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-rw-r--r--src/ClientHandle.h389
1 files changed, 228 insertions, 161 deletions
diff --git a/src/ClientHandle.h b/src/ClientHandle.h
index a452d765a..f4cd87ec8 100644
--- a/src/ClientHandle.h
+++ b/src/ClientHandle.h
@@ -1,7 +1,8 @@
// cClientHandle.h
-// Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player yet
+// Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player
+// yet
@@ -47,15 +48,15 @@ typedef std::shared_ptr<cClientHandle> cClientHandlePtr;
class cClientHandle // tolua_export
- : public cTCPLink::cCallbacks, public std::enable_shared_from_this<cClientHandle>
+ : public cTCPLink::cCallbacks,
+ public std::enable_shared_from_this<cClientHandle>
{ // tolua_export
-public: // tolua_export
-
- #if defined(ANDROID)
- 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
+ public: // tolua_export
+#if defined(ANDROID)
+ 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 = 32;
static const int MIN_VIEW_DISTANCE = 1;
@@ -64,7 +65,8 @@ public: // tolua_export
Can be set in settings.ini [AntiCheat] FastBreakPercentage=(from 0 to 100) */
static float FASTBREAK_PERCENTAGE;
- /** Creates a new client with the specified IP address in its description and the specified initial view distance. */
+ /** Creates a new client with the specified IP address in its description and the specified initial view distance.
+ */
cClientHandle(const AString & a_IPString, int a_ViewDistance);
virtual ~cClientHandle() override;
@@ -83,7 +85,11 @@ public: // tolua_export
/** Sets the player's UUID, as used by the protocol.
Used mainly by BungeeCord compatibility code - when authenticating is done on the BungeeCord server
and the results are passed to MCS running in offline mode. */
- void SetUUID(const cUUID & a_UUID) { ASSERT(!a_UUID.IsNil()); m_UUID = a_UUID; }
+ void SetUUID(const cUUID & a_UUID)
+ {
+ ASSERT(!a_UUID.IsNil());
+ m_UUID = a_UUID;
+ }
const Json::Value & GetProperties(void) const { return m_Properties; }
@@ -94,7 +100,8 @@ public: // tolua_export
/** Generates an UUID based on the player name provided.
This is used for the offline (non-auth) mode, when there's no UUID source.
- Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. */
+ Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their
+ UUID is the same. */
static cUUID GenerateOfflineUUID(const AString & a_Username); // Exported in ManualBindings.cpp
/** Returns true if the UUID is generated by online auth, false if it is an offline-generated UUID.
@@ -113,11 +120,17 @@ public: // tolua_export
void ProcessProtocolOut();
/** Formats the type of message with the proper color and prefix for sending to the client. */
- static AString FormatMessageType(bool ShouldAppendChatPrefixes, eMessageType a_ChatPrefix, const AString & a_AdditionalData);
+ static AString FormatMessageType(
+ bool ShouldAppendChatPrefixes,
+ eMessageType a_ChatPrefix,
+ const AString & a_AdditionalData
+ );
static AString FormatChatPrefix(
- bool ShouldAppendChatPrefixes, const AString & a_ChatPrefixS,
- const AString & m_Color1, const AString & m_Color2
+ bool ShouldAppendChatPrefixes,
+ const AString & a_ChatPrefixS,
+ const AString & m_Color1,
+ const AString & m_Color2
);
void Kick(const AString & a_Reason); // tolua_export
@@ -128,7 +141,8 @@ public: // tolua_export
/** Authenticates ourselves, called by cAuthenticator supplying player details from Mojang. */
void Authenticate(AString && a_Name, const cUUID & a_UUID, Json::Value && a_Properties);
- /** Sends a set number of new chunks to the player on every invocation, until all chunks in the view distance have been sent. */
+ /** Sends a set number of new chunks to the player on every invocation, until all chunks in the view distance have
