From 92c59963f82f81aa3202657e7fdbb2592924ede3 Mon Sep 17 00:00:00 2001 From: "cedeel@gmail.com" Date: Thu, 14 Jun 2012 13:06:06 +0000 Subject: Attempt to bring sanity to newlines across systems. git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cClientHandle.h | 478 ++++++++++++++++++++++++------------------------- 1 file changed, 239 insertions(+), 239 deletions(-) (limited to 'source/cClientHandle.h') 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 + + + + -- cgit v1.2.3