#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)
typedef std::list<cPacket*> PacketList;
// fwd: cServer.cpp:
extern std::string GetWSAError();
struct cClientHandle::sClientHandleState
{
int ProtocolVersion;
std::string Username;
std::string Password;
PacketList PendingParsePackets;
PacketList PendingNrmSendPackets;
PacketList PendingLowSendPackets;
cThread* pReceiveThread;
cThread* pSendThread;
cThread* pAuthenticateThread;
cSocket Socket;
cCriticalSection CriticalSection;
cCriticalSection SendCriticalSection;
cCriticalSection SocketCriticalSection;
cSemaphore* pSemaphore;
Vector3d ConfirmPosition;
cPacket* PacketMap[256];
sClientHandleState(void)
: ProtocolVersion( 23 )
, pReceiveThread( 0 )
, pSendThread( 0 )
, pAuthenticateThread( 0 )
, pSemaphore( 0 )
{
for( int i = 0; i < 256; ++i )
PacketMap[i] = 0;
}
} ;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cClientHandle:
cClientHandle::cClientHandle(const cSocket & a_Socket)
: m_bDestroyed( false )
, m_Player( 0 )
, m_bKicking( false )
, m_TimeLastPacket( cWorld::GetTime() )
, m_bLoggedIn( false )
, m_bKeepThreadGoing( true )
, m_bSendLoginResponse( false )
, m_pState( new sClientHandleState )
, m_Ping(1000)
, m_bPositionConfirmed( false )
{
LOG("cClientHandle::cClientHandle");
cTimer t1;
m_LastPingTime = t1.GetNowTime();
m_pState->Socket = a_Socket;
m_pState->pSemaphore = new cSemaphore( MAX_SEMAPHORES, 0 );
// All the packets that can be received from the client
m_pState->PacketMap[E_KEEP_ALIVE] = new cPacket_KeepAlive;
m_pState->PacketMap[E_HANDSHAKE] = new cPacket_Handshake;
m_pState->PacketMap[E_LOGIN] = new cPacket_Login;
m_pState->PacketMap[E_PLAYERPOS] = new cPacket_PlayerPosition;
m_pState->PacketMap[E_PLAYERLOOK] = new cPacket_PlayerLook;
m_pState->PacketMap[E_PLAYERMOVELOOK] = new cPacket_PlayerMoveLook;
m_pState->PacketMap[E_CHAT] = new cPacket_Chat;
m_pState->PacketMap[E_ANIMATION] = new cPacket_ArmAnim;
m_pState->PacketMap[E_FLYING] = new cPacket_Flying;
m_pState->PacketMap[E_BLOCK_DIG] = new cPacket_BlockDig;
m_pState->PacketMap[E_BLOCK_PLACE] = new cPacket_BlockPlace;
m_pState->PacketMap[E_DISCONNECT] = new cPacket_Disconnect;
m_pState->PacketMap[E_ITEM_SWITCH] = new cPacket_ItemSwitch;
m_pState->PacketMap[E_ENTITY_EQUIPMENT] = new cPacket_EntityEquipment;
m_pState->PacketMap[E_CREATIVE_INVENTORY_ACTION] = new cPacket_CreativeInventoryAction;
m_pState->PacketMap[E_NEW_INVALID_STATE] = new cPacket_NewInvalidState;
m_pState->PacketMap[E_PICKUP_SPAWN] = new cPacket_PickupSpawn;
m_pState->PacketMap[E_USE_ENTITY] = new cPacket_UseEntity;
m_pState->PacketMap[E_WINDOW_CLOSE] = new cPacket_WindowClose;
m_pState->PacketMap[E_WINDOW_CLICK] = new cPacket_WindowClick;
m_pState->PacketMap[E_PACKET_13] = new cPacket_13;
m_pState->PacketMap[E_UPDATE_SIGN] = new cPacket_UpdateSign;
m_pState->PacketMap[E_RESPAWN] = new cPacket_Respawn;
m_pState->PacketMap[E_PING] = new cPacket_Ping;
memset( m_LoadedChunks, 0x00, sizeof(cChunk*)*VIEWDISTANCE*VIEWDISTANCE );
//////////////////////////////////////////////////////////////////////////
m_pState->pReceiveThread = new cThread( ReceiveThread, this, "cClientHandle::ReceiveThread" );
m_pState->pSendThread = new cThread( SendThread, this, "cClientHandle::SendThread" );
m_pState->pReceiveThread->Start( true );
m_pState->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_pState && m_pState->Username.size() > 0)
{
cPacket_Chat Left( m_pState->Username + " left the game!");
cRoot::Get()->GetServer()->Broadcast( Left, this );
}
// First stop sending thread
