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cuberite-2a/src/ClientHandle.cpp
madmaxoft d7066f43d3 Rewritten plugin messages, vanilla are being parsed directly.
This should finally fix the compatibility problems between 1.7 and 1.8 protocols with the changes in the vanilla plugin messages.
2014-09-30 13:33:57 +02:00

2917 lines
69 KiB
C++

#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 "Entities/Pickup.h"
#include "Bindings/PluginManager.h"
#include "Entities/Player.h"
#include "Inventory.h"
#include "BlockEntities/BeaconEntity.h"
#include "BlockEntities/ChestEntity.h"
#include "BlockEntities/CommandBlockEntity.h"
#include "BlockEntities/SignEntity.h"
#include "UI/Window.h"
#include "Item.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 "Blocks/BlockSlab.h"
#include "Blocks/ChunkInterface.h"
#include "Root.h"
#include "Protocol/Authenticator.h"
#include "MersenneTwister.h"
#include "Protocol/ProtocolRecognizer.h"
#include "CompositeChat.h"
#include "Items/ItemSword.h"
#include "polarssl/md5.h"
/** Maximum number of explosions to send this tick, server will start dropping if exceeded */
#define MAX_EXPLOSIONS_PER_TICK 20
/** Maximum number of block change interactions a player can perform per tick - exceeding this causes a kick */
#define MAX_BLOCK_CHANGE_INTERACTIONS 20
#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_LastStreamedChunkX(0x7fffffff), // bogus chunk coords to force streaming upon login
m_LastStreamedChunkZ(0x7fffffff),
m_TimeSinceLastPacket(0),
m_Ping(1000),
m_PingID(1),
m_PingStartTime(0),
m_LastPingTime(1000),
m_BlockDigAnimStage(-1),
m_BlockDigAnimSpeed(0),
m_BlockDigAnimX(0),
m_BlockDigAnimY(256), // Invalid Y, so that the coords don't get picked up
m_BlockDigAnimZ(0),
m_HasStartedDigging(false),
m_LastDigBlockX(0),
m_LastDigBlockY(256), // Invalid Y, so that the coords don't get picked up
m_LastDigBlockZ(0),
m_State(csConnected),
m_ShouldCheckDownloaded(false),
m_NumExplosionsThisTick(0),
m_NumBlockChangeInteractionsThisTick(0),
m_UniqueID(0),
m_HasSentPlayerChunk(false),
m_Locale("en_GB")
{
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);
{
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear();
m_ChunksToSend.clear();
}
if (m_Player != NULL)
{
cWorld * World = m_Player->GetWorld();
if (World != NULL)
{
if (!m_Username.empty())
{
// Send the Offline PlayerList packet:
World->BroadcastPlayerListRemovePlayer(*m_Player, this);
}
World->RemovePlayer(m_Player, true); // Must be called before cPlayer::Destroy() as otherwise cChunk tries to delete the player, and then we do it again
m_Player->Destroy();
}
delete m_Player;
m_Player = NULL;
}
if (!m_HasSentDC)
{
SendDisconnect("Server shut down? Kthnxbai");
}
// Close the socket as soon as it sends all outgoing data:
cRoot::Get()->GetServer()->RemoveClient(this);
delete m_Protocol;
m_Protocol = NULL;
LOGD("ClientHandle at %p deleted", this);
}
void cClientHandle::Destroy(void)
{
{
cCSLock Lock(m_CSDestroyingState);
if (m_State >= csDestroying)
{
// Already called
return;
}
m_State = csDestroying;
}
// DEBUG:
LOGD("%s: client %p, \"%s\"", __FUNCTION__, this, m_Username.c_str());
if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
{
RemoveFromAllChunks();
m_Player->GetWorld()->RemoveClientFromChunkSender(this);
}
m_State = csDestroyed;
}
void cClientHandle::GenerateOfflineUUID(void)
{
m_UUID = GenerateOfflineUUID(m_Username);
}
AString cClientHandle::FormatChatPrefix(bool ShouldAppendChatPrefixes, AString a_ChatPrefixS, AString m_Color1, AString m_Color2)
{
if (ShouldAppendChatPrefixes)
return Printf("%s[%s] %s", m_Color1.c_str(), a_ChatPrefixS.c_str(), m_Color2.c_str());
else
return Printf("%s", m_Color1.c_str());
}
AString cClientHandle::FormatMessageType(bool ShouldAppendChatPrefixes, eMessageType a_ChatPrefix, const AString &a_AdditionalData)
{
switch (a_ChatPrefix)
{
case mtCustom: return "";
case mtFailure: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Rose, cChatColor::White);
case mtInformation: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Yellow, cChatColor::White);
case mtSuccess: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Green, cChatColor::White);
case mtWarning: return FormatChatPrefix(ShouldAppendChatPrefixes, "WARN", cChatColor::Rose, cChatColor::White);
case mtFatal: return FormatChatPrefix(ShouldAppendChatPrefixes, "FATAL", cChatColor::Red, cChatColor::White);
case mtDeath: return FormatChatPrefix(ShouldAppendChatPrefixes, "DEATH", cChatColor::Gray, cChatColor::White);
case mtJoin: return FormatChatPrefix(ShouldAppendChatPrefixes, "JOIN", cChatColor::Yellow, cChatColor::White);
case mtLeave: return FormatChatPrefix(ShouldAppendChatPrefixes, "LEAVE", cChatColor::Yellow, cChatColor::White);
case mtPrivateMessage:
{
if (ShouldAppendChatPrefixes)
{
return Printf("%s[MSG: %s] %s%s", cChatColor::LightBlue, a_AdditionalData.c_str(), cChatColor::White, cChatColor::Italic);
}
else
{
return Printf("%s: %s", a_AdditionalData.c_str(), cChatColor::LightBlue);
}
}
}
ASSERT(!"Unhandled chat prefix type!");
return "";
}
AString cClientHandle::GenerateOfflineUUID(const AString & a_Username)
{
// Online UUIDs are always version 4 (random)
// We use Version 3 (MD5 hash) UUIDs for the offline UUIDs
// This guarantees that they will never collide with an online UUID and can be distinguished.
