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cuberite-2a/src/ClientHandle.cpp

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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "ClientHandle.h"
#include "Server.h"
#include "World.h"
#include "Chunk.h"
#include "Entities/Pickup.h"
#include "Bindings/PluginManager.h"
#include "Entities/Player.h"
#include "Inventory.h"
#include "EffectID.h"
#include "BlockEntities/BeaconEntity.h"
#include "BlockEntities/ChestEntity.h"
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#include "BlockEntities/CommandBlockEntity.h"
#include "BlockEntities/SignEntity.h"
#include "UI/Window.h"
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#include "UI/AnvilWindow.h"
#include "UI/BeaconWindow.h"
#include "UI/EnchantingWindow.h"
#include "Item.h"
#include "Mobs/Monster.h"
#include "ChatColor.h"
#include "Items/ItemHandler.h"
#include "Blocks/BlockHandler.h"
#include "Blocks/BlockBed.h"
#include "Blocks/ChunkInterface.h"
#include "BlockInServerPluginInterface.h"
#include "Root.h"
#include "Protocol/Authenticator.h"
#include "Protocol/ProtocolRecognizer.h"
#include "CompositeChat.h"
#include "Items/ItemSword.h"
#include "polarssl/md5.h"
/** Maximum number of explosions to send this tick, server will start dropping if exceeded */
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#define MAX_EXPLOSIONS_PER_TICK 20
/** Maximum number of block change interactions a player can perform per tick - exceeding this causes a kick */
#define MAX_BLOCK_CHANGE_INTERACTIONS 20
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/** The interval for sending pings to clients.
Vanilla sends one ping every 1 second. */
static const std::chrono::milliseconds PING_TIME_MS = std::chrono::milliseconds(1000);
int cClientHandle::s_ClientCount = 0;
////////////////////////////////////////////////////////////////////////////////
// cClientHandle:
cClientHandle::cClientHandle(const AString & a_IPString, int a_ViewDistance) :
m_CurrentViewDistance(a_ViewDistance),
m_RequestedViewDistance(a_ViewDistance),
m_IPString(a_IPString),
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m_Player(nullptr),
m_CachedSentChunk(0, 0),
m_HasSentDC(false),
m_LastStreamedChunkX(0x7fffffff), // bogus chunk coords to force streaming upon login
m_LastStreamedChunkZ(0x7fffffff),
m_TicksSinceLastPacket(0),
m_Ping(1000),
m_PingID(1),
m_BlockDigAnimStage(-1),
m_BlockDigAnimSpeed(0),
m_BlockDigAnimX(0),
m_BlockDigAnimY(256), // Invalid Y, so that the coords don't get picked up
m_BlockDigAnimZ(0),
m_HasStartedDigging(false),
m_LastDigBlockX(0),
m_LastDigBlockY(256), // Invalid Y, so that the coords don't get picked up
m_LastDigBlockZ(0),
m_State(csConnected),
m_ShouldCheckDownloaded(false),
m_NumExplosionsThisTick(0),
m_NumBlockChangeInteractionsThisTick(0),
m_UniqueID(0),
m_HasSentPlayerChunk(false),
m_Locale("en_GB"),
m_LastPlacedSign(0, -1, 0),
m_ProtocolVersion(0)
{
m_Protocol = new cProtocolRecognizer(this);
s_ClientCount++; // Not protected by CS because clients are always constructed from the same thread
m_UniqueID = s_ClientCount;
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m_PingStartTime = std::chrono::steady_clock::now();
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LOGD("New ClientHandle created at %p", static_cast<void *>(this));
}
cClientHandle::~cClientHandle()
{
ASSERT(m_State == csDestroyed); // Has Destroy() been called?
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LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), static_cast<void *>(this));
{
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear();
m_ChunksToSend.clear();
}
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if (m_Player != nullptr)
{
cWorld * World = m_Player->GetWorld();
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if (World != nullptr)
{
RemoveFromAllChunks();
m_Player->GetWorld()->RemoveClientFromChunkSender(this);
if (!m_Username.empty())
{
// Send the Offline PlayerList packet:
World->BroadcastPlayerListRemovePlayer(*m_Player, this);
}
m_Player->DestroyNoScheduling(true);
}
delete m_Player;
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m_Player = nullptr;
}
if (!m_HasSentDC)
{
SendDisconnect("Server shut down? Kthnxbai");
}
delete m_Protocol;
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m_Protocol = nullptr;
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LOGD("ClientHandle at %p deleted", static_cast<void *>(this));
}
void cClientHandle::Destroy(void)
{
{
cCSLock Lock(m_CSOutgoingData);
m_Link.reset();
}
{
cCSLock Lock(m_CSDestroyingState);
if (m_State >= csDestroying)
{
// Already called
return;
}
m_State = csDestroying;
}
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LOGD("%s: client %p, \"%s\"", __FUNCTION__, static_cast<void *>(this), m_Username.c_str());
if (m_Player != nullptr)
{
cWorld * World = m_Player->GetWorld();
if (World != nullptr)
{
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m_Player->StopEveryoneFromTargetingMe();
m_Player->SetIsTicking(false);
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World->RemovePlayer(m_Player, true);
}
m_Player->RemoveClientHandle();
}
m_State = csDestroyed;
}
void cClientHandle::GenerateOfflineUUID(void)
{
m_UUID = GenerateOfflineUUID(m_Username);
}
AString cClientHandle::FormatChatPrefix(bool ShouldAppendChatPrefixes, AString a_ChatPrefixS, AString m_Color1, AString m_Color2)
{
if (ShouldAppendChatPrefixes)
{
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return Printf("%s[%s] %s", m_Color1.c_str(), a_ChatPrefixS.c_str(), m_Color2.c_str());
}
else
{
return Printf("%s", m_Color1.c_str());
}
}
AString cClientHandle::FormatMessageType(bool ShouldAppendChatPrefixes, eMessageType a_ChatPrefix, const AString &a_AdditionalData)
{
switch (a_ChatPrefix)
{
case mtCustom: return "";
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case mtFailure: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Rose, cChatColor::White);
case mtInformation: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Yellow, cChatColor::White);
case mtSuccess: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Green, cChatColor::White);
case mtWarning: return FormatChatPrefix(ShouldAppendChatPrefixes, "WARN", cChatColor::Rose, cChatColor::White);
case mtFatal: return FormatChatPrefix(ShouldAppendChatPrefixes, "FATAL", cChatColor::Red, cChatColor::White);
case mtDeath: return FormatChatPrefix(ShouldAppendChatPrefixes, "DEATH", cChatColor::Gray, cChatColor::White);
case mtJoin: return FormatChatPrefix(ShouldAppendChatPrefixes, "JOIN", cChatColor::Yellow, cChatColor::White);
case mtLeave: return FormatChatPrefix(ShouldAppendChatPrefixes, "LEAVE", cChatColor::Yellow, cChatColor::White);
case mtPrivateMessage:
{
if (ShouldAppendChatPrefixes)
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{
return Printf("%s[MSG: %s] %s%s", cChatColor::LightBlue, a_AdditionalData.c_str(), cChatColor::White, cChatColor::Italic);
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}
else
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{
return Printf("%s: %s", a_AdditionalData.c_str(), cChatColor::LightBlue);
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}
}
}
ASSERT(!"Unhandled chat prefix type!");
return "";
}
AString cClientHandle::GenerateOfflineUUID(const AString & a_Username)
{
// Online UUIDs are always version 4 (random)
// We use Version 3 (MD5 hash) UUIDs for the offline UUIDs
// This guarantees that they will never collide with an online UUID and can be distinguished.
// Proper format for a version 3 UUID is:
// xxxxxxxx-xxxx-3xxx-yxxx-xxxxxxxxxxxx where x is any hexadecimal digit and y is one of 8, 9, A, or B
// Note that we generate a short UUID (without the dashes)
// First make the username lowercase:
AString lcUsername = StrToLower(a_Username);
// Generate an md5 checksum, and use it as base for the ID:
unsigned char MD5[16];
md5(reinterpret_cast<const unsigned char *>(lcUsername.c_str()), lcUsername.length(), MD5);
MD5[6] &= 0x0f; // Need to trim to 4 bits only...
MD5[8] &= 0x0f; // ... otherwise %01x overflows into two chars
return Printf("%02x%02x%02x%02x%02x%02x3%01x%02x8%01x%02x%02x%02x%02x%02x%02x%02x",
MD5[0], MD5[1], MD5[2], MD5[3],
MD5[4], MD5[5], MD5[6], MD5[7],
MD5[8], MD5[9], MD5[10], MD5[11],
MD5[12], MD5[13], MD5[14], MD5[15]
);
}
bool cClientHandle::IsUUIDOnline(const AString & a_UUID)
{
// Online UUIDs are always version 4 (random)
// We use Version 3 (MD5 hash) UUIDs for the offline UUIDs
// This guarantees that they will never collide with an online UUID and can be distinguished.
// The version-specifying char is at pos #12 of raw UUID, pos #14 in dashed-UUID.
switch (a_UUID.size())
{
case 32:
{
// This is the UUID format without dashes, the version char is at pos #12:
return (a_UUID[12] == '4');
}
case 36:
{
// This is the UUID format with dashes, the version char is at pos #14:
return (a_UUID[14] == '4');
}
}
return false;
}
void cClientHandle::Kick(const AString & a_Reason)
{
if (m_State >= csAuthenticating) // Don't log pings
{
LOGINFO("Kicking player %s for \"%s\"", m_Username.c_str(), StripColorCodes(a_Reason).c_str());
}
SendDisconnect(a_Reason);
}
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void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties)
{
if (m_State != csAuthenticating)
{
return;
}
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ASSERT(m_Player == nullptr);
m_Username = a_Name;
// Only assign UUID and properties if not already pre-assigned (BungeeCord sends those in the Handshake packet):
if (m_UUID.empty())
{
m_UUID = a_UUID;
}
if (m_Properties.empty())
{
m_Properties = a_Properties;
}
// Send login success (if the protocol supports it):
m_Protocol->SendLoginSuccess();
// Spawn player (only serversided, so data is loaded)
m_Player = new cPlayer(m_Self, GetUsername());
InvalidateCachedSentChunk();
m_Self.reset();
cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
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if (World == nullptr)
{
World = cRoot::Get()->GetDefaultWorld();
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m_Player->SetPosition(World->GetSpawnX(), World->GetSpawnY(), World->GetSpawnZ());
}
if (m_Player->GetGameMode() == eGameMode_NotSet)
{
m_Player->LoginSetGameMode(World->GetGameMode());
}
m_Player->SetIP (m_IPString);
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player))
{
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cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", GetUsername().c_str()));
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LOGINFO("Player %s has joined the game", m_Username.c_str());
}
m_ConfirmPosition = m_Player->GetPosition();
// Return a server login packet
m_Protocol->SendLogin(*m_Player, *World);
// Send Weather if raining:
if ((World->GetWeather() == 1) || (World->GetWeather() == 2))
{
m_Protocol->SendWeather(World->GetWeather());
}
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// Send time:
m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay(), World->IsDaylightCycleEnabled());
// Send contents of the inventory window
m_Protocol->SendWholeInventory(*m_Player->GetWindow());
// Send health
m_Player->SendHealth();
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// Send experience
m_Player->SendExperience();
// Send player list items
SendPlayerListAddPlayer(*m_Player);
cRoot::Get()->BroadcastPlayerListsAddPlayer(*m_Player);
cRoot::Get()->SendPlayerLists(m_Player);
m_Player->SetWorld(World);
m_State = csAuthenticated;
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// Query player team
m_Player->UpdateTeam();
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// Send scoreboard data
World->GetScoreBoard().SendTo(*this);
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// Send statistics
SendStatistics(m_Player->GetStatManager());
// Delay the first ping until the client "settles down"
// This should fix #889, "BadCast exception, cannot convert bit to fm" error in client
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m_PingStartTime = std::chrono::steady_clock::now() + std::chrono::seconds(3); // Send the first KeepAlive packet in 3 seconds
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cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
}
bool cClientHandle::StreamNextChunk(void)
{
if ((m_State < csAuthenticated) || (m_State >= csDestroying))
{
return true;
}
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ASSERT(m_Player != nullptr);
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int ChunkPosX = m_Player->GetChunkX();
int ChunkPosZ = m_Player->GetChunkZ();
if ((m_LastStreamedChunkX == ChunkPosX) && (m_LastStreamedChunkZ == ChunkPosZ))
{
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// All chunks are already loaded. Abort loading.
return true;
}
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// Get the look vector and normalize it.
