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cuberite-2a/source/cClientHandle.cpp
faketruth ab95abb6bd Now showing proper error messages when sockets fail :)
Crossplatform GetLastError function in cSocket

git-svn-id: http://mc-server.googlecode.com/svn/trunk@234 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-02-05 16:24:16 +00:00

1882 lines
52 KiB
C++

#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "cClientHandle.h"
#include "cServer.h"
#include "cWorld.h"
#include "cChunk.h"
#include "cPickup.h"
#include "cPluginManager.h"
#include "cPlayer.h"
#include "cInventory.h"
#include "cChestEntity.h"
#include "cSignEntity.h"
#include "cWindow.h"
#include "cCraftingWindow.h"
#include "cItem.h"
#include "cTorch.h"
#include "cStairs.h"
#include "cDoors.h"
#include "cLadder.h"
#include "cSign.h"
#include "cRedstone.h"
#include "cPiston.h"
#include "cBlockToPickup.h"
#include "cMonster.h"
#include "cChatColor.h"
#include "cThread.h"
#include "cSocket.h"
#include "cTimer.h"
#include "cTracer.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "cSleep.h"
#include "cRoot.h"
#include "cBlockingTCPLink.h"
#include "cAuthenticator.h"
#include "MersenneTwister.h"
#include "packets/cPacket_KeepAlive.h"
#include "packets/cPacket_PlayerPosition.h"
#include "packets/cPacket_Respawn.h"
#include "packets/cPacket_UpdateHealth.h"
#include "packets/cPacket_RelativeEntityMoveLook.h"
#include "packets/cPacket_Chat.h"
#include "packets/cPacket_Login.h"
#include "packets/cPacket_WindowClick.h"
#include "packets/cPacket_PlayerMoveLook.h"
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_BlockDig.h"
#include "packets/cPacket_Handshake.h"
#include "packets/cPacket_PlayerLook.h"
#include "packets/cPacket_ArmAnim.h"
#include "packets/cPacket_BlockPlace.h"
#include "packets/cPacket_Flying.h"
#include "packets/cPacket_Disconnect.h"
#include "packets/cPacket_PickupSpawn.h"
#include "packets/cPacket_ItemSwitch.h"
#include "packets/cPacket_EntityEquipment.h"
#include "packets/cPacket_CreativeInventoryAction.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_UseEntity.h"
#include "packets/cPacket_WindowClose.h"
#include "packets/cPacket_13.h"
#include "packets/cPacket_UpdateSign.h"
#include "packets/cPacket_Ping.h"
#include "packets/cPacket_PlayerListItem.h"
#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\
case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; }
#define MAX_SEMAPHORES (2000)
// fwd: cServer.cpp:
extern std::string GetWSAError();
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cClientHandle:
cClientHandle::cClientHandle(const cSocket & a_Socket)
: m_ProtocolVersion(23)
, m_pReceiveThread(NULL)
, m_pSendThread(NULL)
, m_Socket(a_Socket)
, m_Semaphore(MAX_SEMAPHORES)
, m_bDestroyed(false)
, m_Player(NULL)
, m_bKicking(false)
, m_TimeLastPacket(cWorld::GetTime())
, m_bLoggedIn(false)
, m_bKeepThreadGoing(true)
, m_bSendLoginResponse(false)
, m_Ping(1000)
, m_bPositionConfirmed(false)
{
LOG("cClientHandle::cClientHandle");
cTimer t1;
m_LastPingTime = t1.GetNowTime();
// All the packets that can be received from the client
for (int i = 0; i < ARRAYCOUNT(m_PacketMap); ++i)
{
m_PacketMap[i] = NULL;
}
m_PacketMap[E_KEEP_ALIVE] = new cPacket_KeepAlive;
m_PacketMap[E_HANDSHAKE] = new cPacket_Handshake;
m_PacketMap[E_LOGIN] = new cPacket_Login;
m_PacketMap[E_PLAYERPOS] = new cPacket_PlayerPosition;
m_PacketMap[E_PLAYERLOOK] = new cPacket_PlayerLook;
m_PacketMap[E_PLAYERMOVELOOK] = new cPacket_PlayerMoveLook;
m_PacketMap[E_CHAT] = new cPacket_Chat;
m_PacketMap[E_ANIMATION] = new cPacket_ArmAnim;
m_PacketMap[E_FLYING] = new cPacket_Flying;
m_PacketMap[E_BLOCK_DIG] = new cPacket_BlockDig;
m_PacketMap[E_BLOCK_PLACE] = new cPacket_BlockPlace;
m_PacketMap[E_DISCONNECT] = new cPacket_Disconnect;
m_PacketMap[E_ITEM_SWITCH] = new cPacket_ItemSwitch;
m_PacketMap[E_ENTITY_EQUIPMENT] = new cPacket_EntityEquipment;
m_PacketMap[E_CREATIVE_INVENTORY_ACTION] = new cPacket_CreativeInventoryAction;
m_PacketMap[E_NEW_INVALID_STATE] = new cPacket_NewInvalidState;
m_PacketMap[E_PICKUP_SPAWN] = new cPacket_PickupSpawn;
m_PacketMap[E_USE_ENTITY] = new cPacket_UseEntity;
m_PacketMap[E_WINDOW_CLOSE] = new cPacket_WindowClose;
m_PacketMap[E_WINDOW_CLICK] = new cPacket_WindowClick;
m_PacketMap[E_PACKET_13] = new cPacket_13;
m_PacketMap[E_UPDATE_SIGN] = new cPacket_UpdateSign;
m_PacketMap[E_RESPAWN] = new cPacket_Respawn;
m_PacketMap[E_PING] = new cPacket_Ping;
memset(m_LoadedChunks, 0x00, sizeof(m_LoadedChunks));
//////////////////////////////////////////////////////////////////////////
m_pReceiveThread = new cThread(ReceiveThread, this, "cClientHandle::ReceiveThread");
m_pSendThread = new cThread(SendThread, this, "cClientHandle::SendThread");
m_pReceiveThread->Start(true);
m_pSendThread->Start (true);
//////////////////////////////////////////////////////////////////////////
LOG("New ClientHandle");
}
cClientHandle::~cClientHandle()
{
LOG("Deleting client %s", GetUsername().c_str());
for(unsigned int i = 0; i < VIEWDISTANCE*VIEWDISTANCE; i++)
{
if (m_LoadedChunks[i]) m_LoadedChunks[i]->RemoveClient(this);
}
cWorld::PlayerList PlayerList = cRoot::Get()->GetWorld()->GetAllPlayers();
for(cWorld::PlayerList::iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr)
{
if ((*itr) && (*itr)->GetClientHandle() && !GetUsername().empty())
{
std::string NameColor = (m_Player ? m_Player->GetColor() : "");
cPacket_PlayerListItem PlayerList(NameColor + GetUsername(), false, (short)9999);
(*itr)->GetClientHandle()->Send(PlayerList);
}
}
if (m_Username.size() > 0)
{
cPacket_Chat Left(m_Username + " left the game!");
cRoot::Get()->GetServer()->Broadcast(Left, this);
}
// First stop sending thread
m_bKeepThreadGoing = false;
cCSLock Lock(m_SocketCriticalSection);
if (m_Socket.IsValid())
{
cPacket_Disconnect Disconnect;
Disconnect.m_Reason = "Server shut down? Kthnxbai";
