// 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 "Vector3.h" #include "OSSupport/SocketThreads.h" #include "ChunkDef.h" #include "ByteBuffer.h" #include "Scoreboard.h" #include "Map.h" #include "Enchantments.h" #include "UI/SlotArea.h" #include "json/json.h" #include "ChunkSender.h" class cChunkDataSerializer; class cInventory; class cMonster; class cPawn; class cExpOrb; class cPainting; class cPickup; class cPlayer; class cProtocol; class cWindow; class cFallingBlock; class cItemHandler; class cWorld; class cCompositeChat; class cStatManager; class cClientHandle : // tolua_export public cSocketThreads::cCallback { // tolua_export public: #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 = 32; static const int MIN_VIEW_DISTANCE = 1; cClientHandle(const cSocket * a_Socket, int a_ViewDistance); virtual ~cClientHandle(); const AString & GetIPString(void) const { return m_IPString; } // tolua_export /** Sets the IP string that the client is using. Overrides the IP string that was read from the socket. Used mainly by BungeeCord compatibility code. */ void SetIPString(const AString & a_IPString) { m_IPString = a_IPString; } cPlayer * GetPlayer(void) { return m_Player; } // tolua_export /** Returns the player's UUID, as used by the protocol, in the short form (no dashes) */ const AString & GetUUID(void) const { return m_UUID; } // tolua_export /** Sets the player's UUID, as used by the protocol. Short UUID form (no dashes) is expected. 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 AString & a_UUID) { ASSERT(a_UUID.size() == 32); m_UUID = a_UUID; } const Json::Value & GetProperties(void) const { return m_Properties; } /** Sets the player's properties, such as skin image and signature. Used mainly by BungeeCord compatibility code - property querying is done on the BungeeCord server and the results are passed to MCS running in offline mode. */ void SetProperties(const Json::Value & a_Properties) { m_Properties = a_Properties; } /** Generates an UUID based on the username stored for this client, and stores it in the m_UUID member. 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. Internally calls the GenerateOfflineUUID static function. */ void GenerateOfflineUUID(void); /** 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. Returns a 32-char UUID (no dashes). */ static AString GenerateOfflineUUID(const AString & a_Username); // tolua_export /** Returns true if the UUID is generated by online auth, false if it is an offline-generated UUID. We use Version-3 UUIDs for offline UUIDs, online UUIDs are Version-4, thus we can tell them apart. Accepts both 32-char and 36-char UUIDs (with and without dashes). If the string given is not a valid UUID, returns false. */ static bool IsUUIDOnline(const AString & a_UUID); // tolua_export /** 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 FormatChatPrefix(bool ShouldAppendChatPrefixes, AString a_ChatPrefixS, AString m_Color1, AString m_Color2); void Kick(const AString & a_Reason); // tolua_export /** Authenticates the specified user, called by cAuthenticator */ void Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties); /** This function sends a new unloaded chunk to the player. Returns true if all chunks are loaded. */ bool StreamNextChunk(); /** Remove all loaded chunks that are no longer in range */ void UnloadOutOfRangeChunks(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); } /** Called while the client is being ticked from the world via its cPlayer object */ void Tick(float a_Dt); /** Called while the client is being ticked from the cServer object */ void ServerTick(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, eMessageType a_ChatPrefix, const AString & a_AdditionalData = ""); void SendChat (const cCompositeChat & a_Message); void SendChunkData (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer); void SendCollectEntity (const cEntity & a_Entity, const cPlayer & a_Player); void SendDestroyEntity (const cEntity & a_Entity); void SendDisconnect (const AString & a_Reason); void SendDisplayObjective (const AString & a_Objective, cScoreboard::eDisplaySlot a_Display); void SendEditSign (int a_BlockX, int a_BlockY, int a_BlockZ); void SendEntityAnimation (const cEntity & a_Entity, char a_Animation); // tolua_export void SendEntityEffect (const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short 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 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 SendExperience (void); void SendExperienceOrb (const cExpOrb & a_ExpOrb); 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 SendMapColumn (int a_ID, int a_X, int a_Y, const Byte * a_Colors, unsigned int a_Length, unsigned int m_Scale); void SendMapDecorators (int a_ID, const cMapDecoratorList & a_Decorators, unsigned int m_Scale); void SendMapInfo (int a_ID, unsigned int a_Scale); void SendPaintingSpawn (const cPainting & a_Painting); void SendParticleEffect (const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmount); void SendPickupSpawn (const cPickup & a_Pickup); void SendPlayerAbilities (void); void SendPlayerListAddPlayer (const cPlayer & a_Player); void SendPlayerListRemovePlayer (const cPlayer & a_Player); void SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName); void SendPlayerListUpdateGameMode (const cPlayer & a_Player); void SendPlayerListUpdatePing (const cPlayer & a_Player); 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 SendPluginMessage (const AString & a_Channel, const AString & a_Message); // Exported in ManualBindings.cpp void SendRemoveEntityEffect (const cEntity & a_Entity, int a_EffectID); void SendRespawn (eDimension a_Dimension, bool a_ShouldIgnoreDimensionChecks = false); 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 SendSoundEffect (const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch); // tolua_export 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 SendStatistics (const cStatManager & a_Manager); 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, bool a_DoDaylightCycle); // tolua_export void SendUnloadChunk (int a_ChunkX, int a_ChunkZ); void SendUpdateBlockEntity (cBlockEntity & a_BlockEntity); 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, short a_Property, short a_Value); // tolua_begin const AString & GetUsername(void) const; void SetUsername( const AString & a_Username); inline short GetPing(void) const { return m_Ping; } void SetViewDistance(int a_ViewDistance); int GetViewDistance(void) const { return m_ViewDistance; } void SetLocale(AString & a_Locale) { m_Locale = a_Locale; } AString