18b5ccbc08
Increased the range where orbs (should) track you. Blazes give 10 xp now.
335 lines
14 KiB
C++
335 lines
14 KiB
C++
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// cClientHandle.h
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// Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player yet
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#pragma once
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#ifndef CCLIENTHANDLE_H_INCLUDED
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#define CCLIENTHANDLE_H_INCLUDED
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#include "Defines.h"
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#include "Vector3d.h"
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#include "OSSupport/SocketThreads.h"
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#include "ChunkDef.h"
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#include "ByteBuffer.h"
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class cChunkDataSerializer;
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class cInventory;
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class cMonster;
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class cPawn;
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class cExpOrb;
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class cPickup;
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class cPlayer;
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class cProtocol;
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class cRedstone;
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class cWindow;
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class cFallingBlock;
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class cItemHandler;
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class cWorld;
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class cClientHandle : // tolua_export
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public cSocketThreads::cCallback
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{ // tolua_export
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public:
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enum ENUM_PRIORITY
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{
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E_PRIORITY_LOW,
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E_PRIORITY_NORMAL
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};
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static const int MAXBLOCKCHANGEINTERACTIONS = 20; // 5 didn't help, 10 still doesn't work in Creative, 20 seems to have done the trick
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#if defined(ANDROID_NDK)
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static const int DEFAULT_VIEW_DISTANCE = 4; // The default ViewDistance (used when no value is set in Settings.ini)
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#else
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static const int DEFAULT_VIEW_DISTANCE = 10;
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#endif
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static const int MAX_VIEW_DISTANCE = 15;
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static const int MIN_VIEW_DISTANCE = 3;
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/// How many ticks should be checked for a running average of explosions, for limiting purposes
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static const int NUM_CHECK_EXPLOSIONS_TICKS = 20;
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cClientHandle(const cSocket * a_Socket, int a_ViewDistance);
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virtual ~cClientHandle();
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const AString & GetIPString(void) const { return m_IPString; }
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cPlayer* GetPlayer() { return m_Player; } // tolua_export
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void Kick(const AString & a_Reason); // tolua_export
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void Authenticate(void); // Called by cAuthenticator when the user passes authentication
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void StreamChunks(void);
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// Removes the client from all chunks. Used when switching worlds or destroying the player
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void RemoveFromAllChunks(void);
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inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); }
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void Tick(float a_Dt);
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void Destroy(void);
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bool IsPlaying (void) const { return (m_State == csPlaying); }
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bool IsDestroyed (void) const { return (m_State == csDestroyed); }
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bool IsDestroying(void) const { return (m_State == csDestroying); }
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// The following functions send the various packets:
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// (Please keep these alpha-sorted)
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void SendAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle);
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void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
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void SendBlockBreakAnim (int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage);
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void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); // tolua_export
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void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);
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void SendChat (const AString & a_Message);
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void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer);
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void SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player);
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void SendDestroyEntity (const cEntity & a_Entity);
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void SendDisconnect (const AString & a_Reason);
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void SendEditSign (int a_BlockX, int a_BlockY, int a_BlockZ);
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void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
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void SendEntityHeadLook (const cEntity & a_Entity);
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void SendEntityLook (const cEntity & a_Entity);
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void SendEntityMetadata (const cEntity & a_Entity);
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void SendEntityProperties (const cEntity & a_Entity);
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void SendEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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void SendEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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void SendEntityStatus (const cEntity & a_Entity, char a_Status);
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void SendEntityVelocity (const cEntity & a_Entity);
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void SendExplosion (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion);
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void SendGameMode (eGameMode a_GameMode);
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void SendHealth (void);
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void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item);
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void SendPickupSpawn (const cPickup & a_Pickup);
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void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation);
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void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline);
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void SendPlayerMaxSpeed (void); ///< Informs the client of the maximum player speed (1.6.1+)
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void SendPlayerMoveLook (void);
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void SendPlayerPosition (void);
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void SendPlayerSpawn (const cPlayer & a_Player);
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void SendRespawn (void);
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void SendExperience (void);
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void SendExperienceOrb (const cExpOrb & a_ExpOrb);
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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
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void SendSoundParticleEffect (int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data);
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void SendSpawnFallingBlock (const cFallingBlock & a_FallingBlock);
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void SendSpawnMob (const cMonster & a_Mob);
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void SendSpawnObject (const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch);
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void SendSpawnVehicle (const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType = 0);
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void SendTabCompletionResults(const AStringVector & a_Results);
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void SendTeleportEntity (const cEntity & a_Entity);
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void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ);
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void SendTimeUpdate (Int64 a_WorldAge, Int64 a_TimeOfDay);
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void SendUnloadChunk (int a_ChunkX, int a_ChunkZ);
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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);
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void SendUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
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void SendWeather (eWeather a_Weather);
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void SendWholeInventory (const cWindow & a_Window);
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void SendWindowClose (const cWindow & a_Window);
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void SendWindowOpen (const cWindow & a_Window);
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void SendWindowProperty (const cWindow & a_Window, int a_Property, int a_Value);
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const AString & GetUsername(void) const; // tolua_export
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void SetUsername( const AString & a_Username ); // tolua_export
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inline short GetPing(void) const { return m_Ping; } // tolua_export
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void SetViewDistance(int a_ViewDistance); // tolua_export
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int GetViewDistance(void) const { return m_ViewDistance; } // tolua_export
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int GetUniqueID() const { return m_UniqueID; } // tolua_export
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/// Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend)
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bool WantsSendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Adds the chunk specified to the list of chunks wanted for sending (m_ChunksToSend)
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void AddWantedChunk(int a_ChunkX, int a_ChunkZ);
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// Calls that cProtocol descendants use to report state:
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void PacketBufferFull(void);
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void PacketUnknown(unsigned char a_PacketType);
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void PacketError(unsigned char a_PacketType);
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// Calls that cProtocol descendants use for handling packets:
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void HandleAnimation (char a_Animation);
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void HandleChat (const AString & a_Message);
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void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
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void HandleDisconnect (const AString & a_Reason);
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void HandleEntityAction (int a_EntityID, char a_ActionID);
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bool HandleHandshake (const AString & a_Username);
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void HandleKeepAlive (int a_KeepAliveID);
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void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
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void HandlePing (void);
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void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround);
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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)
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void HandlePlayerPos (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
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void HandleRespawn (void);
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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);
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void HandleSlotSelected (short a_SlotNum);
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void HandleSteerVehicle (float Forward, float Sideways);
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void HandleTabCompletion (const AString & a_Text);
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void HandleUpdateSign (
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int a_BlockX, int a_BlockY, int a_BlockZ,
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const AString & a_Line1, const AString & a_Line2,
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const AString & a_Line3, const AString & a_Line4
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);
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void HandleUnmount (void);
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void HandleUseEntity (int a_TargetEntityID, bool a_IsLeftClick);
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void HandleWindowClick (char a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem);
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void HandleWindowClose (char a_WindowID);
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/** Called when the protocol has finished logging the user in.