Disconnect.Send(m_Socket);
m_Socket.CloseSocket();
}
Lock.Unlock();
m_Semaphore.Signal();
delete m_pReceiveThread;
delete m_pSendThread;
while (!m_PendingParsePackets.empty())
{
delete *m_PendingParsePackets.begin();
m_PendingParsePackets.erase(m_PendingParsePackets.begin());
}
while (!m_PendingNrmSendPackets.empty())
{
delete *m_PendingNrmSendPackets.begin();
m_PendingNrmSendPackets.erase(m_PendingNrmSendPackets.begin());
}
while (!m_PendingLowSendPackets.empty())
{
delete *m_PendingLowSendPackets.begin();
m_PendingLowSendPackets.erase(m_PendingLowSendPackets.begin());
}
if (m_Player != NULL)
{
m_Player->SetClientHandle(NULL);
m_Player->Destroy();
m_Player = NULL;
}
for (int i = 0; i < ARRAYCOUNT(m_PacketMap); i++)
{
delete m_PacketMap[i];
}
}
void cClientHandle::Destroy()
{
m_bDestroyed = true;
cCSLock Lock(m_SocketCriticalSection);
if (m_Socket.IsValid())
{
m_Socket.CloseSocket();
}
}
void cClientHandle::Kick(const AString & a_Reason)
{
Send(cPacket_Disconnect(a_Reason));
m_bKicking = true;
}
void cClientHandle::Authenticate(void)
{
m_bSendLoginResponse = true;
}
void cClientHandle::StreamChunks(void)
{
if (!m_bLoggedIn)
{
return;
}
assert(m_Player != NULL);
int ChunkPosX = (int)floor(m_Player->GetPosX() / 16);
int ChunkPosZ = (int)floor(m_Player->GetPosZ() / 16);
cWorld * World = m_Player->GetWorld();
cChunk * NeededChunks[VIEWDISTANCE * VIEWDISTANCE] = { 0 };
const int MaxDist = VIEWDISTANCE + GENERATEDISTANCE * 2;
for (int x = 0; x < MaxDist; x++)
{
for (int z = 0; z < MaxDist; z++)
{
int RelX = x - (MaxDist - 1) / 2;
int RelZ = z - (MaxDist - 1) / 2;
cChunk * Chunk = World->GetChunk(ChunkPosX + RelX, 0, ChunkPosZ + RelZ); // Touch all chunks in wide range, so they get generated
if (
(x >= GENERATEDISTANCE) &&
(x < VIEWDISTANCE + GENERATEDISTANCE) &&
(z >= GENERATEDISTANCE) &&
(z < VIEWDISTANCE + GENERATEDISTANCE)
) // but player only needs chunks in view distance
{
NeededChunks[(x - GENERATEDISTANCE) + (z - GENERATEDISTANCE) * VIEWDISTANCE] = Chunk;
}
}
}
cChunk * MissingChunks[VIEWDISTANCE * VIEWDISTANCE];
memset(MissingChunks, 0, sizeof(MissingChunks));
unsigned int MissIndex = 0;
for(int i = 0; i < VIEWDISTANCE * VIEWDISTANCE; i++) // Handshake loop - touch each chunk once
{
if (NeededChunks[i] == 0) continue; // Chunk is not yet loaded, so ignore
// This can cause MissIndex to be 0 and thus chunks will not be unloaded while they are actually out of range,
// which might actually be a good thing, otherwise it would keep trying to unload chunks until the new chunks are fully loaded
bool bChunkMissing = true;
for(int j = 0; j < VIEWDISTANCE*VIEWDISTANCE; j++)
{
if (m_LoadedChunks[j] == NeededChunks[i])
{
bChunkMissing = false;
break;
}
}
if (bChunkMissing)
{
MissingChunks[MissIndex] = NeededChunks[i];
MissIndex++;
}
}
if (MissIndex > 0)
{
// Chunks are gonna be streamed in, so chunks probably also need to be streamed out <- optimization
for(int x = 0; x < VIEWDISTANCE; x++)
{
for(int z = 0; z < VIEWDISTANCE; z++)
{
cChunk* Chunk = m_LoadedChunks[x + z*VIEWDISTANCE];
if (Chunk != NULL)
{
if ((Chunk->GetPosX() < ChunkPosX - (VIEWDISTANCE - 1) / 2)
|| (Chunk->GetPosX() > ChunkPosX + (VIEWDISTANCE - 1) / 2)
|| (Chunk->GetPosZ() < ChunkPosZ - (VIEWDISTANCE - 1) / 2)
|| (Chunk->GetPosZ() > ChunkPosZ + (VIEWDISTANCE - 1) / 2)
)
{
Chunk->RemoveClient(this);
Chunk->AsyncUnload(this); // TODO - I think it's possible to unload the chunk immediately instead of next tick
// I forgot why I made it happen next tick
m_LoadedChunks[x + z * VIEWDISTANCE] = NULL;
}
}
}
}
StreamChunksSmart(MissingChunks, MissIndex);
memcpy(m_LoadedChunks, NeededChunks, sizeof(NeededChunks));
}
}
// Sends chunks to the player from the player position outward
void cClientHandle::StreamChunksSmart(cChunk** a_Chunks, unsigned int a_NumChunks)
{
int X = (int)floor(m_Player->GetPosX() / 16);
int Y = (int)floor(m_Player->GetPosY() / 128);
int Z = (int)floor(m_Player->GetPosZ() / 16);
bool bAllDone = false;
while(!bAllDone)
{
bAllDone = true;
int ClosestIdx = -1;
unsigned int ClosestSqrDist = (unsigned int)-1; // wraps around, becomes biggest number possible
for(unsigned int i = 0; i < a_NumChunks; ++i)
{
if (a_Chunks[i])
{
bAllDone = false;
int DistX = a_Chunks[i]->GetPosX()-X;
int DistY = a_Chunks[i]->GetPosY()-Y;
int DistZ = a_Chunks[i]->GetPosZ()-Z;
unsigned int SqrDist = (DistX*DistX)+(DistY*DistY)+(DistZ*DistZ);
if (SqrDist < ClosestSqrDist)
{
ClosestSqrDist = SqrDist;
ClosestIdx = i;
}
}
}
if (ClosestIdx > -1)
{
a_Chunks[ClosestIdx]->Send(this);
a_Chunks[ClosestIdx]->AddClient(this);
//LOGINFO("CCC: Sending chunk %i %i", a_Chunks[ClosestIdx]->GetPosX(), a_Chunks[ClosestIdx]->GetPosZ());
a_Chunks[ClosestIdx] = 0;
}
}
}
// This removes the client from all chunks. Used when switching worlds
void cClientHandle::RemoveFromAllChunks()
{
for(int i = 0; i < VIEWDISTANCE*VIEWDISTANCE; i++)
{
if (m_LoadedChunks[i])
{
m_LoadedChunks[i]->RemoveClient(this);
m_LoadedChunks[i]->AsyncUnload(this);
m_LoadedChunks[i] = 0;
}
}
}
void cClientHandle::AddPacket(cPacket * a_Packet)
{
cCSLock Lock(m_CriticalSection);
m_PendingParsePackets.push_back(a_Packet->Clone());
}
void cClientHandle::HandlePendingPackets()
{
cCSLock Lock(m_CriticalSection);
for (PacketList::iterator itr = m_PendingParsePackets.begin(); itr != m_PendingParsePackets.end(); ++itr)
{
HandlePacket(*itr);
delete *itr;
}
m_PendingParsePackets.clear();
}
void cClientHandle::HandlePacket(cPacket * a_Packet)
{
m_TimeLastPacket = cWorld::GetTime();
// cPacket* CopiedPacket = a_Packet->Clone();
// a_Packet = CopiedPacket;
//LOG("Packet: 0x%02x", a_Packet->m_PacketID);
if (m_bKicking)
{
return;
}
if (!m_bLoggedIn)
{
switch (a_Packet->m_PacketID)
{
case E_NEW_INVALID_STATE: // New/Invalid State packet received. I'm guessing the client only sends it when there's a problem with the bed?
