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Diffstat (limited to 'source/ClientHandle.h')
-rw-r--r-- | source/ClientHandle.h | 331 |
1 files changed, 0 insertions, 331 deletions
diff --git a/source/ClientHandle.h b/source/ClientHandle.h deleted file mode 100644 index 3844937ad..000000000 --- a/source/ClientHandle.h +++ /dev/null @@ -1,331 +0,0 @@ - -// 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 (const cWindow & a_Window); - 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 - - - - |