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Merge branch 'master' into threadsafequeue

This commit is contained in:
Tycho Bickerstaff 2014-01-02 17:49:55 +00:00
commit ea6f94f6cb
10 changed files with 231 additions and 315 deletions

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@ -112,11 +112,15 @@ add_subdirectory(lib/expat/)
add_subdirectory(lib/luaexpat/)
add_subdirectory(lib/md5/)
# Re-add the maximum warning level:
# Remove disabling the maximum warning level:
# clang does not like a command line that reads -Wall -Wextra -w -Wall -Wextra and does not output any warnings
# We do not do that for MSVC since MSVC produces an awful lot of warnings for its own STL headers;
# the important warnings will be turned on using #pragma in Globals.h
if (NOT MSVC)
add_flags("-Wall -Wextra")
string(REPLACE "-w" "" CMAKE_CXX_FLAGS_RELEASE "${CMAKE_CXX_FLAGS_RELEASE}")
string(REPLACE "-w" "" CMAKE_C_FLAGS_RELEASE "${CMAKE_C_FLAGS_RELEASE}")
string(REPLACE "-w" "" CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG}")
string(REPLACE "-w" "" CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG}")
endif()
add_subdirectory (src)

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@ -1,7 +1,7 @@
-- Global variables
PLUGIN = {} -- Reference to own plugin object
CHEST_WIDTH = 9
HANDY_VERSION = 1
HANDY_VERSION = 2
--[[
Handy is a plugin for other plugins. It contain no commands, no hooks, but functions to ease plugins developers' life.

