#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"; Disconnect.Send(m_Socket); 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 (a_Packet)); break; case E_LOGIN: HandleLogin (reinterpret_cast (a_Packet)); break; case E_PLAYERMOVELOOK: HandleMoveLookLogin(reinterpret_cast(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(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(a_Packet)); break; case E_PLAYERPOS: HandlePlayerPos (reinterpret_cast (a_Packet)); break; case E_BLOCK_DIG: HandleBlockDig (reinterpret_cast (a_Packet)); break; case E_BLOCK_PLACE: HandleBlockPlace (reinterpret_cast (a_Packet)); break; case E_PICKUP_SPAWN: HandlePickupSpawn (reinterpret_cast (a_Packet)); break; case E_CHAT: HandleChat (reinterpret_cast (a_Packet)); break; case E_PLAYERLOOK: HandlePlayerLook (reinterpret_cast (a_Packet)); break; case E_PLAYERMOVELOOK: HandlePlayerMoveLook (reinterpret_cast (a_Packet)); break; case E_ANIMATION: HandleAnimation (reinterpret_cast (a_Packet)); break; case E_ITEM_SWITCH: HandleItemSwitch (reinterpret_cast (a_Packet)); break; case E_WINDOW_CLOSE: HandleWindowClose (reinterpret_cast (a_Packet)); break; case E_WINDOW_CLICK: HandleWindowClick (reinterpret_cast (a_Packet)); break; case E_UPDATE_SIGN: HandleUpdateSign (reinterpret_cast (a_Packet)); break; case E_USE_ENTITY: HandleUseEntity (reinterpret_cast (a_Packet)); break; case E_RESPAWN: HandleRespawn(); case E_DISCONNECT: HandleDisconnect (reinterpret_cast (a_Packet)); break; case E_KEEP_ALIVE: HandleKeepAlive (reinterpret_cast (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(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!"); DC.Send(m_Socket); 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."); DC.Send(self->m_Socket); 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 = Packet->Send(self->m_Socket); 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(); while(self->m_bKeepThreadGoing) { iStat = socket.Receive(&temp, 1, 0); if (cSocket::IsSocketError(iStat) || iStat == 0) { LOG("CLIENT DISCONNECTED (%i bytes):%s", iStat, GetWSAError().c_str()); break; } else { cPacket* pPacket = self->m_PacketMap[(unsigned char)temp]; if (pPacket) { if (pPacket->Parse(socket)) { self->AddPacket(pPacket); //self->HandlePendingPackets(); } else { LOGERROR("Something went wrong during PacketID 0x%02x (%s)", temp, cSocket::GetLastErrorString()); LOG("CLIENT %s DISCONNECTED", self->m_Username.c_str()); break; } } else { LOG("Unknown packet: 0x%02x \'%c\' %i", (unsigned char)temp, (unsigned char)temp, (unsigned char)temp); AString Reason; Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", (unsigned char)temp); cPacket_Disconnect DC(Reason); DC.Send(socket); cSleep::MilliSleep(1000); // Give packet some time to be received break; } } } self->Destroy(); LOG("ReceiveThread STOPPED"); return; } const AString & cClientHandle::GetUsername(void) const { return m_Username; } const cSocket & cClientHandle::GetSocket() { return m_Socket; }