// 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 "Defines.h" #include "Vector3d.h" #include "OSSupport/SocketThreads.h" #include "ChunkDef.h" #include "ByteBuffer.h" class cChunkDataSerializer; class cInventory; class cMonster; class cPawn; class cPickup; class cPlayer; class cProtocol; class cRedstone; class cWindow; class cFallingBlock; class cItemHandler; 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 #if defined(ANDROID_NDK) 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 = 9; #endif static const int MAX_VIEW_DISTANCE = 10; static const int MIN_VIEW_DISTANCE = 4; cClientHandle(const cSocket * a_Socket, int a_ViewDistance); virtual ~cClientHandle(); const AString & GetIPString(void) const { return m_IPString; } 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); 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); } 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 SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes); void SendChat (const AString & a_Message); void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer); void SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player); void SendDestroyEntity (const cEntity & a_Entity); void SendDisconnect (const AString & a_Reason); void SendEntHeadLook (const cEntity & a_Entity); void SendEntLook (const cEntity & a_Entity); void SendEntVelocity (const cEntity & a_Entity); void SendEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ); void SendEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ); void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item); void SendEntityStatus (const cEntity & a_Entity, char a_Status); void SendExplosion (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, cVector3iArray a_BlocksAffected, const Vector3d & a_PlayerMotion); void SendGameMode (eGameMode a_GameMode); void SendHealth (void); void SendInventoryProgress (char a_WindowID, short a_Progressbar, short a_Value); void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item); void SendMetadata (const cPawn & a_Entity); void SendPickupSpawn (const cPickup & a_Pickup); void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation); void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline); void SendPlayerMoveLook (void); void SendPlayerPosition (void); void SendPlayerSpawn (const cPlayer & a_Player); void SendRespawn (void); 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 void SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data); void SendBlockBreakAnim (int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage); void SendSpawnFallingBlock (const cFallingBlock & a_FallingBlock); void SendSpawnMob (const cMonster & a_Mob); void SendSpawnObject (const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch); void SendSpawnVehicle (const cEntity & a_Vehicle, char a_VehicleType); void SendTeleportEntity (const cEntity & a_Entity); void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ); void SendTimeUpdate (Int64 a_WorldAge, Int64 a_TimeOfDay); void SendUnloadChunk (int a_ChunkX, int a_ChunkZ); 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 SendWeather (eWeather a_Weather); void SendWholeInventory (const cInventory & a_Inventory); void SendWholeInventory (const cWindow & a_Window); void SendWindowClose (const cWindow & a_Window); void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots); void SendUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ); const AString & GetUsername(void) const; // tolua_export void SetUsername( const AString & a_Username ); // tolua_export inline short GetPing(void) const { return m_Ping; } // tolua_export void SetViewDistance(int a_ViewDistance); // tolua_export int GetViewDistance(void) const { 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); // Calls that cProtocol descendants use to report state: void PacketBufferFull(void); void PacketUnknown(unsigned char a_PacketType); void PacketError(unsigned char a_PacketType); // Calls that cProtocol descendants use for handling packets: void HandlePing (void); 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 HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status); void HandleRightClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem); void HandleChat (const AString & a_Message); 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); 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); void HandleRespawn (void); void HandleDisconnect (const AString & a_Reason); void HandleKeepAlive (int a_KeepAliveID); bool HandleHandshake (const AString & a_Username); void HandleEntityAction (int a_EntityID, char a_ActionID); /** Called when the protocol has finished logging the user in. Return true to allow the user in; false to kick them. */ bool HandleLogin(int a_ProtocolVersion, const AString & a_Username); void SendData(const char * a_Data, int a_Size); 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 AString m_IPString; int m_ProtocolVersion; AString m_Username; AString m_Password; 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) cProtocol * m_Protocol; cCriticalSection m_CSOutgoingData; cByteBuffer m_OutgoingData; AString m_OutgoingDataOverflow; //< For data that didn't fit into the m_OutgoingData ringbuffer temporarily cCriticalSection m_CriticalSection; Vector3d m_ConfirmPosition; cPlayer * m_Player; bool m_HasSentDC; ///< True if a D/C 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; /// Seconds since the last packet data was received (updated in Tick(), reset in DataReceived()) float m_TimeSinceLastPacket; 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) // 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 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 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 // TODO: Add Kicking here as well } ; eState m_State; bool m_bKeepThreadGoing; /// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded() bool m_ShouldCheckDownloaded; /// 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_ChunkZ); /// Handles the DIG_STARTED dig packet: void HandleBlockDigStarted (int a_BlockX, int a_BlockY, int a_BlockZ, char 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, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta); /// Handles the block placing packet when it is a real block placement (not block-using, item-using or eating) void HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler); // 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