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// cServer.h
// Interfaces to the cServer object representing the network server
# pragma once
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# include "OSSupport/SocketThreads.h"
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# include "OSSupport/ListenThread.h"
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# include "RCONServer.h"
# ifdef _MSC_VER
# pragma warning(push)
# pragma warning(disable:4127)
# pragma warning(disable:4244)
# pragma warning(disable:4231)
# pragma warning(disable:4189)
# pragma warning(disable:4702)
# endif
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# include "PolarSSL++/RsaPrivateKey.h"
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# ifdef _MSC_VER
# pragma warning(pop)
# endif
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// fwd:
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class cPlayer ;
class cClientHandle ;
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class cIniFile ;
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class cCommandOutputCallback ;
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typedef std : : list < cClientHandle * > cClientHandleList ;
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namespace Json
{
class Value ;
}
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class cServer // tolua_export
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: public cListenThread : : cCallback
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{ // tolua_export
public : // tolua_export
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virtual ~ cServer ( ) { }
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bool InitServer ( cIniFile & a_SettingsIni ) ;
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// tolua_begin
const AString & GetDescription ( void ) const { return m_Description ; }
// Player counts:
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int GetMaxPlayers ( void ) const { return m_MaxPlayers ; }
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int GetNumPlayers ( void ) const ;
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void SetMaxPlayers ( int a_MaxPlayers ) { m_MaxPlayers = a_MaxPlayers ; }
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// Hardcore mode or not:
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bool IsHardcore ( void ) const { return m_bIsHardcore ; }
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// tolua_end
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bool Start ( void ) ;
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bool Command ( cClientHandle & a_Client , AString & a_Cmd ) ;
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/** Executes the console command, sends output through the specified callback */
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void ExecuteConsoleCommand ( const AString & a_Cmd , cCommandOutputCallback & a_Output ) ;
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/** Lists all available console commands and their helpstrings */
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void PrintHelp ( const AStringVector & a_Split , cCommandOutputCallback & a_Output ) ;
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/** Binds the built-in console commands with the plugin manager */
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static void BindBuiltInConsoleCommands ( void ) ;
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void Shutdown ( void ) ;
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void KickUser ( int a_ClientID , const AString & a_Reason ) ;
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/** Authenticates the specified user, called by cAuthenticator */
void AuthenticateUser ( int a_ClientID , const AString & a_Name , const AString & a_UUID , const Json : : Value & a_Properties ) ;
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const AString & GetServerID ( void ) const { return m_ServerID ; } // tolua_export
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/** Called by cClientHandle's destructor; stop m_SocketThreads from calling back into a_Client */
void ClientDestroying ( const cClientHandle * a_Client ) ;
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/** Notifies m_SocketThreads that client has something to be written */
void NotifyClientWrite ( const cClientHandle * a_Client ) ;
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void WriteToClient ( const cClientHandle * a_Client , const AString & a_Data ) ; // Queues outgoing data for the client through m_SocketThreads
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void RemoveClient ( const cClientHandle * a_Client ) ; // Removes the clienthandle from m_SocketThreads
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/** Don't tick a_Client anymore, it will be ticked from its cPlayer instead */
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void ClientMovedToWorld ( const cClientHandle * a_Client ) ;
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/** Notifies the server that a player was created; the server uses this to adjust the number of players */
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void PlayerCreated ( const cPlayer * a_Player ) ;
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/** Notifies the server that a player is being destroyed; the server uses this to adjust the number of players */
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void PlayerDestroying ( const cPlayer * a_Player ) ;
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/** Returns base64 encoded favicon data (obtained from favicon.png) */
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const AString & GetFaviconData ( void ) const { return m_FaviconData ; }
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cRsaPrivateKey & GetPrivateKey ( void ) { return m_PrivateKey ; }
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const AString & GetPublicKeyDER ( void ) const { return m_PublicKeyDER ; }
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/** Returns true if authentication has been turned on in server settings. */
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bool ShouldAuthenticate ( void ) const { return m_ShouldAuthenticate ; } // tolua_export
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/** Returns true if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found.
