git-svn-id: http://mc-server.googlecode.com/svn/trunk@606 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			240 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			240 lines
		
	
	
		
			8.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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// cClientHandle.h
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// Interfaces to the cClientHandle class representing a client connected to this server. The client need not be a player yet
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#pragma once
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#ifndef CCLIENTHANDLE_H_INCLUDED
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#define CCLIENTHANDLE_H_INCLUDED
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#include "packets/cPacket.h"
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#include "Vector3d.h"
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#include "cSocketThreads.h"
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#include "ChunkDef.h"
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#include "packets/cPacket_KeepAlive.h"
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#include "packets/cPacket_Player.h"
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#include "packets/cPacket_Respawn.h"
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#include "packets/cPacket_RelativeEntityMoveLook.h"
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#include "packets/cPacket_Chat.h"
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#include "packets/cPacket_Login.h"
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#include "packets/cPacket_WindowClick.h"
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#include "packets/cPacket_TimeUpdate.h"
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#include "packets/cPacket_BlockDig.h"
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#include "packets/cPacket_Handshake.h"
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#include "packets/cPacket_ArmAnim.h"
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#include "packets/cPacket_BlockPlace.h"
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#include "packets/cPacket_Flying.h"
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#include "packets/cPacket_Disconnect.h"
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#include "packets/cPacket_PickupSpawn.h"
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#include "packets/cPacket_ItemSwitch.h"
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#include "packets/cPacket_EntityEquipment.h"
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#include "packets/cPacket_CreativeInventoryAction.h"
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#include "packets/cPacket_NewInvalidState.h"
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#include "packets/cPacket_UseEntity.h"
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#include "packets/cPacket_WindowClose.h"
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#include "packets/cPacket_UpdateSign.h"
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#include "packets/cPacket_Ping.h"
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#define MCS_PROTOCOL_VERSION 29  // Synchronize this with MCS_CLIENT_VERSION below!
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#define MCS_CLIENT_VERSION   "1.2.4, 1.2.5"
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class cPlayer;
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class cRedstone;
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class cClientHandle :  // tolua_export
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	public cSocketThreads::cCallback
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{											// tolua_export
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public:
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	enum ENUM_PRIORITY
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	{
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		E_PRIORITY_LOW,
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		E_PRIORITY_NORMAL
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	};
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	static const int MAXBLOCKCHANGEINTERACTIONS = 20; // 5 didn't help, 10 still doesn't work in Creative, 20 seems to have done the trick
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	static const int DEFAULT_VIEW_DISTANCE = 9;  // The default ViewDistance (used when no value is set in Settings.ini)
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	static const int MAX_VIEW_DISTANCE = 10;
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	static const int MIN_VIEW_DISTANCE = 4;
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	cClientHandle(const cSocket & a_Socket, int a_ViewDistance);
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	~cClientHandle();
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	const cSocket & GetSocket(void) const {return m_Socket; }
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	cSocket &       GetSocket(void)       {return m_Socket; }
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	cPlayer* GetPlayer() { return m_Player; }	// tolua_export
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	void Kick(const AString & a_Reason);		//tolua_export
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	void Authenticate(void);  // Called by cAuthenticator when the user passes authentication
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	void StreamChunks(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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	void Tick(float a_Dt);
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	bool IsDestroyed() { return m_bDestroyed; }
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	void Destroy();
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	bool IsPlaying(void) const {return (m_State == csPlaying); }
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	void Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority = E_PRIORITY_NORMAL);
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	const AString & GetUsername(void) const;		//tolua_export
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	inline short GetPing() const { return m_Ping; }	//tolua_export
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	void SetViewDistance(int a_ViewDistance);		//tolua_export
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	int GetViewDistance() { return m_ViewDistance; }//tolua_export
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	int GetUniqueID() const { return m_UniqueID; }	//tolua_export
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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_ChunkY, 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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private:
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	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 )
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	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;
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	AString m_Password;
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	AString 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;
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	PacketList       m_PendingNrmSendPackets;
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	PacketList       m_PendingLowSendPackets;
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	cCriticalSection m_CSChunkLists;
