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// Connection.h
// Interfaces to the cConnection class representing a single pair of connected sockets
#pragma once
#include <time.h>
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#include "ByteBuffer.h"
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class cServer ;
class cConnection
{
cCriticalSection m_CSLog ;
FILE * m_LogFile ;
cServer & m_Server ;
SOCKET m_ClientSocket ;
SOCKET m_ServerSocket ;
clock_t m_BeginTick ; // Tick when the relative time was first retrieved (used for GetRelativeTime())
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enum eConnectionState
{
csUnencrypted , // The connection is not encrypted. Packets must be decoded in order to be able to start decryption.
csEncryptedUnderstood , // The communication is encrypted and so far all packets have been understood, so they can be still decoded
csEncryptedUnknown , // The communication is encrypted, but an unknown packet has been received, so packets cannot be decoded anymore
};
eConnectionState m_ClientState ;
eConnectionState m_ServerState ;
int m_Nonce ;
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public :
cConnection ( SOCKET a_ClientSocket , cServer & a_Server );
~ cConnection ();
void Run ( void );
void Log ( const char * a_Format , ...);
void DataLog ( const void * a_Data , int a_Size , const char * a_Format , ...);
protected :
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typedef CFB_Mode < AES >:: Encryption Encryptor ;
typedef CFB_Mode < AES >:: Decryption Decryptor ;
cByteBuffer m_ClientBuffer ;
cByteBuffer m_ServerBuffer ;
Decryptor m_ServerDecryptor ;
Encryptor m_ServerEncryptor ;
Decryptor m_ClientDecryptor ;
Encryptor m_ClientEncryptor ;
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bool ConnectToServer ( void );
/// Relays data from server to client; returns false if connection aborted
bool RelayFromServer ( void );
/// Relays data from client to server; returns false if connection aborted
bool RelayFromClient ( void );
/// Returns the time relative to the first call of this function, in the fractional seconds elapsed
double GetRelativeTime ( void );
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/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
bool SendData ( SOCKET a_Socket , const char * a_Data , int a_Size , const char * a_Peer );
/// Sends data to the specified socket. If sending fails, prints a fail message using a_Peer and returns false.
bool SendData ( SOCKET a_Socket , cByteBuffer & a_Data , const char * a_Peer );
/// Sends data to the specfied socket, after encrypting it using a_Encryptor. If sending fails, prints a fail message using a_Peer and returns false
bool SendEncryptedData ( SOCKET a_Socket , Encryptor & a_Encryptor , const char * a_Data , int a_Size , const char * a_Peer );
/// Sends data to the specfied socket, after encrypting it using a_Encryptor. If sending fails, prints a fail message using a_Peer and returns false
bool SendEncryptedData ( SOCKET a_Socket , Encryptor & a_Encryptor , cByteBuffer & a_Data , const char * a_Peer );
/// Decodes packets coming from the client, sends appropriate counterparts to the server; returns false if the connection is to be dropped
bool DecodeClientsPackets ( const char * a_Data , int a_Size );
/// Decodes packets coming from the server, sends appropriate counterparts to the client; returns false if the connection is to be dropped
bool DecodeServersPackets ( const char * a_Data , int a_Size );
// Packet handling, client-side:
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bool HandleClientAnimation ( void );
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bool HandleClientBlockDig ( void );
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bool HandleClientBlockPlace ( void );
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bool HandleClientChatMessage ( void );
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bool HandleClientClientStatuses ( void );
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bool HandleClientCreativeInventoryAction ( void );
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bool HandleClientEncryptionKeyResponse ( void );
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bool HandleClientEntityAction ( void );
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bool HandleClientHandshake ( void );
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bool HandleClientKeepAlive ( void );
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bool HandleClientLocaleAndView ( void );
bool HandleClientPing ( void );
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bool HandleClientPlayerAbilities ( void );
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bool HandleClientPlayerLook ( void );
bool HandleClientPlayerOnGround ( void );
bool HandleClientPlayerPosition ( void );
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bool HandleClientPlayerPositionLook ( void );
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bool HandleClientSlotSelect ( void );
bool HandleClientUpdateSign ( void );
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bool HandleClientUseEntity ( void );
bool HandleClientWindowClick ( void );
bool HandleClientWindowClose ( void );
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// Packet handling, server-side:
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bool HandleServerAttachEntity ( void );
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bool HandleServerBlockAction ( void );
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bool HandleServerBlockChange ( void );
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bool HandleServerChangeGameState ( void );
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bool HandleServerChatMessage ( void );
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bool HandleServerCollectPickup ( void );
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bool HandleServerCompass ( void );
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bool HandleServerDestroyEntities ( void );
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bool HandleServerEncryptionKeyRequest ( void );
bool HandleServerEncryptionKeyResponse ( void );
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bool HandleServerEntity ( void );
bool HandleServerEntityHeadLook ( void );
bool HandleServerEntityMetadata ( void );
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bool HandleServerEntityEquipment ( void );
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bool HandleServerEntityLook ( void );
bool HandleServerEntityRelativeMove ( void );
bool HandleServerEntityRelativeMoveLook ( void );
bool HandleServerEntityStatus ( void );
bool HandleServerEntityTeleport ( void );
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bool HandleServerEntityVelocity ( void );
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bool HandleServerIncrementStatistic ( void );
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bool HandleServerKeepAlive ( void );
bool HandleServerKick ( void );
bool HandleServerLogin ( void );
bool HandleServerMapChunk ( void );
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bool HandleServerMapChunkBulk ( void );
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bool HandleServerMultiBlockChange ( void );
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bool HandleServerNamedSoundEffect ( void );
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bool HandleServerPlayerAbilities ( void );
bool HandleServerPlayerListItem ( void );
bool HandleServerPlayerPositionLook ( void );
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bool HandleServerSetExperience ( void );
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bool HandleServerSetSlot ( void );
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bool HandleServerSlotSelect ( void );
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bool HandleServerSoundEffect ( void );
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bool HandleServerSpawnMob ( void );
bool HandleServerSpawnObjectVehicle ( void );
bool HandleServerSpawnPainting ( void );
bool HandleServerSpawnPickup ( void );
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bool HandleServerTimeUpdate ( void );
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bool HandleServerUpdateHealth ( void );
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bool HandleServerUpdateSign ( void );
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bool HandleServerUpdateTileEntity ( void );
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bool HandleServerWindowClose ( void );
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bool HandleServerWindowContents ( void );
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bool HandleServerWindowOpen ( void );
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/// Parses the slot data in a_Buffer into item description; returns true if successful, false if not enough data
bool ParseSlot ( cByteBuffer & a_Buffer , AString & a_ItemDesc );
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/// Parses the metadata in a_Buffer into raw metadata in an AString; returns true if successful, false if not enough data
bool ParseMetadata ( cByteBuffer & a_Buffer , AString & a_Metadata );
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/// Logs the contents of the metadata in the AString, using Log(). Assumes a_Metadata is valid (parsed by ParseMetadata()). The log is indented by a_IndentCount spaces
void LogMetadata ( const AString & a_Metadata , size_t a_IndentCount );
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/// Send EKResp to the server:
void SendEncryptionKeyResponse ( const AString & a_ServerPublicKey , const AString & a_Nonce );
/// Starts client encryption based on the parameters received
void StartClientEncryption ( const AString & a_EncryptedSecret , const AString & a_EncryptedNonce );
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} ;