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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-24 00:09:57 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-09-24 00:09:57 +0200
commitecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 (patch)
tree898e37fe747f0fdcefeb88f833557fd45db3347c /source/cClientHandle.h
parentSource files cleanup: ChunkDataSerializer is Protocol-related (diff)
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Diffstat (limited to 'source/cClientHandle.h')
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diff --git a/source/cClientHandle.h b/source/cClientHandle.h
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-
-// 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 "Defines.h"
-#include "Vector3d.h"
-#include "OSSupport/SocketThreads.h"
-#include "ChunkDef.h"
-#include "ByteBuffer.h"
-
-
-
-
-
-class cChunkDataSerializer;
-class cInventory;
-class cMonster;
-class cPawn;
-class cPickup;
-class cPlayer;
-class cProtocol;
-class cRedstone;
-class cWindow;
-
-
-
-
-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();
-
- cSocket & GetSocket (void) { return m_Socket; }
- const AString & GetIPString(void) const { return m_Socket.GetIPString(); }
-
- 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 SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
- void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
- void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);
- void SendChat (const AString & a_Message);
- void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer);
- void SendCollectPickup (const cPickup & a_Pickup, const cPlayer & a_Player);
- void SendDestroyEntity (const cEntity & a_Entity);
- void SendDisconnect (const AString & a_Reason);
- void SendEntHeadLook (const cEntity & a_Entity);
- void SendEntLook (const cEntity & a_Entity);
- void SendEntRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
- void SendEntRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
- void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
- void SendEntityStatus (const cEntity & a_Entity, char a_Status);
- void SendGameMode (eGameMode a_GameMode);
- void SendHealth (void);
- void SendInventoryProgress(char a_WindowID, short a_Progressbar, short a_Value);
- void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item);
- void SendMetadata (const cPawn & a_Entity);
- void SendPickupSpawn (const cPickup & a_Pickup);
- void SendPlayerAnimation (const cPlayer & a_Player, char a_Animation);
- void SendPlayerListItem (const cPlayer & a_Player, bool a_IsOnline);
- void SendPlayerMoveLook (void);
- void SendPlayerPosition (void);
- void SendPlayerSpawn (const cPlayer & a_Player);
- void SendRespawn (void);
- void SendSoundEffect (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch); // a_Src coords are Block * 8
- void SendSpawnMob (const cMonster & a_Mob);
- void SendTeleportEntity (const cEntity & a_Entity);
- void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ);
- void SendTimeUpdate (Int64 a_WorldTime);
- void SendUnloadChunk (int a_ChunkX, int a_ChunkZ);
- void SendUpdateSign (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 SendWeather (eWeather a_Weather);
- void SendWholeInventory (const cInventory & a_Inventory);
- void SendWholeInventory (const cWindow & a_Window);
- void SendWindowClose (char a_WindowID);
- void SendWindowOpen (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
-
- 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);
-
- // 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:
- void HandlePing (void);
- 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);
- bool HandleHandshake (const AString & a_Username);
-
- /** Called when the protocol has finished logging the user in.
- Return true to allow the user in; false to kick them.
- */
- bool HandleLogin(int a_ProtocolVersion, const AString & a_Username);
-
- 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 )
-
- 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;
-
- 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;
- cProtocol * m_Protocol;
-
- cCriticalSection m_CSOutgoingData;
- cByteBuffer m_OutgoingData;
- AString m_OutgoingDataOverflow; //< For data that didn't fit into the m_OutgoingData ringbuffer temporarily
-
- cCriticalSection m_CriticalSection;
-
- Vector3d m_ConfirmPosition;
-
- 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;
-
- /// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded()
- bool m_ShouldCheckDownloaded;
-
- /// 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
-
-
-
-