{
LOGINFO("Got New Invalid State packet");
break;
}
case E_PING: HandlePing(); break;
case E_HANDSHAKE: HandleHandshake (reinterpret_cast<cPacket_Handshake *> (a_Packet)); break;
case E_LOGIN: HandleLogin (reinterpret_cast<cPacket_Login *> (a_Packet)); break;
case E_PLAYERMOVELOOK: HandleMoveLookLogin(reinterpret_cast<cPacket_PlayerMoveLook *>(a_Packet)); break;
case E_KEEP_ALIVE: break;
default: HandleDefaultLogin (a_Packet); break;
} // switch (Packet type)
}
else if (!m_bPositionConfirmed) // m_bLoggedIn is true
{
switch (a_Packet->m_PacketID)
{
case E_PLAYERMOVELOOK: HandleMoveLookConfirm(reinterpret_cast<cPacket_PlayerMoveLook *>(a_Packet)); break;
// No default handling, ignore everything else
} // switch (Packet type)
} // if (! position confirmed)
if (m_bPositionConfirmed)
{
switch (a_Packet->m_PacketID)
{
case E_CREATIVE_INVENTORY_ACTION: HandleCreativeInventory(reinterpret_cast<cPacket_CreativeInventoryAction *>(a_Packet)); break;
case E_PLAYERPOS: HandlePlayerPos (reinterpret_cast<cPacket_PlayerPosition *> (a_Packet)); break;
case E_BLOCK_DIG: HandleBlockDig (reinterpret_cast<cPacket_BlockDig *> (a_Packet)); break;
case E_BLOCK_PLACE: HandleBlockPlace (reinterpret_cast<cPacket_BlockPlace *> (a_Packet)); break;
case E_PICKUP_SPAWN: HandlePickupSpawn (reinterpret_cast<cPacket_PickupSpawn *> (a_Packet)); break;
case E_CHAT: HandleChat (reinterpret_cast<cPacket_Chat *> (a_Packet)); break;
case E_PLAYERLOOK: HandlePlayerLook (reinterpret_cast<cPacket_PlayerLook *> (a_Packet)); break;
case E_PLAYERMOVELOOK: HandlePlayerMoveLook (reinterpret_cast<cPacket_PlayerMoveLook *> (a_Packet)); break;
case E_ANIMATION: HandleAnimation (reinterpret_cast<cPacket_ArmAnim *> (a_Packet)); break;
case E_ITEM_SWITCH: HandleItemSwitch (reinterpret_cast<cPacket_ItemSwitch *> (a_Packet)); break;
case E_WINDOW_CLOSE: HandleWindowClose (reinterpret_cast<cPacket_WindowClose *> (a_Packet)); break;
case E_WINDOW_CLICK: HandleWindowClick (reinterpret_cast<cPacket_WindowClick *> (a_Packet)); break;
case E_UPDATE_SIGN: HandleUpdateSign (reinterpret_cast<cPacket_UpdateSign *> (a_Packet)); break;
case E_USE_ENTITY: HandleUseEntity (reinterpret_cast<cPacket_UseEntity *> (a_Packet)); break;
case E_RESPAWN: HandleRespawn();
case E_DISCONNECT: HandleDisconnect (reinterpret_cast<cPacket_Disconnect *> (a_Packet)); break;
case E_KEEP_ALIVE: HandleKeepAlive (reinterpret_cast<cPacket_KeepAlive *> (a_Packet)); break;
} // switch (Packet type)
} // if (normal game)
}
void cClientHandle::HandlePing(void)
{
// Somebody tries to retrieve information about the server
LOGINFO("Got ping from \"%s\"", m_Socket.GetIPString().c_str());
AString Reply;
Printf(Reply, "%s%s%i%s%i",
cRoot::Get()->GetWorld()->GetDescription().c_str(),
cChatColor::Delimiter.c_str(),
cRoot::Get()->GetWorld()->GetNumPlayers(),
cChatColor::Delimiter.c_str(),
cRoot::Get()->GetWorld()->GetMaxPlayers()
);
Kick(Reply.c_str());
}
void cClientHandle::HandleHandshake(cPacket_Handshake * a_Packet)
{
m_Username = a_Packet->m_Username;
LOG("HANDSHAKE %s", m_Username.c_str());
if (cRoot::Get()->GetWorld()->GetNumPlayers() >= cRoot::Get()->GetWorld()->GetMaxPlayers())
{
Kick("The server is currently full :(-- Try again later");
return;
}
cPacket_Chat Connecting(m_Username + " is connecting.");
cRoot::Get()->GetServer()->Broadcast(Connecting, this);
// Give a server handshake thingy back
cPacket_Handshake Handshake;
Handshake.m_Username = cRoot::Get()->GetServer()->GetServerID();
Send(Handshake);
}
void cClientHandle::HandleLogin(cPacket_Login * a_Packet)
{
LOG("LOGIN %s", m_Username.c_str());
if (a_Packet->m_ProtocolVersion < m_ProtocolVersion)
{
Kick("Your client is outdated!");
return;
}
else if (a_Packet->m_ProtocolVersion > m_ProtocolVersion)
{
Kick("Your client version is higher than the server!");
return;
}
if (m_Username.compare(a_Packet->m_Username) != 0)
{
LOGWARNING("Login Username (\"%s\") does not match Handshake username (\"%s\") for client \"%s\")",
a_Packet->m_Username.c_str(),
m_Username.c_str(),
m_Socket.GetIPString().c_str()
);
Kick("Hacked client"); // Don't tell them why we don't want them
return;
}
if (cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_LOGIN, 1, a_Packet))
{
Destroy();
return;
}
// Schedule for authentication; until then, let them wait (but do not block)
cRoot::Get()->GetAuthenticator().Authenticate(m_Username, cRoot::Get()->GetServer()->GetServerID());
}
void cClientHandle::HandleMoveLookLogin(cPacket_PlayerMoveLook * a_Packet)
{
// After this is received we're safe to send anything
if (m_Player == NULL)
{
LOGWARNING("Received PlayerMoveLook packet for NULL player from client \"%s\", kicking.", m_Socket.GetIPString().c_str());
Kick("Hacked client"); // Don't tell them why we don't want them
return;
}
if (!cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_PLAYER_JOIN, 1, m_Player))
{
// Broadcast that this player has joined the game! Yay~
cPacket_Chat Joined(m_Username + " joined the game!");
cRoot::Get()->GetServer()->Broadcast(Joined, this);
}
// Now initialize player (adds to entity list etc.)
