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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 "packets/cPacket.h"
#include "Vector3d.h"
#include "cSocketThreads.h"
#include "ChunkDef.h"
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#include "ByteBuffer.h"
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#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 ;
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class cInventory ;
class cWindow ;
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class cPawn ;
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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 );
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void SendDisconnect ( const AString & a_Reason );
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void SendHandshake ( const AString & a_ServerName );
void SendInventorySlot ( int a_WindowID , short a_SlotNum , const cItem & a_Item );
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void SendChat ( const AString & a_Message );
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void SendPlayerAnimation ( const cPlayer & a_Player , char a_Animation );
void SendEntityEquipment ( const cEntity & a_Entity , short a_SlotNum , const cItem & a_Item );
void SendWindowOpen ( char a_WindowID , char a_WindowType , const AString & a_WindowTitle , char a_NumSlots );
void SendWindowClose ( char a_WindowID );
void SendWholeInventory ( const cInventory & a_Inventory );
void SendWholeInventory ( const cWindow & a_Window );
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void SendTeleportEntity ( const cEntity & a_Entity );
void SendPlayerListItem ( const cPlayer & a_Player );
void SendPlayerPosition ( void );
void SendRelEntMoveLook ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ );
void SendRelEntMove ( const cEntity & a_Entity , char a_RelX , char a_RelY , char a_RelZ );
void SendEntLook ( const cEntity & a_Entity );
void SendEntHeadLook ( const cEntity & a_Entity );
void SendBlockAction ( int a_BlockX , int a_BlockY , int a_BlockZ , char a_Byte1 , char a_Byte2 );
void SendHealth ( void );
void SendRespawn ( void );
void SendGameMode ( char a_GameMode );
void SendDestroyEntity ( const cEntity & a_Entity );
void SendPlayerMoveLook ( void );
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void SendEntityStatus ( const cEntity & a_Entity , char a_Status );
void SendMetadata ( const cPawn & a_Entity );
void SendInventoryProgress ( char a_WindowID , short a_Progressbar , short a_Value );
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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
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int m_ProtocolVersion ;
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AString m_Username ;
AString m_Password ;
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cByteBuffer m_ReceivedData ; // Accumulator for the data received from the socket, waiting to be parsed; accessed from the cSocketThreads' thread only!
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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 );
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void HandleHandshake ( const AString & a_Username );
void HandleLogin ( int a_ProtocolVersion , const AString & a_Username );
void HandleUnexpectedPacket ( int a_PacketType ); // the default case -> kick
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// Packets handled while in csConfirmingPos:
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void HandleMoveLookConfirm ( double a_PosX , double a_PosY , double a_PosZ ); // While !m_bPositionConfirmed
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// Packets handled while in csPlaying:
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void HandleCreativeInventory ( short a_SlotNum , const cItem & a_HeldItem );
void HandlePlayerPos ( double a_PosX , double a_PosY , double a_PosZ , double a_Stance , bool a_IsOnGround );
void HandleBlockDig ( int a_BlockX , int a_BlockY , int a_BlockZ , char a_BlockFace , char a_Status );
void HandleBlockPlace ( int a_BlockX , int a_BlockY , int a_BlockZ , char a_BlockFace , const cItem & a_HeldItem );
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void HandleChat ( const AString & a_Message );
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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 HandleAnimation ( char a_Animation );
void HandleSlotSelected ( short a_SlotNum );
void HandleWindowClose ( char a_WindowID );
void HandleWindowClick ( char a_WindowID , short a_SlotNum , bool a_IsRightClick , bool a_IsShiftPressed , const cItem & a_HeldItem );
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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 HandleUseEntity ( int a_TargetEntityID , bool a_IsLeftClick );
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void HandleRespawn ( void );
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void HandleDisconnect ( const AString & a_Reason );
void HandleKeepAlive ( int a_KeepAliveID );
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/*
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/// Handles rclk with a dye; returns true if the dye is to be be consumed
bool HandleDyes(cPacket_BlockPlace * a_Packet);
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*/
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/// 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