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Diffstat (limited to '')
-rw-r--r-- | source/ClientHandle.cpp | 2210 |
1 files changed, 0 insertions, 2210 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp deleted file mode 100644 index daf09d4ea..000000000 --- a/source/ClientHandle.cpp +++ /dev/null @@ -1,2210 +0,0 @@ -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -#include "ClientHandle.h" -#include "Server.h" -#include "World.h" -#include "Entities/Pickup.h" -#include "PluginManager.h" -#include "Entities/Player.h" -#include "Inventory.h" -#include "BlockEntities/ChestEntity.h" -#include "BlockEntities/SignEntity.h" -#include "UI/Window.h" -#include "Item.h" -#include "Piston.h" -#include "Mobs/Monster.h" -#include "ChatColor.h" -#include "OSSupport/Socket.h" -#include "OSSupport/Timer.h" -#include "Items/ItemHandler.h" -#include "Blocks/BlockHandler.h" -#include "Blocks/BlockSlab.h" - -#include "Vector3f.h" -#include "Vector3d.h" - -#include "Root.h" - -#include "Authenticator.h" -#include "MersenneTwister.h" - -#include "Protocol/ProtocolRecognizer.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; } - - - - - -/// If the number of queued outgoing packets reaches this, the client will be kicked -#define MAX_OUTGOING_PACKETS 2000 - -/// How many explosions per single game tick are allowed -static const int MAX_EXPLOSIONS_PER_TICK = 100; - -/// How many explosions in the recent history are allowed -static const int MAX_RUNNING_SUM_EXPLOSIONS = cClientHandle::NUM_CHECK_EXPLOSIONS_TICKS * MAX_EXPLOSIONS_PER_TICK / 8; - -/// How many ticks before the socket is closed after the client is destroyed (#31) -static const int TICKS_BEFORE_CLOSE = 20; - - - - - -#define RECI_RAND_MAX (1.f/RAND_MAX) -inline int fRadRand(MTRand & r1, int a_BlockCoord) -{ - return a_BlockCoord * 32 + (int)(16 * ((float)r1.rand() * RECI_RAND_MAX) * 16 - 8); -} - - - - - -int cClientHandle::s_ClientCount = 0; - - - - - -/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// -// cClientHandle: - -cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance) - : m_ViewDistance(a_ViewDistance) - , m_IPString(a_Socket->GetIPString()) - , m_OutgoingData(64 KiB) - , m_Player(NULL) - , m_HasSentDC(false) - , m_TimeSinceLastPacket(0) - , m_bKeepThreadGoing(true) - , m_Ping(1000) - , m_PingID(1) - , m_TicksSinceDestruction(0) - , m_State(csConnected) - , m_LastStreamedChunkX(0x7fffffff) // bogus chunk coords to force streaming upon login - , m_LastStreamedChunkZ(0x7fffffff) - , m_ShouldCheckDownloaded(false) - , m_UniqueID(0) - , m_BlockDigAnimStage(-1) - , m_HasStartedDigging(false) - , m_CurrentExplosionTick(0) - , m_RunningSumExplosions(0) - , m_HasSentPlayerChunk(false) -{ - m_Protocol = new cProtocolRecognizer(this); - - s_ClientCount++; // Not protected by CS because clients are always constructed from the same thread - m_UniqueID = s_ClientCount; - - cTimer t1; - m_LastPingTime = t1.GetNowTime(); - - LOGD("New ClientHandle created at %p", this); -} - - - - - -cClientHandle::~cClientHandle() -{ - ASSERT(m_State >= csDestroyedWaiting); // Has Destroy() been called? - - LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), this); - - // Remove from cSocketThreads, we're not to be called anymore: - cRoot::Get()->GetServer()->ClientDestroying(this); - - { - cCSLock Lock(m_CSChunkLists); - m_LoadedChunks.clear(); - m_ChunksToSend.clear(); - } - - if (m_Player != NULL) - { - cWorld * World = m_Player->GetWorld(); - if (!m_Username.empty() && (World != NULL)) - { - // Send the Offline PlayerList packet: - World->BroadcastPlayerListItem(*m_Player, false, this); - } - if (World != NULL) - { - World->RemovePlayer(m_Player); - m_Player->Destroy(); - } - delete m_Player; - m_Player = NULL; - } - - if (!m_HasSentDC) - { - SendDisconnect("Server shut down? Kthnxbai"); - } - - // Queue all remaining outgoing packets to cSocketThreads: - { - cCSLock Lock(m_CSOutgoingData); - AString Data; - m_OutgoingData.ReadAll(Data); - m_OutgoingData.CommitRead(); - cRoot::Get()->GetServer()->WriteToClient(this, Data); - } - - // Queue the socket to close as soon as it sends all outgoing data: - cRoot::Get()->GetServer()->QueueClientClose(this); - cRoot::Get()->GetServer()->RemoveClient(this); - - delete m_Protocol; - m_Protocol = NULL; - - LOGD("ClientHandle at %p deleted", this); -} - - - - - -void cClientHandle::Destroy(void) -{ - { - cCSLock Lock(m_CSDestroyingState); - if (m_State >= csDestroying) - { - // Already called - return; - } - m_State = csDestroying; - } - - // DEBUG: - LOGD("%s: client %p, \"%s\"", __FUNCTION__, this, m_Username.c_str()); - - if ((m_Player != NULL) && (m_Player->GetWorld() != NULL)) - { - RemoveFromAllChunks(); - m_Player->GetWorld()->RemoveClientFromChunkSender(this); - } - m_State = csDestroyedWaiting; -} - - - - - -void cClientHandle::Kick(const AString & a_Reason) -{ - if (m_State >= csAuthenticating) // Don't log pings - { - LOG("Kicking user \"%s\" for \"%s\"", m_Username.c_str(), StripColorCodes(a_Reason).c_str()); - } - SendDisconnect(a_Reason); -} - - - - - -void cClientHandle::Authenticate(void) -{ - if (m_State != csAuthenticating) - { - return; - } - - ASSERT( m_Player == NULL ); - - // Spawn player (only serversided, so data is loaded) - m_Player = new cPlayer(this, GetUsername()); - - cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName()); - if (World == NULL) - { - World = cRoot::Get()->GetDefaultWorld(); - } - - if (m_Player->GetGameMode() == eGameMode_NotSet) - { - m_Player->LoginSetGameMode(World->GetGameMode()); - } - - m_Player->SetIP (m_IPString); - - cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player); - - m_ConfirmPosition = m_Player->GetPosition(); - - // Return a server login packet - m_Protocol->SendLogin(*m_Player, *World); - - // Send Weather if raining: - if ((World->GetWeather() == 1) || (World->GetWeather() == 2)) - { - m_Protocol->SendWeather(World->GetWeather()); - } - - // Send time - m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay()); - - // Send contents of the inventory window - m_Protocol->SendWholeInventory(*m_Player->GetWindow()); - - // Send health - m_Player->SendHealth(); - - // Send experience - m_Player->SendExperience(); - - // Send gamemode (1.6.1 