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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 cExpOrb;
-class cPickup;
-class cPlayer;
-class cProtocol;
-class cRedstone;
-class cWindow;
-class cFallingBlock;
-class cItemHandler;
-class cWorld;
-
-
-
-
-
-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
-
-#if defined(ANDROID_NDK)
- static const int DEFAULT_VIEW_DISTANCE = 4; // The default ViewDistance (used when no value is set in Settings.ini)
-#else
- static const int DEFAULT_VIEW_DISTANCE = 10;
-#endif
- static const int MAX_VIEW_DISTANCE = 15;
- static const int MIN_VIEW_DISTANCE = 3;
-
- /// How many ticks should be checked for a running average of explosions, for limiting purposes
- static const int NUM_CHECK_EXPLOSIONS_TICKS = 20;
-
- cClientHandle(const cSocket * a_Socket, int a_ViewDistance);
- virtual ~cClientHandle();
-
- const AString & GetIPString(void) const { return m_IPString; }
-
- 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);
-
- void Destroy(void);
-
- bool IsPlaying (void) const { return (m_State == csPlaying); }
- bool IsDestroyed (void) const { return (m_State == csDestroyed); }
- bool IsDestroying(void) const { return (m_State == csDestroying); }
-
- // The following functions send the various packets:
- // (Please keep these alpha-sorted)
- void SendAttachEntity (const cEntity & a_Entity, const cEntity * a_Vehicle);
- void SendBlockAction (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
- void SendBlockBreakAnim (int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage);
- void SendBlockChange (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); // tolua_export
- 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 SendEditSign (int a_BlockX, int a_BlockY, int a_BlockZ);
- void SendEntityEquipment (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
- void SendEntityHeadLook (const cEntity & a_Entity);
- void SendEntityLook (const cEntity & a_Entity);
- void SendEntityMetadata (const cEntity & a_Entity);
- void SendEntityProperties (const cEntity & a_Entity);
- void SendEntityRelMove (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
- void SendEntityRelMoveLook (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
- void SendEntityStatus (const cEntity & a_Entity, char a_Status);
- void SendEntityVelocity (const cEntity & a_Entity);
- void SendExplosion (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion);
- void SendGameMode (eGameMode a_GameMode);
- void SendHealth (void);
- void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item);
- 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 SendPlayerMaxSpeed (void); ///< Informs the client of the maximum player speed (1.6.1+)
- void SendPlayerMoveLook (void);
- void SendPlayerPosition (void);
- void SendPlayerSpawn (const cPlayer & a_Player);
- void SendRespawn (void);
- void SendExperience (void);
- void SendExperienceOrb (const cExpOrb & a_ExpOrb);
- 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 SendSoundParticleEffect (int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data);
- void SendSpawnFallingBlock (const cFallingBlock & a_FallingBlock);
- void SendSpawnMob (const cMonster & a_Mob);
- void SendSpawnObject (const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch);
- void SendSpawnVehicle (const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType = 0);
- void SendTabCompletionResults(const AStringVector & a_Results);
- void SendTeleportEntity (const cEntity & a_Entity);
- void SendThunderbolt (int a_BlockX, int a_BlockY, int a_BlockZ);
- void SendTimeUpdate (Int64 a_WorldAge, Int64 a_TimeOfDay);
- 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 SendUseBed (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
- void SendWeather (eWeather a_Weather);
- void SendWholeInventory (const cWindow & a_Window);
- void SendWindowClose (const cWindow & a_Window);
- void SendWindowOpen (const cWindow & a_Window);
- void SendWindowProperty (const cWindow & a_Window, int a_Property, int a_Value);
-
- const AString & GetUsername(void) const; // tolua_export
- void SetUsername( const AString & a_Username ); // tolua_export
-
- inline short GetPing(void) const { return m_Ping; } // tolua_export
-
- void SetViewDistance(int a_ViewDistance); // tolua_export
- int GetViewDistance(void) const { 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 HandleAnimation (char a_Animation);
- void HandleChat (const AString & a_Message);
- void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
- void HandleDisconnect (const AString & a_Reason);
- void HandleEntityAction (int a_EntityID, char a_ActionID);
- bool HandleHandshake (const AString & a_Username);
- void HandleKeepAlive (int a_KeepAliveID);
