237 lines
8.4 KiB
C++
237 lines
8.4 KiB
C++
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// cClientHandle.h
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// Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player yet
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#pragma once
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#ifndef CCLIENTHANDLE_H_INCLUDED
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#define CCLIENTHANDLE_H_INCLUDED
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#include "packets/cPacket.h"
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#include "Vector3d.h"
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#include "cSocketThreads.h"
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#include "ChunkDef.h"
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#include "packets/cPacket_KeepAlive.h"
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#include "packets/cPacket_Player.h"
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#include "packets/cPacket_Respawn.h"
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#include "packets/cPacket_RelativeEntityMoveLook.h"
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#include "packets/cPacket_Chat.h"
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#include "packets/cPacket_Login.h"
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#include "packets/cPacket_WindowClick.h"
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#include "packets/cPacket_TimeUpdate.h"
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#include "packets/cPacket_BlockDig.h"
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#include "packets/cPacket_Handshake.h"
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#include "packets/cPacket_ArmAnim.h"
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#include "packets/cPacket_BlockPlace.h"
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#include "packets/cPacket_Flying.h"
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#include "packets/cPacket_Disconnect.h"
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#include "packets/cPacket_PickupSpawn.h"
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#include "packets/cPacket_ItemSwitch.h"
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#include "packets/cPacket_EntityEquipment.h"
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#include "packets/cPacket_CreativeInventoryAction.h"
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#include "packets/cPacket_NewInvalidState.h"
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#include "packets/cPacket_UseEntity.h"
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#include "packets/cPacket_WindowClose.h"
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#include "packets/cPacket_UpdateSign.h"
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#include "packets/cPacket_Ping.h"
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#define MCS_PROTOCOL_VERSION 29 // Synchronize this with MCS_CLIENT_VERSION below!
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#define MCS_CLIENT_VERSION "1.2.4"
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class cPlayer;
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class cRedstone;
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class cClientHandle : // tolua_export
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public cSocketThreads::cCallback
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{ // tolua_export
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public:
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enum ENUM_PRIORITY
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{
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E_PRIORITY_LOW,
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E_PRIORITY_NORMAL
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};
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static const int MAXBLOCKCHANGEINTERACTIONS = 20; // 5 didn't help, 10 still doesn't work in Creative, 20 seems to have done the trick
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static const int DEFAULT_VIEW_DISTANCE = 9; // The default ViewDistance (used when no value is set in Settings.ini)
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static const int MAX_VIEW_DISTANCE = 10;
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static const int MIN_VIEW_DISTANCE = 4;
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cClientHandle(const cSocket & a_Socket, int a_ViewDistance);
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~cClientHandle();
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const cSocket & GetSocket(void) const {return m_Socket; }
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cSocket & GetSocket(void) {return m_Socket; }
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cPlayer* GetPlayer() { return m_Player; } // tolua_export
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void Kick(const AString & a_Reason); //tolua_export
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void Authenticate(void); // Called by cAuthenticator when the user passes authentication
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void StreamChunks(void);
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// Removes the client from all chunks. Used when switching worlds or destroying the player
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void RemoveFromAllChunks(void);
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inline bool IsLoggedIn(void) const { return m_State >= csAuthenticating; }
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void Tick(float a_Dt);
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bool IsDestroyed() { return m_bDestroyed; }
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void Destroy();
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bool IsPlaying(void) const {return (m_State == csPlaying); }
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void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
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const AString & GetUsername(void) const; //tolua_export
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inline short GetPing() const { return m_Ping; } //tolua_export
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void SetViewDistance(int a_ViewDistance); //tolua_export
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int GetViewDistance() { return m_ViewDistance; }//tolua_export
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int GetUniqueID() const { return m_UniqueID; } //tolua_export
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/// Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend)
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bool WantsSendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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/// Adds the chunk specified to the list of chunks wanted for sending (m_ChunksToSend)
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void AddWantedChunk(int a_ChunkX, int a_ChunkZ);
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private:
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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 )
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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
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int m_ProtocolVersion;
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AString m_Username;
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AString m_Password;
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AString m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
