// cClientHandle.h // Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player yet #pragma once #include "OSSupport/Network.h" #include "Defines.h" #include "Scoreboard.h" #include "UI/SlotArea.h" #include "json/json.h" #include "ChunkSender.h" #include "EffectID.h" #include "Protocol/ForgeHandshake.h" #include "UUID.h" // fwd: class cChunkDataSerializer; class cMonster; class cExpOrb; class cPainting; class cPickup; class cPlayer; class cProtocol; class cWindow; class cFallingBlock; class cCompositeChat; class cStatManager; class cMap; class cClientHandle; typedef std::shared_ptr cClientHandlePtr; class cClientHandle // tolua_export : public cTCPLink::cCallbacks { // tolua_export public: // tolua_export #if defined(ANDROID) static const int DEFAULT_VIEW_DISTANCE = 4; // The default ViewDistance (used when no value is set in Settings.ini) #else static const int DEFAULT_VIEW_DISTANCE = 10; #endif static const int MAX_VIEW_DISTANCE = 32; static const int MIN_VIEW_DISTANCE = 1; /** The percentage how much a block has to be broken. Should be a value between 0.7 (70% broken) and 1 (100% broken) depending on lag. Can be set in settings.ini [AntiCheat] FastBreakPercentage=(from 0 to 100) */ static float FASTBREAK_PERCENTAGE; /** Creates a new client with the specified IP address in its description and the specified initial view distance. */ cClientHandle(const AString & a_IPString, int a_ViewDistance); virtual ~cClientHandle() override; const AString & GetIPString(void) const { return m_IPString; } // tolua_export /** Sets the IP string that the client is using. Overrides the IP string that was read from the socket. Used mainly by BungeeCord compatibility code. */ void SetIPString(const AString & a_IPString) { m_IPString = a_IPString; } cPlayer * GetPlayer(void) { return m_Player; } // tolua_export /** Returns the player's UUID, as used by the protocol */ const cUUID & GetUUID(void) const { return m_UUID; } // Exported in ManualBindings.cpp /** Sets the player's UUID, as used by the protocol. Used mainly by BungeeCord compatibility code - when authenticating is done on the BungeeCord server and the results are passed to MCS running in offline mode. */ void SetUUID(const cUUID & a_UUID) { ASSERT(!a_UUID.IsNil()); m_UUID = a_UUID; } const Json::Value & GetProperties(void) const { return m_Properties; } /** Sets the player's properties, such as skin image and signature. Used mainly by BungeeCord compatibility code - property querying is done on the BungeeCord server and the results are passed to MCS running in offline mode. */ void SetProperties(const Json::Value & a_Properties) { m_Properties = a_Properties; } /** Generates an UUID based on the username stored for this client, and stores it in the m_UUID member. This is used for the offline (non-auth) mode, when there's no UUID source. Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. Internally calls the GenerateOfflineUUID static function. */ void GenerateOfflineUUID(void); /** Generates an UUID based on the player name provided. This is used for the offline (non-auth) mode, when there's no UUID source. Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. */ static cUUID GenerateOfflineUUID(const AString & a_Username); // Exported in ManualBindings.cpp /** Returns true if the UUID is generated by online auth, false if it is an offline-generated UUID. We use Version-3 UUIDs for offline UUIDs, online UUIDs are Version-4, thus we can tell them apart. */ static bool IsUUIDOnline(const cUUID & a_UUID); // Exported in ManualBindings.cpp /** Formats the type of message with the proper color and prefix for sending to the client. */ static AString FormatMessageType(bool ShouldAppendChatPrefixes, eMessageType a_ChatPrefix, const AString & a_AdditionalData); static AString FormatChatPrefix( bool ShouldAppendChatPrefixes, const AString & a_ChatPrefixS, const AString & m_Color1, const AString & m_Color2 ); void Kick(const AString & a_Reason); // tolua_export /** Authenticates the specified user, called by cAuthenticator */ void Authenticate(const AString & a_Name, const cUUID & a_UUID, const Json::Value & a_Properties); /** This function sends a new unloaded chunk to the player. Returns true if all chunks are loaded. */ bool StreamNextChunk(); /** Remove all loaded chunks that are