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cuberite-2a/source/ClientHandle.cpp
madmaxoft@gmail.com 17a2c1b388 Adjusted the protocol framework to support different types of falling block spawning.
In brief, with cProtocol, "say what you want done, not how you want me to do it".
But still 1.4.6 crashes on falling block spawning.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1104 0a769ca7-a7f5-676a-18bf-c427514a06d6
2012-12-26 09:12:00 +00:00

1794 lines
41 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 "ChestEntity.h"
#include "SignEntity.h"
#include "UI/Window.h"
#include "Item.h"
#include "Torch.h"
#include "Doors.h"
#include "Ladder.h"
#include "Vine.h"
#include "Sign.h"
#include "Piston.h"
#include "Mobs/Monster.h"
#include "ChatColor.h"
#include "OSSupport/Socket.h"
#include "OSSupport/Timer.h"
#include "Items/ItemHandler.h"
#include "Blocks/BlockHandler.h"
#include "Tracer.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "Root.h"
#include "Authenticator.h"
#include "MersenneTwister.h"
#include "Protocol/ProtocolRecognizer.h"
#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\
case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; }
/// If the number of queued outgoing packets reaches this, the client will be kicked
#define MAX_OUTGOING_PACKETS 2000
#define RECI_RAND_MAX (1.f/RAND_MAX)
inline int fRadRand(MTRand & r1, int a_BlockCoord)
{
return a_BlockCoord * 32 + (int)(16 * ((float)r1.rand() * RECI_RAND_MAX) * 16 - 8);
}
int cClientHandle::s_ClientCount = 0;
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cClientHandle:
cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance)
: m_ViewDistance(a_ViewDistance)
, m_IPString(a_Socket->GetIPString())
, m_OutgoingData(64 KiB)
, m_Player(NULL)
, m_bKicking(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_BlockDigAnim(-1)
, m_LastDigStatus(-1)
{
m_Protocol = new cProtocolRecognizer(this);
s_ClientCount++; // Not protected by CS because clients are always constructed from the same thread
m_UniqueID = s_ClientCount;
cTimer t1;
m_LastPingTime = t1.GetNowTime();
LOGD("New ClientHandle created at %p", this);
}
cClientHandle::~cClientHandle()
{
ASSERT(m_State == csDestroyed); // Has Destroy() been called?
LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), this);
// Remove from cSocketThreads, we're not to be called anymore:
cRoot::Get()->GetServer()->ClientDestroying(this);
{
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear();
m_ChunksToSend.clear();
}
if (m_Player != NULL)
{
cWorld * World = m_Player->GetWorld();
if (!m_Username.empty() && (World != NULL))
{
// Send the Offline PlayerList packet:
World->BroadcastPlayerListItem(*m_Player, false, this);
// Send the Chat packet:
AString Left(m_Username + " left the game!");
World->BroadcastChat(Left, this);
}
if (World != NULL)
{
World->RemovePlayer(m_Player);
}
}
if (!m_bKicking)
{
SendDisconnect("Server shut down? Kthnxbai");
}
if (m_Player != NULL)
{
m_Player->Destroy();
m_Player = NULL;
}
// Queue all remaining outgoing packets to cSocketThreads:
{
cCSLock Lock(m_CSOutgoingData);
AString Data;
m_OutgoingData.ReadAll(Data);
m_OutgoingData.CommitRead();
cRoot::Get()->GetServer()->WriteToClient(this, Data);
}
// Queue the socket to close as soon as it sends all outgoing data:
cRoot::Get()->GetServer()->QueueClientClose(this);
cRoot::Get()->GetServer()->RemoveClient(this);
delete m_Protocol;
m_Protocol = NULL;
LOGD("ClientHandle at %p deleted", this);
}
void cClientHandle::Destroy()
{
// Setting m_bDestroyed was moved to the bottom of Destroy(),
// otherwise the destructor may be called within another thread before the client is removed from chunks
// http://forum.mc-server.org/showthread.php?tid=366
m_State = csDestroying;
if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
{
RemoveFromAllChunks();
m_Player->GetWorld()->RemoveClientFromChunkSender(this);
}
m_State = csDestroyed;
}
void cClientHandle::Kick(const AString & a_Reason)
{
if (m_State >= csAuthenticating) // Don't log pings
{
LOG("Kicking user \"%s\" for \"%s\"", m_Username.c_str(), a_Reason.c_str());
}
SendDisconnect(a_Reason);
m_bKicking = true;
}
void cClientHandle::Authenticate(void)
{
if (m_State != csAuthenticating)
{
return;
}
ASSERT( m_Player == NULL );