movementSpeed): - SendGameMode(m_Player->GetGameMode()); - - m_Player->Initialize(World); - m_State = csAuthenticated; - - // Broadcast this player's spawning to all other players in the same chunk - m_Player->GetWorld()->BroadcastSpawnEntity(*m_Player, this); - - cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player); -} - - - - - -void cClientHandle::StreamChunks(void) -{ - if ((m_State < csAuthenticated) || (m_State >= csDestroying)) - { - return; - } - - ASSERT(m_Player != NULL); - - int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width); - int ChunkPosZ = FAST_FLOOR_DIV((int)m_Player->GetPosZ(), cChunkDef::Width); - if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ)) - { - // Already streamed for this position - return; - } - m_LastStreamedChunkX = ChunkPosX; - m_LastStreamedChunkZ = ChunkPosZ; - - LOGD("Streaming chunks centered on [%d, %d], view distance %d", ChunkPosX, ChunkPosZ, m_ViewDistance); - - cWorld * World = m_Player->GetWorld(); - ASSERT(World != NULL); - - // Remove all loaded chunks that are no longer in range; deferred to out-of-CS: - cChunkCoordsList RemoveChunks; - { - cCSLock Lock(m_CSChunkLists); - for (cChunkCoordsList::iterator itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();) - { - int RelX = (*itr).m_ChunkX - ChunkPosX; - int RelZ = (*itr).m_ChunkZ - ChunkPosZ; - if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance)) - { - RemoveChunks.push_back(*itr); - itr = m_LoadedChunks.erase(itr); - } - else - { - ++itr; - } - } // for itr - m_LoadedChunks[] - for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();) - { - int RelX = (*itr).m_ChunkX - ChunkPosX; - int RelZ = (*itr).m_ChunkZ - ChunkPosZ; - if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance)) - { - itr = m_ChunksToSend.erase(itr); - } - else - { - ++itr; - } - } // for itr - m_ChunksToSend[] - } - for (cChunkCoordsList::iterator itr = RemoveChunks.begin(); itr != RemoveChunks.end(); ++itr) - { - World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this); - m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ); - } // for itr - RemoveChunks[] - - // Add all chunks that are in range and not yet in m_LoadedChunks: - // Queue these smartly - from the center out to the edge - for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest - { - // For each distance add chunks in a hollow square centered around current position: - for (int i = -d; i <= d; ++i) - { - StreamChunk(ChunkPosX + d, ChunkPosZ + i); - StreamChunk(ChunkPosX - d, ChunkPosZ + i); - } // for i - for (int i = -d + 1; i < d; ++i) - { - StreamChunk(ChunkPosX + i, ChunkPosZ + d); - StreamChunk(ChunkPosX + i, ChunkPosZ - d); - } // for i - } // for d - - // Touch chunks GENERATEDISTANCE ahead to let them generate: - for (int d = m_ViewDistance + 1; d <= m_ViewDistance + GENERATEDISTANCE; ++d) // cycle through (square) distance, from nearest to furthest - { - // For each distance touch chunks in a hollow square centered around current position: - for (int i = -d; i <= d; ++i) - { - World->TouchChunk(ChunkPosX + d, ZERO_CHUNK_Y, ChunkPosZ + i); - World->TouchChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i); - } // for i - for (int i = -d + 1; i < d; ++i) - { - World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d); - World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ - d); - } // for i - } // for d -} - - - - -void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ) -{ - if (m_State >= csDestroying) - { - // Don't stream chunks to clients that are being destroyed - return; - } - - cWorld * World = m_Player->GetWorld(); - ASSERT(World != NULL); - - if (World->AddChunkClient(a_ChunkX, a_ChunkZ, this)) - { - { - cCSLock Lock(m_CSChunkLists); - m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)); - m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)); - } - World->SendChunkTo(a_ChunkX, a_ChunkZ, this); - } -} - - - - - -// Removes the client from all chunks. Used when switching worlds or destroying the player -void cClientHandle::RemoveFromAllChunks() -{ - cWorld * World = m_Player->GetWorld(); - if (World != NULL) - { - World->RemoveClientFromChunks(this); - } - - { - cCSLock Lock(m_CSChunkLists); - m_LoadedChunks.clear(); - m_ChunksToSend.clear(); - - // Also reset the LastStreamedChunk coords to bogus coords, - // so that all chunks are streamed in subsequent StreamChunks() call (FS #407) - m_LastStreamedChunkX = 0x7fffffff; - m_LastStreamedChunkZ = 0x7fffffff; - } -} - - - - - -void cClientHandle::HandlePing(void) -{ - // Somebody tries to retrieve information about the server - AString Reply; - Printf(Reply, "%s%s%i%s%i", - cRoot::Get()->GetServer()->GetDescription().c_str(), - cChatColor::Delimiter.c_str(), - cRoot::Get()->GetServer()->GetNumPlayers(), - cChatColor::Delimiter.c_str(), - cRoot::Get()->GetServer()->GetMaxPlayers() - ); - Kick(Reply.c_str()); -} - - - - - -bool cClientHandle::HandleLogin(int a_ProtocolVersion, const AString & a_Username) -{ - LOGD("LOGIN %s", a_Username.c_str()); - m_Username = a_Username; - - if (cRoot::Get()->GetPluginManager()->CallHookLogin(this, a_ProtocolVersion, a_Username)) - { - Destroy(); - return false; - } - - // Schedule for authentication; until then, let them wait (but do not block) - m_State = csAuthenticating; - cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol->GetAuthServerID()); - return true; -} - - - - - -void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem) -{ - // This is for creative Inventory changes - if (!m_Player->IsGameModeCreative()) - { - LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str()); - return; - } - if (m_Player->GetWindow()->GetWindowType() != cWindow::wtInventory) - { - LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in the inventory window. Ignoring.", m_Username.c_str()); - return; - } - - m_Player->GetWindow()->Clicked(*m_Player, 0, a_SlotNum, (a_SlotNum >= 0) ? caLeftClick : caLeftClickOutside, a_HeldItem); -} - - - - - -void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround) -{ - if ((m_Player == NULL) || (m_State != csPlaying)) - { - // The client hasn't been spawned yet and sends nonsense, we know better - return; - } - - /* - // TODO: Invalid stance check - if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65)) - { - LOGD("Invalid