no longer in range */ void UnloadOutOfRangeChunks(void); /** Removes the client from all chunks. Used when destroying the player. When switching worlds, RemoveFromWorld does this function's job so it isn't called. */ void RemoveFromAllChunks(void); inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); } /** Called while the client is being ticked from the world via its cPlayer object */ void Tick(float a_Dt); /** Called while the client is being ticked from the cServer object */ void ServerTick(float a_Dt); void Destroy(void); bool IsPlaying (void) const { return (m_State == csPlaying); } bool IsDestroyed (void) const { return (m_State == csDestroyed); } bool IsDestroying(void) const { return (m_State == csDestroying); } // The following functions send the various packets: // (Please keep these alpha-sorted) void SendAttachEntity (const cEntity & a_Entity, const cEntity & a_Vehicle); void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType); void SendBlockBreakAnim (UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage); void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); // tolua_export void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes); void SendCameraSetTo (const cEntity & a_Entity); void SendChat (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = ""); void SendChat (const cCompositeChat & a_Message); void SendChatRaw (const AString & a_MessageRaw, eChatType a_Type); void SendChatAboveActionBar (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = ""); void SendChatAboveActionBar (const cCompositeChat & a_Message); void SendChatSystem (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = ""); void SendChatSystem (const cCompositeChat & a_Message); void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer); void SendCollectEntity (const cEntity & a_Collected, const cEntity & a_Collector, unsigned a_Count); void SendDestroyEntity (const cEntity & a_Entity); void SendDetachEntity (const cEntity & a_Entity, const cEntity & a_PreviousVehicle); void SendDisconnect (const AString & a_Reason); void SendDisplayObjective (const AString & a_Objective, cScoreboard::eDisplaySlot a_Display); void SendEditSign (int a_BlockX, int a_BlockY, int a_BlockZ); void SendEntityAnimation (const cEntity & a_Entity, char a_Animation); // tolua_export void SendEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, int a_Duration); void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item); void SendEntityHeadLook (const cEntity & a_Entity); void SendEntityLook (const cEntity & a_Entity); void SendEntityMetadata (const cEntity & a_Entity); void SendEntityPosition (const cEntity & a_Entity); void SendEntityStatus (const cEntity & a_Entity, char a_Status); void SendEntityVelocity (const cEntity & a_Entity); void SendExperience (void); void SendExperienceOrb (const cExpOrb & a_ExpOrb); void SendExplosion (const Vector3d a_Pos, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d a_PlayerMotion); void SendGameMode (eGameMode a_GameMode); void SendHealth (void); void SendHeldItemChange (int a_ItemIndex); void SendHideTitle (void); // tolua_export void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item); void SendLeashEntity (const cEntity & a_Entity, const cEntity & a_EntityLeashedTo); void SendMapData (const cMap & a_Map, int a_DataStartX, int a_DataStartY); void SendPaintingSpawn (const cPainting & a_Painting); void SendParticleEffect (const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmount); void SendParticleEffect (const AString & a_ParticleName, const Vector3f a_Src, const Vector3f a_Offset, float a_ParticleData, int a_ParticleAmount, std::array a_Data); void SendPlayerAbilities (void); void SendPlayerListAddPlayer (const cPlayer & a_Player); void SendPlayerListRemovePlayer (const cPlayer & a_Player); void SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName); void SendPlayerListUpdateGameMode (const cPlayer & a_Player); void SendPlayerListUpdatePing (const cPlayer & a_Player); void SendPlayerMaxSpeed (void); ///< Informs the client of the maximum player speed (1.6.1+) void SendPlayerMoveLook (void); void SendPlayerPosition (void); void SendPlayerSpawn (const cPlayer & a_Player); void SendPluginMessage (const AString & a_Channel, const AString & a_Message); // Exported in