// Spawn player (only serversided, so data is loaded)
m_Player = new cPlayer(this, GetUsername());
cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
if (World == NULL)
{
World = cRoot::Get()->GetDefaultWorld();
}
if (m_Player->GetGameMode() == eGameMode_NotSet)
{
m_Player->LoginSetGameMode(World->GetGameMode());
}
m_Player->SetIP (m_IPString);
cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_JOIN, 1, m_Player);
m_ConfirmPosition = m_Player->GetPosition();
// Return a server login packet
m_Protocol->SendLogin(*m_Player, *World);
// Send Weather if raining:
if ((World->GetWeather() == 1) || (World->GetWeather() == 2))
{
m_Protocol->SendWeather(World->GetWeather());
}
// Send time
m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay());
// Send inventory
m_Player->GetInventory().SendWholeInventory(*this);
// Send health
m_Player->SendHealth();
m_Player->Initialize(World);
StreamChunks();
m_State = csDownloadingWorld;
// Broadcast this player's spawning to all other players in the same chunk
m_Player->GetWorld()->BroadcastSpawn(*m_Player, this);
cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_SPAWN, 1, m_Player);
}
void cClientHandle::StreamChunks(void)
{
if ((m_State < csAuthenticating) || (m_State >= csDestroying))
{
return;
}
ASSERT(m_Player != NULL);
int ChunkPosX = FAST_FLOOR_DIV(m_Player->GetPosX(), cChunkDef::Width);
int ChunkPosZ = FAST_FLOOR_DIV(m_Player->GetPosZ(), cChunkDef::Width);
if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ))
{
// Already streamed for this position
return;
}
m_LastStreamedChunkX = ChunkPosX;
m_LastStreamedChunkZ = ChunkPosZ;
LOGD("Streaming chunks centered on [%d, %d], view distance %d", ChunkPosX, ChunkPosZ, m_ViewDistance);
cWorld * World = m_Player->GetWorld();
ASSERT(World != NULL);
// Remove all loaded chunks that are no longer in range; deferred to out-of-CS:
cChunkCoordsList RemoveChunks;
{
cCSLock Lock(m_CSChunkLists);
for (cChunkCoordsList::iterator itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();)
{
int RelX = (*itr).m_ChunkX - ChunkPosX;
int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
{
RemoveChunks.push_back(*itr);
itr = m_LoadedChunks.erase(itr);
}
else
{
++itr;
}
} // for itr - m_LoadedChunks[]
for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
{
int RelX = (*itr).m_ChunkX - ChunkPosX;
int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
{
itr = m_ChunksToSend.erase(itr);
}
else
{
++itr;
}
} // for itr - m_ChunksToSend[]
}
for (cChunkCoordsList::iterator itr = RemoveChunks.begin(); itr != RemoveChunks.end(); ++itr)
{
World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ, this);
m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
} // for itr - RemoveChunks[]
// Add all chunks that are in range and not yet in m_LoadedChunks:
// Queue these smartly - from the center out to the edge
for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
{
// For each distance add chunks in a hollow square centered around current position:
for (int i = -d; i <= d; ++i)
{
StreamChunk(ChunkPosX + d, ZERO_CHUNK_Y, ChunkPosZ + i);
StreamChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i);
} // for i
for (int i = -d + 1; i < d; ++i)
{
StreamChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d);
StreamChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ - d);
} // for i
} // for d
// Touch chunks GENERATEDISTANCE ahead to let them generate:
for (int d = m_ViewDistance + 1; d <= m_ViewDistance + GENERATEDISTANCE; ++d) // cycle through (square) distance, from nearest to furthest
{
// For each distance touch chunks in a hollow square centered around current position:
for (int i = -d; i <= d; ++i)
{
World->TouchChunk(ChunkPosX + d, ZERO_CHUNK_Y, ChunkPosZ + i);
World->TouchChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i);
} // for i
for (int i = -d + 1; i < d; ++i)
{
World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d);
World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ - d);
} // for i
} // for d
}
void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
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_ChunkY, a_ChunkZ, this))
{
{
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
}
World->SendChunkTo(a_ChunkX, a_ChunkY, a_ChunkZ, this);
}
}
// Removes the client from all chunks. Used when switching worlds or destroying the player