m_bKeepThreadGoing = false;
m_pState->SocketCriticalSection.Lock();
if( m_pState->Socket )
{
cPacket_Disconnect Disconnect;
Disconnect.m_Reason = "Server shut down? Kthnxbai";
Disconnect.Send( m_pState->Socket );
m_pState->Socket.CloseSocket();
m_pState->Socket = 0;
}
m_pState->SocketCriticalSection.Unlock();
m_pState->pSemaphore->Signal();
delete m_pState->pReceiveThread;
delete m_pState->pSendThread;
delete m_pState->pSemaphore;
while( !m_pState->PendingParsePackets.empty() )
{
delete *m_pState->PendingParsePackets.begin();
m_pState->PendingParsePackets.erase( m_pState->PendingParsePackets.begin() );
}
while( !m_pState->PendingNrmSendPackets.empty() )
{
delete *m_pState->PendingNrmSendPackets.begin();
m_pState->PendingNrmSendPackets.erase( m_pState->PendingNrmSendPackets.begin() );
}
while( !m_pState->PendingLowSendPackets.empty() )
{
delete *m_pState->PendingLowSendPackets.begin();
m_pState->PendingLowSendPackets.erase( m_pState->PendingLowSendPackets.begin() );
}
if(m_Player)
{
m_Player->SetClientHandle( 0 );
m_Player->Destroy();
m_Player = 0;
}
for(int i = 0; i < 256; i++)
{
if( m_pState->PacketMap[i] )
delete m_pState->PacketMap[i];
}
delete m_pState;
}
void cClientHandle::Destroy()
{
m_bDestroyed = true;
m_pState->SocketCriticalSection.Lock();
if( m_pState->Socket )
{
m_pState->Socket.CloseSocket();
m_pState->Socket = 0;
}
m_pState->SocketCriticalSection.Unlock();
}
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;
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, VIEWDISTANCE*VIEWDISTANCE*sizeof(cChunk*) );
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 )
{
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] = 0;
}
}
}
}
StreamChunksSmart( MissingChunks, MissIndex );
memcpy( m_LoadedChunks, NeededChunks, VIEWDISTANCE*VIEWDISTANCE*sizeof(cChunk*) );
}
}
// 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)
{
m_pState->CriticalSection.Lock();
m_pState->PendingParsePackets.push_back( a_Packet->Clone() );
m_pState->CriticalSection.Unlock();
}
void cClientHandle::RemovePacket( cPacket * a_Packet )
{
delete a_Packet;
m_pState->PendingParsePackets.remove( a_Packet );
}
void cClientHandle::HandlePendingPackets()
{
m_pState->CriticalSection.Lock();
while( m_pState->PendingParsePackets.begin() != m_pState->PendingParsePackets.end() )
{
HandlePacket( *m_pState->PendingParsePackets.begin() );
RemovePacket( *m_pState->PendingParsePackets.begin() );
}
m_pState->CriticalSection.Unlock();
}
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<cPacket_Handshake*>(a_Packet);
m_pState->Username = PacketData->m_Username;
LOG("HANDSHAKE %s", GetUsername().c_str());
cPacket_Chat Connecting(m_pState->Username + " is connecting.");
if (cRoot::Get()->GetWorld()->GetNumPlayers() >= cRoot::Get()->GetWorld()->GetMaxPlayers()) {
Kick("The server is currently full :( -- Try again later");
break;
}
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<cPacket_Login*>(a_Packet);
if (PacketData->m_ProtocolVersion < m_pState->ProtocolVersion) {
Kick("Your client is outdated!");
return;
}
else if( PacketData->m_ProtocolVersion > m_pState->ProtocolVersion ) {
Kick("Your client version is higher than the server!");
return;
}
if( m_pState->Username.compare( PacketData->m_Username ) != 0 )
{
Kick("Login Username does not match Handshake username!");
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(m_pState->Username, cRoot::Get()->GetServer()->GetServerID());
}
break;
case E_PLAYERMOVELOOK: // After this is received we're safe to send anything