// Proper format for a version 3 UUID is:
// xxxxxxxx-xxxx-3xxx-yxxx-xxxxxxxxxxxx where x is any hexadecimal digit and y is one of 8, 9, A, or B
// Note that we generate a short UUID (without the dashes)
// Generate an md5 checksum, and use it as base for the ID:
unsigned char MD5[16];
md5((const unsigned char *)a_Username.c_str(), a_Username.length(), MD5);
MD5[6] &= 0x0f; // Need to trim to 4 bits only...
MD5[8] &= 0x0f; // ... otherwise %01x overflows into two chars
return Printf("%02x%02x%02x%02x%02x%02x3%01x%02x8%01x%02x%02x%02x%02x%02x%02x%02x",
MD5[0], MD5[1], MD5[2], MD5[3],
MD5[4], MD5[5], MD5[6], MD5[7],
MD5[8], MD5[9], MD5[10], MD5[11],
MD5[12], MD5[13], MD5[14], MD5[15]
);
}
bool cClientHandle::IsUUIDOnline(const AString & a_UUID)
{
// Online UUIDs are always version 4 (random)
// We use Version 3 (MD5 hash) UUIDs for the offline UUIDs
// This guarantees that they will never collide with an online UUID and can be distinguished.
// The version-specifying char is at pos #12 of raw UUID, pos #14 in dashed-UUID.
switch (a_UUID.size())
{
case 32:
{
// This is the UUID format without dashes, the version char is at pos #12:
return (a_UUID[12] == '4');
}
case 36:
{
// This is the UUID format with dashes, the version char is at pos #14:
return (a_UUID[14] == '4');
}
}
return false;
}
void cClientHandle::Kick(const AString & a_Reason)
{
if (m_State >= csAuthenticating) // Don't log pings
{
LOGINFO("Kicking player %s for \"%s\"", m_Username.c_str(), StripColorCodes(a_Reason).c_str());
}
SendDisconnect(a_Reason);
}
void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties)
{
if (m_State != csAuthenticating)
{
return;
}
ASSERT(m_Player == NULL);
m_Username = a_Name;
// Only assign UUID and properties if not already pre-assigned (BungeeCord sends those in the Handshake packet):
if (m_UUID.empty())
{
m_UUID = a_UUID;
}
if (m_Properties.empty())
{
m_Properties = a_Properties;
}
// Send login success (if the protocol supports it):
m_Protocol->SendLoginSuccess();
// 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);
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player))
{
cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", GetUsername().c_str()));
LOGINFO("Player %s has joined the game", m_Username.c_str());
}
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(), World->IsDaylightCycleEnabled());
// Send contents of the inventory window
m_Protocol->SendWholeInventory(*m_Player->GetWindow());
// Send health
m_Player->SendHealth();
// Send experience
m_Player->SendExperience();
// Send player list items
SendPlayerListAddPlayer(*m_Player);
World->BroadcastPlayerListAddPlayer(*m_Player);
World->SendPlayerList(m_Player);
m_Player->Initialize(*World);
m_State = csAuthenticated;
// Query player team
m_Player->UpdateTeam();
// Send scoreboard data
World->GetScoreBoard().SendTo(*this);
// Send statistics
SendStatistics(m_Player->GetStatManager());
// Delay the first ping until the client "settles down"
// This should fix #889, "BadCast exception, cannot convert bit to fm" error in client
cTimer t1;
m_LastPingTime = t1.GetNowTime() + 3000; // Send the first KeepAlive packet in 3 seconds
cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
}
void cClientHandle::StreamChunks(void)
{
if ((m_State < csAuthenticated) || (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, ChunkPosZ + i);
World->TouchChunk(ChunkPosX - d, ChunkPosZ + i);
} // for i
for (int i = -d + 1; i < d; ++i)
{
World->TouchChunk(ChunkPosX + i, ChunkPosZ + d);
World->TouchChunk(ChunkPosX + i, 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, a_ChunkZ));
m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, 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();
// Also reset the LastStreamedChunk coords to bogus coords,
// so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
}
}
void cClientHandle::HandleNPCTrade(int a_SlotNum)
{
// TODO
LOGWARNING("%s: Not implemented yet", __FUNCTION__);
}
void cClientHandle::HandlePing(void)
{
// Somebody tries to retrieve information about the server
AString Reply;
const cServer & Server = *cRoot::Get()->GetServer();
Printf(Reply, "%s%s%i%s%i",
Server.GetDescription().c_str(),
cChatColor::Delimiter,
Server.GetNumPlayers(),
cChatColor::Delimiter,
Server.GetMaxPlayers()
);
Kick(Reply);
}
bool cClientHandle::HandleLogin(int a_ProtocolVersion, const AString & a_Username)
{
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->IsGameModeCreative())
{
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::wtInventory)
{
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::HandlePlayerAbilities(bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed)
{
UNUSED(FlyingSpeed); // Ignore the client values for these
UNUSED(WalkingSpeed);
m_Player->SetCanFly(a_CanFly);
m_Player->SetFlying(a_IsFlying);
}
void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround)
{
if ((m_Player == NULL) || (m_State != csPlaying))
{
// The client hasn't been spawned yet and sends nonsense, we know better
return;
}
/*
// TODO: Invalid stance check
if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
{
LOGD("Invalid stance");
SendPlayerMoveLook();
return;
}
*/
// If the player has moved too far, "repair" them:
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;
}
// If a jump just started, process food exhaustion:
if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
{
// we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
if (!m_Player->IsSwimming())
{
m_Player->GetStatManager().AddValue(statJumps, 1);
m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
}
}
m_Player->MoveTo(Pos);
m_Player->SetStance(a_Stance);
m_Player->SetTouchGround(a_IsOnGround);
}
void cClientHandle::HandlePluginMessage(const AString & a_Channel, const AString & a_Message)
{
if (a_Channel == "REGISTER")
{
if (HasPluginChannel(a_Channel))
{
SendPluginMessage("UNREGISTER", a_Channel);
return; // Can't register again if already taken - kinda defeats the point of plugin messaging!
