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cuberite-2a/source/cClientHandle.cpp
faketruth fb7c60ec11 Changed signed char to unsigned char in block packets, so we can receive height up to 255
Blocks placed above 128 limit don't become obsidian anymore. This was due to the cChunk::MakeIndex() function return 0 when outside of bounds, it now returns an 'error constant'

git-svn-id: http://mc-server.googlecode.com/svn/trunk@356 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-03-04 13:54:33 +00:00

1990 lines
54 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 "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 "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"
#include "packets/cPacket_NamedEntitySpawn.h"
#include "packets/cPacket_MapChunk.h"
#include "packets/cPacket_PreChunk.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
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cClientHandle:
cClientHandle::cClientHandle(const cSocket & a_Socket, int a_ViewDistance)
: m_ViewDistance(a_ViewDistance)
#if (MINECRAFT_1_2_2 == 1)
, m_ProtocolVersion(28)
#else
, m_ProtocolVersion(23)
#endif
, m_Socket(a_Socket)
, m_bDestroyed(false)
, m_Player(NULL)
, m_bKicking(false)
, m_TimeLastPacket(cWorld::GetTime())
, m_bKeepThreadGoing(true)
, m_Ping(1000)
, m_State(csConnected)
, m_LastStreamedChunkX(0x7fffffff) // bogus chunk coords to force streaming upon login
, m_LastStreamedChunkZ(0x7fffffff)
{
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;
LOG("New ClientHandle created at %p", this);
}
cClientHandle::~cClientHandle()
{
LOG("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:
AString NameColor = (m_Player ? m_Player->GetColor() : "");
cPacket_PlayerListItem PlayerList(NameColor + GetUsername(), false, (short)9999);
World->Broadcast(PlayerList, this);
// Send the Chat packet:
cPacket_Chat Left(m_Username + " left the game!");
World->Broadcast(Left, this);
}
if (World != NULL)
{
World->RemovePlayer(m_Player);
}
}
if (m_Socket.IsValid())
{
cPacket_Disconnect Disconnect;
Disconnect.m_Reason = "Server shut down? Kthnxbai";
m_Socket.Send(&Disconnect);
}
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];
}
// Queue all remaining outgoing packets to cSocketThreads:
{
cCSLock Lock(m_CSPackets);
for (PacketList::iterator itr = m_PendingNrmSendPackets.begin(); itr != m_PendingNrmSendPackets.end(); ++itr)
{
AString Data;
(*itr)->Serialize(Data);
cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data);
delete *itr;
}
m_PendingNrmSendPackets.clear();
for (PacketList::iterator itr = m_PendingLowSendPackets.begin(); itr != m_PendingLowSendPackets.end(); ++itr)
{
AString Data;
(*itr)->Serialize(Data);
cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data);
delete *itr;
}
m_PendingLowSendPackets.clear();
}
// Queue the socket to close as soon as it sends all outgoing data:
cRoot::Get()->GetServer()->QueueClientClose(&m_Socket);
// We need to remove the socket from SocketThreads because we own it and it gets destroyed after this destructor finishes
// TODO: The socket needs to stay alive, someone else has to own it
cRoot::Get()->GetServer()->RemoveClient(&m_Socket);
LOG("ClientHandle at %p deleted", this);
}
void cClientHandle::Destroy()
{
// Setting m_bDestroyed was moved to the bottom of Destroy(),
// otherwise the destructor may be called within another thread before the client is removed from chunks
// http://forum.mc-server.org/showthread.php?tid=366
if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
{
RemoveFromAllChunks();
}
m_bDestroyed = true;
}
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(), a_Reason.c_str());
}
Send(cPacket_Disconnect(a_Reason));
m_bKicking = true;
}
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();
}
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.
