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-rw-r--r--source/cClientHandle.h104
1 files changed, 51 insertions, 53 deletions
diff --git a/source/cClientHandle.h b/source/cClientHandle.h
index 1c7cfa75f..c2e5fa83c 100644
--- a/source/cClientHandle.h
+++ b/source/cClientHandle.h
@@ -12,7 +12,6 @@
#define CCLIENTHANDLE_H_INCLUDED
#include "Defines.h"
-#include "packets/cPacket.h"
#include "Vector3d.h"
#include "cSocketThreads.h"
#include "ChunkDef.h"
@@ -29,15 +28,15 @@
-class cPlayer;
-class cRedstone;
+class cChunkDataSerializer;
class cInventory;
-class cWindow;
+class cMonster;
class cPawn;
class cPickup;
-class cMonster;
-class cChunkDataSerializer;
-
+class cPlayer;
+class cProtocol;
+class cRedstone;
+class cWindow;
@@ -83,8 +82,6 @@ public:
bool IsPlaying(void) const {return (m_State == csPlaying); }
- void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
-
void SendDisconnect(const AString & a_Reason);
void SendHandshake (const AString & a_ServerName);
void SendInventorySlot(int a_WindowID, short a_SlotNum, const cItem & a_Item);
@@ -96,7 +93,7 @@ public:
void SendWholeInventory(const cInventory & a_Inventory);
void SendWholeInventory(const cWindow & a_Window);
void SendTeleportEntity(const cEntity & a_Entity);
- void SendPlayerListItem(const cPlayer & a_Player);
+ void SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline);
void SendPlayerPosition(void);
void SendRelEntMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
void SendRelEntMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
@@ -105,7 +102,7 @@ public:
void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2);
void SendHealth (void);
void SendRespawn(void);
- void SendGameMode(char a_GameMode);
+ void SendGameMode(eGameMode a_GameMode);
void SendDestroyEntity(const cEntity & a_Entity);
void SendPlayerMoveLook(void);
void SendEntityStatus(const cEntity & a_Entity, char a_Status);
@@ -138,7 +135,45 @@ public:
/// 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:
+ // Packets handled in csConnected:
+ void HandlePing (void);
+ void HandleHandshake (const AString & a_Username);
+ void HandleLogin (int a_ProtocolVersion, const AString & a_Username);
+ void HandleUnexpectedPacket(int a_PacketType); // the default case -> kick
+
+ // Packets handled while in csConfirmingPos:
+ void HandleMoveLookConfirm(double a_PosX, double a_PosY, double a_PosZ); // While !m_bPositionConfirmed
+
+ // Packets handled while in csPlaying:
+ 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);
+
+ 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 )
@@ -148,25 +183,21 @@ private:
int m_ProtocolVersion;
AString m_Username;
AString m_Password;
-
- cByteBuffer m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
-
- cCriticalSection m_CSPackets;
- PacketList m_PendingNrmSendPackets;
- PacketList m_PendingLowSendPackets;
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;
+ cSocket m_Socket;
+ cProtocol * m_Protocol;
+
+ cCriticalSection m_CSOutgoingData;
+ cByteBuffer m_OutgoingData;
cCriticalSection m_CriticalSection;
Vector3d m_ConfirmPosition;
- cPacket * m_PacketMap[256];
-
bool m_bDestroyed;
cPlayer * m_Player;
bool m_bKicking;
@@ -198,39 +229,6 @@ private:
bool m_bKeepThreadGoing;
- void HandlePacket(cPacket * a_Packet);
-
- // Packets handled in csConnected:
- void HandlePing (void);
- void HandleHandshake (const AString & a_Username);
- void HandleLogin (int a_ProtocolVersion, const AString & a_Username);
- void HandleUnexpectedPacket(int a_PacketType); // the default case -> kick
-
- // Packets handled while in csConfirmingPos:
- void HandleMoveLookConfirm(double a_PosX, double a_PosY, double a_PosZ); // While !m_bPositionConfirmed
-
- // Packets handled while in csPlaying:
- 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);
-
/*
/// Handles rclk with a dye; returns true if the dye is to be be consumed
bool HandleDyes(cPacket_BlockPlace * a_Packet);