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path: root/source/cClientHandle.cpp
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#include "Globals.h"  // NOTE: MSVC stupidness requires this to be the same across all modules

#include "cClientHandle.h"
#include "cServer.h"
#include "cWorld.h"
#include "cChunk.h"
#include "cPickup.h"
#include "cPluginManager.h"
#include "cPlayer.h"
#include "cInventory.h"
#include "cChestEntity.h"
#include "cSignEntity.h"
#include "cWindow.h"
#include "cCraftingWindow.h"
#include "cItem.h"
#include "cTorch.h"
#include "cStairs.h"
#include "cDoors.h"
#include "cLadder.h"
#include "cSign.h"
#include "cRedstone.h"
#include "cPiston.h"
#include "cBlockToPickup.h"
#include "cMonster.h"
#include "cChatColor.h"
#include "cThread.h"
#include "cSocket.h"
#include "cTimer.h"

#include "cTracer.h"
#include "Vector3f.h"
#include "Vector3d.h"

#include "cSleep.h"
#include "cRoot.h"

#include "cBlockingTCPLink.h"
#include "cAuthenticator.h"
#include "MersenneTwister.h"

#include "packets/cPacket_KeepAlive.h"
#include "packets/cPacket_PlayerPosition.h"
#include "packets/cPacket_Respawn.h"
#include "packets/cPacket_UpdateHealth.h"
#include "packets/cPacket_RelativeEntityMoveLook.h"
#include "packets/cPacket_Chat.h"
#include "packets/cPacket_Login.h"
#include "packets/cPacket_WindowClick.h"
#include "packets/cPacket_PlayerMoveLook.h"
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_BlockDig.h"
#include "packets/cPacket_Handshake.h"
#include "packets/cPacket_PlayerLook.h"
#include "packets/cPacket_ArmAnim.h"
#include "packets/cPacket_BlockPlace.h"
#include "packets/cPacket_Flying.h"
#include "packets/cPacket_Disconnect.h"
#include "packets/cPacket_PickupSpawn.h"
#include "packets/cPacket_ItemSwitch.h"
#include "packets/cPacket_EntityEquipment.h"
#include "packets/cPacket_CreativeInventoryAction.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_UseEntity.h"
#include "packets/cPacket_WindowClose.h"
#include "packets/cPacket_13.h"
#include "packets/cPacket_UpdateSign.h"
#include "packets/cPacket_Ping.h"
#include "packets/cPacket_PlayerListItem.h"


#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
													 case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\
													 case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; }

#define MAX_SEMAPHORES (2000)





// fwd: cServer.cpp:
extern std::string GetWSAError();





///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cClientHandle:

cClientHandle::cClientHandle(const cSocket & a_Socket)
	: m_ProtocolVersion(23)
	, m_pReceiveThread(NULL)
	, m_pSendThread(NULL)
	, m_Socket(a_Socket)
	, m_Semaphore(MAX_SEMAPHORES)
	, m_bDestroyed(false)
	, m_Player(NULL)
	, m_bKicking(false)
	, m_TimeLastPacket(cWorld::GetTime())
	, m_bLoggedIn(false)
	, m_bKeepThreadGoing(true)
	, m_bSendLoginResponse(false)
	, m_Ping(1000)
	, m_bPositionConfirmed(false)
{
	LOG("cClientHandle::cClientHandle");
	
	cTimer t1;
	m_LastPingTime = t1.GetNowTime();

	// All the packets that can be received from the client
	for (int i = 0; i < ARRAYCOUNT(m_PacketMap); ++i)
	{
		m_PacketMap[i] = NULL;
	}
	m_PacketMap[E_KEEP_ALIVE]                = new cPacket_KeepAlive;
	m_PacketMap[E_HANDSHAKE]                 = new cPacket_Handshake;
	m_PacketMap[E_LOGIN]                     = new cPacket_Login;
	m_PacketMap[E_PLAYERPOS]                 = new cPacket_PlayerPosition;
	m_PacketMap[E_PLAYERLOOK]                = new cPacket_PlayerLook;
	m_PacketMap[E_PLAYERMOVELOOK]            = new cPacket_PlayerMoveLook;
	m_PacketMap[E_CHAT]                      = new cPacket_Chat;
	m_PacketMap[E_ANIMATION]                 = new cPacket_ArmAnim;
	m_PacketMap[E_FLYING]                    = new cPacket_Flying;
	m_PacketMap[E_BLOCK_DIG]                 = new cPacket_BlockDig;
	m_PacketMap[E_BLOCK_PLACE]               = new cPacket_BlockPlace;
	m_PacketMap[E_DISCONNECT]                = new cPacket_Disconnect;
	m_PacketMap[E_ITEM_SWITCH]               = new cPacket_ItemSwitch;
	m_PacketMap[E_ENTITY_EQUIPMENT]          = new cPacket_EntityEquipment;
	m_PacketMap[E_CREATIVE_INVENTORY_ACTION] = new cPacket_CreativeInventoryAction;
	m_PacketMap[E_NEW_INVALID_STATE]         = new cPacket_NewInvalidState;
	m_PacketMap[E_PICKUP_SPAWN]              = new cPacket_PickupSpawn;
	m_PacketMap[E_USE_ENTITY]                = new cPacket_UseEntity;
	m_PacketMap[E_WINDOW_CLOSE]              = new cPacket_WindowClose;
	m_PacketMap[E_WINDOW_CLICK]              = new cPacket_WindowClick;
	m_PacketMap[E_PACKET_13]                 = new cPacket_13;
	m_PacketMap[E_UPDATE_SIGN]               = new cPacket_UpdateSign;
	m_PacketMap[E_RESPAWN]                   = new cPacket_Respawn;
	m_PacketMap[E_PING]                      = new cPacket_Ping;

	memset(m_LoadedChunks, 0x00, sizeof(m_LoadedChunks));

	//////////////////////////////////////////////////////////////////////////
	m_pReceiveThread = new cThread(ReceiveThread, this, "cClientHandle::ReceiveThread");
	m_pSendThread    = new cThread(SendThread,    this, "cClientHandle::SendThread");
	m_pReceiveThread->Start(true);
	m_pSendThread->Start   (true);
	//////////////////////////////////////////////////////////////////////////

	LOG("New ClientHandle");
}





cClientHandle::~cClientHandle()
{
	LOG("Deleting client %s", GetUsername().c_str());

	for(unsigned int i = 0; i < VIEWDISTANCE*VIEWDISTANCE; i++)
	{
		if (m_LoadedChunks[i]) m_LoadedChunks[i]->RemoveClient(this);
	}

	cWorld::PlayerList PlayerList = cRoot::Get()->GetWorld()->GetAllPlayers();
	for(cWorld::PlayerList::iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
	{
		if ((*itr) && (*itr)->GetClientHandle() && !GetUsername().empty())
		{
			std::string NameColor = (m_Player ? m_Player->GetColor() : "");
			cPacket_PlayerListItem PlayerList(NameColor + GetUsername(), false, (short)9999);
			(*itr)->GetClientHandle()->Send(PlayerList);
		}
	}
	
	if (m_Username.size() > 0)
	{
		cPacket_Chat Left(m_Username + " left the game!");
		cRoot::Get()->GetServer()->Broadcast(Left, this);
	}