View File

@ -6,350 +6,211 @@ function GetHandyVersion()
return HANDY_VERSION
end
-- Checks if handy is in proper version
function CheckForRequiedVersion(IN_version)
if (IN_version > HANDY_VERSION) then return false end
function CheckForRequiedVersion( inVersion )
if( inVersion > HANDY_VERSION ) then return false end
return true
end
--[[
MCS-specific _functions and nasty hacks :D
]]
-- There's a "GetChestHeight" function inside source code, but it's not lua-exported
function GetChestHeightCheat(IN_chest)
if (IN_chest:GetSlot(28) == nil) then -- this means we're trying to get double chest slot and FAIL
LOGWARN("HANDY: single chest checked")
return 3
end
LOGWARN("HANDY: double chest checked")
return 6
function GetChestHeightCheat( inChest )
local chestGrid = inChest:GetContents()
LOGINFO( "This function serves no purpose now! You should consider chest:GetContents():GetHeight() now!" )
LOGINFO( "Also, you might find Handy's new 'IsChestDouble()' useful for your case" )
return chestGrid:GetHeight()
end
-- Those two checks how many items of given IN_itemID chest and player have, and how much they could fit inside them
function ReadChestForItem(IN_chest, IN_itemID)
local _items_found = 0
local _free_space = 0
-- stalk through chest slots...
local _slot_counter = 0
local _slot_item
local _item_max_stack = GetItemMaxStack(IN_itemID)
while true do
_slot_item = IN_chest:GetSlot(_slot_counter)
if (_slot_item ~= nil) then
if (_slot_item.m_ItemID == IN_itemID) then
_items_found = _items_found + _slot_item.m_ItemCount
_free_space = _free_space + (_item_max_stack - _slot_item.m_ItemCount)
end
if (_slot_item:IsEmpty() == true) then
_free_space = _free_space + _item_max_stack
end
end
_slot_counter = _slot_counter + 1
if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
break
end
function IsChestDouble( inChest )
local chestHeight = inChest:GetContents():GetHeight()
if( chestHeight == 3 ) then
return false
end
return _items_found, _free_space
return true
end
function ReadPlayerForItem(IN_player, IN_itemID)
local _items_found = 0
local _free_space = 0
-- stalk through IN_player inventory slots...
local _slot_counter = 9
if (ItemIsArmor(IN_itemID) == true) then _slot_counter = 5 end
local _slot_item
local _item_max_stack = GetItemMaxStack(IN_itemID)
while true do
_slot_item = IN_player:GetInventory():GetSlot(_slot_counter)
if (_slot_item ~= nil) then
if (_slot_item.m_ItemID == IN_itemID) then
_items_found = _items_found + _slot_item.m_ItemCount
_free_space = _free_space + (_item_max_stack - _slot_item.m_ItemCount)
end
if (_slot_item:IsEmpty() == true) then
_free_space = _free_space + _item_max_stack
end
end
_slot_counter = _slot_counter + 1
if (_slot_counter == 45) then
break
end
end
return _items_found, _free_space
-- Those two checks how many items of given inItemID chest and player have, and how much they could fit inside them
function ReadChestForItem( inChest, inItemID )
return ReadGridForItems( inChest:GetContents(), inItemID )
end
-- Following functions are for chest-related operations (since noone was bothered writing them in MCS code)
function ReadPlayerForItem( inPlayer, inItemID )
local inventoryFound, inventoryFree = ReadGridForItems( inPlayer:GetInventory():GetInventoryGrid(), inItemID )
local hotbarFound, hotbarFree = ReadGridForItems( inPlayer:GetInventory():GetHotbarGrid(), inItemID )
local itemsFound = inventoryFound + hotbarFound
local freeSpace = inventoryFree + hotbarFree
return itemsFound, freeSpace
end
-- Following functions are for chest-related operations
-- BEWARE! Those assume you did checked if chest has items/space in it!
function TakeItemsFromChest(IN_chest, IN_itemID, IN_ammount) -- UNSAFE! CHECK FOR ITEMS FIRST!!
-- stalk through chest slots...
local _slot_counter = 0
local _slot_item
local _take_count = IN_ammount
while true do
_slot_item = IN_chest:GetSlot(_slot_counter)
if (_slot_item ~= nil) then
if (_slot_item.m_ItemID == IN_itemID) then
-- assuming player have enought money
if (_take_count > 0) then
if (_take_count > _slot_item.m_ItemCount) then
_take_count = _take_count - _slot_item.m_ItemCount
IN_chest:SetSlot(_slot_counter, cItem()) -- a bit hacky, can't make cItem:Clear() work(
else
local _left_count = _slot_item.m_ItemCount - _take_count
IN_chest:SetSlot(_slot_counter, cItem(_slot_item.m_ItemID, _left_count)) -- a bit hacky
_take_count = 0
end
end
if (_take_count == 0) then
break
end
function ReadGridForItems( inGrid, inItemID )
local itemsFound = 0
local freeSpace = 0
local slotsCount = inGrid:GetNumSlots()
local testerItem = cItem( inItemID )
local maxStackSize = testerItem:GetMaxStackSize()
for index = 0, (slotsCount - 1) do
slotItem = inGrid:GetSlot( index )
if( slotItem:IsEmpty() ) then
freeSpace = freeSpace + maxStackSize
else
if( slotItem:IsStackableWith( testerItem ) ) then
itemsFound = itemsFound + slotItem.m_ItemCount
freeSpace = maxStackSize - slotItem.m_ItemCount
