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cuberite-2a/source/ClientHandle.cpp
madmaxoft 0af2a0b08c ClientHandle no longer queues chat messages.
It is no longer needed to queue chat messages, because the protocol is parsed within the Tick thread itself, without holding any SocketThread CS.
2013-08-14 20:08:05 +02:00

2193 lines
52 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 "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
/// How many explosions per single game tick are allowed
static const int MAX_EXPLOSIONS_PER_TICK = 100;
/// How many explosions in the recent history are allowed
static const int MAX_RUNNING_SUM_EXPLOSIONS = cClientHandle::NUM_CHECK_EXPLOSIONS_TICKS * MAX_EXPLOSIONS_PER_TICK / 8;
#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_CurrentExplosionTick(0)
, m_RunningSumExplosions(0)
{
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);
}
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(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::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();
// Send gamemode (1.6.1 movementSpeed):
SendGameMode(m_Player->GetGameMode());
m_Player->Initialize(World);
m_State = csAuthenticated;
// Broadcast this player's spawning to all other players in the same chunk
m_Player->GetWorld()->BroadcastSpawnEntity(*m_Player, this);
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, 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();
// 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::HandlePing(void)
{
// Somebody tries to retrieve information about the server
AString Reply;
Printf(Reply, "%s%s%i%s%i",
cRoot::Get()->GetServer()->GetDescription().c_str(),
cChatColor::Delimiter.c_str(),
cRoot::Get()->GetServer()->GetNumPlayers(),
cChatColor::Delimiter.c_str(),
cRoot::Get()->GetServer()->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;
}
// 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->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
}
}
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())
{
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;
}
}
LOGINFO("%s: Status SHOOT 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() && !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;
}
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())
{
if (m_Player->IsSatiated())
{
// The player is satiated, they cannot 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();
return;
}
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)
{
// 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 simple message:
AString Msg;
Printf(Msg, "<%s%s%s> %s",
m_Player->GetColor().c_str(),
m_Player->GetName().c_str(),
cChatColor::White.c_str(),
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)
{
if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation))
{
// Plugin disagrees, bail out
return;
}
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 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::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()->GetServer()->GetNumPlayers() >= cRoot::Get()->GetServer()->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;
}
case 4: // Start sprinting
{
m_Player->SetSprint(true);
break;
}
case 5: // Stop sprinting
{
m_Player->SetSprint(false);
SendPlayerMaxSpeed();
break;
}
}
}
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, 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);
}
void cClientHandle::MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket)
{
ASSERT(m_Player != NULL);
if (a_SendRespawnPacket)
{
SendRespawn();
}
cWorld * World = m_Player->GetWorld();
// 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)
{
World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
} // for itr - Chunks[]
// Do NOT stream new chunks, the new world runs its own tick thread and may deadlock
// Instead, the chunks will be streamed when the client is moved to the new world's Tick list,
// by setting state to csAuthenticated
m_State = csAuthenticated;
m_LastStreamedChunkX = 0x7fffffff;
m_LastStreamedChunkZ = 0x7fffffff;
}
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)
{
// 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();
m_State = csDownloadingWorld;
}
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;
}
if (m_Player == NULL)
{
return;
}
// Send a ping packet:
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);
}
}
// Update the explosion statistics:
m_CurrentExplosionTick = (m_CurrentExplosionTick + 1) % ARRAYCOUNT(m_NumExplosionsPerTick);
m_RunningSumExplosions -= m_NumExplosionsPerTick[m_CurrentExplosionTick];
m_NumExplosionsPerTick[m_CurrentExplosionTick] = 0;
}
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)
{
m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
}
void cClientHandle::SendChat(const AString & a_Message)
{
m_Protocol->SendChat(a_Message);
}
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::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player)
{
m_Protocol->SendCollectPickup(a_Pickup, 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::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)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
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_NumExplosionsPerTick[m_CurrentExplosionTick] > MAX_EXPLOSIONS_PER_TICK) || // Too many explosions in this tick
(m_RunningSumExplosions > MAX_RUNNING_SUM_EXPLOSIONS) // Too many explosions in the recent history
)
{
LOGD("Dropped %u explosions", a_BlocksAffected.size());
return;
}
// Update the statistics:
m_NumExplosionsPerTick[m_CurrentExplosionTick] += a_BlocksAffected.size();
m_RunningSumExplosions += a_BlocksAffected.size();
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::SendInventoryProgress(char a_WindowID, short a_ProgressBar, short a_Value)
{
m_Protocol->SendInventoryProgress(a_WindowID, a_ProgressBar, a_Value);
}
void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
{
m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item);
}
void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
{
m_Protocol->SendPickupSpawn(a_Pickup);
}
void cClientHandle::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation)
{
m_Protocol->SendPlayerAnimation(a_Player, a_Animation);
}
void cClientHandle::SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline)
{
m_Protocol->SendPlayerListItem(a_Player, a_IsOnline);
}
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::SendRespawn(void)
{
m_Protocol->SendRespawn();
}
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::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)
{
m_Protocol->SendSpawnVehicle(a_Vehicle, a_VehicleType);
}
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)
{
m_Protocol->SendTimeUpdate(a_WorldAge, a_TimeOfDay);
}
void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{
m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
}
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::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::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~
m_Player->GetWorld()->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, 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);
}
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();
}