	// First stop sending thread
	m_bKeepThreadGoing = false;

	cCSLock Lock(m_SocketCriticalSection);
	if (m_Socket.IsValid())
	{
		cPacket_Disconnect Disconnect;
		Disconnect.m_Reason = "Server shut down? Kthnxbai";
		m_Socket.Send(&Disconnect);
		m_Socket.CloseSocket();
	}
	Lock.Unlock();

	m_Semaphore.Signal();
	delete m_pReceiveThread;
	delete m_pSendThread;

	while (!m_PendingParsePackets.empty())
	{
		delete *m_PendingParsePackets.begin();
		m_PendingParsePackets.erase(m_PendingParsePackets.begin());
	}
	while (!m_PendingNrmSendPackets.empty())
	{
		delete *m_PendingNrmSendPackets.begin();
		m_PendingNrmSendPackets.erase(m_PendingNrmSendPackets.begin());
	}
	while (!m_PendingLowSendPackets.empty())
	{
		delete *m_PendingLowSendPackets.begin();
		m_PendingLowSendPackets.erase(m_PendingLowSendPackets.begin());
	}
	if (m_Player != NULL)
	{
		m_Player->SetClientHandle(NULL);
		m_Player->Destroy();
		m_Player = NULL;
	}
	for (int i = 0; i < ARRAYCOUNT(m_PacketMap); i++)
	{
		delete m_PacketMap[i];
	}
}





void cClientHandle::Destroy()
{
	 m_bDestroyed = true;
	 cCSLock Lock(m_SocketCriticalSection);
	 if (m_Socket.IsValid())
	 {
		 m_Socket.CloseSocket();
	 }
}





void cClientHandle::Kick(const AString & a_Reason)
{
	Send(cPacket_Disconnect(a_Reason));
	m_bKicking = true;
}





void cClientHandle::Authenticate(void)
{
	m_bSendLoginResponse = true;
}





void cClientHandle::StreamChunks(void)
{
	if (!m_bLoggedIn)
	{
		return;
	}

	assert(m_Player != NULL);
	
	int ChunkPosX = (int)floor(m_Player->GetPosX() / 16);
	int ChunkPosZ = (int)floor(m_Player->GetPosZ() / 16);

	cWorld * World = m_Player->GetWorld();

	cChunk * NeededChunks[VIEWDISTANCE * VIEWDISTANCE] = { 0 };
	const int MaxDist = VIEWDISTANCE + GENERATEDISTANCE * 2;
	for (int x = 0; x < MaxDist; x++)
	{
		for (int z = 0; z < MaxDist; z++)
		{
			int RelX = x - (MaxDist - 1) / 2;
			int RelZ = z - (MaxDist - 1) / 2;
			cChunk * Chunk = World->GetChunk(ChunkPosX + RelX, 0, ChunkPosZ + RelZ);	// Touch all chunks in wide range, so they get generated
			if (
				(x >= GENERATEDISTANCE) && 
				(x < VIEWDISTANCE + GENERATEDISTANCE) && 
				(z >= GENERATEDISTANCE) && 
				(z < VIEWDISTANCE + GENERATEDISTANCE)
			) // but player only needs chunks in view distance
			{
				NeededChunks[(x - GENERATEDISTANCE) + (z - GENERATEDISTANCE) * VIEWDISTANCE] = Chunk;
			}
		}
	}

	cChunk * MissingChunks[VIEWDISTANCE * VIEWDISTANCE];
	memset(MissingChunks, 0, sizeof(MissingChunks));
	unsigned int MissIndex = 0;
	for(int i = 0; i < VIEWDISTANCE * VIEWDISTANCE; i++)	// Handshake loop - touch each chunk once
	{
		if (NeededChunks[i] == 0) continue;	// Chunk is not yet loaded, so ignore
												// This can cause MissIndex to be 0 and thus chunks will not be unloaded while they are actually out of range,
												// which might actually be a good thing, otherwise it would keep trying to unload chunks until the new chunks are fully loaded
		bool bChunkMissing = true;
		for(int j = 0; j < VIEWDISTANCE*VIEWDISTANCE; j++)
		{
			if (m_LoadedChunks[j] == NeededChunks[i])
			{
				bChunkMissing = false;
				break;
			}
		}
		if (bChunkMissing)
		{
			MissingChunks[MissIndex] = NeededChunks[i];
			MissIndex++;
		}
	}

	if (MissIndex > 0)
	{
		// Chunks are gonna be streamed in, so chunks probably also need to be streamed out <- optimization
		for(int x = 0; x < VIEWDISTANCE; x++)
		{
			for(int z = 0; z < VIEWDISTANCE; z++)
			{
				cChunk* Chunk = m_LoadedChunks[x + z*VIEWDISTANCE];
				if (Chunk != NULL)
				{
					if ((Chunk->GetPosX() < ChunkPosX - (VIEWDISTANCE - 1) / 2)
						|| (Chunk->GetPosX() > ChunkPosX + (VIEWDISTANCE - 1) / 2)
						|| (Chunk->GetPosZ() < ChunkPosZ - (VIEWDISTANCE - 1) / 2)
						|| (Chunk->GetPosZ() > ChunkPosZ + (VIEWDISTANCE - 1) / 2)
					)
					{
						Chunk->RemoveClient(this);
						Chunk->AsyncUnload(this);		// TODO - I think it's possible to unload the chunk immediately instead of next tick
														// I forgot why I made it happen next tick

						m_LoadedChunks[x + z * VIEWDISTANCE] = NULL;
					}
				}
			}
		}

		StreamChunksSmart(MissingChunks, MissIndex);

		memcpy(m_LoadedChunks, NeededChunks, sizeof(NeededChunks));
	}
}





// Sends chunks to the player from the player position outward
void cClientHandle::StreamChunksSmart(cChunk** a_Chunks, unsigned int a_NumChunks)
{
	int X = (int)floor(m_Player->GetPosX() / 16);
	int Y = (int)floor(m_Player->GetPosY() / 128);
	int Z = (int)floor(m_Player->GetPosZ() / 16);

	bool bAllDone = false;
	while(!bAllDone)
	{
		bAllDone = true;
		int ClosestIdx = -1;
		unsigned int ClosestSqrDist = (unsigned int)-1; // wraps around, becomes biggest number possible
		for(unsigned int i = 0; i < a_NumChunks; ++i)
		{
			if (a_Chunks[i])
			{
				bAllDone = false;
				int DistX = a_Chunks[i]->GetPosX()-X;
				int DistY = a_Chunks[i]->GetPosY()-Y;
				int DistZ = a_Chunks[i]->GetPosZ()-Z;
				unsigned int SqrDist = (DistX*DistX)+(DistY*DistY)+(DistZ*DistZ);
				if (SqrDist < ClosestSqrDist)
				{
					ClosestSqrDist = SqrDist;
					ClosestIdx = i;
				}
			}
		}
		if (ClosestIdx > -1)
		{
			a_Chunks[ClosestIdx]->Send(this);
			a_Chunks[ClosestIdx]->AddClient(this);
			//LOGINFO("CCC: Sending chunk %i %i", a_Chunks[ClosestIdx]->GetPosX(), a_Chunks[ClosestIdx]->GetPosZ());
			a_Chunks[ClosestIdx] = 0;
		}
	}
}





// This removes the client from all chunks. Used when switching worlds
void cClientHandle::RemoveFromAllChunks()
{
	for(int i = 0; i < VIEWDISTANCE*VIEWDISTANCE; i++)
	{
		if (m_LoadedChunks[i])
		{
			m_LoadedChunks[i]->RemoveClient(this);
			m_LoadedChunks[i]->AsyncUnload(this);
			m_LoadedChunks[i] = 0;
		}
	}
}





void cClientHandle::AddPacket(cPacket * a_Packet)
{
	cCSLock Lock(m_CriticalSection);
	m_PendingParsePackets.push_back(a_Packet->Clone());
}





void cClientHandle::HandlePendingPackets()
{
	cCSLock Lock(m_CriticalSection);
	for (PacketList::iterator itr = m_PendingParsePackets.begin(); itr != m_PendingParsePackets.end(); ++itr)
	{
		HandlePacket(*itr);
		delete *itr;
	}
	m_PendingParsePackets.clear();
}





void cClientHandle::HandlePacket(cPacket * a_Packet)
{
	m_TimeLastPacket = cWorld::GetTime();

	// cPacket* CopiedPacket = a_Packet->Clone();
	// a_Packet = CopiedPacket;

