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cuberite-2a/src/ClientHandle.h
madmaxoft d7066f43d3 Rewritten plugin messages, vanilla are being parsed directly.
This should finally fix the compatibility problems between 1.7 and 1.8 protocols with the changes in the vanilla plugin messages.
2014-09-30 13:33:57 +02:00

472 lines
22 KiB
C++

// 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 "Vector3.h"
#include "OSSupport/SocketThreads.h"
#include "ChunkDef.h"
#include "ByteBuffer.h"
#include "Scoreboard.h"
#include "Map.h"
#include "Enchantments.h"
#include "UI/SlotArea.h"
#include "json/json.h"
class cChunkDataSerializer;
class cInventory;
class cMonster;
class cPawn;
class cExpOrb;
class cPainting;
class cPickup;
class cPlayer;
class cProtocol;
class cWindow;
class cFallingBlock;
class cItemHandler;
class cWorld;
class cCompositeChat;
class cStatManager;
class cClientHandle : // tolua_export
public cSocketThreads::cCallback
{ // tolua_export
public:
#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 = 32;
static const int MIN_VIEW_DISTANCE = 1;
cClientHandle(const cSocket * a_Socket, int a_ViewDistance);
virtual ~cClientHandle();
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, in the short form (no dashes) */
const AString & GetUUID(void) const { return m_UUID; } // tolua_export
/** Sets the player's UUID, as used by the protocol. Short UUID form (no dashes) is expected.
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 AString & a_UUID) { ASSERT(a_UUID.size() == 32); 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.
Returns a 32-char UUID (no dashes). */
static AString GenerateOfflineUUID(const AString & a_Username); // tolua_export
/** 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.
Accepts both 32-char and 36-char UUIDs (with and without dashes).
If the string given is not a valid UUID, returns false. */
static bool IsUUIDOnline(const AString & a_UUID); // tolua_export
/** 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, AString a_ChatPrefixS, AString m_Color1, 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 AString & a_UUID, const Json::Value & a_Properties);
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, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
void SendChat (const cCompositeChat & a_Message);
void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer);
void SendCollectEntity (const cEntity & a_Entity, 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 SendMapColumn (int a_ID, int a_X, int a_Y, const Byte * a_Colors, unsigned int a_Length, unsigned int m_Scale);
void SendMapDecorators (int a_ID, const cMapDecoratorList & a_Decorators, unsigned int m_Scale);
void SendMapInfo (int a_ID, unsigned int a_Scale);
void SendPaintingSpawn (const cPainting & a_Painting);
void SendPickupSpawn (const cPickup & a_Pickup);
void SendEntityAnimation (const cEntity & a_Entity, char a_Animation); // tolua_export
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 SendPlayerAbilities (void);
void SendPlayerListAddPlayer (const cPlayer & a_Player);
void SendPlayerListRemovePlayer (const cPlayer & a_Player);
void SendPlayerListUpdateGameMode (const cPlayer & a_Player);
void SendPlayerListUpdatePing (const cPlayer & a_Player);
void SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName);
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 (eDimension a_Dimension, bool a_ShouldIgnoreDimensionChecks = false);
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, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch); // tolua_export
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 SendStatistics (const cStatManager & a_Manager);
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, bool a_DoDaylightCycle); // tolua_export
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);
// tolua_begin
const AString & GetUsername(void) const;
void SetUsername( const AString & a_Username);
inline short GetPing(void) const { return m_Ping; }
void SetViewDistance(int a_ViewDistance);
int GetViewDistance(void) const { return m_ViewDistance; }
void SetLocale(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; }
// tolua_end
/** 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(unsigned char a_PacketType);
// Calls that cProtocol descendants use for handling packets:
void HandleAnimation(char 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(int a_EntityID, const AString & a_NewCommand);
void HandleCreativeInventory (short a_SlotNum, const cItem & a_HeldItem);
void HandleEntityCrouch (int a_EntityID, bool a_IsCrouching);
void HandleEntityLeaveBed (int a_EntityID);
void HandleEntitySprinting (int a_EntityID, bool a_IsSprinting);
/** 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, eBlockFace a_BlockFace, char 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);
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, eBlockFace 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, 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 when the player will enchant a Item */
void HandleEnchantItem(Byte & a_WindowID, Byte & a_Enchantment);
private:
/** The type used for storing the names of registered plugin channels. */
typedef std::set<AString> cChannels;
/** Number of chunks the player can see in each direction */
int m_ViewDistance;
/** Server generates this many chunks AHEAD of player sight. */
static const int GENERATEDISTANCE = 2;
AString m_IPString;
AString m_Username;
AString m_Password;
Json::Value m_Properties;
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; // Vanilla 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
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
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;
/** 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. Short UUID stored here (without dashes) */
AString 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 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;
/** 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, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler);
/** 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, 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);
// cSocketThreads::cCallback overrides:
virtual bool DataReceived (const char * a_Data, size_t 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