Bulk clearing of whitespace
This commit is contained in:
@@ -62,56 +62,56 @@ public: // tolua_export
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#endif
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static const int MAX_VIEW_DISTANCE = 32;
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static const int MIN_VIEW_DISTANCE = 1;
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/** Creates a new client with the specified IP address in its description and the specified initial view distance. */
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cClientHandle(const AString & a_IPString, int a_ViewDistance);
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virtual ~cClientHandle();
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const AString & GetIPString(void) const { return m_IPString; } // tolua_export
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/** Sets the IP string that the client is using. Overrides the IP string that was read from the socket.
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Used mainly by BungeeCord compatibility code. */
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void SetIPString(const AString & a_IPString) { m_IPString = a_IPString; }
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cPlayer * GetPlayer(void) { return m_Player; } // tolua_export
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/** Returns the player's UUID, as used by the protocol, in the short form (no dashes) */
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const AString & GetUUID(void) const { return m_UUID; } // tolua_export
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/** Sets the player's UUID, as used by the protocol. Short UUID form (no dashes) is expected.
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Used mainly by BungeeCord compatibility code - when authenticating is done on the BungeeCord server
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and the results are passed to MCS running in offline mode. */
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void SetUUID(const AString & a_UUID) { ASSERT(a_UUID.size() == 32); m_UUID = a_UUID; }
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const Json::Value & GetProperties(void) const { return m_Properties; }
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/** Sets the player's properties, such as skin image and signature.
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Used mainly by BungeeCord compatibility code - property querying is done on the BungeeCord server
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and the results are passed to MCS running in offline mode. */
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void SetProperties(const Json::Value & a_Properties) { m_Properties = a_Properties; }
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/** Generates an UUID based on the username stored for this client, and stores it in the m_UUID member.
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This is used for the offline (non-auth) mode, when there's no UUID source.
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Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same.
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Internally calls the GenerateOfflineUUID static function. */
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void GenerateOfflineUUID(void);
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/** Generates an UUID based on the player name provided.
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This is used for the offline (non-auth) mode, when there's no UUID source.
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Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same.
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Returns a 32-char UUID (no dashes). */
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static AString GenerateOfflineUUID(const AString & a_Username); // tolua_export
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/** Returns true if the UUID is generated by online auth, false if it is an offline-generated UUID.
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We use Version-3 UUIDs for offline UUIDs, online UUIDs are Version-4, thus we can tell them apart.
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Accepts both 32-char and 36-char UUIDs (with and without dashes).
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If the string given is not a valid UUID, returns false. */
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static bool IsUUIDOnline(const AString & a_UUID); // tolua_export
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/** Formats the type of message with the proper color and prefix for sending to the client. */
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static AString FormatMessageType(bool ShouldAppendChatPrefixes, eMessageType a_ChatPrefix, const AString & a_AdditionalData);
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static AString FormatChatPrefix(bool ShouldAppendChatPrefixes, AString a_ChatPrefixS, AString m_Color1, AString m_Color2);
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void Kick(const AString & a_Reason); // tolua_export
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@@ -124,20 +124,20 @@ public: // tolua_export
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/** Remove all loaded chunks that are no longer in range */
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void UnloadOutOfRangeChunks(void);
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// Removes the client from all chunks. Used when switching worlds or destroying the player
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void RemoveFromAllChunks(void);
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inline bool IsLoggedIn(void) const { return (m_State >= csAuthenticating); }
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/** Called while the client is being ticked from the world via its cPlayer object */
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void Tick(float a_Dt);
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/** Called while the client is being ticked from the cServer object */
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void ServerTick(float a_Dt);
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void Destroy(void);
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bool IsPlaying (void) const { return (m_State == csPlaying); }
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bool IsDestroyed (void) const { return (m_State == csDestroyed); }
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bool IsDestroying(void) const { return (m_State == csDestroying); }
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@@ -229,9 +229,9 @@ public: // tolua_export
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// tolua_begin
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const AString & GetUsername(void) const;
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void SetUsername( const AString & a_Username);
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inline short GetPing(void) const { return static_cast<short>(std::chrono::duration_cast<std::chrono::milliseconds>(m_Ping).count()); }
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/** Sets the maximal view distance. */
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void SetViewDistance(int a_ViewDistance);
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@@ -245,24 +245,24 @@ public: // tolua_export
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AString GetLocale(void) const { return m_Locale; }
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int GetUniqueID(void) const { return m_UniqueID; }
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bool HasPluginChannel(const AString & a_PluginChannel);
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/** Called by the protocol when it receives the MC|Brand plugin message. Also callable by plugins.