	//LOG("Packet: 0x%02x", a_Packet->m_PacketID);

	if (m_bKicking)
	{
		return;
	}

	if (!m_bLoggedIn)
	{
		switch (a_Packet->m_PacketID)
		{
			case E_NEW_INVALID_STATE: // New/Invalid State packet received. I'm guessing the client only sends it when there's a problem with the bed?
			{
				LOGINFO("Got New Invalid State packet");
				break;
			}
		
			case E_PING:           HandlePing(); break;
			case E_HANDSHAKE:      HandleHandshake    (reinterpret_cast<cPacket_Handshake *>     (a_Packet)); break;
			case E_LOGIN:          HandleLogin        (reinterpret_cast<cPacket_Login *>         (a_Packet)); break;
			case E_PLAYERMOVELOOK: HandleMoveLookLogin(reinterpret_cast<cPacket_PlayerMoveLook *>(a_Packet)); break;
			case E_KEEP_ALIVE:     break;
			default:               HandleDefaultLogin (a_Packet); break;
		}  // switch (Packet type)
	}
	else if (!m_bPositionConfirmed)  // m_bLoggedIn is true
	{
		switch (a_Packet->m_PacketID)
		{
			case E_PLAYERMOVELOOK: HandleMoveLookConfirm(reinterpret_cast<cPacket_PlayerMoveLook *>(a_Packet)); break;
			// No default handling, ignore everything else
		}  // switch (Packet type)
	}  // if (! position confirmed)

	if (m_bPositionConfirmed)
	{
		switch (a_Packet->m_PacketID)
		{
			case E_CREATIVE_INVENTORY_ACTION: HandleCreativeInventory(reinterpret_cast<cPacket_CreativeInventoryAction *>(a_Packet)); break;
			case E_PLAYERPOS:                 HandlePlayerPos        (reinterpret_cast<cPacket_PlayerPosition *>         (a_Packet)); break;
			case E_BLOCK_DIG:                 HandleBlockDig         (reinterpret_cast<cPacket_BlockDig *>               (a_Packet)); break;
			case E_BLOCK_PLACE:               HandleBlockPlace       (reinterpret_cast<cPacket_BlockPlace *>             (a_Packet)); break;
			case E_PICKUP_SPAWN:              HandlePickupSpawn      (reinterpret_cast<cPacket_PickupSpawn *>            (a_Packet)); break;
			case E_CHAT:                      HandleChat             (reinterpret_cast<cPacket_Chat *>                   (a_Packet)); break;
			case E_PLAYERLOOK:                HandlePlayerLook       (reinterpret_cast<cPacket_PlayerLook *>             (a_Packet)); break;
			case E_PLAYERMOVELOOK:            HandlePlayerMoveLook   (reinterpret_cast<cPacket_PlayerMoveLook *>         (a_Packet)); break;
			case E_ANIMATION:                 HandleAnimation        (reinterpret_cast<cPacket_ArmAnim *>                (a_Packet)); break;
			case E_ITEM_SWITCH:               HandleItemSwitch       (reinterpret_cast<cPacket_ItemSwitch *>             (a_Packet)); break;
			case E_WINDOW_CLOSE:              HandleWindowClose      (reinterpret_cast<cPacket_WindowClose *>            (a_Packet)); break;
			case E_WINDOW_CLICK:              HandleWindowClick      (reinterpret_cast<cPacket_WindowClick *>            (a_Packet)); break;
			case E_UPDATE_SIGN:               HandleUpdateSign       (reinterpret_cast<cPacket_UpdateSign *>             (a_Packet)); break;
			case E_USE_ENTITY:                HandleUseEntity        (reinterpret_cast<cPacket_UseEntity *>              (a_Packet)); break;
			case E_RESPAWN:                   HandleRespawn();
			case E_DISCONNECT:                HandleDisconnect       (reinterpret_cast<cPacket_Disconnect *>             (a_Packet)); break;
			case E_KEEP_ALIVE:                HandleKeepAlive        (reinterpret_cast<cPacket_KeepAlive *>              (a_Packet)); break;
		}  // switch (Packet type)
	}  // if (normal game)
}





void cClientHandle::HandlePing(void)
{
	// Somebody tries to retrieve information about the server
	LOGINFO("Got ping from \"%s\"", m_Socket.GetIPString().c_str());
	AString Reply;
	Printf(Reply, "%s%s%i%s%i", 
		cRoot::Get()->GetWorld()->GetDescription().c_str(), 
		cChatColor::Delimiter.c_str(), 
		cRoot::Get()->GetWorld()->GetNumPlayers(),
		cChatColor::Delimiter.c_str(), 
		cRoot::Get()->GetWorld()->GetMaxPlayers()
	);
	Kick(Reply.c_str());
}





void cClientHandle::HandleHandshake(cPacket_Handshake * a_Packet)
{
	m_Username = a_Packet->m_Username;
	LOG("HANDSHAKE %s", m_Username.c_str());

	if (cRoot::Get()->GetWorld()->GetNumPlayers() >= cRoot::Get()->GetWorld()->GetMaxPlayers())
	{
		Kick("The server is currently full :(-- Try again later");
		return;
	}
	cPacket_Chat Connecting(m_Username + " is connecting.");
	cRoot::Get()->GetServer()->Broadcast(Connecting, this);

	// Give a server handshake thingy back
	cPacket_Handshake Handshake;
	Handshake.m_Username = cRoot::Get()->GetServer()->GetServerID();
	Send(Handshake);
}





void cClientHandle::HandleLogin(cPacket_Login * a_Packet)
{
	LOG("LOGIN %s", m_Username.c_str());
	if (a_Packet->m_ProtocolVersion < m_ProtocolVersion)
	{
		Kick("Your client is outdated!");
		return;
	}
	else if (a_Packet->m_ProtocolVersion > m_ProtocolVersion)
	{
		Kick("Your client version is higher than the server!");
		return;
	}
	if (m_Username.compare(a_Packet->m_Username) != 0)
	{
		LOGWARNING("Login Username (\"%s\") does not match Handshake username (\"%s\") for client \"%s\")",
			a_Packet->m_Username.c_str(),
			m_Username.c_str(),
			m_Socket.GetIPString().c_str()
		);
		Kick("Hacked client");  // Don't tell them why we don't want them
		return;
	}

	if (cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_LOGIN, 1, a_Packet))
	{
		Destroy();
		return;
	}

	// Schedule for authentication; until then, let them wait (but do not block)
	cRoot::Get()->GetAuthenticator().Authenticate(m_Username, cRoot::Get()->GetServer()->GetServerID());
}





void cClientHandle::HandleMoveLookLogin(cPacket_PlayerMoveLook * a_Packet)
{
	// After this is received we're safe to send anything
	if (m_Player == NULL)
	{
		LOGWARNING("Received PlayerMoveLook packet for NULL player from client \"%s\", kicking.", m_Socket.GetIPString().c_str());
		Kick("Hacked client");  // Don't tell them why we don't want them
		return;
	}
	if (!cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_PLAYER_JOIN, 1, m_Player))
	{
		// Broadcast that this player has joined the game! Yay~
		cPacket_Chat Joined(m_Username + " joined the game!");
		cRoot::Get()->GetServer()->Broadcast(Joined, this);
	}

	// Now initialize player (adds to entity list etc.)
	cWorld* PlayerWorld = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
	if (!PlayerWorld)
	{
		PlayerWorld = cRoot::Get()->GetDefaultWorld();
	}
	m_Player->Initialize(PlayerWorld);

	// Then we can start doing more stuffs! :D
	m_bLoggedIn = true;
	LOG("Player \"%s\" completely logged in", m_Username.c_str());
	StreamChunks();

