#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "ClientHandle.h" #include "Server.h" #include "World.h" #include "Pickup.h" #include "PluginManager.h" #include "Player.h" #include "Inventory.h" #include "BlockEntities/ChestEntity.h" #include "BlockEntities/SignEntity.h" #include "UI/Window.h" #include "Item.h" #include "Doors.h" #include "Piston.h" #include "Mobs/Monster.h" #include "ChatColor.h" #include "OSSupport/Socket.h" #include "OSSupport/Timer.h" #include "Items/ItemHandler.h" #include "Blocks/BlockHandler.h" #include "Tracer.h" #include "Vector3f.h" #include "Vector3d.h" #include "Root.h" #include "Authenticator.h" #include "MersenneTwister.h" #include "Protocol/ProtocolRecognizer.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_IPString(a_Socket->GetIPString()) , m_OutgoingData(64 KiB) , m_Player(NULL) , m_HasSentDC(false) , m_TimeSinceLastPacket(0) , m_bKeepThreadGoing(true) , m_Ping(1000) , m_PingID(1) , m_State(csConnected) , m_LastStreamedChunkX(0x7fffffff) // bogus chunk coords to force streaming upon login , m_LastStreamedChunkZ(0x7fffffff) , m_ShouldCheckDownloaded(false) , m_UniqueID(0) , m_BlockDigAnimStage(-1) , m_HasStartedDigging(false) { m_Protocol = new cProtocolRecognizer(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() { ASSERT(m_State == csDestroyed); // Has Destroy() been called? 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); m_Player->Destroy(); } delete m_Player; m_Player = NULL; } if (!m_HasSentDC) { SendDisconnect("Server shut down? Kthnxbai"); } // Queue all remaining outgoing packets to cSocketThreads: { cCSLock Lock(m_CSOutgoingData); AString Data; m_OutgoingData.ReadAll(Data); m_OutgoingData.CommitRead(); cRoot::Get()->GetServer()->WriteToClient(this, Data); } // Queue the socket to close as soon as it sends all outgoing data: cRoot::Get()->GetServer()->QueueClientClose(this); cRoot::Get()->GetServer()->RemoveClient(this); 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 m_State = csDestroying; if ((m_Player != NULL) && (m_Player->GetWorld() != NULL)) { RemoveFromAllChunks(); m_Player->GetWorld()->RemoveClientFromChunkSender(this); } m_State = csDestroyed; } 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); } 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_IPString); cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player); m_ConfirmPosition = m_Player->GetPosition(); // Return a server login packet m_Protocol->SendLogin(*m_Player, *World); // Send Weather if raining: if ((World->GetWeather() == 1) || (World->GetWeather() == 2)) { m_Protocol->SendWeather(World->GetWeather()); } // Send time m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay()); // Send inventory m_Player->GetInventory().SendWholeInventory(*this); // Send health m_Player->SendHealth(); m_Player->Initialize(World); StreamChunks(); m_State = csDownloadingWorld; // Broadcast this player's spawning to all other players in the same chunk m_Player->GetWorld()->BroadcastSpawn(*m_Player, this); cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player); } void cClientHandle::StreamChunks(void) { if ((m_State < csAuthenticating) || (m_State >= csDestroying)) { return; } ASSERT(m_Player != NULL); int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width); int ChunkPosZ = FAST_FLOOR_DIV((int)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_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, ChunkPosZ + i); StreamChunk(ChunkPosX - d, ChunkPosZ + i); } // for i for (int i = -d + 1; i < d; ++i) { StreamChunk(ChunkPosX + i, ChunkPosZ + d); StreamChunk(ChunkPosX + i, 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_ChunkZ) { if (m_State >= csDestroying) { // Don't stream chunks to clients that are being destroyed return; } cWorld * World = m_Player->GetWorld(); ASSERT(World != NULL); if (World->AddChunkClient(a_ChunkX, a_ChunkZ, this)) { { cCSLock Lock(m_CSChunkLists); m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)); m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)); } World->SendChunkTo(a_ChunkX, 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()); } bool cClientHandle::HandleLogin(int a_ProtocolVersion, const AString & a_Username) { LOGD("LOGIN %s", a_Username.c_str()); m_Username = a_Username; if (cRoot::Get()->GetPluginManager()->CallHookLogin(this, a_ProtocolVersion, a_Username)) { Destroy(); return false; } // Schedule for authentication; until then, let them wait (but do not block) m_State = csAuthenticating; cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol->GetAuthServerID()); return true; } void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem) { // This is for creative Inventory changes if (m_Player->GetGameMode() != eGameMode_Creative) { LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str()); return; } if (m_Player->GetWindow()->GetWindowType() != cWindow::Inventory) { LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in the inventory window. Ignoring.", m_Username.c_str()); return; } m_Player->GetWindow()->Clicked(*m_Player, 0, a_SlotNum, (a_SlotNum >= 0) ? caLeftClick : caLeftClickOutside, a_HeldItem); } 