stance"); - SendPlayerMoveLook(); - return; - } - */ - - // If the player has moved too far, "repair" them: - Vector3d Pos(a_PosX, a_PosY, a_PosZ); - if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100) - { - LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length()); - SendPlayerMoveLook(); - return; - } - - // If a jump just started, process food exhaustion: - if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround()) - { - // we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion - - if (!m_Player->IsSwimming()) - { - m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2); - } - } - - m_Player->MoveTo(Pos); - m_Player->SetStance(a_Stance); - m_Player->SetTouchGround(a_IsOnGround); -} - - - - - -void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status) -{ - LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i", - a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status - ); - - cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager(); - if (PlgMgr->CallHookPlayerLeftClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status)) - { - // A plugin doesn't agree with the action, replace the block on the client and quit: - m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); - return; - } - - if (!CheckBlockInteractionsRate()) - { - // Too many interactions per second, simply ignore. Probably a hacked client, so don't even send bak the block - return; - } - - switch (a_Status) - { - case DIG_STATUS_DROP_HELD: // Drop held item - { - if (PlgMgr->CallHookPlayerTossingItem(*m_Player)) - { - // A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch) - return; - } - m_Player->TossItem(false); - return; - } - - case DIG_STATUS_SHOOT_EAT: - { - cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); - if (ItemHandler->IsFood()) - { - m_Player->AbortEating(); - return; - } - else - { - if (PlgMgr->CallHookPlayerShooting(*m_Player)) - { - // A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch) - return; - } - ItemHandler->OnItemShoot(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); - } - return; - } - - case DIG_STATUS_STARTED: - { - BLOCKTYPE OldBlock; - NIBBLETYPE OldMeta; - m_Player->GetWorld()->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta); - HandleBlockDigStarted(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, OldBlock, OldMeta); - return; - } - - case DIG_STATUS_FINISHED: - { - BLOCKTYPE OldBlock; - NIBBLETYPE OldMeta; - m_Player->GetWorld()->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta); - HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, OldBlock, OldMeta); - return; - } - - case DIG_STATUS_CANCELLED: - { - // Block breaking cancelled by player - return; - } - - default: - { - ASSERT(!"Unhandled DIG_STATUS"); - return; - } - } // switch (a_Status) -} - - - - - -void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta) -{ - if ( - m_HasStartedDigging && - (a_BlockX == m_LastDigBlockX) && - (a_BlockY == m_LastDigBlockY) && - (a_BlockZ == m_LastDigBlockZ) - ) - { - // It is a duplicate packet, drop it right away - return; - } - - if (cRoot::Get()->GetPluginManager()->CallHookPlayerBreakingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta)) - { - // A plugin doesn't agree with the breaking. Bail out. Send the block back to the client, so that it knows: - m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); - return; - } - - // Set the last digging coords to the block being dug, so that they can be checked in DIG_FINISHED to avoid dig/aim bug in the client: - m_HasStartedDigging = true; - m_LastDigBlockX = a_BlockX; - m_LastDigBlockY = a_BlockY; - m_LastDigBlockZ = a_BlockZ; - - if ( - (m_Player->IsGameModeCreative()) || // In creative mode, digging is done immediately - g_BlockOneHitDig[a_OldBlock] // One-hit blocks get destroyed immediately, too - ) - { - HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta); - return; - } - - // Start dig animation - // TODO: calculate real animation speed - // TODO: Send animation packets even without receiving any other packets - m_BlockDigAnimSpeed = 10; - m_BlockDigAnimX = a_BlockX; - m_BlockDigAnimY = a_BlockY; - m_BlockDigAnimZ = a_BlockZ; - m_BlockDigAnimStage = 0; - m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, 0, this); - - cWorld * World = m_Player->GetWorld(); - - cBlockHandler * Handler = cBlockHandler::GetBlockHandler(a_OldBlock); - Handler->OnDigging(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); - - cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); - ItemHandler->OnDiggingBlock(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); - - // Check for clickthrough-blocks: - if (a_BlockFace != BLOCK_FACE_NONE) - { - int pX = a_BlockX; - int pY = a_BlockY; - int pZ = a_BlockZ; - AddFaceDirection(pX, pY, pZ, a_BlockFace); - - Handler = cBlockHandler::GetBlockHandler(World->GetBlock(pX, pY, pZ)); - - // 2013_01_05 _X: This looks weird - // Why do we ask the block "behind" the one being clicked if it is clicked through? Shouldn't we ask the primary block instead? - if (Handler->IsClickedThrough()) - { - Handler->OnDigging(World, m_Player, pX, pY, pZ); - } - } -} - - - - - -void cClientHandle::HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta) -{ - if ( - !m_HasStartedDigging || // Hasn't received the DIG_STARTED packet - (m_LastDigBlockX != a_BlockX) || // DIG_STARTED has had different pos - (m_LastDigBlockY != a_BlockY) || - (m_LastDigBlockZ != a_BlockZ) - ) - { - LOGD("Prevented a dig/aim bug in the client (finish {%d, %d, %d} vs start {%d, %d, %d}, HSD: %s)", - a_BlockX, a_BlockY, a_BlockZ, - m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ, - m_HasStartedDigging - ); - return; - } - - m_HasStartedDigging = false; - if (m_BlockDigAnimStage != -1) - { - // End dig animation - m_BlockDigAnimStage = -1; - // It seems that 10 ends block animation - m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, 10, this); - } - - cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); - - if (a_OldBlock == E_BLOCK_AIR) - { - LOGD("Dug air - what the function?"); - return; - } - - cWorld * World = m_Player->GetWorld(); - ItemHandler->OnBlockDestroyed(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ); - // The ItemHandler is also responsible for