+ * been sent. */
void StreamNextChunks();
/** Remove all loaded chunks that are no longer in range */
@@ -144,116 +158,166 @@ public: // tolua_export
void Destroy(void);
- bool IsPlaying (void) const { return (m_State == csPlaying); }
- bool IsDestroyed (void) const { return (m_State == csDestroyed); }
+ bool IsPlaying(void) const { return (m_State == csPlaying); }
+ bool IsDestroyed(void) const { return (m_State == csDestroyed); }
// The following functions send the various packets:
// (Please keep these alpha-sorted)
- void SendAttachEntity (const cEntity & a_Entity, const cEntity & a_Vehicle);
- void SendBlockAction (Vector3i a_BlockPos, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
- void SendBlockBreakAnim (UInt32 a_EntityID, Vector3i a_BlockPos, char a_Stage); // tolua_export
- void SendBlockChange (Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); // tolua_export
- void SendBlockChanges (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);
- void SendBossBarAdd (UInt32 a_UniqueID, const cCompositeChat & a_Title, float a_FractionFilled, BossBarColor a_Color, BossBarDivisionType a_DivisionType, bool a_DarkenSky, bool a_PlayEndMusic, bool a_CreateFog); // tolua_export
- void SendBossBarUpdateFlags (UInt32 a_UniqueID, bool a_DarkenSky, bool a_PlayEndMusic, bool a_CreateFog); // tolua_export
- void SendBossBarUpdateStyle (UInt32 a_UniqueID, BossBarColor a_Color, BossBarDivisionType a_DivisionType); // tolua_export
- void SendBossBarUpdateTitle (UInt32 a_UniqueID, const cCompositeChat & a_Title); // tolua_export
- void SendBossBarRemove (UInt32 a_UniqueID); // tolua_export
- void SendBossBarUpdateHealth (UInt32 a_UniqueID, float a_FractionFilled); // tolua_export
- void SendCameraSetTo (const cEntity & a_Entity);
- void SendChat (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
- void SendChat (const cCompositeChat & a_Message);
- void SendChatRaw (const AString & a_MessageRaw, eChatType a_Type);
- void SendChatAboveActionBar (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
- void SendChatAboveActionBar (const cCompositeChat & a_Message);
- void SendChatSystem (const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
- void SendChatSystem (const cCompositeChat & a_Message);
- void SendChunkData (int a_ChunkX, int a_ChunkZ, ContiguousByteBufferView a_ChunkData);
- void SendCollectEntity (const cEntity & a_Collected, const cEntity & a_Collector, unsigned a_Count); // tolua_export
- void SendDestroyEntity (const cEntity & a_Entity); // tolua_export
- void SendDetachEntity (const cEntity & a_Entity, const cEntity & a_PreviousVehicle); // tolua_export
- void SendDisconnect (const AString & a_Reason);
- void SendDisplayObjective (const AString & a_Objective, cScoreboard::eDisplaySlot a_Display);
- void SendEditSign (Vector3i a_BlockPos); // tolua_export
- void SendEntityAnimation (const cEntity & a_Entity, EntityAnimation a_Animation); // tolua_export
- void SendEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, int a_Duration);
- 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 SendEntityPosition (const cEntity & a_Entity);
- void SendEntityProperties (const cEntity & a_Entity);
- void SendEntityVelocity (const cEntity & a_Entity);
- void SendExperience (void);
- void SendExperienceOrb (const cExpOrb & a_ExpOrb);
- void SendExplosion (Vector3f a_Position, float a_Power);
- void SendGameMode (eGameMode a_GameMode);
- void SendHealth (void);
- void SendHeldItemChange (int a_ItemIndex);
- void SendHideTitle (void); // tolua_export
- void SendInventorySlot (char a_WindowID, short a_SlotNum, const cItem & a_Item);
- void SendLeashEntity (const cEntity & a_Entity, const cEntity & a_EntityLeashedTo); // tolua_export
