// 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 "packets/cPacket.h"
#include "Vector3d.h"
#include "cSocketThreads.h"
#include "ChunkDef.h"
#include "ByteBuffer.h"
#define MCS_PROTOCOL_VERSION 29 // Synchronize this with MCS_CLIENT_VERSION below!
#define MCS_CLIENT_VERSION "1.2.4, 1.2.5"
class cPlayer;
class cRedstone;
class cInventory;
class cWindow;
class cPawn;
class cPickup;
class cMonster;
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
static const int DEFAULT_VIEW_DISTANCE = 9; // The default ViewDistance (used when no value is set in Settings.ini)
static const int MAX_VIEW_DISTANCE = 10;
static const int MIN_VIEW_DISTANCE = 4;
cClientHandle(const cSocket & a_Socket, int a_ViewDistance);
~cClientHandle();
const cSocket & GetSocket(void) const {return m_Socket; }
cSocket & GetSocket(void) {return m_Socket; }
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);
bool IsDestroyed() { return m_bDestroyed; }
void Destroy();
bool IsPlaying(void) const {return (m_State == csPlaying); }
void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
void SendDisconnect(const AString & a_Reason);
void SendHandshake (const AString & a_ServerName);
void SendInventorySlot(int a_WindowID, short a_SlotNum, const cItem & a_Item);
void SendChat(const AString & a_Message);
void SendPlayerAnimation(const cPlayer & a_Player, char a_Animation);
void SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
void SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
void SendWindowClose(char a_WindowID);
void SendWholeInventory(const cInventory & a_Inventory);
void SendWholeInventory(const cWindow & a_Window);
void SendTeleportEntity(const cEntity & a_Entity);
void SendPlayerListItem(const cPlayer & a_Player);
void SendPlayerPosition(void);
void SendRelEntMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
void SendRelEntMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
void SendEntLook (const cEntity & a_Entity);
void SendEntHeadLook (const cEntity & a_Entity);
void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2);
void SendHealth (void);
void SendRespawn(void);
void SendGameMode(char a_GameMode);
void SendDestroyEntity(const cEntity & a_Entity);
void SendPlayerMoveLook(void);
void SendEntityStatus(const cEntity & a_Entity, char a_Status);
void SendMetadata(const cPawn & a_Entity);
void SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value);
void SendPlayerSpawn(const cPlayer & a_Player);
void SendPickupSpawn(const cPickup & a_Pickup);
void SendSpawnMob (const cMonster & a_Mob);
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 SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player);
const AString & GetUsername(void) const; //tolua_export
inline short GetPing() const { return m_Ping; } //tolua_export
void SetViewDistance(int a_ViewDistance); //tolua_export
int GetViewDistance() { 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);
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
int m_ProtocolVersion;
AString m_Username;
AString m_Password;
cByteBuffer m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
cCriticalSection m_CSPackets;
PacketList m_PendingNrmSendPackets;
PacketList m_PendingLowSendPackets;
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)
cSocket m_Socket;
cCriticalSection m_CriticalSection;
Vector3d m_ConfirmPosition;
cPacket * m_PacketMap[256];
bool m_bDestroyed;
cPlayer * m_Player;
bool m_bKicking;
// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
int m_LastStreamedChunkX;
int m_LastStreamedChunkZ;
float m_TimeLastPacket;
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)
enum eState
{
csConnected, // The client has just connected, waiting for their handshake / login
csAuthenticating, // The client has logged in, waiting for external authentication
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
// TODO: Add Kicking and Destroyed here as well
} ;
eState m_State;
bool m_bKeepThreadGoing;
void HandlePacket(cPacket * a_Packet);
// Packets handled in csConnected:
void HandlePing (void);
void HandleHandshake (const AString & a_Username);
void HandleLogin (int a_ProtocolVersion, const AString & a_Username);
void HandleUnexpectedPacket(int a_PacketType); // the default case -> kick
// Packets handled while in csConfirmingPos:
void HandleMoveLookConfirm(double a_PosX, double a_PosY, double a_PosZ); // While !m_bPositionConfirmed
// Packets handled while in csPlaying:
void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
void HandlePlayerPos (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
void HandleBlockDig (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
void HandleBlockPlace (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, const cItem & a_HeldItem);
void HandleChat (const AString & a_Message);
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 HandleAnimation (char a_Animation);
void HandleSlotSelected (short a_SlotNum);
void HandleWindowClose (char a_WindowID);
void HandleWindowClick (char a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_HeldItem);
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 HandleUseEntity (int a_TargetEntityID, bool a_IsLeftClick);
void HandleRespawn (void);
void HandleDisconnect (const AString & a_Reason);
void HandleKeepAlive (int a_KeepAliveID);
/*
/// Handles rclk with a dye; returns true if the dye is to be be consumed
bool HandleDyes(cPacket_BlockPlace * a_Packet);
*/
/// Returns true if the rate block interactions is within a reasonable limit (bot protection)
bool CheckBlockInteractionsRate(void);
/// Checks whether all loaded chunks have been sent to the client; if so, sends the position to confirm
void CheckIfWorldDownloaded(void);
/// Sends the PlayerMoveLook packet that the client needs to reply to for the game to start
void SendConfirmPosition(void);
/// Adds a single chunk to be streamed to the client; used by StreamChunks()
void StreamChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
// 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
static int s_ClientCount;
int m_UniqueID;
}; // tolua_export
#endif // CCLIENTHANDLE_H_INCLUDED