ManualBindings.cpp void SendRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID); void SendResourcePack (const AString & a_ResourcePackUrl); void SendResetTitle (void); // tolua_export void SendRespawn (eDimension a_Dimension, bool a_ShouldIgnoreDimensionChecks = false); void SendScoreUpdate (const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode); void SendScoreboardObjective (const AString & a_Name, const AString & a_DisplayName, Byte a_Mode); void SendSetSubTitle (const cCompositeChat & a_SubTitle); // tolua_export void SendSetRawSubTitle (const AString & a_SubTitle); // tolua_export void SendSetTitle (const cCompositeChat & a_Title); // tolua_export void SendSetRawTitle (const AString & a_Title); // tolua_export void SendSoundEffect (const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch); // tolua_export void SendSoundEffect (const AString & a_SoundName, Vector3d a_Position, float a_Volume, float a_Pitch); // tolua_export void SendSoundParticleEffect (const EffectID a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data); void SendSpawnEntity (const cEntity & a_Entity); void SendSpawnMob (const cMonster & a_Mob); void SendStatistics (const cStatManager & a_Manager); void SendTabCompletionResults (const AStringVector & a_Results); void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ); void SendTitleTimes (int a_FadeInTicks, int a_DisplayTicks, int a_FadeOutTicks); // tolua_export void SendTimeUpdate (Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_DoDaylightCycle); // tolua_export void SendUnleashEntity (const cEntity & a_Entity); void SendUnloadChunk (int a_ChunkX, int a_ChunkZ); void SendUpdateBlockEntity (cBlockEntity & a_BlockEntity); 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); void SendUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ); /** Send a newly discovered recipe to show the notification and unlock in the recipe book */ void SendUnlockRecipe (UInt32 a_RecipeId); /** Send already known recipes without notification but visible in the recipe book */ void SendInitRecipes (UInt32 a_RecipeId); void SendWeather (eWeather a_Weather); void SendWholeInventory (const cWindow & a_Window); void SendWindowClose (const cWindow & a_Window); void SendWindowOpen (const cWindow & a_Window); void SendWindowProperty (const cWindow & a_Window, short a_Property, short a_Value); // tolua_begin const AString & GetUsername(void) const; void SetUsername( const AString & a_Username); inline short GetPing(void) const { return static_cast(std::chrono::duration_cast(m_Ping).count()); } /** Sets the maximal view distance. */ void SetViewDistance(int a_ViewDistance); /** Returns the view distance that the player currently have. */ int GetViewDistance(void) const { return m_CurrentViewDistance; } /** Returns the view distance that the player request, not the used view distance. */ int GetRequestedViewDistance(void) const { return m_RequestedViewDistance; } void SetLocale(const AString & a_Locale) { m_Locale = a_Locale; } AString GetLocale(void) const { return m_Locale; } int GetUniqueID(void) const { return m_UniqueID; } bool HasPluginChannel(const AString & a_PluginChannel); /** Called by the protocol when it receives the MC|Brand plugin message. Also callable by plugins. Simply stores the string value. */ void SetClientBrand(const AString & a_ClientBrand) { m_ClientBrand = a_ClientBrand; } /** Returns the client brand received in the MC|Brand plugin message or set by a plugin. */ const AString & GetClientBrand(void) const { return m_ClientBrand; } /** Returns the Forge mods installed on the client. */ const AStringMap & GetForgeMods(void) const { return m_ForgeMods; } /** Returns true if the client is modded with Forge. */ bool IsForgeClient(void) const { return m_ForgeHandshake.m_IsForgeClient; } // tolua_end /** Add the Forge mod list to the server ping response. */ void ForgeAugmentServerListPing(Json::Value & a_Response) { m_ForgeHandshake.AugmentServerListPing(a_Response); } /** Mark a client connection as using Forge. Set by the protocol. */ void SetIsForgeClient() { m_ForgeHandshake.m_IsForgeClient = true; } /** Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend) */ bool WantsSendChunk(int a_ChunkX, 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); // Calls that cProtocol