GetLocale(void) const { return m_Locale; } int GetUniqueID(void) const { return m_UniqueID; } bool HasPluginChannel(const AString & a_PluginChannel); /** Called by the protocol when it receives the MC|Brand plugin message. Also callable by plugins. Simply stores the string value. */ void SetClientBrand(const AString & a_ClientBrand) { m_ClientBrand = a_ClientBrand; } /** Returns the client brand received in the MC|Brand plugin message or set by a plugin. */ const AString & GetClientBrand(void) const { return m_ClientBrand; } // tolua_end /** Returns true if the client wants the chunk specified to be sent (in m_ChunksToSend) */ bool WantsSendChunk(int a_ChunkX, 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(UInt32 a_PacketType); void PacketError(unsigned char a_PacketType); /** Called when the protocol receives a animation packet with id 1. */ void HandleSwingArm(); /** Called when the protocol receives a MC|ItemName plugin message, indicating that the player named an item in the anvil UI. */ void HandleAnvilItemName(const AString & a_ItemName); /** Called when the protocol receives a MC|Beacon plugin message, indicating that the player set an effect in the beacon UI. */ void HandleBeaconSelection(int a_PrimaryEffect, int a_SecondaryEffect); /** Called when the protocol detects a chat packet. */ void HandleChat(const AString & a_Message); /** Called when the protocol receives a MC|AdvCdm plugin message, indicating that the player set a new command in the command block UI, for a block-based commandblock. */ void HandleCommandBlockBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_NewCommand); /** Called when the protocol receives a MC|AdvCdm plugin message, indicating that the player set a new command in the command block UI, for an entity-based commandblock (minecart?). */ void HandleCommandBlockEntityChange(int a_EntityID, const AString & a_NewCommand); void HandleCreativeInventory (short a_SlotNum, const cItem & a_HeldItem); void HandleEntityCrouch (int a_EntityID, bool a_IsCrouching); void HandleEntityLeaveBed (int a_EntityID); void HandleEntitySprinting (int a_EntityID, bool a_IsSprinting); /** Called when the protocol handshake has been received (for protocol versions that support it; 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); void HandleKeepAlive (int a_KeepAliveID); void HandleLeftClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, char a_Status); /** Called when the protocol receives a MC|TrSel packet, indicating that the player used a trade in the NPC UI. */ void HandleNPCTrade(int a_SlotNum); void HandlePing (void); void HandlePlayerAbilities (bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed); 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 HandlePluginMessage (const AString & a_Channel, const AString & a_Message); void HandleRespawn (void); void HandleRightClick (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace 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, size_t a_Size); /** Called when the player moves into a different world. Sends an UnloadChunk packet for each loaded chunk and resets the streamed chunks. */ void RemoveFromWorld(void); /** Called when the player will enchant a Item */ void HandleEnchantItem(Byte & a_WindowID, Byte & a_Enchantment); /** 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. */ UInt32 GetProtocolVersion(void) const { return m_ProtocolVersion; } // tolua_export private: /** The type used for storing the names of registered plugin channels. */ typedef std::set cChannels; /** Number of chunks the player can see in each direction */ int m_ViewDistance; /** Server generates this many chunks AHEAD of player sight. */ static const int GENERATEDISTANCE = 2; AString m_IPString; AString m_Username; AString m_Password; Json::Value m_Properties; 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) cChunkCoordsList m_SentChunks; // Chunks that are currently sent to the client 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; // Vanilla 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; 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 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; /** If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded() */ bool m_ShouldCheckDownloaded; /** Number of explosions sent this tick */ int m_NumExplosionsThisTick; /** Number of place or break interactions this tick */ int m_NumBlockChangeInteractionsThisTick; static int s_ClientCount; /** ID used for identification during authenticating. Assigned sequentially for each new instance. */ int m_UniqueID; /** Contains the UUID used by Mojang to identify the player's account. Short UUID stored here (without dashes) */ AString m_UUID; /** Set to true when the chunk where the player is is sent to the client. Used for spawning the player */ bool m_HasSentPlayerChunk; /** Client Settings */ AString m_Locale; /** The plugin channels that the client has registered. */ cChannels m_PluginChannels; /** The brand identification of the client, as received in the MC|Brand plugin message or set from a plugin. */ AString m_ClientBrand; /** The version of the protocol that the client is talking, or 0 if unknown. */ UInt32 m_ProtocolVersion; /** Handles the block resending part if the right click failed. */ void AbortRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace); /** 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, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler); /** 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, cChunkSender::eChunkPriority a_Priority); /** Handles the DIG_STARTED dig packet: */ void HandleBlockDigStarted (int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace 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, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta); /** The clients will receive a finished dig animation */ void FinishDigAnimation(); /** Converts the protocol-formatted channel list (NUL-separated) into a proper string vector. */ AStringVector BreakApartPluginChannels(const AString & a_PluginChannels); /** Adds all of the channels to the list of current plugin channels. Handles duplicates gracefully. */ void RegisterPluginChannels(const AStringVector & a_ChannelList); /** Removes all of the channels from the list of current plugin channels. Ignores channels that are not found. */ void UnregisterPluginChannels(const AStringVector & a_ChannelList); // cSocketThreads::cCallback overrides: virtual bool DataReceived (const char * a_Data, size_t 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