#if (MINECRAFT_1_2_2 != 1)
LoginResponse.m_MapSeed = cRoot::Get()->GetWorld()->GetWorldSeed();
#endif
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);
m_Player->Initialize(World);
StreamChunks();
m_State = csDownloadingWorld;
}
void cClientHandle::StreamChunks(void)
{
if (m_State < csAuthenticating)
{
return;
}
ASSERT(m_Player != NULL);
int ChunkPosX = FAST_FLOOR_DIV(m_Player->GetPosX(), cChunk::c_ChunkWidth);
int ChunkPosZ = FAST_FLOOR_DIV(m_Player->GetPosZ(), cChunk::c_ChunkWidth);
if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ))
{
// Already streamed for this position
return;
}
m_LastStreamedChunkX = ChunkPosX;
m_LastStreamedChunkZ = ChunkPosZ;
// DEBUG:
LOGINFO("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:
{
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))
{
World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ, this);
Send( cPacket_PreChunk( itr->m_ChunkX, itr->m_ChunkZ, false ) );
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;
}
}
}
// 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, ZERO_CHUNK_Y, ChunkPosZ + i);
StreamChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i);
} // for i
for (int i = -d + 1; i < d; ++i)
{
StreamChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d);
StreamChunk(ChunkPosX + i, ZERO_CHUNK_Y, 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_ChunkY, int a_ChunkZ)
{
cWorld * World = m_Player->GetWorld();
ASSERT(World != NULL);
if (World->AddChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, this))
{
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
}
// Removes the client from all chunks. Used when switching worlds or destroying the player
void cClientHandle::RemoveFromAllChunks()
{
cCSLock Lock(m_CSChunkLists);
cWorld * World = m_Player->GetWorld();
if (World != NULL)
{
World->RemoveClientFromChunks(this, m_LoadedChunks);
}
m_LoadedChunks.clear();
m_ChunksToSend.clear();
}
void cClientHandle::ChunkJustSent(cChunk * a_ChunkCompleted)
{
cCSLock Lock(m_CSChunkLists);
for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr)
{
if (((*itr).m_ChunkX == a_ChunkCompleted->GetPosX()) && ((*itr).m_ChunkZ == a_ChunkCompleted->GetPosZ()))
{
m_ChunksToSend.erase(itr);
if ((m_State == csDownloadingWorld) && (m_ChunksToSend.empty()))
{
CheckIfWorldDownloaded();
}
return;
}
} // for itr - m_ChunksToSend[]
}
void cClientHandle::HandlePacket(cPacket * a_Packet)
{
m_TimeLastPacket = cWorld::GetTime();
// LOG("Recv packet 0x%02x from client \"%s\" (\"%s\")", a_Packet->m_PacketID, m_Socket.GetIPString().c_str(), m_Username.c_str());
if (m_bKicking)
{
return;
}
switch (m_State)
{
case csConnected:
{
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;
// Ignored packets:
case E_PLAYERLOOK:
case E_CHAT:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS:
case E_KEEP_ALIVE: break;
default: HandleUnexpectedPacket(a_Packet); break;
} // switch (PacketType)
break;
} // case csConnected
case csAuthenticating:
{
// Waiting for external authentication, no packets are handled
switch (a_Packet->m_PacketID)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS: break;
default: HandleUnexpectedPacket(a_Packet); break;
}
break;
}
case csDownloadingWorld:
{
// Waiting for chunks to stream to client, no packets are handled
switch (a_Packet->m_PacketID)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS: break;
default: HandleUnexpectedPacket(a_Packet); break;
}
break;
}
case csConfirmingPos:
{
switch (a_Packet->m_PacketID)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERPOS: break;
case E_PLAYERMOVELOOK: HandleMoveLookConfirm(reinterpret_cast<cPacket_PlayerMoveLook *>(a_Packet)); break;
default:
{
HandleUnexpectedPacket(a_Packet);
break;
}
} // switch (PacketType)
break;
} // case csConfirmingPos
case csPlaying:
{
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(); break;
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)
break;
} // case csPlaying
} // switch (m_State)
}
void cClientHandle::HandlePing(void)
{