Vector3d Position = m_Player->GetEyePosition();
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Vector3d LookVector = m_Player->GetLookVector();
LookVector.Normalize();
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// Lock the list
cCSLock Lock(m_CSChunkLists);
// High priority: Load the chunks that are in the view-direction of the player (with a radius of 3)
for (int Range = 0; Range < m_CurrentViewDistance; Range++)
{
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Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
// Get the chunk from the x / z coords.
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int RangeX, RangeZ = 0;
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cChunkDef::BlockToChunk(FloorC(Vector.x), FloorC(Vector.z), RangeX, RangeZ);
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for (int X = 0; X < 7; X++)
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{
for (int Z = 0; Z < 7; Z++)
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{
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int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X);
int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z);
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cChunkCoords Coords(ChunkX, ChunkZ);
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// Checks if the chunk is in distance
if ((Diff(ChunkX, ChunkPosX) > m_CurrentViewDistance) || (Diff(ChunkZ, ChunkPosZ) > m_CurrentViewDistance))
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{
continue;
}
// If the chunk already loading / loaded -> skip
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if (
(m_ChunksToSend.find(Coords) != m_ChunksToSend.end()) ||
(m_LoadedChunks.find(Coords) != m_LoadedChunks.end())
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)
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{
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continue;
}
// Unloaded chunk found -> Send it to the client.
Lock.Unlock();
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StreamChunk(ChunkX, ChunkZ, ((Range <= 2) ? cChunkSender::E_CHUNK_PRIORITY_HIGH : cChunkSender::E_CHUNK_PRIORITY_MEDIUM));
return false;
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}
}
}
// Low priority: Add all chunks that are in range. (From the center out to the edge)
for (int d = 0; d <= m_CurrentViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
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{
// For each distance add chunks in a hollow square centered around current position:
cChunkCoordsList CurcleChunks;
for (int i = -d; i <= d; ++i)
{
CurcleChunks.push_back(cChunkCoords(ChunkPosX + d, ChunkPosZ + i));
CurcleChunks.push_back(cChunkCoords(ChunkPosX - d, ChunkPosZ + i));
}
for (int i = -d + 1; i < d; ++i)
{
CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ + d));
CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ - d));
}
// For each the CurcleChunks list and send the first unloaded chunk:
for (cChunkCoordsList::iterator itr = CurcleChunks.begin(), end = CurcleChunks.end(); itr != end; ++itr)
{
cChunkCoords Coords = *itr;
// If the chunk already loading / loaded -> skip
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if (
(m_ChunksToSend.find(Coords) != m_ChunksToSend.end()) ||
(m_LoadedChunks.find(Coords) != m_LoadedChunks.end())
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)
{
continue;
}
// Unloaded chunk found -> Send it to the client.
Lock.Unlock();
StreamChunk(Coords.m_ChunkX, Coords.m_ChunkZ, cChunkSender::E_CHUNK_PRIORITY_LOW);
return false;
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}
}
// All chunks are loaded -> Sets the last loaded chunk coordinates to current coordinates
m_LastStreamedChunkX = ChunkPosX;
m_LastStreamedChunkZ = ChunkPosZ;
return true;
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}
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void cClientHandle::UnloadOutOfRangeChunks(void)
{
int ChunkPosX = FAST_FLOOR_DIV(static_cast<int>(m_Player->GetPosX()), cChunkDef::Width);
int ChunkPosZ = FAST_FLOOR_DIV(static_cast<int>(m_Player->GetPosZ()), cChunkDef::Width);
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cChunkCoordsList ChunksToRemove;
{
cCSLock Lock(m_CSChunkLists);
for (auto itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();)
{
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int DiffX = Diff((*itr).m_ChunkX, ChunkPosX);
int DiffZ = Diff((*itr).m_ChunkZ, ChunkPosZ);
if ((DiffX > m_CurrentViewDistance) || (DiffZ > m_CurrentViewDistance))
{
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ChunksToRemove.push_back(*itr);
itr = m_LoadedChunks.erase(itr);
}
else
{
++itr;
}
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}
for (auto itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
{
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int DiffX = Diff((*itr).m_ChunkX, ChunkPosX);
int DiffZ = Diff((*itr).m_ChunkZ, ChunkPosZ);
if ((DiffX > m_CurrentViewDistance) || (DiffZ > m_CurrentViewDistance))
{
itr = m_ChunksToSend.erase(itr);
}
else
{
++itr;
}
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}
}
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for (cChunkCoordsList::iterator itr = ChunksToRemove.begin(); itr != ChunksToRemove.end(); ++itr)
{
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m_Player->GetWorld()->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
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}
}
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void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority)
{
if (m_State >= csDestroying)
{
// Don't stream chunks to clients that are being destroyed
return;
}
cWorld * World = m_Player->GetWorld();
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ASSERT(World != nullptr);
if (World->AddChunkClient(a_ChunkX, a_ChunkZ, this))
{
{
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.emplace(a_ChunkX, a_ChunkZ);
m_ChunksToSend.emplace(a_ChunkX, a_ChunkZ);
}
World->SendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, this);
}
}
// Removes the client from all chunks. Used when switching worlds or destroying the player
void cClientHandle::RemoveFromAllChunks()
{
cWorld * World = m_Player->GetWorld();
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if (World != nullptr)
{
World->RemoveClientFromChunks(this);
}
{
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// Reset all chunk lists:
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear();
m_ChunksToSend.clear();
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m_SentChunks.clear();
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// Also reset the LastStreamedChunk coords to bogus coords,
// so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
}
}
void cClientHandle::HandleNPCTrade(int a_SlotNum)
{
// TODO
LOGWARNING("%s: Not implemented yet", __FUNCTION__);
}
void cClientHandle::HandlePing(void)
{
// Somebody tries to retrieve information about the server
AString Reply;
const cServer & Server = *cRoot::Get()->GetServer();
Printf(Reply, "%s%s%i%s%i",
Server.GetDescription().c_str(),
cChatColor::Delimiter,
Server.GetNumPlayers(),
cChatColor::Delimiter,
Server.GetMaxPlayers()
);
Kick(Reply);
}
bool cClientHandle::HandleLogin(UInt32 a_ProtocolVersion, const AString & a_Username)
{
// If the protocol version hasn't been set yet, set it now:
if (m_ProtocolVersion == 0)
{
m_ProtocolVersion = a_ProtocolVersion;
}
m_Username = a_Username;
// Let the plugins know about this event, they may refuse the player:
if (cRoot::Get()->GetPluginManager()->CallHookLogin(*this, a_ProtocolVersion, a_Username))
{
Destroy();
return false;
}
// Schedule for authentication; until then, let the player wait (but do not block)
m_State = csAuthenticating;
cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol->GetAuthServerID());
return true;
}
void cClientHandle::HandleCreativeInventory(Int16 a_SlotNum, const cItem & a_HeldItem, eClickAction a_ClickAction)
{
// This is for creative Inventory changes
if (!m_Player->IsGameModeCreative())
{
LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str());
return;
}
if (m_Player->GetWindow()->GetWindowType() != cWindow::wtInventory)
{
LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in the inventory window. Ignoring.", m_Username.c_str());
return;
}
m_Player->GetWindow()->Clicked(*m_Player, 0, a_SlotNum, a_ClickAction, a_HeldItem);
}
void cClientHandle::HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment)
{
if (a_Enchantment > 2)
{
LOGWARNING("%s attempt to crash the server with invalid enchanting selection (%u)!", GetUsername().c_str(), a_Enchantment);
Kick("Invalid enchanting!");
return;
}
if (
(m_Player->GetWindow() == nullptr) ||
(m_Player->GetWindow()->GetWindowID() != a_WindowID) ||
(m_Player->GetWindow()->GetWindowType() != cWindow::wtEnchantment)
)
{
return;
}
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cEnchantingWindow * Window = reinterpret_cast<cEnchantingWindow *>(m_Player->GetWindow());
cItem Item = *Window->m_SlotArea->GetSlot(0, *m_Player); // Make a copy of the item
short BaseEnchantmentLevel = Window->GetPropertyValue(a_Enchantment);
if (Item.EnchantByXPLevels(BaseEnchantmentLevel))
{
if (m_Player->IsGameModeCreative() || m_Player->DeltaExperience(-m_Player->XpForLevel(BaseEnchantmentLevel)) >= 0)
{
Window->m_SlotArea->SetSlot(0, *m_Player, Item);
Window->SendSlot(*m_Player, Window->m_SlotArea, 0);
Window->BroadcastWholeWindow();
Window->SetProperty(0, 0, *m_Player);
Window->SetProperty(1, 0, *m_Player);
Window->SetProperty(2, 0, *m_Player);
}
}
}
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void cClientHandle::HandlePlayerAbilities(bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed)
{
UNUSED(FlyingSpeed); // Ignore the client values for these
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UNUSED(WalkingSpeed);
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m_Player->SetCanFly(a_CanFly);
m_Player->SetFlying(a_IsFlying);
}
void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround)
{
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if ((m_Player == nullptr) || (m_State != csPlaying))
{
// The client hasn't been spawned yet and sends nonsense, we know better
return;
}
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if (m_Player->IsFrozen())
{
// Ignore client-side updates if the player is frozen
return;
}
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Vector3d NewPosition(a_PosX, a_PosY, a_PosZ);
Vector3d OldPosition = GetPlayer()->GetPosition();
auto PreviousIsOnGround = GetPlayer()->IsOnGround();
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// If the player has moved too far, "repair" them:
if ((OldPosition - NewPosition).SqrLength() > 100 * 100)
{
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LOGD("Too far away (%0.2f), \"repairing\" the client", (OldPosition - NewPosition).Length());
SendPlayerMoveLook();
return;
}
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if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*m_Player, OldPosition, NewPosition))
{
SendPlayerMoveLook();
return;
}
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// TODO: should do some checks to see if player is not moving through terrain
// TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
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m_Player->SetPosition(NewPosition);
m_Player->SetStance(a_Stance);
m_Player->SetTouchGround(a_IsOnGround);
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m_Player->UpdateMovementStats(NewPosition - OldPosition, PreviousIsOnGround);
}
void cClientHandle::HandlePluginMessage(const AString & a_Channel, const AString & a_Message)
{
if (a_Channel == "REGISTER")
{
if (HasPluginChannel(a_Channel))
{
SendPluginMessage("UNREGISTER", a_Channel);
return; // Can't register again if already taken - kinda defeats the point of plugin messaging!