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Return true to allow the user in; false to kick them.
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*/
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bool HandleLogin(int a_ProtocolVersion, const AString & a_Username);
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void SendData(const char * a_Data, int a_Size);
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/// Called when the player moves into a different world; queues sreaming the new chunks
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void MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket);
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/// Handles the block placing packet when it is a real block placement (not block-using, item-using or eating)
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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);
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private:
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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 )
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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
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AString m_IPString;
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int m_ProtocolVersion;
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AString m_Username;
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AString m_Password;
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cCriticalSection m_CSChunkLists;
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cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
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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)
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cProtocol * m_Protocol;
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cCriticalSection m_CSIncomingData;
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AString m_IncomingData;
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cCriticalSection m_CSOutgoingData;
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cByteBuffer m_OutgoingData;
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AString m_OutgoingDataOverflow; ///< For data that didn't fit into the m_OutgoingData ringbuffer temporarily
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Vector3d m_ConfirmPosition;
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cPlayer * m_Player;
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bool m_HasSentDC; ///< True if a D/C packet has been sent in either direction
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// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
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int m_LastStreamedChunkX;
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int m_LastStreamedChunkZ;
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/// Seconds since the last packet data was received (updated in Tick(), reset in DataReceived())
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float m_TimeSinceLastPacket;
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short m_Ping;
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int m_PingID;
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long long m_PingStartTime;
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long long m_LastPingTime;
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static const unsigned short PING_TIME_MS = 1000; //minecraft sends 1 per 20 ticks (1 second or every 1000 ms)
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// Values required for block dig animation
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int m_BlockDigAnimStage; // Current stage of the animation; -1 if not digging
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int m_BlockDigAnimSpeed; // Current speed of the animation (units ???)
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int m_BlockDigAnimX;
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int m_BlockDigAnimY;
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int m_BlockDigAnimZ;
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// 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:
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bool m_HasStartedDigging;
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int m_LastDigBlockX;
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int m_LastDigBlockY;
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int m_LastDigBlockZ;
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/// Used while csDestroyedWaiting for counting the ticks until the connection is closed
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int m_TicksSinceDestruction;
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enum eState
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{
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csConnected, ///< The client has just connected, waiting for their handshake / login
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csAuthenticating, ///< The client has logged in, waiting for external authentication
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csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick
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csDownloadingWorld, ///< The client is waiting for chunks, we're waiting for the loader to provide and send them
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csConfirmingPos, ///< The client has been sent the position packet, waiting for them to repeat the position back
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csPlaying, ///< Normal gameplay
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csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
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csDestroyedWaiting, ///< The client has been destroyed, but is still kept so that the Kick packet is delivered (#31)
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csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
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// TODO: Add Kicking here as well
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} ;
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eState m_State;
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/// m_State needs to be locked in the Destroy() function so that the destruction code doesn't run twice on two different threads
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cCriticalSection m_CSDestroyingState;
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bool m_bKeepThreadGoing;
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/// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded()
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bool m_ShouldCheckDownloaded;
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/// Stores the recent history of the number of explosions per tick
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int m_NumExplosionsPerTick[NUM_CHECK_EXPLOSIONS_TICKS];
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/// Points to the current tick in the m_NumExplosionsPerTick[] array
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int m_CurrentExplosionTick;
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/// Running sum of m_NumExplosionsPerTick[]
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int m_RunningSumExplosions;
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static int s_ClientCount;
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int m_UniqueID;
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/// Set to true when the chunk where the player is is sent to the client. Used for spawning the player
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bool m_HasSentPlayerChunk;
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/// Returns true if the rate block interactions is within a reasonable limit (bot protection)
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bool CheckBlockInteractionsRate(void);
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/// Adds a single chunk to be streamed to the client; used by StreamChunks()
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void StreamChunk(int a_ChunkX, int a_ChunkZ);
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/// Handles the DIG_STARTED dig packet:
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void HandleBlockDigStarted (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
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/// Handles the DIG_FINISHED dig packet:
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void HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
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// cSocketThreads::cCallback overrides:
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virtual void DataReceived (const char * a_Data, int a_Size) override; // Data is received from the client
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virtual void GetOutgoingData(AString & a_Data) override; // Data can be sent to client
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virtual void SocketClosed (void) override; // The socket has been closed for any reason
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}; // tolua_export
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#endif // CCLIENTHANDLE_H_INCLUDED
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