#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "cClientHandle.h" #include "cServer.h" #include "cWorld.h" #include "cPickup.h" #include "cPluginManager.h" #include "cPlayer.h" #include "cInventory.h" #include "cChestEntity.h" #include "cSignEntity.h" #include "cWindow.h" #include "cCraftingWindow.h" #include "cItem.h" #include "cTorch.h" #include "cDoors.h" #include "cLadder.h" #include "cVine.h" #include "cSign.h" #include "cRedstone.h" #include "cPiston.h" #include "cBlockToPickup.h" #include "cMonster.h" #include "cChatColor.h" #include "cSocket.h" #include "cTimer.h" #include "items/Item.h" #include "blocks/Block.h" #include "ChunkDataSerializer.h" #include "cTracer.h" #include "Vector3f.h" #include "Vector3d.h" #include "cSleep.h" #include "cRoot.h" #include "cBlockingTCPLink.h" #include "cAuthenticator.h" #include "MersenneTwister.h" #include "Protocol125.h" #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; } /// If the number of queued outgoing packets reaches this, the client will be kicked #define MAX_OUTGOING_PACKETS 2000 #define RECI_RAND_MAX (1.f/RAND_MAX) inline int fRadRand(MTRand & r1, int a_BlockCoord) { return a_BlockCoord * 32 + (int)(16 * ((float)r1.rand() * RECI_RAND_MAX) * 16 - 8); } int cClientHandle::s_ClientCount = 0; /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cClientHandle: cClientHandle::cClientHandle(const cSocket & a_Socket, int a_ViewDistance) : m_ViewDistance(a_ViewDistance) , m_ProtocolVersion(MCS_PROTOCOL_VERSION) , m_Socket(a_Socket) , m_OutgoingData(64 KiB) , m_bDestroyed(false) , m_Player(NULL) , m_bKicking(false) , m_TimeLastPacket(cWorld::GetTime()) , m_bKeepThreadGoing(true) , m_Ping(1000) , m_State(csConnected) , m_LastStreamedChunkX(0x7fffffff) // bogus chunk coords to force streaming upon login , m_LastStreamedChunkZ(0x7fffffff) , m_UniqueID(0) { m_Protocol = new cProtocol125(this); s_ClientCount++; // Not protected by CS because clients are always constructed from the same thread m_UniqueID = s_ClientCount; cTimer t1; m_LastPingTime = t1.GetNowTime(); LOGD("New ClientHandle created at %p", this); } cClientHandle::~cClientHandle() { LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), this); // Remove from cSocketThreads, we're not to be called anymore: cRoot::Get()->GetServer()->ClientDestroying(this); { cCSLock Lock(m_CSChunkLists); m_LoadedChunks.clear(); m_ChunksToSend.clear(); } if (m_Player != NULL) { cWorld * World = m_Player->GetWorld(); if (!m_Username.empty() && (World != NULL)) { // Send the Offline PlayerList packet: World->BroadcastPlayerListItem(*m_Player, false, this); // Send the Chat packet: AString Left(m_Username + " left the game!"); World->BroadcastChat(Left, this); } if (World != NULL) { World->RemovePlayer(m_Player); } } if (m_Socket.IsValid()) { if (!m_bKicking) { SendDisconnect("Server shut down? Kthnxbai"); } } if (m_Player != NULL) { m_Player->Destroy(); m_Player = NULL; } // Queue all remaining outgoing packets to cSocketThreads: { cCSLock Lock(m_CSOutgoingData); AString Data; m_OutgoingData.ReadAll(Data); m_OutgoingData.CommitRead(); cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data); } // Queue the socket to close as soon as it sends all outgoing data: cRoot::Get()->GetServer()->QueueClientClose(&m_Socket); // We need to remove the socket from SocketThreads because we own it and it gets destroyed after this destructor finishes // TODO: The socket needs to stay alive, someone else has to own it cRoot::Get()->GetServer()->RemoveClient(&m_Socket); delete m_Protocol; m_Protocol = NULL; LOGD("ClientHandle at %p deleted", this); } void cClientHandle::Destroy() { // Setting m_bDestroyed was moved to the bottom of Destroy(), // otherwise the destructor may be called within another thread before the client is removed from chunks // http://forum.mc-server.org/showthread.php?tid=366 if ((m_Player != NULL) && (m_Player->GetWorld() != NULL)) { RemoveFromAllChunks(); m_Player->GetWorld()->RemoveClientFromChunkSender(this); } m_bDestroyed = true; } void cClientHandle::Kick(const AString & a_Reason) { if (m_State >= csAuthenticating) // Don't log pings { LOG("Kicking user \"%s\" for \"%s\"", m_Username.c_str(), a_Reason.c_str()); } SendDisconnect(a_Reason); m_bKicking = true; } void cClientHandle::Authenticate(void) { if (m_State != csAuthenticating) { return; } ASSERT( m_Player == NULL ); // Spawn player (only serversided, so