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cuberite-2a/source/cClientHandle.h
faketruth f43b65cf53 cClientHandles have a unique ID now to distinguish them
cAuthenticator uses unique client ID for authentication
Changed the kick function used by cAuthenticator to take a client ID instead of name, so the correct user is kicked
Using callback reference instead of pointer in GetChunkData and affiliates
GetChunkData returns false when failed, and true when succeeded
Renamed entity type enums to something prettier
Exposed some functions to Lua

git-svn-id: http://mc-server.googlecode.com/svn/trunk@388 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-03-09 13:42:28 +00:00

229 lines
8.3 KiB
C++

// cClientHandle.h
// Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player yet
#pragma once
#ifndef CCLIENTHANDLE_H_INCLUDED
#define CCLIENTHANDLE_H_INCLUDED
#include "packets/cPacket.h"
#include "Vector3d.h"
#include "cSocketThreads.h"
#include "cChunk.h"
#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"
class cPlayer;
class cRedstone;
class cClientHandle : // tolua_export
public cSocketThreads::cCallback
{ // tolua_export
public:
enum ENUM_PRIORITY
{
E_PRIORITY_LOW,
E_PRIORITY_NORMAL
};
static const int MAXBLOCKCHANGEINTERACTIONS = 10; // 5 didn't help, 10 seems to have done the trick
static const int DEFAULT_VIEW_DISTANCE = 9; // The default ViewDistance (used when no value is set in Settings.ini)
static const int MAX_VIEW_DISTANCE = 10;
static const int MIN_VIEW_DISTANCE = 4;
cClientHandle(const cSocket & a_Socket, int a_ViewDistance);
~cClientHandle();
const cSocket & GetSocket(void) const {return m_Socket; }
cSocket & GetSocket(void) {return m_Socket; }
cPlayer* GetPlayer() { return m_Player; } // tolua_export
void Kick(const AString & a_Reason); //tolua_export
void Authenticate(void); // Called by cAuthenticator when the user passes authentication
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
inline bool IsLoggedIn(void) const { return m_State >= csAuthenticating; }
void Tick(float a_Dt);
bool IsDestroyed() { return m_bDestroyed; }
void Destroy();
bool IsPlaying(void) const {return (m_State == csPlaying); }
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);
const AString & GetUsername(void) const; //tolua_export
inline short GetPing() const { return m_Ping; } //tolua_export
void SetViewDistance(int a_ViewDistance); //tolua_export
int GetUniqueID() const { return m_UniqueID; } //tolua_export
private:
int m_ViewDistance; // 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 = 2; // Server generates this many chunks AHEAD of player sight. 2 is the minimum, since foliage is generated 1 step behind chunk terrain generation
int m_ProtocolVersion;
AString m_Username;
AString m_Password;
AString m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
cCriticalSection m_CSPackets;
PacketList m_PendingNrmSendPackets;
PacketList m_PendingLowSendPackets;
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)
cSocket m_Socket;
cCriticalSection m_CriticalSection;
Vector3d m_ConfirmPosition;
cPacket * m_PacketMap[256];
bool m_bDestroyed;
cPlayer * m_Player;
bool m_bKicking;
// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
int m_LastStreamedChunkX;
int m_LastStreamedChunkZ;
float m_TimeLastPacket;
short m_Ping;
int m_PingID;
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)
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;
bool m_bKeepThreadGoing;
void HandlePacket(cPacket * a_Packet);
// 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
// Packets handled while in csConfirmingPos:
void HandleMoveLookConfirm(cPacket_PlayerMoveLook * a_Packet); // While !m_bPositionConfirmed
// Packets handled while in csPlaying:
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);
/// 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()
void StreamChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
// 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
static int s_ClientCount;
int m_UniqueID;
}; // tolua_export
#endif // CCLIENTHANDLE_H_INCLUDED