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::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status) { LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i", a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status ); cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager(); if (PlgMgr->CallHookPlayerLeftClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status)) { // A plugin doesn't agree with the action, replace the block on the client and quit: m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } if (!CheckBlockInteractionsRate()) { // Too many interactions per second, simply ignore. Probably a hacked client, so don't even send bak the block return; } switch (a_Status) { case DIG_STATUS_DROP_HELD: // Drop held item { if (PlgMgr->CallHookPlayerTossingItem(*m_Player)) { // A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch) return; } m_Player->TossItem(false); return; } case DIG_STATUS_SHOOT_EAT: { cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); if (ItemHandler->IsFood()) { if (PlgMgr->CallHookPlayerEating(*m_Player)) { // A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch) return; } } else { if (PlgMgr->CallHookPlayerShooting(*m_Player)) { // A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch) return; } } LOGINFO("%s: Status SHOOT / EAT not implemented", __FUNCTION__); return; } case DIG_STATUS_STARTED: { BLOCKTYPE OldBlock; NIBBLETYPE OldMeta; m_Player->GetWorld()->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta); HandleBlockDigStarted(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, OldBlock, OldMeta); return; } case DIG_STATUS_FINISHED: { BLOCKTYPE OldBlock; NIBBLETYPE OldMeta; m_Player->GetWorld()->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta); HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, OldBlock, OldMeta); return; } case DIG_STATUS_CANCELLED: { // Block breaking cancelled by player return; } default: { ASSERT(!"Unhandled DIG_STATUS"); return; } } // switch (a_Status) } void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta) { if ( m_HasStartedDigging && (a_BlockX == m_LastDigBlockX) && (a_BlockY == m_LastDigBlockY) && (a_BlockZ == m_LastDigBlockZ) ) { // It is a duplicate packet, drop it right away return; } if (cRoot::Get()->GetPluginManager()->CallHookPlayerBreakingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta)) { // A plugin doesn't agree with the breaking. Bail out. Send the block back to the client, so that it knows: m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } // Set the last digging coords to the block being dug, so that they can be checked in DIG_FINISHED to avoid dig/aim bug in the client: m_HasStartedDigging = true; m_LastDigBlockX = a_BlockX; m_LastDigBlockY = a_BlockY; m_LastDigBlockZ = a_BlockZ; if ( (m_Player->GetGameMode() == eGameMode_Creative) || // In creative mode, digging is done immediately g_BlockOneHitDig[a_OldBlock] // One-hit blocks get destroyed immediately, too ) { HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta); return; } // Start dig animation // TODO: calculate real animation speed // TODO: Send animation packets even without receiving any other packets m_BlockDigAnimSpeed = 10; m_BlockDigAnimX = a_BlockX; m_BlockDigAnimY = a_BlockY; m_BlockDigAnimZ = a_BlockZ; m_BlockDigAnimStage = 0; m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, 0, this); cWorld * World = m_Player->GetWorld(); cBlockHandler * Handler = cBlockHandler::GetBlockHandler(a_OldBlock); Handler->OnDigging(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); ItemHandler->OnDiggingBlock(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); // Check for clickthrough-blocks: if (a_BlockFace != BLOCK_FACE_NONE) { int pX = a_BlockX; int pY = a_BlockY; int pZ = a_BlockZ; AddFaceDirection(pX, pY, pZ, a_BlockFace); Handler = cBlockHandler::GetBlockHandler(World->GetBlock(pX, pY, pZ)); // 2013_01_05 _X: This looks weird // Why do we ask the block "behind" the one being clicked if it is clicked through? Shouldn't we ask the primary block instead? if (Handler->IsClickedThrough()) { Handler->OnDigging(World, m_Player, pX, pY, pZ); } } } void cClientHandle::HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta) { if ( !m_HasStartedDigging || // Hasn't received the DIG_STARTED packet (m_LastDigBlockX != a_BlockX) || // DIG_STARTED has had different pos (m_LastDigBlockY != a_BlockY) || (m_LastDigBlockZ != a_BlockZ) ) { LOGD("Prevented a dig/aim bug in the client (finish {%d, %d, %d} vs start {%d, %d, %d}, HSD: %s)", a_BlockX, a_BlockY, a_BlockZ, m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ, m_HasStartedDigging ); return; } m_HasStartedDigging = false; if (m_BlockDigAnimStage != -1) { // End dig animation m_BlockDigAnimStage = -1; // It seems that 10 ends block animation m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, 10, this); } cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); if (a_OldBlock == E_BLOCK_AIR) { LOGD("Digged air? wtf?"); return; } cWorld * World = m_Player->GetWorld(); ItemHandler->OnBlockDestroyed(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ); BlockHandler(a_OldBlock)->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); World->BroadcastSoundParticleEffect(2001, a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, a_OldBlock, this); World->DigBlock(a_BlockX, a_BlockY, a_BlockZ); cRoot::Get()->GetPluginManager()->CallHookPlayerBrokenBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta); } void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem) { LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s", a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str() ); cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager(); if (PlgMgr->CallHookPlayerRightClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ)) { // A plugin doesn't agree with the action, replace the block on the client and quit: if (a_BlockFace > -1) { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); } return; } if (!CheckBlockInteractionsRate()) { LOGD("Too many block interactions, aborting placement"); return; } const cItem & Equipped = m_Player->GetInventory().GetEquippedItem(); if ((Equipped.m_ItemType != a_HeldItem.m_ItemType) && (a_HeldItem.m_ItemType != -1)) { // Only compare ItemType, not meta (torches have different metas) // The -1 check is there because sometimes the client sends -1 instead of the held item // ( http://forum.mc-server.org/showthread.php?tid=549&pid=4502#pid4502 ) 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) { AddFaceDirection(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(); BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); cBlockHandler * Handler = cBlockHandler::GetBlockHandler(BlockType); if (Handler->IsUseable()) { if (PlgMgr->CallHookPlayerUsingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) { // A plugin doesn't agree with using the block, abort return; } Handler->OnUse(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ); PlgMgr->CallHookPlayerUsedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); return; } cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemType); if (ItemHandler->IsPlaceable()) { HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler); } else if (ItemHandler->IsFood()) { cItem Item; Item.m_ItemType = Equipped.m_ItemType; Item.m_ItemCount = 1; if (ItemHandler->EatItem(m_Player, &Item)) { ItemHandler->OnFoodEaten(World, m_Player, &Item); m_Player->GetInventory().RemoveOneEquippedItem(); return; } } else { if (PlgMgr->CallHookPlayerUsingItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ)) { // A plugin doesn't agree with using the item, abort return; } ItemHandler->OnItemUse(World, m_Player, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); PlgMgr->CallHookPlayerUsedItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ); } } void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler) { if (a_BlockFace < 0) { // Clicked in air return; } cWorld * World = m_Player->GetWorld(); // Check if the block ignores build collision (water, grass etc.): BLOCKTYPE ClickedBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock); if (Handler->DoesIgnoreBuildCollision()) { Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ); // World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0); } else { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); // Check for Blocks not allowing placement on top if ((a_BlockFace == BLOCK_FACE_TOP) && !Handler->DoesAllowBlockOnTop()) { // 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; } BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision()) { // Tried to place a block *into* another? return; // Happens when you place a block aiming at side of block like torch or stem } } BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) { // Handler refused the placement, send that information back to the client: World->SendBlockTo(a_BlockX, a_BlockY, a_BlockY, m_Player); return; } cBlockHandler * NewBlock = BlockHandler(BlockType); if ((a_BlockFace != BLOCK_FACE_TOP) && !NewBlock->CanBePlacedOnSide()) { // Cannot be placed on the side of an other block World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } if (cRoot::Get()->GetPluginManager()->CallHookPlayerPlacingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) { // A plugin doesn't agree with placing the block, revert the block on the client: World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } // The actual block placement: World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); if (m_Player->GetGameMode() != gmCreative) { m_Player->GetInventory().RemoveOneEquippedItem(); } NewBlock->OnPlacedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); // Step sound with 0.8f pitch is used as block placement sound World->BroadcastSoundEffect(NewBlock->GetStepSound(),a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.8f); cRoot::Get()->GetPluginManager()->CallHookPlayerPlacedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); } 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->SetHeadYaw (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->SetHeadYaw (a_Rotation); 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) { 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(), sqrt(Dist)); LOGD(" Expected pos: {%0.2f, %0.2f, %0.2f}", m_ConfirmPosition.x, m_ConfirmPosition.y, m_ConfirmPosition.z); LOGD(" Received