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This commit is contained in:
Tiger Wang 2014-06-22 15:05:02 +01:00
commit c13cffcd30
5 changed files with 47 additions and 6 deletions

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@ -1,6 +1,6 @@
Many people have contributed to MCServer, and this list attempts to broadcast at least some of them.
BasedDoge - Donated AlchemistVillage prefabs
BasedDoge (Donated AlchemistVillage prefabs)
bearbin (Alexander Harkness)
derouinw
Diusrex
@ -27,6 +27,6 @@ tonibm19
UltraCoderRU
worktycho
xoft
Yeeeeezus - Donated AlchemistVillage prefabs
Yeeeeezus (Donated AlchemistVillage prefabs)
Please add yourself to this list if you contribute to MCServer.

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@ -523,13 +523,16 @@ end
Functions =
{
GenerateOfflineUUID = { Params = "Username", Return = "string", Notes = "(STATIC) Generates an UUID based on the player name provided. This is used for the offline (non-auth) mode, when there's no UUID source. Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. Returns a 36-char UUID (with dashes)." },
GetLocale = { Params = "", Return = "Locale", Notes = "Returns the locale string that the client sends as part of the protocol handshake. Can be used to provide localized strings." },
GetPing = { Params = "", Return = "number", Notes = "Returns the ping time, in ms" },
GetPlayer = { Params = "", Return = "{{cPlayer|cPlayer}}", Notes = "Returns the player object connected to this client. Note that this may be nil, for example if the player object is not yet spawned." },
GetUniqueID = { Params = "", Return = "number", Notes = "Returns the UniqueID of the client used to identify the client in the server" },
GetUUID = { Params = "", Return = "string", Notes = "Returns the authentication-based UUID of the client. This UUID should be used to identify the player when persisting any player-related data." },
GetUsername = { Params = "", Return = "string", Notes = "Returns the username that the client has provided" },
GetViewDistance = { Params = "", Return = "number", Notes = "Returns the viewdistance (number of chunks loaded for the player in each direction)" },
HasPluginChannel = { Params = "ChannelName", Return = "bool", Notes = "Returns true if the client has registered to receive messages on the specified plugin channel." },
IsUUIDOnline = { Params = "UUID", Return = "bool", Notes = "(STATIC) Returns true if the UUID is generated by online auth, false if it is an offline-generated UUID. We use Version-3 UUIDs for offline UUIDs, online UUIDs are Version-4, thus we can tell them apart. Accepts both 32-char and 36-char UUIDs (with and without dashes). If the string given is not a valid UUID, returns false."},
Kick = { Params = "Reason", Return = "", Notes = "Kicks the user with the specified reason" },
SendPluginMessage = { Params = "Channel, Message", Return = "", Notes = "Sends the plugin message on the specified channel." },
SetLocale = { Params = "Locale", Return = "", Notes = "Sets the locale that MCServer keeps on record. Initially the locale is initialized in protocol handshake, this function allows plugins to override the stored value (but only server-side and only until the user disconnects)." },

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@ -232,6 +232,9 @@ AString cClientHandle::FormatMessageType(bool ShouldAppendChatPrefixes, eMessage
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
@ -254,6 +257,32 @@ AString cClientHandle::GenerateOfflineUUID(const AString & a_Username)
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

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@ -63,7 +63,7 @@ public:
const AString & GetIPString(void) const { return m_IPString; }
cPlayer* GetPlayer() { return m_Player; } // tolua_export
cPlayer * GetPlayer(void) { return m_Player; } // tolua_export
const AString & GetUUID(void) const { return m_UUID; } // tolua_export
void SetUUID(const AString & a_UUID) { m_UUID = a_UUID; }
@ -76,9 +76,16 @@ public:
/** Generates an UUID based on the player name provided.
This is used for the offline (non-auth) mode, when there's no UUID source.
Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same. */
Each username generates a unique and constant UUID, so that when the player reconnects with the same name, their UUID is the same.
Returns a 36-char UUID (with dashes). */
static AString GenerateOfflineUUID(const AString & a_Username); // tolua_export
/** Returns true if the UUID is generated by online auth, false if it is an offline-generated UUID.
We use Version-3 UUIDs for offline UUIDs, online UUIDs are Version-4, thus we can tell them apart.
Accepts both 32-char and 36-char UUIDs (with and without dashes).
If the string given is not a valid UUID, returns false. */
static bool IsUUIDOnline(const AString & a_UUID); // tolua_export
/** Formats the type of message with the proper color and prefix for sending to the client. **/
static AString FormatMessageType(bool ShouldAppendChatPrefixes, eMessageType a_ChatPrefix, const AString & a_AdditionalData);

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@ -348,6 +348,7 @@ void cIncrementalRedstoneSimulator::SimulateChunk(float a_Dt, int a_ChunkX, int
case E_BLOCK_REDSTONE_REPEATER_ON:
{
HandleRedstoneRepeater(dataitr->x, dataitr->y, dataitr->z, dataitr->Data);
break;
}
case E_BLOCK_REDSTONE_TORCH_OFF:
case E_BLOCK_REDSTONE_TORCH_ON:
@ -763,7 +764,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeater(int a_RelBlockX, int
void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
{
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end(); itr++)
for (RepeatersDelayList::iterator itr = m_RepeatersDelayList->begin(); itr != m_RepeatersDelayList->end();)
{
if (itr->a_ElapsedTicks >= itr->a_DelayTicks) // Has the elapsed ticks reached the target ticks?
@ -809,7 +810,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
{
m_Chunk->SetBlock(RelBlockX, RelBlockY, RelBlockZ, E_BLOCK_REDSTONE_REPEATER_OFF, Meta);
}
m_RepeatersDelayList->erase(itr);
itr = m_RepeatersDelayList->erase(itr);
}
else
{
@ -818,6 +819,7 @@ void cIncrementalRedstoneSimulator::HandleRedstoneRepeaterDelays()
// I am confounded to say why. Perhaps optimisation failure.
LOGD("Incremented a repeater @ {%i %i %i} | Elapsed ticks: %i | Target delay: %i", itr->a_RelBlockPos.x, itr->a_RelBlockPos.y, itr->a_RelBlockPos.z, itr->a_ElapsedTicks, itr->a_DelayTicks);
itr->a_ElapsedTicks++;
itr++;
}
}
}