#include "cClientHandle.h" #include "cServer.h" #include "cWorld.h" #include "cChunk.h" #include "cPickup.h" #include "cPluginManager.h" #include "cPlayer.h" #include "cInventory.h" #include "cChestEntity.h" #include "cSignEntity.h" #include "cMCLogger.h" #include "cWindow.h" #include "cCraftingWindow.h" #include "cItem.h" #include "cTorch.h" #include "cStairs.h" #include "cDoors.h" #include "cLadder.h" #include "cSign.h" #include "cRedstone.h" #include "cPiston.h" #include "cBlockToPickup.h" #include "cMonster.h" #include "cChatColor.h" #include "cThread.h" #include "cSocket.h" #include "cTracer.h" #include "Vector3f.h" #include "Vector3d.h" #include "cCriticalSection.h" #include "cSemaphore.h" #include "cEvent.h" #include "cSleep.h" #include "cRoot.h" #include "cBlockingTCPLink.h" #include "cAuthenticator.h" #include "packets/cPacket_KeepAlive.h" #include "packets/cPacket_PlayerPosition.h" #include "packets/cPacket_Respawn.h" #include "packets/cPacket_UpdateHealth.h" #include "packets/cPacket_RelativeEntityMoveLook.h" #include "packets/cPacket_Chat.h" #include "packets/cPacket_Login.h" #include "packets/cPacket_WindowClick.h" #include "packets/cPacket_PlayerMoveLook.h" #include "packets/cPacket_TimeUpdate.h" #include "packets/cPacket_BlockDig.h" #include "packets/cPacket_Handshake.h" #include "packets/cPacket_PlayerLook.h" #include "packets/cPacket_ArmAnim.h" #include "packets/cPacket_BlockPlace.h" #include "packets/cPacket_Flying.h" #include "packets/cPacket_Disconnect.h" #include "packets/cPacket_PickupSpawn.h" #include "packets/cPacket_ItemSwitch.h" #include "packets/cPacket_EntityEquipment.h" #include "packets/cPacket_CreateInventoryAction.h" #include "packets/cPacket_NewInvalidState.h" #include "packets/cPacket_UseEntity.h" #include "packets/cPacket_WindowClose.h" #include "packets/cPacket_13.h" #include "packets/cPacket_UpdateSign.h" #include "packets/cPacket_Ping.h" #include "packets/cPacket_PlayerListItem.h" #ifndef _WIN32 #define sprintf_s(dst, size, format, ...) sprintf(dst, format, __VA_ARGS__ ) #include // rand() #endif #define AddPistonDir( x, y, z, dir, amount ) switch(dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\ case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\ case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; } #define MAX_SEMAPHORES (2000) typedef std::list PacketList; struct cClientHandle::sClientHandleState { sClientHandleState() : ProtocolVersion( 0 ) , pReceiveThread( 0 ) , pSendThread( 0 ) , pAuthenticateThread( 0 ) , pSemaphore( 0 ) { for( int i = 0; i < 256; ++i ) PacketMap[i] = 0; } int ProtocolVersion; std::string Username; std::string Password; PacketList PendingParsePackets; PacketList PendingNrmSendPackets; PacketList PendingLowSendPackets; cThread* pReceiveThread; cThread* pSendThread; cThread* pAuthenticateThread; cSocket Socket; cCriticalSection CriticalSection; cCriticalSection SendCriticalSection; cCriticalSection SocketCriticalSection; cSemaphore* pSemaphore; cPacket* PacketMap[256]; }; cClientHandle::cClientHandle(const cSocket & a_Socket) : m_bDestroyed( false ) , m_Player( 0 ) , m_bKicking( false ) , m_TimeLastPacket( cWorld::GetTime() ) , m_bLoggedIn( false ) , m_bKeepThreadGoing( true ) , m_bSendLoginResponse( false ) , m_pState( new sClientHandleState ) { LOG("cClientHandle::cClientHandle"); m_pState->Socket = a_Socket; m_pState->pSemaphore = new cSemaphore( MAX_SEMAPHORES, 0 ); // All the packets that can be received from the client m_pState->PacketMap[E_KEEP_ALIVE] = new cPacket_KeepAlive; m_pState->PacketMap[E_HANDSHAKE] = new cPacket_Handshake; m_pState->PacketMap[E_LOGIN] = new cPacket_Login; m_pState->PacketMap[E_PLAYERPOS] = new cPacket_PlayerPosition; m_pState->PacketMap[E_PLAYERLOOK] = new cPacket_PlayerLook; m_pState->PacketMap[E_PLAYERMOVELOOK] = new cPacket_PlayerMoveLook; m_pState->PacketMap[E_CHAT] = new cPacket_Chat; m_pState->PacketMap[E_ANIMATION] = new cPacket_ArmAnim; m_pState->PacketMap[E_FLYING] = new cPacket_Flying; m_pState->PacketMap[E_BLOCK_DIG] = new cPacket_BlockDig; m_pState->PacketMap[E_BLOCK_PLACE] = new cPacket_BlockPlace; m_pState->PacketMap[E_DISCONNECT] = new cPacket_Disconnect; m_pState->PacketMap[E_ITEM_SWITCH] = new cPacket_ItemSwitch; m_pState->PacketMap[E_ENTITY_EQUIPMENT] = new cPacket_EntityEquipment; m_pState->PacketMap[E_CREATE_INVENTORY_ACTION] = new cPacket_CreateInventoryAction; m_pState->PacketMap[E_NEW_INVALID_STATE] = new cPacket_NewInvalidState; m_pState->PacketMap[E_PICKUP_SPAWN] = new cPacket_PickupSpawn; m_pState->PacketMap[E_USE_ENTITY] = new cPacket_UseEntity; m_pState->PacketMap[E_WINDOW_CLOSE] = new cPacket_WindowClose; m_pState->PacketMap[E_WINDOW_CLICK] = new cPacket_WindowClick; m_pState->PacketMap[E_PACKET_13] = new cPacket_13; m_pState->PacketMap[E_UPDATE_SIGN] = new cPacket_UpdateSign; m_pState->PacketMap[E_RESPAWN] = new cPacket_Respawn; m_pState->PacketMap[E_PING] = new cPacket_Ping; memset( m_LoadedChunks, 0x00, sizeof(cChunk*)*VIEWDISTANCE*VIEWDISTANCE ); ////////////////////////////////////////////////////////////////////////// m_pState->pReceiveThread = new cThread( ReceiveThread, this, "cClientHandle::ReceiveThread" ); m_pState->pSendThread = new cThread( SendThread, this, "cClientHandle::SendThread" ); m_pState->pReceiveThread->Start( true ); m_pState->pSendThread->Start( true ); ////////////////////////////////////////////////////////////////////////// LOG("New