- void SendMapData (const cMap & a_Map, int a_DataStartX, int a_DataStartY);
- void SendPaintingSpawn (const cPainting & a_Painting);
- void SendParticleEffect (const AString & a_ParticleName, Vector3f a_Source, Vector3f a_Offset, float a_ParticleData, int a_ParticleAmount);
- void SendParticleEffect (const AString & a_ParticleName, const Vector3f a_Src, const Vector3f a_Offset, float a_ParticleData, int a_ParticleAmount, std::array<int, 2> a_Data);
- void SendPlayerAbilities (void);
- void SendPlayerListAddPlayer (const cPlayer & a_Player);
- void SendPlayerListHeaderFooter (const cCompositeChat & a_Header, const cCompositeChat & a_Footer); // tolua_export
- void SendPlayerListRemovePlayer (const cPlayer & a_Player);
+ void SendAttachEntity(const cEntity & a_Entity, const cEntity & a_Vehicle);
+ void SendBlockAction(Vector3i a_BlockPos, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
+ void SendBlockBreakAnim(UInt32 a_EntityID, Vector3i a_BlockPos, char a_Stage); // tolua_export
+ void SendBlockChange(Vector3i a_BlockPos, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta); // tolua_export
+ void SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);
+ // tolua_begin
+ void SendBossBarAdd(
+ UInt32 a_UniqueID,
+ const cCompositeChat & a_Title,
+ float a_FractionFilled,
+ BossBarColor a_Color,
+ BossBarDivisionType a_DivisionType,
+ bool a_DarkenSky,
+ bool a_PlayEndMusic,
+ bool a_CreateFog
+ );
+ // tolua_end
+ // tolua_begin
+ void SendBossBarUpdateFlags(UInt32 a_UniqueID, bool a_DarkenSky, bool a_PlayEndMusic, bool a_CreateFog);
+ // tolua_end
+ // tolua_begin
+ void SendBossBarUpdateStyle(UInt32 a_UniqueID, BossBarColor a_Color, BossBarDivisionType a_DivisionType);
+ // tolua_end
+ void SendBossBarUpdateTitle(UInt32 a_UniqueID, const cCompositeChat & a_Title); // tolua_export
+ void SendBossBarRemove(UInt32 a_UniqueID); // tolua_export
+ void SendBossBarUpdateHealth(UInt32 a_UniqueID, float a_FractionFilled); // tolua_export
+ void SendCameraSetTo(const cEntity & a_Entity);
+ void SendChat(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
+ void SendChat(const cCompositeChat & a_Message);
+ void SendChatRaw(const AString & a_MessageRaw, eChatType a_Type);
+ void SendChatAboveActionBar(
+ const AString & a_Message,
+ eMessageType a_ChatPrefix,
+ const AString & a_AdditionalData = ""
+ );
+ void SendChatAboveActionBar(const cCompositeChat & a_Message);
+ void SendChatSystem(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData = "");
+ void SendChatSystem(const cCompositeChat & a_Message);
+ void SendChunkData(int a_ChunkX, int a_ChunkZ, ContiguousByteBufferView a_ChunkData);
+ void SendCollectEntity(const cEntity & a_Collected, const cEntity & a_Collector, unsigned a_Count); // tolua_export
+ void SendDestroyEntity(const cEntity & a_Entity); // tolua_export
+ void SendDetachEntity(const cEntity & a_Entity, const cEntity & a_PreviousVehicle); // tolua_export
+ void SendDisconnect(const AString & a_Reason);
+ void SendDisplayObjective(const AString & a_Objective, cScoreboard::eDisplaySlot a_Display);
+ void SendEditSign(Vector3i a_BlockPos); // tolua_export
+ void SendEntityAnimation(const cEntity & a_Entity, EntityAnimation a_Animation); // tolua_export
+ void SendEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, int a_Duration);
+ 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 SendEntityPosition(const cEntity & a_Entity);
+ void SendEntityProperties(const cEntity & a_Entity);
+ void SendEntityVelocity(const cEntity & a_Entity);
+ void SendExperience(void);
+ void SendExperienceOrb(const cExpOrb & a_ExpOrb);
+ void SendExplosion(Vector3f a_Position, float a_Power);
+ void SendGameMode(eGameMode a_GameMode);