end
end
_slot_counter = _slot_counter + 1
if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
break
end
end
return itemsFound, freeSpace
end
function PutItemsToChest(IN_chest, IN_itemID, IN_ammount) -- UNSAFE! CHECK FOR SPACE FIRST!!
-- stalk through chest slots...
local _slot_counter = 0
local _slot_item
local _put_count = IN_ammount
local _max_stack = GetItemMaxStack(IN_itemID)
while true do
_slot_item = IN_chest:GetSlot(_slot_counter)
local _portion = 0
local _ammount_to_set = 0
if (_slot_item ~= nil) then
if (_slot_item:IsEmpty() == true) then
_portion = math.min(_max_stack, _put_count)
_ammount_to_set = _portion
function TakeItemsFromGrid( inGrid, inItem )
local slotsCount = inGrid:GetNumSlots()
local removedItem = cItem( inItem )
for index = 0, (slotsCount - 1) do
slotItem = inGrid:GetSlot( index )
if( slotItem:IsSameType( removedItem ) ) then
if( slotItem.m_ItemCount <= removedItem.m_ItemCount ) then
removedItem.m_ItemCount = removedItem.m_ItemCount - slotItem.m_ItemCount
inGrid:EmptySlot( index )
else
if (_slot_item.m_ItemID == IN_itemID) then
-- choose between how much we need to put and how much free space left
_portion = math.min(_put_count, _max_stack - _slot_item.m_ItemCount)
_ammount_to_set = _slot_item.m_ItemCount + _portion
end
removedItem.m_ItemCount = slotItem.m_ItemCount - removedItem.m_ItemCount
inGrid:SetSlot( index, removedItem )
removedItem.m_ItemCount = 0
end
end
IN_chest:SetSlot(_slot_counter, cItem(IN_itemID, _ammount_to_set)) -- we add max stack to chest
_put_count = _put_count - _portion
if (_put_count == 0) then break end
_slot_counter = _slot_counter + 1
if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
break
if( removedItem.m_ItemCount <= 0 ) then break end
end
end
return removedItem.m_ItemCount
end
--------------
function TakeItemsFromChest( inChest, inItemID, inAmount ) -- MIGHT BE UNSAFE! CHECK FOR ITEMS FIRST!!
local chestGrid = inChest:GetContents()
local removedItem = cItem( inItemID, inAmount )
TakeItemsFromGrid( chestGrid, removedItem )
end
function PutItemsToChest( inChest, inItemID, inAmount )
local chestGrid = inChest:GetContents()
local addedItem = cItem( inItemID, inAmount )
chestGrid:AddItem( addedItem )
end
-- Similar to chest-related.
function TakeItemsFromPlayer(IN_player, IN_itemID, IN_ammount) -- UNSAFE! CHECK FIRST!
local _put_count = IN_ammount
local _max_stack = GetItemMaxStack(IN_itemID)
while true do
local _portion = math.min(_max_stack, _put_count)
IN_player:GetInventory():RemoveItem(cItem(IN_itemID, _portion))
_put_count = _put_count - _portion
if (_put_count == 0) then break end
function TakeItemsFromPlayer( inPlayer, inItemID, inAmount ) -- MIGHT BE UNSAFE! CHECK FIRST!
local removedItem = cItem( inItemID, inAmount )
local inventoryGrid = inPlayer:GetInventory():GetInventoryGrid()
local hotbarGrid = inPlayer:GetInventory():GetHotbarGrid()
local itemsLeft = TakeItemsFromGrid( inventoryGrid, removedItem )
if( itemsLeft > 0 ) then
removedItem = cItem( inItemID, itemsLeft )
TakeItemsFromGrid( hotbarGrid, removedItem )
end
end
function GiveItemsToPlayer(IN_player, IN_itemID, IN_ammount) -- UNSAFE! CHECK FIRST!
local _put_count = IN_ammount
local _max_stack = GetItemMaxStack(IN_itemID)
while true do
local _portion = math.min(_max_stack, _put_count)
IN_player:GetInventory():AddItem(cItem(IN_itemID, _portion))
_put_count = _put_count - _portion
if (_put_count == 0) then break end
function GiveItemsToPlayer( inPlayer, inItemID, inAmount )
local addedItem = cItem( inItemID, inAmount )
local inventoryGrid = inPlayer:GetInventory():GetInventoryGrid()
local hotbarGrid = inPlayer:GetInventory():GetHotbarGrid()
local itemsAdded = inventoryGrid:AddItem( addedItem )
if( itemsAdded < inAmount ) then
addedItem.m_ItemCount = addedItem.m_ItemCount - itemsAdded
hotbarGrid:AddItem( addedItem )
end
end
-- This function returns item max stack for a given itemID. It uses vanilla max stack size, and uses several non-common items notations;
-- Those are:
-- oneonerecord (because aparently 11record wasn't the best idea in lua scripting application)
-- carrotonastick (because it wasn't added to items.txt yet)
-- waitrecord (for same reason)
-- oneonerecord( because aparently 11record wasn't the best idea in lua scripting application )
-- carrotonastick( because it wasn't added to items.txt yet )
-- waitrecord( for same reason )
-- Feel free to ignore the difference, or to add those to items.txt
function GetItemMaxStack(IN_itemID)
local _result = 64
-- Tools and swords
if (IN_itemID == woodensword) then _result = 1 end
if (IN_itemID == woodenshovel) then _result = 1 end
if (IN_itemID == woodenpickaxe) then _result = 1 end
if (IN_itemID == woodenaxe) then _result = 1 end
if (IN_itemID == woodenhoe) then _result = 1 end
if (IN_itemID == stonesword) then _result = 1 end
if (IN_itemID == stoneshovel) then _result = 1 end
if (IN_itemID == stonepickaxe) then _result = 1 end