}
RegisterPluginChannels(BreakApartPluginChannels(a_Message));
}
else if (a_Channel == "UNREGISTER")
{
UnregisterPluginChannels(BreakApartPluginChannels(a_Message));
}
else if (!HasPluginChannel(a_Channel))
{
// Ignore if client sent something but didn't register the channel first
LOGD("Player %s sent a plugin message on channel \"%s\", but didn't REGISTER it first", GetUsername().c_str(), a_Channel.c_str());
SendPluginMessage("UNREGISTER", a_Channel);
return;
}
cPluginManager::Get()->CallHookPluginMessage(*this, a_Channel, a_Message);
}
AStringVector cClientHandle::BreakApartPluginChannels(const AString & a_PluginChannels)
{
// Break the string on each NUL character.
// Note that StringSplit() doesn't work on this because NUL is a special char - string terminator
size_t len = a_PluginChannels.size();
size_t first = 0;
AStringVector res;
for (size_t i = 0; i < len; i++)
{
if (a_PluginChannels[i] != 0)
{
continue;
}
if (i > first)
{
res.push_back(a_PluginChannels.substr(first, i - first));
}
first = i + 1;
} // for i - a_PluginChannels[]
if (first < len)
{
res.push_back(a_PluginChannels.substr(first, len - first));
}
return res;
}
void cClientHandle::RegisterPluginChannels(const AStringVector & a_ChannelList)
{
for (AStringVector::const_iterator itr = a_ChannelList.begin(), end = a_ChannelList.end(); itr != end; ++itr)
{
m_PluginChannels.insert(*itr);
} // for itr - a_ChannelList[]
}
void cClientHandle::UnregisterPluginChannels(const AStringVector & a_ChannelList)
{
for (AStringVector::const_iterator itr = a_ChannelList.begin(), end = a_ChannelList.end(); itr != end; ++itr)
{
m_PluginChannels.erase(*itr);
} // for itr - a_ChannelList[]
}
void cClientHandle::HandleBeaconSelection(int a_PrimaryEffect, int a_SecondaryEffect)
{
cWindow * Window = m_Player->GetWindow();
if ((Window == NULL) || (Window->GetWindowType() != cWindow::wtBeacon))
{
return;
}
cBeaconWindow * BeaconWindow = (cBeaconWindow *) Window;
if (Window->GetSlot(*m_Player, 0)->IsEmpty())
{
return;
}
cEntityEffect::eType PrimaryEffect = cEntityEffect::effNoEffect;
if ((a_PrimaryEffect >= 0) && (a_PrimaryEffect <= (int)cEntityEffect::effSaturation))
{
PrimaryEffect = (cEntityEffect::eType)a_PrimaryEffect;
}
cEntityEffect::eType SecondaryEffect = cEntityEffect::effNoEffect;
if ((a_SecondaryEffect >= 0) && (a_SecondaryEffect <= (int)cEntityEffect::effSaturation))
{
SecondaryEffect = (cEntityEffect::eType)a_SecondaryEffect;
}
Window->SetSlot(*m_Player, 0, cItem());
BeaconWindow->GetBeaconEntity()->SetPrimaryEffect(PrimaryEffect);
// Valid effect check. Vanilla don't check this, but we do it :)
if (
(SecondaryEffect == cEntityEffect::effNoEffect) ||
(SecondaryEffect == cEntityEffect::effRegeneration) ||
(SecondaryEffect == BeaconWindow->GetBeaconEntity()->GetPrimaryEffect())
)
{
BeaconWindow->GetBeaconEntity()->SetSecondaryEffect(SecondaryEffect);
}
else
{
BeaconWindow->GetBeaconEntity()->SetSecondaryEffect(cEntityEffect::effNoEffect);
}
m_Player->CloseWindow(true);
}
void cClientHandle::HandleCommandBlockBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_NewCommand)
{
cWorld * World = m_Player->GetWorld();
if (World->AreCommandBlocksEnabled())
{
World->SetCommandBlockCommand(a_BlockX, a_BlockY, a_BlockZ, a_NewCommand);
SendChat("Successfully set command block command", mtSuccess);
}
else
{
SendChat("Command blocks are not enabled on this server", mtFailure);
}
}
void cClientHandle::HandleCommandBlockEntityChange(int a_EntityID, const AString & a_NewCommand)
{
// TODO
LOGWARNING("%s: Not implemented yet", __FUNCTION__);
}
void cClientHandle::HandleAnvilItemName(const AString & a_ItemName)
{
if ((m_Player->GetWindow() == NULL) || (m_Player->GetWindow()->GetWindowType() != cWindow::wtAnvil))
{
return;
}
if (a_ItemName.length() <= 30)
{
((cAnvilWindow *)m_Player->GetWindow())->SetRepairedItemName(a_ItemName, m_Player);
}
}
void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, char a_Status)
{
LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i",
a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status
);
m_NumBlockChangeInteractionsThisTick++;
if (!CheckBlockInteractionsRate())
{
Kick("Too many blocks were destroyed per unit time - hacked client?");
return;
}
if ((a_Status == DIG_STATUS_STARTED) || (a_Status == DIG_STATUS_FINISHED))
{
if (a_BlockFace == BLOCK_FACE_NONE)
{
return;
}
/* Check for clickthrough-blocks:
When the user breaks a fire block, the client send the wrong block location.