+ void SendHealth(void);
+ void SendHeldItemChange(int a_ItemIndex);
+ void SendHideTitle(void); // tolua_export
+ void SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item);
+ void SendLeashEntity(const cEntity & a_Entity, const cEntity & a_EntityLeashedTo); // tolua_export
+ void SendMapData(const cMap & a_Map, int a_DataStartX, int a_DataStartY);
+ void SendPaintingSpawn(const cPainting & a_Painting);
+ void SendParticleEffect(
+ const AString & a_ParticleName,
+ Vector3f a_Source,
+ Vector3f a_Offset,
+ float a_ParticleData,
+ int a_ParticleAmount
+ );
+ void SendParticleEffect(
+ const AString & a_ParticleName,
+ const Vector3f a_Src,
+ const Vector3f a_Offset,
+ float a_ParticleData,
+ int a_ParticleAmount,
+ std::array<int, 2> a_Data
+ );
+ void SendPlayerAbilities(void);
+ void SendPlayerListAddPlayer(const cPlayer & a_Player);
+ void SendPlayerListHeaderFooter(const cCompositeChat & a_Header, const cCompositeChat & a_Footer); // tolua_export
+ void SendPlayerListRemovePlayer(const cPlayer & a_Player);
void SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName);
- void SendPlayerListUpdateGameMode (const cPlayer & a_Player);
- void SendPlayerListUpdatePing ();
- void SendPlayerMoveLook (Vector3d a_Pos, float a_Yaw, float a_Pitch, bool a_IsRelative);
- void SendPlayerMoveLook (void);
- void SendPlayerPermissionLevel (void);
- void SendPlayerPosition (void);
- void SendPlayerSpawn (const cPlayer & a_Player);
- void SendPluginMessage (const AString & a_Channel, std::string_view a_Message); // Exported in ManualBindings.cpp
- void SendPluginMessage (const AString & a_Channel, ContiguousByteBufferView a_Message);
- void SendRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID);
- void SendResourcePack (const AString & a_ResourcePackUrl); // tolua_export
- void SendResetTitle (void); // tolua_export
- void SendRespawn (eDimension a_Dimension, bool a_IsRespawningFromDeath);
- void SendScoreUpdate (const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode);
- void SendScoreboardObjective (const AString & a_Name, const AString & a_DisplayName, Byte a_Mode);
- void SendSetSubTitle (const cCompositeChat & a_SubTitle); // tolua_export
- void SendSetRawSubTitle (const AString & a_SubTitle); // tolua_export
- void SendSetTitle (const cCompositeChat & a_Title); // tolua_export
- void SendSetRawTitle (const AString & a_Title); // tolua_export
- void SendSoundEffect (const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch); // tolua_export
- void SendSoundEffect (const AString & a_SoundName, Vector3d a_Position, float a_Volume, float a_Pitch); // tolua_export
- void SendSoundParticleEffect (const EffectID a_EffectID, Vector3i a_Source, int a_Data);
- void SendSpawnEntity (const cEntity & a_Entity);
- void SendSpawnMob (const cMonster & a_Mob);
- void SendStatistics (const StatisticsManager & a_Manager);
- void SendTabCompletionResults (const AStringVector & a_Results);
- void SendThunderbolt (Vector3i a_BlockPos); // tolua_export
- void SendTitleTimes (int a_FadeInTicks, int a_DisplayTicks, int a_FadeOutTicks); // tolua_export
- void SendTimeUpdate (cTickTimeLong a_WorldAge, cTickTimeLong a_WorldDate, bool a_DoDaylightCycle);
- void SendUnleashEntity (const cEntity & a_Entity); // tolua_export
- void SendUnloadChunk (int a_ChunkX, int a_ChunkZ);
- void SendUpdateBlockEntity (cBlockEntity & a_BlockEntity);
- void SendUpdateSign (Vector3i a_BlockPos, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4);
+ void SendPlayerListUpdateGameMode(const cPlayer & a_Player);
+ void SendPlayerListUpdatePing();
+ void SendPlayerMoveLook(Vector3d a_Pos, float a_Yaw, float a_Pitch, bool a_IsRelative);
+ void SendPlayerMoveLook(void);
