#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) : mProtocolVersion( 23 ) , pReceiveThread(NULL) , pSendThread(NULL) , mSocket(a_Socket) , mSemaphore(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(mPacketMap); ++i) { mPacketMap[i] = NULL; } mPacketMap[E_KEEP_ALIVE] = new cPacket_KeepAlive; mPacketMap[E_HANDSHAKE] = new cPacket_Handshake; mPacketMap[E_LOGIN] = new cPacket_Login; mPacketMap[E_PLAYERPOS] = new cPacket_PlayerPosition; mPacketMap[E_PLAYERLOOK] = new cPacket_PlayerLook; mPacketMap[E_PLAYERMOVELOOK] = new cPacket_PlayerMoveLook; mPacketMap[E_CHAT] = new cPacket_Chat; mPacketMap[E_ANIMATION] = new cPacket_ArmAnim; mPacketMap[E_FLYING] = new cPacket_Flying; mPacketMap[E_BLOCK_DIG] = new cPacket_BlockDig; mPacketMap[E_BLOCK_PLACE] = new cPacket_BlockPlace; mPacketMap[E_DISCONNECT] = new cPacket_Disconnect; mPacketMap[E_ITEM_SWITCH] = new cPacket_ItemSwitch; mPacketMap[E_ENTITY_EQUIPMENT] = new cPacket_EntityEquipment; mPacketMap[E_CREATIVE_INVENTORY_ACTION] = new cPacket_CreativeInventoryAction; mPacketMap[E_NEW_INVALID_STATE] = new cPacket_NewInvalidState; mPacketMap[E_PICKUP_SPAWN] = new cPacket_PickupSpawn; mPacketMap[E_USE_ENTITY] = new cPacket_UseEntity; mPacketMap[E_WINDOW_CLOSE] = new cPacket_WindowClose; mPacketMap[E_WINDOW_CLICK] = new cPacket_WindowClick; mPacketMap[E_PACKET_13] = new cPacket_13; mPacketMap[E_UPDATE_SIGN] = new cPacket_UpdateSign; mPacketMap[E_RESPAWN] = new cPacket_Respawn; mPacketMap[E_PING] = new cPacket_Ping; memset(m_LoadedChunks, 0x00, sizeof(m_LoadedChunks)); ////////////////////////////////////////////////////////////////////////// pReceiveThread = new cThread( ReceiveThread, this, "cClientHandle::ReceiveThread" ); pSendThread = new cThread( SendThread, this, "cClientHandle::SendThread" ); pReceiveThread->Start( true ); 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 (mUsername.size() > 0) { cPacket_Chat Left(mUsername + " left the game!"); cRoot::Get()->GetServer()->Broadcast( Left, this ); } // First stop sending thread m_bKeepThreadGoing = false; cCSLock Lock(mSocketCriticalSection); if (mSocket.IsValid()) { cPacket_Disconnect Disconnect; Disconnect.m_Reason = "Server shut down? Kthnxbai"; Disconnect.Send(mSocket); mSocket.CloseSocket(); } Lock.Unlock(); mSemaphore.Signal(); delete pReceiveThread; delete pSendThread; while (!mPendingParsePackets.empty()) { delete *mPendingParsePackets.begin(); mPendingParsePackets.erase(mPendingParsePackets.begin()); } while (!mPendingNrmSendPackets.empty()) { delete *mPendingNrmSendPackets.begin(); mPendingNrmSendPackets.erase(mPendingNrmSendPackets.begin()); } while (!mPendingLowSendPackets.empty()) { delete *mPendingLowSendPackets.begin(); mPendingLowSendPackets.erase(mPendingLowSendPackets.begin()); } if (m_Player != NULL) { m_Player->SetClientHandle(NULL); m_Player->Destroy(); m_Player = NULL; } for (int i = 0; i < ARRAYCOUNT(mPacketMap); i++) { delete mPacketMap[i]; } } void cClientHandle::Destroy() { m_bDestroyed = true; cCSLock Lock(mSocketCriticalSection); if (mSocket.IsValid()) { mSocket.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(mCriticalSection); mPendingParsePackets.push_back(a_Packet->Clone()); } void cClientHandle::RemovePacket( cPacket * a_Packet ) { delete a_Packet; mPendingParsePackets.remove( a_Packet ); } void cClientHandle::HandlePendingPackets() { cCSLock Lock(mCriticalSection); while (!mPendingParsePackets.empty()) { HandlePacket( *mPendingParsePackets.begin() ); RemovePacket( *mPendingParsePackets.begin() ); } } 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: // Somebody tries to retrieve information about the server { LOGINFO("Got ping"); 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()); break; } case E_HANDSHAKE: { cPacket_Handshake * PacketData = reinterpret_cast(a_Packet); mUsername = PacketData->m_Username; LOG("HANDSHAKE %s", GetUsername().c_str()); if (cRoot::Get()->GetWorld()->GetNumPlayers() >= cRoot::Get()->GetWorld()->GetMaxPlayers()) { Kick("The server is currently full :( -- Try again later"); break; } cPacket_Chat Connecting(mUsername + " is connecting."); cRoot::Get()->GetServer()->Broadcast( Connecting, this ); // Give a server handshake thingy back cPacket_Handshake Handshake; Handshake.m_Username = cRoot::Get()->GetServer()->GetServerID();//ServerID;//"2e66f1dc032ab5f0"; Send( Handshake ); break; } case E_LOGIN: { LOG("LOGIN %s", GetUsername().c_str()); cPacket_Login * PacketData = reinterpret_cast(a_Packet); if (PacketData->m_ProtocolVersion < mProtocolVersion) { Kick("Your client is outdated!"); return; } else if( PacketData->m_ProtocolVersion > mProtocolVersion ) { Kick("Your client version is higher than the server!"); return; } if (mUsername.compare(PacketData->m_Username) != 0) { LOGWARNING("Login Username does not match Handshake username (\"%s\" / \"%s\" for client \"%s\")", mUsername.c_str(), PacketData->m_Username.c_str(), mSocket.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, PacketData)) { Destroy(); return; } // Schedule for authentication; until then, let them wait (but do not block) cRoot::Get()->GetAuthenticator().Authenticate(mUsername, cRoot::Get()->GetServer()->GetServerID()); break; } case E_PLAYERMOVELOOK: // 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.", mSocket.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(mUsername + " 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", GetUsername().c_str()); StreamChunks(); // Send position mConfirmPosition = m_Player->GetPosition(); Send( cPacket_PlayerMoveLook( m_Player ) ); break; } case E_KEEP_ALIVE: { break; } default: { LOG("INVALID RESPONSE FOR LOGIN: needed 0x%02x, got 0x%02x from client \"%s\", username \"%s\"", E_PLAYERMOVELOOK, a_Packet->m_PacketID, mSocket.GetIPString().c_str(), mUsername.c_str() ); Kick("Hacked client"); // Don't tell them why we don't like them break; } } // switch (Packet type) } else if (!m_bPositionConfirmed) // m_bLoggedIn is true { switch (a_Packet->m_PacketID) { case E_PLAYERMOVELOOK: { cPacket_PlayerMoveLook* PacketData = reinterpret_cast(a_Packet); Vector3d ReceivedPosition = Vector3d(PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ); // Test the distance between points with a small/large enough value instead of comparing directly. Floating point inaccuracies might screw stuff up if ((ReceivedPosition - mConfirmPosition).SqrLength() < 1.0) { // Test if( ReceivedPosition.Equals(mConfirmPosition)) { LOGINFO("Exact position confirmed by client!"); } m_bPositionConfirmed = true; } break; } // case E_PLAYERMOVELOOK } // switch (Packet type) } // if (! position confirmed) if (m_bPositionConfirmed) { switch (a_Packet->m_PacketID) { case E_CREATIVE_INVENTORY_ACTION: // This is for creative Inventory changes { if(m_Player->GetGameMode() == 1) //Just to be sure { m_Player->GetInventory().Clicked(a_Packet); } break; } case E_PLAYERPOS: { cPacket_PlayerPosition* PacketData = reinterpret_cast(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( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ) ); m_Player->SetStance( PacketData->m_Stance ); m_Player->SetTouchGround( PacketData->m_bFlying ); break; } case E_BLOCK_DIG: { int LastActionCnt = m_Player->GetLastBlockActionCnt(); if ( (cRoot::Get()->GetWorld()->GetTime() - m_Player->GetLastBlockActionTime()) < 0.1 ) { //only allow block interactions every 0.1 seconds 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 .1 seconds LOGWARN("Player %s tried to interact with a block too quickly! (could indicate bot) Was Kicked.", GetUsername().c_str()); //TODO Too many false-positives :s for example on a minimal server lagg :s should be re checked Kick("You're