// 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 "packets/cPacket.h" #include "Vector3d.h" #include "cSocketThreads.h" #include "packets/cPacket_KeepAlive.h" #include "packets/cPacket_PlayerPosition.h" #include "packets/cPacket_Respawn.h" #include "packets/cPacket_RelativeEntityMoveLook.h" #include "packets/cPacket_Chat.h" #include "packets/cPacket_Login.h" #include "packets/cPacket_WindowClick.h" #include "packets/cPacket_PlayerMoveLook.h" #include "packets/cPacket_TimeUpdate.h" #include "packets/cPacket_BlockDig.h" #include "packets/cPacket_Handshake.h" #include "packets/cPacket_PlayerLook.h" #include "packets/cPacket_ArmAnim.h" #include "packets/cPacket_BlockPlace.h" #include "packets/cPacket_Flying.h" #include "packets/cPacket_Disconnect.h" #include "packets/cPacket_PickupSpawn.h" #include "packets/cPacket_ItemSwitch.h" #include "packets/cPacket_EntityEquipment.h" #include "packets/cPacket_CreativeInventoryAction.h" #include "packets/cPacket_NewInvalidState.h" #include "packets/cPacket_UseEntity.h" #include "packets/cPacket_WindowClose.h" #include "packets/cPacket_UpdateSign.h" #include "packets/cPacket_Ping.h" #include "packets/cPacket_PlayerListItem.h" // class Game; class cChunk; class cPlayer; class cRedstone; class cClientHandle : // tolua_export public cSocketThreads::cCallback { // tolua_export public: enum ENUM_PRIORITY { E_PRIORITY_LOW, E_PRIORITY_NORMAL }; static const int MAXBLOCKCHANGEINTERACTIONS = 10; // 5 didn't help, 10 seems to have done the trick cClientHandle(const cSocket & a_Socket); ~cClientHandle(); static const int VIEWDISTANCE = 17; // MUST be odd number or CRASH! static const int GENERATEDISTANCE = 2; // Server generates this many chunks AHEAD of player sight. const cSocket & GetSocket(void) const {return m_Socket; } cSocket & GetSocket(void) {return m_Socket; } 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 StreamChunksSmart( cChunk** a_Chunks, unsigned int a_NumChunks ); void RemoveFromAllChunks(); inline void SetLoggedIn( bool a_bLoggedIn ) { m_bLoggedIn = a_bLoggedIn; } inline bool IsLoggedIn() { return m_bLoggedIn; } void Tick(float a_Dt); bool IsDestroyed() { return m_bDestroyed; } void Destroy(); cChunk* m_LoadedChunks[VIEWDISTANCE*VIEWDISTANCE]; void Send( const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL ); static void SendThread( void *lpParam ); const AString & GetUsername(void) const; inline short GetPing() { return m_Ping; } private: int m_ProtocolVersion; AString m_Username; AString m_Password; AString m_ReceivedData; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only! PacketList m_PendingNrmSendPackets; PacketList m_PendingLowSendPackets; cThread * m_pSendThread; cSocket m_Socket; cCriticalSection m_CriticalSection; cCriticalSection m_SendCriticalSection; // cCriticalSection m_SocketCriticalSection; cSemaphore m_Semaphore; Vector3d m_ConfirmPosition; cPacket * m_PacketMap[256]; bool m_bDestroyed; cPlayer * m_Player; bool m_bKicking; 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) bool m_bLoggedIn; bool m_bPositionConfirmed; bool m_bSendLoginResponse; bool m_bKeepThreadGoing; void HandlePacket(cPacket * a_Packet); // Packets handled while !m_bLoggedIn: void HandlePing (void); void HandleHandshake (cPacket_Handshake * a_Packet); void HandleLogin (cPacket_Login * a_Packet); void HandleMoveLookLogin(cPacket_PlayerMoveLook * a_Packet); // While !m_bLoggedIn void HandleDefaultLogin (cPacket * a_Packet); // the default case // Packets handled while !m_bPositionConfirmed: void HandleMoveLookConfirm(cPacket_PlayerMoveLook * a_Packet); // While !m_bPositionConfirmed // Packets handled while m_bPositionConfirmed (normal gameplay): void HandleCreativeInventory(cPacket_CreativeInventoryAction * a_Packet); void HandlePlayerPos (cPacket_PlayerPosition * a_Packet); void HandleBlockDig (cPacket_BlockDig * a_Packet); void HandleBlockPlace (cPacket_BlockPlace * a_Packet); void HandlePickupSpawn (cPacket_PickupSpawn * a_Packet); void HandleChat (cPacket_Chat * a_Packet); void HandlePlayerLook (cPacket_PlayerLook * a_Packet); void HandlePlayerMoveLook (cPacket_PlayerMoveLook * a_Packet); // While m_bPositionConfirmed (normal gameplay) void HandleAnimation (cPacket_ArmAnim * a_Packet); void HandleItemSwitch (cPacket_ItemSwitch * a_Packet); void HandleWindowClose (cPacket_WindowClose * a_Packet); void HandleWindowClick (cPacket_WindowClick * a_Packet); void HandleUpdateSign (cPacket_UpdateSign * a_Packet); void HandleUseEntity (cPacket_UseEntity * a_Packet); void HandleRespawn (void); void HandleDisconnect (cPacket_Disconnect * a_Packet); void HandleKeepAlive (cPacket_KeepAlive * a_Packet); /// Returns true if the rate block interactions is within a reasonable limit (bot protection) bool CheckBlockInteractionsRate(void); void SendLoginResponse(); // 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 }; // tolua_export #endif // CCLIENTHANDLE_H_INCLUDED