We must find the right block with the face direction. */
int BlockX = a_BlockX;
int BlockY = a_BlockY;
int BlockZ = a_BlockZ;
AddFaceDirection(BlockX, BlockY, BlockZ, a_BlockFace);
if (cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(BlockX, BlockY, BlockZ))->IsClickedThrough())
{
a_BlockX = BlockX;
a_BlockY = BlockY;
a_BlockZ = BlockZ;
}
if (
((Diff(m_Player->GetPosX(), (double)a_BlockX) > 6) ||
(Diff(m_Player->GetPosY(), (double)a_BlockY) > 6) ||
(Diff(m_Player->GetPosZ(), (double)a_BlockZ) > 6))
)
{
m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
return;
}
}
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;
}
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->TossEquippedItem();
return;
}
case DIG_STATUS_SHOOT_EAT:
{
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
if (ItemHandler->IsFood() || ItemHandler->IsDrinkable(m_Player->GetEquippedItem().m_ItemDamage))
{
m_Player->AbortEating();
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;
}
ItemHandler->OnItemShoot(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
}
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
FinishDigAnimation();
return;
}
case DIG_STATUS_DROP_STACK:
{
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->TossEquippedItem(64); // Toss entire slot - if there aren't enough items, the maximum will be ejected
return;
}
default:
{
ASSERT(!"Unhandled DIG_STATUS");
return;
}
} // switch (a_Status)
}
void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace 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 (
m_Player->IsGameModeCreative() &&
ItemCategory::IsSword(m_Player->GetInventory().GetEquippedItem().m_ItemType) &&
(m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY, a_BlockZ) != E_BLOCK_FIRE)
)
{
// Players can't destroy blocks with a sword in the hand.
return;
}
if (
(Diff(m_Player->GetPosX(), (double)a_BlockX) > 6) ||
(Diff(m_Player->GetPosY(), (double)a_BlockY) > 6) ||
(Diff(m_Player->GetPosZ(), (double)a_BlockZ) > 6)
)
{
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->IsGameModeCreative()) || // In creative mode, digging is done immediately
cBlockInfo::IsOneHitDig(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();
cChunkInterface ChunkInterface(World->GetChunkMap());
cBlockHandler * Handler = cBlockInfo::GetHandler(a_OldBlock);
Handler->OnDigging(ChunkInterface, *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);
}
void cClientHandle::HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace 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 ? "True" : "False")
);
return;
}
FinishDigAnimation();
if (!m_Player->IsGameModeCreative())
{
if (a_OldBlock == E_BLOCK_BEDROCK)
{
Kick("You can't break a bedrock!");
return;
}
if (a_OldBlock == E_BLOCK_BARRIER)
{
Kick("You can't break a barrier!");
return;
}
}
cWorld * World = m_Player->GetWorld();
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
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;
}
if (a_OldBlock == E_BLOCK_AIR)
{
LOGD("Dug air - what the function?");
return;
}
m_Player->AddFoodExhaustion(0.025);
ItemHandler->OnBlockDestroyed(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ);
// The ItemHandler is also responsible for spawning the pickups
cChunkInterface ChunkInterface(World->GetChunkMap());
BlockHandler(a_OldBlock)->OnDestroyedByPlayer(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
World->BroadcastSoundParticleEffect(2001, a_BlockX, a_BlockY, a_BlockZ, 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::FinishDigAnimation()
{
if (!m_HasStartedDigging) // Hasn't received the DIG_STARTED packet
{
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_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ, 10, this);
}
m_BlockDigAnimX = -1;
m_BlockDigAnimY = -1;
m_BlockDigAnimZ = -1;
}
void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem)
{
// TODO: Rewrite this function
LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s",
a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str()
);
cWorld * World = m_Player->GetWorld();
bool AreRealCoords = (Vector3d(a_BlockX, a_BlockY, a_BlockZ) - m_Player->GetPosition()).Length() <= 5;
if (
(a_BlockFace != BLOCK_FACE_NONE) && // The client is interacting with a specific block
IsValidBlock(a_HeldItem.m_ItemType) &&
!AreRealCoords
)
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
if ((a_BlockX != -1) && (a_BlockY >= 0) && (a_BlockZ != -1))
{
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
if (a_BlockY < cChunkDef::Height - 1)
{
World->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player); // 2 block high things
}
if (a_BlockY > 0)
{
World->SendBlockTo(a_BlockX, a_BlockY - 1, a_BlockZ, m_Player); // 2 block high things
}
}
m_Player->GetInventory().SendEquippedSlot();
return;
}
if (!AreRealCoords)
{
a_BlockFace = BLOCK_FACE_NONE;
}
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 (AreRealCoords)
{
cChunkInterface ChunkInterface(World->GetChunkMap());
BLOCKTYPE BlockType = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
cBlockHandler * BlockHandler = cBlockInfo::GetHandler(BlockType);
BlockHandler->OnCancelRightClick(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
if (a_BlockFace != BLOCK_FACE_NONE)
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
World->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player); // 2 block high things
m_Player->GetInventory().SendEquippedSlot();
}
}
return;
}
m_NumBlockChangeInteractionsThisTick++;
if (!CheckBlockInteractionsRate())
{
Kick("Too many blocks were placed/interacted with per unit time - hacked client?");
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
// Ref.: 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 != BLOCK_FACE_NONE)
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
}
return;
}
if (AreRealCoords)
{
BLOCKTYPE BlockType;
NIBBLETYPE BlockMeta;
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
cBlockHandler * BlockHandler = cBlockInfo::GetHandler(BlockType);
if (BlockHandler->IsUseable() && !m_Player->IsCrouched())
{
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;
}
cChunkInterface ChunkInterface(World->GetChunkMap());
BlockHandler->OnUse(ChunkInterface, *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;
}
}
short EquippedDamage = Equipped.m_ItemDamage;
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemType);
if (ItemHandler->IsPlaceable() && (a_BlockFace != BLOCK_FACE_NONE))
{
HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
}
else if ((ItemHandler->IsFood() || ItemHandler->IsDrinkable(EquippedDamage)))
{
if ((m_Player->IsSatiated() || m_Player->IsGameModeCreative()) &&
ItemHandler->IsFood() && (Equipped.m_ItemType != E_ITEM_GOLDEN_APPLE))
{
// The player is satiated or in creative, and trying to eat
return;
}
m_Player->StartEating();
if (PlgMgr->CallHookPlayerEating(*m_Player))
{
// A plugin won't let us eat, abort (send the proper packets to the client, too):
m_Player->AbortEating();
}
}
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, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler)
{
BLOCKTYPE EquippedBlock = (BLOCKTYPE)(m_Player->GetEquippedItem().m_ItemType);
if (a_BlockFace < 0)
{
// Clicked in air
return;
}
cWorld * World = m_Player->GetWorld();
BLOCKTYPE ClickedBlock;
NIBBLETYPE ClickedBlockMeta;
NIBBLETYPE EquippedBlockDamage = (NIBBLETYPE)(m_Player->GetEquippedItem().m_ItemDamage);
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// The block is being placed outside the world, ignore this packet altogether (#128)
return;
}
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
// Special slab handling - placing a slab onto another slab produces a dblslab instead:
if (
cBlockSlabHandler::IsAnySlabType(ClickedBlock) && // Is there a slab already?