spawning the pickups - - BlockHandler(a_OldBlock)->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); - World->BroadcastSoundParticleEffect(2001, a_BlockX, a_BlockY, a_BlockZ, a_OldBlock, this); - World->DigBlock(a_BlockX, a_BlockY, a_BlockZ); - - cRoot::Get()->GetPluginManager()->CallHookPlayerBrokenBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta); -} - - - - - -void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem) -{ - LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s", - a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str() - ); - - cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager(); - if (PlgMgr->CallHookPlayerRightClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ)) - { - // A plugin doesn't agree with the action, replace the block on the client and quit: - if (a_BlockFace > -1) - { - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); - m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); - } - return; - } - - if (!CheckBlockInteractionsRate()) - { - LOGD("Too many block interactions, aborting placement"); - return; - } - - const cItem & Equipped = m_Player->GetInventory().GetEquippedItem(); - - if ((Equipped.m_ItemType != a_HeldItem.m_ItemType) && (a_HeldItem.m_ItemType != -1)) - { - // Only compare ItemType, not meta (torches have different metas) - // The -1 check is there because sometimes the client sends -1 instead of the held item - // ( http://forum.mc-server.org/showthread.php?tid=549&pid=4502#pid4502 ) - LOGWARN("Player %s tried to place a block that was not equipped (exp %d, got %d)", - m_Username.c_str(), Equipped.m_ItemType, a_HeldItem.m_ItemType - ); - - // Let's send the current world block to the client, so that it can immediately "let the user know" that they haven't placed the block - if (a_BlockFace > -1) - { - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); - m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); - } - return; - } - - cWorld * World = m_Player->GetWorld(); - - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); - cBlockHandler * BlockHandler = cBlockHandler::GetBlockHandler(BlockType); - - if (BlockHandler->IsUseable() && !m_Player->IsCrouched()) - { - if (PlgMgr->CallHookPlayerUsingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) - { - // A plugin doesn't agree with using the block, abort - return; - } - BlockHandler->OnUse(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ); - PlgMgr->CallHookPlayerUsedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); - return; - } - - cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemType); - - if (ItemHandler->IsPlaceable()) - { - HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler); - } - else if (ItemHandler->IsFood()) - { - if (m_Player->IsSatiated()) - { - // The player is satiated, they cannot eat - return; - } - m_Player->StartEating(); - if (PlgMgr->CallHookPlayerEating(*m_Player)) - { - // A plugin won't let us eat, abort (send the proper packets to the client, too): - m_Player->AbortEating(); - return; - } - return; - } - else - { - if (PlgMgr->CallHookPlayerUsingItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ)) - { - // A plugin doesn't agree with using the item, abort - return; - } - ItemHandler->OnItemUse(World, m_Player, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); - PlgMgr->CallHookPlayerUsedItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ); - } -} - - - - - -void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler) -{ - if (a_BlockFace < 0) - { - // Clicked in air - return; - } - - cWorld * World = m_Player->GetWorld(); - - BLOCKTYPE ClickedBlock; - NIBBLETYPE ClickedBlockMeta; - BLOCKTYPE EquippedBlock = (BLOCKTYPE)(m_Player->GetEquippedItem().m_ItemType); - NIBBLETYPE EquippedBlockDamage = (NIBBLETYPE)(m_Player->GetEquippedItem().m_ItemDamage); - - if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) - { - // The block is being placed outside the world, ignore this packet altogether (#128) - return; - } - - World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta); - - // Special slab handling - placing a slab onto another slab produces a dblslab instead: - if ( - cBlockSlabHandler::IsAnySlabType(ClickedBlock) && // Is there a slab already? - cBlockSlabHandler::IsAnySlabType(EquippedBlock) && // Is the player placing another slab? - ((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07)) && // Is it the same slab type? - ( - (a_BlockFace == BLOCK_FACE_TOP) || // Clicking the top of a bottom slab - (a_BlockFace == BLOCK_FACE_BOTTOM) // Clicking the bottom of a top slab - ) - ) - { - // Coordinates at CLICKED block, don't move them anywhere - } - else - { - // Check if the block ignores build collision (water, grass etc.): - cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock); - if (Handler->DoesIgnoreBuildCollision()) - { - Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); - } - - BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); - if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision()) - { - AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); - - if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) - { - // The block is being placed outside the world, ignore this packet altogether (#128) - return; - } - - BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); - - // Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed. - // No need to do combinability (dblslab) checks, client will do that here. - if (cBlockSlabHandler::IsAnySlabType(PlaceBlock)) - { - // It's a slab, don't do checks and proceed to double-slabbing - } - else - { - if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision()) - { - // Tried to place a block *into* another? - // Happens when you place a block aiming at side of block like torch or stem - return; - } - } - } - } - - BLOCKTYPE BlockType; - NIBBLETYPE BlockMeta; - if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) - { - // Handler refused the placement, send that information back to the client: - World->SendBlockTo(a_BlockX, a_BlockY, a_BlockY, m_Player); - return; - } - - cBlockHandler * NewBlock = BlockHandler(BlockType); - - if (cRoot::Get()->GetPluginManager()->CallHookPlayerPlacingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) - { - // A