9eed83c33a
http://forum.mc-server.org/showthread.php?tid=434&pid=4564#pid4564 git-svn-id: http://mc-server.googlecode.com/svn/trunk@858 0a769ca7-a7f5-676a-18bf-c427514a06d6
255 lines
10 KiB
C++
255 lines
10 KiB
C++
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// cClientHandle.h
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// 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
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#define CCLIENTHANDLE_H_INCLUDED
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#include "Defines.h"
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#include "Vector3d.h"
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#include "cSocketThreads.h"
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#include "ChunkDef.h"
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#include "ByteBuffer.h"
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class cChunkDataSerializer;
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class cInventory;
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class cMonster;
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class cPawn;
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class cPickup;
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class cPlayer;
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class cProtocol;
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class cRedstone;
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class cWindow;
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class cClientHandle : // tolua_export
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public cSocketThreads::cCallback
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{ // tolua_export
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public:
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enum ENUM_PRIORITY
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{
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E_PRIORITY_LOW,
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E_PRIORITY_NORMAL
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};
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static const int MAXBLOCKCHANGEINTERACTIONS = 20; // 5 didn't help, 10 still doesn't work in Creative, 20 seems to have done the trick
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static const int DEFAULT_VIEW_DISTANCE = 9; // The default ViewDistance (used when no value is set in Settings.ini)
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static const int MAX_VIEW_DISTANCE = 10;
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static const int MIN_VIEW_DISTANCE = 4;
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cClientHandle(const cSocket & a_Socket, int a_ViewDistance);
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~cClientHandle();
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cSocket & GetSocket (void) { return m_Socket; }
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const AString & GetIPString(void) const { return m_Socket.GetIPString(); }
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cPlayer* GetPlayer() { return m_Player; } // tolua_export
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void Kick(const AString & a_Reason); //tolua_export
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void Authenticate(void); // Called by cAuthenticator when the user passes authentication
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void StreamChunks(void);
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// Removes the client from all chunks. Used when switching worlds or destroying the player
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void RemoveFromAllChunks(void);
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inline bool IsLoggedIn(void) const { return m_State >= csAuthenticating; }
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void Tick(float a_Dt);
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bool IsDestroyed() { return m_bDestroyed; }
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void Destroy();
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bool IsPlaying(void) const {return (m_State == csPlaying); }
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void SendDisconnect(const AString & a_Reason);
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void SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item);
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void SendChat(const AString & a_Message);
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void SendPlayerAnimation(const cPlayer & a_Player, char a_Animation);
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void SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
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void SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
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void SendWindowClose(char a_WindowID);
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void SendWholeInventory(const cInventory & a_Inventory);
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void SendWholeInventory(const cWindow & a_Window);
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void SendTeleportEntity(const cEntity & a_Entity);
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void SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline);
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void SendPlayerPosition(void);
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void SendEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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void SendEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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void SendEntLook (const cEntity & a_Entity);
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void SendEntHeadLook (const cEntity & a_Entity);
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void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
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void SendHealth (void);
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void SendRespawn(void);
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void SendGameMode(eGameMode a_GameMode);
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void SendDestroyEntity(const cEntity & a_Entity);
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void SendPlayerMoveLook(void);
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void SendEntityStatus(const cEntity & a_Entity, char a_Status);
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void SendMetadata(const cPawn & a_Entity);
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void SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value);
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void SendPlayerSpawn(const cPlayer & a_Player);
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void SendPickupSpawn(const cPickup & a_Pickup);
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void SendSpawnMob (const cMonster & a_Mob);
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void SendUpdateSign (int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
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void SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player);
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void SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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void SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);
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void SendUnloadChunk(int a_ChunkX, int a_ChunkZ);
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void SendWeather(eWeather a_Weather);
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void SendTimeUpdate(Int64 a_WorldTime);
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void SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ);
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void SendSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch); // a_Src coords are Block * 8
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void SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer);
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const AString & GetUsername(void) const; //tolua_export
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inline short GetPing() const { return m_Ping; } //tolua_export
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void SetViewDistance(int a_ViewDistance); //tolua_export
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int GetViewDistance() { return m_ViewDistance; }//tolua_export