cBlockSlabHandler::IsAnySlabType(EquippedBlock) && // Is the player placing another slab?
((ClickedBlockMeta & 0x07) == EquippedBlockDamage) && // Is it the same slab type?
(
(a_BlockFace == BLOCK_FACE_TOP) || // Clicking the top of a bottom slab
(a_BlockFace == BLOCK_FACE_BOTTOM) // Clicking the bottom of a top slab
)
)
{
// Coordinates at clicked block, which was an eligible slab, and either top or bottom faces were clicked
// If clicked top face and slab occupies the top voxel, we want a slab to be placed above it (therefore increment Y)
// Else if clicked bottom face and slab occupies the bottom voxel, decrement Y for the same reason
// Don't touch coordinates if anything else because a dblslab opportunity is present
if ((ClickedBlockMeta & 0x08) && (a_BlockFace == BLOCK_FACE_TOP))
{
++a_BlockY;
}
else if (!(ClickedBlockMeta & 0x08) && (a_BlockFace == BLOCK_FACE_BOTTOM))
{
--a_BlockY;
}
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
}
else
{
// Check if the block ignores build collision (water, grass etc.):
if (
BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() ||
BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(m_Player, ClickedBlockMeta)
)
{
cChunkInterface ChunkInterface(World->GetChunkMap());
BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
}
else
{
AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
{
// The block is being placed outside the world, ignore this packet altogether (#128)
return;
}
NIBBLETYPE PlaceMeta;
BLOCKTYPE PlaceBlock;
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlock, PlaceMeta);
// Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
// No need to do combinability (dblslab) checks, client will do that here.
if (cBlockSlabHandler::IsAnySlabType(PlaceBlock))
{
// It's a slab, don't do checks and proceed to double-slabbing
}
else
{
if (
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() &&
!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(m_Player, PlaceMeta)
)
{
// Tried to place a block *into* another?
// Happens when you place a block aiming at side of block with a torch on it or stem beside it
return;
}
}
}
}
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_BlockZ, m_Player);
m_Player->GetInventory().SendEquippedSlot();
return;
}
cBlockHandler * NewBlock = BlockHandler(BlockType);
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);
m_Player->GetInventory().SendEquippedSlot();
return;
}
// The actual block placement:
World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
if (!m_Player->IsGameModeCreative())
{
m_Player->GetInventory().RemoveOneEquippedItem();
}
cChunkInterface ChunkInterface(World->GetChunkMap());
NewBlock->OnPlacedByPlayer(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta);
AString PlaceSound = cBlockInfo::GetPlaceSound(BlockType);
float Volume = 1.0f, Pitch = 0.8f;
if (PlaceSound == "dig.metal")
{
Pitch = 1.2f;
PlaceSound = "dig.stone";
}
else if (PlaceSound == "random.anvil_land")
{
Volume = 0.65f;
}
World->BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch);
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)
{
// We no longer need to postpone message processing, because the messages already arrive in the Tick thread
// If a command, perform it:
AString Message(a_Message);
if (cRoot::Get()->GetServer()->Command(*this, Message))
{
return;
}
// Not a command, broadcast as a message:
cCompositeChat Msg;
AString Color = m_Player->GetColor();
if (Color.length() == 3)
{
Color = AString("@") + Color[2];
}
else
{
Color.clear();
}
Msg.AddTextPart(AString("<") + m_Player->GetName() + "> ", Color);
Msg.ParseText(a_Message);
Msg.UnderlineUrls();
m_Player->GetWorld()->BroadcastChat(Msg);
}
void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
if ((m_Player == NULL) || (m_State != csPlaying))
{
return;
}
m_Player->SetYaw (a_Rotation);
m_Player->SetHeadYaw (a_Rotation);
m_Player->SetPitch (a_Pitch);
m_Player->SetTouchGround(a_IsOnGround);
}
void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
HandlePlayerPos(a_PosX, a_PosY, a_PosZ, a_Stance, a_IsOnGround);
}
void cClientHandle::HandleAnimation(char a_Animation)
{
if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation))
{
// Plugin disagrees, bail out
return;
}
// Because the animation ID sent to servers by clients are different to those sent back, we need this
switch (a_Animation)
{
case 0: // No animation - wiki.vg doesn't say that client has something specific for it, so I suppose it will just become -1
case 1:
case 2:
case 3:
{
a_Animation--; // Offset by -1
break;
}
case 5:
case 6:
case 7:
{
a_Animation -= 2; // Offset by -2
break;
}
default: // Anything else is the same
{
break;
}
}
m_Player->GetWorld()->BroadcastEntityAnimation(*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::HandleSteerVehicle(float a_Forward, float a_Sideways)
{
m_Player->SteerVehicle(a_Forward, a_Sideways);
}
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 it is a right click, call the entity's OnRightClicked() handler:
if (!a_IsLeftClick)
{
class cRclkEntity : public cEntityCallback
{
cPlayer & m_Player;
virtual bool Item(cEntity * a_Entity) override
{
if (cPluginManager::Get()->CallHookPlayerRightClickingEntity(m_Player, *a_Entity))
{
return false;
}
a_Entity->OnRightClicked(m_Player);
return false;
}
public:
cRclkEntity(cPlayer & a_Player) : m_Player(a_Player) {}
} Callback (*m_Player);
cWorld * World = m_Player->GetWorld();
World->DoWithEntityByID(a_TargetEntityID, Callback);
return;
}
// If it is a left click, attack the entity:
class cDamageEntity : public cEntityCallback
{
virtual bool Item(cEntity * a_Entity) override
{
if (!a_Entity->GetWorld()->IsPVPEnabled())
{
// PVP is disabled, disallow players hurting other players:
if (a_Entity->IsPlayer())
{
// Player is hurting another player which is not allowed when PVP is disabled so ignore it
return true;
}
}
a_Entity->TakeDamage(*m_Attacker);
return false;
}
public:
cPawn * m_Attacker;
} Callback;
Callback.m_Attacker = m_Player;
cWorld * World = m_Player->GetWorld();
if (World->DoWithEntityByID(a_TargetEntityID, Callback))
{
// Any kind of an attack implies food exhaustion
m_Player->AddFoodExhaustion(0.3);
}
}
void cClientHandle::HandleRespawn(void)
{
if (m_Player == NULL)
{
Destroy();
return;
}
m_Player->Respawn();
cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
}
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()->GetServer()->GetNumPlayers() >= cRoot::Get()->GetServer()->GetMaxPlayers())
{
Kick("The server is currently full :(-- Try again later");
return false;
}
}
return true;
}
void cClientHandle::HandleEntityCrouch(int a_EntityID, bool a_IsCrouching)
{
if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
}
m_Player->SetCrouch(a_IsCrouching);
}
void cClientHandle::HandleEntityLeaveBed(int a_EntityID)
{
if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
}
m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, 2);
}
void cClientHandle::HandleEntitySprinting(int a_EntityID, bool a_IsSprinting)
{
if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
}
m_Player->SetSprint(a_IsSprinting);
}
void cClientHandle::HandleUnmount(void)
{
if (m_Player == NULL)
{
return;
}
m_Player->Detach();
}
void cClientHandle::HandleTabCompletion(const AString & a_Text)
{
AStringVector Results;
m_Player->GetWorld()->TabCompleteUserName(a_Text, Results);
cRoot::Get()->GetPluginManager()->TabCompleteCommand(a_Text, Results, m_Player);
if (Results.empty())
{
return;
}
std::sort(Results.begin(), Results.end());
SendTabCompletionResults(Results);
}
void cClientHandle::SendData(const char * a_Data, size_t a_Size)
{
if (m_HasSentDC)
{
// This could crash the client, because they've already unloaded the world etc., and suddenly a wild packet appears (#31)
return;
}
{
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:
size_t 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);
size_t 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);
}
void cClientHandle::RemoveFromWorld(void)
{
// Remove all associated chunks:
cChunkCoordsList Chunks;
{
cCSLock Lock(m_CSChunkLists);
std::swap(Chunks, m_LoadedChunks);
m_ChunksToSend.clear();
}
for (cChunkCoordsList::iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr)
{
m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
} // for itr - Chunks[]
// Here, we set last streamed values to bogus ones so everything is resent
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
m_HasSentPlayerChunk = false;
}
bool cClientHandle::CheckBlockInteractionsRate(void)
{
ASSERT(m_Player != NULL);
ASSERT(m_Player->GetWorld() != NULL);
if (m_NumBlockChangeInteractionsThisTick > MAX_BLOCK_CHANGE_INTERACTIONS)
{
return false;
}
return true;
}
void cClientHandle::Tick(float a_Dt)
{
// Process received network data:
AString IncomingData;
{
cCSLock Lock(m_CSIncomingData);
std::swap(IncomingData, m_IncomingData);
}
m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
m_TimeSinceLastPacket += a_Dt;
if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out
{
SendDisconnect("Nooooo!! You timed out! D: Come back!");
Destroy();
}
if (m_Player == NULL)
{
return;
}
// If the chunk the player's in was just sent, spawn the player:
if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld))
{
m_Protocol->SendPlayerMoveLook();
m_State = csPlaying;
}
// Send a ping packet:
if (m_State == csPlaying)
{
cTimer t1;
if ((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_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);
}
}
// Reset explosion & block change counters:
m_NumExplosionsThisTick = 0;
m_NumBlockChangeInteractionsThisTick = 0;
}
void cClientHandle::ServerTick(float a_Dt)
{
// Process received network data:
AString IncomingData;
{
cCSLock Lock(m_CSIncomingData);
std::swap(IncomingData, m_IncomingData);
}
m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
if (m_State == csAuthenticated)
{
StreamChunks();
// Remove the client handle from the server, it will be ticked from its cPlayer object from now on
cRoot::Get()->GetServer()->ClientMovedToWorld(this);
// Add the player to the world (start ticking from there):
m_State = csDownloadingWorld;
m_Player->GetWorld()->AddPlayer(m_Player);
return;
}
m_TimeSinceLastPacket += a_Dt;
if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out
{
SendDisconnect("Nooooo!! You timed out! D: Come back!");
Destroy();
}
}
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::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::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)
{
ASSERT(!a_Changes.empty()); // We don't want to be sending empty change packets!