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Simply stores the string value. */
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void SetClientBrand(const AString & a_ClientBrand) { m_ClientBrand = a_ClientBrand; }
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/** Returns the client brand received in the MC|Brand plugin message or set by a plugin. */
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const AString & GetClientBrand(void) const { return m_ClientBrand; }
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// tolua_end
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/** Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend) */
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bool WantsSendChunk(int a_ChunkX, int a_ChunkZ);
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/** Adds the chunk specified to the list of chunks wanted for sending (m_ChunksToSend) */
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void AddWantedChunk(int a_ChunkX, int a_ChunkZ);
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// Calls that cProtocol descendants use to report state:
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void PacketBufferFull(void);
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void PacketUnknown(UInt32 a_PacketType);
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@@ -270,26 +270,26 @@ public: // tolua_export
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// Calls that cProtocol descendants use for handling packets:
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void HandleAnimation(int a_Animation);
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/** Called when the protocol receives a MC|ItemName plugin message, indicating that the player named
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an item in the anvil UI. */
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void HandleAnvilItemName(const AString & a_ItemName);
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/** Called when the protocol receives a MC|Beacon plugin message, indicating that the player set an effect
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in the beacon UI. */
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void HandleBeaconSelection(int a_PrimaryEffect, int a_SecondaryEffect);
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/** Called when the protocol detects a chat packet. */
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void HandleChat(const AString & a_Message);
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/** Called when the protocol receives a MC|AdvCdm plugin message, indicating that the player set a new
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command in the command block UI, for a block-based commandblock. */
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void HandleCommandBlockBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_NewCommand);
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/** Called when the protocol receives a MC|AdvCdm plugin message, indicating that the player set a new
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command in the command block UI, for an entity-based commandblock (minecart?). */
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void HandleCommandBlockEntityChange(UInt32 a_EntityID, const AString & a_NewCommand);
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/** Called when the client clicks the creative inventory window.
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a_ClickAction specifies whether the click was inside the window or not (caLeftClick or caLeftClickOutside). */
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void HandleCreativeInventory(Int16 a_SlotNum, const cItem & a_HeldItem, eClickAction a_ClickAction);
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@@ -300,24 +300,24 @@ public: // tolua_export
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void HandleEntityCrouch (UInt32 a_EntityID, bool a_IsCrouching);
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void HandleEntityLeaveBed (UInt32 a_EntityID);
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void HandleEntitySprinting (UInt32 a_EntityID, bool a_IsSprinting);
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/** Kicks the client if the same username is already logged in.
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Returns false if the client has been kicked, true otherwise. */
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bool CheckMultiLogin(const AString & a_Username);
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/** Called when the protocol handshake has been received (for protocol versions that support it;
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otherwise the first instant when a username is received).
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Returns true if the player is to be let in, false if they were disconnected
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*/
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bool HandleHandshake (const AString & a_Username);
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void HandleKeepAlive (UInt32 a_KeepAliveID);
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void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, UInt8 a_Status);
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/** Called when the protocol receives a MC|TrSel packet, indicating that the player used a trade in
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the NPC UI. */
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void HandleNPCTrade(int a_SlotNum);
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void HandlePing (void);
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void HandlePlayerAbilities (bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed);
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void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround);
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@@ -350,19 +350,19 @@ public: // tolua_export
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Return true to allow the user in; false to kick them.
