// cClientHandle.h
// Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player yet
#pragma once
#include "OSSupport/Network.h"
#include "Defines.h"
#include "Scoreboard.h"
#include "UI/SlotArea.h"
#include "json/json.h"
#include "ChunkSender.h"
#include "EffectID.h"
#include "Protocol/ForgeHandshake.h"
#include "UUID.h"
// fwd:
class cChunkDataSerializer;
class cMonster;
class cExpOrb;
class cPainting;
class cPickup;
class cPlayer;
class cProtocol;
class cWindow;
class cFallingBlock;
class cCompositeChat;
class cStatManager;
class cMap;
class cClientHandle;
typedef std::shared_ptr<cClientHandle> cClientHandlePtr;
class cClientHandle // tolua_export
: public cTCPLink::cCallbacks
{ // tolua_export
public: // tolua_export
#if defined(ANDROID)
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;
/** The percentage how much a block has to be broken.
Should be a value between 0.7 (70% broken) and 1 (100% broken) depending on lag.
Can be set in settings.ini [AntiCheat] FastBreakPercentage=(from 0 to 100) */
static float FASTBREAK_PERCENTAGE;
/** Creates a new client with the specified IP address in its description and the specified initial view distance. */
cClientHandle(const AString & a_IPString, int a_ViewDistance);
virtual ~cClientHandle() override;
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 */
const cUUID & GetUUID(void) const { return m_UUID; } // Exported in ManualBindings.cpp
/** Sets the player's UUID, as used by the protocol.
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 cUUID & a_UUID) { ASSERT(!a_UUID.IsNil()); 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. */
static cUUID GenerateOfflineUUID(const AString & a_Username); // Exported in ManualBindings.cpp
/** 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. */
static bool IsUUIDOnline(const cUUID & a_UUID); // Exported in ManualBindings.cpp
/** 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 cUUID & a_UUID, const Json::Value & a_Properties);
/** This function sends a new unloaded chunk to the player. Returns true if all chunks are loaded. */
bool StreamNextChunk();
/** Remove all loaded chunks that are no longer in range */
void UnloadOutOfRangeChunks(void);
/** Removes the client from all chunks. Used when destroying the player.
When switching worlds, RemoveFromWorld does this function's job so it isn't called. */
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 (UInt32 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 SendCameraSetTo (const cEntity & a_Entity);
void SendChat (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
void SendChat (const cCompositeChat & a_Message);
void SendChatRaw (const AString & a_MessageRaw, eChatType a_Type);
void SendChatAboveActionBar (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
void SendChatAboveActionBar (const cCompositeChat & a_Message);
void SendChatSystem (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
void SendChatSystem (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, int a_Count);
void SendDestroyEntity (const cEntity & a_Entity);
void SendDetachEntity (const cEntity & a_Entity, const cEntity & a_PreviousVehicle);
void SendDisconnect (const AString & a_Reason);
void SendDisplayObjective (const AString & a_Objective, cScoreboard::eDisplaySlot a_Display);
void SendEditSign (int a_BlockX, int a_BlockY, int a_BlockZ);
void SendEntityAnimation (const cEntity & a_Entity, char a_Animation); // tolua_export
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 SendExperience (void);
void SendExperienceOrb (const cExpOrb & a_ExpOrb);
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 SendHideTitle (void); // tolua_export
void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item);
void SendLeashEntity (const cEntity & a_Entity, const cEntity & a_EntityLeashedTo);
void SendMapData (const cMap & a_Map, int a_DataStartX, int a_DataStartY);
void SendPaintingSpawn (const cPainting & a_Painting);
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 SendParticleEffect (const AString & a_ParticleName, const Vector3f a_Src, const Vector3f a_Offset, float a_ParticleData, int a_ParticleAmount, std::array<int, 2> a_Data);
void SendPickupSpawn (const cPickup & a_Pickup);
void SendPlayerAbilities (void);
void SendPlayerListAddPlayer (const cPlayer & a_Player);
void SendPlayerListRemovePlayer (const cPlayer & a_Player);
void SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName);
void SendPlayerListUpdateGameMode (const cPlayer & a_Player);
void SendPlayerListUpdatePing (const cPlayer & a_Player);
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 SendResetTitle (void); // tolua_export