cWorld* PlayerWorld = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
if (!PlayerWorld)
{
PlayerWorld = cRoot::Get()->GetDefaultWorld();
}
m_Player->Initialize(PlayerWorld);
// Then we can start doing more stuffs! :D
m_bLoggedIn = true;
LOG("Player \"%s\" completely logged in", m_Username.c_str());
StreamChunks();
// Send position
m_ConfirmPosition = m_Player->GetPosition();
Send(cPacket_PlayerMoveLook(m_Player));
}
void cClientHandle::HandleDefaultLogin(cPacket * a_Packet)
{
LOGWARNING(
"Invalid packet in login state: 0x%02x from client \"%s\", username \"%s\"",
a_Packet->m_PacketID,
m_Socket.GetIPString().c_str(),
m_Username.c_str()
);
Kick("Hacked client"); // Don't tell them why we don't like them
}
void cClientHandle::HandleMoveLookConfirm(cPacket_PlayerMoveLook * a_Packet)
{
Vector3d ReceivedPosition = Vector3d(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
// Test the distance between points with a small/large enough value instead of comparing directly. Floating point inaccuracies might screw stuff up
double Dist = (ReceivedPosition - m_ConfirmPosition).SqrLength();
if (Dist < 1.0)
{
// Test
if (ReceivedPosition.Equals(m_ConfirmPosition))
{
LOGINFO("Exact position confirmed by client!");
}
m_bPositionConfirmed = true;
}
else
{
LOGWARNING("Player \"%s\" sent a weird position confirmation %.2 blocks away, waiting for another confirmation", m_Username.c_str(), Dist);
}
}
void cClientHandle::HandleCreativeInventory(cPacket_CreativeInventoryAction * a_Packet)
{
// This is for creative Inventory changes
if (m_Player->GetGameMode() == 1)
{
m_Player->GetInventory().Clicked(a_Packet);
}
else
{
LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str());
}
}
void cClientHandle::HandlePlayerPos(cPacket_PlayerPosition * a_Packet)
{
// LOG("recv player pos: %0.2f %0.2f %0.2f", PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ);
m_Player->MoveTo(Vector3d(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ));
m_Player->SetStance(a_Packet->m_Stance);
m_Player->SetTouchGround(a_Packet->m_bFlying);
}
void cClientHandle::HandleBlockDig(cPacket_BlockDig * a_Packet)
{
if (!CheckBlockInteractionsRate())
{
return;
}
LOG("OnBlockDig: %i %i %i Dir: %i Stat: %i", a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, a_Packet->m_Direction, a_Packet->m_Status);
if (a_Packet->m_Status == 0x04) // Drop block
{
m_Player->TossItem(false);
return;
}
cWorld* World = m_Player->GetWorld();
char OldBlock = World->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
char MetaData = World->GetBlockMeta(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
bool bBroken = (
(a_Packet->m_Status == 0x02) ||
(g_BlockOneHitDig[(int)OldBlock]) ||
((a_Packet->m_Status == 0x00) && (m_Player->GetGameMode() == 1)) ||
((m_Player->GetInventory().GetEquippedItem().m_ItemID == E_ITEM_SHEARS) && (OldBlock == E_BLOCK_LEAVES))
);
if ((OldBlock == E_BLOCK_WOODEN_DOOR) && !bBroken)
{
cDoors::ChangeDoor(m_Player->GetWorld(), a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
}
cItem PickupItem;
if (bBroken && !(m_Player->GetGameMode() == 1)) // broken
{
ENUM_ITEM_ID PickupID = cBlockToPickup::ToPickup((ENUM_BLOCK_ID)OldBlock, m_Player->GetInventory().GetEquippedItem().m_ItemID);
PickupItem.m_ItemID = PickupID;
PickupItem.m_ItemHealth = MetaData;
PickupItem.m_ItemCount = cBlockToPickup::PickupCount(OldBlock);
if (OldBlock == E_BLOCK_LAPIS_ORE)
{
PickupItem.m_ItemHealth = 4;
}
if (cDoors::IsDoor(OldBlock))
{
PickupItem.m_ItemHealth = 1; //For a complete door this works :D
}
}
if (cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_BLOCK_DIG, 2, a_Packet, m_Player, &PickupItem))
{
World->SendBlockTo(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, m_Player);
return;
}
int pX = a_Packet->m_PosX, pY = a_Packet->m_PosY, pZ = a_Packet->m_PosZ;
AddDirection(pX, (char &) pY, pZ, a_Packet->m_Direction);
char PossibleBlock = World->GetBlock(pX, pY, pZ);
if (PossibleBlock == E_BLOCK_FIRE)
{
a_Packet->m_PosX = pX;
a_Packet->m_PosY = (char)pY;
a_Packet->m_PosZ = pZ;
bBroken = true;
}
if (!bBroken)
{
return;
}
if (!World->DigBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, PickupItem))
{
return;
}
if (OldBlock == E_BLOCK_REDSTONE_TORCH_ON)
{
cRedstone Redstone(World);
Redstone.ChangeRedstone(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, false);
}
if (OldBlock == E_BLOCK_REDSTONE_TORCH_OFF)
{
cRedstone Redstone(World);
Redstone.ChangeRedstone(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, false);
}
if (OldBlock == E_BLOCK_REDSTONE_WIRE)
{
cRedstone Redstone(World);
Redstone.ChangeRedstone(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, false);
}
if ((OldBlock == E_BLOCK_PISTON) || (OldBlock == E_BLOCK_STICKY_PISTON))
{
int newX = a_Packet->m_PosX;
int newY = a_Packet->m_PosY;
int newZ = a_Packet->m_PosZ;
AddPistonDir(newX, newY, newZ, MetaData & ~(8), 1);
if (World->GetBlock(newX, newY, newZ) == E_BLOCK_PISTON_EXTENSION)
{
World->SetBlock(newX, newY, newZ, E_BLOCK_AIR, 0);
}
}
if (cDoors::IsDoor(OldBlock))
{
// Special actions for destroyed door (Destroy second part)
if (MetaData & 8)
{
// Was upper part of door
if (cDoors::IsDoor(World->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY - 1, a_Packet->m_PosZ)))
{
World->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY - 1, a_Packet->m_PosZ, E_BLOCK_AIR, 0);
}
}
else
{
// Was lower part
if (cDoors::IsDoor(World->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ)))
{
World->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ, E_BLOCK_AIR, 0);
}
}
}
m_Player->UseEquippedItem();
}
void cClientHandle::HandleBlockPlace(cPacket_BlockPlace * a_Packet)
{
if (!CheckBlockInteractionsRate())
{
return;
}
cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
if ((Equipped.m_ItemID != a_Packet->m_ItemType)) // Not valid
{
LOGWARN("Player %s tried to place a block that was not selected! (could indicate bot)", m_Username.c_str());
// TODO: We should probably send the current world block to the client, so that it can immediately "let the user know" that they haven't placed the block
return;
}
if (cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_BLOCK_PLACE, 2, a_Packet, m_Player))
{
if (a_Packet->m_Direction > -1)
{
AddDirection(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, a_Packet->m_Direction);
m_Player->GetWorld()->SendBlockTo(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, m_Player);
}
return;
}
//LOG("%i %i %i %i %i %i", a_Packet->m_Count, a_Packet->m_Direction, a_Packet->m_ItemType, a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
//printf("Place Dir:%i %i %i %i : %i\n", a_Packet->m_Direction, a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, a_Packet->m_ItemType);
// 'use' useable items instead of placing blocks
bool bPlaceBlock = true;
bool UpdateRedstone = false;
bool AddedCurrent = false;
if (a_Packet->m_Direction >= 0)
{
ENUM_BLOCK_ID BlockID = (ENUM_BLOCK_ID)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
switch (BlockID)
{
case E_BLOCK_REDSTONE_REPEATER_ON:
case E_BLOCK_REDSTONE_REPEATER_OFF:
{
//no need to update redstone current with a repeater
//todo: Find meta value of repeater and change it to one step more.