}
RegisterPluginChannels(BreakApartPluginChannels(a_Message));
}
else if (a_Channel == "UNREGISTER")
{
UnregisterPluginChannels(BreakApartPluginChannels(a_Message));
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}
else if (!HasPluginChannel(a_Channel))
{
// Ignore if client sent something but didn't register the channel first
LOGD("Player %s sent a plugin message on channel \"%s\", but didn't REGISTER it first", GetUsername().c_str(), a_Channel.c_str());
SendPluginMessage("UNREGISTER", a_Channel);
return;
}
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cPluginManager::Get()->CallHookPluginMessage(*this, a_Channel, a_Message);
}
AStringVector cClientHandle::BreakApartPluginChannels(const AString & a_PluginChannels)
{
// Break the string on each NUL character.
// Note that StringSplit() doesn't work on this because NUL is a special char - string terminator
size_t len = a_PluginChannels.size();
size_t first = 0;
AStringVector res;
for (size_t i = 0; i < len; i++)
{
if (a_PluginChannels[i] != 0)
{
continue;
}
if (i > first)
{
res.push_back(a_PluginChannels.substr(first, i - first));
}
first = i + 1;
} // for i - a_PluginChannels[]
if (first < len)
{
res.push_back(a_PluginChannels.substr(first, len - first));
}
return res;
}
void cClientHandle::RegisterPluginChannels(const AStringVector & a_ChannelList)
{
for (AStringVector::const_iterator itr = a_ChannelList.begin(), end = a_ChannelList.end(); itr != end; ++itr)
{
m_PluginChannels.insert(*itr);
} // for itr - a_ChannelList[]
}
void cClientHandle::UnregisterPluginChannels(const AStringVector & a_ChannelList)
{
for (AStringVector::const_iterator itr = a_ChannelList.begin(), end = a_ChannelList.end(); itr != end; ++itr)
{
m_PluginChannels.erase(*itr);
} // for itr - a_ChannelList[]
}
void cClientHandle::HandleBeaconSelection(int a_PrimaryEffect, int a_SecondaryEffect)
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{
cWindow * Window = m_Player->GetWindow();
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if ((Window == nullptr) || (Window->GetWindowType() != cWindow::wtBeacon))
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{
return;
}
cBeaconWindow * BeaconWindow = reinterpret_cast<cBeaconWindow *>(Window);
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if (Window->GetSlot(*m_Player, 0)->IsEmpty())
{
return;
}
cEntityEffect::eType PrimaryEffect = cEntityEffect::effNoEffect;
if ((a_PrimaryEffect >= 0) && (a_PrimaryEffect <= static_cast<int>(cEntityEffect::effSaturation)))
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{
PrimaryEffect = static_cast<cEntityEffect::eType>(a_PrimaryEffect);
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}
cEntityEffect::eType SecondaryEffect = cEntityEffect::effNoEffect;
if ((a_SecondaryEffect >= 0) && (a_SecondaryEffect <= static_cast<int>(cEntityEffect::effSaturation)))
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{
SecondaryEffect = static_cast<cEntityEffect::eType>(a_SecondaryEffect);
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}
Window->SetSlot(*m_Player, 0, cItem());
BeaconWindow->GetBeaconEntity()->SetPrimaryEffect(PrimaryEffect);
// Valid effect check. Vanilla don't check this, but we do it :)
if (
(SecondaryEffect == cEntityEffect::effNoEffect) ||
(SecondaryEffect == cEntityEffect::effRegeneration) ||
(SecondaryEffect == BeaconWindow->GetBeaconEntity()->GetPrimaryEffect())
)
{
BeaconWindow->GetBeaconEntity()->SetSecondaryEffect(SecondaryEffect);
}
else
{
BeaconWindow->GetBeaconEntity()->SetSecondaryEffect(cEntityEffect::effNoEffect);
}
m_Player->CloseWindow(true);
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}
void cClientHandle::HandleCommandBlockBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_NewCommand)
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{
if (a_NewCommand.empty())
{
Kick("Command block string unexpectedly empty - hacked client?");
return;
}
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cWorld * World = m_Player->GetWorld();
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if (World->AreCommandBlocksEnabled())
{
World->SetCommandBlockCommand(a_BlockX, a_BlockY, a_BlockZ, a_NewCommand);
SendChat("Successfully set command block command", mtSuccess);
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}
else
{
SendChat("Command blocks are not enabled on this server", mtFailure);
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}
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}
void cClientHandle::HandleCommandBlockEntityChange(UInt32 a_EntityID, const AString & a_NewCommand)
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{
// TODO
LOGWARNING("%s: Not implemented yet", __FUNCTION__);
}
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void cClientHandle::HandleAnvilItemName(const AString & a_ItemName)
{
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if ((m_Player->GetWindow() == nullptr) || (m_Player->GetWindow()->GetWindowType() != cWindow::wtAnvil))
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{
return;
}
if (a_ItemName.length() <= 30)
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{
reinterpret_cast<cAnvilWindow *>(m_Player->GetWindow())->SetRepairedItemName(a_ItemName, m_Player);
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}
}
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void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, UInt8 a_Status)
{
LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i",
a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status
);
m_NumBlockChangeInteractionsThisTick++;
if (!CheckBlockInteractionsRate())
{
Kick("Too many blocks were destroyed per unit time - hacked client?");
return;
}
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if ((a_Status == DIG_STATUS_STARTED) || (a_Status == DIG_STATUS_FINISHED))
{
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if (a_BlockFace == BLOCK_FACE_NONE)
{
return;
}
/* Check for clickthrough-blocks:
When the user breaks a fire block, the client send the wrong block location.
We must find the right block with the face direction. */
int BlockX = a_BlockX;
int BlockY = a_BlockY;
int BlockZ = a_BlockZ;
AddFaceDirection(BlockX, BlockY, BlockZ, a_BlockFace);
if ((BlockY < 0) || (BlockY >= cChunkDef::Height))
{
return;
}
if (cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(BlockX, BlockY, BlockZ))->IsClickedThrough())
{
a_BlockX = BlockX;
a_BlockY = BlockY;
a_BlockZ = BlockZ;
}
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if (
((Diff(m_Player->GetPosX(), static_cast<double>(a_BlockX)) > 6) ||
(Diff(m_Player->GetPosY(), static_cast<double>(a_BlockY)) > 6) ||
(Diff(m_Player->GetPosZ(), static_cast<double>(a_BlockZ)) > 6))
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)
{
m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
return;
}
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}
cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
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if (m_Player->IsFrozen() || PlgMgr->CallHookPlayerLeftClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, static_cast<char>(a_Status)))
{
// A plugin doesn't agree with the action, replace the block on the client and quit:
m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
SendPlayerPosition(); // Prevents the player from falling through the block that was temporarily broken client side.
return;
}
switch (a_Status)
{
case DIG_STATUS_DROP_HELD: // Drop held item
{
if (PlgMgr->CallHookPlayerTossingItem(*m_Player))
{
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
return;
}
m_Player->TossEquippedItem();
return;
}
case DIG_STATUS_SHOOT_EAT:
{
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
if (ItemHandler->IsFood() || ItemHandler->IsDrinkable(m_Player->GetEquippedItem().m_ItemDamage))
{
m_Player->AbortEating();
return;
}
else
{
if (PlgMgr->CallHookPlayerShooting(*m_Player))
{
// A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
return;
}
ItemHandler->OnItemShoot(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
}
return;
}
case DIG_STATUS_STARTED:
{
BLOCKTYPE OldBlock;
NIBBLETYPE OldMeta;
m_Player->GetWorld()->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta);
HandleBlockDigStarted(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, OldBlock, OldMeta);
return;
}
case DIG_STATUS_FINISHED:
{
BLOCKTYPE OldBlock;
NIBBLETYPE OldMeta;
m_Player->GetWorld()->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta);
HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, OldBlock, OldMeta);
return;
}
case DIG_STATUS_CANCELLED:
{
// Block breaking cancelled by player
FinishDigAnimation();
return;
}
case DIG_STATUS_DROP_STACK:
{
if (PlgMgr->CallHookPlayerTossingItem(*m_Player))
{
// A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
return;
}
m_Player->TossEquippedItem(64); // Toss entire slot - if there aren't enough items, the maximum will be ejected
return;
}
1.9 / 1.9.2 / 1.9.3 / 1.9.4 protocol support (#3135) * Semistable update to 15w31a I'm going through snapshots in a sequential order since it should make things easier, and since protocol version history is written. * Update to 15w34b protocol Also, fix an issue with the Entity Equipment packet from the past version. Clients are able to connect and do stuff! * Partially update to 15w35e Chunk data doesn't work, but the client joins. I'm waiting to do chunk data because chunk data has an incomplete format until 15w36d. * Add '/blk' debug command This command lets one see what block they are looking at, and makes figuring out what's supposed to be where in a highly broken chunk possible. * Fix CRLF normalization in CheckBasicStyle.lua Normally, this doesn't cause an issue, but when running from cygwin, it detects the CR as whitespace and creates thousands of violations for every single line. Lua, when run on windows, will normalize automatically, but when run via cygwin, it won't. The bug was simply that gsub was returning a replaced version, but not changing the parameter, so the replaced version was ignored. * Update to 15w40b This includes chunk serialization. Fully functional chunk serialization for 1.9. I'm not completely happy with the chunk serialization as-is (correct use of palettes would be great), but cuberite also doesn't skip sending empty chunks so this performance optimization should probably come later. The creation of a full buffer is suboptimal, but it's the easiest way to implement this code. * Write long-by-long rather than creating a buffer This is a bit faster and should be equivalent. However, the code still doesn't look too good. * Update to 15w41a protocol This includes the new set passengers packet, which works off of the ridden entity, not the rider. That means, among other things, that information about the previously ridden vehicle is needed when detaching. So a new method with that info was added. * Update to 15w45a * 15w51b protocol * Update to 1.9.0 protocol Closes #3067. There are still a few things that need to be worked out (picking up items, effects, particles, and most importantly inventory), but in general this should work. I'll make a few more changes tomorrow to get the rest of the protocol set up, along with 1.9.1/1.9.2 (which did make a few changes). Chunks, however, _are_ working, along with most other parts of the game (placing/breaking blocks). * Fix item pickup packet not working That was a silly mistake, but at least it was an easy one. * 1.9.2 protocol support * Fix version info found in server list ping Thus, the client reports that it can connect rather than saying that the server is out of date. This required creating separate classes for 1.9.1 and 1.9.2, unfortunately. * Fix build errors generated by clang These didn't happen in MSVC. * Add protocol19x.cpp and protocol19x.h to CMakeLists * Ignore warnings in protocol19x that are ignored in protocol18x * Document BLOCK_FACE and DIG_STATUS constants * Fix BLOCK_FACE links and add separate section for DIG_STATUS * Fix bat animation and object spawning The causes of both of these are explained in #3135, but the gist is that both were typos. * Implement Use Item packet This means that buckets, bows, fishing rods, and several other similar items now work when not looking at a block. * Handle DIG_STATUS_SWAP_ITEM_IN_HAND * Add support for spawn eggs and potions The items are transformed from the 1.9 version to the 1.8 version when reading and transformed back when sending. * Remove spammy potion debug logging * Fix wolf collar color metadata The wrong type was being used, causing several clientside issues (including the screen going black). * Fix 1.9 chunk sending in the nether The nether and the end don't send skylight. * Fix clang build errors * Fix water bottles becoming mundane potions This happened because the can become splash potion bit got set incorrectly. Water bottles and mundane potions are only differentiated by the fact that water bottles have a metadata of 0, so setting that bit made it a mundane potion. Also add missing break statements to the read item NBT switch, which would otherwise break items with custom names and also cause incorrect "Unimplemented NBT data when parsing!" logging. * Copy Protocol18x as Protocol19x Aditionally, method and class names have been swapped to clean up other diffs. This commit is only added to make the following diffs more readable; it doesn't make any other changes (beyond class names). * Make thrown potions use the correct appearence This was caused by potions now using metadata. * Add missing api doc for cSplashPotionEntity::GetItem * Fix compile error in SplashPotionEntity.cpp * Fix fix of cSplashPotionEntity API doc * Temporarilly disable fall damage particles These were causing issues in 1.9 due to the changed effect ID. * Properly send a kick packet when connecting with an invalid version This means that the client no longer waits on the server screen with no indication whatsoever. However, right now the server list ping isn't implemented for unknown versions, so it'll only load "Old" on the ping. I also added a GetVarIntSize method to cByteBuffer. This helps clean up part of the code here (and I think it could clean up other parts), but it may make sense for it to be moved elsewhere (or declared in a different way). * Handle server list pings from unrecognized versions This isn't the cleanest way of writing it (it feels odd to use ProtocolRecognizer to send packets, and the addition of m_InPingForUnrecognizedVersion feels like the wrong technique), but it works and I can't think of a better way (apart from creating a full separate protocol class to handle only the ping... which would be worse). * Use cPacketizer for the disconnect packet This also should fix clang build errors. * Add 1.9.3 / 1.9.4 support * Fix incorrect indentation in APIDesc
2016-05-14 15:12:42 -04:00
case DIG_STATUS_SWAP_ITEM_IN_HAND:
{
// TODO: Not yet implemented
return;
}
default:
{
ASSERT(!"Unhandled DIG_STATUS");
return;
}
} // switch (a_Status)
}
void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta)
{
if (
m_HasStartedDigging &&
(a_BlockX == m_LastDigBlockX) &&
(a_BlockY == m_LastDigBlockY) &&
(a_BlockZ == m_LastDigBlockZ)
)
{
// It is a duplicate packet, drop it right away
return;
}
if (
m_Player->IsGameModeCreative() &&
ItemCategory::IsSword(m_Player->GetInventory().GetEquippedItem().m_ItemType) &&
(m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY, a_BlockZ) != E_BLOCK_FIRE)
)
{
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// Players can't destroy blocks with a sword in the hand.
