git-svn-id: http://mc-server.googlecode.com/svn/trunk@887 0a769ca7-a7f5-676a-18bf-c427514a06d6
		
			
				
	
	
		
			255 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			255 lines
		
	
	
		
			10 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 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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	cSocket &       GetSocket  (void)       { return m_Socket; }
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	const AString & GetIPString(void) const { return m_Socket.GetIPString(); }
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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 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 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 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 SendSpawnMob         (const cMonster & a_Mob);
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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_WorldTime);
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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      (char a_WindowID);
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	void SendWindowOpen       (char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots);
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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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	// 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 HandleBlockDig         (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status);
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	void HandleBlockPlace       (int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, 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, bool a_IsRightClick, bool a_IsShiftPressed, 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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	/** 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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	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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	cSocket     m_Socket;
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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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	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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	/// 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_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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