}
break;
case E_BLOCK_WORKBENCH:
{
bPlaceBlock = false;
cWindow* Window = new cCraftingWindow(0, true);
m_Player->OpenWindow(Window);
}
break;
case E_BLOCK_FURNACE:
case E_BLOCK_CHEST:
{
bPlaceBlock = false;
cBlockEntity* BlockEntity = m_Player->GetWorld()->GetBlockEntity(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
if (BlockEntity)
{
BlockEntity->UsedBy(*m_Player);
}
}
break;
case E_BLOCK_WOODEN_DOOR:
{
bPlaceBlock = false;
cDoors::ChangeDoor(m_Player->GetWorld(), a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
}
break;
default:
break;
};
}
// Some checks to see if it's a placeable item :P
if (bPlaceBlock)
{
cItem Item;
Item.m_ItemID = Equipped.m_ItemID;
Item.m_ItemCount = 1;
LOG("a_Packet->m_ItemType: %i", (int)a_Packet->m_ItemType);
// Hacked in edible items go!~
// TODO: Handle hunger
bool bEat = false;
bool isDoor = false;
switch (Item.m_ItemID)
{
case E_ITEM_APPLE:
//m_Player->Heal(4); // 2 hearts
m_Player->Feed(24); // 2 food bars
bEat = true;
break;
case E_ITEM_GOLDEN_APPLE:
//m_Player->Heal(20); // 10 hearts
m_Player->Feed(60); // 5 food
bEat = true;
break;
case E_ITEM_MUSHROOM_SOUP:
///m_Player->Heal(10); // 5 hearts
m_Player->Feed(48); // 4 food
bEat = true;
break;
case E_ITEM_BREAD:
//m_Player->Heal(5); // 2.5 hearts
m_Player->Feed(30); // 2.5 food
bEat = true;
break;
case E_ITEM_RAW_MEAT:
//m_Player->Heal(3); // 1.5 hearts
m_Player->Feed(18); // 1.5 food
bEat = true;
break;
case E_ITEM_COOKED_MEAT:
//m_Player->Heal(8); // 4 hearts
m_Player->Feed(48); // 4 food
bEat = true;
break;
case E_ITEM_RAW_FISH:
//m_Player->Heal(2); // 1 heart
m_Player->Feed(12); // 1 food
bEat = true;
break;
case E_ITEM_COOKED_FISH:
//m_Player->Heal(5); // 2.5 hearts
m_Player->Feed(30); // 2.5 food
bEat = true;
break;
case E_ITEM_RAW_CHICKEN:
//m_Player->Heal(3);
m_Player->Feed(12); // 1 food
bEat = true;
break;
case E_ITEM_COOKED_CHICKEN:
//m_Player->Heal(8);
m_Player->Feed(36); // 3 food
bEat = true;
break;
case E_ITEM_RAW_BEEF:
//m_Player->Heal(3);
m_Player->Feed(18); // 1.5 food
bEat = true;
break;
case E_ITEM_STEAK:
//m_Player->Heal(8);
m_Player->Feed(48); // 4 food
bEat = true;
break;
default:
break;
};
if (bEat)
{
m_Player->GetInventory().RemoveItem(Item);
return;
}
if (a_Packet->m_Direction < 0)
{
// clicked in air
return;
}
//TODO: Wrong Blocks!
int ClickedBlock = (int)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
char MetaData = (char)Equipped.m_ItemHealth;
bool LavaBucket = false;
bool WaterBucket = false;
bool bRemoveItem = true;
bool bIgnoreCollision = false;
if (ClickedBlock == E_BLOCK_STEP)
{
if (MetaData == m_Player->GetWorld()->GetBlockMeta(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ) && a_Packet->m_Direction == 1) //only make double slab if meta values are the same and if player clicked on top of the block (Dir = 1)
{
a_Packet->m_ItemType = E_BLOCK_DOUBLE_STEP;
a_Packet->m_PosY--;
bIgnoreCollision = true;
}
}
// Special handling for special items:
switch (a_Packet->m_ItemType)
{
case E_ITEM_BUCKET:
{
// TODO: Change this, it is just a small hack to get it working a little bit. seems like the Client sends the position from the first hitable block :s
ClickedBlock = (int)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ);
LOG("Bucket Clicked BlockID: %d", ClickedBlock);
switch (ClickedBlock)
{
case E_BLOCK_WATER:
case E_BLOCK_STATIONARY_WATER:
{
WaterBucket = true;
break;
}
case E_BLOCK_LAVA:
case E_BLOCK_STATIONARY_LAVA:
{
LavaBucket = true;
break;
}
}
break;
} // case E_ITEM_BUCKET
case E_ITEM_LAVA_BUCKET:
{
if ((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem(Item)))
{
a_Packet->m_ItemType = E_BLOCK_LAVA;
if (m_Player->GetGameMode() == 1)
{
break; //No new Bucket for creative players
}
cItem NewItem;
NewItem.m_ItemID = E_ITEM_BUCKET;
NewItem.m_ItemCount = 1;
m_Player->GetInventory().AddItem(NewItem);
}
break;
} // case E_ITEM_LAVA_BUCKET
case E_ITEM_WATER_BUCKET:
{
if ((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem(Item)))
{
a_Packet->m_ItemType = E_BLOCK_WATER;
if (m_Player->GetGameMode() == 1)
{
break; //No new Bucket for creative players
}
cItem NewItem;
NewItem.m_ItemID = E_ITEM_BUCKET;
NewItem.m_ItemCount = 1;
m_Player->GetInventory().AddItem(NewItem);
}
break;
}
case E_BLOCK_TORCH:
{
MetaData = cTorch::DirectionToMetaData(a_Packet->m_Direction);
break;
}
case E_BLOCK_REDSTONE_TORCH_OFF:
{
MetaData = cTorch::DirectionToMetaData(a_Packet->m_Direction);
if (g_BlockTransparent[ (int)m_Player->GetWorld()->GetBlock(a_Packet->m_PosX, a_Packet->m_PosY+2, a_Packet->m_PosZ) ] == true)
{
//if block above is transparent
//printf("transparent above me\n");
}
else
{
//printf("transparent not above me\n");
}
UpdateRedstone = true;
AddedCurrent = false;
break;
}
case E_BLOCK_REDSTONE_TORCH_ON:
{
MetaData = cTorch::DirectionToMetaData(a_Packet->m_Direction);
UpdateRedstone = true;
AddedCurrent = true;
break;
}
case E_ITEM_REDSTONE_DUST:
{
MetaData = 0;
a_Packet->m_ItemType = E_BLOCK_REDSTONE_WIRE;
UpdateRedstone = true;
AddedCurrent = false;
break;
}
case E_ITEM_REDSTONE_REPEATER:
{
MetaData = cRedstone::RepeaterRotationToMetaData(m_Player->GetRotation());
a_Packet->m_ItemType = E_BLOCK_REDSTONE_REPEATER_OFF;
UpdateRedstone = true;
AddedCurrent = false;
break;
}
case E_BLOCK_PISTON:
case E_BLOCK_STICKY_PISTON:
{