data is loaded) m_Player = new cPlayer(this, GetUsername()); cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName()); if (World == NULL) { World = cRoot::Get()->GetDefaultWorld(); } if (m_Player->GetGameMode() == eGameMode_NotSet) { m_Player->LoginSetGameMode(World->GetGameMode()); } m_Player->SetIP (m_Socket.GetIPString()); cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_SPAWN, 1, m_Player); // Return a server login packet m_Protocol->SendLogin(*m_Player); // Send Weather if raining: if ((World->GetWeather() == 1) || (World->GetWeather() == 2)) { m_Protocol->SendWeather(World->GetWeather()); } // Send time m_Protocol->SendTimeUpdate(World->GetWorldTime()); // Send inventory m_Player->GetInventory().SendWholeInventory(this); // Send health m_Player->SendHealth(); m_Player->Initialize(World); StreamChunks(); m_State = csDownloadingWorld; } void cClientHandle::StreamChunks(void) { if (m_State < csAuthenticating) { return; } ASSERT(m_Player != NULL); int ChunkPosX = FAST_FLOOR_DIV(m_Player->GetPosX(), cChunkDef::Width); int ChunkPosZ = FAST_FLOOR_DIV(m_Player->GetPosZ(), cChunkDef::Width); if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ)) { // Already streamed for this position return; } m_LastStreamedChunkX = ChunkPosX; m_LastStreamedChunkZ = ChunkPosZ; LOGD("Streaming chunks centered on [%d, %d], view distance %d", ChunkPosX, ChunkPosZ, m_ViewDistance); cWorld * World = m_Player->GetWorld(); ASSERT(World != NULL); // Remove all loaded chunks that are no longer in range; deferred to out-of-CS: cChunkCoordsList RemoveChunks; { cCSLock Lock(m_CSChunkLists); for (cChunkCoordsList::iterator itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();) { int RelX = (*itr).m_ChunkX - ChunkPosX; int RelZ = (*itr).m_ChunkZ - ChunkPosZ; if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance)) { RemoveChunks.push_back(*itr); itr = m_LoadedChunks.erase(itr); } else { ++itr; } } // for itr - m_LoadedChunks[] for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();) { int RelX = (*itr).m_ChunkX - ChunkPosX; int RelZ = (*itr).m_ChunkZ - ChunkPosZ; if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance)) { itr = m_ChunksToSend.erase(itr); } else { ++itr; } } // for itr - m_ChunksToSend[] } for (cChunkCoordsList::iterator itr = RemoveChunks.begin(); itr != RemoveChunks.end(); ++itr) { World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ, this); m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ); } // for itr - RemoveChunks[] // Add all chunks that are in range and not yet in m_LoadedChunks: // Queue these smartly - from the center out to the edge for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest { // For each distance add chunks in a hollow square centered around current position: for (int i = -d; i <= d; ++i) { StreamChunk(ChunkPosX + d, ZERO_CHUNK_Y, ChunkPosZ + i); StreamChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i); } // for i for (int i = -d + 1; i < d; ++i) { StreamChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d); StreamChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ - d); } // for i } // for d // Touch chunks GENERATEDISTANCE ahead to let them generate: for (int d = m_ViewDistance + 1; d <= m_ViewDistance + GENERATEDISTANCE; ++d) // cycle through (square) distance, from nearest to furthest { // For each distance touch chunks in a hollow square centered around current position: for (int i = -d; i <= d; ++i) { World->TouchChunk(ChunkPosX + d, ZERO_CHUNK_Y, ChunkPosZ + i); World->TouchChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i); } // for i for (int i = -d + 1; i < d; ++i) { World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d); World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ - d); } // for i } // for d } void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cWorld * World = m_Player->GetWorld(); ASSERT(World != NULL); if (World->AddChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, this)) { { cCSLock Lock(m_CSChunkLists); m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)); } World->SendChunkTo(a_ChunkX, a_ChunkY, a_ChunkZ, this); } } // Removes the client from all chunks. Used when switching worlds or destroying the player void cClientHandle::RemoveFromAllChunks() { cWorld * World = m_Player->GetWorld(); if (World != NULL) { World->RemoveClientFromChunks(this); } { cCSLock