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authorcedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
committercedeel@gmail.com <cedeel@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-06-14 15:06:06 +0200
commit92c59963f82f81aa3202657e7fdbb2592924ede3 (patch)
treeb7eb2474528a4998fa102e3ec9119b908cee08b4 /source/cClientHandle.h
parentAdded HOOK_WEATHER_CHANGE. (diff)
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Diffstat (limited to 'source/cClientHandle.h')
-rw-r--r--source/cClientHandle.h478
1 files changed, 239 insertions, 239 deletions
diff --git a/source/cClientHandle.h b/source/cClientHandle.h
index a2a12573a..790bcc5b2 100644
--- a/source/cClientHandle.h
+++ b/source/cClientHandle.h
@@ -1,239 +1,239 @@
-
-// 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 "ChunkDef.h"
-
-#include "packets/cPacket_KeepAlive.h"
-#include "packets/cPacket_Player.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_TimeUpdate.h"
-#include "packets/cPacket_BlockDig.h"
-#include "packets/cPacket_Handshake.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"
-
-
-
-
-
-#define MCS_PROTOCOL_VERSION 29 // Synchronize this with MCS_CLIENT_VERSION below!
-#define MCS_CLIENT_VERSION "1.2.4, 1.2.5"
-
-
-
-
-
-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 = 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();
-
- 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);
-
- 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 Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
-
- 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);
-
-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;
-
- AString 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;
-
- cCriticalSection m_CriticalSection;
-
- 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);
-
- /// Handles rclk with a dye; returns true if the dye is to be be consumed
- bool HandleDyes(cPacket_BlockPlace * 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
-
- static int s_ClientCount;
- int m_UniqueID;
-}; // tolua_export
-
-
-
-
-#endif // CCLIENTHANDLE_H_INCLUDED
-
-
-
-
+
+// 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 "ChunkDef.h"
+
+#include "packets/cPacket_KeepAlive.h"
+#include "packets/cPacket_Player.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_TimeUpdate.h"
+#include "packets/cPacket_BlockDig.h"
+#include "packets/cPacket_Handshake.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"
+
+
+
+
+
+#define MCS_PROTOCOL_VERSION 29 // Synchronize this with MCS_CLIENT_VERSION below!
+#define MCS_CLIENT_VERSION "1.2.4, 1.2.5"
+
+
+
+
+
+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 = 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();
+
+ 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);
+
+ 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 Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
+
+ 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);
+
+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;
+
+ AString 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;
+
+ cCriticalSection m_CriticalSection;
+
+ 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);
+
+ /// Handles rclk with a dye; returns true if the dye is to be be consumed
+ bool HandleDyes(cPacket_BlockPlace * 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
+
+ static int s_ClientCount;
+ int m_UniqueID;
+}; // tolua_export
+
+
+
+
+#endif // CCLIENTHANDLE_H_INCLUDED
+
+
+
+