MetaData = cPiston::RotationPitchToMetaData(m_Player->GetRotation(), m_Player->GetPitch());
UpdateRedstone = true;
AddedCurrent = false;
break;
}
case E_ITEM_IRON_DOOR:
{
a_Packet->m_ItemType = E_BLOCK_IRON_DOOR;
MetaData = cDoors::RotationToMetaData(m_Player->GetRotation());
isDoor = true;
break;
}
case E_ITEM_WOODEN_DOOR:
{
a_Packet->m_ItemType = E_BLOCK_WOODEN_DOOR;
MetaData = cDoors::RotationToMetaData(m_Player->GetRotation());
isDoor = true;
break;
}
case E_BLOCK_CHEST:
case E_BLOCK_FURNACE:
case E_BLOCK_DISPENSER:
{
MetaData = cPiston::RotationPitchToMetaData(m_Player->GetRotation(), 0); // Same orientation as pistons, just ignore pitch
break;
}
case E_BLOCK_COBBLESTONE_STAIRS:
case E_BLOCK_BRICK_STAIRS:
case E_BLOCK_STONE_BRICK_STAIRS:
case E_BLOCK_NETHER_BRICK_STAIRS:
case E_BLOCK_WOODEN_STAIRS:
{
MetaData = cStairs::RotationToMetaData(m_Player->GetRotation());
break;
}
case E_BLOCK_LADDER:
{
MetaData = cLadder::DirectionToMetaData(a_Packet->m_Direction);
break;
}
case E_ITEM_SIGN:
{
LOG("Sign Dir: %i", a_Packet->m_Direction);
if (a_Packet->m_Direction == 1)
{
LOG("Player Rotation: %f", m_Player->GetRotation());
MetaData = cSign::RotationToMetaData(m_Player->GetRotation());
LOG("Sign rotation %i", MetaData);
a_Packet->m_ItemType = E_BLOCK_SIGN_POST;
}
else
{
MetaData = cSign::DirectionToMetaData(a_Packet->m_Direction);
a_Packet->m_ItemType = E_BLOCK_WALLSIGN;
}
break;
}
case E_ITEM_FLINT_AND_STEEL:
{
a_Packet->m_ItemType = E_ITEM_FIRE;
m_Player->UseEquippedItem();
bRemoveItem = false;
break;
}
default:
{
break;
}
} // switch (a_Packet->m_ItemType)
if (LavaBucket)
{
if ((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem(Item))) {
cItem NewItem;
NewItem.m_ItemID = E_ITEM_LAVA_BUCKET;
NewItem.m_ItemCount = 1;
m_Player->GetInventory().AddItem(NewItem);
m_Player->GetWorld()->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ, E_BLOCK_AIR, 0);
}
}
else if (WaterBucket)
{
if ((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem(Item)))
{
cItem NewItem;
NewItem.m_ItemID = E_ITEM_WATER_BUCKET;
NewItem.m_ItemCount = 1;
m_Player->GetInventory().AddItem(NewItem);
m_Player->GetWorld()->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ, E_BLOCK_AIR, 0);
}
}
else if (IsValidBlock(a_Packet->m_ItemType))
{
int X = a_Packet->m_PosX;
char Y = a_Packet->m_PosY;
int Z = a_Packet->m_PosZ;
AddDirection(X, Y, Z, a_Packet->m_Direction);
int PlaceBlock = m_Player->GetWorld()->GetBlock(X, Y, Z);
if (
(PlaceBlock != E_BLOCK_AIR)
&& (PlaceBlock != E_BLOCK_WATER)
&& (PlaceBlock != E_BLOCK_STATIONARY_WATER)
&& (PlaceBlock != E_BLOCK_LAVA)
&& (PlaceBlock != E_BLOCK_STATIONARY_LAVA)
&& !bIgnoreCollision
)
{
//tried to place a block *into* another?
return; // happens when you place a block aiming at side of block like torch or stem
}
// Check whether selected item is allowed to be placed on specific surface
bool bIllegalSurface = false;
ENUM_BLOCK_ID SurfaceBlock = (ENUM_BLOCK_ID)m_Player->GetWorld()->GetBlock(X, Y-1, Z);
switch (a_Packet->m_ItemType)
{
case E_BLOCK_YELLOW_FLOWER: // Can ONLY be placed on dirt/grass
case E_BLOCK_RED_ROSE:
case E_BLOCK_SAPLING:
{
switch (SurfaceBlock)
{
case E_BLOCK_DIRT:
case E_BLOCK_GRASS:
{
bIllegalSurface = false;
break;
}
default:
{
bIllegalSurface = true;
break;
}
};
break;
}
case E_BLOCK_BROWN_MUSHROOM: // Can be placed on pretty much anything, with exceptions
case E_BLOCK_RED_MUSHROOM:
{
switch (SurfaceBlock)
{
case E_BLOCK_GLASS:
case E_BLOCK_YELLOW_FLOWER:
case E_BLOCK_RED_ROSE:
case E_BLOCK_BROWN_MUSHROOM:
case E_BLOCK_RED_MUSHROOM:
case E_BLOCK_CACTUS:
{
bIllegalSurface = true;
break;
}
}
break;
}
case E_BLOCK_CACTUS:
{
bIllegalSurface = (SurfaceBlock != E_BLOCK_SAND) && (SurfaceBlock != E_BLOCK_CACTUS); // Cactus can only be placed on sand and itself
// Check surroundings. Cacti may ONLY be surrounded by air
cWorld * World = m_Player->GetWorld();
if (
(World->GetBlock(X - 1, Y, Z) != E_BLOCK_AIR) ||
(World->GetBlock(X + 1, Y, Z) != E_BLOCK_AIR) ||
(World->GetBlock(X, Y, Z - 1) != E_BLOCK_AIR) ||
(World->GetBlock(X, Y, Z + 1) != E_BLOCK_AIR)
)
{
bIllegalSurface = true;
}
break;
}
} // switch (a_Packet->m_ItemType)
if (bIllegalSurface)
{
return;
}
if (bRemoveItem)
{
if ((m_Player->GetGameMode() != 1) && !m_Player->GetInventory().RemoveItem(Item))
{
return;
}
}
if (isDoor)
{
if ((m_Player->GetWorld()->GetBlock(X, Y + 1, Z) == E_BLOCK_AIR) || (m_Player->GetWorld()->GetBlock(X, Y + 1, Z) == E_BLOCK_AIR))
{
m_Player->GetWorld()->SetBlock(X, Y + 1, Z, (char)a_Packet->m_ItemType, MetaData + 8);
m_Player->GetWorld()->SetBlock(X, Y, Z, (char)a_Packet->m_ItemType, MetaData);
}
}
else
{
m_Player->GetWorld()->SetBlock(X, Y, Z, (char)a_Packet->m_ItemType, MetaData);
}
if (UpdateRedstone)
{
cRedstone Redstone(m_Player->GetWorld());
Redstone.ChangeRedstone(a_Packet->m_PosX, a_Packet->m_PosY + 1, a_Packet->m_PosZ, AddedCurrent);
}
}
}
/*
// FakeTruth's "magic stick of removal" :D
// TODO: Turn this into a plugin
if (m_Username.compare("FakeTruth") == 0)
{
if (a_Packet->m_ItemType == 280)
{
cRoot::Get()->GetWorld()->SetBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, 0, 0);
}
}
*/
}
void cClientHandle::HandlePickupSpawn(cPacket_PickupSpawn * a_Packet)
{
LOG("Received packet E_PICKUP_SPAWN");
cItem DroppedItem;
DroppedItem.m_ItemID = (ENUM_ITEM_ID)a_Packet->m_Item;
DroppedItem.m_ItemCount = a_Packet->m_Count;