descendants use to report state: void PacketBufferFull(void); void PacketUnknown(UInt32 a_PacketType); void PacketError(UInt32 a_PacketType); // Calls that cProtocol descendants use for handling packets: void HandleAnimation(int a_Animation); /** Called when the protocol receives a MC|ItemName plugin message, indicating that the player named an item in the anvil UI. */ void HandleAnvilItemName(const AString & a_ItemName); /** Called when the protocol receives a MC|Beacon plugin message, indicating that the player set an effect in the beacon UI. */ void HandleBeaconSelection(int a_PrimaryEffect, int a_SecondaryEffect); /** Called when the protocol detects a chat packet. */ void HandleChat(const AString & a_Message); /** Called when the protocol receives a MC|AdvCdm plugin message, indicating that the player set a new command in the command block UI, for a block-based commandblock. */ void HandleCommandBlockBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_NewCommand); /** Called when the protocol receives a MC|AdvCdm plugin message, indicating that the player set a new command in the command block UI, for an entity-based commandblock (minecart?). */ void HandleCommandBlockEntityChange(UInt32 a_EntityID, const AString & a_NewCommand); /** Called when the client clicks the creative inventory window. a_ClickAction specifies whether the click was inside the window or not (caLeftClick or caLeftClickOutside). */ void HandleCreativeInventory(Int16 a_SlotNum, const cItem & a_HeldItem, eClickAction a_ClickAction); /** Called when the player enchants an Item in the Enchanting table UI. */ void HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment); void HandleEntityCrouch (UInt32 a_EntityID, bool a_IsCrouching); void HandleEntityLeaveBed (UInt32 a_EntityID); void HandleEntitySprinting (UInt32 a_EntityID, bool a_IsSprinting); /** Kicks the client if the same username is already logged in. Returns false if the client has been kicked, true otherwise. */ bool CheckMultiLogin(const AString & a_Username); /** Called when the protocol handshake has been received (for protocol versions that support it; otherwise the first instant when a username is received). Returns true if the player is to be let in, false if they were disconnected */ bool HandleHandshake (const AString & a_Username); void HandleKeepAlive (UInt32 a_KeepAliveID); void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, UInt8 a_Status); /** Called when the protocol receives a MC|TrSel packet, indicating that the player used a trade in the NPC UI. */ void HandleNPCTrade(int a_SlotNum); /** Handles a player opening their inventory while riding a horse. @param a_EntityID ID of the player that is to open the inventory. Should be the same as GetPlayer()->GetUniqueID(). */ void HandleOpenHorseInventory(UInt32 a_EntityID); void HandlePing (void); void HandlePlayerAbilities (bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed); 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) /** Verifies and sets player position, performing relevant checks Calls relevant methods to process movement related statistics Requires state of previous position and on-ground status, so must be called when these are still intact */ void HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround); void HandlePluginMessage (const AString & a_Channel, const AString & a_Message); void HandleRespawn (void); void HandleRightClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, eHand a_Hand); void HandleSlotSelected (Int16 a_SlotNum); void HandleSpectate (const cUUID & a_PlayerUUID); void HandleSteerVehicle (float Forward, float Sideways); void HandleTabCompletion (const AString & a_Text); 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 HandleUnmount (void); void HandleUseEntity (UInt32 a_TargetEntityID, bool a_IsLeftClick); void HandleUseItem (eHand a_Hand); void HandleWindowClick (UInt8 a_WindowID, Int16 a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem); void HandleWindowClose (UInt8 a_WindowID); /** Called when a recipe from the recipe book is selected */ void HandleCraftRecipe (UInt32 a_RecipeId); /** Called when the protocol has finished logging the user in. Return true to allow the user in; false to kick them. */ bool HandleLogin(const AString & a_Username); void