m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
}
void cClientHandle::SendChat(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData)
{
cWorld * World = GetPlayer()->GetWorld();
if (World == NULL)
{
World = cRoot::Get()->GetWorld(GetPlayer()->GetLoadedWorldName());
if (World == NULL)
{
World = cRoot::Get()->GetDefaultWorld();
}
}
AString Message = FormatMessageType(World->ShouldUseChatPrefixes(), a_ChatPrefix, a_AdditionalData);
m_Protocol->SendChat(Message.append(a_Message));
}
void cClientHandle::SendChat(const cCompositeChat & a_Message)
{
m_Protocol->SendChat(a_Message);
}
void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
{
ASSERT(m_Player != NULL);
// 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);
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);
// If it is the chunk the player's in, make them spawn (in the tick thread):
if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld))
{
if ((a_ChunkX == m_Player->GetChunkX()) && (a_ChunkZ == m_Player->GetChunkZ()))
{
m_HasSentPlayerChunk = true;
}
}
}
void cClientHandle::SendCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player)
{
m_Protocol->SendCollectEntity(a_Entity, a_Player);
}
void cClientHandle::SendDestroyEntity(const cEntity & a_Entity)
{
m_Protocol->SendDestroyEntity(a_Entity);
}
void cClientHandle::SendDisconnect(const AString & a_Reason)
{
if (!m_HasSentDC)
{
LOGD("Sending a DC: \"%s\"", StripColorCodes(a_Reason).c_str());
m_Protocol->SendDisconnect(a_Reason);
m_HasSentDC = true;
}
}
void cClientHandle::SendEditSign(int a_BlockX, int a_BlockY, int a_BlockZ)
{
m_Protocol->SendEditSign(a_BlockX, a_BlockY, a_BlockZ);
}
void cClientHandle::SendEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration)
{
m_Protocol->SendEntityEffect(a_Entity, a_EffectID, a_Amplifier, a_Duration);
}
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::SendEntityHeadLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntityHeadLook(a_Entity);
}
void cClientHandle::SendEntityLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntityLook(a_Entity);
}
void cClientHandle::SendEntityMetadata(const cEntity & a_Entity)
{
m_Protocol->SendEntityMetadata(a_Entity);
}
void cClientHandle::SendEntityRelMove(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->SendEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ);
}
void cClientHandle::SendEntityRelMoveLook(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->SendEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ);
}
void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status)
{
m_Protocol->SendEntityStatus(a_Entity, a_Status);
}
void cClientHandle::SendEntityVelocity(const cEntity & a_Entity)
{
m_Protocol->SendEntityVelocity(a_Entity);
}
void cClientHandle::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion)
{
if (m_NumExplosionsThisTick > MAX_EXPLOSIONS_PER_TICK)
{
LOGD("Dropped an explosion!");
return;
}
// Update the statistics:
m_NumExplosionsThisTick++;
m_Protocol->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_Radius, a_BlocksAffected, a_PlayerMotion);
}
void cClientHandle::SendGameMode(eGameMode a_GameMode)
{
m_Protocol->SendGameMode(a_GameMode);
}
void cClientHandle::SendHealth(void)
{
m_Protocol->SendHealth();
}
void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
{
m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item);
}
void cClientHandle::SendMapColumn(int a_ID, int a_X, int a_Y, const Byte * a_Colors, unsigned int a_Length, unsigned int m_Scale)
{
m_Protocol->SendMapColumn(a_ID, a_X, a_Y, a_Colors, a_Length, m_Scale);
}
void cClientHandle::SendMapDecorators(int a_ID, const cMapDecoratorList & a_Decorators, unsigned int m_Scale)
{
m_Protocol->SendMapDecorators(a_ID, a_Decorators, m_Scale);
}
void cClientHandle::SendMapInfo(int a_ID, unsigned int a_Scale)
{
m_Protocol->SendMapInfo(a_ID, a_Scale);
}
void cClientHandle::SendParticleEffect(const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmount)
{
m_Protocol->SendParticleEffect(a_ParticleName, a_SrcX, a_SrcY, a_SrcZ, a_OffsetX, a_OffsetY, a_OffsetZ, a_ParticleData, a_ParticleAmount);
}
void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
{
m_Protocol->SendPickupSpawn(a_Pickup);
}
void cClientHandle::SendPaintingSpawn(const cPainting & a_Painting)
{
m_Protocol->SendPaintingSpawn(a_Painting);
}
void cClientHandle::SendEntityAnimation(const cEntity & a_Entity, char a_Animation)
{
m_Protocol->SendEntityAnimation(a_Entity, a_Animation);
}
void cClientHandle::SendPlayerAbilities()
{
m_Protocol->SendPlayerAbilities();
}
void cClientHandle::SendPlayerListAddPlayer(const cPlayer & a_Player)
{
m_Protocol->SendPlayerListAddPlayer(a_Player);
}
void cClientHandle::SendPlayerListRemovePlayer(const cPlayer & a_Player)
{
m_Protocol->SendPlayerListRemovePlayer(a_Player);
}
void cClientHandle::SendPlayerListUpdateGameMode(const cPlayer & a_Player)
{
m_Protocol->SendPlayerListUpdateGameMode(a_Player);
}
void cClientHandle::SendPlayerListUpdatePing(const cPlayer & a_Player)
{
m_Protocol->SendPlayerListUpdatePing(a_Player);
}
void cClientHandle::SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName)
{
m_Protocol->SendPlayerListUpdateDisplayName(a_Player, a_CustomName);
}
void cClientHandle::SendPlayerMaxSpeed(void)
{
m_Protocol->SendPlayerMaxSpeed();
}
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::SendPlayerPosition(void)
{
m_Protocol->SendPlayerPosition();
}
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::SendPluginMessage(const AString & a_Channel, const AString & a_Message)
{