+ void SendPlayerPermissionLevel(void);
+ void SendPlayerPosition(void);
+ void SendPlayerSpawn(const cPlayer & a_Player);
+ void SendPluginMessage(const AString & a_Channel, std::string_view a_Message); // Exported in ManualBindings.cpp
+ void SendPluginMessage(const AString & a_Channel, ContiguousByteBufferView a_Message);
+ void SendRemoveEntityEffect(const cEntity & a_Entity, int a_EffectID);
+ void SendResourcePack(const AString & a_ResourcePackUrl); // tolua_export
+ void SendResetTitle(void); // tolua_export
+ void SendRespawn(eDimension a_Dimension, bool a_IsRespawningFromDeath);
+ void SendScoreUpdate(const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode);
+ void SendScoreboardObjective(const AString & a_Name, const AString & a_DisplayName, Byte a_Mode);
+ void SendSetSubTitle(const cCompositeChat & a_SubTitle); // tolua_export
+ void SendSetRawSubTitle(const AString & a_SubTitle); // tolua_export
+ void SendSetTitle(const cCompositeChat & a_Title); // tolua_export
+ void SendSetRawTitle(const AString & a_Title); // tolua_export
+ // tolua_begin
+ void SendSoundEffect(
+ const AString & a_SoundName,
+ double a_X,
+ double a_Y,
+ double a_Z,
+ float a_Volume,
+ float a_Pitch
+ );
+ void SendSoundEffect(const AString & a_SoundName, Vector3d a_Position, float a_Volume, float a_Pitch);
+ // tolua_end
+ void SendSoundParticleEffect(const EffectID a_EffectID, Vector3i a_Source, int a_Data);
+ void SendSpawnEntity(const cEntity & a_Entity);
+ void SendSpawnMob(const cMonster & a_Mob);
+ void SendStatistics(const StatisticsManager & a_Manager);
+ void SendTabCompletionResults(const AStringVector & a_Results);
+ void SendThunderbolt(Vector3i a_BlockPos); // tolua_export
+ void SendTitleTimes(int a_FadeInTicks, int a_DisplayTicks, int a_FadeOutTicks); // tolua_export
+ void SendTimeUpdate(cTickTimeLong a_WorldAge, cTickTimeLong a_WorldDate, bool a_DoDaylightCycle);
+ void SendUnleashEntity(const cEntity & a_Entity); // tolua_export
+ void SendUnloadChunk(int a_ChunkX, int a_ChunkZ);
+ void SendUpdateBlockEntity(cBlockEntity & a_BlockEntity);
+ void SendUpdateSign(
+ Vector3i a_BlockPos,
+ const AString & a_Line1,
+ const AString & a_Line2,
+ const AString & a_Line3,
+ const AString & a_Line4
+ );
/** Send a newly discovered recipe to show the notification and unlock in the recipe book */
- void SendUnlockRecipe (UInt32 a_RecipeId);
+ void SendUnlockRecipe(UInt32 a_RecipeId);
/** Send already known recipes without notification but visible in the recipe book */
- void SendInitRecipes (UInt32 a_RecipeId);
+ void SendInitRecipes(UInt32 a_RecipeId);
- 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, size_t a_Property, short a_Value);
+ 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, size_t a_Property, short a_Value);
const AString & GetUsername(void) const; // tolua_export
void SetUsername(AString && a_Username);
// tolua_begin
- inline short GetPing(void) const { return static_cast<short>(std::chrono::duration_cast<std::chrono::milliseconds>(m_Ping).count()); }
+ inline short GetPing(void) const
+ {
+ return static_cast<short>(std::chrono::duration_cast<std::chrono::milliseconds>(m_Ping).count());
+ }
/** Sets the maximal view distance. */
void SetViewDistance(int a_ViewDistance);
@@ -293,10 +357,7 @@ public: // tolua_export
}
/** Mark a client connection as using Forge. Set by the protocol. */
- void SetIsForgeClient()
- {
- m_ForgeHandshake.IsForgeClient = true;
- }
+ void SetIsForgeClient() { m_ForgeHandshake.IsForgeClient = true; }
/** Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend) */
bool WantsSendChunk(int a_ChunkX, int a_ChunkZ);
@@ -349,13 +410,13 @@ public: // tolua_export
otherwise the first instant when a username is received).