SendData(const char * a_Data, size_t a_Size); /** Called when the player moves into a different world. Sends an UnloadChunk packet for each loaded chunk and resets the streamed chunks. */ void RemoveFromWorld(void); /** Called by the protocol recognizer when the protocol version is known. */ void SetProtocolVersion(UInt32 a_ProtocolVersion) { m_ProtocolVersion = a_ProtocolVersion; } /** Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol version is not (yet) known. */ UInt32 GetProtocolVersion(void) const { return m_ProtocolVersion; } // tolua_export void InvalidateCachedSentChunk(); bool IsPlayerChunkSent(); private: /** The dimension that was last sent to a player in a Respawn or Login packet. Used to avoid Respawning into the same dimension, which confuses the client. */ eDimension m_LastSentDimension; friend class cServer; // Needs access to SetSelf() friend class cForgeHandshake; // Needs access to FinishAuthenticate() /** The type used for storing the names of registered plugin channels. */ typedef std::set cChannels; /** Forge handshake state machine. */ cForgeHandshake m_ForgeHandshake; /** Forge mods and versions installed on this client. */ AStringMap m_ForgeMods; /** The actual view distance used, the minimum of client's requested view distance and world's max view distance. */ int m_CurrentViewDistance; /** The requested view distance from the player. It isn't clamped with 1 and the max view distance of the world. */ int m_RequestedViewDistance; AString m_IPString; AString m_Username; AString m_Password; Json::Value m_Properties; cCriticalSection m_CSChunkLists; std::unordered_set m_LoadedChunks; // Chunks that the player belongs to std::unordered_set 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) cChunkCoordsList m_SentChunks; // Chunks that are currently sent to the client std::unique_ptr m_Protocol; /** Protects m_IncomingData against multithreaded access. */ cCriticalSection m_CSIncomingData; /** Queue for the incoming data received on the link until it is processed in Tick(). Protected by m_CSIncomingData. */ AString m_IncomingData; /** Protects m_OutgoingData against multithreaded access. */ cCriticalSection m_CSOutgoingData; /** Buffer for storing outgoing data from any thread; will get sent in Tick() (to prevent deadlocks). Protected by m_CSOutgoingData. */ AString m_OutgoingData; Vector3d m_ConfirmPosition; cPlayer * m_Player; // Temporary (#3115-will-fix): maintain temporary ownership of created cPlayer objects while they are in limbo std::unique_ptr m_PlayerPtr; /** This is an optimization which saves you an iteration of m_SentChunks if you just want to know whether or not the player is standing at a sent chunk. If this is equal to the coordinates of the chunk the player is currrently standing at, then this must be a sent chunk and a member of m_SentChunks. Otherwise, this contains an arbitrary value which should not be used. */ cChunkCoords m_CachedSentChunk; bool m_HasSentDC; ///< True if a Disconnect packet has been sent in either direction // Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk int m_LastStreamedChunkX; int m_LastStreamedChunkZ; /** Number of ticks since the last network packet was received (increased in Tick(), reset in OnReceivedData()) */ std::atomic m_TicksSinceLastPacket; /** Duration of the last completed client ping. */ std::chrono::steady_clock::duration m_Ping; /** ID of the last ping request sent to the client. */ UInt32 m_PingID; /** Time of the last ping request sent to the client. */ std::chrono::steady_clock::time_point m_PingStartTime; // Values required for block dig animation int m_BlockDigAnimStage; // Current stage of the animation; -1 if not digging int m_BlockDigAnimSpeed; // Current speed of the animation (units ???) int m_BlockDigAnimX; int m_BlockDigAnimY; int m_BlockDigAnimZ; // To avoid dig / aim bug in the client, store the last position given in a DIG_START packet and compare to that when processing the DIG_FINISH packet: bool m_HasStartedDigging; int m_LastDigBlockX; int m_LastDigBlockY; int m_LastDigBlockZ; enum eState { csConnected, ///< The client has just connected, waiting for their handshake / login csAuthenticating, ///< The client has logged in, waiting for external authentication csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick 