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// 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 "Vector3.h"
#include "ChunkDef.h"
#include "ByteBuffer.h"
#include "Scoreboard.h"
#include "Map.h"
#include "Enchantments.h"
#include "UI/SlotArea.h"
#include "json/json.h"
#include "ChunkSender.h"
#include "EffectID.h"
#include "Protocol/ProtocolRecognizer.h"

#include <array>
#include <atomic>
#include <unordered_map>


// fwd:
class cChunk;
class cChunkDataSerializer;
class cInventory;
class cMonster;
class cPawn;
class cExpOrb;
class cPainting;
class cPickup;
class cPlayer;
class cWindow;
class cFallingBlock;
class cItemHandler;
class cWorld;
class cCompositeChat;
class cStatManager;
class cClientHandle;





class cClientHandle :  // tolua_export
	public std::enable_shared_from_this<cClientHandle>,
	public cTCPLink::cCallbacks
{  // tolua_export
public:  // tolua_export

	#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 = 32;
	static const int MIN_VIEW_DISTANCE = 1;

	enum class 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
		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
		csDestroyed,         ///< The client has been destroyed, the destructor is to be called from the owner thread
	};

	/** 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();

	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, in the short form (no dashes) */
	const AString & GetUUID(void) const { return m_UUID; }  // tolua_export

	/** Sets the player's UUID, as used by the protocol. Short UUID form (no dashes) is expected.
	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 AString & a_UUID) { ASSERT(a_UUID.size() == 32); m_UUID = a_UUID; }

	const Json::Value & GetProperties(void) const { return m_Properties; }

	/** Atomically sets the internal client handle state.
	Allows only a consecutive state to be set.
	Returns if the state was set or not. */
	bool SetState(eState a_State);

	/** 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.
	Returns a 32-char UUID (no dashes). */
	static AString GenerateOfflineUUID(const AString & a_Username);  // tolua_export

	/** 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.
	Accepts both 32-char and 36-char UUIDs (with and without dashes).
	If the string given is not a valid UUID, returns false. */
	static bool IsUUIDOnline(const AString & a_UUID);  // tolua_export

	/** 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 AString & a_UUID, const Json::Value & a_Properties);

	/** Send all necessary chunks to the player */
	void StreamAllChunks();

	/** Remove all loaded chunks that are no longer in range */
	void UnloadOutOfRangeChunks(void);

	inline bool IsLoggedIn(void) const { return (m_State >= eState::csAuthenticating); }

	/** Called while the client is being ticked from the world via its cPlayer object */
	void Tick(float a_Dt);

	/** Mark the clienthandle as disconnected.
	Guarantees that no more data is sent or received. Therefore, MUST be called in context of server tick thread.
	Will result in cServer releasing the shared_ptr to the handle.
	Will eventually result in the object's destruction. */
	void Destroy(void);

	bool IsPlaying   (void) const { return (m_State == eState::csPlaying); }
	bool IsDestroyed (void) const { return (m_State == eState::csDestroyed); }
	bool IsDestroying(void) const { return (m_State == eState::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);

	/** Sends a singular block change notification to the client.
	Callers MUST ensure that the client has been sent or is going to be sent the chunk specified by the arguments. */
	void SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);

	/** Sends multiple block changes in a single notification to the client.
	Callers MUST ensure that the client has been sent or is going to be sent the chunk specified by the arguments. */
	void SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);

	void SendChat                       (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
	void SendChat                       (const cCompositeChat & a_Message);
	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                  (cWorld & a_ChunkSenderWorld, const cChunkCoords & a_ChunkCoordinates, cChunkDataSerializer & a_Serializer);
	void SendCollectEntity              (const cEntity & a_Entity, const cPlayer & a_Player);
	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);
	void SendInventorySlot              (char a_WindowID, short a_SlotNum, const cItem & a_Item);
	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);
	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);
	void SendSetRawSubTitle             (const AString & a_SubTitle);
	void SendSetTitle                   (const cCompositeChat & a_Title);
	void SendSetRawTitle                (const AString & a_Title);
	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);
	void SendTimeUpdate                 (Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_DoDaylightCycle);  // tolua_export
	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(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; }

	// tolua_end

	// 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 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);

	/** 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 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(UInt32 a_ProtocolVersion, 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

	/** Add a new functor which will commit processed incoming network data in the world tick thread */
	template <typename FunctionType, typename... FunctionArguments>
	void QueueDataCommit(FunctionType && a_Function, FunctionArguments && ... a_FunctionArguments)
	{
		m_DataCommitQueue.emplace_back(std::bind(std::forward<FunctionType>(a_Function), std::forward<FunctionArguments>(a_FunctionArguments)...));
	}

	/** Enforces a rate limit on block interactions.
	Will kick client if limit exceeded.
	Returns true if the block interactions rate is within MAX_BLOCK_CHANGE_INTERACTIONS per tick. */
	bool EnforceBlockInteractionsRate(void);

	cProtocol & GetProtocol(void) { return m_Protocol; }

private:

	friend class cServer;  // Needs access to SetSelf()


	/** The type used for storing the names of registered plugin channels. */
	typedef std::set<AString> cChannels;

	/** 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;
	Json::Value m_Properties;

	struct sChunkCoordsHash
	{
		auto operator()(const cChunkCoords & a_ChunkCoords) const
		{
			size_t Seed = static_cast<size_t>(a_ChunkCoords.m_ChunkX) + 0x9e3779b9;
			return (Seed ^= static_cast<size_t>(a_ChunkCoords.m_ChunkZ) + 0x9e3779b9 + (Seed << 6) + (Seed >> 2));
		}
	};

	/** Chunks that are currently loaded by the player */
	std::unordered_map<cChunkCoords, std::reference_wrapper<cWorld>, cChunkCoordsHash> m_LoadedChunks;

	/** Functors which will commit processed incoming network data to the world.
	Functors MUST be called in the context of the world's tick thread */
	std::vector<std::function<void()>> m_DataCommitQueue;

	cProtocolRecognizer m_Protocol;

	/** Empties the incoming send queue in a thread safe manner and processes the data. */
	void ProcessQueuedIncomingData(void);

	/** Empties the data commit queue and queues the data to be executed in the context of the world tick thread. */
	void ProcessDataCommitQueue(void);

	/** 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;

	/** Empties the outgoing send queue in a thread safe manner and sends the data via the network link. */
	void ProcessQueuedOutgoingData(void);

	/** Protects m_OutgoingData against multithreaded access. */
	cCriticalSection m_CSOutgoingData;

	/** Queue for the outgoing data to be sent through the link until it is processed in Tick().
	Protected by m_CSOutgoingData. */
	AString m_OutgoingData;

	/** Protects m_Link against multithreaded access. */
	cCriticalSection m_CSLink;

	/** Non-owning pointer to the player object we are associated with
	It is guaranteed to exist whilst the server is running and this clienthandle is alive */
	cPlayer * m_Player;

	/** 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;

	std::atomic<eState> m_State;

	/** A flag to indicate whether a player has traversed chunks and should therefore have their view resent.
	The flag is set in position updates, and causes StreamAllChunks to be called in the next server tick. */
	bool m_ShouldRefreshSentChunks;

	/** 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. Short UUID stored here (without dashes) */
	AString m_UUID;

	/** 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;

	
	/** 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);

	// 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