if (IN_itemID == stoneaxe) then _result = 1 end
if (IN_itemID == stonehoe) then _result = 1 end
if (IN_itemID == ironsword) then _result = 1 end
if (IN_itemID == ironshovel) then _result = 1 end
if (IN_itemID == ironpickaxe) then _result = 1 end
if (IN_itemID == ironaxe) then _result = 1 end
if (IN_itemID == ironhoe) then _result = 1 end
if (IN_itemID == diamondsword) then _result = 1 end
if (IN_itemID == diamondshovel) then _result = 1 end
if (IN_itemID == diamondpickaxe) then _result = 1 end
if (IN_itemID == diamondaxe) then _result = 1 end
if (IN_itemID == diamondhoe) then _result = 1 end
if (IN_itemID == goldensword) then _result = 1 end
if (IN_itemID == goldenshovel) then _result = 1 end
if (IN_itemID == goldenpickaxe) then _result = 1 end
if (IN_itemID == goldenaxe) then _result = 1 end
if (IN_itemID == goldenhoe) then _result = 1 end
if (IN_itemID == flintandsteel) then _result = 1 end
if (IN_itemID == bow) then _result = 1 end
if (IN_itemID == sign) then _result = 16 end
if (IN_itemID == woodendoor) then _result = 1 end
if (IN_itemID == irondoor) then _result = 1 end
if (IN_itemID == cake) then _result = 1 end
if (IN_itemID == cauldron) then _result = 1 end
if (IN_itemID == mushroomstew) then _result = 1 end
if (IN_itemID == painting) then _result = 1 end
if (IN_itemID == bucket) then _result = 16 end
if (IN_itemID == waterbucket) then _result = 1 end
if (IN_itemID == lavabucket) then _result = 1 end
if (IN_itemID == minecart) then _result = 1 end
if (IN_itemID == saddle) then _result = 1 end
if (IN_itemID == snowball) then _result = 16 end
if (IN_itemID == boat) then _result = 1 end
if (IN_itemID == milkbucket) then _result = 1 end
if (IN_itemID == storageminecart) then _result = 1 end
if (IN_itemID == poweredminecart) then _result = 1 end
if (IN_itemID == egg) then _result = 16 end
if (IN_itemID == fishingrod) then _result = 1 end
if (IN_itemID == bed) then _result = 1 end
if (IN_itemID == map) then _result = 1 end
if (IN_itemID == shears) then _result = 1 end
if (IN_itemID == enderpearl) then _result = 16 end
if (IN_itemID == potion) then _result = 1 end
if (IN_itemID == spawnegg) then _result = 1 end
if (IN_itemID == bookandquill) then _result = 1 end
if (IN_itemID == writtenbook) then _result = 1 end
if (IN_itemID == carrotonastick) then _result = 1 end
if (IN_itemID == goldrecord) then _result = 1 end
if (IN_itemID == greenrecord) then _result = 1 end
if (IN_itemID == blocksrecord) then _result = 1 end
if (IN_itemID == chirprecord) then _result = 1 end
if (IN_itemID == farrecord) then _result = 1 end
if (IN_itemID == mallrecord) then _result = 1 end
if (IN_itemID == mellohirecord) then _result = 1 end
if (IN_itemID == stalrecord) then _result = 1 end
if (IN_itemID == stradrecord) then _result = 1 end
if (IN_itemID == wardrecord) then _result = 1 end
if (IN_itemID == oneonerecord) then _result = 1 end
if (IN_itemID == waitrecord) then _result = 1 end
--if (IN_itemID == xxxxxxxxx) then _result = 1 end
if (IN_itemID == leatherhelmet) then _result = 1 end
if (IN_itemID == leatherchestplate) then _result = 1 end
if (IN_itemID == leatherpants) then _result = 1 end
if (IN_itemID == leatherboots) then _result = 1 end
if (IN_itemID == chainmailhelmet) then _result = 1 end
if (IN_itemID == chainmailchestplate) then _result = 1 end
if (IN_itemID == chainmailpants) then _result = 1 end
if (IN_itemID == chainmailboots) then _result = 1 end
if (IN_itemID == ironhelmet) then _result = 1 end
if (IN_itemID == ironchestplate) then _result = 1 end
if (IN_itemID == ironpants) then _result = 1 end
if (IN_itemID == ironboots) then _result = 1 end
if (IN_itemID == diamondhelmet) then _result = 1 end
if (IN_itemID == diamondchestplate) then _result = 1 end
if (IN_itemID == diamondpants) then _result = 1 end
if (IN_itemID == diamondboots) then _result = 1 end
if (IN_itemID == goldenhelmet) then _result = 1 end
if (IN_itemID == goldenchestplate) then _result = 1 end
if (IN_itemID == goldenpants) then _result = 1 end
if (IN_itemID == goldenboots) then _result = 1 end
return _result
function GetItemMaxStack( inItemID )
local testerItem = cItem( inItemID )
LOGINFO( "This function serves no real purpose now, maybe consider using cItem:GetMaxStackSize()?" )
return testerItem:GetMaxStackSize()
end
function ItemIsArmor(IN_itemID)
local _result = false
if (IN_itemID == leatherhelmet) then _result = true end
if (IN_itemID == leatherchestplate) then _result = true end
if (IN_itemID == leatherpants) then _result = true end
if (IN_itemID == leatherboots) then _result = true end
function ItemIsArmor( inItemID, inCheckForHorseArmor )
inCheckForHorseArmor = inCheckForHorseArmor or false
if( inItemID == E_ITEM_LEATHER_CAP ) then return true end
if( inItemID == E_ITEM_LEATHER_TUNIC ) then return true end
if( inItemID == E_ITEM_LEATHER_PANTS ) then return true end
if( inItemID == E_ITEM_LEATHER_BOOTS ) then return true end