Returns true if the player is to be let in, false if they were disconnected
*/
- bool HandleHandshake (const AString & a_Username);
+ bool HandleHandshake(const AString & a_Username);
/** Handles a player exiting his bed. */
void HandleLeaveBed();
- void HandleKeepAlive (UInt32 a_KeepAliveID);
- void HandleLeftClick (Vector3i a_BlockPos, eBlockFace a_BlockFace, UInt8 a_Status);
+ void HandleKeepAlive(UInt32 a_KeepAliveID);
+ void HandleLeftClick(Vector3i a_BlockPos, eBlockFace a_BlockFace, UInt8 a_Status);
/** Called when the protocol receives a MC|TrSel packet, indicating that the player used a trade in
the NPC UI. */
@@ -364,9 +425,9 @@ public: // tolua_export
/** Handles a player opening his inventory while riding a horse. */
void HandleOpenHorseInventory();
- void HandlePing (void);
- void HandlePlayerAbilities (bool a_IsFlying, float FlyingSpeed, float WalkingSpeed);
- void HandlePlayerLook (float a_Rotation, float a_Pitch, bool a_IsOnGround);
+ void HandlePing(void);
+ void HandlePlayerAbilities(bool a_IsFlying, float FlyingSpeed, float WalkingSpeed);
+ void HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround);
/** Verifies and sets player position, performing relevant checks.
Calls relevant methods to process movement related statistics.
@@ -376,12 +437,12 @@ public: // tolua_export
void HandlePlayerMoveLook(Vector3d a_Pos, float a_Rotation, float a_Pitch, bool a_IsOnGround);
- void HandlePluginMessage (const AString & a_Channel, ContiguousByteBufferView a_Message);
- void HandleResourcePack (UInt8 a_Status);
- void HandleRespawn (void);
- void HandleRightClick (Vector3i a_BlockPos, eBlockFace a_BlockFace, Vector3i a_Cursor, bool a_UsedMainHand);
- void HandleSlotSelected (Int16 a_SlotNum);
- void HandleSpectate (const cUUID & a_PlayerUUID);
+ void HandlePluginMessage(const AString & a_Channel, ContiguousByteBufferView a_Message);
+ void HandleResourcePack(UInt8 a_Status);
+ void HandleRespawn(void);
+ void HandleRightClick(Vector3i a_BlockPos, eBlockFace a_BlockFace, Vector3i a_Cursor, bool a_UsedMainHand);
+ void HandleSlotSelected(Int16 a_SlotNum);
+ void HandleSpectate(const cUUID & a_PlayerUUID);
/** Handles a player sprinting or slowing back down. */
void HandleSprint(bool a_IsSprinting);
@@ -389,21 +450,23 @@ public: // tolua_export
/** Handles a player starting elytra flight while falling. */
void HandleStartElytraFlight();
- void HandleSteerVehicle (float Forward, float Sideways);
- void HandleTabCompletion (const AString & a_Text);
- void HandleUpdateSign (
+ void HandleSteerVehicle(float Forward, float Sideways);
+ void HandleTabCompletion(const AString & a_Text);
+ void HandleUpdateSign(
Vector3i a_BlockPos,
- const AString & a_Line1, const AString & a_Line2,
- const AString & a_Line3, const AString & a_Line4
+ const AString & a_Line1,
+ const AString & a_Line2,
+ const AString & a_Line3,
+ const AString & a_Line4
);
- void HandleUnmount (void);
- void HandleUseEntity (UInt32 a_TargetEntityID, bool a_IsLeftClick);
- void HandleUseItem (bool a_UsedMainHand);
- void HandleWindowClick (UInt8 a_WindowID, Int16 a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem);
- void HandleWindowClose (UInt8 a_WindowID);
+ void HandleUnmount(void);
+ void HandleUseEntity(UInt32 a_TargetEntityID, bool a_IsLeftClick);
+ void HandleUseItem(bool a_UsedMainHand);
+ void HandleWindowClick(UInt8 a_WindowID, Int16 a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem);
+ void HandleWindowClose(UInt8 a_WindowID);
/** Called when a recipe from the recipe book is selected */
- void HandleCraftRecipe (UInt32 a_RecipeId);
+ void HandleCraftRecipe(UInt32 a_RecipeId);
/** Called when the protocol has finished logging the user in.