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*/
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bool HandleLogin(UInt32 a_ProtocolVersion, const AString & a_Username);
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void SendData(const char * a_Data, size_t a_Size);
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/** Called when the player moves into a different world.
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Sends an UnloadChunk packet for each loaded chunk and resets the streamed chunks. */
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void RemoveFromWorld(void);
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/** Called by the protocol recognizer when the protocol version is known. */
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void SetProtocolVersion(UInt32 a_ProtocolVersion) { m_ProtocolVersion = a_ProtocolVersion; }
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/** Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol version is not (yet) known. */
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UInt32 GetProtocolVersion(void) const { return m_ProtocolVersion; } // tolua_export
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private:
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friend class cServer; // Needs access to SetSelf()
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@@ -407,7 +407,7 @@ private:
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Vector3d m_ConfirmPosition;
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cPlayer * m_Player;
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bool m_HasSentDC; ///< True if a Disconnect packet has been sent in either direction
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// Chunk position when the last StreamChunks() was called; used to avoid re-streaming while in the same chunk
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@@ -416,7 +416,7 @@ private:
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/** Number of ticks since the last network packet was received (increased in Tick(), reset in OnReceivedData()) */
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std::atomic<int> m_TicksSinceLastPacket;
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/** Duration of the last completed client ping. */
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std::chrono::steady_clock::duration m_Ping;
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@@ -449,12 +449,12 @@ private:
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csPlaying, ///< Normal gameplay
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csDestroying, ///< The client is being destroyed, don't queue any more packets / don't add to chunks
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csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
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// TODO: Add Kicking here as well
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} ;
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std::atomic<eState> m_State;
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/** m_State needs to be locked in the Destroy() function so that the destruction code doesn't run twice on two different threads */
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cCriticalSection m_CSDestroyingState;
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@@ -466,15 +466,15 @@ private:
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/** Number of place or break interactions this tick */
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int m_NumBlockChangeInteractionsThisTick;
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static int s_ClientCount;
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/** ID used for identification during authenticating. Assigned sequentially for each new instance. */
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int m_UniqueID;
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/** Contains the UUID used by Mojang to identify the player's account. Short UUID stored here (without dashes) */
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AString m_UUID;
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/** Set to true when the chunk where the player is is sent to the client. Used for spawning the player */
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bool m_HasSentPlayerChunk;
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@@ -483,10 +483,10 @@ private:
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/** The positions from the last sign that the player placed. It's needed to verify the sign text change. */
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Vector3i m_LastPlacedSign;
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/** The plugin channels that the client has registered. */
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cChannels m_PluginChannels;
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/** The brand identification of the client, as received in the MC|Brand plugin message or set from a plugin. */
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AString m_ClientBrand;
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@@ -503,13 +503,13 @@ private:
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/** Returns true if the rate block interactions is within a reasonable limit (bot protection) */
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bool CheckBlockInteractionsRate(void);
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/** Adds a single chunk to be streamed to the client; used by StreamChunks() */
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void StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority);
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/** Handles the DIG_STARTED dig packet: */
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void HandleBlockDigStarted (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
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/** Handles the DIG_FINISHED dig packet: */
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void HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
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@@ -518,10 +518,10 @@ private:
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/** Converts the protocol-formatted channel list (NUL-separated) into a proper string vector. */
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AStringVector BreakApartPluginChannels(const AString & a_PluginChannels);
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/** Adds all of the channels to the list of current plugin channels. Handles duplicates gracefully. */
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void RegisterPluginChannels(const AStringVector & a_ChannelList);
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/** Removes all of the channels from the list of current plugin channels. Ignores channels that are not found. */
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void UnregisterPluginChannels(const AStringVector & a_ChannelList);
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