	// Send position
	m_ConfirmPosition = m_Player->GetPosition();
	Send(cPacket_PlayerMoveLook(m_Player));
}





void cClientHandle::HandleDefaultLogin(cPacket * a_Packet)
{
	LOGWARNING(
		"Invalid packet in login state: 0x%02x from client \"%s\", username \"%s\"", 
		a_Packet->m_PacketID,
		m_Socket.GetIPString().c_str(),
		m_Username.c_str()
	);
	Kick("Hacked client");  // Don't tell them why we don't like them
}





void cClientHandle::HandleMoveLookConfirm(cPacket_PlayerMoveLook * a_Packet)
{
	Vector3d ReceivedPosition = Vector3d(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);

	// Test the distance between points with a small/large enough value instead of comparing directly. Floating point inaccuracies might screw stuff up
	double Dist = (ReceivedPosition - m_ConfirmPosition).SqrLength();
	if (Dist < 1.0)
	{
		// Test
		if (ReceivedPosition.Equals(m_ConfirmPosition))
		{
			LOGINFO("Exact position confirmed by client!");
		}
		m_bPositionConfirmed = true;
	}
	else
	{
		LOGWARNING("Player \"%s\" sent a weird position confirmation %.2 blocks away, waiting for another confirmation", m_Username.c_str(), Dist);
	}
}





void cClientHandle::HandleCreativeInventory(cPacket_CreativeInventoryAction * a_Packet)
{
	// This is for creative Inventory changes
	if (m_Player->GetGameMode() == 1)
	{
		m_Player->GetInventory().Clicked(a_Packet);
	}
	else
	{
		LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str());
	}
}





void cClientHandle::HandlePlayerPos(cPacket_PlayerPosition * a_Packet)
{
	// LOG("recv player pos: %0.2f %0.2f %0.2f", PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ);
	m_Player->MoveTo(Vector3d(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ));
	m_Player->SetStance(a_Packet->m_Stance);
	m_Player->SetTouchGround(a_Packet->m_bFlying);
}





void cClientHandle::HandleBlockDig(cPacket_BlockDig * a_Packet)
{
	if (!CheckBlockInteractionsRate())
	{
		return;
	}

	LOG("OnBlockDig: %i %i %i Dir: %i Stat: %i", a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, a_Packet->m_Direction, a_Packet->m_Status);
	if (a_Packet->m_Status == 0x04)	// Drop block
	{
		m_Player->TossItem(false);
		return;
	}
	
	cWorld* World = m_Player->GetWorld();

	char OldBlock = World->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
	char MetaData = World->GetBlockMeta(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);

	bool bBroken = (
		(a_Packet->m_Status == 0x02) || 
		(g_BlockOneHitDig[(int)OldBlock]) || 
		((a_Packet->m_Status == 0x00) && (m_Player->GetGameMode() == 1)) ||
		((m_Player->GetInventory().GetEquippedItem().m_ItemID == E_ITEM_SHEARS) && (OldBlock == E_BLOCK_LEAVES))
	);

	if ((OldBlock == E_BLOCK_WOODEN_DOOR) && !bBroken)
	{
		cDoors::ChangeDoor(m_Player->GetWorld(), a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
	}

	cItem PickupItem;
	if (bBroken && !(m_Player->GetGameMode() == 1)) // broken
	{
		ENUM_ITEM_ID PickupID = cBlockToPickup::ToPickup((ENUM_BLOCK_ID)OldBlock, m_Player->GetInventory().GetEquippedItem().m_ItemID);
		PickupItem.m_ItemID = PickupID;
		PickupItem.m_ItemHealth = MetaData;
		PickupItem.m_ItemCount = cBlockToPickup::PickupCount(OldBlock);
		if (OldBlock == E_BLOCK_LAPIS_ORE)
		{
			PickupItem.m_ItemHealth = 4;
		}
		if (cDoors::IsDoor(OldBlock))
		{
			PickupItem.m_ItemHealth = 1;	//For a complete door this works :D
		}
	}
	
	if (cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_BLOCK_DIG, 2, a_Packet, m_Player, &PickupItem))
	{
		World->SendBlockTo(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, m_Player);
		return;
	}
	
	int pX = a_Packet->m_PosX, pY = a_Packet->m_PosY, pZ = a_Packet->m_PosZ;

	AddDirection(pX, (char &) pY, pZ, a_Packet->m_Direction);

	char PossibleBlock = World->GetBlock(pX, pY, pZ);

	if (PossibleBlock == E_BLOCK_FIRE)
	{
		a_Packet->m_PosX = pX;
		a_Packet->m_PosY = (char)pY;
		a_Packet->m_PosZ = pZ;
		bBroken = true;
	}

	if (!bBroken)
	{
		return;
	}
	
	if (!World->DigBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, PickupItem))
	{
		return;
	}
	
	if (OldBlock == E_BLOCK_REDSTONE_TORCH_ON)
	{
		cRedstone Redstone(World);
		Redstone.ChangeRedstone(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, false);
	}
	if (OldBlock == E_BLOCK_REDSTONE_TORCH_OFF)
	{
		cRedstone Redstone(World);
		Redstone.ChangeRedstone(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, false);
	}
	if (OldBlock == E_BLOCK_REDSTONE_WIRE)
	{
		cRedstone Redstone(World);
		Redstone.ChangeRedstone(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, false);
	}
	if ((OldBlock == E_BLOCK_PISTON) || (OldBlock == E_BLOCK_STICKY_PISTON))
	{
		int newX = a_Packet->m_PosX;
		int newY = a_Packet->m_PosY;
		int newZ = a_Packet->m_PosZ;
		AddPistonDir(newX, newY, newZ, MetaData & ~(8), 1);
		if (World->GetBlock(newX, newY, newZ) == E_BLOCK_PISTON_EXTENSION)
		{
			World->SetBlock(newX, newY, newZ, E_BLOCK_AIR, 0);
		}
	}

	if (cDoors::IsDoor(OldBlock))
	{
		// Special actions for destroyed door (Destroy second part)
		if (MetaData & 8)
		{
			// Was upper part of door
			if (cDoors::IsDoor(World->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY - 1, a_Packet->m_PosZ)))
			{
				World->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY - 1, a_Packet->m_PosZ, E_BLOCK_AIR, 0);
			}
		}
		else
		{
			// Was lower part
			if (cDoors::IsDoor(World->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ)))
			{
				World->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ, E_BLOCK_AIR, 0);
			}
		}
	}
	
	m_Player->UseEquippedItem();
}





void cClientHandle::HandleBlockPlace(cPacket_BlockPlace * a_Packet)
{
	if (!CheckBlockInteractionsRate())
	{
		return;
	}
	
	cItem & Equipped = m_Player->GetInventory().GetEquippedItem();

	if ((Equipped.m_ItemID != a_Packet->m_ItemType))	// Not valid
	{
		LOGWARN("Player %s tried to place a block that was not selected! (could indicate bot)", m_Username.c_str());
		// TODO: We should probably send the current world block to the client, so that it can immediately "let the user know" that they haven't placed the block
		return;
	}

	if (cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_BLOCK_PLACE, 2, a_Packet, m_Player))
	{
		if (a_Packet->m_Direction > -1)
		{
			AddDirection(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, a_Packet->m_Direction);
			m_Player->GetWorld()->SendBlockTo(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, m_Player);
		}
		return;
	}

	//LOG("%i %i %i %i %i %i", a_Packet->m_Count, a_Packet->m_Direction, a_Packet->m_ItemType, a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);