if (IN_itemID == chainmailhelmet) then _result = true end
if (IN_itemID == chainmailchestplate) then _result = true end
if (IN_itemID == chainmailpants) then _result = true end
if (IN_itemID == chainmailboots) then _result = true end
if( inItemID == E_ITEM_CHAIN_HELMET ) then return true end
if( inItemID == E_ITEM_CHAIN_CHESTPLATE ) then return true end
if( inItemID == E_ITEM_CHAIN_LEGGINGS ) then return true end
if( inItemID == E_ITEM_CHAIN_BOOTS ) then return true end
if (IN_itemID == ironhelmet) then _result = true end
if (IN_itemID == ironchestplate) then _result = true end
if (IN_itemID == ironpants) then _result = true end
if (IN_itemID == ironboots) then _result = true end
if( inItemID == E_ITEM_IRON_HELMET ) then return true end
if( inItemID == E_ITEM_IRON_CHESTPLATE ) then return true end
if( inItemID == E_ITEM_IRON_LEGGINGS ) then return true end
if( inItemID == E_ITEM_IRON_BOOTS ) then return true end
if (IN_itemID == diamondhelmet) then _result = true end
if (IN_itemID == diamondchestplate) then _result = true end
if (IN_itemID == diamondpants) then _result = true end
if (IN_itemID == diamondboots) then _result = true end
if( inItemID == E_ITEM_DIAMOND_HELMET ) then return true end
if( inItemID == E_ITEM_DIAMOND_CHESTPLATE ) then return true end
if( inItemID == E_ITEM_DIAMOND_LEGGINGS ) then return true end
if( inItemID == E_ITEM_DIAMOND_BOOTS ) then return true end
if (IN_itemID == goldenhelmet) then _result = true end
if (IN_itemID == goldenchestplate) then _result = true end
if (IN_itemID == goldenpants) then _result = true end
if (IN_itemID == goldenboots) then _result = true end
return _result
end
-- Returns full-length playername for a short name (usefull for parsing commands)
function GetExactPlayername(IN_playername)
local _result = IN_playername
local function SetProcessingPlayername(IN_player)
_result = IN_player:GetName()
if( inItemID == E_ITEM_GOLD_HELMET ) then return true end
if( inItemID == E_ITEM_GOLD_CHESTPLATE ) then return true end
if( inItemID == E_ITEM_GOLD_LEGGINGS ) then return true end
if( inItemID == E_ITEM_GOLD_BOOTS ) then return true end
if( inCheckForHorseArmor ) then
if( inItemID == E_ITEM_IRON_HORSE_ARMOR ) then return true end
if( inItemID == E_ITEM_GOLD_HORSE_ARMOR ) then return true end
if( inItemID == E_ITEM_DIAMOND_HORSE_ARMOR ) then return true end
end
cRoot:Get():FindAndDoWithPlayer(IN_playername, SetProcessingPlayername)
return false
end
-- Returns full-length playername for a short name( usefull for parsing commands )
function GetExactPlayername( inPlayerName )
local _result = inPlayerName
local function SetProcessingPlayername( inPlayer )
_result = inPlayer:GetName()
end
cRoot:Get():FindAndDoWithPlayer( inPlayerName, SetProcessingPlayername )
return _result
end
function GetPlayerByName(IN_playername)
function GetPlayerByName( inPlayerName )
local _player
local PlayerSetter = function (Player)
local PlayerSetter = function( Player )
_player = Player
end
cRoot:Get():FindAndDoWithPlayer(IN_playername, PlayerSetter)
cRoot:Get():FindAndDoWithPlayer( inPlayerName, PlayerSetter )
return _player
end
--[[
Not-so-usual math _functions
]]
-- Rounds floating point number. Because lua guys think this function doesn't deserve to be presented in lua's math
function round(IN_x)
if (IN_x%2 ~= 0.5) then
return math.floor(IN_x+0.5)
function round( inX )
if( inX%2 ~= 0.5 ) then
return math.floor( inX + 0.5 )
end
return IN_x-0.5
return inX - 0.5
end
--[[
Functions I use for filework and stringswork
]]
function PluralString(IN_value, IN_singular_string, IN_plural_string)
local _value_string = tostring(IN_value)
if (_value_string[#_value_string] == "1") then
return IN_singular_string
function PluralString( inValue, inSingularString, inPluralString )
local _value_string = tostring( inValue )
if( _value_string[#_value_string] == "1" ) then
return inSingularString
end
return IN_plural_string
return inPluralString
end
function PluralItemName(IN_itemID, IN_ammount) -- BEWARE! TEMPORAL SOLUTION THERE! :D
local _value_string = tostring(IN_value)
function PluralItemName( inItemID, inAmount ) -- BEWARE! TEMPORAL SOLUTION THERE! :D
local _value_string = tostring( inValue )
local _name = ""
if (_value_string[#_value_string] == "1") then
if( _value_string[#_value_string] == "1" ) then
-- singular names
_name = ItemTypeToString(IN_itemID)
_name = ItemTypeToString( inItemID )
else
-- plural names
_name = ItemTypeToString(IN_itemID).."s"
_name = ItemTypeToString( inItemID ).."s"
end
return _name
end
-- for filewriting purposes. 0 = false, 1 = true
function StringToBool(value)
if value=="1" then return true end
function StringToBool( inValue )
if( inValue == "1" ) then return true end
return false
end
-- same, but reversal
function BoolToString(value)
if value==true then return 1 end
function BoolToString( inValue )
if( inValue == true ) then return 1 end
return 0
end