{
if( !m_Player )
{
Kick("Received wrong packet! Check your login sequence!");
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_pState->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("%s completely logged in", GetUsername().c_str());
StreamChunks();
// Send position
m_pState->ConfirmPosition = 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", E_PLAYERMOVELOOK, a_Packet->m_PacketID );
Kick("INVALID RESPONSE FOR LOGIN: needed 0x0d!");
}
break;
}
}
else if( !m_bPositionConfirmed ) // m_bLoggedIn == true
{
switch( a_Packet->m_PacketID )
{
case E_PLAYERMOVELOOK:
{
cPacket_PlayerMoveLook* PacketData = reinterpret_cast<cPacket_PlayerMoveLook*>(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 - m_pState->ConfirmPosition ).SqrLength() < 1.0 )
{
// Test
if( ReceivedPosition.Equals( m_pState->ConfirmPosition ) )
{
LOGINFO("Exact position confirmed by client!");
}
m_bPositionConfirmed = true;
}
}
break;
}
}
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;
}
break;
case E_PLAYERPOS:
{
cPacket_PlayerPosition* PacketData = reinterpret_cast<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( 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<cPacket_BlockDig*>(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_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<cPacket_BlockPlace*>(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_PICKUP_SPAWN:
{
LOG("Received packet E_PICKUP_SPAWN");
cPacket_PickupSpawn* PacketData = reinterpret_cast<cPacket_PickupSpawn*>(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_CHAT:
{
cPacket_Chat* PacketData = reinterpret_cast<cPacket_Chat*>(a_Packet);
if( !cRoot::Get()->GetServer()->Command( *this, PacketData->m_Message.c_str() ) )
{
PacketData->m_Message.insert( 0, "<"+m_Player->GetColor() + m_pState->Username + cChatColor::White + "> " );
cRoot::Get()->GetServer()->Broadcast( *PacketData );
}
}
break;
case E_PLAYERLOOK:
{
cPacket_PlayerLook* PacketData = reinterpret_cast<cPacket_PlayerLook*>(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_PLAYERMOVELOOK:
{
cPacket_PlayerMoveLook* PacketData = reinterpret_cast<cPacket_PlayerMoveLook*>(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_ANIMATION:
{
cPacket_ArmAnim* PacketData = reinterpret_cast<cPacket_ArmAnim*>(a_Packet);
PacketData->m_EntityID = m_Player->GetUniqueID();
cRoot::Get()->GetServer()->Broadcast( *PacketData, this );
}
break;
case E_ITEM_SWITCH:
{
cPacket_ItemSwitch* PacketData = reinterpret_cast<cPacket_ItemSwitch*>(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_WINDOW_CLOSE:
{
cPacket_WindowClose* PacketData = reinterpret_cast<cPacket_WindowClose*>(a_Packet);
m_Player->CloseWindow(PacketData->m_Close);
/*
if( PacketData->m_Close > 0 ) // Don't care about closing inventory
{
m_Player->CloseWindow();
}
*/
}
break;
case E_WINDOW_CLICK:
{
cPacket_WindowClick* PacketData = reinterpret_cast<cPacket_WindowClick*>(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_UPDATE_SIGN:
{
cPacket_UpdateSign* PacketData = reinterpret_cast<cPacket_UpdateSign*>(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_USE_ENTITY:
{
cPacket_UseEntity* PacketData = reinterpret_cast<cPacket_UseEntity*>(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_RESPAWN:
{
m_Player->Respawn();
}
break;
case E_DISCONNECT:
{
LOG("Received d/c packet from %s", GetUsername().c_str());
cPacket_Disconnect* PacketData = reinterpret_cast<cPacket_Disconnect*>(a_Packet);
if( !cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_DISCONNECT, 2, PacketData->m_Reason.c_str(), m_Player ) )