	//printf("Place Dir:%i %i %i %i : %i\n", a_Packet->m_Direction, a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, a_Packet->m_ItemType);
	// 'use' useable items instead of placing blocks
	bool bPlaceBlock = true;
	bool UpdateRedstone = false;
	bool AddedCurrent = false;

	if (a_Packet->m_Direction >= 0)
	{
		ENUM_BLOCK_ID BlockID = (ENUM_BLOCK_ID)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
		switch (BlockID)
		{
		case E_BLOCK_REDSTONE_REPEATER_ON:
		case E_BLOCK_REDSTONE_REPEATER_OFF:
			{
				//no need to update redstone current with a repeater
				//todo: Find meta value of repeater and change it to one step more.
			}
			break;
		case E_BLOCK_WORKBENCH:
			{
				bPlaceBlock = false;
				cWindow* Window = new cCraftingWindow(0, true);
				m_Player->OpenWindow(Window);
			}
			break;
		case E_BLOCK_FURNACE:
		case E_BLOCK_CHEST:
			{
				bPlaceBlock = false;
				cBlockEntity* BlockEntity = m_Player->GetWorld()->GetBlockEntity(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
				if (BlockEntity)
				{
					BlockEntity->UsedBy(*m_Player);
				}
			}
			break;
		case E_BLOCK_WOODEN_DOOR:
			{
				bPlaceBlock = false;
				cDoors::ChangeDoor(m_Player->GetWorld(), a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
			}
			break;
		default:
			break;
		};
	}

	// Some checks to see if it's a placeable item :P
	if (bPlaceBlock)
	{
		cItem Item;
		Item.m_ItemID = Equipped.m_ItemID;
		Item.m_ItemCount = 1;
		LOG("a_Packet->m_ItemType: %i", (int)a_Packet->m_ItemType);

		// Hacked in edible items go!~
		// TODO: Handle hunger
		bool bEat = false;
		bool isDoor = false;
		switch (Item.m_ItemID)
		{
		case E_ITEM_APPLE:
			//m_Player->Heal(4); // 2 hearts
			m_Player->Feed(24); // 2 food bars
			bEat = true;
			break;
		case E_ITEM_GOLDEN_APPLE:
			//m_Player->Heal(20); // 10 hearts
			m_Player->Feed(60); // 5 food
			bEat = true;
			break;
		case E_ITEM_MUSHROOM_SOUP:
			///m_Player->Heal(10); // 5 hearts
			m_Player->Feed(48); // 4 food
			bEat = true;
			break;
		case E_ITEM_BREAD:
			//m_Player->Heal(5); // 2.5 hearts
			m_Player->Feed(30); // 2.5 food
			bEat = true;
			break;
		case E_ITEM_RAW_MEAT:
			//m_Player->Heal(3); // 1.5 hearts
			m_Player->Feed(18); // 1.5 food
			bEat = true;
			break;
		case E_ITEM_COOKED_MEAT:
			//m_Player->Heal(8); // 4 hearts
			m_Player->Feed(48); // 4 food
			bEat = true;
			break;
		case E_ITEM_RAW_FISH:
			//m_Player->Heal(2); // 1 heart
			m_Player->Feed(12); // 1 food
			bEat = true;
			break;
		case E_ITEM_COOKED_FISH:
			//m_Player->Heal(5); // 2.5 hearts
			m_Player->Feed(30); // 2.5 food
			bEat = true;
			break;
		case E_ITEM_RAW_CHICKEN:
			//m_Player->Heal(3);
			m_Player->Feed(12); // 1 food
			bEat = true;
			break;
		case E_ITEM_COOKED_CHICKEN:
			//m_Player->Heal(8);
			m_Player->Feed(36); // 3 food
			bEat = true;
			break;
		case E_ITEM_RAW_BEEF:
			//m_Player->Heal(3);
			m_Player->Feed(18); // 1.5 food
			bEat = true;
			break;
		case E_ITEM_STEAK:
			//m_Player->Heal(8);
			m_Player->Feed(48); // 4 food
			bEat = true;
			break;
		default:
			break;
		};

		if (bEat)
		{
			m_Player->GetInventory().RemoveItem(Item);
			return;
		}

		if (a_Packet->m_Direction < 0)
		{
			// clicked in air
			return;
		}

		//TODO: Wrong Blocks!
		int ClickedBlock = (int)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
		char MetaData = (char)Equipped.m_ItemHealth;
		bool LavaBucket = false;
		bool WaterBucket = false;
		bool bRemoveItem = true;
		bool bIgnoreCollision = false;

		if (ClickedBlock == E_BLOCK_STEP)
		{
			if (MetaData == m_Player->GetWorld()->GetBlockMeta(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ) && a_Packet->m_Direction == 1)	//only make double slab if meta values are the same and if player clicked on top of the block (Dir = 1)
			{
				a_Packet->m_ItemType = E_BLOCK_DOUBLE_STEP;
				a_Packet->m_PosY--;
				bIgnoreCollision = true;
			}
		}

		// Special handling for special items:
		switch (a_Packet->m_ItemType)  
		{
			case E_ITEM_BUCKET:
			{
				// TODO: Change this, it is just a small hack to get it working a little bit. seems like the Client sends the position from the first hitable block :s
				ClickedBlock = (int)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ);
				LOG("Bucket Clicked BlockID: %d", ClickedBlock);
				switch (ClickedBlock)
				{
					case E_BLOCK_WATER:
					case E_BLOCK_STATIONARY_WATER:
					{
						WaterBucket = true;
						break;
					}
					case E_BLOCK_LAVA:
					case E_BLOCK_STATIONARY_LAVA:
					{
						LavaBucket = true;
						break;
					}
				}
				break;
			}  // case E_ITEM_BUCKET			
			
			case E_ITEM_LAVA_BUCKET:
			{
				if ((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem(Item)))
				{
					a_Packet->m_ItemType = E_BLOCK_LAVA;
					if (m_Player->GetGameMode() == 1)
					{
						break;						//No new Bucket for creative players
					}

					cItem NewItem;
					NewItem.m_ItemID = E_ITEM_BUCKET;
					NewItem.m_ItemCount = 1;
					m_Player->GetInventory().AddItem(NewItem);
				}
				break;
			}  // case E_ITEM_LAVA_BUCKET
			
			case E_ITEM_WATER_BUCKET:
			{
				if ((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem(Item)))
				{
					a_Packet->m_ItemType = E_BLOCK_WATER;
					if (m_Player->GetGameMode() == 1)
					{
						break;						//No new Bucket for creative players
					}
					cItem NewItem;
					NewItem.m_ItemID = E_ITEM_BUCKET;
					NewItem.m_ItemCount = 1;
					m_Player->GetInventory().AddItem(NewItem);
				}
				break;
			}
			
			case E_BLOCK_TORCH:
			{
				MetaData = cTorch::DirectionToMetaData(a_Packet->m_Direction);
				break;
			}
			
			case E_BLOCK_REDSTONE_TORCH_OFF:
			{
				MetaData = cTorch::DirectionToMetaData(a_Packet->m_Direction);
				if (g_BlockTransparent[ (int)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY+2, a_Packet->m_PosZ) ] == true) 
				{
					//if block above is transparent
					//printf("transparent above me\n");
				}
				else
				{
					//printf("transparent not above me\n");
				}
				UpdateRedstone = true;
				AddedCurrent = false;
				break;
			}
			
			case E_BLOCK_REDSTONE_TORCH_ON:
			{
				MetaData = cTorch::DirectionToMetaData(a_Packet->m_Direction);
				UpdateRedstone = true;
				AddedCurrent = true;
				break;
			}
			
			case E_ITEM_REDSTONE_DUST:
			{
				MetaData = 0;
				a_Packet->m_ItemType = E_BLOCK_REDSTONE_WIRE;
				UpdateRedstone = true;
				AddedCurrent = false;
				break;
			}
			
			case E_ITEM_REDSTONE_REPEATER:
			{
				MetaData = cRedstone::RepeaterRotationToMetaData(m_Player->GetRotation());
				a_Packet->m_ItemType = E_BLOCK_REDSTONE_REPEATER_OFF;
				UpdateRedstone = true;
				AddedCurrent = false;
				break;
			}

			case E_BLOCK_PISTON:
			case E_BLOCK_STICKY_PISTON:
			{
				MetaData = cPiston::RotationPitchToMetaData(m_Player->GetRotation(), m_Player->GetPitch());
				UpdateRedstone = true;
				AddedCurrent = false;
				break;
			}
			
			case E_ITEM_IRON_DOOR:
			{
				a_Packet->m_ItemType = E_BLOCK_IRON_DOOR;
				MetaData = cDoors::RotationToMetaData(m_Player->GetRotation());
				isDoor = true;
				break;
			}
			