return;
}
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if (
(Diff(m_Player->GetPosX(), static_cast<double>(a_BlockX)) > 6) ||
(Diff(m_Player->GetPosY(), static_cast<double>(a_BlockY)) > 6) ||
(Diff(m_Player->GetPosZ(), static_cast<double>(a_BlockZ)) > 6)
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)
{
m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
return;
}
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// Set the last digging coords to the block being dug, so that they can be checked in DIG_FINISHED to avoid dig / aim bug in the client:
m_HasStartedDigging = true;
m_LastDigBlockX = a_BlockX;
m_LastDigBlockY = a_BlockY;
m_LastDigBlockZ = a_BlockZ;
if (
(m_Player->IsGameModeCreative()) || // In creative mode, digging is done immediately
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cBlockInfo::IsOneHitDig(a_OldBlock) // One-hit blocks get destroyed immediately, too
)
{
HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta);
return;
}
// Start dig animation
// TODO: calculate real animation speed
// TODO: Send animation packets even without receiving any other packets
m_BlockDigAnimSpeed = 10;
m_BlockDigAnimX = a_BlockX;
m_BlockDigAnimY = a_BlockY;
m_BlockDigAnimZ = a_BlockZ;
m_BlockDigAnimStage = 0;
m_Player->GetWorld()->BroadcastBlockBreakAnimation(static_cast<UInt32>(m_UniqueID), m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, 0, this);
cWorld * World = m_Player->GetWorld();
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cChunkInterface ChunkInterface(World->GetChunkMap());
cBlockHandler * Handler = cBlockInfo::GetHandler(a_OldBlock);
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Handler->OnDigging(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
ItemHandler->OnDiggingBlock(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
}
void cClientHandle::HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta)
{
if (
!m_HasStartedDigging || // Hasn't received the DIG_STARTED packet
(m_LastDigBlockX != a_BlockX) || // DIG_STARTED has had different pos
(m_LastDigBlockY != a_BlockY) ||
(m_LastDigBlockZ != a_BlockZ)
)
{
LOGD("Prevented a dig / aim bug in the client (finish {%d, %d, %d} vs start {%d, %d, %d}, HSD: %s)",
a_BlockX, a_BlockY, a_BlockZ,
m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ,
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(m_HasStartedDigging ? "True" : "False")
);
return;
}
FinishDigAnimation();
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if (!m_Player->IsGameModeCreative())
2014-09-27 15:07:52 -04:00
{
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if (a_OldBlock == E_BLOCK_BEDROCK)
{
Kick("You can't break a bedrock!");
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return;
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}
if (a_OldBlock == E_BLOCK_BARRIER)
{
Kick("You can't break a barrier!");
return;
}
2014-09-27 15:07:52 -04:00
}
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cWorld * World = m_Player->GetWorld();
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
if (cRoot::Get()->GetPluginManager()->CallHookPlayerBreakingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta))
{
// A plugin doesn't agree with the breaking. Bail out. Send the block back to the client, so that it knows:
m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
SendPlayerPosition(); // Prevents the player from falling through the block that was temporarily broken client side.
return;
}
if (a_OldBlock == E_BLOCK_AIR)
{
LOGD("Dug air - what the function?");
return;
}
2014-05-09 17:43:00 -04:00
m_Player->AddFoodExhaustion(0.025);
ItemHandler->OnBlockDestroyed(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ);
// The ItemHandler is also responsible for spawning the pickups
cChunkInterface ChunkInterface(World->GetChunkMap());
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BlockHandler(a_OldBlock)->OnDestroyedByPlayer(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
World->BroadcastSoundParticleEffect(EffectID::PARTICLE_SMOKE, a_BlockX, a_BlockY, a_BlockZ, a_OldBlock, this);
// This call would remove the water, placed from the ice block handler
if (a_OldBlock != E_BLOCK_ICE)
{
World->DigBlock(a_BlockX, a_BlockY, a_BlockZ);
}
cRoot::Get()->GetPluginManager()->CallHookPlayerBrokenBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta);
}
void cClientHandle::FinishDigAnimation()
{
if (!m_HasStartedDigging) // Hasn't received the DIG_STARTED packet
{
return;
}
m_HasStartedDigging = false;
if (m_BlockDigAnimStage != -1)
{
// End dig animation
m_BlockDigAnimStage = -1;
// It seems that 10 ends block animation
m_Player->GetWorld()->BroadcastBlockBreakAnimation(static_cast<UInt32>(m_UniqueID), m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ, 10, this);
}
m_BlockDigAnimX = -1;
m_BlockDigAnimY = -1;
m_BlockDigAnimZ = -1;
}
void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem)
{
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// TODO: Rewrite this function
// Distance from the block's center to the player's eye height
double dist = (Vector3d(a_BlockX, a_BlockY, a_BlockZ) + Vector3d(0.5, 0.5, 0.5) - m_Player->GetEyePosition()).Length();
LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s; dist: %.02f",
a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str(), dist
);
// Check the reach distance:
// _X 2014-11-25: I've maxed at 5.26 with a Survival client and 5.78 with a Creative client in my tests
double maxDist = m_Player->IsGameModeCreative() ? 5.78 : 5.26;
bool AreRealCoords = (dist <= maxDist);
cWorld * World = m_Player->GetWorld();
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if (
(a_BlockFace != BLOCK_FACE_NONE) && // The client is interacting with a specific block
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IsValidBlock(a_HeldItem.m_ItemType) &&
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!AreRealCoords
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)
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
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if ((a_BlockX != -1) && (a_BlockY >= 0) && (a_BlockZ != -1))
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{
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World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
if (a_BlockY < cChunkDef::Height - 1)
{
World->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player); // 2 block high things
}
if (a_BlockY > 0)
{
World->SendBlockTo(a_BlockX, a_BlockY - 1, a_BlockZ, m_Player); // 2 block high things
}
}
m_Player->GetInventory().SendEquippedSlot();
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return;
}
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if (!AreRealCoords)
{
a_BlockFace = BLOCK_FACE_NONE;
}
cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
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if (m_Player->IsFrozen() || PlgMgr->CallHookPlayerRightClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
{
// A plugin doesn't agree with the action, replace the block on the client and quit:
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if (AreRealCoords)
{
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cChunkInterface ChunkInterface(World->GetChunkMap());
BLOCKTYPE BlockType = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
cBlockHandler * BlockHandler = cBlockInfo::GetHandler(BlockType);
BlockHandler->OnCancelRightClick(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
if (a_BlockFace != BLOCK_FACE_NONE)
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
if (a_BlockY < cChunkDef::Height - 1)
{
World->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player); // 2 block high things
}
if (a_BlockY > 1)
{
World->SendBlockTo(a_BlockX, a_BlockY - 1, a_BlockZ, m_Player); // 2 block high things
}
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m_Player->GetInventory().SendEquippedSlot();
}
}
return;
}
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m_NumBlockChangeInteractionsThisTick++;
if (!CheckBlockInteractionsRate())
{
Kick("Too many blocks were placed / interacted with per unit time - hacked client?");
return;
}
const cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
if ((Equipped.m_ItemType != a_HeldItem.m_ItemType) && (a_HeldItem.m_ItemType != -1))
{
// Only compare ItemType, not meta (torches have different metas)
// The -1 check is there because sometimes the client sends -1 instead of the held item
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// Ref.: https://forum.cuberite.org/thread-549-post-4502.html#pid4502
LOGWARN("Player %s tried to place a block that was not equipped (exp %d, got %d)",
m_Username.c_str(), Equipped.m_ItemType, a_HeldItem.m_ItemType
);
// Let's send the current world block to the client, so that it can immediately "let the user know" that they haven't placed the block
if (a_BlockFace != BLOCK_FACE_NONE)
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
}
return;
}
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if (AreRealCoords)
{
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BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
cBlockHandler * BlockHandler = cBlockInfo::GetHandler(BlockType);
if (BlockHandler->IsUseable() && !m_Player->IsCrouched())
{
if (!PlgMgr->CallHookPlayerUsingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
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{
cChunkInterface ChunkInterface(World->GetChunkMap());
if (BlockHandler->OnUse(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
{
// block use was successful, we're done
PlgMgr->CallHookPlayerUsedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta);
return;
}
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}
}
}
short EquippedDamage = Equipped.m_ItemDamage;
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemType);
if (ItemHandler->IsPlaceable() && (a_BlockFace != BLOCK_FACE_NONE))
{
if (!ItemHandler->OnPlayerPlace(*World, *m_Player, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
{
// Placement failed, bail out
return;
}
}
else if ((ItemHandler->IsFood() || ItemHandler->IsDrinkable(EquippedDamage)))
{
if (
(m_Player->IsSatiated() || m_Player->IsGameModeCreative()) && // Only creative or hungry players can eat
ItemHandler->IsFood() &&
(Equipped.m_ItemType != E_ITEM_GOLDEN_APPLE) // Golden apple is a special case, it is used instead of eaten
)
{
// The player is satiated or in creative, and trying to eat
return;
}
m_Player->StartEating();
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if (m_Player->IsFrozen() || PlgMgr->CallHookPlayerEating(*m_Player))
{
// A plugin won't let us eat, abort (send the proper packets to the client, too):
m_Player->AbortEating();
}
}
else
{
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if (m_Player->IsFrozen() || PlgMgr->CallHookPlayerUsingItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
{
// A plugin doesn't agree with using the item, abort
return;
}
cBlockInServerPluginInterface PluginInterface(*World);