m_Protocol->SendPluginMessage(a_Channel, a_Message);
}
void cClientHandle::SendRemoveEntityEffect(const cEntity & a_Entity, int a_EffectID)
{
m_Protocol->SendRemoveEntityEffect(a_Entity, a_EffectID);
}
void cClientHandle::SendRespawn(eDimension a_Dimension, bool a_ShouldIgnoreDimensionChecks)
{
m_Protocol->SendRespawn(a_Dimension, a_ShouldIgnoreDimensionChecks);
}
void cClientHandle::SendExperience(void)
{
m_Protocol->SendExperience();
}
void cClientHandle::SendExperienceOrb(const cExpOrb & a_ExpOrb)
{
m_Protocol->SendExperienceOrb(a_ExpOrb);
}
void cClientHandle::SendScoreboardObjective(const AString & a_Name, const AString & a_DisplayName, Byte a_Mode)
{
m_Protocol->SendScoreboardObjective(a_Name, a_DisplayName, a_Mode);
}
void cClientHandle::SendScoreUpdate(const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode)
{
m_Protocol->SendScoreUpdate(a_Objective, a_Player, a_Score, a_Mode);
}
void cClientHandle::SendDisplayObjective(const AString & a_Objective, cScoreboard::eDisplaySlot a_Display)
{
m_Protocol->SendDisplayObjective(a_Objective, a_Display);
}
void cClientHandle::SendSoundEffect(const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch)
{
m_Protocol->SendSoundEffect(a_SoundName, a_X, a_Y, a_Z, 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::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock)
{
m_Protocol->SendSpawnFallingBlock(a_FallingBlock);
}
void cClientHandle::SendSpawnMob(const cMonster & a_Mob)
{
m_Protocol->SendSpawnMob(a_Mob);
}
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, char a_VehicleSubType) // VehicleSubType is specific to Minecarts
{
m_Protocol->SendSpawnVehicle(a_Vehicle, a_VehicleType, a_VehicleSubType);
}
void cClientHandle::SendStatistics(const cStatManager & a_Manager)
{
m_Protocol->SendStatistics(a_Manager);
}
void cClientHandle::SendTabCompletionResults(const AStringVector & a_Results)
{
m_Protocol->SendTabCompletionResults(a_Results);
}
void cClientHandle::SendTeleportEntity(const cEntity & a_Entity)
{
m_Protocol->SendTeleportEntity(a_Entity);
}
void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
}
void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_DoDaylightCycle)
{
m_Protocol->SendTimeUpdate(a_WorldAge, a_TimeOfDay, a_DoDaylightCycle);
}
void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{
m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
}
void cClientHandle::SendUpdateBlockEntity(cBlockEntity & a_BlockEntity)
{
m_Protocol->SendUpdateBlockEntity(a_BlockEntity);
}
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::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::SendWeather(eWeather a_Weather)
{
m_Protocol->SendWeather(a_Weather);
}
void cClientHandle::SendWholeInventory(const cWindow & a_Window)
{
m_Protocol->SendWholeInventory(a_Window);
}
void cClientHandle::SendWindowClose(const cWindow & a_Window)
{
m_Protocol->SendWindowClose(a_Window);
}
void cClientHandle::SendWindowOpen(const cWindow & a_Window)
{
m_Protocol->SendWindowOpen(a_Window);
}
void cClientHandle::SendWindowProperty(const cWindow & a_Window, int a_Property, int a_Value)
{
m_Protocol->SendWindowProperty(a_Window, a_Property, a_Value);
}
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::HasPluginChannel(const AString & a_PluginChannel)
{
return (m_PluginChannels.find(a_PluginChannel) != m_PluginChannels.end());
}
bool cClientHandle::WantsSendChunk(int a_ChunkX, 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_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, a_ChunkZ)) == m_ChunksToSend.end())
{
m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, 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(UInt32 a_PacketType)
{
LOGERROR("Unknown packet type 0x%x from client \"%s\" @ %s", a_PacketType, m_Username.c_str(), m_IPString.c_str());
AString Reason;
Printf(Reason, "Unknown [C->S] PacketType: 0x%x", 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();
}
bool cClientHandle::DataReceived(const char * a_Data, size_t a_Size)
{
// Data is received from the client, store it in the buffer to be processed by the Tick thread:
m_TimeSinceLastPacket = 0;
cCSLock Lock(m_CSIncomingData);
m_IncomingData.append(a_Data, a_Size);
return false;
}
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
LOGD("Player %s @ %s disconnected", m_Username.c_str(), m_IPString.c_str());
if (!m_Username.empty()) // Ignore client pings
{
cRoot::Get()->GetPluginManager()->CallHookDisconnect(*this, "Player disconnected");
}
Destroy();
}
void cClientHandle::HandleEnchantItem(Byte & a_WindowID, Byte & a_Enchantment)
{
if (a_Enchantment > 2)
{
LOGWARNING("%s attempt to crash the server with invalid enchanting selection!", GetUsername().c_str());
Kick("Invalid enchanting!");
return;
}
if (
(m_Player->GetWindow() == NULL) ||
(m_Player->GetWindow()->GetWindowID() != a_WindowID) ||
(m_Player->GetWindow()->GetWindowType() != cWindow::wtEnchantment)
)
{
return;
}
cEnchantingWindow * Window = (cEnchantingWindow*) m_Player->GetWindow();
cItem Item = *Window->m_SlotArea->GetSlot(0, *m_Player);
int BaseEnchantmentLevel = Window->GetPropertyValue(a_Enchantment);
if (Item.EnchantByXPLevels(BaseEnchantmentLevel))
{
if (m_Player->IsGameModeCreative() || m_Player->DeltaExperience(-m_Player->XpForLevel(BaseEnchantmentLevel)) >= 0)
{
Window->m_SlotArea->SetSlot(0, *m_Player, Item);
Window->SendSlot(*m_Player, Window->m_SlotArea, 0);
Window->BroadcastWholeWindow();
Window->SetProperty(0, 0, *m_Player);
Window->SetProperty(1, 0, *m_Player);
Window->SetProperty(2, 0, *m_Player);
}
}
}