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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2012-09-24 00:09:57 +0200 |
commit | ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 (patch) | |
tree | 898e37fe747f0fdcefeb88f833557fd45db3347c /source/cClientHandle.h | |
parent | Source files cleanup: ChunkDataSerializer is Protocol-related (diff) | |
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Diffstat (limited to 'source/cClientHandle.h')
-rw-r--r-- | source/cClientHandle.h | 254 |
1 files changed, 0 insertions, 254 deletions
diff --git a/source/cClientHandle.h b/source/cClientHandle.h deleted file mode 100644 index 83d0fd9c0..000000000 --- a/source/cClientHandle.h +++ /dev/null @@ -1,254 +0,0 @@ - -// 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 - - - - |