handshake * a_Packet ) ;
void HandleLogin ( cPacket_Login * a_Packet ) ;
void HandleUnexpectedPacket ( cPacket * a_Packet ) ; // the default case -> kick
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// Packets handled while in csConfirmingPos:
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void HandleMoveLookConfirm ( cPacket_PlayerMoveLook * a_Packet ) ; // While !m_bPositionConfirmed
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// Packets handled while in csPlaying:
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void HandleCreativeInventory ( cPacket_CreativeInventoryAction * a_Packet ) ;
void HandlePlayerPos ( cPacket_PlayerPosition * a_Packet ) ;
void HandleBlockDig ( cPacket_BlockDig * a_Packet ) ;
void HandleBlockPlace ( cPacket_BlockPlace * a_Packet ) ;
void HandlePickupSpawn ( cPacket_PickupSpawn * a_Packet ) ;
void HandleChat ( cPacket_Chat * a_Packet ) ;
void HandlePlayerLook ( cPacket_PlayerLook * a_Packet ) ;
void HandlePlayerMoveLook ( cPacket_PlayerMoveLook * a_Packet ) ; // While m_bPositionConfirmed (normal gameplay)
void HandleAnimation ( cPacket_ArmAnim * a_Packet ) ;
void HandleItemSwitch ( cPacket_ItemSwitch * a_Packet ) ;
void HandleWindowClose ( cPacket_WindowClose * a_Packet ) ;
void HandleWindowClick ( cPacket_WindowClick * a_Packet ) ;
void HandleUpdateSign ( cPacket_UpdateSign * a_Packet ) ;
void HandleUseEntity ( cPacket_UseEntity * a_Packet ) ;
void HandleRespawn ( void ) ;
void HandleDisconnect ( cPacket_Disconnect * a_Packet ) ;
void HandleKeepAlive ( cPacket_KeepAlive * a_Packet ) ;
/// Returns true if the rate block interactions is within a reasonable limit (bot protection)
bool CheckBlockInteractionsRate ( void ) ;
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/// Checks whether all loaded chunks have been sent to the client; if so, sends the position to confirm
void CheckIfWorldDownloaded ( void ) ;
/// Sends the PlayerMoveLook packet that the client needs to reply to for the game to start
void SendConfirmPosition ( void ) ;
/// Adds a single chunk to be streamed to the client; used by StreamChunks()
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void StreamChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
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// cSocketThreads::cCallback overrides:
virtual void DataReceived ( const char * a_Data , int a_Size ) override ; // Data is received from the client
virtual void GetOutgoingData ( AString & a_Data ) override ; // Data can be sent to client
virtual void SocketClosed ( void ) override ; // The socket has been closed for any reason
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} ; // tolua_export
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# endif // CCLIENTHANDLE_H_INCLUDED