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cCriticalSection m_CSPackets;
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PacketList m_PendingNrmSendPackets;
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PacketList m_PendingLowSendPackets;
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cCriticalSection m_CSChunkLists;
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cChunkCoordsList m_LoadedChunks; // Chunks that the player belongs to
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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)
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cSocket m_Socket;
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cCriticalSection m_CriticalSection;
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Vector3d m_ConfirmPosition;
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cPacket * m_PacketMap[256];
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bool m_bDestroyed;
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cPlayer * m_Player;
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bool m_bKicking;
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// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
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int m_LastStreamedChunkX;
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int m_LastStreamedChunkZ;
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float m_TimeLastPacket;
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short m_Ping;
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int m_PingID;
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long long m_PingStartTime;
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long long m_LastPingTime;
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static const unsigned short PING_TIME_MS = 1000; //minecraft sends 1 per 20 ticks (1 second or every 1000 ms)
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enum eState
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{
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csConnected, // The client has just connected, waiting for their handshake / login
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csAuthenticating, // The client has logged in, waiting for external authentication
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csDownloadingWorld, // The client is waiting for chunks, we're waiting for the loader to provide and send them
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csConfirmingPos, // The client has been sent the position packet, waiting for them to repeat the position back
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csPlaying, // Normal gameplay
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// TODO: Add Kicking and Destroyed here as well
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} ;
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eState m_State;
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bool m_bKeepThreadGoing;
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void HandlePacket(cPacket * a_Packet);
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// Packets handled in csConnected:
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void HandlePing (void);
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void HandleHandshake (cPacket_Handshake * a_Packet);
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void HandleLogin (cPacket_Login * a_Packet);
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void HandleUnexpectedPacket(cPacket * a_Packet); // the default case -> kick
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// Packets handled while in csConfirmingPos:
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void HandleMoveLookConfirm(cPacket_PlayerMoveLook * a_Packet); // While !m_bPositionConfirmed
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// Packets handled while in csPlaying:
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void HandleCreativeInventory(cPacket_CreativeInventoryAction * a_Packet);
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void HandlePlayerPos (cPacket_PlayerPosition * a_Packet);
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void HandleBlockDig (cPacket_BlockDig * a_Packet);
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void HandleBlockPlace (cPacket_BlockPlace * a_Packet);
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void HandlePickupSpawn (cPacket_PickupSpawn * a_Packet);
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void HandleChat (cPacket_Chat * a_Packet);
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void HandlePlayerLook (cPacket_PlayerLook * a_Packet);
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void HandlePlayerMoveLook (cPacket_PlayerMoveLook * a_Packet); // While m_bPositionConfirmed (normal gameplay)
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void HandleAnimation (cPacket_ArmAnim * a_Packet);
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void HandleItemSwitch (cPacket_ItemSwitch * a_Packet);
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void HandleWindowClose (cPacket_WindowClose * a_Packet);
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void HandleWindowClick (cPacket_WindowClick * a_Packet);
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void HandleUpdateSign (cPacket_UpdateSign * a_Packet);
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void HandleUseEntity (cPacket_UseEntity * a_Packet);
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void HandleRespawn (void);
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void HandleDisconnect (cPacket_Disconnect * a_Packet);
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void HandleKeepAlive (cPacket_KeepAlive * a_Packet);
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/// Returns true if the rate block interactions is within a reasonable limit (bot protection)
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bool CheckBlockInteractionsRate(void);
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/// Checks whether all loaded chunks have been sent to the client; if so, sends the position to confirm
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void CheckIfWorldDownloaded(void);
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/// Sends the PlayerMoveLook packet that the client needs to reply to for the game to start
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void SendConfirmPosition(void);
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/// Adds a single chunk to be streamed to the client; used by StreamChunks()
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void StreamChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
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// cSocketThreads::cCallback overrides:
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virtual void DataReceived (const char * a_Data, int a_Size) override; // Data is received from the client
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virtual void GetOutgoingData(AString & a_Data) override; // Data can be sent to client
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virtual void SocketClosed (void) override; // The socket has been closed for any reason
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static int s_ClientCount;
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int m_UniqueID;
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}; // tolua_export
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#endif // CCLIENTHANDLE_H_INCLUDED
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