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path: root/Tools/ProtoProxy/Connection.h
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// Connection.h

// Interfaces to the cConnection class representing a single pair of connected sockets





#pragma once

#include "ByteBuffer.h"
#include "OSSupport/Timer.h"





class cServer;





class cConnection
{
	AString m_LogNameBase;  ///< Base for the log filename and all files connected to this log
	
	int m_ItemIdx;  ///< Index for the next file into which item metadata should be written (ParseSlot() function)
	
	cCriticalSection m_CSLog;
	FILE * m_LogFile;
	
	cServer & m_Server;
	SOCKET m_ClientSocket;
	SOCKET m_ServerSocket;
	
	cTimer m_Timer;
	long long m_BeginTick;  // Tick when the relative time was first retrieved (used for GetRelativeTime())
	
	enum eConnectionState
	{
		csUnencrypted,           // The connection is not encrypted. Packets must be decoded in order to be able to start decryption.
		csEncryptedUnderstood,   // The communication is encrypted and so far all packets have been understood, so they can be still decoded
		csEncryptedUnknown,      // The communication is encrypted, but an unknown packet has been received, so packets cannot be decoded anymore
		csWaitingForEncryption,  // The communication is waiting for the other line to establish encryption
	};
	
	eConnectionState m_ClientState;
	eConnectionState m_ServerState;
	
	int m_Nonce;
	
public:
	cConnection(SOCKET a_ClientSocket, cServer & a_Server);
	~cConnection();
	
	void Run(void);
	
	void Log(const char * a_Format, ...);
	void DataLog(const void * a_Data, int a_Size, const char * a_Format, ...);
	void LogFlush(void);
	
protected:
	typedef CFB_Mode<AES>::Encryption Encryptor;
	typedef CFB_Mode<AES>::Decryption Decryptor;
	
	cByteBuffer m_ClientBuffer;
	cByteBuffer m_ServerBuffer;
	
	Decryptor m_ServerDecryptor;
	Encryptor m_ServerEncryptor;

	AString m_ServerEncryptionBuffer;  // Buffer for the data to be sent to the server once encryption is established
	
	/// Set to true when PACKET_PING is received from the client; will cause special parsing for server kick
	bool m_HasClientPinged;
	
	/*
	The protocol states can be one of:
	-1: no initial handshake received yet
	1: status
	2: login
	3: game
	*/
	/// State the to-server protocol is in (as defined by the initial handshake / login), -1 if no initial handshake received yet
	int m_ServerProtocolState;
	
	/// State the to-client protocol is in (as defined by the initial handshake / login), -1 if no initial handshake received yet
	int m_ClientProtocolState;
	
	/// True if the server connection has provided encryption keys
	bool m_IsServerEncrypted;
	

	bool ConnectToServer(void);
	
	/// Relays data from server to client; returns false if connection aborted
	bool RelayFromServer(void);
	
	/// Relays data from client to server; returns false if connection aborted
	bool RelayFromClient(void);
	
	/// Returns the time relative to the first call of this function, in the fractional seconds elapsed
	double GetRelativeTime(void);
	
	/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
	bool SendData(SOCKET a_Socket, const char * a_Data, int a_Size, const char * a_Peer);
	
	/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
	bool SendData(SOCKET a_Socket, cByteBuffer & a_Data, const char * a_Peer);
	
	/// Sends data to the specfied socket, after encrypting it using a_Encryptor. If sending fails, prints a fail message using a_Peer and returns false
	bool SendEncryptedData(SOCKET a_Socket, Encryptor & a_Encryptor, const char * a_Data, int a_Size, const char * a_Peer);
	
	/// Sends data to the specfied socket, after encrypting it using a_Encryptor. If sending fails, prints a fail message using a_Peer and returns false
	bool SendEncryptedData(SOCKET a_Socket, Encryptor & a_Encryptor, cByteBuffer & a_Data, const char * a_Peer);
	
	/// Decodes packets coming from the client, sends appropriate counterparts to the server; returns false if the connection is to be dropped
	bool DecodeClientsPackets(const char * a_Data, int a_Size);

	/// Decodes packets coming from the server, sends appropriate counterparts to the client; returns false if the connection is to be dropped
	bool DecodeServersPackets(const char * a_Data, int a_Size);
	
	// Packet handling, client-side, initial:
	bool HandleClientHandshake(void);
	
	// Packet handling, client-side, status:
	bool HandleClientStatusPing(void);
	bool HandleClientStatusRequest(void);
	
	// Packet handling, client-side, login:
	bool HandleClientLoginEncryptionKeyResponse(void);
	bool HandleClientLoginStart(void);