ItemHandler->OnItemUse(World, m_Player, PluginInterface, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
PlgMgr->CallHookPlayerUsedItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ);
}
}
void cClientHandle::HandleChat(const AString & a_Message)
{
// We no longer need to postpone message processing, because the messages already arrive in the Tick thread
// If a command, perform it:
AString Message(a_Message);
if (cRoot::Get()->GetServer()->Command(*this, Message))
{
return;
}
// Not a command, broadcast as a message:
cCompositeChat Msg;
AString Color = m_Player->GetColor();
if (Color.length() == 3)
{
Color = AString("@") + Color[2];
}
else
{
Color.clear();
}
Msg.AddTextPart(AString("<") + m_Player->GetName() + "> ", Color);
Msg.ParseText(Message);
Msg.UnderlineUrls();
cRoot::Get()->BroadcastChat(Msg);
}
void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
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if ((m_Player == nullptr) || (m_State != csPlaying))
{
return;
}
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m_Player->SetYaw (a_Rotation);
m_Player->SetHeadYaw (a_Rotation);
m_Player->SetPitch (a_Pitch);
m_Player->SetTouchGround(a_IsOnGround);
}
void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
HandlePlayerPos(a_PosX, a_PosY, a_PosZ, a_Stance, a_IsOnGround);
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HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
}
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void cClientHandle::HandleAnimation(int a_Animation)
{
if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation))
{
// Plugin disagrees, bail out
return;
}
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m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, static_cast<char>(a_Animation), this);
}
void cClientHandle::HandleSlotSelected(Int16 a_SlotNum)
{
m_Player->GetInventory().SetEquippedSlotNum(a_SlotNum);
m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this);
}
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void cClientHandle::HandleSteerVehicle(float a_Forward, float a_Sideways)
{
m_Player->SteerVehicle(a_Forward, a_Sideways);
}
void cClientHandle::HandleWindowClose(UInt8 a_WindowID)
{
m_Player->CloseWindowIfID(static_cast<char>(a_WindowID));
}
void cClientHandle::HandleWindowClick(UInt8 a_WindowID, Int16 a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem)
{
LOGD("WindowClick: WinID %d, SlotNum %d, action: %s, Item %s x %d",
a_WindowID, a_SlotNum, ClickActionToString(a_ClickAction),
ItemToString(a_HeldItem).c_str(), a_HeldItem.m_ItemCount
);
cWindow * Window = m_Player->GetWindow();
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if (Window == nullptr)
{
LOGWARNING("Player \"%s\" clicked in a non-existent window. Ignoring", m_Username.c_str());
return;
}
Window->Clicked(*m_Player, a_WindowID, a_SlotNum, a_ClickAction, a_HeldItem);
}
void cClientHandle::HandleUpdateSign(
int a_BlockX, int a_BlockY, int a_BlockZ,
const AString & a_Line1, const AString & a_Line2,
const AString & a_Line3, const AString & a_Line4
)
{
if (m_LastPlacedSign.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
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{
m_LastPlacedSign.Set(0, -1, 0);
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m_Player->GetWorld()->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, m_Player);
}
}
void cClientHandle::HandleUseEntity(UInt32 a_TargetEntityID, bool a_IsLeftClick)
{
// TODO: Let plugins interfere via a hook
// If it is a right click, call the entity's OnRightClicked() handler:
if (!a_IsLeftClick)
{
class cRclkEntity : public cEntityCallback
{
cPlayer & m_Player;
virtual bool Item(cEntity * a_Entity) override
{
if (cPluginManager::Get()->CallHookPlayerRightClickingEntity(m_Player, *a_Entity))
{
return false;
}
a_Entity->OnRightClicked(m_Player);
return false;
}
public:
cRclkEntity(cPlayer & a_Player) : m_Player(a_Player) {}
} Callback (*m_Player);
cWorld * World = m_Player->GetWorld();
World->DoWithEntityByID(a_TargetEntityID, Callback);
return;
}
// If it is a left click, attack the entity:
class cDamageEntity : public cEntityCallback
{
public:
cPlayer * m_Me;
cDamageEntity(cPlayer * a_Player) :
m_Me(a_Player)
{
}
virtual bool Item(cEntity * a_Entity) override
{
if (!a_Entity->GetWorld()->IsPVPEnabled())
{
// PVP is disabled, disallow players hurting other players:
if (a_Entity->IsPlayer())
{
// Player is hurting another player which is not allowed when PVP is disabled so ignore it
return true;
}
}
a_Entity->TakeDamage(*m_Me);
m_Me->AddFoodExhaustion(0.3);
if (a_Entity->IsPawn())
{
m_Me->NotifyNearbyWolves(static_cast<cPawn*>(a_Entity), true);
}
return true;
}
} Callback(m_Player);
cWorld * World = m_Player->GetWorld();
World->DoWithEntityByID(a_TargetEntityID, Callback);
}
void cClientHandle::HandleRespawn(void)
{
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if (m_Player == nullptr)
{
Destroy();
return;
}
m_Player->Respawn();
cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
}
void cClientHandle::HandleKeepAlive(UInt32 a_KeepAliveID)
{
if (a_KeepAliveID == m_PingID)
{
m_Ping = std::chrono::steady_clock::now() - m_PingStartTime;
}
}
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bool cClientHandle::CheckMultiLogin(const AString & a_Username)
{
// If the multilogin is allowed, skip this check entirely:
if ((cRoot::Get()->GetServer()->DoesAllowMultiLogin()))
{
return true;
}
// Check if the player is waiting to be transferred to the World.
if (cRoot::Get()->GetServer()->IsPlayerInQueue(a_Username))
{
Kick("A player of the username is already logged in");
return false;
}
class cCallback :
public cPlayerListCallback
{
virtual bool Item(cPlayer * a_Player) override
{
return true;
}
} Callback;
// Check if the player is in any World.
if (cRoot::Get()->DoWithPlayer(a_Username, Callback))
{
Kick("A player of the username is already logged in");
return false;
}
return true;
}
bool cClientHandle::HandleHandshake(const AString & a_Username)
{
if (a_Username.length() > 16)
{
Kick("Your username is too long(>16 characters)");
return false;
}
if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(*this, a_Username))
{
if (cRoot::Get()->GetServer()->GetNumPlayers() >= cRoot::Get()->GetServer()->GetMaxPlayers())
{
Kick("The server is currently full :(-- Try again later");
return false;
}
}
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return CheckMultiLogin(a_Username);
}
void cClientHandle::HandleEntityCrouch(UInt32 a_EntityID, bool a_IsCrouching)
{
if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
}
m_Player->SetCrouch(a_IsCrouching);
}
void cClientHandle::HandleEntityLeaveBed(UInt32 a_EntityID)
{
if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
}
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cChunkInterface Interface(GetPlayer()->GetWorld()->GetChunkMap());
cBlockBedHandler::SetBedOccupationState(Interface, GetPlayer()->GetLastBedPos(), false);
GetPlayer()->SetIsInBed(false);
}
void cClientHandle::HandleEntitySprinting(UInt32 a_EntityID, bool a_IsSprinting)
{
if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
}
m_Player->SetSprint(a_IsSprinting);
}
void cClientHandle::HandleUnmount(void)
{
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if (m_Player == nullptr)
{
return;
}
m_Player->Detach();
}
void cClientHandle::HandleTabCompletion(const AString & a_Text)
{
AStringVector Results;
// Get player name completions.
if (cRoot::Get()->GetServer()->ShouldAllowMultiWorldTabCompletion())
{
Results = cRoot::Get()->GetPlayerTabCompletionMultiWorld(a_Text);
}
else
{
m_Player->GetWorld()->TabCompleteUserName(a_Text, Results);
}
// Get command completions.
cRoot::Get()->GetPluginManager()->TabCompleteCommand(a_Text, Results, m_Player);
if (Results.empty())
{
return;
}
// Sort and send results.
std::sort(Results.begin(), Results.end());
SendTabCompletionResults(Results);
}
void cClientHandle::SendData(const char * a_Data, size_t a_Size)
{
if (m_HasSentDC)
{
// This could crash the client, because they've already unloaded the world etc., and suddenly a wild packet appears (#31)
return;
}
cCSLock Lock(m_CSOutgoingData);
m_OutgoingData.append(a_Data, a_Size);
}
void cClientHandle::RemoveFromWorld(void)
{
// Remove all associated chunks:
decltype(m_LoadedChunks) Chunks;
{
cCSLock Lock(m_CSChunkLists);
std::swap(Chunks, m_LoadedChunks);
m_ChunksToSend.clear();
}
for (auto && Chunk : Chunks)
{
m_Protocol->SendUnloadChunk(Chunk.m_ChunkX, Chunk.m_ChunkZ);
} // for itr - Chunks[]
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// Here, we set last streamed values to bogus ones so everything is resent
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
}
void cClientHandle::InvalidateCachedSentChunk()
{
ASSERT(m_Player != nullptr);
// Sets this to a junk value different from the player's current chunk, which invalidates it and
// ensures its value will not be used.
m_CachedSentChunk = cChunkCoords(m_Player->GetChunkX() + 500, m_Player->GetChunkZ());
}
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bool cClientHandle::IsPlayerChunkSent()
{
return m_HasSentPlayerChunk;
}
bool cClientHandle::CheckBlockInteractionsRate(void)
{
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ASSERT(m_Player != nullptr);
ASSERT(m_Player->GetWorld() != nullptr);
if (m_NumBlockChangeInteractionsThisTick > MAX_BLOCK_CHANGE_INTERACTIONS)
{
return false;
}
return true;
}
void cClientHandle::Tick(float a_Dt)
{
// Process received network data:
AString IncomingData;
{
cCSLock Lock(m_CSIncomingData);
std::swap(IncomingData, m_IncomingData);
}
if (!IncomingData.empty())
{
m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
}
// Send any queued outgoing data:
AString OutgoingData;
{
cCSLock Lock(m_CSOutgoingData);
std::swap(OutgoingData, m_OutgoingData);
}
if (!OutgoingData.empty())
{
cTCPLinkPtr Link(m_Link); // Grab a copy of the link in a multithread-safe way
if ((Link != nullptr))
{
Link->Send(OutgoingData.data(), OutgoingData.size());
}
}
m_TicksSinceLastPacket += 1;
if (m_TicksSinceLastPacket > 600) // 30 seconds time-out
{
SendDisconnect("Nooooo!! You timed out! D: Come back!");
return;
}
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if (m_Player == nullptr)
{
return;
}
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// Freeze the player if it is standing on a chunk not yet sent to the client
2016-04-05 04:45:09 -04:00
m_HasSentPlayerChunk = false;
if (m_Player->GetParentChunk() != nullptr)
{
// If the chunk is invalid, do not bother checking if it's sent to the client, it is definitely not
if (m_Player->GetParentChunk()->IsValid())
{
// Before iterating m_SentChunks, see if the player's coords equal m_CachedSentChunk
// If so, the chunk has been sent to the client. This is an optimization that saves an iteration of m_SentChunks.
if (cChunkCoords(m_Player->GetChunkX(), m_Player->GetChunkZ()) == m_CachedSentChunk)
{
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m_HasSentPlayerChunk = true;
}
else
{
// This block is entered only when the player moves to a new chunk, invalidating the cached coords.