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@ -2,17 +2,22 @@
cmake_minimum_required (VERSION 2.6)
project (MCServer)
# NOTE: This CMake file is processed only for Unix builds; Windows(MSVC) builds handle all the subfolders in /src in a single file, /src/CMakeLists.txt
include_directories ("${PROJECT_SOURCE_DIR}/../")
ADD_CUSTOM_COMMAND(
#add any new generated bindings here
OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/Bindings.cpp ${CMAKE_CURRENT_BINARY_DIR}/Bindings.h
#command execuded to regerate bindings
COMMAND tolua -L virtual_method_hooks.lua -o Bindings.cpp -H Bindings.h AllToLua.pkg
#add any new generation dependencies here
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/virtual_method_hooks.lua ${CMAKE_CURRENT_SOURCE_DIR}/AllToLua.pkg tolua
)
ADD_CUSTOM_COMMAND(
# add any new generated bindings here
OUTPUT ${CMAKE_CURRENT_SOURCE_DIR}/Bindings.cpp ${CMAKE_CURRENT_SOURCE_DIR}/Bindings.h
# command execuded to regerate bindings
COMMAND tolua -L virtual_method_hooks.lua -o Bindings.cpp -H Bindings.h AllToLua.pkg
WORKING_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR}
# add any new generation dependencies here
DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/virtual_method_hooks.lua ${CMAKE_CURRENT_SOURCE_DIR}/AllToLua.pkg tolua
)
#add cpp files here
add_library(Bindings PluginManager LuaState WebPlugin Bindings ManualBindings LuaWindow Plugin PluginLua WebPlugin)

