summaryrefslogtreecommitdiffstats
path: root/source/ClientHandle.h
diff options
context:
space:
mode:
authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-24 00:09:57 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-24 00:09:57 +0200
commitecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 (patch)
tree898e37fe747f0fdcefeb88f833557fd45db3347c /source/ClientHandle.h
parentSource files cleanup: ChunkDataSerializer is Protocol-related (diff)
downloadcuberite-ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26.tar
cuberite-ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26.tar.gz
cuberite-ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26.tar.bz2
cuberite-ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26.tar.lz
cuberite-ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26.tar.xz
cuberite-ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26.tar.zst
cuberite-ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26.zip
Diffstat (limited to 'source/ClientHandle.h')
-rw-r--r--source/ClientHandle.h254
1 files changed, 254 insertions, 0 deletions
diff --git a/source/ClientHandle.h b/source/ClientHandle.h
new file mode 100644
index 000000000..83d0fd9c0
--- /dev/null
+++ b/source/ClientHandle.h
@@ -0,0 +1,254 @@
+
+// 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 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
+
+ static const int DEFAULT_VIEW_DISTANCE = 9; // The default ViewDistance (used when no value is set in Settings.ini)
+ static const int MAX_VIEW_DISTANCE = 10;
+ static const int MIN_VIEW_DISTANCE = 4;
+
+ cClientHandle(const cSocket & a_Socket, int a_ViewDistance);
+ ~cClientHandle();
+
+ cSocket & GetSocket (void) { return m_Socket; }
+ const AString & GetIPString(void) const { return m_Socket.GetIPString(); }
+
+ 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);
+
+ bool IsDestroyed() { return m_bDestroyed; }
+ void Destroy();
+
+ bool IsPlaying(void) const {return (m_State == csPlaying); }
+
+ void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
+ void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
+ 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 SendEntHeadLook (const cEntity & a_Entity);
+ void SendEntLook (const cEntity & a_Entity);
+ void SendEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
+ void SendEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
+ void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
+ void SendEntityStatus (const cEntity & a_Entity, char a_Status);
+ void SendGameMode (eGameMode a_GameMode);
+ void SendHealth (void);
+ void SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value);
+ void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item);
+ void SendMetadata (const cPawn & a_Entity);
+ 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 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 SendSpawnMob (const cMonster & a_Mob);
+ void SendTeleportEntity (const cEntity & a_Entity);
+ void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ);
+ void SendTimeUpdate (Int64 a_WorldTime);
+ 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 SendWeather (eWeather a_Weather);
+ void SendWholeInventory (const cInventory & a_Inventory);
+ void SendWholeInventory (const cWindow & a_Window);
+ void SendWindowClose (char a_WindowID);
+ void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
+
+ const AString & GetUsername(void) const; //tolua_export
+
+ inline short GetPing() const { return m_Ping; } //tolua_export
+
+ void SetViewDistance(int a_ViewDistance); //tolua_export
+ int GetViewDistance() { 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 HandlePing (void);
+ void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
+ void HandlePlayerPos (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
+ void HandleBlockDig (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
+ void HandleBlockPlace (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, const cItem & a_HeldItem);
+ void HandleChat (const AString & a_Message);
+ 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 HandleAnimation (char a_Animation);
+ void HandleSlotSelected (short a_SlotNum);
+ void HandleWindowClose (char a_WindowID);
+ void HandleWindowClick (char a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_HeldItem);
+ 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 HandleUseEntity (int a_TargetEntityID, bool a_IsLeftClick);
+ void HandleRespawn (void);
+ void HandleDisconnect (const AString & a_Reason);
+ void HandleKeepAlive (int a_KeepAliveID);
+ bool HandleHandshake (const AString & a_Username);
+
+ /** 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);
+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
+
+ 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)
+
+ cSocket m_Socket;
+ cProtocol * m_Protocol;
+
+ cCriticalSection m_CSOutgoingData;
+ cByteBuffer m_OutgoingData;
+ AString m_OutgoingDataOverflow; //< For data that didn't fit into the m_OutgoingData ringbuffer temporarily
+
+ cCriticalSection m_CriticalSection;
+
+ Vector3d m_ConfirmPosition;
+
+ bool m_bDestroyed;
+ cPlayer * m_Player;
+ bool m_bKicking;
+
+ // Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
+ int m_LastStreamedChunkX;
+ int m_LastStreamedChunkZ;
+
+ float m_TimeLastPacket;
+
+ 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)
+
+ enum eState
+ {
+ csConnected, // The client has just connected, waiting for their handshake / login
+ csAuthenticating, // The client has logged in, waiting for external authentication
+ 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
+
+ // TODO: Add Kicking and Destroyed here as well
+ } ;
+
+ eState m_State;
+
+ bool m_bKeepThreadGoing;
+
+ /// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded()
+ bool m_ShouldCheckDownloaded;
+
+ /// Returns true if the rate block interactions is within a reasonable limit (bot protection)
+ bool CheckBlockInteractionsRate(void);
+
+ /// Checks whether all loaded chunks have been sent to the client; if so, sends the position to confirm
+ void CheckIfWorldDownloaded(void);
+
+ /// Sends the PlayerMoveLook packet that the client needs to reply to for the game to start
+ void SendConfirmPosition(void);
+
+ /// Adds a single chunk to be streamed to the client; used by StreamChunks()
+ void StreamChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ);
+
+ // 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
+
+ static int s_ClientCount;
+ int m_UniqueID;
+}; // tolua_export
+
+
+
+
+#endif // CCLIENTHANDLE_H_INCLUDED
+
+
+
+