246 lines
8.7 KiB
C++
246 lines
8.7 KiB
C++
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// Connection.h
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// Interfaces to the cConnection class representing a single pair of connected sockets
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#pragma once
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#include "ByteBuffer.h"
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#include "OSSupport/Timer.h"
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class cServer;
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class cConnection
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{
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AString m_LogNameBase; ///< Base for the log filename and all files connected to this log
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int m_ItemIdx; ///< Index for the next file into which item metadata should be written (ParseSlot() function)
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cCriticalSection m_CSLog;
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FILE * m_LogFile;
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cServer & m_Server;
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SOCKET m_ClientSocket;
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SOCKET m_ServerSocket;
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cTimer m_Timer;
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long long m_BeginTick; // Tick when the relative time was first retrieved (used for GetRelativeTime())
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enum eConnectionState
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{
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csUnencrypted, // The connection is not encrypted. Packets must be decoded in order to be able to start decryption.
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csEncryptedUnderstood, // The communication is encrypted and so far all packets have been understood, so they can be still decoded
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csEncryptedUnknown, // The communication is encrypted, but an unknown packet has been received, so packets cannot be decoded anymore
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csWaitingForEncryption, // The communication is waiting for the other line to establish encryption
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};
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eConnectionState m_ClientState;
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eConnectionState m_ServerState;
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int m_Nonce;
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public:
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cConnection(SOCKET a_ClientSocket, cServer & a_Server);
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~cConnection();
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void Run(void);
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void Log(const char * a_Format, ...);
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void DataLog(const void * a_Data, int a_Size, const char * a_Format, ...);
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void LogFlush(void);
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protected:
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cByteBuffer m_ClientBuffer;
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cByteBuffer m_ServerBuffer;
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cAESCFBDecryptor m_ServerDecryptor;
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cAESCFBEncryptor m_ServerEncryptor;
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AString m_ServerEncryptionBuffer; // Buffer for the data to be sent to the server once encryption is established
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/// Set to true when PACKET_PING is received from the client; will cause special parsing for server kick
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bool m_HasClientPinged;
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/*
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The protocol states can be one of:
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-1: no initial handshake received yet
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1: status
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2: login
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3: game
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*/
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/// State the to-server protocol is in (as defined by the initial handshake / login), -1 if no initial handshake received yet
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int m_ServerProtocolState;
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/// State the to-client protocol is in (as defined by the initial handshake / login), -1 if no initial handshake received yet
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int m_ClientProtocolState;
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/// True if the server connection has provided encryption keys
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bool m_IsServerEncrypted;
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bool ConnectToServer(void);
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/// Relays data from server to client; returns false if connection aborted
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bool RelayFromServer(void);
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/// Relays data from client to server; returns false if connection aborted
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bool RelayFromClient(void);
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/// Returns the time relative to the first call of this function, in the fractional seconds elapsed
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double GetRelativeTime(void);
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/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
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bool SendData(SOCKET a_Socket, const char * a_Data, size_t a_Size, const char * a_Peer);
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/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
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bool SendData(SOCKET a_Socket, cByteBuffer & a_Data, const char * a_Peer);
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/// Sends data to the specfied socket, after encrypting it using a_Encryptor. If sending fails, prints a fail message using a_Peer and returns false
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bool SendEncryptedData(SOCKET a_Socket, cAESCFBEncryptor & a_Encryptor, const char * a_Data, size_t a_Size, const char * a_Peer);
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/// Sends data to the specfied socket, after encrypting it using a_Encryptor. If sending fails, prints a fail message using a_Peer and returns false
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bool SendEncryptedData(SOCKET a_Socket, cAESCFBEncryptor & a_Encryptor, cByteBuffer & a_Data, const char * a_Peer);
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/// Decodes packets coming from the client, sends appropriate counterparts to the server; returns false if the connection is to be dropped
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bool DecodeClientsPackets(const char * a_Data, int a_Size);
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/// Decodes packets coming from the server, sends appropriate counterparts to the client; returns false if the connection is to be dropped
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bool DecodeServersPackets(const char * a_Data, int a_Size);
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// Packet handling, client-side, initial:
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bool HandleClientHandshake(void);
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// Packet handling, client-side, status:
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bool HandleClientStatusPing(void);
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bool HandleClientStatusRequest(void);
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// Packet handling, client-side, login:
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bool HandleClientLoginEncryptionKeyResponse(void);
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bool HandleClientLoginStart(void);
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// Packet handling, client-side, game:
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bool HandleClientAnimation(void);
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bool HandleClientBlockDig(void);
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bool HandleClientBlockPlace(void);
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bool HandleClientChatMessage(void);
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bool HandleClientClientStatuses(void);