ClientHandle" ); } cClientHandle::~cClientHandle() { LOG("Deleting client %s", GetUsername() ); for(unsigned int i = 0; i < VIEWDISTANCE*VIEWDISTANCE; i++) { if( m_LoadedChunks[i] ) m_LoadedChunks[i]->RemoveClient( this ); } cWorld::PlayerList PlayerList = cRoot::Get()->GetWorld()->GetAllPlayers(); for( cWorld::PlayerList::iterator itr = PlayerList.begin(); itr != PlayerList.end(); ++itr ) { if ((*itr) && (*itr)->GetClientHandle() && strlen(GetUsername()) > 0) { cPacket_PlayerListItem *PlayerList = new cPacket_PlayerListItem(m_Player->GetColor() + GetUsername(), false, (short)9999); (*itr)->GetClientHandle()->Send( *PlayerList ); } } // First stop sending thread m_bKeepThreadGoing = false; m_pState->SocketCriticalSection.Lock(); if( m_pState->Socket ) { cPacket_Disconnect Disconnect; Disconnect.m_Reason = "Server shut down? Kthnxbai"; Disconnect.Send( m_pState->Socket ); m_pState->Socket.CloseSocket(); m_pState->Socket = 0; } m_pState->SocketCriticalSection.Unlock(); m_pState->pSemaphore->Signal(); delete m_pState->pAuthenticateThread; delete m_pState->pReceiveThread; delete m_pState->pSendThread; delete m_pState->pSemaphore; while( !m_pState->PendingParsePackets.empty() ) { delete *m_pState->PendingParsePackets.begin(); m_pState->PendingParsePackets.erase( m_pState->PendingParsePackets.begin() ); } while( !m_pState->PendingNrmSendPackets.empty() ) { delete *m_pState->PendingNrmSendPackets.begin(); m_pState->PendingNrmSendPackets.erase( m_pState->PendingNrmSendPackets.begin() ); } if(m_Player) { m_Player->SetClientHandle( 0 ); m_Player->Destroy(); m_Player = 0; } for(int i = 0; i < 256; i++) { if( m_pState->PacketMap[i] ) delete m_pState->PacketMap[i]; } delete m_pState; } void cClientHandle::Destroy() { m_bDestroyed = true; m_pState->SocketCriticalSection.Lock(); if( m_pState->Socket ) { m_pState->Socket.CloseSocket(); m_pState->Socket = 0; } m_pState->SocketCriticalSection.Unlock(); } void cClientHandle::Kick( const char* a_Reason ) { Send( cPacket_Disconnect( a_Reason ) ); m_bKicking = true; } void cClientHandle::StreamChunks() { if( !m_bLoggedIn ) return; int ChunkPosX = (int)floor(m_Player->GetPosX() / 16); int ChunkPosZ = (int)floor(m_Player->GetPosZ() / 16); cWorld* World = m_Player->GetWorld(); cChunk* NeededChunks[VIEWDISTANCE*VIEWDISTANCE] = { 0 }; const int MaxDist = VIEWDISTANCE+GENERATEDISTANCE*2; for(int x = 0; x < MaxDist; x++) { for(int z = 0; z < MaxDist; z++) { int RelX = x - (MaxDist-1)/2; int RelZ = z - (MaxDist-1)/2; cChunk* Chunk = World->GetChunk( ChunkPosX + RelX, 0, ChunkPosZ + RelZ ); // Touch all chunks in wide range, so they get generated if( x >= GENERATEDISTANCE && x < VIEWDISTANCE+GENERATEDISTANCE && z >= GENERATEDISTANCE && z < VIEWDISTANCE+GENERATEDISTANCE ) // but player only needs chunks in view distance NeededChunks[(x-GENERATEDISTANCE) + (z-GENERATEDISTANCE)*VIEWDISTANCE] = Chunk; } } cChunk* MissingChunks[VIEWDISTANCE*VIEWDISTANCE]; memset( MissingChunks, 0, VIEWDISTANCE*VIEWDISTANCE*sizeof(cChunk*) ); unsigned int MissIndex = 0; for(int i = 0; i < VIEWDISTANCE*VIEWDISTANCE; i++) // Handshake loop - touch each chunk once { if( NeededChunks[i] == 0 ) continue; // Chunk is not yet loaded, so ignore // This can cause MissIndex to be 0 and thus chunks will not be unloaded while they are actually out of range, // which might actually be a good thing, otherwise it would keep trying to unload chunks until the new chunks are fully loaded bool bChunkMissing = true; for(int j = 0; j < VIEWDISTANCE*VIEWDISTANCE; j++) { if( m_LoadedChunks[j] == NeededChunks[i] ) { bChunkMissing = false; break; } } if(bChunkMissing) { MissingChunks[MissIndex] = NeededChunks[i]; MissIndex++; } } if( MissIndex > 0 ) { // Chunks are gonna be streamed in, so chunks probably also need to be streamed out <- optimization for(int x = 0; x < VIEWDISTANCE; x++) { for(int z = 0; z < VIEWDISTANCE; z++) { cChunk* Chunk = m_LoadedChunks[x + z*VIEWDISTANCE]; if( Chunk ) { if( Chunk->GetPosX() < ChunkPosX-(VIEWDISTANCE-1)/2 || Chunk->GetPosX() > ChunkPosX+(VIEWDISTANCE-1)/2 || Chunk->GetPosZ() < ChunkPosZ-(VIEWDISTANCE-1)/2 || Chunk->GetPosZ() > ChunkPosZ+(VIEWDISTANCE-1)/2 ) { Chunk->RemoveClient( this ); Chunk->AsyncUnload( this ); // TODO - I think it's possible to unload the chunk immediately instead of next tick // I forgot why I made it happen next tick m_LoadedChunks[x + z*VIEWDISTANCE] = 0; } } } } StreamChunksSmart( MissingChunks, MissIndex ); memcpy( m_LoadedChunks, NeededChunks, VIEWDISTANCE*VIEWDISTANCE*sizeof(cChunk*) ); } } // Sends chunks to the player from the player position outward void cClientHandle::StreamChunksSmart( cChunk** a_Chunks, unsigned int a_NumChunks ) { int X = (int)floor(m_Player->GetPosX() / 16); int Y = (int)floor(m_Player->GetPosY() / 128); int Z = (int)floor(m_Player->GetPosZ() / 16); bool bAllDone = false; while( !bAllDone ) { bAllDone = true; int ClosestIdx = -1; unsigned int ClosestSqrDist = (unsigned int)-1; // wraps around, becomes biggest number possible for(unsigned int i = 0; i < a_NumChunks; ++i) { if( a_Chunks[i] ) { bAllDone = false; int DistX = a_Chunks[i]->GetPosX()-X; int DistY = a_Chunks[i]->GetPosY()-Y; int DistZ = a_Chunks[i]->GetPosZ()-Z; unsigned int SqrDist = (DistX*DistX)+(DistY*DistY)+(DistZ*DistZ); if( SqrDist < ClosestSqrDist ) { ClosestSqrDist = SqrDist; ClosestIdx = i; } } } if(ClosestIdx > -1) { a_Chunks[ClosestIdx]->Send( this ); a_Chunks[ClosestIdx]->AddClient( this ); a_Chunks[ClosestIdx] = 