a baaaaaad boy!"); break; } } else { m_Player->SetLastBlockActionCnt(0); //reset count m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time. } cPacket_BlockDig* PacketData = reinterpret_cast(a_Packet); LOG("OnBlockDig: %i %i %i Dir: %i Stat: %i", PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PacketData->m_Direction, PacketData->m_Status ); if( PacketData->m_Status == 0x04 ) // Drop block { m_Player->TossItem( false ); } else { cWorld* World = m_Player->GetWorld(); char OldBlock = World->GetBlock(PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ); char MetaData = World->GetBlockMeta(PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ); bool bBroken = (PacketData->m_Status == 0x02) || g_BlockOneHitDig[(int)OldBlock] || ( (PacketData->m_Status == 0x00) && (m_Player->GetGameMode() == 1) ); if (bBroken == false) bBroken = (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(), PacketData->m_PosX, PacketData->m_PosY, PacketData->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, PacketData, m_Player, &PickupItem ) ) { int pX = PacketData->m_PosX, pY = PacketData->m_PosY, pZ = PacketData->m_PosZ; AddDirection(pX, (char &) pY, pZ, PacketData->m_Direction); char PossibleBlock = World->GetBlock(pX, pY, pZ); if(PossibleBlock == E_BLOCK_FIRE) { PacketData->m_PosX = pX; PacketData->m_PosY = (char)pY; PacketData->m_PosZ = pZ; bBroken = true; } if( bBroken ) // Block broken { if( World->DigBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PickupItem ) ) { if (OldBlock == E_BLOCK_REDSTONE_TORCH_ON) { cRedstone Redstone(World); Redstone.ChangeRedstone( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false ); } if (OldBlock == E_BLOCK_REDSTONE_TORCH_OFF) { cRedstone Redstone(World); Redstone.ChangeRedstone( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false ); } if (OldBlock == E_BLOCK_REDSTONE_WIRE) { cRedstone Redstone(World); Redstone.ChangeRedstone( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false ); } if (( OldBlock == E_BLOCK_PISTON) || (OldBlock == E_BLOCK_STICKY_PISTON) ) { int newX = PacketData->m_PosX; int newY = PacketData->m_PosY; int newZ = PacketData->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(PacketData->m_PosX, PacketData->m_PosY - 1, PacketData->m_PosZ))) World->SetBlock(PacketData->m_PosX, PacketData->m_PosY - 1, PacketData->m_PosZ, E_BLOCK_AIR, 0); }else{ //Was lower part if(cDoors::IsDoor(World->GetBlock(PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->m_PosZ))) World->SetBlock(PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->m_PosZ, E_BLOCK_AIR, 0); } } m_Player->UseEquippedItem(); } } } else { World->SendBlockTo( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, m_Player ); } } break; } // case E_BLOCK_DIG case E_BLOCK_PLACE: { int LastActionCnt = m_Player->GetLastBlockActionCnt(); if ( (cRoot::Get()->GetWorld()->GetTime() - m_Player->GetLastBlockActionTime()) < 0.1 ) { //only allow block interactions every 0.1 seconds 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 .1 seconds LOGWARN("Player %s tried to interact with a block too quickly! (could indicate bot) Was Kicked.", GetUsername().c_str()); Kick("You're a baaaaaad boy!"); break; } } else { m_Player->SetLastBlockActionCnt(0); //reset count m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time. } cPacket_BlockPlace* PacketData = reinterpret_cast(a_Packet); cItem & Equipped = m_Player->GetInventory().GetEquippedItem(); if ((Equipped.m_ItemID != PacketData->m_ItemType)) // Not valid { LOGWARN("Player %s tried to place a block that was not selected! (could indicate bot)", GetUsername().c_str()); break; } if (cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_BLOCK_PLACE, 2, PacketData, m_Player ) ) { if (PacketData->m_Direction > -1) { AddDirection( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PacketData->m_Direction ); m_Player->GetWorld()->SendBlockTo( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, m_Player ); } break; } //LOG("%i %i %i %i %i %i", PacketData->m_Count, PacketData->m_Direction, PacketData->m_ItemType, PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); //printf("Place Dir:%i %i %i %i : %i\n", PacketData->m_Direction, PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PacketData->m_ItemType); // 'use' useable items instead of placing blocks bool bPlaceBlock = true; bool UpdateRedstone = false; bool AddedCurrent = false; if( PacketData->m_Direction >= 0 ) { ENUM_BLOCK_ID BlockID = (ENUM_BLOCK_ID)m_Player->GetWorld()->GetBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->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( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); if( BlockEntity ) { BlockEntity->UsedBy( *m_Player ); } } break; case E_BLOCK_WOODEN_DOOR: { bPlaceBlock = false; cDoors::ChangeDoor(m_Player->GetWorld(), PacketData->m_PosX, PacketData->m_PosY, PacketData->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("PacketData->m_ItemType: %i", (int)PacketData->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 ); break; } if( PacketData->m_Direction < 0 ) // clicked in air break; //TODO: Wrong Blocks! int ClickedBlock = (int)m_Player->GetWorld()->GetBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->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(PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ) && PacketData->m_Direction == 1) //only make double slab if meta values are the same and if player clicked on top of the block (Dir = 1) { PacketData->m_ItemType = E_BLOCK_DOUBLE_STEP; PacketData->m_PosY--; bIgnoreCollision = true; } } switch( PacketData->m_ItemType ) // Special handling for special items { 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( PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->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_LAVA_BUCKET: if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item ))) { PacketData->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_WATER_BUCKET: if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item ))) { PacketData->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( PacketData->m_Direction ); break; case E_BLOCK_REDSTONE_TORCH_OFF: { MetaData = cTorch::DirectionToMetaData( PacketData->m_Direction ); if( g_BlockTransparent[ (int)m_Player->GetWorld()->GetBlock( PacketData->m_PosX, PacketData->m_PosY+2, PacketData->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( PacketData->m_Direction ); UpdateRedstone = true; AddedCurrent = true; break; } case E_ITEM_REDSTONE_DUST: MetaData = 0; PacketData->m_ItemType = E_BLOCK_REDSTONE_WIRE; UpdateRedstone = true; AddedCurrent = false; break; case E_ITEM_REDSTONE_REPEATER: MetaData = cRedstone::RepeaterRotationToMetaData( m_Player->GetRotation() ); PacketData->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: { PacketData->m_ItemType = E_BLOCK_IRON_DOOR; MetaData = cDoors::RotationToMetaData( m_Player->GetRotation() ); isDoor = true; } break; case E_ITEM_WOODEN_DOOR: { PacketData->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( PacketData->m_Direction ); break; case E_ITEM_SIGN: LOG("Dir: %i", PacketData->m_Direction); if( PacketData->m_Direction == 1 ) { LOG("Player Rotation: %f", m_Player->GetRotation() ); MetaData = cSign::RotationToMetaData( m_Player->GetRotation() ); LOG("Sign rotation %i", MetaData); PacketData->m_ItemType = E_BLOCK_SIGN_POST; } else { MetaData = cSign::DirectionToMetaData( PacketData->m_Direction ); PacketData->m_ItemType = E_BLOCK_WALLSIGN; } break; case E_ITEM_FLINT_AND_STEEL: PacketData->m_ItemType = E_ITEM_FIRE; m_Player->UseEquippedItem(); bRemoveItem = false; break; default: break; }; 