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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
# pragma once
# ifndef CCLIENTHANDLE_H_INCLUDED
# define CCLIENTHANDLE_H_INCLUDED
# include "packets/cPacket.h"
# include "Vector3d.h"
# include "cSocketThreads.h"
# include "ChunkDef.h"
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# include "ByteBuffer.h"
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# define MCS_PROTOCOL_VERSION 29 // Synchronize this with MCS_CLIENT_VERSION below!
# define MCS_CLIENT_VERSION "1.2.4, 1.2.5"
class cPlayer ;
class cRedstone ;
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class cInventory ;
class cWindow ;
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class cPawn ;
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class cClientHandle : // tolua_export
public cSocketThreads : : cCallback
{ // tolua_export
public :
enum ENUM_PRIORITY
{
E_PRIORITY_LOW ,
E_PRIORITY_NORMAL
} ;
static const int MAXBLOCKCHANGEINTERACTIONS = 20 ; // 5 didn't help, 10 still doesn't work in Creative, 20 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 ) ;
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 ) ;
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void SendDisconnect ( const AString & a_Reason ) ;
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void SendHandshake ( const AString & a_ServerName ) ;
void SendInventorySlot ( int 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 ) ;
void SendEntityEquipment ( const cEntity & a_Entity , short a_SlotNum , const cItem & a_Item ) ;
void SendWindowOpen ( char a_WindowID , char a_WindowType , const AString & a_WindowTitle , char a_NumSlots ) ;
void SendWindowClose ( char a_WindowID ) ;
void SendWholeInventory ( const cInventory & a_Inventory ) ;
void SendWholeInventory ( const cWindow & a_Window ) ;
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void SendTeleportEntity ( const cEntity & a_Entity ) ;
void SendPlayerListItem ( const cPlayer & a_Player ) ;
void SendPlayerPosition ( void ) ;
void SendRelEntMoveLook ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ ) ;
void SendRelEntMove ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ ) ;
void SendEntLook ( const cEntity & a_Entity ) ;
void SendEntHeadLook ( const cEntity & a_Entity ) ;
void SendBlockAction ( int a_BlockX , int a_BlockY , int a_BlockZ , char a_Byte1 , char a_Byte2 ) ;
void SendHealth ( void ) ;
void SendRespawn ( void ) ;
void SendGameMode ( char a_GameMode ) ;
void SendDestroyEntity ( const cEntity & a_Entity ) ;
void SendPlayerMoveLook ( void ) ;
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void SendEntityStatus ( const cEntity & a_Entity , char a_Status ) ;
void SendMetadata ( const cPawn & a_Entity ) ;
void SendInventoryProgress ( char a_WindowID , short a_Progressbar , short a_Value ) ;
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const AString & GetUsername ( void ) const ; //tolua_export
inline short GetPing ( ) const { return m_Ping ; } //tolua_export
void SetViewDistance ( int a_ViewDistance ) ; //tolua_export
int GetViewDistance ( ) { return m_ViewDistance ; } //tolua_export
int GetUniqueID ( ) const { return m_UniqueID ; } //tolua_export
/// Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend)
bool WantsSendChunk ( int a_ChunkX , int a_ChunkY , int a_ChunkZ ) ;
/// Adds the chunk specified to the list of chunks wanted for sending (m_ChunksToSend)
void AddWantedChunk ( int a_ChunkX , int a_ChunkZ ) ;
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
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int m_ProtocolVersion ;
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AString m_Username ;
AString m_Password ;
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cByteBuffer m_ReceivedData ; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
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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 ) ;
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void HandleHandshake ( const AString & a_Username ) ;
void HandleLogin ( int a_ProtocolVersion , const AString & a_Username ) ;
void HandleUnexpectedPacket ( int a_PacketType ) ; // the default case -> kick
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// Packets handled while in csConfirmingPos:
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void HandleMoveLookConfirm ( double a_PosX , double a_PosY , double a_PosZ ) ; // While !m_bPositionConfirmed
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// Packets handled while in csPlaying:
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void HandleCreativeInventory ( short a_SlotNum , const cItem & a_HeldItem ) ;
void HandlePlayerPos ( double a_PosX , double a_PosY , double a_PosZ , double a_Stance , bool a_IsOnGround ) ;
void HandleBlockDig ( int a_BlockX , int a_BlockY , int a_BlockZ , char a_BlockFace , char a_Status ) ;
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 ) ;
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)
void HandleAnimation ( char a_Animation ) ;
void HandleSlotSelected ( short a_SlotNum ) ;
void HandleWindowClose ( char a_WindowID ) ;
void HandleWindowClick ( char a_WindowID , short a_SlotNum , bool a_IsRightClick , bool a_IsShiftPressed , const cItem & a_HeldItem ) ;
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void HandleUpdateSign (
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
) ;
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 ) ;
void HandleKeepAlive ( int a_KeepAliveID ) ;
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/*
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/// Handles rclk with a dye; returns true if the dye is to be be consumed
bool HandleDyes ( cPacket_BlockPlace * a_Packet ) ;
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*/
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/// 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