View File

@ -14,7 +14,7 @@ set(FOLDERS ${FOLDERS} WorldStorage Mobs Entities Simulator UI BlockEntities)
if (NOT WIN32)
if (NOT MSVC)
foreach(folder ${FOLDERS})
add_subdirectory(${folder})
endforeach(folder)
@ -62,18 +62,25 @@ else ()
endif()
if (UNIX)
set(EXECUTABLE ../MCServer/MCServer)
else ()
set(EXECUTABLE MCServer)
endif ()
set(EXECUTABLE MCServer)
add_executable(${EXECUTABLE} ${SOURCE})
set(EXECUTABLE_OUTPUT_PATH ${CMAKE_CURRENT_SOURCE_DIR}/MCServer)
if (MSVC)
# MSVC generator adds a "Debug" or "Release" postfixes to the EXECUTABLE_OUTPUT_PATH, we need to cancel them:
SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES PREFIX "../")
SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES IMPORT_PREFIX "../")
endif()
# Make the debug executable have a "_debug" suffix
SET_TARGET_PROPERTIES(${EXECUTABLE} PROPERTIES DEBUG_POSTFIX "_debug")
# Precompiled headers (2nd part)
if (WIN32)
if (MSVC)
SET_TARGET_PROPERTIES(
${EXECUTABLE} PROPERTIES COMPILE_FLAGS "/Yu\"Globals.h\""
OBJECT_DEPENDS "$(IntDir)/$(TargetName.pch)"
@ -81,7 +88,7 @@ if (WIN32)
endif ()
if (NOT WIN32)
if (NOT MSVC)
target_link_libraries(${EXECUTABLE} OSSupport HTTPServer Bindings Items Blocks)
target_link_libraries(${EXECUTABLE} Protocol Generating WorldStorage)
target_link_libraries(${EXECUTABLE} Mobs Entities Simulator UI BlockEntities)

View File

@ -886,15 +886,15 @@ void cProtocol132::HandleEncryptionKeyResponse(const AString & a_EncKey, const A
time_t CurTime = time(NULL);
CryptoPP::RandomPool rng;
rng.Put((const byte *)&CurTime, sizeof(CurTime));
byte DecryptedNonce[MAX_ENC_LEN];
DecodingResult res = rsaDecryptor.Decrypt(rng, (const byte *)a_EncNonce.data(), a_EncNonce.size(), DecryptedNonce);
Int32 DecryptedNonce[MAX_ENC_LEN / sizeof(Int32)];
DecodingResult res = rsaDecryptor.Decrypt(rng, (const byte *)a_EncNonce.data(), a_EncNonce.size(), (byte *)DecryptedNonce);
if (!res.isValidCoding || (res.messageLength != 4))
{
LOGD("Bad nonce length");
m_Client->Kick("Hacked client");
return;
}
if (ntohl(*((int *)DecryptedNonce)) != (unsigned)(uintptr_t)this)
if (ntohl(DecryptedNonce[0]) != (unsigned)(uintptr_t)this)
{
LOGD("Bad nonce value");
m_Client->Kick("Hacked client");