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( PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->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( PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->m_PosZ, E_BLOCK_AIR, 0 ); } } else if( IsValidBlock( PacketData->m_ItemType) ) { int X = PacketData->m_PosX; char Y = PacketData->m_PosY; int Z = PacketData->m_PosZ; AddDirection( X, Y, Z, PacketData->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? break; //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( PacketData->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: if( SurfaceBlock != E_BLOCK_SAND && SurfaceBlock != E_BLOCK_CACTUS ) // Cactus can only be placed on sand and itself bIllegalSurface = true; // 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; }; if( bIllegalSurface ) break; if(bRemoveItem) { if((m_Player->GetGameMode() != 1) && !m_Player->GetInventory().RemoveItem( Item )) break; } 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)PacketData->m_ItemType, MetaData + 8 ); m_Player->GetWorld()->SetBlock( X, Y, Z, (char)PacketData->m_ItemType, MetaData ); } } else { m_Player->GetWorld()->SetBlock( X, Y, Z, (char)PacketData->m_ItemType, MetaData ); } if (UpdateRedstone) { cRedstone Redstone(m_Player->GetWorld()); Redstone.ChangeRedstone( PacketData->m_PosX, PacketData->m_PosY+1, PacketData->m_PosZ, AddedCurrent ); } } } /* // Remove stuff with stick! :D if( m_Username.compare("FakeTruth") == 0 ) { // It's me! :D if( PacketData->m_ItemType == 280 ) { cRoot::Get()->GetWorld()->SetBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, 0, 0 ); } } */ break; } // case E_BLOCK_PLACE case E_PICKUP_SPAWN: { LOG("Received packet E_PICKUP_SPAWN"); cPacket_PickupSpawn* PacketData = reinterpret_cast(a_Packet); cItem DroppedItem; DroppedItem.m_ItemID = (ENUM_ITEM_ID)PacketData->m_Item; DroppedItem.m_ItemCount = PacketData->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( PacketData ); Pickup->Initialize( m_Player->GetWorld() ); } break; } // case E_PICKUP_SPAWN case E_CHAT: { cPacket_Chat* PacketData = reinterpret_cast(a_Packet); if (!cRoot::Get()->GetServer()->Command( *this, PacketData->m_Message.c_str())) { PacketData->m_Message.insert( 0, "<" + m_Player->GetColor() + mUsername + cChatColor::White + "> " ); cRoot::Get()->GetServer()->Broadcast( *PacketData ); } break; } // case E_CHAT case E_PLAYERLOOK: { cPacket_PlayerLook* PacketData = reinterpret_cast(a_Packet); m_Player->SetRotation( PacketData->m_Rotation ); m_Player->SetPitch( PacketData->m_Pitch ); m_Player->SetTouchGround( PacketData->m_bFlying ); m_Player->WrapRotation(); break; } // case E_PLAYERLOOK case E_PLAYERMOVELOOK: { cPacket_PlayerMoveLook* PacketData = reinterpret_cast(a_Packet); m_Player->MoveTo( Vector3d( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ) ); m_Player->SetStance( PacketData->m_Stance ); m_Player->SetTouchGround( PacketData->m_bFlying ); m_Player->SetRotation( PacketData->m_Rotation ); m_Player->SetPitch( PacketData->m_Pitch ); m_Player->WrapRotation(); break; } // case E_PLAYERMOVELOOK case E_ANIMATION: { cPacket_ArmAnim* PacketData = reinterpret_cast(a_Packet); PacketData->m_EntityID = m_Player->GetUniqueID(); cRoot::Get()->GetServer()->Broadcast( *PacketData, this ); break; } // case E_ANIMATION case E_ITEM_SWITCH: { cPacket_ItemSwitch* PacketData = reinterpret_cast(a_Packet); m_Player->GetInventory().SetEquippedSlot( PacketData->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 ); break; } // case E_ITEM_SWITCH case E_WINDOW_CLOSE: { cPacket_WindowClose* PacketData = reinterpret_cast(a_Packet); m_Player->CloseWindow(PacketData->m_Close); break; } // case E_WINDOW_CLOSE case E_WINDOW_CLICK: { cPacket_WindowClick* PacketData = reinterpret_cast(a_Packet); if( PacketData->m_WindowID == 0 ) { m_Player->GetInventory().Clicked( PacketData ); } else { cWindow* Window = m_Player->GetWindow(); if( Window ) Window->Clicked( PacketData, *m_Player ); else LOG("No 'other' window! WTF"); } break; } // case E_WINDOW_CLICK case E_UPDATE_SIGN: { cPacket_UpdateSign* PacketData = reinterpret_cast(a_Packet); cWorld* World = m_Player->GetWorld(); cChunk* Chunk = World->GetChunkOfBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); cBlockEntity* BlockEntity = Chunk->GetBlockEntity( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); if( BlockEntity && (BlockEntity->GetBlockType() == E_BLOCK_SIGN_POST || BlockEntity->GetBlockType() == E_BLOCK_WALLSIGN ) ) { cSignEntity* Sign = reinterpret_cast< cSignEntity* >(BlockEntity); Sign->SetLines( PacketData->m_Line1, PacketData->m_Line2, PacketData->m_Line3, PacketData->m_Line4 ); Sign->SendTo( 0 ); // Broadcast to all players in chunk } break; } // case E_UPDATE_SIGN case E_USE_ENTITY: { cPacket_UseEntity* PacketData = reinterpret_cast(a_Packet); if( PacketData->m_bLeftClick ) { cWorld* World = m_Player->GetWorld(); cEntity* Entity = World->GetEntity( PacketData->m_TargetID ); if( Entity && Entity->IsA("cPawn") ) { cPawn* Pawn = (cPawn*)Entity; Pawn->TakeDamage( 1, m_Player ); } } break; } // case E_USE_ENTITY case E_RESPAWN: { m_Player->Respawn(); break; } // case E_RESPAWN case E_DISCONNECT: { LOG("Received d/c packet from \"%s\"", GetUsername().c_str()); cPacket_Disconnect* PacketData = reinterpret_cast(a_Packet); if( !cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_DISCONNECT, 2, PacketData->m_Reason.c_str(), m_Player ) ) { cPacket_Chat DisconnectMessage(mUsername + " disconnected: " + PacketData->m_Reason); cRoot::Get()->GetServer()->Broadcast( DisconnectMessage ); } Destroy(); return; break; } // case E_DISCONNECT case E_KEEP_ALIVE: { cPacket_KeepAlive *PacketData = reinterpret_cast(a_Packet); if (PacketData->m_KeepAliveID == m_PingID) { cTimer t1; m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2); } break; } // case E_KEEP_ALIVE } // switch (Packet type) } // if (normal game) } 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(mSocket); 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 (mSocket.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(mSendCriticalSection); if (a_Priority == E_PRIORITY_NORMAL) { if (a_Packet.m_PacketID == E_REL_ENT_MOVE_LOOK) { PacketList & Packets = mPendingNrmSendPackets; 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 mPendingNrmSendPackets.push_back(a_Packet.Clone()); } else if( a_Priority == E_PRIORITY_LOW ) { mPendingLowSendPackets.push_back( a_Packet.Clone() ); } Lock.Unlock(); if (bSignalSemaphore) { mSemaphore.Signal(); } } void cClientHandle::SendThread( void *lpParam ) { cClientHandle* self = (cClientHandle*)lpParam; PacketList & NrmSendPackets = self->mPendingNrmSendPackets; PacketList & LowSendPackets = self->mPendingLowSendPackets; while (self->m_bKeepThreadGoing && self->mSocket.IsValid()) { self->mSemaphore.Wait(); cCSLock Lock(self->mSendCriticalSection); if (NrmSendPackets.size() + LowSendPackets.size() > MAX_SEMAPHORES) { LOGERROR("ERROR: Too many packets in queue for player %s !!", self->mUsername.c_str()); cPacket_Disconnect DC("Too many packets in queue."); DC.Send(self->mSocket); 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->mSocketCriticalSection); if (!self->mSocket.IsValid()) { break; } bool bSuccess = Packet->Send(self->mSocket); SocketLock.Unlock(); if (!bSuccess) { LOGERROR("ERROR: While sending packet 0x%02x to client \"%s\"", Packet->m_PacketID, self->mUsername.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->mPacketMap[(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->mUsername.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 mUsername; } const cSocket & cClientHandle::GetSocket() { return mSocket; }