DroppedItem.m_ItemHealth = 0x0; // TODO: Somehow figure out what item was dropped, and apply correct health
if (m_Player->GetInventory().RemoveItem(DroppedItem))
{
cPickup * Pickup = new cPickup(a_Packet);
Pickup->Initialize(m_Player->GetWorld());
}
}
void cClientHandle::HandleChat(cPacket_Chat * a_Packet)
{
if (!cRoot::Get()->GetServer()->Command(*this, a_Packet->m_Message.c_str()))
{
a_Packet->m_Message.insert(0, "<" + m_Player->GetColor() + m_Username + cChatColor::White + "> ");
cRoot::Get()->GetServer()->Broadcast(*a_Packet);
}
}
void cClientHandle::HandlePlayerLook(cPacket_PlayerLook * a_Packet)
{
m_Player->SetRotation (a_Packet->m_Rotation);
m_Player->SetPitch (a_Packet->m_Pitch);
m_Player->SetTouchGround(a_Packet->m_bFlying);
m_Player->WrapRotation();
}
void cClientHandle::HandlePlayerMoveLook(cPacket_PlayerMoveLook * a_Packet)
{
m_Player->MoveTo(Vector3d(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ));
m_Player->SetStance (a_Packet->m_Stance);
m_Player->SetTouchGround(a_Packet->m_bFlying);
m_Player->SetRotation (a_Packet->m_Rotation);
m_Player->SetPitch (a_Packet->m_Pitch);
m_Player->WrapRotation();
}
void cClientHandle::HandleAnimation(cPacket_ArmAnim * a_Packet)
{
a_Packet->m_EntityID = m_Player->GetUniqueID();
cRoot::Get()->GetServer()->Broadcast(*a_Packet, this);
}
void cClientHandle::HandleItemSwitch(cPacket_ItemSwitch * a_Packet)
{
m_Player->GetInventory().SetEquippedSlot(a_Packet->m_SlotNum);
cPacket_EntityEquipment Equipment;
Equipment.m_ItemID = (short)m_Player->GetInventory().GetEquippedItem().m_ItemID;
Equipment.m_Slot = 0;
Equipment.m_UniqueID = m_Player->GetUniqueID();
cRoot::Get()->GetServer()->Broadcast(Equipment, this);
}
void cClientHandle::HandleWindowClose(cPacket_WindowClose * a_Packet)
{
m_Player->CloseWindow(a_Packet->m_Close);
}
void cClientHandle::HandleWindowClick(cPacket_WindowClick * a_Packet)
{
if (a_Packet->m_WindowID == 0)
{
m_Player->GetInventory().Clicked(a_Packet);
return;
}
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(a_Packet, *m_Player);
}
void cClientHandle::HandleUpdateSign(cPacket_UpdateSign * a_Packet)
{
cWorld * World = m_Player->GetWorld();
cChunk * Chunk = World->GetChunkOfBlock(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
cBlockEntity * BlockEntity = Chunk->GetBlockEntity(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
if ((BlockEntity != NULL) && ((BlockEntity->GetBlockType() == E_BLOCK_SIGN_POST) || (BlockEntity->GetBlockType() == E_BLOCK_WALLSIGN)))
{
cSignEntity * Sign = reinterpret_cast<cSignEntity *>(BlockEntity);
Sign->SetLines(a_Packet->m_Line1, a_Packet->m_Line2, a_Packet->m_Line3, a_Packet->m_Line4);
Sign->SendTo(NULL); // Broadcast to all players in chunk
}
}
void cClientHandle::HandleUseEntity(cPacket_UseEntity * a_Packet)
{
if (!a_Packet->m_bLeftClick)
{
return;
}
cWorld * World = m_Player->GetWorld();
cEntity * Entity = World->GetEntity(a_Packet->m_TargetID);
if ((Entity != NULL) && Entity->IsA("cPawn"))
{
cPawn * Pawn = (cPawn *)Entity;
Pawn->TakeDamage(1, m_Player);
}
}
void cClientHandle::HandleRespawn(void)
{
m_Player->Respawn();
}
void cClientHandle::HandleDisconnect(cPacket_Disconnect * a_Packet)
{
LOG("Received d/c packet from \"%s\"", m_Username.c_str());
if (!cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_DISCONNECT, 2, a_Packet->m_Reason.c_str(), m_Player))
{
cPacket_Chat DisconnectMessage(m_Username + " disconnected: " + a_Packet->m_Reason);
cRoot::Get()->GetServer()->Broadcast(DisconnectMessage);
}
Destroy();
}
void cClientHandle::HandleKeepAlive(cPacket_KeepAlive * a_Packet)
{
if (a_Packet->m_KeepAliveID == m_PingID)
{
cTimer t1;
m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2);
}
}
bool cClientHandle::CheckBlockInteractionsRate(void)
{
int LastActionCnt = m_Player->GetLastBlockActionCnt();
if ((cRoot::Get()->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)
{
(void)a_Dt;
if (cWorld::GetTime() - m_TimeLastPacket > 30.f) // 30 seconds time-out
{
cPacket_Disconnect DC("Nooooo!! You timed out! D: Come back!");
DC.Send(m_Socket);
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
}
cTimer t1;
// Send ping packet
if (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
{
// TODO: why a random ping ID, can't we just use normal ascending numbers?
MTRand r1;
m_PingID = r1.randInt();
cPacket_KeepAlive Ping(m_PingID);
m_PingStartTime = t1.GetNowTime();
Send(Ping);
m_LastPingTime = m_PingStartTime;
}
if (m_bSendLoginResponse)
{
m_bSendLoginResponse = false;
// Spawn player (only serversided, so data is loaded)
m_Player = new cPlayer(this, GetUsername()); // !!DO NOT INITIALIZE!! <- is done after receiving MoveLook Packet
cWorld* World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
if (!World) World = cRoot::Get()->GetDefaultWorld();
World->LockEntities();
m_Player->LoginSetGameMode (World->GetGameMode()); //set player's gamemode to server's gamemode at login. TODO: set to last player's gamemode at logout
m_Player->SetIP (m_Socket.GetIPString());
cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::E_PLUGIN_PLAYER_SPAWN, 1, m_Player);
// Return a server login packet
cPacket_Login LoginResponse;
LoginResponse.m_ProtocolVersion = m_Player->GetUniqueID();
//LoginResponse.m_Username = "";
LoginResponse.m_ServerMode = m_Player->GetGameMode(); //set gamemode from player.