{
cPacket_Chat DisconnectMessage( m_pState->Username + " disconnected: " + PacketData->m_Reason );
cRoot::Get()->GetServer()->Broadcast( DisconnectMessage );
}
Destroy();
return;
}
break;
case E_KEEP_ALIVE:
{
cPacket_KeepAlive *PacketData = reinterpret_cast<cPacket_KeepAlive*>(a_Packet);
if (PacketData->m_KeepAliveID == m_PingID)
{
cTimer t1;
m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2);
}
}
break;
default:
break;
}
}
}
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_pState->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()) {
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_pState->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;
m_pState->SendCriticalSection.Lock();
if( a_Priority == E_PRIORITY_NORMAL )
{
if( a_Packet.m_PacketID == E_REL_ENT_MOVE_LOOK )
{
PacketList & Packets = m_pState->PendingNrmSendPackets;
for( std::list<cPacket*>::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;
default:
break;
}
if( bBreak )
break;
}
}
m_pState->PendingNrmSendPackets.push_back( a_Packet.Clone() );
}
else if( a_Priority == E_PRIORITY_LOW ) m_pState->PendingLowSendPackets.push_back( a_Packet.Clone() );
m_pState->SendCriticalSection.Unlock();
if( bSignalSemaphore )
m_pState->pSemaphore->Signal();
}
void cClientHandle::SendThread( void *lpParam )
{
cClientHandle* self = (cClientHandle*)lpParam;
sClientHandleState* m_pState = self->m_pState;
PacketList & NrmSendPackets = m_pState->PendingNrmSendPackets;
PacketList & LowSendPackets = m_pState->PendingLowSendPackets;
while( self->m_bKeepThreadGoing && m_pState->Socket )
{
m_pState->pSemaphore->Wait();
m_pState->SendCriticalSection.Lock();
//LOG("Pending packets: %i", m_PendingPackets.size() );
if( NrmSendPackets.size() + LowSendPackets.size() > MAX_SEMAPHORES )
{
LOGERROR("ERROR: Too many packets in queue for player %s !!", self->GetUsername().c_str());
cPacket_Disconnect DC("Too many packets in queue.");
DC.Send( m_pState->Socket );
cSleep::MilliSleep( 1000 ); // Give packet some time to be received
self->Destroy();
m_pState->SendCriticalSection.Unlock();
break;
}
if( NrmSendPackets.size() == 0 && LowSendPackets.size() == 0 )
{
if( self->m_bKeepThreadGoing ) LOGERROR("ERROR: Semaphore was signaled while PendingSendPackets.size == 0");
m_pState->SendCriticalSection.Unlock();
continue;
}
if( NrmSendPackets.size() > MAX_SEMAPHORES/2 )
{
LOGINFO("Pending packets: %i Last: 0x%02x", NrmSendPackets.size(), (*NrmSendPackets.rbegin())->m_PacketID );
}
cPacket* Packet = 0;
if( NrmSendPackets.size() > 0 )
{
Packet = *NrmSendPackets.begin();
NrmSendPackets.erase( NrmSendPackets.begin() );
}
else if( LowSendPackets.size() > 0 )
{
Packet = *LowSendPackets.begin();
LowSendPackets.erase( LowSendPackets.begin() );
}
m_pState->SendCriticalSection.Unlock();
m_pState->SocketCriticalSection.Lock();
if( !m_pState->Socket )
{
m_pState->SocketCriticalSection.Unlock();
break;
}
//LOG("Send packet: 0x%2x", Packet->m_PacketID );
bool bSuccess = Packet->Send( m_pState->Socket );
m_pState->SocketCriticalSection.Unlock();
if( !bSuccess )
{
LOGERROR("ERROR: While sending packet 0x%02x", Packet->m_PacketID );
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
{
//LOG("Recv packet: 0x%2x", (unsigned char)temp );
cPacket* pPacket = self->m_pState->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->GetUsername().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_pState->Username;
}
const cSocket & cClientHandle::GetSocket()
{
return m_pState->Socket;
}