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// cServer.h
// Interfaces to the cServer object representing the network server
#pragma once
#include "OSSupport/SocketThreads.h"
#include "OSSupport/ListenThread.h"
#include "RCONServer.h"
#ifdef _MSC_VER
#pragma warning(push)
#pragma warning(disable:4127)
#pragma warning(disable:4244)
#pragma warning(disable:4231)
#pragma warning(disable:4189)
#pragma warning(disable:4702)
#endif
#include "PolarSSL++/RsaPrivateKey.h"
#ifdef _MSC_VER
#pragma warning(pop)
#endif
// fwd:
class cPlayer;
class cClientHandle;
class cIniFile;
class cCommandOutputCallback;
typedef std::list<cClientHandle *> cClientHandleList;
class cServer // tolua_export
: public cListenThread::cCallback
{ // tolua_export
public: // tolua_export
virtual ~cServer() {}
bool InitServer(cIniFile & a_SettingsIni);
// tolua_begin
const AString & GetDescription(void) const {return m_Description; }
// Player counts:
int GetMaxPlayers(void) const {return m_MaxPlayers; }
int GetNumPlayers(void) const;
void SetMaxPlayers(int a_MaxPlayers) { m_MaxPlayers = a_MaxPlayers; }
// Hardcore mode or not:
bool IsHardcore(void) const {return m_bIsHardcore; }
// tolua_end
bool Start(void);
bool Command(cClientHandle & a_Client, AString & a_Cmd);
/** Executes the console command, sends output through the specified callback */
void ExecuteConsoleCommand(const AString & a_Cmd, cCommandOutputCallback & a_Output);
/** Lists all available console commands and their helpstrings */
void PrintHelp(const AStringVector & a_Split, cCommandOutputCallback & a_Output);
/** Binds the built-in console commands with the plugin manager */
static void BindBuiltInConsoleCommands(void);
void Shutdown(void);
void KickUser(int a_ClientID, const AString & a_Reason);
void AuthenticateUser(int a_ClientID, const AString & a_Name, const AString & a_UUID, const AString & a_Properties); // Called by cAuthenticator to auth the specified user
const AString & GetServerID(void) const { return m_ServerID; } // tolua_export
/** Called by cClientHandle's destructor; stop m_SocketThreads from calling back into a_Client */
void ClientDestroying(const cClientHandle * a_Client);
/** Notifies m_SocketThreads that client has something to be written */
void NotifyClientWrite(const cClientHandle * a_Client);
void WriteToClient(const cClientHandle * a_Client, const AString & a_Data); // Queues outgoing data for the client through m_SocketThreads
void RemoveClient(const cClientHandle * a_Client); // Removes the clienthandle from m_SocketThreads
/** Don't tick a_Client anymore, it will be ticked from its cPlayer instead */
void ClientMovedToWorld(const cClientHandle * a_Client);
/** Notifies the server that a player was created; the server uses this to adjust the number of players */
void PlayerCreated(const cPlayer * a_Player);
/** Notifies the server that a player is being destroyed; the server uses this to adjust the number of players */
void PlayerDestroying(const cPlayer * a_Player);
/** Returns base64 encoded favicon data (obtained from favicon.png) */
const AString & GetFaviconData(void) const { return m_FaviconData; }
cRsaPrivateKey & GetPrivateKey(void) { return m_PrivateKey; }
const AString & GetPublicKeyDER(void) const { return m_PublicKeyDER; }
/** Returns true if authentication has been turned on in server settings. */
bool ShouldAuthenticate(void) const { return m_ShouldAuthenticate; }
/** Returns true if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found.
Loaded from the settings.ini [PlayerData].LoadOfflinePlayerData setting. */
bool ShouldLoadOfflinePlayerData(void) const { return m_ShouldLoadOfflinePlayerData; }
/** Returns true if old-style playernames should be used to load data for players whose regular datafiles cannot be found.