Lock(m_CSChunkLists); m_LoadedChunks.clear(); m_ChunksToSend.clear(); } } void cClientHandle::HandlePing(void) { // Somebody tries to retrieve information about the server AString Reply; Printf(Reply, "%s%s%i%s%i", cRoot::Get()->GetDefaultWorld()->GetDescription().c_str(), cChatColor::Delimiter.c_str(), cRoot::Get()->GetDefaultWorld()->GetNumPlayers(), cChatColor::Delimiter.c_str(), cRoot::Get()->GetDefaultWorld()->GetMaxPlayers() ); Kick(Reply.c_str()); } void cClientHandle::HandleHandshake(const AString & a_Username) { AStringVector UserData = StringSplit(a_Username, ";"); // "FakeTruth;localhost:25565" if (UserData.empty()) { Kick("Did not receive username"); return; } m_Username = UserData[0]; LOGD("HANDSHAKE %s", m_Username.c_str()); if (cRoot::Get()->GetDefaultWorld()->GetNumPlayers() >= cRoot::Get()->GetDefaultWorld()->GetMaxPlayers()) { Kick("The server is currently full :(-- Try again later"); return; } cRoot::Get()->GetServer()->BroadcastChat(m_Username + " is connecting.", this); SendHandshake(cRoot::Get()->GetServer()->GetServerID()); LOGD("User \"%s\" was sent a handshake", m_Username.c_str()); } void cClientHandle::HandleLogin(int a_ProtocolVersion, const AString & a_Username) { LOGD("LOGIN %s", a_Username.c_str()); if (a_ProtocolVersion < m_ProtocolVersion) { Kick("Your client is outdated!"); return; } else if (a_ProtocolVersion > m_ProtocolVersion) { Kick("Your client version is higher than the server!"); return; } if (m_Username.compare(a_Username) != 0) { LOGWARNING("Login Username (\"%s\") does not match Handshake username (\"%s\") for client @ \"%s\")", a_Username.c_str(), m_Username.c_str(), m_Socket.GetIPString().c_str() ); Kick("Hacked client"); // Don't tell them why we don't want them return; } if (cRoot::Get()->GetPluginManager()->CallHookLogin(this, a_ProtocolVersion, a_Username)) { Destroy(); return; } // Schedule for authentication; until then, let them wait (but do not block) m_State = csAuthenticating; cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), cRoot::Get()->GetServer()->GetServerID()); } void cClientHandle::HandleUnexpectedPacket(int a_PacketType) { LOGWARNING( "Invalid packet in state %d: 0x%02x from client \"%s\", username \"%s\"", m_State, a_PacketType, m_Socket.GetIPString().c_str(), m_Username.c_str() ); Kick("Hacked client"); // Don't tell them why we don't like them } void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem) { // This is for creative Inventory changes if (m_Player->GetGameMode() == 1) { m_Player->GetInventory().Clicked(a_SlotNum, false, false, a_HeldItem); } else { LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str()); } } void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround) { /* // TODO: Invalid stance check if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65)) { LOGD("Invalid stance"); SendPlayerMoveLook(); return; } */ // LOGD("recv player pos: {%0.2f %0.2f %0.2f}, ground: %d", a_PosX, a_PosY, a_PosZ, a_IsOnGround ? 1 : 0); Vector3d Pos(a_PosX, a_PosY, a_PosZ); if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100) { LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length()); SendPlayerMoveLook(); return; } m_Player->MoveTo(Pos); m_Player->SetStance(a_Stance); m_Player->SetTouchGround(a_IsOnGround); } void cClientHandle::HandleBlockDig(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status) { if (!CheckBlockInteractionsRate()) { return; } LOGD("OnBlockDig: {%i, %i, %i}; Face: %i; Stat: %i", a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status ); // Do we want plugins to disable tossing items? Probably no, so toss item before asking plugins for permission if (a_Status == DIG_STATUS_DROP_HELD) // Drop held item { m_Player->TossItem(false); return; } if (a_Status == DIG_STATUS_SHOOT_EAT) { LOGINFO("BlockDig: Status SHOOT/EAT not implemented"); return; } cWorld * World = m_Player->GetWorld(); BLOCKTYPE OldBlock; NIBBLETYPE OldMeta; World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta); if (cRoot::Get()->GetPluginManager()->CallHookBlockDig(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status, OldBlock, OldMeta)) { // The plugin doesn't agree with the digging, replace the block on the client and quit: World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } bool bBroken = ( (a_Status == DIG_STATUS_FINISHED) || (g_BlockOneHitDig[(int)OldBlock]) || ((a_Status == DIG_STATUS_STARTED) && (m_Player->GetGameMode() == 