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	cChunkCoordsList m_LoadedChunks;  // Chunks that the player belongs to
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	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)
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	cSocket m_Socket;
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	cCriticalSection m_CriticalSection;
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	Vector3d m_ConfirmPosition;
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	cPacket * m_PacketMap[256];
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	bool      m_bDestroyed;
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	cPlayer * m_Player;
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	bool      m_bKicking;
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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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	int m_LastStreamedChunkX;
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	int m_LastStreamedChunkZ;
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	float m_TimeLastPacket;
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	short m_Ping;
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	int   m_PingID;
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	long long m_PingStartTime;
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	long long m_LastPingTime;
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	static const unsigned short PING_TIME_MS = 1000; //minecraft sends 1 per 20 ticks (1 second or every 1000 ms)
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	enum eState
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	{
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		csConnected,         // The client has just connected, waiting for their handshake / login
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		csAuthenticating,    // The client has logged in, waiting for external authentication
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		csDownloadingWorld,  // The client is waiting for chunks, we're waiting for the loader to provide and send them
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 		csConfirmingPos,     // The client has been sent the position packet, waiting for them to repeat the position back
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		csPlaying,           // Normal gameplay
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		// TODO: Add Kicking and Destroyed here as well
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	} ;
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	eState m_State;
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	bool m_bKeepThreadGoing;
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	void HandlePacket(cPacket * a_Packet);
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	// Packets handled in csConnected:
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	void HandlePing            (void);
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	void HandleHandshake       (cPacket_Handshake *      a_Packet);
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	void HandleLogin           (cPacket_Login *          a_Packet);
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	void HandleUnexpectedPacket(cPacket *                a_Packet);  // the default case -> kick
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	// Packets handled while in csConfirmingPos:
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	void HandleMoveLookConfirm(cPacket_PlayerMoveLook * a_Packet);  // While !m_bPositionConfirmed
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	// Packets handled while in csPlaying:
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	void HandleCreativeInventory(cPacket_CreativeInventoryAction * a_Packet);
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	void HandlePlayerPos        (cPacket_PlayerPosition *          a_Packet);
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	void HandleBlockDig         (cPacket_BlockDig *                a_Packet);
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	void HandleBlockPlace       (cPacket_BlockPlace *              a_Packet);
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	void HandlePickupSpawn      (cPacket_PickupSpawn *             a_Packet);
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	void HandleChat             (cPacket_Chat *                    a_Packet);
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	void HandlePlayerLook       (cPacket_PlayerLook *              a_Packet);
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	void HandlePlayerMoveLook   (cPacket_PlayerMoveLook *          a_Packet);  // While m_bPositionConfirmed (normal gameplay)
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	void HandleAnimation        (cPacket_ArmAnim *                 a_Packet);
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	void HandleItemSwitch       (cPacket_ItemSwitch *              a_Packet);
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	void HandleWindowClose      (cPacket_WindowClose *             a_Packet);
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	void HandleWindowClick      (cPacket_WindowClick *             a_Packet);
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	void HandleUpdateSign       (cPacket_UpdateSign *              a_Packet);
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	void HandleUseEntity        (cPacket_UseEntity *               a_Packet);
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	void HandleRespawn          (void);
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	void HandleDisconnect       (cPacket_Disconnect *              a_Packet);
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	void HandleKeepAlive        (cPacket_KeepAlive *               a_Packet);
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	/// Handles rclk with a dye; returns true if the dye is to be be consumed
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	bool HandleDyes(cPacket_BlockPlace * a_Packet);
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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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	/// Checks whether all loaded chunks have been sent to the client; if so, sends the position to confirm
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	void CheckIfWorldDownloaded(void);
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	/// Sends the PlayerMoveLook packet that the client needs to reply to for the game to start
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	void SendConfirmPosition(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_ChunkY, int a_ChunkZ);
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	// cSocketThreads::cCallback overrides:
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	virtual void DataReceived   (const char * a_Data, int a_Size) override;  // Data is received from the client
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	virtual void GetOutgoingData(AString & a_Data) override;  // Data can be sent to client
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	virtual void SocketClosed   (void) override;  // The socket has been closed for any reason
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	static int s_ClientCount;
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	int m_UniqueID;
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};										// tolua_export
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#endif  // CCLIENTHANDLE_H_INCLUDED
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