pos: {%0.2f, %0.2f, %0.2f}", a_PosX, a_PosY, a_PosZ); 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().SetEquippedSlotNum(a_SlotNum); m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this); } void cClientHandle::HandleWindowClose(char a_WindowID) { m_Player->CloseWindowIfID(a_WindowID); } void cClientHandle::HandleWindowClick(char a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem) { LOGD("WindowClick: WinID %d, SlotNum %d, action: %s, Item %s x %d", a_WindowID, a_SlotNum, ClickActionToString(a_ClickAction), ItemToString(a_HeldItem).c_str(), a_HeldItem.m_ItemCount ); 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_ClickAction, 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, m_Player); } void cClientHandle::HandleUseEntity(int a_TargetEntityID, bool a_IsLeftClick) { // TODO: Let plugins interfere via a hook if (!a_IsLeftClick) { class cRclkEntity : public cEntityCallback { cPlayer & m_Player; virtual bool Item(cEntity * a_Entity) override { a_Entity->OnRightClicked(m_Player); return true; } public: cRclkEntity(cPlayer & a_Player) : m_Player(a_Player) {} } Callback (*m_Player); cWorld * World = m_Player->GetWorld(); World->DoWithEntityByID(a_TargetEntityID, Callback); return; } class cDamageEntity : public cEntityCallback { virtual bool Item(cEntity * a_Entity) override { if (!a_Entity->GetWorld()->IsPVPEnabled()) { // PVP is disabled if (a_Entity->IsA("cPlayer") && m_Attacker->IsA("cPlayer")) { // Player is hurting another player which is not allowed when PVP is disabled so ignore it return true; } } if (a_Entity->IsA("cPawn")) { reinterpret_cast(a_Entity)->TakeDamage(*m_Attacker); } return true; } public: cPawn * m_Attacker; } Callback; Callback.m_Attacker = m_Player; cWorld * World = m_Player->GetWorld(); World->DoWithEntityByID(a_TargetEntityID, Callback); } void cClientHandle::HandleRespawn(void) { if( m_Player == NULL ) { Destroy(); return; } m_Player->Respawn(); cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player); } 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); } m_HasSentDC = true; Destroy(); } void cClientHandle::HandleKeepAlive(int a_KeepAliveID) { if (a_KeepAliveID == m_PingID) { cTimer t1; m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2); } } bool cClientHandle::HandleHandshake(const AString & a_Username) { if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(this, a_Username)) { if (cRoot::Get()->GetDefaultWorld()->GetNumPlayers() >= cRoot::Get()->GetDefaultWorld()->GetMaxPlayers()) { Kick("The server is currently full :(-- Try again later"); return false; } } return true; } void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID) { if( a_EntityID != m_Player->GetUniqueID() ) { // We should only receive entity actions from the entity that is performing the action return; } switch (a_ActionID) { case 1: // crouch { m_Player->SetCrouch(true); break; } case 2: // uncrouch { m_Player->SetCrouch(false); break; } case 3: // Leave bed { m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, 3); break; } } } void cClientHandle::SendData(const char * a_Data, int a_Size) { { cCSLock Lock(m_CSOutgoingData); // _X 2012_09_06: We need an overflow buffer, usually when streaming the initial chunks if (m_OutgoingDataOverflow.empty()) { // No queued overflow data; if this packet fits into the ringbuffer, put it in, otherwise put it in the overflow buffer: int CanFit = m_OutgoingData.GetFreeSpace(); if (CanFit > a_Size) { CanFit = a_Size; } if (CanFit > 0) { m_OutgoingData.Write(a_Data, CanFit); } if (a_Size > CanFit) { m_OutgoingDataOverflow.append(a_Data + CanFit, a_Size - CanFit); } } else { // There is a queued overflow. Append to it, then send as much from its front as possible m_OutgoingDataOverflow.append(a_Data, a_Size); int CanFit = m_OutgoingData.GetFreeSpace(); if (CanFit > 128) { // No point in moving the data over if it's not large enough - too much effort for too little an effect m_OutgoingData.Write(m_OutgoingDataOverflow.data(), CanFit); m_OutgoingDataOverflow.erase(0, CanFit); } } } // Lock(m_CSOutgoingData) // 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); /* // TODO: _X 2012_11_01: This needs a total re-thinking and rewriting 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) { m_TimeSinceLastPacket += a_Dt; if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out { SendDisconnect("Nooooo!! You timed out! D: Come back!"); Destroy(); } if ((m_State == csDownloadingWorld) && m_ShouldCheckDownloaded) { CheckIfWorldDownloaded(); m_ShouldCheckDownloaded = false; } cTimer t1; // Send ping packet if ( (m_Player != NULL) && // Is logged in? (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime()) ) { m_PingID++; m_PingStartTime = t1.GetNowTime(); m_Protocol->SendKeepAlive(m_PingID); m_LastPingTime = m_PingStartTime; } // Handle block break animation: if ((m_Player != NULL) && (m_BlockDigAnimStage > -1)) { int lastAnimVal = m_BlockDigAnimStage; m_BlockDigAnimStage += (int)(m_BlockDigAnimSpeed * a_Dt); if (m_BlockDigAnimStage > 9000) { m_BlockDigAnimStage = 9000; } if (m_BlockDigAnimStage / 1000 != lastAnimVal / 1000) { m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, (char)(m_BlockDigAnimStage / 1000), this); } } } void cClientHandle::SendDisconnect(const AString & a_Reason) { if (!m_HasSentDC) { LOGD("Sending a DC: \"%s\"", a_Reason.c_str()); m_Protocol->SendDisconnect(a_Reason); m_HasSentDC = true; } } void cClientHandle::SendInventorySlot(char 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::SendWindowClose(const cWindow & a_Window) { m_Protocol->SendWindowClose(a_Window); } 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::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::SendEntRelMoveLook(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->SendEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ); } void cClientHandle::SendEntRelMove(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->SendEntRelMove(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::SendEntVelocity(const cEntity & a_Entity) { ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self m_Protocol->SendEntVelocity(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::SendAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle) { m_Protocol->SendAttachEntity(a_Entity, a_Vehicle); } void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType) { m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType); } 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::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, cVector3iArray a_BlocksAffected, const Vector3d & a_PlayerMotion) { m_Protocol->SendExplosion(a_BlockX,a_BlockY,a_BlockZ,a_Radius, a_BlocksAffected, a_PlayerMotion); } void cClientHandle::SendMetadata(const cEntity & a_Entity) { m_Protocol->SendMetadata(a_Entity); } 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; } LOGD("Spawning player \"%s\" on client \"%s\" @ %s", a_Player.GetName().c_str(), GetPlayer()->GetName().c_str(), GetIPString().c_str() ); m_Protocol->SendPlayerSpawn(a_Player); } void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup) { m_Protocol->SendPickupSpawn(a_Pickup); } void cClientHandle::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock) { m_Protocol->SendSpawnFallingBlock(a_FallingBlock); } 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_WorldAge, Int64 a_TimeOfDay) { m_Protocol->SendTimeUpdate(a_WorldAge, a_TimeOfDay); } void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ) { m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ); } void cClientHandle::SendSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch) { m_Protocol->SendSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch); } void cClientHandle::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data) { m_Protocol->SendSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data); } void cClientHandle::SendBlockBreakAnim(int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage) { m_Protocol->SendBlockBreakAnim(a_entityID, a_blockX, a_blockY, a_blockZ, a_stage); } void cClientHandle::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ ) { m_Protocol->SendUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ); } void cClientHandle::SendSpawnObject(const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch) { m_Protocol->SendSpawnObject(a_Entity, a_ObjectType, a_ObjectData, a_Yaw, a_Pitch); } void cClientHandle::SendSpawnVehicle(const cEntity & a_Vehicle, char a_VehicleType) { m_Protocol->SendSpawnVehicle(a_Vehicle, a_VehicleType); } 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); // Make the tick thread check if all the needed chunks have been downloaded // -- needed to offload this from here due to a deadlock possibility m_ShouldCheckDownloaded = true; 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()->CallHookPlayerJoined(*m_Player)) { // Broadcast that this player has joined the game! Yay~ cRoot::Get()->GetServer()->BroadcastChat(m_Username + " joined the game!", this); } SendPlayerMoveLook(); } const AString & cClientHandle::GetUsername(void) const { return m_Username; } void cClientHandle::SetUsername( const AString & a_Username ) { m_Username = a_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) { if (m_State >= csDestroying) { return false; } 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) { if (m_State >= csDestroying) { return; } 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_IPString.c_str()); SendDisconnect("Server busy"); 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_IPString.c_str()); AString Reason; Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", a_PacketType); SendDisconnect(Reason); 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"); 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_TimeSinceLastPacket = 0; } void cClientHandle::GetOutgoingData(AString & a_Data) { // Data can be sent to client { cCSLock Lock(m_CSOutgoingData); m_OutgoingData.ReadAll(a_Data); m_OutgoingData.CommitRead(); a_Data.append(m_OutgoingDataOverflow); m_OutgoingDataOverflow.clear(); } // Disconnect player after all packets have been sent if (m_HasSentDC && a_Data.empty()) { Destroy(); } } void cClientHandle::SocketClosed(void) { // The socket has been closed for any reason LOG("Client \"%s\" @ %s disconnected", m_Username.c_str(), m_IPString.c_str()); Destroy(); }