cSocket doesn't use cPackets.
git-svn-id: http://mc-server.googlecode.com/svn/trunk@790 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -1,6 +1,6 @@
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/*
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** Lua binding: AllToLua
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** Generated automatically by tolua++-1.0.92 on 08/24/12 10:55:13.
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** Generated automatically by tolua++-1.0.92 on 08/25/12 23:57:06.
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*/
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#ifndef __cplusplus
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@ -12264,14 +12264,14 @@ static int tolua_AllToLua_cWorld_CastThunderbolt00(lua_State* tolua_S)
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#endif
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{
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cWorld* self = (cWorld*) tolua_tousertype(tolua_S,1,0);
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int a_X = ((int) tolua_tonumber(tolua_S,2,0));
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int a_Y = ((int) tolua_tonumber(tolua_S,3,0));
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int a_Z = ((int) tolua_tonumber(tolua_S,4,0));
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int a_BlockX = ((int) tolua_tonumber(tolua_S,2,0));
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int a_BlockY = ((int) tolua_tonumber(tolua_S,3,0));
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int a_BlockZ = ((int) tolua_tonumber(tolua_S,4,0));
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#ifndef TOLUA_RELEASE
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if (!self) tolua_error(tolua_S,"invalid 'self' in function 'CastThunderbolt'", NULL);
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#endif
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{
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self->CastThunderbolt(a_X,a_Y,a_Z);
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self->CastThunderbolt(a_BlockX,a_BlockY,a_BlockZ);
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}
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}
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return 0;
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@ -1,6 +1,6 @@
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/*
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** Lua binding: AllToLua
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** Generated automatically by tolua++-1.0.92 on 08/24/12 10:55:13.
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** Generated automatically by tolua++-1.0.92 on 08/25/12 23:57:07.
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*/
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/* Exported function */
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@ -217,11 +217,9 @@ cClientHandle::~cClientHandle()
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if (m_Socket.IsValid())
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{
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if(!m_bKicking)
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if (!m_bKicking)
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{
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cPacket_Disconnect Disconnect;
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Disconnect.m_Reason = "Server shut down? Kthnxbai";
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m_Socket.Send(&Disconnect);
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SendDisconnect("Server shut down? Kthnxbai");
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}
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}
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@ -295,7 +293,7 @@ void cClientHandle::Kick(const AString & a_Reason)
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{
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LOG("Kicking user \"%s\" for \"%s\"", m_Username.c_str(), a_Reason.c_str());
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}
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Send(cPacket_Disconnect(a_Reason));
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SendDisconnect(a_Reason);
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m_bKicking = true;
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}
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@ -1333,8 +1331,7 @@ void cClientHandle::Tick(float a_Dt)
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(void)a_Dt;
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if (cWorld::GetTime() - m_TimeLastPacket > 30.f) // 30 seconds time-out
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{
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cPacket_Disconnect DC("Nooooo!! You timed out! D: Come back!");
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m_Socket.Send(&DC);
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SendDisconnect("Nooooo!! You timed out! D: Come back!");
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// TODO: Cannot sleep in the tick thread!
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cSleep::MilliSleep(1000); // Give packet some time to be received
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@ -1506,7 +1503,7 @@ void cClientHandle::Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority /* =
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void cClientHandle::SendDisconnect(const AString & a_Reason)
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{
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cPacket_Disconnect DC(a_Reason);
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m_Socket.Send(&DC); // Send it immediately to the socket, bypassing any packet buffers
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Send(DC); // TODO: Send it immediately to the socket, bypassing any packet buffers (? is it safe? packet boundaries...)
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}
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@ -2021,6 +2018,7 @@ void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
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ThunderboltPacket.m_xLBPos = a_BlockX;
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ThunderboltPacket.m_yLBPos = a_BlockY;
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ThunderboltPacket.m_zLBPos = a_BlockZ;
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Send(ThunderboltPacket);
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}
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@ -2198,8 +2196,7 @@ void cClientHandle::GetOutgoingData(AString & a_Data)
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if (m_PendingNrmSendPackets.size() + m_PendingLowSendPackets.size() > MAX_OUTGOING_PACKETS)
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{
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LOGERROR("ERROR: Too many packets in queue for player %s !!", m_Username.c_str());
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cPacket_Disconnect DC("Too many packets in queue.");
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m_Socket.Send(DC);
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SendDisconnect("Too many packets in queue.");
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// DEBUG: Dump all outstanding packets' types to the log:
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int Idx = 0;
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@ -2,7 +2,6 @@
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cSocket.h"
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#include "packets/cPacket.h"
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#ifndef _WIN32
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#include <netdb.h>
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@ -314,28 +313,6 @@ int cSocket::Send(const char * a_Buffer, unsigned int a_Length)
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int cSocket::Send(const cPacket * a_Packet)
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{
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AString Serialized;
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a_Packet->Serialize(Serialized);
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return Send(Serialized.data(), Serialized.size());
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}
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int cSocket::Send(const cPacket & a_Packet)
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{
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AString Serialized;
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a_Packet.Serialize(Serialized);
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return Send(Serialized.data(), Serialized.size());
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}
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unsigned short cSocket::GetPort(void) const
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{
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ASSERT(IsValid());
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@ -5,12 +5,6 @@
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class cPacket;
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class cSocket
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{
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public:
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@ -74,8 +68,6 @@ public:
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int Connect(const AString & a_HostNameOrAddr, unsigned short a_Port); // Returns 0 on success, !0 on failure
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int Receive( char* a_Buffer, unsigned int a_Length, unsigned int a_Flags );
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int Send (const char * a_Buffer, unsigned int a_Length);
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int Send (const cPacket * a_Packet); // Sends the packet, doesn't handle partial sends
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int Send (const cPacket & a_Packet); // Sends the packet, doesn't handle partial sends
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unsigned short GetPort(void) const; // Returns 0 on failure
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@ -148,8 +148,6 @@ private:
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virtual void Execute(void) override;
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void AddOrUpdatePacket(int a_Slot, cPacket * a_Packet); // Adds the packet to the specified slot, or updates an existing packet in that queue (EntityMoveLook filtering)
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void PrepareSet (fd_set * a_Set, cSocket::xSocket & a_Highest); // Puts all sockets into the set, along with m_ControlSocket1
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void ReadFromSockets(fd_set * a_Read); // Reads from sockets indicated in a_Read
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void WriteToSockets (fd_set * a_Write); // Writes to sockets indicated in a_Write
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