void SendRespawn (eDimension a_Dimension, bool a_ShouldIgnoreDimensionChecks = false);
void SendScoreUpdate (const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode);
void SendScoreboardObjective (const AString & a_Name, const AString & a_DisplayName, Byte a_Mode);
void SendSetSubTitle (const cCompositeChat & a_SubTitle); // tolua_export
void SendSetRawSubTitle (const AString & a_SubTitle); // tolua_export
void SendSetTitle (const cCompositeChat & a_Title); // tolua_export
void SendSetRawTitle (const AString & a_Title); // tolua_export
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 (const EffectID 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 SendTitleTimes (int a_FadeInTicks, int a_DisplayTicks, int a_FadeOutTicks); // tolua_export
void SendTimeUpdate (Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_DoDaylightCycle); // tolua_export
void SendUnleashEntity (const cEntity & a_Entity);
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, short a_Property, short a_Value);
// tolua_begin
const AString & GetUsername(void) const;
void SetUsername( const AString & a_Username);
inline short GetPing(void) const { return static_cast<short>(std::chrono::duration_cast<std::chrono::milliseconds>(m_Ping).count()); }
/** Sets the maximal view distance. */
void SetViewDistance(int a_ViewDistance);
/** Returns the view distance that the player currently have. */
int GetViewDistance(void) const { return m_CurrentViewDistance; }
/** Returns the view distance that the player request, not the used view distance. */
int GetRequestedViewDistance(void) const { return m_RequestedViewDistance; }
void SetLocale(const 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; }
/** Returns the Forge mods installed on the client. */
const AStringMap & GetForgeMods(void) const { return m_ForgeMods; }
/** Returns true if the client is modded with Forge. */
bool IsForgeClient(void) const { return m_ForgeHandshake.m_IsForgeClient; }
// tolua_end
/** Add the Forge mod list to the server ping response. */
void ForgeAugmentServerListPing(Json::Value & a_Response)
{
m_ForgeHandshake.AugmentServerListPing(a_Response);
}
/** Mark a client connection as using Forge. Set by the protocol. */
void SetIsForgeClient()
{
m_ForgeHandshake.m_IsForgeClient = true;
}
/** 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(UInt32 a_PacketType);
// Calls that cProtocol descendants use for handling packets:
void HandleAnimation(int 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(UInt32 a_EntityID, const AString & a_NewCommand);
/** Called when the client clicks the creative inventory window.
a_ClickAction specifies whether the click was inside the window or not (caLeftClick or caLeftClickOutside). */
void HandleCreativeInventory(Int16 a_SlotNum, const cItem & a_HeldItem, eClickAction a_ClickAction);
/** Called when the player enchants an Item in the Enchanting table UI. */
void HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment);
void HandleEntityCrouch (UInt32 a_EntityID, bool a_IsCrouching);
void HandleEntityLeaveBed (UInt32 a_EntityID);
void HandleEntitySprinting (UInt32 a_EntityID, bool a_IsSprinting);
/** Kicks the client if the same username is already logged in.
Returns false if the client has been kicked, true otherwise. */
bool CheckMultiLogin(const AString & a_Username);
/** 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 (UInt32 a_KeepAliveID);
void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, UInt8 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)
/** Verifies and sets player position, performing relevant checks
Calls relevant methods to process movement related statistics
Requires state of previous position and on-ground status, so must be called when these are still intact
*/
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 (Int16 a_SlotNum);
void HandleSpectate (const cUUID & a_PlayerUUID);
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 (UInt32 a_TargetEntityID, bool a_IsLeftClick);
void HandleWindowClick (UInt8 a_WindowID, Int16 a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem);
void HandleWindowClose (UInt8 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(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 by the protocol recognizer when the protocol version is known. */
void SetProtocolVersion(UInt32 a_ProtocolVersion) { m_ProtocolVersion = a_ProtocolVersion; }
/** Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol version is not (yet) known. */
UInt32 GetProtocolVersion(void) const { return m_ProtocolVersion; } // tolua_export
void InvalidateCachedSentChunk();
bool IsPlayerChunkSent();
private:
/** The dimension that was last sent to a player in a Respawn or Login packet.