Return true to allow the user in; false to kick them. */
@@ -418,14 +481,14 @@ public: // tolua_export
/** Called by the protocol recognizer when the protocol version is known. */
void SetProtocolVersion(UInt32 a_ProtocolVersion) { m_ProtocolVersion = a_ProtocolVersion; }
- /** Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol version is not (yet) known. */
+ /** Returns the protocol version number of the protocol that the client is talking. Returns zero if the protocol
+ * version is not (yet) known. */
UInt32 GetProtocolVersion(void) const { return m_ProtocolVersion; } // tolua_export
bool IsPlayerChunkSent();
-private:
-
- friend class cForgeHandshake; // Needs access to FinishAuthenticate()
+ private:
+ friend class cForgeHandshake; // Needs access to FinishAuthenticate()
/** The type used for storing the names of registered plugin channels. */
typedef std::set<AString> cChannels;
@@ -448,10 +511,12 @@ private:
AString m_Password;
Json::Value m_Properties;
- cCriticalSection m_CSChunkLists;
+ cCriticalSection m_CSChunkLists;
std::unordered_set<cChunkCoords, cChunkCoordsHash> m_LoadedChunks; // Chunks that the player belongs to
- std::unordered_set<cChunkCoords, cChunkCoordsHash> 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)
- cChunkCoordsList m_SentChunks; // Chunks that are currently sent to the client
+ std::unordered_set<cChunkCoords, cChunkCoordsHash>
+ 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)
+ cChunkCoordsList m_SentChunks; // Chunks that are currently sent to the client
cMultiVersionProtocol m_Protocol;
@@ -471,16 +536,16 @@ private:
/** A pointer to a World-owned player object, created in FinishAuthenticate when authentication succeeds.
The player should only be accessed from the tick thread of the World that owns him.
- After the player object is handed off to the World, its lifetime is managed automatically, and strongly owns this client handle.
- The player self-destructs some time after the client handle enters the Destroyed state.
- We are therefore guaranteed that while m_State < Destroyed, that is when when we need to access m_Player, m_Player is valid. */
+ After the player object is handed off to the World, its lifetime is managed automatically, and strongly owns this
+ client handle. The player self-destructs some time after the client handle enters the Destroyed state. We are
+ therefore guaranteed that while m_State < Destroyed, that is when when we need to access m_Player, m_Player is
+ valid. */
cPlayer * m_Player;
/** This is an optimization which saves you an iteration of m_SentChunks if you just want to know
whether or not the player is standing at a sent chunk.
- If this is equal to the coordinates of the chunk the player is currrently standing at, then this must be a sent chunk
- and a member of m_SentChunks.
- Otherwise, this contains an arbitrary value which should not be used. */
+ If this is equal to the coordinates of the chunk the player is currrently standing at, then this must be a sent
+ chunk and a member of m_SentChunks. Otherwise, this contains an arbitrary value which should not be used. */
cChunkCoords m_CachedSentChunk;
bool m_ProxyConnection; ///< True if player connected from a proxy (Bungee / Velocity)
@@ -511,18 +576,20 @@ private:
int m_BlockDigAnimSpeed; // Current speed of the animation (units ???)
Vector3i m_BlockDigAnimPos;
- // 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:
+ // 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;
Vector3i m_LastDigBlockPos;
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
- csPlaying, ///< Normal gameplay
- csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
- } ;
+ 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
+ csPlaying, ///< Normal gameplay
+ csDestroyed, ///< The client has been destroyed, the destructor is to be called from the owner thread
+ };
/* Mutex protecting m_State from concurrent writes. */
cCriticalSection m_CSState;
@@ -530,8 +597,8 @@ private:
/** The current (networking) state of the client.
Protected from concurrent writes by m_CSState; but may be read by other threads concurrently.
If a function depends on m_State or wants to change m_State, it needs to lock m_CSState.
- However, if it only uses m_State for a quick bail out, or it doesn't break if the client disconnects in the middle of it,
- it may just read m_State without locking m_CSState. */
+ However, if it only uses m_State for a quick bail out, or it doesn't break if the client disconnects in the middle
+ of it, it may just read m_State without locking m_CSState. */
std::atomic<eState> m_State;
/** Number of explosions sent this tick */
@@ -589,7 +656,7 @@ private:
void StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::Priority a_Priority);
/** Handles the DIG_STARTED dig packet: */
- void HandleBlockDigStarted (Vector3i a_BlockPos, eBlockFace a_BlockFace);
+ void HandleBlockDigStarted(Vector3i a_BlockPos, eBlockFace a_BlockFace);
/** Handles the DIG_FINISHED dig packet: */
void HandleBlockDigFinished(Vector3i a_BlockPos, eBlockFace a_BlockFace);