// Otherwise the cached coords are used.
cCSLock Lock(m_CSChunkLists);
auto itr = std::find(m_SentChunks.begin(), m_SentChunks.end(), cChunkCoords(m_Player->GetChunkX(), m_Player->GetChunkZ()));
if (itr != m_SentChunks.end())
{
m_CachedSentChunk = *itr;
2016-04-05 04:45:09 -04:00
m_HasSentPlayerChunk = true;
}
}
}
}
// If the chunk the player's in was just sent, spawn the player:
if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld))
{
m_Protocol->SendPlayerMoveLook();
m_State = csPlaying;
}
// Send a ping packet:
if (m_State == csPlaying)
{
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if ((m_PingStartTime + PING_TIME_MS <= std::chrono::steady_clock::now()))
{
m_PingID++;
m_PingStartTime = std::chrono::steady_clock::now();
m_Protocol->SendKeepAlive(m_PingID);
}
}
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if ((m_State >= csAuthenticated) && (m_State < csDestroying))
{
// Stream 4 chunks per tick
for (int i = 0; i < 4; i++)
{
// Stream the next chunk
if (StreamNextChunk())
{
// Streaming finished. All chunks are loaded.
break;
}
}
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// Unload all chunks that are out of the view distance (every 5 seconds)
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if ((m_Player->GetWorld()->GetWorldAge() % 100) == 0)
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{
UnloadOutOfRangeChunks();
}
}
// Handle block break animation:
if (m_BlockDigAnimStage > -1)
{
int lastAnimVal = m_BlockDigAnimStage;
m_BlockDigAnimStage += static_cast<int>(m_BlockDigAnimSpeed * a_Dt);
if (m_BlockDigAnimStage > 9000)
{
m_BlockDigAnimStage = 9000;
}
if (m_BlockDigAnimStage / 1000 != lastAnimVal / 1000)
{
m_Player->GetWorld()->BroadcastBlockBreakAnimation(static_cast<UInt32>(m_UniqueID), m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, static_cast<char>(m_BlockDigAnimStage / 1000), this);
}
}
// Reset explosion & block change counters:
m_NumExplosionsThisTick = 0;
m_NumBlockChangeInteractionsThisTick = 0;
}
void cClientHandle::ServerTick(float a_Dt)
{
// Process received network data:
AString IncomingData;
{
cCSLock Lock(m_CSIncomingData);
std::swap(IncomingData, m_IncomingData);
}
if (!IncomingData.empty())
{
m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
}
// Send any queued outgoing data:
AString OutgoingData;
{
cCSLock Lock(m_CSOutgoingData);
std::swap(OutgoingData, m_OutgoingData);
}
if ((m_Link != nullptr) && !OutgoingData.empty())
{
m_Link->Send(OutgoingData.data(), OutgoingData.size());
}
if (m_State == csAuthenticated)
{
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StreamNextChunk();
// Remove the client handle from the server, it will be ticked from its cPlayer object from now on
cRoot::Get()->GetServer()->ClientMovedToWorld(this);
// Add the player to the world (start ticking from there):
m_State = csDownloadingWorld;
m_Player->Initialize(*(m_Player->GetWorld()));
return;
}
m_TicksSinceLastPacket += 1;
if (m_TicksSinceLastPacket > 600) // 30 seconds
{
SendDisconnect("Nooooo!! You timed out! D: Come back!");
}
}
1.9 / 1.9.2 / 1.9.3 / 1.9.4 protocol support (#3135) * Semistable update to 15w31a I'm going through snapshots in a sequential order since it should make things easier, and since protocol version history is written. * Update to 15w34b protocol Also, fix an issue with the Entity Equipment packet from the past version. Clients are able to connect and do stuff! * Partially update to 15w35e Chunk data doesn't work, but the client joins. I'm waiting to do chunk data because chunk data has an incomplete format until 15w36d. * Add '/blk' debug command This command lets one see what block they are looking at, and makes figuring out what's supposed to be where in a highly broken chunk possible. * Fix CRLF normalization in CheckBasicStyle.lua Normally, this doesn't cause an issue, but when running from cygwin, it detects the CR as whitespace and creates thousands of violations for every single line. Lua, when run on windows, will normalize automatically, but when run via cygwin, it won't. The bug was simply that gsub was returning a replaced version, but not changing the parameter, so the replaced version was ignored. * Update to 15w40b This includes chunk serialization. Fully functional chunk serialization for 1.9. I'm not completely happy with the chunk serialization as-is (correct use of palettes would be great), but cuberite also doesn't skip sending empty chunks so this performance optimization should probably come later. The creation of a full buffer is suboptimal, but it's the easiest way to implement this code. * Write long-by-long rather than creating a buffer This is a bit faster and should be equivalent. However, the code still doesn't look too good. * Update to 15w41a protocol This includes the new set passengers packet, which works off of the ridden entity, not the rider. That means, among other things, that information about the previously ridden vehicle is needed when detaching. So a new method with that info was added. * Update to 15w45a * 15w51b protocol * Update to 1.9.0 protocol Closes #3067. There are still a few things that need to be worked out (picking up items, effects, particles, and most importantly inventory), but in general this should work. I'll make a few more changes tomorrow to get the rest of the protocol set up, along with 1.9.1/1.9.2 (which did make a few changes). Chunks, however, _are_ working, along with most other parts of the game (placing/breaking blocks). * Fix item pickup packet not working That was a silly mistake, but at least it was an easy one. * 1.9.2 protocol support * Fix version info found in server list ping Thus, the client reports that it can connect rather than saying that the server is out of date. This required creating separate classes for 1.9.1 and 1.9.2, unfortunately. * Fix build errors generated by clang These didn't happen in MSVC. * Add protocol19x.cpp and protocol19x.h to CMakeLists * Ignore warnings in protocol19x that are ignored in protocol18x * Document BLOCK_FACE and DIG_STATUS constants * Fix BLOCK_FACE links and add separate section for DIG_STATUS * Fix bat animation and object spawning The causes of both of these are explained in #3135, but the gist is that both were typos. * Implement Use Item packet This means that buckets, bows, fishing rods, and several other similar items now work when not looking at a block. * Handle DIG_STATUS_SWAP_ITEM_IN_HAND * Add support for spawn eggs and potions The items are transformed from the 1.9 version to the 1.8 version when reading and transformed back when sending. * Remove spammy potion debug logging * Fix wolf collar color metadata The wrong type was being used, causing several clientside issues (including the screen going black). * Fix 1.9 chunk sending in the nether The nether and the end don't send skylight. * Fix clang build errors * Fix water bottles becoming mundane potions This happened because the can become splash potion bit got set incorrectly. Water bottles and mundane potions are only differentiated by the fact that water bottles have a metadata of 0, so setting that bit made it a mundane potion. Also add missing break statements to the read item NBT switch, which would otherwise break items with custom names and also cause incorrect "Unimplemented NBT data when parsing!" logging. * Copy Protocol18x as Protocol19x Aditionally, method and class names have been swapped to clean up other diffs. This commit is only added to make the following diffs more readable; it doesn't make any other changes (beyond class names). * Make thrown potions use the correct appearence This was caused by potions now using metadata. * Add missing api doc for cSplashPotionEntity::GetItem * Fix compile error in SplashPotionEntity.cpp * Fix fix of cSplashPotionEntity API doc * Temporarilly disable fall damage particles These were causing issues in 1.9 due to the changed effect ID. * Properly send a kick packet when connecting with an invalid version This means that the client no longer waits on the server screen with no indication whatsoever. However, right now the server list ping isn't implemented for unknown versions, so it'll only load "Old" on the ping. I also added a GetVarIntSize method to cByteBuffer. This helps clean up part of the code here (and I think it could clean up other parts), but it may make sense for it to be moved elsewhere (or declared in a different way). * Handle server list pings from unrecognized versions This isn't the cleanest way of writing it (it feels odd to use ProtocolRecognizer to send packets, and the addition of m_InPingForUnrecognizedVersion feels like the wrong technique), but it works and I can't think of a better way (apart from creating a full separate protocol class to handle only the ping... which would be worse). * Use cPacketizer for the disconnect packet This also should fix clang build errors. * Add 1.9.3 / 1.9.4 support * Fix incorrect indentation in APIDesc
2016-05-14 15:12:42 -04:00
void cClientHandle::SendAttachEntity(const cEntity & a_Entity, const cEntity & a_Vehicle)
{
m_Protocol->SendAttachEntity(a_Entity, a_Vehicle);
}
void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType)
{
m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType);
}
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void cClientHandle::SendBlockBreakAnim(UInt32 a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage)
{
m_Protocol->SendBlockBreakAnim(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage);
}
void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
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int ChunkX, ChunkZ = 0;
cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ);
cChunkCoords ChunkCoords = cChunkCoords(ChunkX, ChunkZ);
// Do not send block changes in chunks that weren't sent to the client yet:
cCSLock Lock(m_CSChunkLists);
if (std::find(m_SentChunks.begin(), m_SentChunks.end(), ChunkCoords) != m_SentChunks.end())
{
Lock.Unlock();
m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
}
}
void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
{
ASSERT(!a_Changes.empty()); // We don't want to be sending empty change packets!