LoginResponse.m_MapSeed = cRoot::Get()->GetWorld()->GetWorldSeed();
LoginResponse.m_Dimension = 0;
LoginResponse.m_MaxPlayers = (unsigned char)cRoot::Get()->GetWorld()->GetMaxPlayers();
LoginResponse.m_Difficulty = 2;
Send(LoginResponse);
// Send Weather if raining:
if ((World->GetWeather() == 1) || (World->GetWeather() == 2)) {
cPacket_NewInvalidState RainPacket;
RainPacket.m_Reason = 1; //begin rain
Send(RainPacket);
}
// Send time
Send(cPacket_TimeUpdate(World->GetWorldTime()));
// Send inventory
m_Player->GetInventory().SendWholeInventory(this);
// Send health
cPacket_UpdateHealth Health;
Health.m_Health = (short)m_Player->GetHealth();
Health.m_Food = m_Player->GetFood();
Health.m_Saturation = m_Player->GetFoodSaturation();
Send(Health);
World->UnlockEntities();
}
}
void cClientHandle::Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority /* = E_PRIORITY_NORMAL */)
{
if (m_bKicking) return; // Don't add more packets if player is getting kicked anyway
bool bSignalSemaphore = true;
cCSLock Lock(m_SendCriticalSection);
if (a_Priority == E_PRIORITY_NORMAL)
{
if (a_Packet.m_PacketID == E_REL_ENT_MOVE_LOOK)
{
PacketList & Packets = m_PendingNrmSendPackets;
for (PacketList::iterator itr = Packets.begin(); itr != Packets.end(); ++itr)
{
bool bBreak = false;
switch ((*itr)->m_PacketID)
{
case E_REL_ENT_MOVE_LOOK:
{
const cPacket_RelativeEntityMoveLook* ThisPacketData = reinterpret_cast< const cPacket_RelativeEntityMoveLook* >(&a_Packet);
cPacket_RelativeEntityMoveLook* PacketData = reinterpret_cast< cPacket_RelativeEntityMoveLook* >(*itr);
if (ThisPacketData->m_UniqueID == PacketData->m_UniqueID)
{
//LOGINFO("Optimized by removing double packet");
Packets.erase(itr);
bBreak = true;
bSignalSemaphore = false; // Because 1 packet is removed, semaphore count is the same
delete PacketData;
break;
}
break;
} // case E_REL_END_MOVE_LOOK
} // switch (*itr -> Packet type)
if (bBreak)
{
break;
}
} // for itr - Packets[]
} // if (E_REL_ENT_MOVE_LOOK
m_PendingNrmSendPackets.push_back(a_Packet.Clone());
}
else if (a_Priority == E_PRIORITY_LOW)
{
m_PendingLowSendPackets.push_back(a_Packet.Clone());
}
Lock.Unlock();
if (bSignalSemaphore)
{
m_Semaphore.Signal();
}
}
void cClientHandle::SendThread(void *lpParam)
{
cClientHandle* self = (cClientHandle*)lpParam;
PacketList & NrmSendPackets = self->m_PendingNrmSendPackets;
PacketList & LowSendPackets = self->m_PendingLowSendPackets;
while (self->m_bKeepThreadGoing && self->m_Socket.IsValid())
{
self->m_Semaphore.Wait();
cCSLock Lock(self->m_SendCriticalSection);
if (NrmSendPackets.size() + LowSendPackets.size() > MAX_SEMAPHORES)
{
LOGERROR("ERROR: Too many packets in queue for player %s !!", self->m_Username.c_str());
cPacket_Disconnect DC("Too many packets in queue.");
DC.Send(self->m_Socket);
cSleep::MilliSleep(1000); // Give packet some time to be received
Lock.Unlock();
self->Destroy();
break;
}
if (NrmSendPackets.size() == 0 && LowSendPackets.size() == 0)
{
assert(!self->m_bKeepThreadGoing);
if (self->m_bKeepThreadGoing)
{
LOGERROR("ERROR: Semaphore was signaled while no packets to send");
}
continue;
}
if (NrmSendPackets.size() > MAX_SEMAPHORES / 2)
{
LOGINFO("Pending packets: %i Last: 0x%02x", NrmSendPackets.size(), (*NrmSendPackets.rbegin())->m_PacketID);
}
cPacket * Packet = NULL;
if (!NrmSendPackets.empty())
{
Packet = *NrmSendPackets.begin();
NrmSendPackets.erase(NrmSendPackets.begin());
}
else if (!LowSendPackets.empty())
{
Packet = *LowSendPackets.begin();
LowSendPackets.erase(LowSendPackets.begin());
}
Lock.Unlock();
cCSLock SocketLock(self->m_SocketCriticalSection);
if (!self->m_Socket.IsValid())
{
break;
}
bool bSuccess = Packet->Send(self->m_Socket);
SocketLock.Unlock();
if (!bSuccess)
{
LOGERROR("ERROR: While sending packet 0x%02x to client \"%s\"", Packet->m_PacketID, self->m_Username.c_str());
delete Packet;
self->Destroy();
break;
}
delete Packet;
if (self->m_bKicking && (NrmSendPackets.size() + LowSendPackets.size() == 0)) // Disconnect player after all packets have been sent
{
cSleep::MilliSleep(1000); // Give all packets some time to be received
self->Destroy();
break;
}
}
return;
}
void cClientHandle::ReceiveThread(void *lpParam)
{
LOG("ReceiveThread");
cClientHandle* self = (cClientHandle*)lpParam;
char temp = 0;
int iStat = 0;
cSocket socket = self->GetSocket();
while(self->m_bKeepThreadGoing)
{
iStat = socket.Receive(&temp, 1, 0);
if (cSocket::IsSocketError(iStat) || iStat == 0)
{
LOG("CLIENT DISCONNECTED (%i bytes):%s", iStat, GetWSAError().c_str());
break;
}
else
{
cPacket* pPacket = self->m_PacketMap[(unsigned char)temp];
if (pPacket)
{
if (pPacket->Parse(socket))
{
self->AddPacket(pPacket);
//self->HandlePendingPackets();
}
else
{
LOGERROR("Something went wrong during PacketID 0x%02x (%s)", temp, cSocket::GetErrorString( cSocket::GetLastError() ).c_str());
LOG("CLIENT %s DISCONNECTED", self->m_Username.c_str());
break;
}
}
else
{
LOG("Unknown packet: 0x%02x \'%c\' %i", (unsigned char)temp, (unsigned char)temp, (unsigned char)temp);
AString Reason;
Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", (unsigned char)temp);
cPacket_Disconnect DC(Reason);
DC.Send(socket);
cSleep::MilliSleep(1000); // Give packet some time to be received
break;
}
}
}
self->Destroy();
LOG("ReceiveThread STOPPED");
return;
}
const AString & cClientHandle::GetUsername(void) const
{
return m_Username;
}
const cSocket & cClientHandle::GetSocket()
{
return m_Socket;
}