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-rw-r--r--src/ClientHandle.cpp2198
1 files changed, 2198 insertions, 0 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp
new file mode 100644
index 000000000..f8fd4a8b7
--- /dev/null
+++ b/src/ClientHandle.cpp
@@ -0,0 +1,2198 @@
+#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 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::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();
+}
+
+
+
+
+
+