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 csKicked, ///< Disconnect packet sent, awaiting connection closure csQueuedForDestruction, ///< The client will be destroyed in the next tick (flag set when socket closed) csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread } ; /* Mutex protecting m_State from concurrent writes. */ cCriticalSection m_CSState; /** The current (networking) state of the client. Protected from concurrent writes by m_CSState; but may be read by other threads concurrently. If a function depends on m_State or wants to change m_State, it needs to lock m_CSState. However, if it only uses m_State for a quick bail out, or it doesn't break if the client disconnects in the middle of it, it may just read m_State without locking m_CSState. */ std::atomic m_State; /** If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded() */ bool m_ShouldCheckDownloaded; /** Number of explosions sent this tick */ int m_NumExplosionsThisTick; /** Number of place or break interactions this tick */ int m_NumBlockChangeInteractionsThisTick; static int s_ClientCount; /** ID used for identification during authenticating. Assigned sequentially for each new instance. */ int m_UniqueID; /** Contains the UUID used by Mojang to identify the player's account. */ cUUID m_UUID; /** Set to true when the chunk where the player is is sent to the client. Used for spawning the player */ bool m_HasSentPlayerChunk; /** Client Settings */ AString m_Locale; /** The positions from the last sign that the player placed. It's needed to verify the sign text change. */ Vector3i m_LastPlacedSign; /** The plugin channels that the client has registered. */ cChannels m_PluginChannels; /** The brand identification of the client, as received in the MC|Brand plugin message or set from a plugin. */ AString m_ClientBrand; /** The version of the protocol that the client is talking, or 0 if unknown. */ UInt32 m_ProtocolVersion; /** The link that is used for network communication. m_CSOutgoingData is used to synchronize access for sending data. */ cTCPLinkPtr m_Link; /** Shared pointer to self, so that this instance can keep itself alive when needed. */ cClientHandlePtr m_Self; float m_BreakProgress; /** Finish logging the user in after authenticating. */ void FinishAuthenticate(const AString & a_Name, const cUUID & a_UUID, const Json::Value & a_Properties); /** Returns true if the rate block interactions is within a reasonable limit (bot protection) */ bool CheckBlockInteractionsRate(void); /** Adds a single chunk to be streamed to the client; used by StreamChunks() */ void StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority); /** Handles the DIG_STARTED dig packet: */ void HandleBlockDigStarted (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta); /** Handles the DIG_FINISHED dig packet: */ void HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta); /** The clients will receive a finished dig animation */ void FinishDigAnimation(); /** Converts the protocol-formatted channel list (NUL-separated) into a proper string vector. */ AStringVector BreakApartPluginChannels(const AString & a_PluginChannels); /** Adds all of the channels to the list of current plugin channels. Handles duplicates gracefully. */ void RegisterPluginChannels(const AStringVector & a_ChannelList); /** Removes all of the channels from the list of current plugin channels. Ignores channels that are not found. */ void UnregisterPluginChannels(const AStringVector & a_ChannelList); /** Called when the network socket has been closed. */ void SocketClosed(void); /** Called right after the instance is created to store its SharedPtr inside. */ void SetSelf(cClientHandlePtr a_Self); /** Called to update m_State. Only succeeds if a_NewState > m_State, otherwise returns false. */ bool SetState(eState a_NewState); /** Processes the data in the network input and output buffers. Called by both Tick() and ServerTick(). */ void ProcessProtocolInOut(void); // cTCPLink::cCallbacks overrides: virtual void OnLinkCreated(cTCPLinkPtr a_Link) override; virtual void OnReceivedData(const char * a_Data, size_t a_Length) override; virtual void OnRemoteClosed(void) override; virtual void OnError(int a_ErrorCode, const AString & a_ErrorMsg) override; }; // tolua_export