			case E_ITEM_WOODEN_DOOR:
			{
				a_Packet->m_ItemType = E_BLOCK_WOODEN_DOOR;
				MetaData = cDoors::RotationToMetaData(m_Player->GetRotation());
				isDoor = true;
				break;
			}
			
			case E_BLOCK_CHEST:
			case E_BLOCK_FURNACE:
			case E_BLOCK_DISPENSER:
			{
				MetaData = cPiston::RotationPitchToMetaData(m_Player->GetRotation(), 0); // Same orientation as pistons, just ignore pitch
				break;
			}
			
			case E_BLOCK_COBBLESTONE_STAIRS:
			case E_BLOCK_BRICK_STAIRS:
			case E_BLOCK_STONE_BRICK_STAIRS:
			case E_BLOCK_NETHER_BRICK_STAIRS:
			case E_BLOCK_WOODEN_STAIRS:
			{
				MetaData = cStairs::RotationToMetaData(m_Player->GetRotation());
				break;
			}
			case E_BLOCK_LADDER:
			{
				MetaData = cLadder::DirectionToMetaData(a_Packet->m_Direction);
				break;
			}
			case E_ITEM_SIGN:
			{
				LOG("Sign Dir: %i", a_Packet->m_Direction);
				if (a_Packet->m_Direction == 1)
				{
					LOG("Player Rotation: %f", m_Player->GetRotation());
					MetaData = cSign::RotationToMetaData(m_Player->GetRotation());
					LOG("Sign rotation %i", MetaData);
					a_Packet->m_ItemType = E_BLOCK_SIGN_POST;
				}
				else
				{
					MetaData = cSign::DirectionToMetaData(a_Packet->m_Direction);
					a_Packet->m_ItemType = E_BLOCK_WALLSIGN;
				}
				break;
			}
		
			case E_ITEM_FLINT_AND_STEEL:
			{
				a_Packet->m_ItemType = E_ITEM_FIRE;
				m_Player->UseEquippedItem();
				bRemoveItem = false;
				break;
			}
			default:
			{
				break;
			}
		}  // switch (a_Packet->m_ItemType)


		if (LavaBucket)
		{
			if ((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem(Item))) {
				cItem NewItem;
				NewItem.m_ItemID = E_ITEM_LAVA_BUCKET;
				NewItem.m_ItemCount = 1;
				m_Player->GetInventory().AddItem(NewItem);
				m_Player->GetWorld()->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ, E_BLOCK_AIR, 0);
			}
		}
		else if (WaterBucket)
		{
			if ((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem(Item)))
			{
				cItem NewItem;
				NewItem.m_ItemID = E_ITEM_WATER_BUCKET;
				NewItem.m_ItemCount = 1;
				m_Player->GetInventory().AddItem(NewItem);
				m_Player->GetWorld()->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ, E_BLOCK_AIR, 0);
			}
		}
		else if (IsValidBlock(a_Packet->m_ItemType))
		{
			int X = a_Packet->m_PosX;
			char Y = a_Packet->m_PosY;
			int Z = a_Packet->m_PosZ;
			AddDirection(X, Y, Z, a_Packet->m_Direction);

			int PlaceBlock = m_Player->GetWorld()->GetBlock(X, Y, Z);
			if (
				(PlaceBlock != E_BLOCK_AIR)
				&& (PlaceBlock != E_BLOCK_WATER)
				&& (PlaceBlock != E_BLOCK_STATIONARY_WATER)
				&& (PlaceBlock != E_BLOCK_LAVA)
				&& (PlaceBlock != E_BLOCK_STATIONARY_LAVA)
				&& !bIgnoreCollision
			)
			{
				//tried to place a block *into* another?
				return;  // happens when you place a block aiming at side of block like torch or stem
			}

			// Check whether selected item is allowed to be placed on specific surface
			bool bIllegalSurface = false;
			ENUM_BLOCK_ID SurfaceBlock = (ENUM_BLOCK_ID)m_Player->GetWorld()->GetBlock(X, Y-1, Z);
			switch (a_Packet->m_ItemType)
			{
				case E_BLOCK_YELLOW_FLOWER:	// Can ONLY be placed on dirt/grass
				case E_BLOCK_RED_ROSE:
				case E_BLOCK_SAPLING:
				{
					switch (SurfaceBlock)
					{
						case E_BLOCK_DIRT:
						case E_BLOCK_GRASS:
						{
							bIllegalSurface = false;
							break;
						}
						default:
						{
							bIllegalSurface = true;
							break;
						}
					};
					break;
				}
				
				case E_BLOCK_BROWN_MUSHROOM:	// Can be placed on pretty much anything, with exceptions
				case E_BLOCK_RED_MUSHROOM:
				{
					switch (SurfaceBlock)
					{
						case E_BLOCK_GLASS:
						case E_BLOCK_YELLOW_FLOWER:
						case E_BLOCK_RED_ROSE:
						case E_BLOCK_BROWN_MUSHROOM:
						case E_BLOCK_RED_MUSHROOM:
						case E_BLOCK_CACTUS:
						{
							bIllegalSurface = true;
							break;
						}
					}
					break;
				}
				
				case E_BLOCK_CACTUS:
				{
					bIllegalSurface = (SurfaceBlock != E_BLOCK_SAND) && (SurfaceBlock != E_BLOCK_CACTUS);  // Cactus can only be placed on sand and itself

					// Check surroundings. Cacti may ONLY be surrounded by air
					cWorld * World = m_Player->GetWorld();
					if (
						(World->GetBlock(X - 1, Y, Z)     != E_BLOCK_AIR) ||
						(World->GetBlock(X + 1, Y, Z)     != E_BLOCK_AIR) ||
						(World->GetBlock(X,     Y, Z - 1) != E_BLOCK_AIR) ||
						(World->GetBlock(X,     Y, Z + 1) != E_BLOCK_AIR)
					)
					{
						bIllegalSurface = true;
					}
					break;
				}
			}  // switch (a_Packet->m_ItemType)

			if (bIllegalSurface)
			{
				return;
			}

			if (bRemoveItem)
			{
				if ((m_Player->GetGameMode() != 1) && !m_Player->GetInventory().RemoveItem(Item))
				{
					return;
				}
			}


			if (isDoor)
			{
				if ((m_Player->GetWorld()->GetBlock(X, Y + 1, Z) == E_BLOCK_AIR) || (m_Player->GetWorld()->GetBlock(X, Y + 1, Z) == E_BLOCK_AIR))
				{
					m_Player->GetWorld()->SetBlock(X, Y + 1, Z, (char)a_Packet->m_ItemType, MetaData + 8);
					m_Player->GetWorld()->SetBlock(X, Y,     Z, (char)a_Packet->m_ItemType, MetaData);
				}
			}
			else
			{
				m_Player->GetWorld()->SetBlock(X, Y, Z, (char)a_Packet->m_ItemType, MetaData);
			}

			if (UpdateRedstone)
			{
				cRedstone Redstone(m_Player->GetWorld());
				Redstone.ChangeRedstone(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ, AddedCurrent);
			}
		}
	}