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// Do not send block changes in chunks that weren't sent to the client yet:
cChunkCoords ChunkCoords = cChunkCoords(a_ChunkX, a_ChunkZ);
cCSLock Lock(m_CSChunkLists);
if (std::find(m_SentChunks.begin(), m_SentChunks.end(), ChunkCoords) != m_SentChunks.end())
{
Lock.Unlock();
m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
}
}
void cClientHandle::SendChat(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData)
{
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cWorld * World = GetPlayer()->GetWorld();
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if (World == nullptr)
{
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World = cRoot::Get()->GetWorld(GetPlayer()->GetLoadedWorldName());
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if (World == nullptr)
{
World = cRoot::Get()->GetDefaultWorld();
}
}
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bool ShouldUsePrefixes = World->ShouldUseChatPrefixes();
AString Message = FormatMessageType(ShouldUsePrefixes, a_ChatPrefix, a_AdditionalData);
m_Protocol->SendChat(Message.append(a_Message), ctChatBox, ShouldUsePrefixes);
}
void cClientHandle::SendChat(const cCompositeChat & a_Message)
{
cWorld * World = GetPlayer()->GetWorld();
if (World == nullptr)
{
World = cRoot::Get()->GetWorld(GetPlayer()->GetLoadedWorldName());
if (World == nullptr)
{
World = cRoot::Get()->GetDefaultWorld();
}
}
bool ShouldUsePrefixes = World->ShouldUseChatPrefixes();
m_Protocol->SendChat(a_Message, ctChatBox, ShouldUsePrefixes);
}
void cClientHandle::SendChatAboveActionBar(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData)
{
cWorld * World = GetPlayer()->GetWorld();
if (World == nullptr)
{
World = cRoot::Get()->GetWorld(GetPlayer()->GetLoadedWorldName());
if (World == nullptr)
{
World = cRoot::Get()->GetDefaultWorld();
}
}
AString Message = FormatMessageType(World->ShouldUseChatPrefixes(), a_ChatPrefix, a_AdditionalData);
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m_Protocol->SendChat(Message.append(a_Message), ctAboveActionBar);
}
void cClientHandle::SendChatAboveActionBar(const cCompositeChat & a_Message)
{
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m_Protocol->SendChat(a_Message, ctAboveActionBar, GetPlayer()->GetWorld()->ShouldUseChatPrefixes());
}
void cClientHandle::SendChatSystem(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData)
{
cWorld * World = GetPlayer()->GetWorld();
if (World == nullptr)
{
World = cRoot::Get()->GetWorld(GetPlayer()->GetLoadedWorldName());
if (World == nullptr)
{
World = cRoot::Get()->GetDefaultWorld();
}
}
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auto ShouldUsePrefixes = World->ShouldUseChatPrefixes();
AString Message = FormatMessageType(ShouldUsePrefixes, a_ChatPrefix, a_AdditionalData);
m_Protocol->SendChat(Message.append(a_Message), ctSystem, ShouldUsePrefixes);
}
void cClientHandle::SendChatSystem(const cCompositeChat & a_Message)
{
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m_Protocol->SendChat(a_Message, ctSystem, GetPlayer()->GetWorld()->ShouldUseChatPrefixes());
}
void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
{
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ASSERT(m_Player != nullptr);
// Check chunks being sent, erase them from m_ChunksToSend:
bool Found = false;
{
cCSLock Lock(m_CSChunkLists);
auto itr = m_ChunksToSend.find(cChunkCoords{a_ChunkX, a_ChunkZ});
if (itr != m_ChunksToSend.end())
{
m_ChunksToSend.erase(itr);
Found = true;
}
}
if (!Found)
{
// This just sometimes happens. If you have a reliably replicatable situation for this, go ahead and fix it
// It's not a big issue anyway, just means that some chunks may be compressed several times
// LOGD("Refusing to send chunk [%d, %d] to client \"%s\" at [%d, %d].", ChunkX, ChunkZ, m_Username.c_str(), m_Player->GetChunkX(), m_Player->GetChunkZ());
return;
}
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if (m_Protocol == nullptr)
{
// TODO (#2588): investigate if and why this occurs
return;
}
m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer);
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// Add the chunk to the list of chunks sent to the player:
{
cCSLock Lock(m_CSChunkLists);
m_SentChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ));
}
}
void cClientHandle::SendCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player)
{
m_Protocol->SendCollectEntity(a_Entity, a_Player);
}
void cClientHandle::SendDestroyEntity(const cEntity & a_Entity)
{
m_Protocol->SendDestroyEntity(a_Entity);
}
1.9 / 1.9.2 / 1.9.3 / 1.9.4 protocol support (#3135) * Semistable update to 15w31a I'm going through snapshots in a sequential order since it should make things easier, and since protocol version history is written. * Update to 15w34b protocol Also, fix an issue with the Entity Equipment packet from the past version. Clients are able to connect and do stuff! * Partially update to 15w35e Chunk data doesn't work, but the client joins. I'm waiting to do chunk data because chunk data has an incomplete format until 15w36d. * Add '/blk' debug command This command lets one see what block they are looking at, and makes figuring out what's supposed to be where in a highly broken chunk possible. * Fix CRLF normalization in CheckBasicStyle.lua Normally, this doesn't cause an issue, but when running from cygwin, it detects the CR as whitespace and creates thousands of violations for every single line. Lua, when run on windows, will normalize automatically, but when run via cygwin, it won't. The bug was simply that gsub was returning a replaced version, but not changing the parameter, so the replaced version was ignored. * Update to 15w40b This includes chunk serialization. Fully functional chunk serialization for 1.9. I'm not completely happy with the chunk serialization as-is (correct use of palettes would be great), but cuberite also doesn't skip sending empty chunks so this performance optimization should probably come later. The creation of a full buffer is suboptimal, but it's the easiest way to implement this code. * Write long-by-long rather than creating a buffer This is a bit faster and should be equivalent. However, the code still doesn't look too good. * Update to 15w41a protocol This includes the new set passengers packet, which works off of the ridden entity, not the rider. That means, among other things, that information about the previously ridden vehicle is needed when detaching. So a new method with that info was added. * Update to 15w45a * 15w51b protocol * Update to 1.9.0 protocol Closes #3067. There are still a few things that need to be worked out (picking up items, effects, particles, and most importantly inventory), but in general this should work. I'll make a few more changes tomorrow to get the rest of the protocol set up, along with 1.9.1/1.9.2 (which did make a few changes). Chunks, however, _are_ working, along with most other parts of the game (placing/breaking blocks). * Fix item pickup packet not working That was a silly mistake, but at least it was an easy one. * 1.9.2 protocol support * Fix version info found in server list ping Thus, the client reports that it can connect rather than saying that the server is out of date. This required creating separate classes for 1.9.1 and 1.9.2, unfortunately. * Fix build errors generated by clang These didn't happen in MSVC. * Add protocol19x.cpp and protocol19x.h to CMakeLists * Ignore warnings in protocol19x that are ignored in protocol18x * Document BLOCK_FACE and DIG_STATUS constants * Fix BLOCK_FACE links and add separate section for DIG_STATUS * Fix bat animation and object spawning The causes of both of these are explained in #3135, but the gist is that both were typos. * Implement Use Item packet This means that buckets, bows, fishing rods, and several other similar items now work when not looking at a block. * Handle DIG_STATUS_SWAP_ITEM_IN_HAND * Add support for spawn eggs and potions The items are transformed from the 1.9 version to the 1.8 version when reading and transformed back when sending. * Remove spammy potion debug logging * Fix wolf collar color metadata The wrong type was being used, causing several clientside issues (including the screen going black). * Fix 1.9 chunk sending in the nether The nether and the end don't send skylight. * Fix clang build errors * Fix water bottles becoming mundane potions This happened because the can become splash potion bit got set incorrectly. Water bottles and mundane potions are only differentiated by the fact that water bottles have a metadata of 0, so setting that bit made it a mundane potion. Also add missing break statements to the read item NBT switch, which would otherwise break items with custom names and also cause incorrect "Unimplemented NBT data when parsing!" logging. * Copy Protocol18x as Protocol19x Aditionally, method and class names have been swapped to clean up other diffs. This commit is only added to make the following diffs more readable; it doesn't make any other changes (beyond class names). * Make thrown potions use the correct appearence This was caused by potions now using metadata. * Add missing api doc for cSplashPotionEntity::GetItem * Fix compile error in SplashPotionEntity.cpp * Fix fix of cSplashPotionEntity API doc * Temporarilly disable fall damage particles These were causing issues in 1.9 due to the changed effect ID. * Properly send a kick packet when connecting with an invalid version This means that the client no longer waits on the server screen with no indication whatsoever. However, right now the server list ping isn't implemented for unknown versions, so it'll only load "Old" on the ping. I also added a GetVarIntSize method to cByteBuffer. This helps clean up part of the code here (and I think it could clean up other parts), but it may make sense for it to be moved elsewhere (or declared in a different way). * Handle server list pings from unrecognized versions This isn't the cleanest way of writing it (it feels odd to use ProtocolRecognizer to send packets, and the addition of m_InPingForUnrecognizedVersion feels like the wrong technique), but it works and I can't think of a better way (apart from creating a full separate protocol class to handle only the ping... which would be worse). * Use cPacketizer for the disconnect packet This also should fix clang build errors. * Add 1.9.3 / 1.9.4 support * Fix incorrect indentation in APIDesc
2016-05-14 15:12:42 -04:00
void cClientHandle::SendDetachEntity(const cEntity & a_Entity, const cEntity & a_PreviousVehicle)
{
m_Protocol->SendDetachEntity(a_Entity, a_PreviousVehicle);
}
void cClientHandle::SendDisconnect(const AString & a_Reason)
{
// Destruction (Destroy()) is called when the client disconnects, not when a disconnect packet (or anything else) is sent
// Otherwise, the cClientHandle instance is can be unexpectedly removed from the associated player - Core/#142
if (!m_HasSentDC)
{
LOGD("Sending a DC: \"%s\"", StripColorCodes(a_Reason).c_str());
m_Protocol->SendDisconnect(a_Reason);
m_HasSentDC = true;
}
}
void cClientHandle::SendEditSign(int a_BlockX, int a_BlockY, int a_BlockZ)
{
m_LastPlacedSign.Set(a_BlockX, a_BlockY, a_BlockZ);
m_Protocol->SendEditSign(a_BlockX, a_BlockY, a_BlockZ);
}
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void cClientHandle::SendEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration)
{
m_Protocol->SendEntityEffect(a_Entity, a_EffectID, a_Amplifier, a_Duration);
}
void cClientHandle::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item)
{
m_Protocol->SendEntityEquipment(a_Entity, a_SlotNum, a_Item);
}
void cClientHandle::SendEntityHeadLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntityHeadLook(a_Entity);
}
void cClientHandle::SendEntityLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntityLook(a_Entity);
}
void cClientHandle::SendEntityMetadata(const cEntity & a_Entity)
{
m_Protocol->SendEntityMetadata(a_Entity);
}
void cClientHandle::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ);
}
void cClientHandle::SendEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ);
}
void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status)
{
m_Protocol->SendEntityStatus(a_Entity, a_Status);
}
void cClientHandle::SendEntityVelocity(const cEntity & a_Entity)
{
m_Protocol->SendEntityVelocity(a_Entity);
}
void cClientHandle::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion)
{
if (m_NumExplosionsThisTick > MAX_EXPLOSIONS_PER_TICK)
{
LOGD("Dropped an explosion!");
return;
}
// Update the statistics:
m_NumExplosionsThisTick++;
m_Protocol->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_Radius, a_BlocksAffected, a_PlayerMotion);
}
void cClientHandle::SendGameMode(eGameMode a_GameMode)
{
m_Protocol->SendGameMode(a_GameMode);
}
void cClientHandle::SendHealth(void)
{
m_Protocol->SendHealth();
}