// Somebody tries to retrieve information about the server
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)
{
#if (MINECRAFT_1_2_2 == 1)
AStringVector UserData = StringSplit( a_Packet->m_Username, ";" ); // "FakeTruth;localhost:25565"
if( UserData.size() == 0 )
{
Kick("Could not receive username");
return;
}
m_Username = UserData[0];
#else
m_Username = a_Packet->m_Username;
#endif
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);
cPacket_Handshake Handshake;
Handshake.m_Username = cRoot::Get()->GetServer()->GetServerID();
Send(Handshake);
LOG("User \"%s\" was sent a handshake", m_Username.c_str());
}
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)
m_State = csAuthenticating;
cRoot::Get()->GetAuthenticator().Authenticate(m_Username, cRoot::Get()->GetServer()->GetServerID());
}
void cClientHandle::HandleUnexpectedPacket(cPacket * a_Packet)
{
LOGWARNING(
"Invalid packet in state %d: 0x%02x from client \"%s\", username \"%s\"",
m_State,
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_State = csPlaying;
}
else
{
LOGWARNING("Player \"%s\" sent a weird position confirmation %.2f blocks away, retrying", m_Username.c_str(), Dist);
m_ConfirmPosition = m_Player->GetPosition();
Send(cPacket_PlayerMoveLook(m_Player));
}
}
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;
unsigned char pY = a_Packet->m_PosY;
int pZ = a_Packet->m_PosZ;
AddDirection(pX, 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 = 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;
m_Player->GetWorld()->UseBlockEntity(m_Player, a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ);
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;
}
} // switch (BlockID)
} // if (Direction >= 0)
// 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("Placing item of type: %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;
int 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();
World->UpdateSign(a_Packet->m_PosX, a_Packet->m_PosY, a_Packet->m_PosZ, a_Packet->m_Line1, a_Packet->m_Line2, a_Packet->m_Line3, a_Packet->m_Line4);
}
void cClientHandle::HandleUseEntity(cPacket_UseEntity * a_Packet)
{
if (!a_Packet->m_bLeftClick)
{
return;
}
class cDamageEntity : public cEntityCallback
{
virtual bool Item(cEntity * a_Entity) override
{
if( a_Entity->IsA("cPawn") )
{
reinterpret_cast< cPawn* >( a_Entity )->TakeDamage(Damage, Instigator );
}
return true;
}
public:
int Damage;
cEntity * Instigator;
} Callback;
Callback.Damage = 1; // TODO: Find proper damage from current item equipped
Callback.Instigator = m_Player;
cWorld * World = m_Player->GetWorld();
World->DoWithEntity( a_Packet->m_TargetID, Callback );
}
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!");
m_Socket.Send(&DC);
// TODO: Cannot sleep in the tick thread!
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())
{
m_PingID++;
cPacket_KeepAlive Ping(m_PingID);
m_PingStartTime = t1.GetNowTime();
Send(Ping);
m_LastPingTime = m_PingStartTime;
}
if (m_State >= csDownloadingWorld)
{
cWorld * World = m_Player->GetWorld();
cCSLock Lock(m_CSChunkLists);
// Send the chunks:
int NumSent = 0;
for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
{
if (!World->SendChunkTo(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ, this))
{
++itr;
continue;
}
itr = m_ChunksToSend.erase(itr);
NumSent++;
if (NumSent > 10)
{
// Only send up to 10 chunks per tick, otherwise we'd choke the tick thread
break;
}
} // for itr - m_ChunksToSend[]
Lock.Unlock();
// Check even if we didn't send anything - a chunk may have sent a notification that we'd miss otherwise
CheckIfWorldDownloaded();
}
}
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
// If it is the packet spawning myself for myself, drop it silently:
if (a_Packet->m_PacketID == E_NAMED_ENTITY_SPAWN)
{
if (((cPacket_NamedEntitySpawn *)a_Packet)->m_UniqueID == m_Player->GetUniqueID())
{
return;
}
}
// Filter out packets that don't belong to a csDownloadingWorld state:
if (m_State == csDownloadingWorld)
{
