// 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 "cChunk.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 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(); 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); // Removes the client from all chunks. Used when switching worlds or destroying the player void RemoveFromAllChunks(void); void ChunkJustSent(cChunk * a_ChunkSent); // Called by cChunk when it is loaded / generated and sent to all clients registered in it inline bool IsLoggedIn(void) const { return m_State >= csAuthenticating; } void Tick(float a_Dt); bool IsDestroyed() { return m_bDestroyed; } void Destroy(); void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL) { Send(&a_Packet, a_Priority); } 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: static const int VIEWDISTANCE = 4; // 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 = 1; // Server generates this many chunks AHEAD of player sight. 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; 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) cThread * m_pSendThread; cSocket m_Socket; cCriticalSection m_CriticalSection; cCriticalSection m_SendCriticalSection; cSemaphore m_Semaphore; Vector3d m_ConfirmPosition; cPacket * m_PacketMap[256]; 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; void HandlePacket(cPacket * a_Packet); // Packets handled in csConnected: void HandlePing (void); void HandleHandshake (cPacket_Handshake * a_Packet); void HandleLogin (cPacket_Login * a_Packet); void HandleUnexpectedPacket(cPacket * a_Packet); // the default case -> kick // Packets handled while in csConfirmingPos: void HandleMoveLookConfirm(cPacket_PlayerMoveLook * a_Packet); // While !m_bPositionConfirmed // Packets handled while in csPlaying: 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); /// 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 }; // tolua_export #endif // CCLIENTHANDLE_H_INCLUDED