plugin doesn't agree with placing the block, revert the block on the client: - World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); - return; - } - - // The actual block placement: - World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); - if (m_Player->GetGameMode() != gmCreative) - { - m_Player->GetInventory().RemoveOneEquippedItem(); - } - NewBlock->OnPlacedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); - - // Step sound with 0.8f pitch is used as block placement sound - World->BroadcastSoundEffect(NewBlock->GetStepSound(), a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.8f); - cRoot::Get()->GetPluginManager()->CallHookPlayerPlacedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); -} - - - - - -void cClientHandle::HandleChat(const AString & a_Message) -{ - // We no longer need to postpone message processing, because the messages already arrive in the Tick thread - - // If a command, perform it: - AString Message(a_Message); - if (cRoot::Get()->GetServer()->Command(*this, Message)) - { - return; - } - - // Not a command, broadcast as a simple message: - AString Msg; - Printf(Msg, "<%s%s%s> %s", - m_Player->GetColor().c_str(), - m_Player->GetName().c_str(), - cChatColor::White.c_str(), - Message.c_str() - ); - m_Player->GetWorld()->BroadcastChat(Msg); -} - - - - - -void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround) -{ - if ((m_Player == NULL) || (m_State != csPlaying)) - { - return; - } - - m_Player->SetRotation (a_Rotation); - m_Player->SetHeadYaw (a_Rotation); - m_Player->SetPitch (a_Pitch); - m_Player->SetTouchGround(a_IsOnGround); -} - - - - - -void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround) -{ - if ((m_Player == NULL) || (m_State != csPlaying)) - { - // The client hasn't been spawned yet and sends nonsense, we know better - return; - } - - /* - // TODO: Invalid stance check - if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65)) - { - LOGD("Invalid stance"); - SendPlayerMoveLook(); - return; - } - */ - - m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ)); - m_Player->SetStance (a_Stance); - m_Player->SetTouchGround(a_IsOnGround); - m_Player->SetHeadYaw (a_Rotation); - m_Player->SetRotation (a_Rotation); - m_Player->SetPitch (a_Pitch); -} - - - - - -void cClientHandle::HandleAnimation(char a_Animation) -{ - if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation)) - { - // Plugin disagrees, bail out - return; - } - - m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, a_Animation, this); -} - - - - - -void cClientHandle::HandleSlotSelected(short a_SlotNum) -{ - m_Player->GetInventory().SetEquippedSlotNum(a_SlotNum); - m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this); -} - - - - - -void cClientHandle::HandleSteerVehicle(float a_Forward, float a_Sideways) -{ - m_Player->SteerVehicle(a_Forward, a_Sideways); -} - - - - - -void cClientHandle::HandleWindowClose(char a_WindowID) -{ - m_Player->CloseWindowIfID(a_WindowID); -} - - - - - -void cClientHandle::HandleWindowClick(char a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem) -{ - LOGD("WindowClick: WinID %d, SlotNum %d, action: %s, Item %s x %d", - a_WindowID, a_SlotNum, ClickActionToString(a_ClickAction), - ItemToString(a_HeldItem).c_str(), a_HeldItem.m_ItemCount - ); - - 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(*m_Player, a_WindowID, a_SlotNum, a_ClickAction, a_HeldItem); -} - - - - - -void cClientHandle::HandleUpdateSign( - int a_BlockX, int a_BlockY, int a_BlockZ, - const AString & a_Line1, const AString & a_Line2, - const AString & a_Line3, const AString & a_Line4 -) -{ - cWorld * World = m_Player->GetWorld(); - World->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, m_Player); -} - - - - - -void cClientHandle::HandleUseEntity(int a_TargetEntityID, bool a_IsLeftClick) -{ - // TODO: Let plugins interfere via a hook - - // If it is a right click, call the entity's OnRightClicked() handler: - if (!a_IsLeftClick) - { - class cRclkEntity : public cEntityCallback - { - cPlayer & m_Player; - virtual bool Item(cEntity * a_Entity) override - { - if (cPluginManager::Get()->CallHookPlayerRightClickingEntity(m_Player, *a_Entity)) - { - return false; - } - a_Entity->OnRightClicked(m_Player); - return false; - } - public: - cRclkEntity(cPlayer & a_Player) : m_Player(a_Player) {} - } Callback (*m_Player); - - cWorld * World = m_Player->GetWorld(); - World->DoWithEntityByID(a_TargetEntityID, Callback); - return; - } - - // If it is a left click, attack the entity: - class cDamageEntity : public cEntityCallback - { - virtual bool Item(cEntity * a_Entity) override - { - if (!a_Entity->GetWorld()->IsPVPEnabled()) - { - // PVP is disabled, disallow players hurting other players: - if (a_Entity->IsPlayer()) - { - // Player is hurting another player which is not allowed when PVP is disabled so ignore it - return true; - } - } - a_Entity->TakeDamage(*m_Attacker); - return false; - } - public: - cPawn * m_Attacker; - } Callback; - - Callback.m_Attacker = m_Player; - - cWorld * World = m_Player->GetWorld(); - if (World->DoWithEntityByID(a_TargetEntityID, Callback)) - { - // Any kind of an attack implies food exhaustion - m_Player->AddFoodExhaustion(0.3); - } -} - - - - - -void cClientHandle::HandleRespawn(void) -{ - if (m_Player == NULL) - { - Destroy(); - return; - } - m_Player->Respawn(); - cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player); -} - - - - - -void cClientHandle::HandleDisconnect(const AString & a_Reason) -{ - LOGD("Received d/c packet from \"%s\" with reason \"%s\"", m_Username.c_str(), a_Reason.c_str()); - if (!cRoot::Get()->GetPluginManager()->CallHookDisconnect(m_Player, a_Reason)) - { - AString DisconnectMessage; - Printf(DisconnectMessage, "%s disconnected: %s", m_Username.c_str(), a_Reason.c_str()); - m_Player->GetWorld()->BroadcastChat(DisconnectMessage, this); - } - m_HasSentDC = true; - Destroy(); -} - - - - - -void cClientHandle::HandleKeepAlive(int a_KeepAliveID) -{ - if (a_KeepAliveID == m_PingID) - { - cTimer t1; - m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2); - } -} - - - - - -bool cClientHandle::HandleHandshake(const AString & a_Username) -{ - if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(this, a_Username)) - { - if (cRoot::Get()->GetServer()->GetNumPlayers() >= cRoot::Get()->GetServer()->GetMaxPlayers()) - { - Kick("The server is currently full :(-- Try again later"); - return false; - } - } - return true; -} - - - - - -void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID) -{ - if (a_EntityID != m_Player->GetUniqueID()) - { - // We should only receive entity actions from the entity that is performing the action - return; - } - - switch (a_ActionID) - { - case 1: // crouch - { - m_Player->SetCrouch(true); - break; - } - case 2: // uncrouch - { - m_Player->SetCrouch(false); - break; - } - case 3: // Leave bed - { - m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, 3); - break; - } - case 4: // Start sprinting - { - m_Player->SetSprint(true); - break; - } - case 5: // Stop sprinting - { - m_Player->SetSprint(false); - SendPlayerMaxSpeed(); - break; - } - } -} - - - - - -void cClientHandle::HandleUnmount(void) -{ - if (m_Player == NULL) - { - return; - } - m_Player->Detach(); -} - - - - - -void cClientHandle::HandleTabCompletion(const AString & a_Text) -{ - AStringVector Results; - m_Player->GetWorld()->TabCompleteUserName(a_Text, Results); - cRoot::Get()->GetPluginManager()->TabCompleteCommand(a_Text, Results, m_Player); - if (Results.empty()) - { - return; - } - std::sort(Results.begin(), Results.end()); - SendTabCompletionResults(Results); -} - - - - - -void cClientHandle::SendData(const char * a_Data, int a_Size) -{ - if (m_HasSentDC) - { - // This could crash the client, because they've already unloaded the world etc., and suddenly a wild packet appears (#31) - return; - } - - { - cCSLock Lock(m_CSOutgoingData); - - // _X 2012_09_06: We need an overflow buffer, usually when streaming the initial chunks - if (m_OutgoingDataOverflow.empty()) - { - // No queued overflow data; if this packet fits into the ringbuffer, put it in, otherwise put it in the overflow buffer: - int CanFit = m_OutgoingData.GetFreeSpace(); - if (CanFit > a_Size) - { - CanFit = a_Size; - } - if (CanFit > 0) - { - m_OutgoingData.Write(a_Data, CanFit); - } - if (a_Size > CanFit) - { - m_OutgoingDataOverflow.append(a_Data + CanFit, a_Size - CanFit); - } - } - else - { - // There is a queued overflow. Append to it, then send as much from its front as possible - m_OutgoingDataOverflow.append(a_Data, a_Size); - int CanFit = m_OutgoingData.GetFreeSpace(); - if (CanFit > 128) - { - // No point in moving the data over if it's not large enough - too much effort for too little an effect - m_OutgoingData.Write(m_OutgoingDataOverflow.data(), CanFit); - m_OutgoingDataOverflow.erase(0, CanFit); - } - } - } // Lock(m_CSOutgoingData) - - // Notify SocketThreads that we have something to write: - cRoot::Get()->GetServer()->NotifyClientWrite(this); -} - - - - - -void cClientHandle::MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket) -{ - ASSERT(m_Player != NULL); - - if (a_SendRespawnPacket) - { - SendRespawn(); - } - - cWorld * World = m_Player->GetWorld(); - - // Remove all associated chunks: - cChunkCoordsList Chunks; - { - cCSLock Lock(m_CSChunkLists); - std::swap(Chunks, m_LoadedChunks); - m_ChunksToSend.clear(); - } - for (cChunkCoordsList::iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr) - { - World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this); - m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ); - } // for itr - Chunks[] - - // Do NOT stream new chunks, the new world runs its own tick thread and may deadlock - // Instead, the chunks will be streamed when the client is moved to the new world's Tick list, - // by setting state to csAuthenticated - m_State = csAuthenticated; - m_LastStreamedChunkX = 0x7fffffff; - m_LastStreamedChunkZ = 0x7fffffff; - m_HasSentPlayerChunk = false; -} - - - - - -bool cClientHandle::CheckBlockInteractionsRate(void) -{ - ASSERT(m_Player != NULL); - ASSERT(m_Player->GetWorld() != NULL); - /* - // TODO: _X 2012_11_01: This needs a total re-thinking and rewriting - int LastActionCnt = m_Player->GetLastBlockActionCnt(); - if ((m_Player->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) -{ - // Handle clients that are waiting for final close while destroyed: - if (m_State == csDestroyedWaiting) - { - m_TicksSinceDestruction += 1; // This field is misused for the timeout counting - if (m_TicksSinceDestruction > TICKS_BEFORE_CLOSE) - { - m_State = csDestroyed; - } - return; - } - - // Process received network data: - AString IncomingData; - { - cCSLock Lock(m_CSIncomingData); - std::swap(IncomingData, m_IncomingData); - } - m_Protocol->DataReceived(IncomingData.data(), IncomingData.size()); - - if (m_State == csAuthenticated) - { - StreamChunks(); - m_State = csDownloadingWorld; - } - - m_TimeSinceLastPacket += a_Dt; - if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out - { - SendDisconnect("Nooooo!! You timed out! D: Come back!"); - Destroy(); - } - - if (m_Player == NULL) - { - return; - } - - // If the chunk the player's in was just sent, spawn the player: - if (m_HasSentPlayerChunk && (m_State != csPlaying) && !IsDestroying()) - { - if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player)) - { - // Broadcast that this player has joined the game! Yay~ - m_Player->GetWorld()->BroadcastChat(m_Username + " joined the game!", this); - } - m_Protocol->SendPlayerMoveLook(); - m_State = csPlaying; - } - - // Send a ping packet: - cTimer t1; - if ((m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())) - { - m_PingID++; - m_PingStartTime = t1.GetNowTime(); - m_Protocol->SendKeepAlive(m_PingID); - m_LastPingTime = m_PingStartTime; - } - - // Handle block break animation: - if (m_BlockDigAnimStage > -1) - { - int lastAnimVal = m_BlockDigAnimStage; - m_BlockDigAnimStage += (int)(m_BlockDigAnimSpeed * a_Dt); - if (m_BlockDigAnimStage > 9000) - { - m_BlockDigAnimStage = 9000; - } - if (m_BlockDigAnimStage / 1000 != lastAnimVal / 1000) - { - m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, (char)(m_BlockDigAnimStage / 1000), this); - } - } - - // Update the explosion statistics: - m_CurrentExplosionTick = (m_CurrentExplosionTick + 1) % ARRAYCOUNT(m_NumExplosionsPerTick); - m_RunningSumExplosions -= m_NumExplosionsPerTick[m_CurrentExplosionTick]; - m_NumExplosionsPerTick[m_CurrentExplosionTick] = 0; -} - - - - - -void