Fixed player moving between worlds.
Fixes FS #407. Also fixes a few possible deadlocks between SocketThreads and TickThread git-svn-id: http://mc-server.googlecode.com/svn/trunk@1641 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -406,6 +406,11 @@ void cClientHandle::RemoveFromAllChunks()
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cCSLock Lock(m_CSChunkLists);
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m_LoadedChunks.clear();
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m_ChunksToSend.clear();
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// Also reset the LastStreamedChunk coords to bogus coords,
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// so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
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m_LastStreamedChunkX = 0x7fffffff;
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m_LastStreamedChunkZ = 0x7fffffff;
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}
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}
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@ -898,18 +903,11 @@ void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, c
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void cClientHandle::HandleChat(const AString & a_Message)
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{
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AString Message(a_Message);
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if (!cRoot::Get()->GetServer()->Command(*this, Message))
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{
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AString Msg;
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Printf(Msg, "<%s%s%s> %s",
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m_Player->GetColor().c_str(),
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m_Player->GetName().c_str(),
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cChatColor::White.c_str(),
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Message.c_str()
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);
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m_Player->GetWorld()->BroadcastChat(Msg);
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}
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// We need to process messages in the Tick thread, to avoid deadlocks resulting from player-commands being processed
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// in the SocketThread and waiting for acquiring the ChunkMap CS with Plugin CS locked
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cCSLock Lock(m_CSMessages);
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m_PendingMessages.push_back(a_Message);
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}
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@ -1292,8 +1290,8 @@ void cClientHandle::Tick(float a_Dt)
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m_ShouldCheckDownloaded = false;
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}
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// Send a ping packet:
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cTimer t1;
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// Send ping packet
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if (
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(m_Player != NULL) && // Is logged in?
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(m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
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@ -1324,6 +1322,9 @@ void cClientHandle::Tick(float a_Dt)
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m_CurrentExplosionTick = (m_CurrentExplosionTick + 1) % ARRAYCOUNT(m_NumExplosionsPerTick);
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m_RunningSumExplosions -= m_NumExplosionsPerTick[m_CurrentExplosionTick];
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m_NumExplosionsPerTick[m_CurrentExplosionTick] = 0;
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// Process the queued messages:
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ProcessPendingMessages();
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}
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@ -1944,6 +1945,46 @@ void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ)
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void cClientHandle::ProcessPendingMessages(void)
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{
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while (true)
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{
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AString Message;
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// Extract one message from the PendingMessages buffer:
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{
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cCSLock Lock(m_CSMessages);
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if (m_PendingMessages.empty())
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{
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// No more messages in the buffer, bail out
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return;
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}
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Message = m_PendingMessages.front();
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m_PendingMessages.pop_front();
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} // Lock(m_CSMessages)
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// If a command, perform it:
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if (cRoot::Get()->GetServer()->Command(*this, Message))
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{
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continue;
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}
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// Not a command, broadcast as a simple message:
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AString Msg;
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Printf(Msg, "<%s%s%s> %s",
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m_Player->GetColor().c_str(),
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m_Player->GetName().c_str(),
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cChatColor::White.c_str(),
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Message.c_str()
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);
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m_Player->GetWorld()->BroadcastChat(Msg);
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} // while (true)
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}
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void cClientHandle::PacketBufferFull(void)
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{
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// Too much data in the incoming queue, the server is probably too busy, kick the client:
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@ -185,6 +185,7 @@ public:
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bool HandleLogin(int a_ProtocolVersion, const AString & a_Username);
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void SendData(const char * a_Data, int a_Size);
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private:
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int m_ViewDistance; // Number of chunks the player can see in each direction; 4 is the minimum ( http://wiki.vg/Protocol_FAQ#.E2.80.A6all_connecting_clients_spasm_and_jerk_uncontrollably.21 )
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@ -270,6 +271,12 @@ private:
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/// Running sum of m_NumExplosionsPerTick[]
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int m_RunningSumExplosions;
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/// Lock for the m_PendingMessages buffer
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cCriticalSection m_CSMessages;
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/// Buffer for received messages to be processed in the Tick thread
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AStringList m_PendingMessages;
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/// Returns true if the rate block interactions is within a reasonable limit (bot protection)
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@ -293,6 +300,9 @@ private:
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/// Handles the block placing packet when it is a real block placement (not block-using, item-using or eating)
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void 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);
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/// Processes the messages in m_PendingMessages; called from the Tick thread
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void ProcessPendingMessages(void);
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// cSocketThreads::cCallback overrides:
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virtual void DataReceived (const char * a_Data, int a_Size) override; // Data is received from the client
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virtual void GetOutgoingData(AString & a_Data) override; // Data can be sent to client
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@ -117,9 +117,9 @@ cPlayer::~cPlayer(void)
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void cPlayer::Initialize( cWorld* a_World )
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void cPlayer::Initialize(cWorld * a_World)
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{
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cPawn::Initialize( a_World );
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super::Initialize(a_World);
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GetWorld()->AddPlayer(this);
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}
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@ -891,26 +891,37 @@ void cPlayer::TossItem(
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bool cPlayer::MoveToWorld( const char* a_WorldName )
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bool cPlayer::MoveToWorld(const char * a_WorldName)
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{
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cWorld * World = cRoot::Get()->GetWorld( a_WorldName );
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if ( World )
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cWorld * World = cRoot::Get()->GetWorld(a_WorldName);
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if (World == NULL)
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{
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/* Remove all links to the old world */
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m_World->RemovePlayer( this );
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m_ClientHandle->RemoveFromAllChunks();
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m_World->RemoveEntity(this);
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/* Add player to all the necessary parts of the new world */
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SetWorld( World );
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GetWorld()->AddPlayer(this);
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m_ClientHandle->HandleRespawn();
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m_ClientHandle->StreamChunks();
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return true;
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LOG("%s: Couldn't find world \"%s\".", a_WorldName);
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return false;
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}
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return false;
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eDimension OldDimension = m_World->GetDimension();
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// Remove all links to the old world
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m_World->RemovePlayer(this);
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m_ClientHandle->RemoveFromAllChunks();
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m_World->RemoveEntity(this);
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// Add player to all the necessary parts of the new world
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SetWorld(World);
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World->AddEntity(this);
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World->AddPlayer(this);
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// If the dimension is different, we can send the respawn packet
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// http://wiki.vg/Protocol#0x09 says "don't send if dimension is the same" as of 2013_07_02
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if (OldDimension != World->GetDimension())
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{
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m_ClientHandle->SendRespawn();
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}
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// Stream the new chunks:
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m_ClientHandle->StreamChunks();
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return true;
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}
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@ -145,7 +145,7 @@ public:
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void SetVisible( bool a_bVisible ); // tolua_export
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bool IsVisible(void) const { return m_bVisible; } // tolua_export
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bool MoveToWorld(const char * a_WorldName ); // tolua_export
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bool MoveToWorld(const char * a_WorldName); // tolua_export
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bool SaveToDisk(void);
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bool LoadFromDisk(void);
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@ -1843,6 +1843,8 @@ void cWorld::AddPlayer(cPlayer * a_Player)
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m_Players.remove(a_Player); // Make sure the player is registered only once
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m_Players.push_back(a_Player);
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// The player has already been added to the chunkmap as the entity, do NOT add again!
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}
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