133 lines
2.9 KiB
C++
133 lines
2.9 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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// class Game;
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class cChunk;
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class cPlayer;
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class cRedstone;
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class cClientHandle // tolua_export
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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 = 10; // 5 didn't help, 10 seems to have done the trick
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cClientHandle(const cSocket & a_Socket);
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~cClientHandle();
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static const int VIEWDISTANCE = 17; // MUST be odd number or CRASH!
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static const int GENERATEDISTANCE = 2; // Server generates this many chunks AHEAD of player sight.
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const cSocket & GetSocket();
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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 AddPacket( cPacket * a_Packet );
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void HandlePendingPackets();
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void StreamChunks();
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void StreamChunksSmart( cChunk** a_Chunks, unsigned int a_NumChunks );
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void RemoveFromAllChunks();
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inline void SetLoggedIn( bool a_bLoggedIn ) { m_bLoggedIn = a_bLoggedIn; }
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inline bool IsLoggedIn() { return m_bLoggedIn; }
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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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cChunk* m_LoadedChunks[VIEWDISTANCE*VIEWDISTANCE];
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void Send( const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL );
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static void SendThread( void *lpParam );
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static void ReceiveThread( void *lpParam );
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const AString & GetUsername(void) const;
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inline short GetPing() { return m_Ping; }
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private:
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void HandlePacket( cPacket* a_Packet );
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void RemovePacket( cPacket * a_Packet );
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void SendLoginResponse();
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int mProtocolVersion;
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AString mUsername;
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AString mPassword;
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PacketList mPendingParsePackets;
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PacketList mPendingNrmSendPackets;
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PacketList mPendingLowSendPackets;
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cThread* pReceiveThread;
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cThread* pSendThread;
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cSocket mSocket;
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cCriticalSection mCriticalSection;
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cCriticalSection mSendCriticalSection;
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cCriticalSection mSocketCriticalSection;
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cSemaphore mSemaphore;
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Vector3d mConfirmPosition;
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cPacket * mPacketMap[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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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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bool m_bLoggedIn;
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bool m_bPositionConfirmed;
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bool m_bSendLoginResponse;
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bool m_bKeepThreadGoing;
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}; // tolua_export
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#endif // CCLIENTHANDLE_H_INCLUDED
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