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int GetUniqueID() const { return m_UniqueID; } //tolua_export
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/// Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend)
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bool WantsSendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Adds the chunk specified to the list of chunks wanted for sending (m_ChunksToSend)
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void AddWantedChunk(int a_ChunkX, int a_ChunkZ);
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// Calls that cProtocol descendants use to report state:
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void PacketBufferFull(void);
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void PacketUnknown(unsigned char a_PacketType);
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void PacketError(unsigned char a_PacketType);
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// Calls that cProtocol descendants use for handling packets:
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void HandlePing (void);
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void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
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void HandlePlayerPos (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
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void HandleBlockDig (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
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void HandleBlockPlace (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, const cItem & a_HeldItem);
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void HandleChat (const AString & a_Message);
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void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround);
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void HandlePlayerMoveLook (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround); // While m_bPositionConfirmed (normal gameplay)
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void HandleAnimation (char a_Animation);
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void HandleSlotSelected (short a_SlotNum);
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void HandleWindowClose (char a_WindowID);
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void HandleWindowClick (char a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_HeldItem);
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void HandleUpdateSign (
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int a_BlockX, int a_BlockY, int a_BlockZ,
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const AString & a_Line1, const AString & a_Line2,
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const AString & a_Line3, const AString & a_Line4
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);
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void HandleUseEntity (int a_TargetEntityID, bool a_IsLeftClick);
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void HandleRespawn (void);
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void HandleDisconnect (const AString & a_Reason);
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void HandleKeepAlive (int a_KeepAliveID);
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bool HandleHandshake (const AString & a_Username);
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/** Called when the protocol has finished logging the user in.
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Return true to allow the user in; false to kick them.
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*/
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bool HandleLogin(int a_ProtocolVersion, const AString & a_Username);
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void SendData(const char * a_Data, int a_Size);
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private:
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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 )
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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
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int m_ProtocolVersion;
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AString m_Username;
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AString m_Password;
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cCriticalSection m_CSChunkLists;
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cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
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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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cSocket m_Socket;
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cProtocol * m_Protocol;
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cCriticalSection m_CSOutgoingData;
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cByteBuffer m_OutgoingData;
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AString m_OutgoingDataOverflow; //< For data that didn't fit into the m_OutgoingData ringbuffer temporarily
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cCriticalSection m_CriticalSection;
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Vector3d m_ConfirmPosition;
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bool m_bDestroyed;
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cPlayer * m_Player;
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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
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int m_LastStreamedChunkX;
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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;
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long long m_LastPingTime;
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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
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{
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csConnected, // The client has just connected, waiting for their handshake / login
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csAuthenticating, // The client has logged in, waiting for external authentication
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csDownloadingWorld, // The client is waiting for chunks, we're waiting for the loader to provide and send them
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csConfirmingPos, // The client has been sent the position packet, waiting for them to repeat the position back
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csPlaying, // Normal gameplay
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// TODO: Add Kicking and Destroyed here as well
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} ;
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eState m_State;
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bool m_bKeepThreadGoing;
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/// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded()
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bool m_ShouldCheckDownloaded;
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/// Returns true if the rate block interactions is within a reasonable limit (bot protection)
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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
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void CheckIfWorldDownloaded(void);
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/// Sends the PlayerMoveLook packet that the client needs to reply to for the game to start
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void SendConfirmPosition(void);
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/// 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:
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virtual void DataReceived (const char * a_Data, int a_Size) override; // Data is received from the client
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virtual void GetOutgoingData(AString & a_Data) override; // Data can be sent to client
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virtual void SocketClosed (void) override; // The socket has been closed for any reason
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static int s_ClientCount;
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int m_UniqueID;
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}; // tolua_export
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#endif // CCLIENTHANDLE_H_INCLUDED
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