This allows a seamless transition from name-based to UUID-based player storage.
Loaded from the settings.ini [PlayerData].LoadNamedPlayerData setting. */
bool ShouldLoadNamedPlayerData(void) const { return m_ShouldLoadNamedPlayerData; }
private:
friend class cRoot; // so cRoot can create and destroy cServer
/** When NotifyClientWrite() is called, it is queued for this thread to process (to avoid deadlocks between cSocketThreads, cClientHandle and cChunkMap) */
class cNotifyWriteThread :
public cIsThread
{
typedef cIsThread super;
cEvent m_Event; // Set when m_Clients gets appended
cServer * m_Server;
cCriticalSection m_CS;
cClientHandleList m_Clients;
virtual void Execute(void);
public:
cNotifyWriteThread(void);
~cNotifyWriteThread();
bool Start(cServer * a_Server);
void NotifyClientWrite(const cClientHandle * a_Client);
} ;
/** The server tick thread takes care of the players who aren't yet spawned in a world */
class cTickThread :
public cIsThread
{
typedef cIsThread super;
public:
cTickThread(cServer & a_Server);
protected:
cServer & m_Server;
// cIsThread overrides:
virtual void Execute(void) override;
} ;
cNotifyWriteThread m_NotifyWriteThread;
cListenThread m_ListenThreadIPv4;
cListenThread m_ListenThreadIPv6;
cCriticalSection m_CSClients; ///< Locks client lists
cClientHandleList m_Clients; ///< Clients that are connected to the server and not yet assigned to a cWorld
cClientHandleList m_ClientsToRemove; ///< Clients that have just been moved into a world and are to be removed from m_Clients in the next Tick()
mutable cCriticalSection m_CSPlayerCount; ///< Locks the m_PlayerCount
int m_PlayerCount; ///< Number of players currently playing in the server
cCriticalSection m_CSPlayerCountDiff; ///< Locks the m_PlayerCountDiff
int m_PlayerCountDiff; ///< Adjustment to m_PlayerCount to be applied in the Tick thread
cSocketThreads m_SocketThreads;
int m_ClientViewDistance; // The default view distance for clients; settable in Settings.ini
bool m_bIsConnected; // true - connected false - not connected
bool m_bRestarting;
/** The private key used for the assymetric encryption start in the protocols */
cRsaPrivateKey m_PrivateKey;
/** Public key for m_PrivateKey, ASN1-DER-encoded */
AString m_PublicKeyDER;
cRCONServer m_RCONServer;
AString m_Description;
AString m_FaviconData;
int m_MaxPlayers;
bool m_bIsHardcore;
cTickThread m_TickThread;
cEvent m_RestartEvent;
/** The server ID used for client authentication */
AString m_ServerID;
/** If true, players will be online-authenticated agains Mojang servers.
This setting is the same as the "online-mode" setting in Vanilla. */
bool m_ShouldAuthenticate;
/** True if offline UUIDs should be used to load data for players whose normal UUIDs cannot be found.
This allows transitions from an offline (no-auth) server to an online one.
Loaded from the settings.ini [PlayerData].LoadOfflinePlayerData setting. */
bool m_ShouldLoadOfflinePlayerData;
/** True if old-style playernames should be used to load data for players whose regular datafiles cannot be found.
This allows a seamless transition from name-based to UUID-based player storage.
Loaded from the settings.ini [PlayerData].LoadNamedPlayerData setting. */
bool m_ShouldLoadNamedPlayerData;
cServer(void);
/** Loads, or generates, if missing, RSA keys for protocol encryption */
void PrepareKeys(void);
bool Tick(float a_Dt);
/** Ticks the clients in m_Clients, manages the list in respect to removing clients */
void TickClients(float a_Dt);
// cListenThread::cCallback overrides:
virtual void OnConnectionAccepted(cSocket & a_Socket) override;
}; // tolua_export
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