Loaded from the settings . ini [ PlayerData ] . LoadOfflinePlayerData setting . */
bool ShouldLoadOfflinePlayerData ( void ) const { return m_ShouldLoadOfflinePlayerData ; }
/** Returns true if old-style playernames should be used to load data for players whose regular datafiles cannot be found.
This allows a seamless transition from name - based to UUID - based player storage .
Loaded from the settings . ini [ PlayerData ] . LoadNamedPlayerData setting . */
bool ShouldLoadNamedPlayerData ( void ) const { return m_ShouldLoadNamedPlayerData ; }
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private :
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friend class cRoot ; // so cRoot can create and destroy cServer
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/** When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap) */
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class cNotifyWriteThread :
public cIsThread
{
typedef cIsThread super ;
cEvent m_Event ; // Set when m_Clients gets appended
cServer * m_Server ;
cCriticalSection m_CS ;
cClientHandleList m_Clients ;
virtual void Execute ( void ) ;
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public :
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cNotifyWriteThread ( void ) ;
~ cNotifyWriteThread ( ) ;
bool Start ( cServer * a_Server ) ;
void NotifyClientWrite ( const cClientHandle * a_Client ) ;
} ;
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/** The server tick thread takes care of the players who aren't yet spawned in a world */
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class cTickThread :
public cIsThread
{
typedef cIsThread super ;
public :
cTickThread ( cServer & a_Server ) ;
protected :
cServer & m_Server ;
// cIsThread overrides:
virtual void Execute ( void ) override ;
} ;
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cNotifyWriteThread m_NotifyWriteThread ;
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cListenThread m_ListenThreadIPv4 ;
cListenThread m_ListenThreadIPv6 ;
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cCriticalSection m_CSClients ; ///< Locks client lists
cClientHandleList m_Clients ; ///< Clients that are connected to the server and not yet assigned to a cWorld
cClientHandleList m_ClientsToRemove ; ///< Clients that have just been moved into a world and are to be removed from m_Clients in the next Tick()
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mutable cCriticalSection m_CSPlayerCount ; ///< Locks the m_PlayerCount
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int m_PlayerCount ; ///< Number of players currently playing in the server
cCriticalSection m_CSPlayerCountDiff ; ///< Locks the m_PlayerCountDiff
int m_PlayerCountDiff ; ///< Adjustment to m_PlayerCount to be applied in the Tick thread
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cSocketThreads m_SocketThreads ;
int m_ClientViewDistance ; // The default view distance for clients; settable in Settings.ini
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bool m_bIsConnected ; // true - connected false - not connected
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bool m_bRestarting ;
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/** The private key used for the assymetric encryption start in the protocols */
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cRsaPrivateKey m_PrivateKey ;
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/** Public key for m_PrivateKey, ASN1-DER-encoded */
AString m_PublicKeyDER ;
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cRCONServer m_RCONServer ;
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AString m_Description ;
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AString m_FaviconData ;
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int m_MaxPlayers ;
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bool m_bIsHardcore ;
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cTickThread m_TickThread ;
cEvent m_RestartEvent ;
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/** The server ID used for client authentication */
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AString m_ServerID ;
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/** If true, players will be online-authenticated agains Mojang servers.
This setting is the same as the " online-mode " setting in Vanilla . */
bool m_ShouldAuthenticate ;
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/** True if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found.
This allows transitions from an offline ( no - auth ) server to an online one .
Loaded from the settings . ini [ PlayerData ] . LoadOfflinePlayerData setting . */
bool m_ShouldLoadOfflinePlayerData ;
/** True if old-style playernames should be used to load data for players whose regular datafiles cannot be found.
This allows a seamless transition from name - based to UUID - based player storage .
Loaded from the settings . ini [ PlayerData ] . LoadNamedPlayerData setting . */
bool m_ShouldLoadNamedPlayerData ;
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cServer ( void ) ;
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/** Loads, or generates, if missing, RSA keys for protocol encryption */
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void PrepareKeys ( void ) ;
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bool Tick ( float a_Dt ) ;
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/** Ticks the clients in m_Clients, manages the list in respect to removing clients */
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void TickClients ( float a_Dt ) ;
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// cListenThread::cCallback overrides:
virtual void OnConnectionAccepted ( cSocket & a_Socket ) override ;
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} ; // tolua_export
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