Used to avoid Respawning into the same dimension, which confuses the client. */
eDimension m_LastSentDimension;
friend class cServer; // Needs access to SetSelf()
friend class cForgeHandshake; // Needs access to FinishAuthenticate()
/** The type used for storing the names of registered plugin channels. */
typedef std::set<AString> cChannels;
/** Forge handshake state machine. */
cForgeHandshake m_ForgeHandshake;
/** Forge mods and versions installed on this client. */
AStringMap m_ForgeMods;
/** The actual view distance used, the minimum of client's requested view distance and world's max view distance. */
int m_CurrentViewDistance;
/** The requested view distance from the player. It isn't clamped with 1 and the max view distance of the world. */
int m_RequestedViewDistance;
AString m_IPString;
AString m_Username;
AString m_Password;
Json::Value m_Properties;
cCriticalSection m_CSChunkLists;
std::unordered_set<cChunkCoords, cChunkCoordsHash> m_LoadedChunks; // Chunks that the player belongs to
std::unordered_set<cChunkCoords, cChunkCoordsHash> 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)
cChunkCoordsList m_SentChunks; // Chunks that are currently sent to the client
std::unique_ptr<cProtocol> m_Protocol;
/** Protects m_IncomingData against multithreaded access. */
cCriticalSection m_CSIncomingData;
/** Queue for the incoming data received on the link until it is processed in Tick().
Protected by m_CSIncomingData. */
AString m_IncomingData;
/** Protects m_OutgoingData against multithreaded access. */
cCriticalSection m_CSOutgoingData;
/** Buffer for storing outgoing data from any thread; will get sent in Tick() (to prevent deadlocks).
Protected by m_CSOutgoingData. */
AString m_OutgoingData;
Vector3d m_ConfirmPosition;
cPlayer * m_Player;
// Temporary (#3115-will-fix): maintain temporary ownership of created cPlayer objects while they are in limbo
std::unique_ptr<cPlayer> m_PlayerPtr;
/** This is an optimization which saves you an iteration of m_SentChunks if you just want to know
whether or not the player is standing at a sent chunk.
If this is equal to the coordinates of the chunk the player is currrently standing at, then this must be a sent chunk
and a member of m_SentChunks.
Otherwise, this contains an arbitrary value which should not be used. */
cChunkCoords m_CachedSentChunk;
bool m_HasSentDC; ///< True if a Disconnect 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;
/** Number of ticks since the last network packet was received (increased in Tick(), reset in OnReceivedData()) */
std::atomic<int> m_TicksSinceLastPacket;
/** Duration of the last completed client ping. */
std::chrono::steady_clock::duration m_Ping;
/** ID of the last ping request sent to the client. */
UInt32 m_PingID;
/** Time of the last ping request sent to the client. */
std::chrono::steady_clock::time_point m_PingStartTime;
// 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
csQueuedForDestruction, ///< The client will be destroyed in the next tick (flag set when socket closed)
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
} ;
/* Mutex protecting m_State from concurrent writes. */
cCriticalSection m_CSState;
/** The current (networking) state of the client.
Protected from concurrent writes by m_CSState; but may be read by other threads concurrently.
If a function depends on m_State or wants to change m_State, it needs to lock m_CSState.
However, if it only uses m_State for a quick bail out, or it doesn't break if the client disconnects in the middle of it,
it may just read m_State without locking m_CSState. */
std::atomic<eState> m_State;
/** 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. */
cUUID 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 positions from the last sign that the player placed. It's needed to verify the sign text change. */
Vector3i m_LastPlacedSign;
/** 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;
/** The version of the protocol that the client is talking, or 0 if unknown. */
UInt32 m_ProtocolVersion;
/** The link that is used for network communication.
m_CSOutgoingData is used to synchronize access for sending data. */
cTCPLinkPtr m_Link;
/** Shared pointer to self, so that this instance can keep itself alive when needed. */
cClientHandlePtr m_Self;
float m_BreakProgress;
/** Finish logging the user in after authenticating. */
void FinishAuthenticate(const AString & a_Name, const cUUID & a_UUID, const Json::Value & a_Properties);
/** 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, cChunkSender::eChunkPriority a_Priority);
/** 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);
/** Called when the network socket has been closed. */
void SocketClosed(void);
/** Called right after the instance is created to store its SharedPtr inside. */
void SetSelf(cClientHandlePtr a_Self);
/** Processes the data in the network input and output buffers.
Called by both Tick() and ServerTick(). */
void ProcessProtocolInOut(void);
// cTCPLink::cCallbacks overrides:
virtual void OnLinkCreated(cTCPLinkPtr a_Link) override;
virtual void OnReceivedData(const char * a_Data, size_t a_Length) override;
virtual void OnRemoteClosed(void) override;
virtual void OnError(int a_ErrorCode, const AString & a_ErrorMsg) override;
}; // tolua_export