	/*
	// FakeTruth's "magic stick of removal" :D
	// TODO: Turn this into a plugin
	if (m_Username.compare("FakeTruth") == 0)
	{
		if (a_Packet->m_ItemType == 280)
		{
			cRoot::Get()->GetWorld()->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, 0, 0);
		}
	}
	*/
}





void cClientHandle::HandlePickupSpawn(cPacket_PickupSpawn * a_Packet)
{
	LOG("Received packet E_PICKUP_SPAWN");

	cItem DroppedItem;
	DroppedItem.m_ItemID = (ENUM_ITEM_ID)a_Packet->m_Item;
	DroppedItem.m_ItemCount = a_Packet->m_Count;
	DroppedItem.m_ItemHealth = 0x0; // TODO: Somehow figure out what item was dropped, and apply correct health
	if (m_Player->GetInventory().RemoveItem(DroppedItem))
	{
		cPickup * Pickup = new cPickup(a_Packet);
		Pickup->Initialize(m_Player->GetWorld());
	}
}





void cClientHandle::HandleChat(cPacket_Chat * a_Packet)
{
	if (!cRoot::Get()->GetServer()->Command(*this, a_Packet->m_Message.c_str()))
	{
		a_Packet->m_Message.insert(0, "<" + m_Player->GetColor() + m_Username + cChatColor::White + "> ");
		cRoot::Get()->GetServer()->Broadcast(*a_Packet);
	}
}





void cClientHandle::HandlePlayerLook(cPacket_PlayerLook * a_Packet)
{
	m_Player->SetRotation   (a_Packet->m_Rotation);
	m_Player->SetPitch      (a_Packet->m_Pitch);
	m_Player->SetTouchGround(a_Packet->m_bFlying);
	m_Player->WrapRotation();
}





void cClientHandle::HandlePlayerMoveLook(cPacket_PlayerMoveLook * a_Packet)
{
	m_Player->MoveTo(Vector3d(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ));
	m_Player->SetStance     (a_Packet->m_Stance);
	m_Player->SetTouchGround(a_Packet->m_bFlying);
	m_Player->SetRotation   (a_Packet->m_Rotation);
	m_Player->SetPitch      (a_Packet->m_Pitch);
	m_Player->WrapRotation();
}





void cClientHandle::HandleAnimation(cPacket_ArmAnim * a_Packet)
{
	a_Packet->m_EntityID = m_Player->GetUniqueID();
	cRoot::Get()->GetServer()->Broadcast(*a_Packet, this);
}





void cClientHandle::HandleItemSwitch(cPacket_ItemSwitch * a_Packet)
{
	m_Player->GetInventory().SetEquippedSlot(a_Packet->m_SlotNum);

	cPacket_EntityEquipment Equipment;
	Equipment.m_ItemID = (short)m_Player->GetInventory().GetEquippedItem().m_ItemID;
	Equipment.m_Slot = 0;
	Equipment.m_UniqueID = m_Player->GetUniqueID();
	cRoot::Get()->GetServer()->Broadcast(Equipment, this);
}





void cClientHandle::HandleWindowClose(cPacket_WindowClose * a_Packet)
{
	m_Player->CloseWindow(a_Packet->m_Close);
}





void cClientHandle::HandleWindowClick(cPacket_WindowClick * a_Packet)
{
	if (a_Packet->m_WindowID == 0)
	{
		m_Player->GetInventory().Clicked(a_Packet);
		return;
	}
	
	cWindow * Window = m_Player->GetWindow();
	if (Window == NULL)
	{
		LOGWARNING("Player \"%s\" clicked in a non-existent window. Ignoring", m_Username.c_str());
		return;
	}
	
	Window->Clicked(a_Packet, *m_Player);
}





void cClientHandle::HandleUpdateSign(cPacket_UpdateSign * a_Packet)
{
	cWorld * World = m_Player->GetWorld();
	cChunk * Chunk = World->GetChunkOfBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
	cBlockEntity * BlockEntity = Chunk->GetBlockEntity(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
	if ((BlockEntity != NULL) && ((BlockEntity->GetBlockType() == E_BLOCK_SIGN_POST) || (BlockEntity->GetBlockType() == E_BLOCK_WALLSIGN)))
	{
		cSignEntity * Sign = reinterpret_cast<cSignEntity *>(BlockEntity);
		Sign->SetLines(a_Packet->m_Line1, a_Packet->m_Line2, a_Packet->m_Line3, a_Packet->m_Line4);
		Sign->SendTo(NULL); // Broadcast to all players in chunk
	}
}





void cClientHandle::HandleUseEntity(cPacket_UseEntity * a_Packet)
{
	if (!a_Packet->m_bLeftClick)
	{
		return;
	}
	cWorld * World = m_Player->GetWorld();
	cEntity * Entity = World->GetEntity(a_Packet->m_TargetID);
	if ((Entity != NULL) && Entity->IsA("cPawn"))
	{
		cPawn * Pawn = (cPawn *)Entity;
		Pawn->TakeDamage(1, m_Player);
	}
}





void cClientHandle::HandleRespawn(void)
{
	m_Player->Respawn();
}





void cClientHandle::HandleDisconnect(cPacket_Disconnect * a_Packet)
{
	LOG("Received d/c packet from \"%s\"", m_Username.c_str());
	if (!cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_DISCONNECT, 2, a_Packet->m_Reason.c_str(), m_Player))
	{
		cPacket_Chat DisconnectMessage(m_Username + " disconnected: " + a_Packet->m_Reason);
		cRoot::Get()->GetServer()->Broadcast(DisconnectMessage);
	}
	Destroy();
}





void cClientHandle::HandleKeepAlive(cPacket_KeepAlive * a_Packet)
{
	if (a_Packet->m_KeepAliveID == m_PingID)
	{
		cTimer t1;
		m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2);
	}
}





bool cClientHandle::CheckBlockInteractionsRate(void)
{
	int LastActionCnt = m_Player->GetLastBlockActionCnt();
	if ((cRoot::Get()->GetWorld()->GetTime() - m_Player->GetLastBlockActionTime()) < 0.1)
	{
		// Limit the number of block interactions per tick
		m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time.
		m_Player->SetLastBlockActionCnt(LastActionCnt + 1);
		if (m_Player->GetLastBlockActionCnt() > MAXBLOCKCHANGEINTERACTIONS)
		{
			// Kick if more than MAXBLOCKCHANGEINTERACTIONS per tick
			LOGWARN("Player %s tried to interact with a block too quickly! (could indicate bot) Was Kicked.", m_Username.c_str());
			Kick("You're a baaaaaad boy!");
			return false;
		}
	}
	else
	{
		m_Player->SetLastBlockActionCnt(0);  // Reset count 
		m_Player->SetLastBlockActionTime();  // Player tried to interact with a block. Reset last block interation time.
	}
	return true;
}





void cClientHandle::Tick(float a_Dt)
{
	(void)a_Dt;
	if (cWorld::GetTime() - m_TimeLastPacket > 30.f)  // 30 seconds time-out
	{
		cPacket_Disconnect DC("Nooooo!! You timed out! D: Come back!");
		m_Socket.Send(&DC);

		cSleep::MilliSleep(1000);  // Give packet some time to be received

		Destroy();
	}
	
	cTimer t1;
	// Send ping packet
	if (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
	{
		// TODO: why a random ping ID, can't we just use normal ascending numbers?
		MTRand r1;
		m_PingID = r1.randInt();
		cPacket_KeepAlive Ping(m_PingID);
		m_PingStartTime = t1.GetNowTime();
		Send(Ping);
		m_LastPingTime = m_PingStartTime;
	}

	if (m_bSendLoginResponse)
	{
		m_bSendLoginResponse = false;

		// Spawn player (only serversided, so data is loaded)
		m_Player = new cPlayer(this, GetUsername());	// !!DO NOT INITIALIZE!! <- is done after receiving MoveLook Packet

		cWorld* World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
		if (!World) World = cRoot::Get()->GetDefaultWorld();
		World->LockEntities();
		m_Player->LoginSetGameMode (World->GetGameMode()); //set player's gamemode to server's gamemode at login. TODO: set to last player's gamemode at logout

		m_Player->SetIP (m_Socket.GetIPString());

		cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_PLAYER_SPAWN, 1, m_Player);

		// Return a server login packet
		cPacket_Login LoginResponse;
		LoginResponse.m_ProtocolVersion = m_Player->GetUniqueID();
		//LoginResponse.m_Username = "";
		LoginResponse.m_ServerMode = m_Player->GetGameMode(); //set gamemode from player.
		LoginResponse.m_MapSeed = cRoot::Get()->GetWorld()->GetWorldSeed();
		LoginResponse.m_Dimension = 0;
		LoginResponse.m_MaxPlayers = (unsigned char)cRoot::Get()->GetWorld()->GetMaxPlayers();
		LoginResponse.m_Difficulty = 2;
		Send(LoginResponse);