1)) ); cItem & Equipped = m_Player->GetInventory().GetEquippedItem(); cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemID); if (bBroken) { ItemHandler->OnBlockDestroyed(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ); BlockHandler(OldBlock)->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); World->DigBlock(a_BlockX, a_BlockY, a_BlockZ); } else { cBlockHandler * Handler = cBlockHandler::GetBlockHandler(OldBlock); Handler->OnDigging(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); ItemHandler->OnDiggingBlock(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); // Check for clickthrough-blocks: int pX = a_BlockX; unsigned char pY = a_BlockY; int pZ = a_BlockZ; AddDirection(pX, pY, pZ, a_BlockFace); Handler = cBlockHandler::GetBlockHandler(World->GetBlock(pX, pY, pZ)); if (Handler->IsClickedThrough()) { Handler->OnDigging(World, m_Player, pX, pY, pZ); } } } void cClientHandle::HandleBlockPlace(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, const cItem & a_HeldItem) { if (!CheckBlockInteractionsRate()) { return; } cItem & Equipped = m_Player->GetInventory().GetEquippedItem(); if ((Equipped.m_ItemType != a_HeldItem.m_ItemType)) // Not valid { 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 > -1) { AddDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); } return; } if (cRoot::Get()->GetPluginManager()->CallHookBlockPlace(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_HeldItem)) { if (a_BlockFace > -1) { AddDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); } return; } cWorld * World = m_Player->GetWorld(); cBlockHandler *Handler = cBlockHandler::GetBlockHandler(World->GetBlock(a_BlockX, a_BlockY, a_BlockZ)); if (Handler->IsUseable()) { Handler->OnUse(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); } else { cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemID); if (ItemHandler->OnItemUse(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { // Nothing here :P } else if (ItemHandler->IsPlaceable()) { if (a_BlockFace < 0) { // clicked in air return; } BLOCKTYPE ClickedBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); cBlockHandler *Handler = cBlockHandler::GetBlockHandler(ClickedBlock); if(Handler->IgnoreBuildCollision()) { Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); } else { AddDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); // Check for Blocks not allowing placement on top if ((a_BlockFace == BLOCK_FACE_TOP) && !Handler->AllowBlockOnTop()) { // Resend the old block // Some times the client still places the block O.o World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } int PlaceBlock = m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY, a_BlockZ); if (!BlockHandler(PlaceBlock)->IgnoreBuildCollision()) { // Tried to place a block *into* another? return; // Happens when you place a block aiming at side of block like torch or stem } } cBlockHandler * NewBlock = BlockHandler(ItemHandler->GetBlockType()); // Cannot be placed on the side of an other block if ((a_BlockFace != BLOCK_FACE_TOP) && !NewBlock->CanBePlacedOnSide()) { return; } if (NewBlock->CanBePlacedAt(World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace)) { ItemHandler->PlaceBlock(World, m_Player, &m_Player->GetInventory().GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); } else { World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); // Send the old block back to the player return; } } else if (ItemHandler->IsFood()) { cItem Item; Item.m_ItemID = Equipped.m_ItemID; Item.m_ItemCount = 1; if (ItemHandler->EatItem(m_Player, &Item)) { ItemHandler->OnFoodEaten(World, m_Player, &Item); m_Player->GetInventory().RemoveItem(Item); return; } } } } void cClientHandle::HandleChat(const AString & a_Message) { if (!cRoot::Get()->GetServer()->Command(*this, a_Message)) { AString Msg; Printf(Msg, "<%s%s%s> %s", m_Player->GetColor().c_str(), m_Player->GetName().c_str(), cChatColor::White.c_str(), a_Message.c_str() ); m_Player->GetWorld()->BroadcastChat(Msg); } } void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround) { m_Player->SetRotation (a_Rotation); m_Player->SetPitch (a_Pitch); m_Player->SetTouchGround(a_IsOnGround); m_Player->WrapRotation(); } void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround) { /* // TODO: Invalid stance check if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65)) { LOGD("Invalid stance"); SendPlayerMoveLook(); return; } */ switch (m_State) { case csPlaying: { m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ)); m_Player->SetStance (a_Stance); m_Player->SetTouchGround(a_IsOnGround); m_Player->SetRotation (a_Rotation); m_Player->SetPitch (a_Pitch); m_Player->WrapRotation(); break; } case csDownloadingWorld: { Vector3d ReceivedPosition = Vector3d(a_PosX, a_PosY, a_PosZ); // LOGD("Received MoveLook confirmation: {%0.2f %0.2f %0.2f}", a_PosX, a_PosY, a_PosZ); // Test the distance between points with a small/large enough value instead of comparing directly. Floating point inaccuracies might screw stuff up double Dist = (ReceivedPosition - m_ConfirmPosition).SqrLength(); if (Dist < 1.0) { // Test if (ReceivedPosition.Equals(m_ConfirmPosition)) { LOGINFO("Exact position confirmed by client!"); } m_State = csPlaying; } else { LOGWARNING("Player \"%s\" sent a weird position confirmation %.2f blocks away, retrying", m_Username.c_str(), Dist); m_ConfirmPosition = m_Player->GetPosition(); SendPlayerMoveLook(); } break; } } } void cClientHandle::HandleAnimation(char a_Animation) { m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, a_Animation, this); } void cClientHandle::HandleSlotSelected(short a_SlotNum) { m_Player->GetInventory().SetEquippedSlot(a_SlotNum); m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this); } void cClientHandle::HandleWindowClose(char a_WindowID) { m_Player->CloseWindow(a_WindowID); } void cClientHandle::HandleWindowClick(char a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_HeldItem) { if (a_WindowID == 0) { m_Player->GetInventory().Clicked(a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem); return; } cWindow * Window = m_Player->GetWindow(); if (Window == NULL) { LOGWARNING("Player \"%s\" clicked in a non-existent window. Ignoring", m_Username.c_str()); return; } Window->Clicked(*m_Player, a_WindowID, a_SlotNum, a_IsRightClick, a_IsShiftPressed, 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 ) { cWorld * World = m_Player->GetWorld(); World->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4); } void cClientHandle::HandleUseEntity(int a_TargetEntityID, bool a_IsLeftClick) { if (!a_IsLeftClick) { // TODO: we don't handle right-clicking yet return; } class cDamageEntity : public cEntityCallback { virtual bool Item(cEntity * a_Entity) override { if (a_Entity->IsA("cPawn")) { reinterpret_cast(a_Entity)->TakeDamage(Damage, Instigator); } return true; } public: int Damage; cEntity * Instigator; } Callback; Callback.Damage = 1; // TODO: Find proper damage from current item equipped Callback.Instigator = m_Player; cWorld * World = m_Player->GetWorld(); World->DoWithEntityByID(a_TargetEntityID, Callback); } void cClientHandle::HandleRespawn(void) { m_Player->Respawn(); } void cClientHandle::HandleDisconnect(const AString & a_Reason) { LOGD("Received d/c packet from \"%s\" with reason \"%s\"", m_Username.c_str(), a_Reason.c_str()); if (!cRoot::Get()->GetPluginManager()->CallHookDisconnect(m_Player, a_Reason)) { AString DisconnectMessage; Printf(DisconnectMessage, "%s disconnected: %s", m_Username.c_str(), a_Reason.c_str()); m_Player->GetWorld()->BroadcastChat(DisconnectMessage, this); } Destroy(); } void cClientHandle::HandleKeepAlive(int a_KeepAliveID) { if (a_KeepAliveID == m_PingID) { cTimer t1; m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2); } } void cClientHandle::SendData(const char * a_Data, int a_Size) { { cCSLock Lock(m_CSOutgoingData); if (!m_OutgoingData.Write(a_Data, a_Size)) { // Client has too much outgoing data queued, drop them silently: Destroy(); } } // Notify SocketThreads that we have something to write: cRoot::Get()->GetServer()->NotifyClientWrite(this); } bool cClientHandle::CheckBlockInteractionsRate(void) { ASSERT(m_Player != NULL); ASSERT(m_Player->GetWorld() != NULL); int LastActionCnt = m_Player->GetLastBlockActionCnt(); if ((m_Player->GetWorld()->GetTime() - m_Player->GetLastBlockActionTime()) < 0.1) { // Limit the number of block interactions per tick m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time. m_Player->SetLastBlockActionCnt(LastActionCnt + 1); if (m_Player->GetLastBlockActionCnt() > MAXBLOCKCHANGEINTERACTIONS) { // Kick if more than MAXBLOCKCHANGEINTERACTIONS per tick LOGWARN("Player %s tried to interact with a block too quickly! (could indicate bot) Was Kicked.", m_Username.c_str()); Kick("You're a baaaaaad boy!"); return