// 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" #include "Scoreboard.h" class cChunkDataSerializer; class cInventory; class cMonster; class cPawn; class cExpOrb; class cPickup; class cPlayer; class cProtocol; class cWindow; class cFallingBlock; class cItemHandler; class cWorld; class cClientHandle : // tolua_export public cSocketThreads::cCallback { // tolua_export public: 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 = 10; #endif static const int MAX_VIEW_DISTANCE = 15; static const int MIN_VIEW_DISTANCE = 3; /// How many ticks should be checked for a running average of explosions, for limiting purposes static const int NUM_CHECK_EXPLOSIONS_TICKS = 20; 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); } /// 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 (int 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 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 SendEditSign (int a_BlockX, int a_BlockY, int a_BlockZ); void SendEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short 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 SendEntityProperties (const cEntity & a_Entity); void SendEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ); void SendEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ); void SendEntityStatus (const cEntity & a_Entity, char a_Status); void SendEntityVelocity (const cEntity & a_Entity); void SendExplosion (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion); void SendGameMode (eGameMode a_GameMode); void SendHealth (void); void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item); void SendPickupSpawn (const cPickup & a_Pickup); void SendEntityAnimation (const cEntity & a_Entity, char a_Animation); 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_ParticleAmmount); void SendPlayerAbilities (void); void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline); 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 SendRespawn (void); void SendExperience (void); void SendExperienceOrb (const cExpOrb & a_ExpOrb); void SendScoreboardObjective (const AString & a_Name, const AString & a_DisplayName, Byte a_Mode); void SendScoreUpdate (const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode); void SendDisplayObjective (const AString & a_Objective, cScoreboard::eDisplaySlot a_Display); 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 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, char a_VehicleSubType = 0); void SendTabCompletionResults(const AStringVector & a_Results); 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 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 ); 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, int a_Property, int a_Value); 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(UInt32 a_PacketType); void PacketError(unsigned char a_PacketType); // Calls that cProtocol descendants use for handling packets: void HandleAnimation (char a_Animation); void HandleChat (const AString & a_Message); void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem); void HandleDisconnect (const AString & a_Reason); void HandleEntityAction (int a_EntityID, char a_ActionID); /** 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 (int a_KeepAliveID); void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status); 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) 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, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem); void HandleSlotSelected (short a_SlotNum); 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 (int a_TargetEntityID, bool a_IsLeftClick); void HandleWindowClick (char a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem); void HandleWindowClose (char a_WindowID); /** 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); /// Called when the player moves into a different world; queues sreaming the new chunks void MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket); /// 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); 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; 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_CSIncomingData; AString m_IncomingData; cCriticalSection m_CSOutgoingData; cByteBuffer m_OutgoingData; AString m_OutgoingDataOverflow; ///< For data that didn't fit into the m_OutgoingData ringbuffer temporarily 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; /// Used while csDestroyedWaiting for counting the ticks until the connection is closed int m_TicksSinceDestruction; 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 csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks csDestroyedWaiting, ///< The client has been destroyed, but is still kept so that the Kick packet is delivered (#31) 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; /// m_State needs to be locked in the Destroy() function so that the destruction code doesn't run twice on two different threads cCriticalSection m_CSDestroyingState; /// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded() bool m_ShouldCheckDownloaded; /// Stores the recent history of the number of explosions per tick int m_NumExplosionsPerTick[NUM_CHECK_EXPLOSIONS_TICKS]; /// Points to the current tick in the m_NumExplosionsPerTick[] array int m_CurrentExplosionTick; /// Running sum of m_NumExplosionsPerTick[] int m_RunningSumExplosions; static int s_ClientCount; int m_UniqueID; /// Set to true when the chunk where the player is is sent to the client. Used for spawning the player bool m_HasSentPlayerChunk; /// 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); /// 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 "MC|AdvCdm" plugin message void HandleCommandBlockMessage(const char* a_Data, unsigned int a_Length); // 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 }; // tolua_export #endif // CCLIENTHANDLE_H_INCLUDED