		// Send Weather if raining:
		if ((World->GetWeather() == 1) || (World->GetWeather() == 2)) {
			cPacket_NewInvalidState RainPacket;
			RainPacket.m_Reason = 1; //begin rain
			Send(RainPacket);
		}

		// Send time
		Send(cPacket_TimeUpdate(World->GetWorldTime()));

		// Send inventory
		m_Player->GetInventory().SendWholeInventory(this);

		// Send health
		cPacket_UpdateHealth Health;
		Health.m_Health = (short)m_Player->GetHealth();
		Health.m_Food = m_Player->GetFood();
		Health.m_Saturation = m_Player->GetFoodSaturation();
		Send(Health);

		World->UnlockEntities();
	}
}





void cClientHandle::Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority /* = E_PRIORITY_NORMAL */)
{
	if (m_bKicking) return; // Don't add more packets if player is getting kicked anyway

	bool bSignalSemaphore = true;
	cCSLock Lock(m_SendCriticalSection);
	if (a_Priority == E_PRIORITY_NORMAL)
	{
		if (a_Packet.m_PacketID == E_REL_ENT_MOVE_LOOK)
		{
			PacketList & Packets = m_PendingNrmSendPackets;
			for (PacketList::iterator itr = Packets.begin(); itr != Packets.end(); ++itr)
			{
				bool bBreak = false;
				switch ((*itr)->m_PacketID)
				{
					case E_REL_ENT_MOVE_LOOK:
					{
						const cPacket_RelativeEntityMoveLook* ThisPacketData = reinterpret_cast< const cPacket_RelativeEntityMoveLook* >(&a_Packet);
						cPacket_RelativeEntityMoveLook* PacketData = reinterpret_cast< cPacket_RelativeEntityMoveLook* >(*itr);
						if (ThisPacketData->m_UniqueID == PacketData->m_UniqueID)
						{
							//LOGINFO("Optimized by removing double packet");
							Packets.erase(itr);
							bBreak = true;
							bSignalSemaphore = false; // Because 1 packet is removed, semaphore count is the same
							delete PacketData;
							break;
						}
						break;
					}  // case E_REL_END_MOVE_LOOK
				}  // switch (*itr -> Packet type)
				if (bBreak)
				{
					break;
				}
			}  // for itr - Packets[]
		}  // if (E_REL_ENT_MOVE_LOOK
		m_PendingNrmSendPackets.push_back(a_Packet.Clone());
	}
	else if (a_Priority == E_PRIORITY_LOW)
	{
		m_PendingLowSendPackets.push_back(a_Packet.Clone());
	}
	Lock.Unlock();
	if (bSignalSemaphore)
	{
		m_Semaphore.Signal();
	}
}





void cClientHandle::SendThread(void *lpParam)
{
	cClientHandle* self = (cClientHandle*)lpParam;
	PacketList & NrmSendPackets = self->m_PendingNrmSendPackets;
	PacketList & LowSendPackets = self->m_PendingLowSendPackets;


	while (self->m_bKeepThreadGoing && self->m_Socket.IsValid())
	{
		self->m_Semaphore.Wait();
		cCSLock Lock(self->m_SendCriticalSection);
		if (NrmSendPackets.size() + LowSendPackets.size() > MAX_SEMAPHORES)
		{
			LOGERROR("ERROR: Too many packets in queue for player %s !!", self->m_Username.c_str());
			cPacket_Disconnect DC("Too many packets in queue.");
			self->m_Socket.Send(DC);

			cSleep::MilliSleep(1000); // Give packet some time to be received

			Lock.Unlock();
			self->Destroy();
			break;
		}
		
		if (NrmSendPackets.size() == 0 && LowSendPackets.size() == 0)
		{
			assert(!self->m_bKeepThreadGoing);
			if (self->m_bKeepThreadGoing)
			{
				LOGERROR("ERROR: Semaphore was signaled while no packets to send");
			}
			continue;
		}
		if (NrmSendPackets.size() > MAX_SEMAPHORES / 2)
		{
			LOGINFO("Pending packets: %i Last: 0x%02x", NrmSendPackets.size(), (*NrmSendPackets.rbegin())->m_PacketID);
		}

		cPacket * Packet = NULL;
		if (!NrmSendPackets.empty())
		{
			Packet = *NrmSendPackets.begin();
			NrmSendPackets.erase(NrmSendPackets.begin());
		}
		else if (!LowSendPackets.empty())
		{
			Packet = *LowSendPackets.begin();
			LowSendPackets.erase(LowSendPackets.begin());
		}
		Lock.Unlock();

		cCSLock SocketLock(self->m_SocketCriticalSection);
		if (!self->m_Socket.IsValid())
		{
			break;
		}

		bool bSuccess = self->m_Socket.Send(Packet);
		SocketLock.Unlock();
		
		if (!bSuccess)
		{
			LOGERROR("ERROR: While sending packet 0x%02x to client \"%s\"", Packet->m_PacketID, self->m_Username.c_str());
			delete Packet;
			self->Destroy();
			break;
		}
		delete Packet;

		if (self->m_bKicking && (NrmSendPackets.size() + LowSendPackets.size() == 0)) // Disconnect player after all packets have been sent
		{
			cSleep::MilliSleep(1000); // Give all packets some time to be received
			self->Destroy();
			break;
		}
	}

	return;
}





void cClientHandle::ReceiveThread(void *lpParam)
{
	LOG("ReceiveThread");

	cClientHandle* self = (cClientHandle*)lpParam;

	char temp = 0;
	int iStat = 0;

	cSocket socket = self->GetSocket();

	AString Received;
	while (self->m_bKeepThreadGoing)
	{
		char Buffer[1024];
		iStat = socket.Receive(Buffer, sizeof(Buffer), 0);
		if (cSocket::IsSocketError(iStat) || (iStat == 0))
		{
			LOG("CLIENT DISCONNECTED (%i bytes):%s", iStat, cSocket::GetLastErrorString().c_str());
			break;
		}
		Received.append(Buffer, iStat);

		// Parse all complete packets in Received:
		while (!Received.empty())
		{
			cPacket* pPacket = self->m_PacketMap[(unsigned char)Received[0]];
			if (pPacket)
			{
				int NumBytes = pPacket->Parse(Received.data() + 1, Received.size() - 1);
				if (NumBytes == PACKET_ERROR)
				{
					LOGERROR("Protocol error while parsing packet type 0x%x; disconnecting client \"%s\"", Received[0], self->m_Username.c_str());
					cPacket_Disconnect DC("Protocol error");
					socket.Send(&DC);

					cSleep::MilliSleep(1000); // Give packet some time to be received
					return;
				}
				else if (NumBytes == PACKET_INCOMPLETE)
				{
					// Not a complete packet
					break;
				}
				else
				{
					// Packet parsed successfully, add it to internal queue:
					self->AddPacket(pPacket);
					// Erase the packet from the buffer:
					assert(Received.size() > (size_t)NumBytes);
					Received.erase(0, NumBytes + 1);
				}
			}
			else
			{
				LOGERROR("Unknown packet type: 0x%2x", Received[0]);

				AString Reason;
				Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", Received[0]);
				cPacket_Disconnect DC(Reason);
				socket.Send(&DC);

				cSleep::MilliSleep(1000); // Give packet some time to be received
				break;
			}
		}  // while (!Received.empty())
	}  // while (self->m_bKeepThreadGoing)

	self->Destroy();

	LOG("ReceiveThread STOPPED");
	return;
}





const AString & cClientHandle::GetUsername(void) const
{
	return m_Username;
}





const cSocket & cClientHandle::GetSocket()
{
	return m_Socket;
}