cClientHandle::SendAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle) -{ - m_Protocol->SendAttachEntity(a_Entity, a_Vehicle); -} - - - - - -void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType) -{ - m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType); -} - - - - - -void cClientHandle::SendBlockBreakAnim(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage) -{ - m_Protocol->SendBlockBreakAnim(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage); -} - - - - - -void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) -{ - m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); -} - - - - - -void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes) -{ - ASSERT(!a_Changes.empty()); // We don't want to be sending empty change packets! - - m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes); -} - - - - - -void cClientHandle::SendChat(const AString & a_Message) -{ - m_Protocol->SendChat(a_Message); -} - - - - - -void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) -{ - ASSERT(m_Player != NULL); - - // Check chunks being sent, erase them from m_ChunksToSend: - bool Found = false; - { - cCSLock Lock(m_CSChunkLists); - for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr) - { - if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ)) - { - m_ChunksToSend.erase(itr); - Found = true; - break; - } - } // for itr - m_ChunksToSend[] - } - if (!Found) - { - // This just sometimes happens. If you have a reliably replicatable situation for this, go ahead and fix it - // It's not a big issue anyway, just means that some chunks may be compressed several times - // LOGD("Refusing to send chunk [%d, %d] to client \"%s\" at [%d, %d].", ChunkX, ChunkZ, m_Username.c_str(), m_Player->GetChunkX(), m_Player->GetChunkZ()); - return; - } - - m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer); - - // If it is the chunk the player's in, make them spawn (in the tick thread): - if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld)) - { - if ((a_ChunkX == m_Player->GetChunkX()) && (a_ChunkZ == m_Player->GetChunkZ())) - { - m_HasSentPlayerChunk = true; - } - } -} - - - - - -void cClientHandle::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player) -{ - m_Protocol->SendCollectPickup(a_Pickup, a_Player); -} - - - - - -void cClientHandle::SendDestroyEntity(const cEntity & a_Entity) -{ - m_Protocol->SendDestroyEntity(a_Entity); -} - - - - - -void cClientHandle::SendDisconnect(const AString & a_Reason) -{ - if (!m_HasSentDC) - { - LOGD("Sending a DC: \"%s\"", StripColorCodes(a_Reason).c_str()); - m_Protocol->SendDisconnect(a_Reason); - m_HasSentDC = true; - } -} - - - - - -void cClientHandle::SendEditSign(int a_BlockX, int a_BlockY, int a_BlockZ) -{ - m_Protocol->SendEditSign(a_BlockX, a_BlockY, a_BlockZ); -} - - - - - -void cClientHandle::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) -{ - m_Protocol->SendEntityEquipment(a_Entity, a_SlotNum, a_Item); -} - - - - - -void cClientHandle::SendEntityHeadLook(const cEntity & a_Entity) -{ - ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self - - m_Protocol->SendEntityHeadLook(a_Entity); -} - - - - - -void cClientHandle::SendEntityLook(const cEntity & a_Entity) -{ - ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self - - m_Protocol->SendEntityLook(a_Entity); -} - - - - - -void cClientHandle::SendEntityMetadata(const cEntity & a_Entity) -{ - m_Protocol->SendEntityMetadata(a_Entity); -} - - - - - -void cClientHandle::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) -{ - ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self - - m_Protocol->SendEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ); -} - - - - - -void cClientHandle::SendEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) -{ - ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self - - m_Protocol->SendEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ); -} - - - - - -void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status) -{ - m_Protocol->SendEntityStatus(a_Entity, a_Status); -} - - - - - -void cClientHandle::SendEntityVelocity(const cEntity & a_Entity) -{ - ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self - - m_Protocol->SendEntityVelocity(a_Entity); -} - - - - - -void cClientHandle::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion) -{ - if ( - (m_NumExplosionsPerTick[m_CurrentExplosionTick] > MAX_EXPLOSIONS_PER_TICK) || // Too many explosions in this tick - (m_RunningSumExplosions > MAX_RUNNING_SUM_EXPLOSIONS) // Too many explosions in the recent history - ) - { - LOGD("Dropped %u explosions", a_BlocksAffected.size()); - return; - } - - // Update the statistics: - m_NumExplosionsPerTick[m_CurrentExplosionTick] += a_BlocksAffected.size(); - m_RunningSumExplosions += a_BlocksAffected.size(); - - m_Protocol->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_Radius, a_BlocksAffected, a_PlayerMotion); -} - - - - - -void cClientHandle::SendGameMode(eGameMode a_GameMode) -{ - m_Protocol->SendGameMode(a_GameMode); -} - - - - - -void cClientHandle::SendHealth(void) -{ - m_Protocol->SendHealth(); -} - - - - - -void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item) -{ - m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item); -} - - - - - -void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup) -{ - m_Protocol->SendPickupSpawn(a_Pickup); -} - - - - - -void cClientHandle::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation) -{ - m_Protocol->SendPlayerAnimation(a_Player, a_Animation); -} - - - - - -void cClientHandle::SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline) -{ - m_Protocol->SendPlayerListItem(a_Player, a_IsOnline); -} - - - - - -void cClientHandle::SendPlayerMaxSpeed(void) -{ - m_Protocol->SendPlayerMaxSpeed(); -} - - - - - -void cClientHandle::SendPlayerMoveLook(void) -{ - /* - LOGD("Sending PlayerMoveLook: {%0.2f, %0.2f, %0.2f}, stance %0.2f, OnGround: %d", - m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ(), m_Player->GetStance(), m_Player->IsOnGround() ? 