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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-02-13 22:47:03 +0100
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2012-02-13 22:47:03 +0100
commit4f17362aeb80e5339c58a5d3b0fbaeb88d9e701c (patch)
treefebea3ecd89c0d4aa83924e430bf11366d754733 /source/cClientHandle.h
parentNew makefile with automatic *.cpp sourcefile import, automatic header file dependencies and switchable debug / release configuration. gnumake-specific :( (diff)
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Diffstat (limited to '')
-rw-r--r--source/cClientHandle.h76
1 files changed, 49 insertions, 27 deletions
diff --git a/source/cClientHandle.h b/source/cClientHandle.h
index 48a51c2df..f45cf5b7d 100644
--- a/source/cClientHandle.h
+++ b/source/cClientHandle.h
@@ -14,6 +14,7 @@
#include "packets/cPacket.h"
#include "Vector3d.h"
#include "cSocketThreads.h"
+#include "cChunk.h"
#include "packets/cPacket_KeepAlive.h"
#include "packets/cPacket_PlayerPosition.h"
@@ -46,8 +47,6 @@
-// class Game;
-class cChunk;
class cPlayer;
class cRedstone;
@@ -70,9 +69,6 @@ public:
cClientHandle(const cSocket & a_Socket);
~cClientHandle();
- static const int VIEWDISTANCE = 17; // MUST be odd number or CRASH!
- static const int GENERATEDISTANCE = 2; // Server generates this many chunks AHEAD of player sight.
-
const cSocket & GetSocket(void) const {return m_Socket; }
cSocket & GetSocket(void) {return m_Socket; }
@@ -81,21 +77,22 @@ public:
void Kick(const AString & a_Reason); //tolua_export
void Authenticate(void); // Called by cAuthenticator when the user passes authentication
- void StreamChunks();
- void StreamChunksSmart( cChunk** a_Chunks, unsigned int a_NumChunks );
- void RemoveFromAllChunks();
+ void StreamChunks(void);
+
+ // Removes the client from all chunks. Used when switching worlds or destroying the player
+ void RemoveFromAllChunks(void);
+
+ void ChunkJustSent(cChunk * a_ChunkSent); // Called by cChunk when it is loaded / generated and sent to all clients registered in it
- inline void SetLoggedIn( bool a_bLoggedIn ) { m_bLoggedIn = a_bLoggedIn; }
- inline bool IsLoggedIn() { return m_bLoggedIn; }
+ inline bool IsLoggedIn(void) const { return m_State >= csAuthenticating; }
void Tick(float a_Dt);
bool IsDestroyed() { return m_bDestroyed; }
void Destroy();
- cChunk* m_LoadedChunks[VIEWDISTANCE*VIEWDISTANCE];
-
- void Send( const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL );
+ void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL) { Send(&a_Packet, a_Priority); }
+ void Send(const cPacket * a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
static void SendThread( void *lpParam );
@@ -105,6 +102,9 @@ public:
private:
+ static const int VIEWDISTANCE = 4; // 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 = 1; // Server generates this many chunks AHEAD of player sight.
+
int m_ProtocolVersion;
AString m_Username;
AString m_Password;
@@ -114,13 +114,16 @@ private:
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)
+
cThread * m_pSendThread;
cSocket m_Socket;
cCriticalSection m_CriticalSection;
cCriticalSection m_SendCriticalSection;
- // cCriticalSection m_SocketCriticalSection;
cSemaphore m_Semaphore;
Vector3d m_ConfirmPosition;
@@ -130,34 +133,46 @@ private:
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)
- bool m_bLoggedIn;
- bool m_bPositionConfirmed;
- bool m_bSendLoginResponse;
+ 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 while !m_bLoggedIn:
- void HandlePing (void);
- void HandleHandshake (cPacket_Handshake * a_Packet);
- void HandleLogin (cPacket_Login * a_Packet);
- void HandleMoveLookLogin(cPacket_PlayerMoveLook * a_Packet); // While !m_bLoggedIn
- void HandleDefaultLogin (cPacket * a_Packet); // the default case
+ // 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 !m_bPositionConfirmed:
+ // Packets handled while in csConfirmingPos:
void HandleMoveLookConfirm(cPacket_PlayerMoveLook * a_Packet); // While !m_bPositionConfirmed
- // Packets handled while m_bPositionConfirmed (normal gameplay):
+ // Packets handled while in csPlaying:
void HandleCreativeInventory(cPacket_CreativeInventoryAction * a_Packet);
void HandlePlayerPos (cPacket_PlayerPosition * a_Packet);
void HandleBlockDig (cPacket_BlockDig * a_Packet);
@@ -179,7 +194,14 @@ private:
/// Returns true if the rate block interactions is within a reasonable limit (bot protection)
bool CheckBlockInteractionsRate(void);
- void SendLoginResponse();
+ /// 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_ChunkZ);
// cSocketThreads::cCallback overrides:
virtual void DataReceived (const char * a_Data, int a_Size) override; // Data is received from the client