- void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
- void HandlePing (void);
- 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 HandlePlayerPos (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
- void HandleRespawn (void);
- void HandleRightClick (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem);
- void HandleSlotSelected (short a_SlotNum);
- void HandleSteerVehicle (float Forward, float Sideways);
- void HandleTabCompletion (const AString & a_Text);
- 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 HandleUnmount (void);
- void HandleUseEntity (int a_TargetEntityID, bool a_IsLeftClick);
- void HandleWindowClick (char a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem);
- void HandleWindowClose (char a_WindowID);
-
- /** 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);
-
- /// Called when the player moves into a different world; queues sreaming the new chunks
- void MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket);
-
- /// Handles the block placing packet when it is a real block placement (not block-using, item-using or eating)
- void HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler);
-
-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
-
- AString m_IPString;
-
- 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)
-
- cProtocol * m_Protocol;
-
- cCriticalSection m_CSIncomingData;
- AString m_IncomingData;
-
- cCriticalSection m_CSOutgoingData;
- cByteBuffer m_OutgoingData;
- AString m_OutgoingDataOverflow; ///< For data that didn't fit into the m_OutgoingData ringbuffer temporarily
-
- Vector3d m_ConfirmPosition;
-
- cPlayer * m_Player;
-
- bool m_HasSentDC; ///< True if a D/C packet has been sent in either direction
-
- // Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
- int m_LastStreamedChunkX;
- int m_LastStreamedChunkZ;
-
- /// Seconds since the last packet data was received (updated in Tick(), reset in DataReceived())
- float m_TimeSinceLastPacket;
-
- 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)
-
- // Values required for block dig animation
- int m_BlockDigAnimStage; // Current stage of the animation; -1 if not digging
- int m_BlockDigAnimSpeed; // Current speed of the animation (units ???)
- int m_BlockDigAnimX;
- int m_BlockDigAnimY;
- int m_BlockDigAnimZ;
-
- // To avoid dig/aim bug in the client, store the last position given in a DIG_START packet and compare to that when processing the DIG_FINISH packet:
- bool m_HasStartedDigging;
- int m_LastDigBlockX;
- int m_LastDigBlockY;
- int m_LastDigBlockZ;
-
- /// Used while csDestroyedWaiting for counting the ticks until the connection is closed
- int m_TicksSinceDestruction;
-
- enum eState
- {
- csConnected, ///< The client has just connected, waiting for their handshake / login
- csAuthenticating, ///< The client has logged in, waiting for external authentication
- csAuthenticated, ///< The client has been authenticated, will start streaming chunks in the next tick
- 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
- csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
- csDestroyedWaiting, ///< The client has been destroyed, but is still kept so that the Kick packet is delivered (#31)
- csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
-
- // TODO: Add Kicking here as well
- } ;
-
- eState m_State;
-
- /// m_State needs to be locked in the Destroy() function so that the destruction code doesn't run twice on two different threads
- cCriticalSection m_CSDestroyingState;
-
- bool m_bKeepThreadGoing;
-
- /// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded()
- bool m_ShouldCheckDownloaded;
-
- /// Stores the recent history of the number of explosions per tick
- int m_NumExplosionsPerTick[NUM_CHECK_EXPLOSIONS_TICKS];
-
- /// Points to the current tick in the m_NumExplosionsPerTick[] array
- int m_CurrentExplosionTick;
-
- /// Running sum of m_NumExplosionsPerTick[]
- int m_RunningSumExplosions;
-
- static int s_ClientCount;
- int m_UniqueID;
-
- /// Set to true when the chunk where the player is is sent to the client. Used for spawning the player
- bool m_HasSentPlayerChunk;
-
-
-
- /// Returns true if the rate block interactions is within a reasonable limit (bot protection)
- bool CheckBlockInteractionsRate(void);
-
- /// Adds a single chunk to be streamed to the client; used by StreamChunks()
- void StreamChunk(int a_ChunkX, int a_ChunkZ);
-
- /// Handles the DIG_STARTED dig packet:
- void HandleBlockDigStarted (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
-
- /// Handles the DIG_FINISHED dig packet:
- void HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
-
- // 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
-}; // tolua_export
-
-
-
-
-#endif // CCLIENTHANDLE_H_INCLUDED
-
-
-
-