switch (a_Packet->m_PacketID)
{
case E_PLAYERMOVELOOK:
case E_KEEP_ALIVE:
case E_PRE_CHUNK:
{
// Allow
break;
}
case E_MAP_CHUNK:
{
CheckIfWorldDownloaded();
break;
}
default: return;
}
}
cCSLock Lock(m_CSPackets);
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)
{
Packets.erase(itr);
bBreak = true;
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();
// Notify SocketThreads that we have something to write:
cRoot::Get()->GetServer()->NotifyClientWrite(this);
}
void cClientHandle::CheckIfWorldDownloaded(void)
{
if (m_State != csDownloadingWorld)
{
return;
}
cCSLock Lock(m_CSChunkLists);
if (m_ChunksToSend.empty())
{
SendConfirmPosition();
}
}
void cClientHandle::SendConfirmPosition(void)
{
LOG("Spawning player \"%s\" at {%.2f, %.2f, %.2f}",
m_Username.c_str(), m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ()
);
m_State = csConfirmingPos;
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);
}
m_ConfirmPosition = m_Player->GetPosition();
Send(cPacket_PlayerMoveLook(m_Player));
}
const AString & cClientHandle::GetUsername(void) const
{
return m_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();
}
void cClientHandle::DataReceived(const char * a_Data, int a_Size)
{
// Data is received from the client
m_ReceivedData.append(a_Data, a_Size);
// Parse and handle all complete packets in m_ReceivedData:
while (!m_ReceivedData.empty())
{
cPacket* pPacket = m_PacketMap[(unsigned char)m_ReceivedData[0]];
if (pPacket == NULL)
{
LOGERROR("Unknown packet type 0x%02x from client \"%s\"", (unsigned char)m_ReceivedData[0], m_Username.c_str());
AString Reason;
Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", m_ReceivedData[0]);
cPacket_Disconnect DC(Reason);
m_Socket.Send(&DC);
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
return;
}
int NumBytes = pPacket->Parse(m_ReceivedData.data() + 1, m_ReceivedData.size() - 1);
if (NumBytes == PACKET_ERROR)
{
LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", (unsigned char)m_ReceivedData[0], m_Username.c_str());
cPacket_Disconnect DC("Protocol error");
m_Socket.Send(&DC);
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
return;
}
else if (NumBytes == PACKET_INCOMPLETE)
{
// Not a complete packet
break;
}
else
{
// Packet parsed successfully, add it to internal queue:
HandlePacket(pPacket);
// Erase the packet from the buffer:
ASSERT(m_ReceivedData.size() > (size_t)NumBytes);
m_ReceivedData.erase(0, NumBytes + 1);
}
} // while (!Received.empty())
}
void cClientHandle::GetOutgoingData(AString & a_Data)
{
// Data can be sent to client
cCSLock Lock(m_CSPackets);
if (m_PendingNrmSendPackets.size() + m_PendingLowSendPackets.size() > MAX_OUTGOING_PACKETS)
{
LOGERROR("ERROR: Too many packets in queue for player %s !!", m_Username.c_str());
cPacket_Disconnect DC("Too many packets in queue.");
m_Socket.Send(DC);
Lock.Unlock();
Destroy();
return;
}
if ((m_PendingNrmSendPackets.size() == 0) && (m_PendingLowSendPackets.size() == 0))
{
return;
}
if (m_PendingNrmSendPackets.size() > MAX_OUTGOING_PACKETS / 2)
{
LOGINFO("Suspiciously many pending packets: %i; client \"%s\", LastType: 0x%02x", m_PendingNrmSendPackets.size(), m_Username.c_str(), (*m_PendingNrmSendPackets.rbegin())->m_PacketID);
}
AString Data;
if (!m_PendingNrmSendPackets.empty())
{
m_PendingNrmSendPackets.front()->Serialize(Data);
delete m_PendingNrmSendPackets.front();
m_PendingNrmSendPackets.erase(m_PendingNrmSendPackets.begin());
}
else if (!m_PendingLowSendPackets.empty())
{
m_PendingLowSendPackets.front()->Serialize(Data);
delete m_PendingLowSendPackets.front();
m_PendingLowSendPackets.erase(m_PendingLowSendPackets.begin());
}
Lock.Unlock();
a_Data.append(Data);
// Disconnect player after all packets have been sent
if (m_bKicking && (m_PendingNrmSendPackets.size() + m_PendingLowSendPackets.size() == 0))
{
Destroy();
}
}
void cClientHandle::SocketClosed(void)
{
// The socket has been closed for any reason
// TODO
/*
self->Destroy();
LOG("Client \"%s\" disconnected", GetLogName().c_str());
*/
}