1 : 0 - ); - */ - m_Protocol->SendPlayerMoveLook(); -} - - - - - -void cClientHandle::SendPlayerPosition(void) -{ - m_Protocol->SendPlayerPosition(); -} - - - - - -void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player) -{ - if (a_Player.GetUniqueID() == m_Player->GetUniqueID()) - { - // Do NOT send this packet to myself - return; - } - - LOGD("Spawning player \"%s\" on client \"%s\" @ %s", - a_Player.GetName().c_str(), GetPlayer()->GetName().c_str(), GetIPString().c_str() - ); - - m_Protocol->SendPlayerSpawn(a_Player); -} - - - - - -void cClientHandle::SendRespawn(void) -{ - m_Protocol->SendRespawn(); -} - - - - - -void cClientHandle::SendExperience(void) -{ - m_Protocol->SendExperience(); -} - - - - - -void cClientHandle::SendSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch) -{ - m_Protocol->SendSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch); -} - - - - - -void cClientHandle::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data) -{ - m_Protocol->SendSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data); -} - - - - - -void cClientHandle::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock) -{ - m_Protocol->SendSpawnFallingBlock(a_FallingBlock); -} - - - - - -void cClientHandle::SendSpawnMob(const cMonster & a_Mob) -{ - m_Protocol->SendSpawnMob(a_Mob); -} - - - - - -void cClientHandle::SendSpawnObject(const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch) -{ - m_Protocol->SendSpawnObject(a_Entity, a_ObjectType, a_ObjectData, a_Yaw, a_Pitch); -} - - - - - -void cClientHandle::SendSpawnVehicle(const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType) // VehicleSubType is specific to Minecarts -{ - m_Protocol->SendSpawnVehicle(a_Vehicle, a_VehicleType, a_VehicleSubType); -} - - - - - -void cClientHandle::SendTabCompletionResults(const AStringVector & a_Results) -{ - m_Protocol->SendTabCompletionResults(a_Results); -} - - - - - -void cClientHandle::SendTeleportEntity(const cEntity & a_Entity) -{ - m_Protocol->SendTeleportEntity(a_Entity); -} - - - - - -void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ) -{ - m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ); -} - - - - - -void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay) -{ - m_Protocol->SendTimeUpdate(a_WorldAge, a_TimeOfDay); -} - - - - - -void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ) -{ - m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ); -} - - - - - -void cClientHandle::SendUpdateSign( - int a_BlockX, int a_BlockY, int a_BlockZ, - const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4 -) -{ - m_Protocol->SendUpdateSign( - a_BlockX, a_BlockY, a_BlockZ, - a_Line1, a_Line2, a_Line3, a_Line4 - ); -} - - - - - -void cClientHandle::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ) -{ - m_Protocol->SendUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ); -} - - - - -void cClientHandle::SendWeather(eWeather a_Weather) -{ - m_Protocol->SendWeather(a_Weather); -} - - - - - -void cClientHandle::SendWholeInventory(const cWindow & a_Window) -{ - m_Protocol->SendWholeInventory(a_Window); -} - - - - - -void cClientHandle::SendWindowClose(const cWindow & a_Window) -{ - m_Protocol->SendWindowClose(a_Window); -} - - - - - -void cClientHandle::SendWindowOpen(const cWindow & a_Window) -{ - m_Protocol->SendWindowOpen(a_Window); -} - - - - - -void cClientHandle::SendWindowProperty(const cWindow & a_Window, int a_Property, int a_Value) -{ - m_Protocol->SendWindowProperty(a_Window, a_Property, a_Value); -} - - - - - -const AString & cClientHandle::GetUsername(void) const -{ - return m_Username; -} - - - - - -void cClientHandle::SetUsername( const AString & a_Username ) -{ - m_Username = a_Username; -} - - - - - -void cClientHandle::SetViewDistance(int a_ViewDistance) -{ - if (a_ViewDistance < MIN_VIEW_DISTANCE) - { - a_ViewDistance = MIN_VIEW_DISTANCE; - } - if (a_ViewDistance > MAX_VIEW_DISTANCE) - { - a_ViewDistance = MAX_VIEW_DISTANCE; - } - m_ViewDistance = a_ViewDistance; - - // Need to re-stream chunks for the change to become apparent: - StreamChunks(); -} - - - - - -bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) -{ - if (m_State >= csDestroying) - { - return false; - } - - cCSLock Lock(m_CSChunkLists); - return (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)) != m_ChunksToSend.end()); -} - - - - - -void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ) -{ - if (m_State >= csDestroying) - { - return; - } - - LOGD("Adding chunk [%d, %d] to wanted chunks for client %p", a_ChunkX, a_ChunkZ, this); - cCSLock Lock(m_CSChunkLists); - if (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)) == m_ChunksToSend.end()) - { - m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)); - } -} - - - - - -void cClientHandle::PacketBufferFull(void) -{ - // Too much data in the incoming queue, the server is probably too busy, kick the client: - LOGERROR("Too much data in queue for client \"%s\" @ %s, kicking them.", m_Username.c_str(), m_IPString.c_str()); - SendDisconnect("Server busy"); - Destroy(); -} - - - - - -void cClientHandle::PacketUnknown(unsigned char a_PacketType) -{ - LOGERROR("Unknown packet type 0x%02x from client \"%s\" @ %s", a_PacketType, m_Username.c_str(), m_IPString.c_str()); - - AString Reason; - Printf(Reason, "Unknown [C->S] PacketType: 0x%02x", a_PacketType); - SendDisconnect(Reason); - Destroy(); -} - - - - - -void cClientHandle::PacketError(unsigned char a_PacketType) -{ - LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", a_PacketType, m_Username.c_str()); - SendDisconnect("Protocol error"); - Destroy(); -} - - - - - -void cClientHandle::DataReceived(const char * a_Data, int a_Size) -{ - // Data is received from the client, store it in the buffer to be processed by the Tick thread: - m_TimeSinceLastPacket = 0; - cCSLock Lock(m_CSIncomingData); - m_IncomingData.append(a_Data, a_Size); -} - - - - - -void cClientHandle::GetOutgoingData(AString & a_Data) -{ - // Data can be sent to client - { - cCSLock Lock(m_CSOutgoingData); - m_OutgoingData.ReadAll(a_Data); - m_OutgoingData.CommitRead(); - a_Data.append(m_OutgoingDataOverflow); - m_OutgoingDataOverflow.clear(); - } - - // Disconnect player after all packets have been sent - if (m_HasSentDC && a_Data.empty()) - { - Destroy(); - } -} - - - - - -void cClientHandle::SocketClosed(void) -{ - // The socket has been closed for any reason - - LOGD("Client \"%s\" @ %s disconnected", m_Username.c_str(), m_IPString.c_str()); - Destroy(); -} - - - - - - |