First part of solving FS #371; should fix #370. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1459 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			299 lines
		
	
	
		
			13 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			299 lines
		
	
	
		
			13 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 "Defines.h"
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#include "Vector3d.h"
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#include "OSSupport/SocketThreads.h"
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#include "ChunkDef.h"
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#include "ByteBuffer.h"
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class cChunkDataSerializer;
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class cInventory;
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class cMonster;
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class cPawn;
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class cPickup;
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class cPlayer;
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class cProtocol;
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class cRedstone;
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class cWindow;
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class cFallingBlock;
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class cItemHandler;
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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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#if defined(ANDROID_NDK)
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	static const int DEFAULT_VIEW_DISTANCE = 4;  // The default ViewDistance (used when no value is set in Settings.ini)
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#else
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	static const int DEFAULT_VIEW_DISTANCE = 9;
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#endif
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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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	virtual ~cClientHandle();
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	const AString & GetIPString(void) const { return m_IPString; }
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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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	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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	void SendAttachEntity       (const cEntity & a_Entity, const cEntity * a_Vehicle);
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	void SendBlockAction        (int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType);
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	void SendBlockChange        (int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
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	void SendBlockChanges       (int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes);
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	void SendChat               (const AString & a_Message);
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	void SendChunkData          (int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer);
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	void SendCollectPickup      (const cPickup & a_Pickup, const cPlayer & a_Player);
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	void SendDestroyEntity      (const cEntity & a_Entity);
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	void SendDisconnect         (const AString & a_Reason);
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	void SendEntHeadLook        (const cEntity & a_Entity);
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	void SendEntLook            (const cEntity & a_Entity);
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	void SendEntVelocity        (const cEntity & a_Entity);
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	void SendEntRelMove         (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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	void SendEntRelMoveLook     (const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ);
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	void SendEntityEquipment    (const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item);
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	void SendEntityStatus       (const cEntity & a_Entity, char a_Status);
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	void SendExplosion          (double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, cVector3iArray a_BlocksAffected, const Vector3d & a_PlayerMotion);
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	void SendGameMode           (eGameMode a_GameMode);
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	void SendHealth             (void);
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	void SendInventoryProgress  (char a_WindowID, short a_Progressbar, short a_Value);
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	void SendInventorySlot      (char a_WindowID, short a_SlotNum, const cItem & a_Item);
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	void SendMetadata           (const cPawn & a_Entity);
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	void SendPickupSpawn        (const cPickup & a_Pickup);
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	void SendPlayerAnimation    (const cPlayer & a_Player, char a_Animation);
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	void SendPlayerListItem     (const cPlayer & a_Player, bool a_IsOnline);
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	void SendPlayerMoveLook     (void);
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	void SendPlayerPosition     (void);
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	void SendPlayerSpawn        (const cPlayer & a_Player);
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	void SendRespawn            (void);
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	void SendSoundEffect        (const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch);  // a_Src coords are Block * 8
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	void SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data);
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	void SendBlockBreakAnim     (int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage);
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	void SendSpawnFallingBlock  (const cFallingBlock & a_FallingBlock);
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	void SendSpawnMob           (const cMonster & a_Mob);
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	void SendSpawnObject        (const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch);
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	void SendSpawnVehicle       (const cEntity & a_Vehicle, char a_VehicleType);
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	void SendTeleportEntity     (const cEntity & a_Entity);
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	void SendThunderbolt        (int a_BlockX, int a_BlockY, int a_BlockZ);
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	void SendTimeUpdate         (Int64 a_WorldAge, Int64 a_TimeOfDay);
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	void SendUnloadChunk        (int a_ChunkX, int a_ChunkZ);
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	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);
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	void SendWeather            (eWeather a_Weather);
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	void SendWholeInventory     (const cInventory & a_Inventory);
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	void SendWholeInventory     (const cWindow    & a_Window);
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	void SendWindowClose        (const cWindow    & a_Window);
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	void SendWindowOpen         (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
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	void SendUseBed             (const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ );
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	const AString & GetUsername(void) const;		// tolua_export
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	void SetUsername( const AString & a_Username );	// tolua_export
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	inline short GetPing(void) const { return m_Ping; }	// tolua_export
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	void SetViewDistance(int a_ViewDistance);		// tolua_export
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	int  GetViewDistance(void) const { 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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	// Calls that cProtocol descendants use to report state:
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	void PacketBufferFull(void);
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	void PacketUnknown(unsigned char a_PacketType);
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	void PacketError(unsigned char a_PacketType);
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	// Calls that cProtocol descendants use for handling packets:
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	void HandlePing             (void);
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	void HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem);
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	void HandlePlayerPos        (double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround);
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	void HandleLeftClick        (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
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	void HandleRightClick       (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, 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);
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	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)
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	void HandleAnimation        (char a_Animation);
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	void HandleSlotSelected     (short a_SlotNum);
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	void HandleWindowClose      (char a_WindowID);
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	void HandleWindowClick      (char a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem);
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	void HandleUpdateSign       (
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		int a_BlockX, int a_BlockY, int a_BlockZ, 
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		const AString & a_Line1, const AString & a_Line2, 
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		const AString & a_Line3, const AString & a_Line4
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	);
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	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);
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	void HandleKeepAlive        (int a_KeepAliveID);
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	bool HandleHandshake        (const AString & a_Username);
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	void HandleEntityAction     (int a_EntityID, char a_ActionID);
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	/** Called when the protocol has finished logging the user in.
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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(int a_ProtocolVersion, const AString & a_Username);
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	void SendData(const char * a_Data, int a_Size);
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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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	AString m_IPString;
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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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	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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	cProtocol * m_Protocol;
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	cCriticalSection m_CSOutgoingData;
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	cByteBuffer      m_OutgoingData;
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	AString          m_OutgoingDataOverflow;  //< For data that didn't fit into the m_OutgoingData ringbuffer temporarily
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	cCriticalSection m_CriticalSection;
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	Vector3d m_ConfirmPosition;
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	cPlayer * m_Player;
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	bool m_HasSentDC;  ///< True if a D/C 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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	int m_LastStreamedChunkX;
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	int m_LastStreamedChunkZ;
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	/// Seconds since the last packet data was received (updated in Tick(), reset in DataReceived())
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	float m_TimeSinceLastPacket;
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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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	// Values required for block dig animation
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	int m_BlockDigAnimStage;  // Current stage of the animation; -1 if not digging
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	int m_BlockDigAnimSpeed;  // Current speed of the animation (units ???)
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	int m_BlockDigAnimX;
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	int m_BlockDigAnimY;
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	int m_BlockDigAnimZ;
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	// 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:
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	bool m_HasStartedDigging;
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	int m_LastDigBlockX;
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	int m_LastDigBlockY;
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	int m_LastDigBlockZ;
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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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		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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	eState m_State;
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	bool m_bKeepThreadGoing;
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	/// If set to true during csDownloadingWorld, the tick thread calls CheckIfWorldDownloaded()
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	bool m_ShouldCheckDownloaded;
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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_ChunkZ);
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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, char 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, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta);
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	/// Handles the block placing packet when it is a real block placement (not block-using, item-using or eating)
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	void HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler);
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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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