diff options
Diffstat (limited to 'src/ClientHandle.h')
-rw-r--r-- | src/ClientHandle.h | 331 |
1 files changed, 331 insertions, 0 deletions
diff --git a/src/ClientHandle.h b/src/ClientHandle.h new file mode 100644 index 000000000..3844937ad --- /dev/null +++ b/src/ClientHandle.h @@ -0,0 +1,331 @@ + +// 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 + + + + |