View File

@ -764,3 +764,33 @@ AString Base64Decode(const AString & a_Base64String)
short GetBEShort(const char * a_Mem)
{
return (((short)a_Mem[0]) << 8) | a_Mem[1];
}
int GetBEInt(const char * a_Mem)
{
return (((int)a_Mem[0]) << 24) | (((int)a_Mem[1]) << 16) | (((int)a_Mem[2]) << 8) | a_Mem[3];
}
void SetBEInt(char * a_Mem, Int32 a_Value)
{
a_Mem[0] = a_Value >> 24;
a_Mem[1] = (a_Value >> 16) & 0xff;
a_Mem[2] = (a_Value >> 8) & 0xff;
a_Mem[3] = a_Value & 0xff;
}

View File

@ -81,6 +81,15 @@ extern AString ReplaceAllCharOccurrences(const AString & a_String, char a_From,
/// Decodes a Base64-encoded string into the raw data
extern AString Base64Decode(const AString & a_Base64String);
/// Reads two bytes from the specified memory location and interprets them as BigEndian short
extern short GetBEShort(const char * a_Mem);
/// Reads four bytes from the specified memory location and interprets them as BigEndian int
extern int GetBEInt(const char * a_Mem);
/// Writes four bytes to the specified memory location so that they interpret as BigEndian int
extern void SetBEInt(char * a_Mem, Int32 a_Value);
// If you have any other string helper functions, declare them here

View File

@ -80,7 +80,7 @@ bool cParsedNBT::ReadString(int & a_StringStart, int & a_StringLen)
{
NEEDBYTES(2);
a_StringStart = m_Pos + 2;
a_StringLen = ntohs(*((short *)(m_Data + m_Pos)));
a_StringLen = GetBEShort(m_Data + m_Pos);
if (a_StringLen < 0)
{
// Invalid string length
@ -135,7 +135,7 @@ bool cParsedNBT::ReadList(eTagType a_ChildrenType)
// Read the count:
NEEDBYTES(4);
int Count = ntohl(*((int *)(m_Data + m_Pos)));
int Count = GetBEInt(m_Data + m_Pos);
m_Pos += 4;
if (Count < 0)
{
@ -197,7 +197,7 @@ bool cParsedNBT::ReadTag(void)
case TAG_ByteArray:
{
NEEDBYTES(4);
int len = ntohl(*((int *)(m_Data + m_Pos)));
int len = GetBEInt(m_Data + m_Pos);
m_Pos += 4;
if (len < 0)
{
@ -229,7 +229,7 @@ bool cParsedNBT::ReadTag(void)
case TAG_IntArray:
{
NEEDBYTES(4);
int len = ntohl(*((int *)(m_Data + m_Pos)));
int len = GetBEInt(m_Data + m_Pos);
m_Pos += 4;
if (len < 0)
{
@ -401,7 +401,7 @@ void cFastNBTWriter::EndList(void)
ASSERT(m_Stack[m_CurrentStack].m_Type == TAG_List);
// Update the list count:
*((int *)(m_Result.c_str() + m_Stack[m_CurrentStack].m_Pos)) = htonl(m_Stack[m_CurrentStack].m_Count);
SetBEInt((char *)(m_Result.c_str() + m_Stack[m_CurrentStack].m_Pos), m_Stack[m_CurrentStack].m_Count);
--m_CurrentStack;
}

View File

@ -154,13 +154,13 @@ public:
inline Int16 GetShort(int a_Tag) const
{
ASSERT(m_Tags[a_Tag].m_Type == TAG_Short);
return ntohs(*((Int16 *)(m_Data + m_Tags[a_Tag].m_DataStart)));
return GetBEShort(m_Data + m_Tags[a_Tag].m_DataStart);
}
inline Int32 GetInt(int a_Tag) const
{
ASSERT(m_Tags[a_Tag].m_Type == TAG_Int);
return ntohl(*((Int32 *)(m_Data + m_Tags[a_Tag].m_DataStart)));
return GetBEInt(m_Data + m_Tags[a_Tag].m_DataStart);
}
inline Int64 GetLong(int a_Tag) const
@ -172,7 +172,7 @@ public:
inline float GetFloat(int a_Tag) const
{
ASSERT(m_Tags[a_Tag].m_Type == TAG_Float);
Int32 tmp = ntohl(*((Int32 *)(m_Data + m_Tags[a_Tag].m_DataStart)));
Int32 tmp = GetBEInt(m_Data + m_Tags[a_Tag].m_DataStart);
return *((float *)&tmp);
}