	// Packet handling, client-side, game:
	bool HandleClientAnimation(void);
	bool HandleClientBlockDig(void);
	bool HandleClientBlockPlace(void);
	bool HandleClientChatMessage(void);
	bool HandleClientClientStatuses(void);
	bool HandleClientCreativeInventoryAction(void);
	bool HandleClientDisconnect(void);
	bool HandleClientEntityAction(void);
	bool HandleClientKeepAlive(void);
	bool HandleClientLocaleAndView(void);
	bool HandleClientPing(void);
	bool HandleClientPlayerAbilities(void);
	bool HandleClientPlayerLook(void);
	bool HandleClientPlayerOnGround(void);
	bool HandleClientPlayerPosition(void);
	bool HandleClientPlayerPositionLook(void);
	bool HandleClientPluginMessage(void);
	bool HandleClientSlotSelect(void);
	bool HandleClientTabCompletion(void);
	bool HandleClientUpdateSign(void);
	bool HandleClientUseEntity(void);
	bool HandleClientWindowClick(void);
	bool HandleClientWindowClose(void);
	
	bool HandleClientUnknownPacket(UInt32 a_PacketType, UInt32 a_PacketLen, UInt32 a_PacketReadSoFar);

	// Packet handling, server-side, login:
	bool HandleServerLoginDisconnect(void);
	bool HandleServerLoginEncryptionKeyRequest(void);
	bool HandleServerLoginSuccess(void);

	// Packet handling, server-side, game:
	bool HandleServerAttachEntity(void);
	bool HandleServerBlockAction(void);
	bool HandleServerBlockChange(void);
	bool HandleServerChangeGameState(void);
	bool HandleServerChatMessage(void);
	bool HandleServerCollectPickup(void);
	bool HandleServerCompass(void);
	bool HandleServerDestroyEntities(void);
	bool HandleServerEntity(void);
	bool HandleServerEntityEquipment(void);
	bool HandleServerEntityHeadLook(void);
	bool HandleServerEntityLook(void);
	bool HandleServerEntityMetadata(void);
	bool HandleServerEntityProperties(void);
	bool HandleServerEntityRelativeMove(void);
	bool HandleServerEntityRelativeMoveLook(void);
	bool HandleServerEntityStatus(void);
	bool HandleServerEntityTeleport(void);
	bool HandleServerEntityVelocity(void);
	bool HandleServerExplosion(void);
	bool HandleServerIncrementStatistic(void);
	bool HandleServerJoinGame(void);
	bool HandleServerKeepAlive(void);
	bool HandleServerKick(void);
	bool HandleServerLogin(void);
	bool HandleServerMapChunk(void);
	bool HandleServerMapChunkBulk(void);
	bool HandleServerMultiBlockChange(void);
	bool HandleServerNamedSoundEffect(void);
	bool HandleServerPlayerAbilities(void);
	bool HandleServerPlayerAnimation(void);
	bool HandleServerPlayerListItem(void);
	bool HandleServerPlayerPositionLook(void);
	bool HandleServerPluginMessage(void);
	bool HandleServerRespawn(void);
	bool HandleServerSetExperience(void);
	bool HandleServerSetSlot(void);
	bool HandleServerSlotSelect(void);
	bool HandleServerSoundEffect(void);
	bool HandleServerSpawnExperienceOrbs(void);
	bool HandleServerSpawnMob(void);
	bool HandleServerSpawnNamedEntity(void);
	bool HandleServerSpawnObjectVehicle(void);
	bool HandleServerSpawnPainting(void);
	bool HandleServerSpawnPickup(void);
	bool HandleServerStatistics(void);
	bool HandleServerStatusPing(void);
	bool HandleServerStatusResponse(void);
	bool HandleServerTabCompletion(void);
	bool HandleServerTimeUpdate(void);
	bool HandleServerUpdateHealth(void);
	bool HandleServerUpdateSign(void);
	bool HandleServerUpdateTileEntity(void);
	bool HandleServerUseBed(void);
	bool HandleServerWindowClose(void);
	bool HandleServerWindowContents(void);
	bool HandleServerWindowOpen(void);
	
	bool HandleServerUnknownPacket(UInt32 a_PacketType, UInt32 a_PacketLen, UInt32 a_PacketReadSoFar);

	/// Parses the slot data in a_Buffer into item description; returns true if successful, false if not enough data
	bool ParseSlot(cByteBuffer & a_Buffer, AString & a_ItemDesc);
	
	/// Parses the metadata in a_Buffer into raw metadata in an AString; returns true if successful, false if not enough data
	bool ParseMetadata(cByteBuffer & a_Buffer, AString & a_Metadata);
	
	/// Logs the contents of the metadata in the AString, using Log(). Assumes a_Metadata is valid (parsed by ParseMetadata()). The log is indented by a_IndentCount spaces
	void LogMetadata(const AString & a_Metadata, size_t a_IndentCount);
	
	/// Send EKResp to the server:
	void SendEncryptionKeyResponse(const AString & a_ServerPublicKey, const AString & a_Nonce);
	
	/// Starts client encryption based on the parameters received
	void StartClientEncryption(const AString & a_EncryptedSecret, const AString & a_EncryptedNonce);
} ;