1
0
cuberite-2a/source/ClientHandle.h
madmaxoft 88472b7ce6 Removed the obsolete SendWholeInventory(cInventory &) function.
This won't compile because there's still a change in Protocol17x.cpp pending; the next commit will fix this.
2013-11-05 18:37:57 +01:00

332 lines
14 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 "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 cWorld;
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 = 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); }
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); }
// 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 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 SendPlayerAnimation (const cPlayer & a_Player, char a_Animation);
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 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 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 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 (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
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(unsigned char 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);
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 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 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;
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_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;
bool m_bKeepThreadGoing;
/// 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);
// 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