0; } } } void cClientHandle::AddPacket(cPacket * a_Packet) { m_pState->CriticalSection.Lock(); m_pState->PendingParsePackets.push_back( a_Packet->Clone() ); m_pState->CriticalSection.Unlock(); } void cClientHandle::RemovePacket( cPacket * a_Packet ) { delete a_Packet; m_pState->PendingParsePackets.remove( a_Packet ); } void cClientHandle::HandlePendingPackets() { m_pState->CriticalSection.Lock(); while( m_pState->PendingParsePackets.begin() != m_pState->PendingParsePackets.end() ) { HandlePacket( *m_pState->PendingParsePackets.begin() ); RemovePacket( *m_pState->PendingParsePackets.begin() ); } m_pState->CriticalSection.Unlock(); } void cClientHandle::HandlePacket( cPacket* a_Packet ) { m_TimeLastPacket = cWorld::GetTime(); // cPacket* CopiedPacket = a_Packet->Clone(); // a_Packet = CopiedPacket; //LOG("Packet: 0x%02x", a_Packet->m_PacketID ); if( m_bKicking ) return; if(!m_bLoggedIn) { switch( a_Packet->m_PacketID ) { case E_NEW_INVALID_STATE: // New/Invalid State packet received. I'm guessing the client only sends it when there's a problem with the bed? { LOGINFO("Got New Invalid State packet"); } break; case E_CREATE_INVENTORY_ACTION: // I don't think we need to do anything with this packet, but justin case... { LOGINFO("Got Create Inventory Action packet"); } break; case E_PING: // Somebody tries to retrieve information about the server { LOGINFO("Got ping"); char NumPlayers[8], cMaxPlayers[8]; sprintf_s(NumPlayers, 8, "%i", cRoot::Get()->GetWorld()->GetNumPlayers()); sprintf_s(cMaxPlayers, 8, "%i", cRoot::Get()->GetWorld()->GetMaxPlayers()); std::string response = std::string(cRoot::Get()->GetWorld()->GetDescription() + cChatColor::Delimiter + NumPlayers + cChatColor::Delimiter + cMaxPlayers ); Kick( response.c_str() ); } break; case E_HANDSHAKE: { cPacket_Handshake* PacketData = reinterpret_cast(a_Packet); m_pState->Username = PacketData->m_Username; LOG("HANDSHAKE %s", GetUsername() ); cPacket_Chat Connecting(m_pState->Username + " is connecting."); if (cRoot::Get()->GetWorld()->GetNumPlayers() == cRoot::Get()->GetWorld()->GetMaxPlayers()) { Kick("The server is currently full :( -- Try again later"); break; } cRoot::Get()->GetServer()->Broadcast( Connecting, this ); // Give a server handshake thingy back cPacket_Handshake Handshake; Handshake.m_Username = cRoot::Get()->GetServer()->GetServerID();//ServerID;//"2e66f1dc032ab5f0"; Send( Handshake ); } break; case E_LOGIN: { LOG("LOGIN %s", GetUsername() ); cPacket_Login* PacketData = reinterpret_cast(a_Packet); if( m_pState->Username.compare( PacketData->m_Username ) != 0 ) { Kick("Login Username does not match Handshake username!"); return; } //m_Password = PacketData->m_Password; if( cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_LOGIN, 1, PacketData ) ) { Destroy(); return; } if( m_pState->pAuthenticateThread ) delete m_pState->pAuthenticateThread; m_pState->pAuthenticateThread = new cThread( AuthenticateThread, this, "cClientHandle::AuthenticateThread" ); m_pState->pAuthenticateThread->Start( true ); } break; case E_PLAYERMOVELOOK: // After this is received we're safe to send anything { if( !m_Player ) { Kick("Received wrong packet! Check your login sequence!"); return; } if( !cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_PLAYER_JOIN, 1, m_Player ) ) { // Broadcast that this player has joined the game! Yay~ cPacket_Chat Joined( m_pState->Username + " joined the game!"); cRoot::Get()->GetServer()->Broadcast( Joined, this ); } int posx = (int) m_Player->GetPosX(); int posy = (int) m_Player->GetPosY(); int posz = (int) m_Player->GetPosZ(); // Now initialize player (adds to entity list etc.) cWorld* PlayerWorld = cRoot::Get()->GetWorld( m_Player->GetLoadedWorldName() ); if( !PlayerWorld ) PlayerWorld = cRoot::Get()->GetDefaultWorld(); m_Player->Initialize( PlayerWorld ); // TODO - Get correct world for player // Broadcasts to all but this ( this is actually handled in cChunk.cpp, after entity is added to the chunk ) //m_Player->SpawnOn( 0 ); // Send all already connected players to new player //cRoot::Get()->GetServer()->SendAllEntitiesTo( this ); // Then we can start doing more stuffs! :D m_bLoggedIn = true; LOG("%s completely logged in", GetUsername() ); m_Player->TeleportTo( posx, posy, posz ); StreamChunks(); } break; case E_KEEP_ALIVE: break; default: { LOG("INVALID RESPONSE FOR LOGIN: needed 0x%02x got 0x%02x", E_PLAYERMOVELOOK, a_Packet->m_PacketID ); Kick("INVALID RESPONSE FOR LOGIN: needed 0x0d!"); } break; } } else // m_bLoggedIn == true { switch( a_Packet->m_PacketID ) { case E_PLAYERPOS: { cPacket_PlayerPosition* PacketData = reinterpret_cast(a_Packet); //LOG("recv player pos: %0.2f %0.2f %0.2f", PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); m_Player->MoveTo( Vector3d( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ) ); m_Player->SetStance( PacketData->m_Stance ); m_Player->SetTouchGround( PacketData->m_bFlying ); } break; case E_BLOCK_DIG: { int LastActionCnt = m_Player->GetLastBlockActionCnt(); if ( cRoot::Get()->GetWorld()->GetTime() - m_Player->GetLastBlockActionTime() < 0.1 ) { //only allow block interactions every 0.1 seconds m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time. m_Player->SetLastBlockActionCnt(LastActionCnt+1); if (LastActionCnt > 3) { //kick if more than 3 interactions per .1 seconds LOGWARN("Player %s tried to interact with a block too quickly! (could indicate bot) Was Kicked.", GetUsername() ); //TODO Too