false; } } else { m_Player->SetLastBlockActionCnt(0); // Reset count m_Player->SetLastBlockActionTime(); // Player tried to interact with a block. Reset last block interation time. } return true; } void cClientHandle::Tick(float a_Dt) { (void)a_Dt; if (cWorld::GetTime() - m_TimeLastPacket > 30.f) // 30 seconds time-out { SendDisconnect("Nooooo!! You timed out! D: Come back!"); // TODO: Cannot sleep in the tick thread! cSleep::MilliSleep(1000); // Give packet some time to be received Destroy(); } cTimer t1; // Send ping packet if (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime()) { m_PingID++; m_PingStartTime = t1.GetNowTime(); m_Protocol->SendKeepAlive(m_PingID); m_LastPingTime = m_PingStartTime; } } void cClientHandle::SendDisconnect(const AString & a_Reason) { LOGD("Sending a DC"); m_Protocol->SendDisconnect(a_Reason); } void cClientHandle::SendHandshake(const AString & a_ServerName) { m_Protocol->SendHandshake(a_ServerName); } void cClientHandle::SendInventorySlot(int a_WindowID, short a_SlotNum, const cItem & a_Item) { m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item); } void cClientHandle::SendChat(const AString & a_Message) { m_Protocol->SendChat(a_Message); } void cClientHandle::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation) { m_Protocol->SendPlayerAnimation(a_Player, a_Animation); } 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::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots) { m_Protocol->SendWindowOpen(a_WindowID, a_WindowType, a_WindowTitle, a_NumSlots); } void cClientHandle::SendWindowClose(char a_WindowID) { m_Protocol->SendWindowClose(a_WindowID); } void cClientHandle::SendWholeInventory(const cInventory & a_Inventory) { m_Protocol->SendWholeInventory(a_Inventory); } void cClientHandle::SendWholeInventory(const cWindow & a_Window) { m_Protocol->SendWholeInventory(a_Window); } void cClientHandle::SendTeleportEntity(const cEntity & a_Entity) { m_Protocol->SendTeleportEntity(a_Entity); } void cClientHandle::SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline) { m_Protocol->SendPlayerListItem(a_Player, a_IsOnline); } void cClientHandle::SendPlayerPosition(void) { m_Protocol->SendPlayerPosition(); } void cClientHandle::SendRelEntMoveLook(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->SendRelEntMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ); } void cClientHandle::SendRelEntMove(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->SendRelEntMove(a_Entity, a_RelX, a_RelY, a_RelZ); } void cClientHandle::SendEntLook(const cEntity & a_Entity) { ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self m_Protocol->SendEntLook(a_Entity); } void cClientHandle::SendEntHeadLook(const cEntity & a_Entity) { ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self m_Protocol->SendEntHeadLook(a_Entity); } void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2) { m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2); } void cClientHandle::SendHealth(void) { m_Protocol->SendHealth(); } void cClientHandle::SendRespawn(void) { m_Protocol->SendRespawn(); } void cClientHandle::SendGameMode(eGameMode a_GameMode) { m_Protocol->SendGameMode(a_GameMode); } void cClientHandle::SendDestroyEntity(const cEntity & a_Entity) { m_Protocol->SendDestroyEntity(a_Entity); } 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::SendEntityStatus(const cEntity & a_Entity, char a_Status) { m_Protocol->SendEntityStatus(a_Entity, a_Status); } void cClientHandle::SendMetadata(const cPawn & a_Pawn) { m_Protocol->SendMetadata(a_Pawn); } void cClientHandle::SendInventoryProgress(char a_WindowID, short a_ProgressBar, short a_Value) { m_Protocol->SendInventoryProgress(a_WindowID, a_ProgressBar, a_Value); } void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player) { if (a_Player.GetUniqueID() == m_Player->GetUniqueID()) { // Do NOT send this packet to myself return; } m_Protocol->SendPlayerSpawn(a_Player); } void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup) { m_Protocol->SendPickupSpawn(a_Pickup); } void cClientHandle::SendSpawnMob(const cMonster & a_Mob) { m_Protocol->SendSpawnMob(a_Mob); } 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::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player) { m_Protocol->SendCollectPickup(a_Pickup, a_Player); } void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { 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) { m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes); } void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ) { m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ); } void cClientHandle::SendWeather(eWeather a_Weather) { m_Protocol->SendWeather(a_Weather); } void cClientHandle::SendTimeUpdate(Int64 a_WorldTime) { m_Protocol->SendTimeUpdate(a_WorldTime); } void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ) { m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ); } void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) { // Check chunks being sent, erase them from m_ChunksToSend: bool Found = false; cCSLock Lock(m_CSChunkLists); for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr) { if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ)) { m_ChunksToSend.erase(itr); // TODO: _X: Decouple this from packet sending, it creates a deadlock possibility // -- postpone till Tick() instead, using a bool flag CheckIfWorldDownloaded(); Found = true; break; } } // for itr - m_ChunksToSend[] 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; } m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer); } void cClientHandle::CheckIfWorldDownloaded(void) { if (m_State != csDownloadingWorld) { return; } bool ShouldSendConfirm = false; { cCSLock Lock(m_CSChunkLists); ShouldSendConfirm = m_ChunksToSend.empty(); } if (ShouldSendConfirm) { SendConfirmPosition(); } } void cClientHandle::SendConfirmPosition(void) { LOG("Spawning player \"%s\" at {%.2f, %.2f, %.2f}", m_Username.c_str(), m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ() ); m_State = csConfirmingPos; if (!cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_JOIN, 1, m_Player)) { // Broadcast that this player has joined the game! Yay~ cRoot::Get()->GetServer()->BroadcastChat(m_Username + " joined the game!", this); } m_ConfirmPosition = m_Player->GetPosition(); SendPlayerMoveLook(); } const AString & cClientHandle::GetUsername(void) const { return m_Username; } void cClientHandle::SetViewDistance(int a_ViewDistance) { if (a_ViewDistance < MIN_VIEW_DISTANCE) { a_ViewDistance = MIN_VIEW_DISTANCE; } if (a_ViewDistance > MAX_VIEW_DISTANCE) { a_ViewDistance = MAX_VIEW_DISTANCE; } m_ViewDistance = a_ViewDistance; // Need to re-stream chunks for the change to become apparent: StreamChunks(); } bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ) { cCSLock Lock(m_CSChunkLists); return (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)) != m_ChunksToSend.end()); } void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ) { LOGD("Adding chunk [%d, %d] to wanted chunks for client %p", a_ChunkX, a_ChunkZ, this); cCSLock Lock(m_CSChunkLists); if (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)) == m_ChunksToSend.end()) { m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, 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_Socket.GetIPString().c_str()); SendDisconnect("Server busy"); // TODO: QueueDestroy(); cSleep::MilliSleep(1000); // Give packet some time to be received Destroy(); } void cClientHandle::PacketUnknown(unsigned char a_PacketType) { LOGERROR("Unknown packet type 0x%02x from client \"%s\" @ %s", a_PacketType, m_Username.c_str(), m_Socket.GetIPString().c_str()); AString Reason; Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", a_PacketType); SendDisconnect(Reason); // TODO: QueueDestroy(); cSleep::MilliSleep(1000); // Give packet some time to be received Destroy(); } void cClientHandle::PacketError(unsigned char a_PacketType) { LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", a_PacketType, m_Username.c_str()); SendDisconnect("Protocol error"); // TODO: QueueDestroy(); cSleep::MilliSleep(1000); // Give packet some time to be received Destroy(); } void cClientHandle::DataReceived(const char * a_Data, int a_Size) { // Data is received from the client, hand it off to the protocol: m_Protocol->DataReceived(a_Data, a_Size); m_TimeLastPacket = cWorld::GetTime(); } void cClientHandle::GetOutgoingData(AString & a_Data) { // Data can be sent to client m_OutgoingData.ReadAll(a_Data); m_OutgoingData.CommitRead(); // Disconnect player after all packets have been sent if (m_bKicking && a_Data.empty()) { Destroy(); } } void cClientHandle::SocketClosed(void) { // The socket has been closed for any reason // TODO /* self->Destroy(); LOG("Client \"%s\" disconnected", GetLogName().c_str()); */ }