// Connection.h
// Interfaces to the cConnection class representing a single pair of connected sockets
#pragma once
#include <time.h>
#include "ByteBuffer.h"
class cServer;
class cConnection
{
cCriticalSection m_CSLog;
FILE * m_LogFile;
cServer & m_Server;
SOCKET m_ClientSocket;
SOCKET m_ServerSocket;
clock_t m_BeginTick; // Tick when the relative time was first retrieved (used for GetRelativeTime())
enum eConnectionState
{
csUnencrypted, // The connection is not encrypted. Packets must be decoded in order to be able to start decryption.
csEncryptedUnderstood, // The communication is encrypted and so far all packets have been understood, so they can be still decoded
csEncryptedUnknown, // The communication is encrypted, but an unknown packet has been received, so packets cannot be decoded anymore
};
eConnectionState m_ClientState;
eConnectionState m_ServerState;
int m_Nonce;
public:
cConnection(SOCKET a_ClientSocket, cServer & a_Server);
~cConnection();
void Run(void);
void Log(const char * a_Format, ...);
void DataLog(const void * a_Data, int a_Size, const char * a_Format, ...);
protected:
typedef CFB_Mode<AES>::Encryption Encryptor;
typedef CFB_Mode<AES>::Decryption Decryptor;
cByteBuffer m_ClientBuffer;
cByteBuffer m_ServerBuffer;
Decryptor m_ServerDecryptor;
Encryptor m_ServerEncryptor;
Decryptor m_ClientDecryptor;
Encryptor m_ClientEncryptor;
bool ConnectToServer(void);
/// Relays data from server to client; returns false if connection aborted
bool RelayFromServer(void);
/// Relays data from client to server; returns false if connection aborted
bool RelayFromClient(void);
/// Returns the time relative to the first call of this function, in the fractional seconds elapsed
double GetRelativeTime(void);
/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
bool SendData(SOCKET a_Socket, const char * a_Data, int a_Size, const char * a_Peer);
/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
bool SendData(SOCKET a_Socket, cByteBuffer & a_Data, const char * a_Peer);
/// 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
bool SendEncryptedData(SOCKET a_Socket, Encryptor & a_Encryptor, const char * a_Data, int a_Size, const char * a_Peer);
/// 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
bool SendEncryptedData(SOCKET a_Socket, Encryptor & a_Encryptor, cByteBuffer & a_Data, const char * a_Peer);
/// Decodes packets coming from the client, sends appropriate counterparts to the server; returns false if the connection is to be dropped
bool DecodeClientsPackets(const char * a_Data, int a_Size);
/// Decodes packets coming from the server, sends appropriate counterparts to the client; returns false if the connection is to be dropped
bool DecodeServersPackets(const char * a_Data, int a_Size);
// Packet handling, client-side:
bool HandleClientAnimation(void);
bool HandleClientBlockPlace(void);
bool HandleClientChatMessage(void);
bool HandleClientClientStatuses(void);
bool HandleClientCreativeInventoryAction(void);
bool HandleClientEncryptionKeyResponse(void);
bool HandleClientHandshake(void);
bool HandleClientKeepAlive(void);
bool HandleClientLocaleAndView(void);
bool HandleClientPing(void);
bool HandleClientPlayerLook(void);
bool HandleClientPlayerOnGround(void);
bool HandleClientPlayerPosition(void);
bool HandleClientPlayerPositionLook(void);
bool HandleClientSlotSelect(void);
bool HandleClientUpdateSign(void);
bool HandleClientUseEntity(void);
bool HandleClientWindowClick(void);
bool HandleClientWindowClose(void);
// Packet handling, server-side:
bool HandleServerBlockChange(void);
bool HandleServerChangeGameState(void);
bool HandleServerChatMessage(void);
bool HandleServerCompass(void);
bool HandleServerEncryptionKeyRequest(void);
bool HandleServerEncryptionKeyResponse(void);
bool HandleServerEntity(void);
bool HandleServerEntityHeadLook(void);
bool HandleServerEntityMetadata(void);
bool HandleServerEntityEquipment(void);
bool HandleServerEntityLook(void);
bool HandleServerEntityRelativeMove(void);
bool HandleServerEntityRelativeMoveLook(void);
bool HandleServerEntityStatus(void);
bool HandleServerEntityTeleport(void);
bool HandleServerEntityVelocity(void);
bool HandleServerKeepAlive(void);
bool HandleServerKick(void);
bool HandleServerLogin(void);
bool HandleServerMapChunk(void);
bool HandleServerMapChunkBulk(void);
bool HandleServerMultiBlockChange(void);
bool HandleServerPlayerAbilities(void);
bool HandleServerPlayerListItem(void);
bool HandleServerPlayerPositionLook(void);
bool HandleServerSetExperience(void);
bool HandleServerSetSlot(void);
bool HandleServerSpawnMob(void);
bool HandleServerSpawnObjectVehicle(void);
bool HandleServerSpawnPainting(void);
bool HandleServerSpawnPickup(void);
bool HandleServerTimeUpdate(void);
bool HandleServerUpdateHealth(void);
bool HandleServerUpdateSign(void);
bool HandleServerWindowClose(void);
bool HandleServerWindowContents(void);
/// Parses the slot data in a_Buffer into item description; returns true if successful, false if not enough data
bool ParseSlot(cByteBuffer & a_Buffer, AString & a_ItemDesc);
/// Parses the metadata in a_Buffer into raw metadata in an AString; returns true if successful, false if not enough data
bool ParseMetadata(cByteBuffer & a_Buffer, AString & a_Metadata);
/// Send EKResp to the server:
void SendEncryptionKeyResponse(const AString & a_ServerPublicKey, const AString & a_Nonce);
/// Starts client encryption based on the parameters received
void StartClientEncryption(const AString & a_EncryptedSecret, const AString & a_EncryptedNonce);
} ;