many false-positives :s for example on a minimal server lagg :s should be re checked Kick("You're a baaaaaad boy!"); break; } } else { m_Player->SetLastBlockActionCnt(0); //reset count m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time. } cPacket_BlockDig* PacketData = reinterpret_cast(a_Packet); LOG("OnBlockDig: %i %i %i Dir: %i Stat: %i", PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PacketData->m_Direction, PacketData->m_Status ); if( PacketData->m_Status == 0x04 ) // Drop block { m_Player->TossItem( false ); } else { cWorld* World = m_Player->GetWorld(); char OldBlock = World->GetBlock(PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ); char MetaData = World->GetBlockMeta(PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ); bool bBroken = (PacketData->m_Status == 0x02) || g_BlockOneHitDig[(int)OldBlock] || ( (PacketData->m_Status == 0x00) && (m_Player->GetGameMode() == 1) ); if(bBroken == false) bBroken = (m_Player->GetInventory().GetEquippedItem().m_ItemID == E_ITEM_SHEARS && OldBlock == E_BLOCK_LEAVES); if(OldBlock == E_BLOCK_WOODEN_DOOR && !bBroken) { cDoors::ChangeDoor(m_Player->GetWorld(), PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ); } cItem PickupItem; if( bBroken && !(m_Player->GetGameMode() == 1) ) // broken { ENUM_ITEM_ID PickupID = cBlockToPickup::ToPickup( (ENUM_BLOCK_ID)OldBlock, m_Player->GetInventory().GetEquippedItem().m_ItemID ); PickupItem.m_ItemID = PickupID; PickupItem.m_ItemHealth = MetaData; PickupItem.m_ItemCount = cBlockToPickup::PickupCount(OldBlock); if( OldBlock == E_BLOCK_LAPIS_ORE ) { PickupItem.m_ItemHealth = 4; } if(cDoors::IsDoor(OldBlock)) { PickupItem.m_ItemHealth = 1; //For a complete door this works :D } } if(!cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_BLOCK_DIG, 2, PacketData, m_Player, &PickupItem ) ) { if( bBroken ) // Block broken { if( World->DigBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PickupItem ) ) { if (OldBlock == E_BLOCK_REDSTONE_TORCH_ON) { cRedstone Redstone(World); Redstone.ChangeRedstone( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false ); } if (OldBlock == E_BLOCK_REDSTONE_TORCH_OFF) { cRedstone Redstone(World); Redstone.ChangeRedstone( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false ); } if (OldBlock == E_BLOCK_REDSTONE_WIRE) { cRedstone Redstone(World); Redstone.ChangeRedstone( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, false ); } if (( OldBlock == E_BLOCK_PISTON) || (OldBlock == E_BLOCK_STICKY_PISTON) ) { int newX = PacketData->m_PosX; int newY = PacketData->m_PosY; int newZ = PacketData->m_PosZ; AddPistonDir( newX, newY, newZ, MetaData & ~(8), 1 ) if (World->GetBlock(newX, newY, newZ) == E_BLOCK_PISTON_EXTENSION) { World->SetBlock( newX, newY, newZ, E_BLOCK_AIR, 0 ); } } if(cDoors::IsDoor(OldBlock)) //Special actions for destroyed door (Destroy second part) { if(MetaData & 8) //was Upper part of door { if(cDoors::IsDoor(World->GetBlock(PacketData->m_PosX, PacketData->m_PosY - 1, PacketData->m_PosZ))) World->SetBlock(PacketData->m_PosX, PacketData->m_PosY - 1, PacketData->m_PosZ, E_BLOCK_AIR, 0); }else{ //Was lower part if(cDoors::IsDoor(World->GetBlock(PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->m_PosZ))) World->SetBlock(PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->m_PosZ, E_BLOCK_AIR, 0); } } int helditem = m_Player->GetInventory().GetEquippedItem().m_ItemID; bool itemhasdur = false; switch(helditem) { case 256 : itemhasdur = true; break; case 257 : itemhasdur = true; break; case 258 : itemhasdur = true; break; case 267 : itemhasdur = true; break; case 268 : itemhasdur = true; break; case 269 : itemhasdur = true; break; case 270 : itemhasdur = true; break; case 271 : itemhasdur = true; break; case 272 : itemhasdur = true; break; case 273 : itemhasdur = true; break; case 274 : itemhasdur = true; break; case 275 : itemhasdur = true; break; case 276 : itemhasdur = true; break; case 277 : itemhasdur = true; break; case 278 : itemhasdur = true; break; case 279 : itemhasdur = true; break; case 283 : itemhasdur = true; break; case 284 : itemhasdur = true; break; case 285 : itemhasdur = true; break; case 286 : itemhasdur = true; break; case 290 : itemhasdur = true; break; case 291 : itemhasdur = true; break; case 292 : itemhasdur = true; break; case 293 : itemhasdur = true; break; case 294 : itemhasdur = true; break; case 359 : itemhasdur = true; break; } if (itemhasdur) { int maxhelditemdur = 1563; switch(helditem) { case 256 : maxhelditemdur = 251; break; case 257 : maxhelditemdur = 251; break; case 258 : maxhelditemdur = 251; break; case 267 : maxhelditemdur = 251; break; case 268 : maxhelditemdur = 60; break; case 269 : maxhelditemdur = 60; break; case 270 : maxhelditemdur = 60; break; case 271 : maxhelditemdur = 60; break; case 272 : maxhelditemdur = 132; break; case 273 : maxhelditemdur = 132; break; case 274 : maxhelditemdur = 132; break; case 275 : maxhelditemdur = 132; break; case 276 : maxhelditemdur = 1563; break; case 277 : maxhelditemdur = 1563; break; case 278 : maxhelditemdur = 1563; break; case 279 : maxhelditemdur = 1563; break; case 283 : maxhelditemdur = 32; break; case 284 : maxhelditemdur = 32; break; case 285 : maxhelditemdur = 32; break; case 286 : maxhelditemdur = 32; break; case 290 : maxhelditemdur = 60; break; case 291 : maxhelditemdur = 132; break; case 292 : maxhelditemdur = 251; break; case 293 : maxhelditemdur = 1563; break; case 294 : maxhelditemdur = 32; break; case 359 : maxhelditemdur = 251; break; } m_Player->GetInventory().GetEquippedItem().m_ItemHealth ++; LOG("Health: %i", m_Player->GetInventory().GetEquippedItem().m_ItemHealth); if (m_Player->GetInventory().GetEquippedItem().m_ItemHealth >= maxhelditemdur) { LOG("Player %s Broke ID: %i", GetUsername(), m_Player->GetInventory().GetEquippedItem().m_ItemID); m_Player->GetInventory().RemoveItem( m_Player->GetInventory().GetEquippedItem()); } } } } } else { World->SendBlockTo( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, m_Player ); } } } break; case E_BLOCK_PLACE: { int LastActionCnt = m_Player->GetLastBlockActionCnt(); if ( cRoot::Get()->GetWorld()->GetTime() - m_Player->GetLastBlockActionTime() < 0.1 ) { //only allow block interactions every 0.1 seconds m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time. m_Player->SetLastBlockActionCnt(LastActionCnt+1); if (LastActionCnt > 3) { //kick if more than 3 interactions per .1 seconds LOGWARN("Player %s tried to interact with a block too quickly! (could indicate bot) Was Kicked.", GetUsername() ); Kick("You're a baaaaaad boy!"); break; } } else { m_Player->SetLastBlockActionCnt(0); //reset count m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time. } cPacket_BlockPlace* PacketData = reinterpret_cast(a_Packet); cItem & Equipped = m_Player->GetInventory().GetEquippedItem(); //if( (Equipped.m_ItemID != PacketData->m_ItemType) ) // Not valid if( (Equipped.m_ItemID != PacketData->m_ItemType) && (m_Player->GetGameMode() != 1) ) // Not valid { LOGWARN("Player %s tried to place a block that was not selected! (could indicate bot)", GetUsername() ); break; } if(cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_BLOCK_PLACE, 2, PacketData, m_Player ) ) { if( PacketData->m_Direction > -1 ) { AddDirection( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PacketData->m_Direction ); m_Player->GetWorld()->SendBlockTo( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, m_Player ); } break; } //LOG("%i %i %i %i %i %i", PacketData->m_Count, PacketData->m_Direction, PacketData->m_ItemType, PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); //printf("Place Dir:%i %i %i %i : %i\n", PacketData->m_Direction, PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, PacketData->m_ItemType); // 'use' useable items instead of placing blocks bool bPlaceBlock = true; bool UpdateRedstone = false; bool AddedCurrent = false; if( PacketData->m_Direction >= 0 ) { ENUM_BLOCK_ID BlockID = (ENUM_BLOCK_ID)m_Player->GetWorld()->GetBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); switch( BlockID ) { case E_BLOCK_REDSTONE_REPEATER_ON: case E_BLOCK_REDSTONE_REPEATER_OFF: { //no need to update redstone current with a repeater //todo: Find meta value of repeater and change it to one step more. } break; case E_BLOCK_WORKBENCH: { bPlaceBlock = false; cWindow* Window = new cCraftingWindow( 0, true ); m_Player->OpenWindow( Window ); } break; case E_BLOCK_FURNACE: case E_BLOCK_CHEST: { bPlaceBlock = false; cBlockEntity* BlockEntity = m_Player->GetWorld()->GetBlockEntity( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); if( BlockEntity ) { BlockEntity->UsedBy( *m_Player ); } } break; case E_BLOCK_WOODEN_DOOR: { bPlaceBlock = false; cDoors::ChangeDoor(m_Player->GetWorld(), PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ); } break; default: break; }; } // Some checks to see if it's a placeable item :P if( bPlaceBlock ) { cItem Item; Item.m_ItemID = Equipped.m_ItemID; Item.m_ItemCount = 1; LOG("PacketData->m_ItemType: %i", (int)PacketData->m_ItemType); // Hacked in edible items go!~ bool bEat = false; bool isDoor = false; switch( Item.m_ItemID ) { case E_ITEM_APPLE: m_Player->Heal( 4 ); // 2 hearts bEat = true; break; case E_ITEM_GOLDEN_APPLE: m_Player->Heal( 20 ); // 10 hearts bEat = true; break; case E_ITEM_MUSHROOM_SOUP: m_Player->Heal( 10 ); // 5 hearts bEat = true; break; case E_ITEM_BREAD: m_Player->Heal( 5 ); // 2.5 hearts bEat = true; break; case E_ITEM_RAW_MEAT: m_Player->Heal( 3 ); // 1.5 hearts bEat = true; break; case E_ITEM_COOKED_MEAT: m_Player->Heal( 8 ); // 4 hearts bEat = true; break; case E_ITEM_RAW_FISH: m_Player->Heal( 2 ); // 1 heart bEat = true; break; case E_ITEM_COOKED_FISH: m_Player->Heal( 5 ); // 2.5 hearts bEat = true; break; default: break; }; if( bEat ) { m_Player->GetInventory().RemoveItem( Item ); break; } if( PacketData->m_Direction < 0 ) // clicked in air break; //TODO: Wrong Blocks! int clickedBlock = (int)m_Player->GetWorld()->GetBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); char MetaData = (char)Equipped.m_ItemHealth; bool LavaBucket = false; bool WaterBucket = false; switch( PacketData->m_ItemType ) // Special handling for special items { case E_ITEM_BUCKET: //TODO: Change this, it is just a small hack to get it working a little bit. seems like the Client sends the position from the first hitable block :s clickedBlock = (int)m_Player->GetWorld()->GetBlock( PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->m_PosZ ); LOG("Bucket Clicked BlockID: %d", clickedBlock); switch (clickedBlock) { case E_BLOCK_WATER: case E_BLOCK_STATIONARY_WATER: WaterBucket = true; break; case E_BLOCK_LAVA: case E_BLOCK_STATIONARY_LAVA: LavaBucket = true; break; } break; case E_ITEM_LAVA_BUCKET: if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item ))) { cItem NewItem; NewItem.m_ItemID = E_ITEM_BUCKET; NewItem.m_ItemCount = 1; m_Player->GetInventory().AddItem( NewItem ); PacketData->m_ItemType = E_BLOCK_LAVA; } break; case E_ITEM_WATER_BUCKET: if((m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item ))) { cItem NewItem; NewItem.m_ItemID = E_ITEM_BUCKET; NewItem.m_ItemCount = 1; m_Player->GetInventory().AddItem( NewItem ); PacketData->m_ItemType = E_BLOCK_WATER; } break; case E_BLOCK_WHITE_CLOTH: MetaData = (char)PacketData->m_Uses; break; case E_BLOCK_TORCH: MetaData = cTorch::DirectionToMetaData( PacketData->m_Direction ); break; case E_BLOCK_REDSTONE_TORCH_OFF: { MetaData = cTorch::DirectionToMetaData( PacketData->m_Direction ); if( g_BlockTransparent[ (int)m_Player->GetWorld()->GetBlock( PacketData->m_PosX, PacketData->m_PosY+2, PacketData->m_PosZ ) ] == true ) {//if block above is transparent //printf("transparent above me\n"); } else { //printf("transparent not above me\n"); } UpdateRedstone = true; AddedCurrent = false; break; } case E_BLOCK_REDSTONE_TORCH_ON: { MetaData = cTorch::DirectionToMetaData( PacketData->m_Direction ); UpdateRedstone = true; AddedCurrent = true; break; } case E_ITEM_REDSTONE_DUST: MetaData = 0; PacketData->m_ItemType = E_BLOCK_REDSTONE_WIRE; UpdateRedstone = true; AddedCurrent = false; break; case E_ITEM_REDSTONE_REPEATER: MetaData = cRedstone::RepeaterRotationToMetaData( m_Player->GetRotation() ); PacketData->m_ItemType = E_BLOCK_REDSTONE_REPEATER_OFF; UpdateRedstone = true; AddedCurrent = false; break; case E_BLOCK_PISTON: case E_BLOCK_STICKY_PISTON: MetaData = cPiston::RotationPitchToMetaData( m_Player->GetRotation(), m_Player->GetPitch() ); UpdateRedstone = true; AddedCurrent = false; break; case E_ITEM_IRON_DOOR: { PacketData->m_ItemType = E_BLOCK_IRON_DOOR; MetaData = cDoors::RotationToMetaData( m_Player->GetRotation() ); isDoor = true; } break; case E_ITEM_WOODEN_DOOR: { PacketData->m_ItemType = E_BLOCK_WOODEN_DOOR; MetaData = cDoors::RotationToMetaData( m_Player->GetRotation() ); isDoor = true; } break; case E_BLOCK_COBBLESTONE_STAIRS: case E_BLOCK_BRICK_STAIRS: case E_BLOCK_STONE_BRICK_STAIRS: case E_BLOCK_NETHER_BRICK_STAIRS: case E_BLOCK_WOODEN_STAIRS: MetaData = cStairs::RotationToMetaData( m_Player->GetRotation() ); break; case E_BLOCK_LADDER: MetaData = cLadder::DirectionToMetaData( PacketData->m_Direction ); break; case E_ITEM_SIGN: LOG("Dir: %i", PacketData->m_Direction); if( PacketData->m_Direction == 1 ) { LOG("Player Rotation: %f", m_Player->GetRotation() ); MetaData = cSign::RotationToMetaData( m_Player->GetRotation() ); LOG("Sign rotation %i", MetaData); PacketData->m_ItemType = E_BLOCK_SIGN_POST; } else { MetaData = cSign::DirectionToMetaData( PacketData->m_Direction ); PacketData->m_ItemType = E_BLOCK_WALLSIGN; } break; default: break; }; if (LavaBucket) { if( (m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )) ) { cItem NewItem; NewItem.m_ItemID = E_ITEM_LAVA_BUCKET; NewItem.m_ItemCount = 1; m_Player->GetInventory().AddItem( NewItem ); m_Player->GetWorld()->SetBlock( PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->m_PosZ, E_BLOCK_AIR, 0 ); } } else if (WaterBucket) { if( (m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )) ) { cItem NewItem; NewItem.m_ItemID = E_ITEM_WATER_BUCKET; NewItem.m_ItemCount = 1; m_Player->GetInventory().AddItem( NewItem ); m_Player->GetWorld()->SetBlock( PacketData->m_PosX, PacketData->m_PosY + 1, PacketData->m_PosZ, E_BLOCK_AIR, 0 ); } } else if( IsValidBlock( PacketData->m_ItemType) ) { int X = PacketData->m_PosX; char Y = PacketData->m_PosY; int Z = PacketData->m_PosZ; AddDirection( X, Y, Z, PacketData->m_Direction ); int PlaceBlock = m_Player->GetWorld()->GetBlock( X, Y, Z ); if (!( ( PlaceBlock == E_BLOCK_AIR ) || ( PlaceBlock == E_BLOCK_WATER ) || ( PlaceBlock == E_BLOCK_STATIONARY_WATER ) || ( PlaceBlock == E_BLOCK_LAVA ) || ( PlaceBlock == E_BLOCK_STATIONARY_LAVA ) ) ) { //tried to place a block *into* another? break; //happens when you place a block aiming at side of block like torch or stem } if( (m_Player->GetGameMode() == 1) || (m_Player->GetInventory().RemoveItem( Item )) ) { if (isDoor) { if ( ( m_Player->GetWorld()->GetBlock( X, Y+1, Z ) == E_BLOCK_AIR ) || ( m_Player->GetWorld()->GetBlock( X, Y+1, Z ) == E_BLOCK_AIR ) ) { m_Player->GetWorld()->SetBlock( X, Y+1, Z, (char)PacketData->m_ItemType, MetaData + 8 ); m_Player->GetWorld()->SetBlock( X, Y, Z, (char)PacketData->m_ItemType, MetaData ); } } else { m_Player->GetWorld()->SetBlock( X, Y, Z, (char)PacketData->m_ItemType, MetaData ); } if (UpdateRedstone) { cRedstone Redstone(m_Player->GetWorld()); Redstone.ChangeRedstone( PacketData->m_PosX, PacketData->m_PosY+1, PacketData->m_PosZ, AddedCurrent ); } } } } /* // Remove stuff with stick! :D if( m_Username.compare("FakeTruth") == 0 ) { // It's me! :D if( PacketData->m_ItemType == 280 ) { cRoot::Get()->GetWorld()->SetBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ, 0, 0 ); } } */ } break; case E_PICKUP_SPAWN: { LOG("Received packet E_PICKUP_SPAWN"); cPacket_PickupSpawn* PacketData = reinterpret_cast(a_Packet); cItem DroppedItem; DroppedItem.m_ItemID = (ENUM_ITEM_ID)PacketData->m_Item; DroppedItem.m_ItemCount = PacketData->m_Count; DroppedItem.m_ItemHealth = 0x0; // TODO: Somehow figure out what item was dropped, and apply correct health if( m_Player->GetInventory().RemoveItem( DroppedItem ) ) { cPickup* Pickup = new cPickup( PacketData ); Pickup->Initialize( m_Player->GetWorld() ); } } break; case E_CHAT: { cPacket_Chat* PacketData = reinterpret_cast(a_Packet); if( !cRoot::Get()->GetServer()->Command( *this, PacketData->m_Message.c_str() ) ) { PacketData->m_Message.insert( 0, "<"+m_Player->GetColor() + m_pState->Username + cChatColor::White + "> " ); cRoot::Get()->GetServer()->Broadcast( *PacketData ); } } break; case E_PLAYERLOOK: { cPacket_PlayerLook* PacketData = reinterpret_cast(a_Packet); m_Player->SetRotation( PacketData->m_Rotation ); m_Player->SetPitch( PacketData->m_Pitch ); m_Player->SetTouchGround( PacketData->m_bFlying ); m_Player->WrapRotation(); } break; case E_PLAYERMOVELOOK: { cPacket_PlayerMoveLook* PacketData = reinterpret_cast(a_Packet); m_Player->MoveTo( Vector3d( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ) ); m_Player->SetStance( PacketData->m_Stance ); m_Player->SetTouchGround( PacketData->m_bFlying ); m_Player->SetRotation( PacketData->m_Rotation ); m_Player->SetPitch( PacketData->m_Pitch ); m_Player->WrapRotation(); } break; case E_ANIMATION: { cPacket_ArmAnim* PacketData = reinterpret_cast(a_Packet); PacketData->m_EntityID = m_Player->GetUniqueID(); cRoot::Get()->GetServer()->Broadcast( *PacketData, this ); } break; case E_ITEM_SWITCH: { cPacket_ItemSwitch* PacketData = reinterpret_cast(a_Packet); m_Player->GetInventory().SetEquippedSlot( PacketData->m_SlotNum ); cPacket_EntityEquipment Equipment; Equipment.m_ItemID = (short)m_Player->GetInventory().GetEquippedItem().m_ItemID; Equipment.m_Slot = 0; Equipment.m_UniqueID = m_Player->GetUniqueID(); cRoot::Get()->GetServer()->Broadcast( Equipment, this ); } break; case E_WINDOW_CLOSE: { cPacket_WindowClose* PacketData = reinterpret_cast(a_Packet); m_Player->CloseWindow(PacketData->m_Close); /* if( PacketData->m_Close > 0 ) // Don't care about closing inventory { m_Player->CloseWindow(); } */ } break; case E_WINDOW_CLICK: { cPacket_WindowClick* PacketData = reinterpret_cast(a_Packet); if( PacketData->m_WindowID == 0 ) { m_Player->GetInventory().Clicked( PacketData ); } else { cWindow* Window = m_Player->GetWindow(); if( Window ) Window->Clicked( PacketData, *m_Player ); else LOG("No 'other' window! WTF"); } } break; case E_UPDATE_SIGN: { cPacket_UpdateSign* PacketData = reinterpret_cast(a_Packet); cWorld* World = m_Player->GetWorld(); cChunk* Chunk = World->GetChunkOfBlock( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); cBlockEntity* BlockEntity = Chunk->GetBlockEntity( PacketData->m_PosX, PacketData->m_PosY, PacketData->m_PosZ ); if( BlockEntity && (BlockEntity->GetBlockType() == E_BLOCK_SIGN_POST || BlockEntity->GetBlockType() == E_BLOCK_WALLSIGN ) ) { cSignEntity* Sign = reinterpret_cast< cSignEntity* >(BlockEntity); Sign->SetLines( PacketData->m_Line1, PacketData->m_Line2, PacketData->m_Line3, PacketData->m_Line4 ); Sign->SendTo( 0 ); // Broadcast to all players in chunk } } break; case E_USE_ENTITY: { cPacket_UseEntity* PacketData = reinterpret_cast(a_Packet); if( PacketData->m_bLeftClick ) { cWorld* World = m_Player->GetWorld(); cEntity* Entity = World->GetEntity( PacketData->m_TargetID ); if( Entity && Entity->IsA("cPawn") ) { cPawn* Pawn = (cPawn*)Entity; Pawn->TakeDamage( 1, m_Player ); } } } break; case E_RESPAWN: { m_Player->Respawn(); } break; case E_DISCONNECT: { LOG("Received d/c packet from %s", GetUsername() ); cPacket_Disconnect* PacketData = reinterpret_cast(a_Packet); if( !cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_DISCONNECT, 2, PacketData->m_Reason.c_str(), m_Player ) ) { cPacket_Chat DisconnectMessage( m_pState->Username + " disconnected: " + PacketData->m_Reason ); cRoot::Get()->GetServer()->Broadcast( DisconnectMessage ); } Destroy(); return; } break; case E_KEEP_ALIVE: // TODO: Handle player ping per minecraft //cPacket_KeepAlive* PacketData = reinterpret_cast(a_Packet); break; default: break; } } } void cClientHandle::AuthenticateThread( void* a_Param ) { cClientHandle* self = (cClientHandle*)a_Param; cAuthenticator Authenticator; if( !Authenticator.Authenticate( self->GetUsername(), cRoot::Get()->GetServer()->GetServerID() ) ) { self->Kick("Failed to verify username!"); return; } self->m_bSendLoginResponse = true; } void cClientHandle::Tick(float a_Dt) { (void)a_Dt; if( cWorld::GetTime() - m_TimeLastPacket > 30.f ) // 30 seconds time-out { cPacket_Disconnect DC("Nooooo!! You timed out! D: Come back!"); DC.Send( m_pState->Socket ); cSleep::MilliSleep( 1000 ); // Give packet some time to be received Destroy(); } if( m_bSendLoginResponse ) { m_bSendLoginResponse = false; // Spawn player (only serversided, so data is loaded) m_Player = new cPlayer( this, GetUsername() ); // !!DO NOT INITIALIZE!! <- is done after receiving MoveLook Packet cWorld* World = cRoot::Get()->GetWorld( m_Player->GetLoadedWorldName() ); // TODO - Get the correct world or better yet, move this to the main thread so we don't have to lock anything if( !World ) World = cRoot::Get()->GetDefaultWorld(); World->LockEntities(); m_Player->LoginSetGameMode ( World->GetGameMode() ); //set player's gamemode to server's gamemode at login. m_Player->SetIP ( m_pState->Socket.GetIPString() ); cRoot::Get()->GetPluginManager()->CallHook( cPluginManager::E_PLUGIN_PLAYER_SPAWN, 1, m_Player ); // Return a server login packet cPacket_Login LoginResponse; LoginResponse.m_ProtocolVersion = m_Player->GetUniqueID(); //LoginResponse.m_Username = ""; LoginResponse.m_ServerMode = m_Player->GetGameMode(); //set gamemode from player. LoginResponse.m_MapSeed = 0; LoginResponse.m_Dimension = 0; LoginResponse.m_MaxPlayers = (unsigned char)cRoot::Get()->GetWorld()->GetMaxPlayers(); Send( LoginResponse ); // Send Weather if raining: if ( (World->GetWeather() == 1) || (World->GetWeather() == 2) ) { cPacket_NewInvalidState RainPacket; RainPacket.m_Reason = 1; //begin rain Send( RainPacket ); } // Send position Send( cPacket_PlayerMoveLook( m_Player ) ); // Send time Send( cPacket_TimeUpdate( World->GetWorldTime() ) ); // Send inventory m_Player->GetInventory().SendWholeInventory( this ); // Send health Send( cPacket_UpdateHealth( (short)m_Player->GetHealth() ) ); World->UnlockEntities(); } } void cClientHandle::Send( const cPacket & a_Packet, ENUM_PRIORITY a_Priority /* = E_PRIORITY_NORMAL */ ) { if( m_bKicking ) return; // Don't add more packets if player is getting kicked anyway bool bSignalSemaphore = true; m_pState->SendCriticalSection.Lock(); if( a_Priority == E_PRIORITY_NORMAL ) { if( a_Packet.m_PacketID == E_REL_ENT_MOVE_LOOK ) { PacketList & Packets = m_pState->PendingNrmSendPackets; for( std::list::iterator itr = Packets.begin(); itr != Packets.end(); ++itr ) { bool bBreak = false; switch( (*itr)->m_PacketID ) { case E_REL_ENT_MOVE_LOOK: { const cPacket_RelativeEntityMoveLook* ThisPacketData = reinterpret_cast< const cPacket_RelativeEntityMoveLook* >(&a_Packet); cPacket_RelativeEntityMoveLook* PacketData = reinterpret_cast< cPacket_RelativeEntityMoveLook* >(*itr); if( ThisPacketData->m_UniqueID == PacketData->m_UniqueID ) { //LOGINFO("Optimized by removing double packet"); Packets.erase( itr ); bBreak = true; bSignalSemaphore = false; // Because 1 packet is removed, semaphore count is the same delete PacketData; break; } } break; default: break; } if( bBreak ) break; } } m_pState->PendingNrmSendPackets.push_back( a_Packet.Clone() ); } else if( a_Priority == E_PRIORITY_LOW ) m_pState->PendingLowSendPackets.push_back( a_Packet.Clone() ); m_pState->SendCriticalSection.Unlock(); if( bSignalSemaphore ) m_pState->pSemaphore->Signal(); } void cClientHandle::SendThread( void *lpParam ) { cClientHandle* self = (cClientHandle*)lpParam; sClientHandleState* m_pState = self->m_pState; PacketList & NrmSendPackets = m_pState->PendingNrmSendPackets; PacketList & LowSendPackets = m_pState->PendingLowSendPackets; while( self->m_bKeepThreadGoing && m_pState->Socket ) { m_pState->pSemaphore->Wait(); m_pState->SendCriticalSection.Lock(); //LOG("Pending packets: %i", m_PendingPackets.size() ); if( NrmSendPackets.size() + LowSendPackets.size() > MAX_SEMAPHORES ) { LOGERROR("ERROR: Too many packets in queue for player %s !!", self->GetUsername() ); cPacket_Disconnect DC("Too many packets in queue."); DC.Send( m_pState->Socket ); cSleep::MilliSleep( 1000 ); // Give packet some time to be received self->Destroy(); m_pState->SendCriticalSection.Unlock(); break; } if( NrmSendPackets.size() == 0 && LowSendPackets.size() == 0 ) { if( self->m_bKeepThreadGoing ) LOGERROR("ERROR: Semaphore was signaled while PendingSendPackets.size == 0"); m_pState->SendCriticalSection.Unlock(); continue; } if( NrmSendPackets.size() > MAX_SEMAPHORES/2 ) { LOGINFO("Pending packets: %i Last: 0x%02x", NrmSendPackets.size(), (*NrmSendPackets.rbegin())->m_PacketID ); } cPacket* Packet = 0; if( NrmSendPackets.size() > 0 ) { Packet = *NrmSendPackets.begin(); NrmSendPackets.erase( NrmSendPackets.begin() ); } else if( LowSendPackets.size() > 0 ) { Packet = *LowSendPackets.begin(); LowSendPackets.erase( LowSendPackets.begin() ); } m_pState->SendCriticalSection.Unlock(); m_pState->SocketCriticalSection.Lock(); if( !m_pState->Socket ) { m_pState->SocketCriticalSection.Unlock(); break; } bool bSuccess = Packet->Send( m_pState->Socket ); m_pState->SocketCriticalSection.Unlock(); if( !bSuccess ) { LOGERROR("ERROR: While sending packet 0x%02x", Packet->m_PacketID ); delete Packet; self->Destroy(); break; } delete Packet; if( self->m_bKicking && (NrmSendPackets.size() + LowSendPackets.size() == 0) ) // Disconnect player after all packets have been sent { cSleep::MilliSleep( 1000 ); // Give all packets some time to be received self->Destroy(); break; } } return; } extern std::string GetWSAError(); void cClientHandle::ReceiveThread( void *lpParam ) { LOG("ReceiveThread"); cClientHandle* self = (cClientHandle*)lpParam; char temp = 0; int iStat = 0; cSocket socket = self->GetSocket(); while( self->m_bKeepThreadGoing ) { iStat = socket.Receive( &temp, 1, 0 ); if( cSocket::IsSocketError(iStat) || iStat == 0 ) { LOG("CLIENT DISCONNECTED (%i bytes):%s", iStat, GetWSAError().c_str() ); break; } else { cPacket* pPacket = self->m_pState->PacketMap[ (unsigned char)temp ]; if( pPacket ) { if( pPacket->Parse( socket ) ) { self->AddPacket( pPacket ); //self->HandlePendingPackets(); } else { LOGERROR("Something went wrong during PacketID 0x%02x (%s)", temp, cSocket::GetLastErrorString() ); LOG("CLIENT %s DISCONNECTED", self->GetUsername() ); break; } } else { LOG("Unknown packet: 0x%2x %c %i", (unsigned char)temp, (unsigned char)temp, (unsigned char)temp ); char c_Str[128]; sprintf_s( c_Str, 128, "[C->S] Unknown PacketID: 0x%2x", (unsigned char)temp ); cPacket_Disconnect DC(c_Str); DC.Send( socket ); cSleep::MilliSleep( 1000 ); // Give packet some time to be received break; } } } self->Destroy(); LOG("ReceiveThread STOPPED"); return; } const char* cClientHandle::GetUsername() { return m_pState->Username.c_str(); } const cSocket & cClientHandle::GetSocket() { return m_pState->Socket; }