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void cClientHandle::SendHideTitle(void)
{
m_Protocol->SendHideTitle();
}
void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
{
m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item);
}
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void cClientHandle::SendMapData(const cMap & a_Map, int a_DataStartX, int a_DataStartY)
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{
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m_Protocol->SendMapData(a_Map, a_DataStartX, a_DataStartY);
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}
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void cClientHandle::SendParticleEffect(const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmount)
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{
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m_Protocol->SendParticleEffect(a_ParticleName, a_SrcX, a_SrcY, a_SrcZ, a_OffsetX, a_OffsetY, a_OffsetZ, a_ParticleData, a_ParticleAmount);
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}
void cClientHandle::SendParticleEffect(const AString & a_ParticleName, const Vector3f a_Src, const Vector3f a_Offset, float a_ParticleData, int a_ParticleAmount, std::array<int, 2> a_Data)
{
m_Protocol->SendParticleEffect(a_ParticleName, a_Src, a_Offset, a_ParticleData, a_ParticleAmount, a_Data);
}
void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
{
m_Protocol->SendPickupSpawn(a_Pickup);
}
void cClientHandle::SendPaintingSpawn(const cPainting & a_Painting)
{
m_Protocol->SendPaintingSpawn(a_Painting);
}
void cClientHandle::SendEntityAnimation(const cEntity & a_Entity, char a_Animation)
{
m_Protocol->SendEntityAnimation(a_Entity, a_Animation);
}
void cClientHandle::SendPlayerAbilities()
{
m_Protocol->SendPlayerAbilities();
}
void cClientHandle::SendPlayerListAddPlayer(const cPlayer & a_Player)
{
m_Protocol->SendPlayerListAddPlayer(a_Player);
}
void cClientHandle::SendPlayerListRemovePlayer(const cPlayer & a_Player)
{
m_Protocol->SendPlayerListRemovePlayer(a_Player);
}
void cClientHandle::SendPlayerListUpdateGameMode(const cPlayer & a_Player)
{
m_Protocol->SendPlayerListUpdateGameMode(a_Player);
}
void cClientHandle::SendPlayerListUpdatePing(const cPlayer & a_Player)
{
m_Protocol->SendPlayerListUpdatePing(a_Player);
}
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void cClientHandle::SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName)
{
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m_Protocol->SendPlayerListUpdateDisplayName(a_Player, a_CustomName);
}
void cClientHandle::SendPlayerMaxSpeed(void)
{
m_Protocol->SendPlayerMaxSpeed();
}
void cClientHandle::SendPlayerMoveLook(void)
{
/*
LOGD("Sending PlayerMoveLook: {%0.2f, %0.2f, %0.2f}, stance %0.2f, OnGround: %d",
m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ(), m_Player->GetStance(), m_Player->IsOnGround() ? 1 : 0
);
*/
m_Protocol->SendPlayerMoveLook();
}
void cClientHandle::SendPlayerPosition(void)
{
m_Protocol->SendPlayerPosition();
}
void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player)
{
if (a_Player.GetUniqueID() == m_Player->GetUniqueID())
{
// Do NOT send this packet to myself
return;
}
LOGD("Spawning player \"%s\" on client \"%s\" @ %s",
a_Player.GetName().c_str(), GetPlayer()->GetName().c_str(), GetIPString().c_str()
);
m_Protocol->SendPlayerSpawn(a_Player);
}
void cClientHandle::SendPluginMessage(const AString & a_Channel, const AString & a_Message)
{
m_Protocol->SendPluginMessage(a_Channel, a_Message);
}
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void cClientHandle::SendRemoveEntityEffect(const cEntity & a_Entity, int a_EffectID)
{
m_Protocol->SendRemoveEntityEffect(a_Entity, a_EffectID);
}
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void cClientHandle::SendResetTitle()
{
m_Protocol->SendResetTitle();
}
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void cClientHandle::SendRespawn(eDimension a_Dimension, bool a_ShouldIgnoreDimensionChecks)
{
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m_Protocol->SendRespawn(a_Dimension, a_ShouldIgnoreDimensionChecks);
}
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void cClientHandle::SendExperience(void)
{
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m_Protocol->SendExperience();
}
void cClientHandle::SendExperienceOrb(const cExpOrb & a_ExpOrb)
{
m_Protocol->SendExperienceOrb(a_ExpOrb);
}
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void cClientHandle::SendScoreboardObjective(const AString & a_Name, const AString & a_DisplayName, Byte a_Mode)
{
m_Protocol->SendScoreboardObjective(a_Name, a_DisplayName, a_Mode);
}
void cClientHandle::SendScoreUpdate(const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode)
{
m_Protocol->SendScoreUpdate(a_Objective, a_Player, a_Score, a_Mode);
}
void cClientHandle::SendDisplayObjective(const AString & a_Objective, cScoreboard::eDisplaySlot a_Display)
{
m_Protocol->SendDisplayObjective(a_Objective, a_Display);
}
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void cClientHandle::SendSetSubTitle(const cCompositeChat & a_SubTitle)
{
m_Protocol->SendSetSubTitle(a_SubTitle);
}
void cClientHandle::SendSetRawSubTitle(const AString & a_SubTitle)
{
m_Protocol->SendSetRawSubTitle(a_SubTitle);
}
void cClientHandle::SendSetTitle(const cCompositeChat & a_Title)
{
m_Protocol->SendSetTitle(a_Title);
}
void cClientHandle::SendSetRawTitle(const AString & a_Title)
{
m_Protocol->SendSetRawTitle(a_Title);
}
void cClientHandle::SendSoundEffect(const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch)
{
m_Protocol->SendSoundEffect(a_SoundName, a_X, a_Y, a_Z, a_Volume, a_Pitch);
}
void cClientHandle::SendSoundParticleEffect(const EffectID a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data)
{
m_Protocol->SendSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data);
}
void cClientHandle::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock)
{
m_Protocol->SendSpawnFallingBlock(a_FallingBlock);
}
void cClientHandle::SendSpawnMob(const cMonster & a_Mob)
{
m_Protocol->SendSpawnMob(a_Mob);
}
void cClientHandle::SendSpawnObject(const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch)
{
m_Protocol->SendSpawnObject(a_Entity, a_ObjectType, a_ObjectData, a_Yaw, a_Pitch);
}
void cClientHandle::SendSpawnVehicle(const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType) // VehicleSubType is specific to Minecarts
{
m_Protocol->SendSpawnVehicle(a_Vehicle, a_VehicleType, a_VehicleSubType);
}
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void cClientHandle::SendStatistics(const cStatManager & a_Manager)
{
m_Protocol->SendStatistics(a_Manager);
}
void cClientHandle::SendTabCompletionResults(const AStringVector & a_Results)
{
m_Protocol->SendTabCompletionResults(a_Results);
}
void cClientHandle::SendTeleportEntity(const cEntity & a_Entity)
{
m_Protocol->SendTeleportEntity(a_Entity);
}
void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
}
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void cClientHandle::SendTitleTimes(int a_FadeInTicks, int a_DisplayTicks, int a_FadeOutTicks)
{
m_Protocol->SendTitleTimes(a_FadeInTicks, a_DisplayTicks, a_FadeOutTicks);
}
void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_DoDaylightCycle)
{
m_Protocol->SendTimeUpdate(a_WorldAge, a_TimeOfDay, a_DoDaylightCycle);
}
void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{
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// Remove the chunk from the list of chunks sent to the client:
{
cCSLock Lock(m_CSChunkLists);
m_SentChunks.remove(cChunkCoords(a_ChunkX, a_ChunkZ));
}
m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
}
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void cClientHandle::SendUpdateBlockEntity(cBlockEntity & a_BlockEntity)
{
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m_Protocol->SendUpdateBlockEntity(a_BlockEntity);
}
void cClientHandle::SendUpdateSign(
int a_BlockX, int a_BlockY, int a_BlockZ,
const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4
)
{
m_Protocol->SendUpdateSign(
a_BlockX, a_BlockY, a_BlockZ,
a_Line1, a_Line2, a_Line3, a_Line4
);
}
void cClientHandle::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ)
{
m_Protocol->SendUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ);
}
void cClientHandle::SendWeather(eWeather a_Weather)
{
m_Protocol->SendWeather(a_Weather);
}
void cClientHandle::SendWholeInventory(const cWindow & a_Window)
{
m_Protocol->SendWholeInventory(a_Window);
}
void cClientHandle::SendWindowClose(const cWindow & a_Window)
{
m_Protocol->SendWindowClose(a_Window);
}
void cClientHandle::SendWindowOpen(const cWindow & a_Window)
{
m_Protocol->SendWindowOpen(a_Window);
}
void cClientHandle::SendWindowProperty(const cWindow & a_Window, short a_Property, short a_Value)
{
m_Protocol->SendWindowProperty(a_Window, a_Property, a_Value);
}
const AString & cClientHandle::GetUsername(void) const
{
return m_Username;
}
void cClientHandle::SetUsername( const AString & a_Username)
{
m_Username = a_Username;
}
void cClientHandle::SetViewDistance(int a_ViewDistance)
{
m_RequestedViewDistance = a_ViewDistance;
LOGD("%s is requesting ViewDistance of %d!", GetUsername().c_str(), m_RequestedViewDistance);
// Set the current view distance based on the requested VD and world max VD:
cWorld * world = m_Player->GetWorld();
if (world != nullptr)
{
m_CurrentViewDistance = Clamp(a_ViewDistance, cClientHandle::MIN_VIEW_DISTANCE, world->GetMaxViewDistance());
}
}
bool cClientHandle::HasPluginChannel(const AString & a_PluginChannel)
{
return (m_PluginChannels.find(a_PluginChannel) != m_PluginChannels.end());
}
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bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkZ)
{
if (m_State >= csDestroying)
{
return false;
}
cCSLock Lock(m_CSChunkLists);
return m_ChunksToSend.find(cChunkCoords(a_ChunkX, a_ChunkZ)) != m_ChunksToSend.end();
}
void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ)
{
if (m_State >= csDestroying)
{
return;
}
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LOGD("Adding chunk [%d, %d] to wanted chunks for client %p", a_ChunkX, a_ChunkZ, static_cast<void *>(this));
cCSLock Lock(m_CSChunkLists);
if (m_ChunksToSend.find(cChunkCoords(a_ChunkX, a_ChunkZ)) == m_ChunksToSend.end())
{
m_ChunksToSend.emplace(a_ChunkX, a_ChunkZ);
}
}
void cClientHandle::PacketBufferFull(void)
{
// Too much data in the incoming queue, the server is probably too busy, kick the client:
LOGERROR("Too much data in queue for client \"%s\" @ %s, kicking them.", m_Username.c_str(), m_IPString.c_str());
SendDisconnect("Server busy");
}
void cClientHandle::PacketUnknown(UInt32 a_PacketType)
{
LOGERROR("Unknown packet type 0x%x from client \"%s\" @ %s", a_PacketType, m_Username.c_str(), m_IPString.c_str());
AString Reason;
Printf(Reason, "Unknown [C->S] PacketType: 0x%x", a_PacketType);
SendDisconnect(Reason);
}
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void cClientHandle::PacketError(UInt32 a_PacketType)
{
LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", a_PacketType, m_Username.c_str());
SendDisconnect("Protocol error");
}
void cClientHandle::SocketClosed(void)
{
// The socket has been closed for any reason
if (!m_Username.empty()) // Ignore client pings
{
LOGD("Client %s @ %s disconnected", m_Username.c_str(), m_IPString.c_str());
cRoot::Get()->GetPluginManager()->CallHookDisconnect(*this, "Player disconnected");
}
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if (m_Player != nullptr)
{
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m_Player->GetWorld()->QueueTask([this](cWorld & World)
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{
UNUSED(World);
Destroy();
});
}
else
{
Destroy();
}
}
void cClientHandle::SetSelf(cClientHandlePtr a_Self)
{
ASSERT(m_Self == nullptr);
m_Self = a_Self;
}
void cClientHandle::OnLinkCreated(cTCPLinkPtr a_Link)
{
m_Link = a_Link;
}
void cClientHandle::OnReceivedData(const char * a_Data, size_t a_Length)
{
// Reset the timeout:
m_TicksSinceLastPacket = 0;
// Queue the incoming data to be processed in the tick thread:
cCSLock Lock(m_CSIncomingData);
m_IncomingData.append(a_Data, a_Length);
}
void cClientHandle::OnRemoteClosed(void)
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{
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{
cCSLock Lock(m_CSOutgoingData);
m_Link.reset();
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}
SocketClosed();
}
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void cClientHandle::OnError(int a_ErrorCode, const AString & a_ErrorMsg)
{
LOGD("An error has occurred on client link for %s @ %s: %d (%s). Client disconnected.",
m_Username.c_str(), m_IPString.c_str(), a_ErrorCode, a_ErrorMsg.c_str()
);
{
cCSLock Lock(m_CSOutgoingData);
m_Link.reset();
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}
SocketClosed();
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}