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bool HandleClientCreativeInventoryAction(void);
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bool HandleClientDisconnect(void);
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bool HandleClientEntityAction(void);
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bool HandleClientKeepAlive(void);
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bool HandleClientLocaleAndView(void);
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bool HandleClientPing(void);
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bool HandleClientPlayerAbilities(void);
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bool HandleClientPlayerLook(void);
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bool HandleClientPlayerOnGround(void);
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bool HandleClientPlayerPosition(void);
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bool HandleClientPlayerPositionLook(void);
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bool HandleClientPluginMessage(void);
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bool HandleClientSlotSelect(void);
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bool HandleClientTabCompletion(void);
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bool HandleClientUpdateSign(void);
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bool HandleClientUseEntity(void);
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bool HandleClientWindowClick(void);
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bool HandleClientWindowClose(void);
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bool HandleClientUnknownPacket(UInt32 a_PacketType, UInt32 a_PacketLen, UInt32 a_PacketReadSoFar);
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// Packet handling, server-side, login:
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bool HandleServerLoginDisconnect(void);
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bool HandleServerLoginEncryptionKeyRequest(void);
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bool HandleServerLoginSuccess(void);
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// Packet handling, server-side, game:
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bool HandleServerAttachEntity(void);
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bool HandleServerBlockAction(void);
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bool HandleServerBlockChange(void);
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bool HandleServerChangeGameState(void);
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bool HandleServerChatMessage(void);
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bool HandleServerCollectPickup(void);
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bool HandleServerCompass(void);
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bool HandleServerDestroyEntities(void);
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bool HandleServerEntity(void);
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bool HandleServerEntityEquipment(void);
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bool HandleServerEntityHeadLook(void);
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bool HandleServerEntityLook(void);
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bool HandleServerEntityMetadata(void);
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bool HandleServerEntityProperties(void);
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bool HandleServerEntityRelativeMove(void);
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bool HandleServerEntityRelativeMoveLook(void);
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bool HandleServerEntityStatus(void);
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bool HandleServerEntityTeleport(void);
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bool HandleServerEntityVelocity(void);
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bool HandleServerExplosion(void);
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bool HandleServerIncrementStatistic(void);
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bool HandleServerJoinGame(void);
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bool HandleServerKeepAlive(void);
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bool HandleServerKick(void);
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bool HandleServerLogin(void);
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bool HandleServerMapChunk(void);
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bool HandleServerMapChunkBulk(void);
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bool HandleServerMultiBlockChange(void);
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bool HandleServerNamedSoundEffect(void);
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bool HandleServerPlayerAbilities(void);
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bool HandleServerPlayerAnimation(void);
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bool HandleServerPlayerListItem(void);
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bool HandleServerPlayerPositionLook(void);
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bool HandleServerPluginMessage(void);
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bool HandleServerRespawn(void);
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bool HandleServerSetExperience(void);
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bool HandleServerSetSlot(void);
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bool HandleServerSlotSelect(void);
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bool HandleServerSoundEffect(void);
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bool HandleServerSpawnExperienceOrbs(void);
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bool HandleServerSpawnMob(void);
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bool HandleServerSpawnNamedEntity(void);
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bool HandleServerSpawnObjectVehicle(void);
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bool HandleServerSpawnPainting(void);
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bool HandleServerSpawnPickup(void);
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bool HandleServerStatistics(void);
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bool HandleServerStatusPing(void);
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bool HandleServerStatusResponse(void);
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bool HandleServerTabCompletion(void);
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bool HandleServerTimeUpdate(void);
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bool HandleServerUpdateHealth(void);
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bool HandleServerUpdateSign(void);
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bool HandleServerUpdateTileEntity(void);
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bool HandleServerUseBed(void);
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bool HandleServerWindowClose(void);
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bool HandleServerWindowContents(void);
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bool HandleServerWindowOpen(void);
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bool HandleServerUnknownPacket(UInt32 a_PacketType, UInt32 a_PacketLen, UInt32 a_PacketReadSoFar);
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/// Parses the slot data in a_Buffer into item description; returns true if successful, false if not enough data
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bool ParseSlot(cByteBuffer & a_Buffer, AString & a_ItemDesc);
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/// Parses the metadata in a_Buffer into raw metadata in an AString; returns true if successful, false if not enough data
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bool ParseMetadata(cByteBuffer & a_Buffer, AString & a_Metadata);
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/// Logs the contents of the metadata in the AString, using Log(). Assumes a_Metadata is valid (parsed by ParseMetadata()). The log is indented by a_IndentCount spaces
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void LogMetadata(const AString & a_Metadata, size_t a_IndentCount);
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/// Send EKResp to the server:
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void SendEncryptionKeyResponse(const AString & a_ServerPublicKey, const AString & a_Nonce);
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/// Starts client encryption based on the parameters received
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void StartClientEncryption(const AString & a_EncryptedSecret, const AString & a_EncryptedNonce);
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} ;
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