void cClientHandle::RemoveFromAllChunks()
{
cWorld * World = m_Player->GetWorld();
if (World != NULL)
{
World->RemoveClientFromChunks(this);
}
{
cCSLock Lock(m_CSChunkLists);
m_LoadedChunks.clear();
m_ChunksToSend.clear();
}
}
void cClientHandle::HandlePing(void)
{
// Somebody tries to retrieve information about the server
AString Reply;
Printf(Reply, "%s%s%i%s%i",
cRoot::Get()->GetDefaultWorld()->GetDescription().c_str(),
cChatColor::Delimiter.c_str(),
cRoot::Get()->GetDefaultWorld()->GetNumPlayers(),
cChatColor::Delimiter.c_str(),
cRoot::Get()->GetDefaultWorld()->GetMaxPlayers()
);
Kick(Reply.c_str());
}
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, false, false, a_HeldItem);
}
void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround)
{
/*
// TODO: Invalid stance check
if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
{
LOGD("Invalid stance");
SendPlayerMoveLook();
return;
}
*/
// LOGD("recv player pos: {%0.2f %0.2f %0.2f}, ground: %d", a_PosX, a_PosY, a_PosZ, a_IsOnGround ? 1 : 0);
Vector3d Pos(a_PosX, a_PosY, a_PosZ);
if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100)
{
LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length());
SendPlayerMoveLook();
return;
}
m_Player->MoveTo(Pos);
m_Player->SetStance(a_Stance);
m_Player->SetTouchGround(a_IsOnGround);
}
void cClientHandle::HandleBlockDig(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status)
{
if (!CheckBlockInteractionsRate())
{
return;
}
LOGD("OnBlockDig: {%i, %i, %i}; Face: %i; Stat: %i LastStat: %i",
a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status, m_LastDigStatus
);
// Do we want plugins to disable tossing items? Probably no, so toss item before asking plugins for permission
if (a_Status == DIG_STATUS_DROP_HELD) // Drop held item
{
m_Player->TossItem(false);
return;
}
if (a_Status == DIG_STATUS_SHOOT_EAT)
{
LOGINFO("BlockDig: Status SHOOT/EAT not implemented");
return;
}
cWorld * World = m_Player->GetWorld();
BLOCKTYPE OldBlock;
NIBBLETYPE OldMeta;
World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta);
if (cRoot::Get()->GetPluginManager()->CallHookBlockDig(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status, OldBlock, OldMeta))
{
// The plugin doesn't agree with the digging, replace the block on the client and quit:
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
return;
}
bool bBroken = (
((a_Status == DIG_STATUS_FINISHED) &&
//Don't allow to finish digging if not started yet:
(m_LastDigStatus == 0) &&
(m_LastDigX == a_BlockX) &&
(m_LastDigY == a_BlockY) &&
(m_LastDigZ == a_BlockZ)) ||
(g_BlockOneHitDig[(int)OldBlock]) ||
((a_Status == DIG_STATUS_STARTED) && (m_Player->GetGameMode() == 1))
);
m_LastDigStatus = a_Status;
m_LastDigX = a_BlockX;
m_LastDigY = a_BlockY;
m_LastDigZ = a_BlockZ;
if ((a_Status == DIG_STATUS_STARTED) && (m_Player->GetGameMode() != eGameMode_Creative))
{
// Start dig animation
// TODO: calculate real animation speed
m_BlockDigAnimSpeed = 10;
m_BlockDigX = a_BlockX;
m_BlockDigY = a_BlockY;
m_BlockDigZ = a_BlockZ;
m_BlockDigAnim = 0;
m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigX, m_BlockDigY, m_BlockDigZ, 0, this);
}
else if (m_BlockDigAnim != -1)
{
// End dig animation
m_BlockDigAnim = -1;
// It seems that 10 ends block animation
m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigX, m_BlockDigY, m_BlockDigZ, 10, this);
}
cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemID);
if (bBroken)
{
if(World->GetBlock(a_BlockX, a_BlockY, a_BlockZ) != E_BLOCK_AIR)
{
ItemHandler->OnBlockDestroyed(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ);
BlockHandler(OldBlock)->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
World->BroadcastSoundParticleEffect(2001, a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, OldBlock, this);
World->DigBlock(a_BlockX, a_BlockY, a_BlockZ);
}
}
else
{
cBlockHandler * Handler = cBlockHandler::GetBlockHandler(OldBlock);
Handler->OnDigging(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
ItemHandler->OnDiggingBlock(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
// Check for clickthrough-blocks:
if (a_BlockFace != BLOCK_FACE_NONE)
{
int pX = a_BlockX;
int pY = a_BlockY;
int pZ = a_BlockZ;
AddDirection(pX, pY, pZ, a_BlockFace);
Handler = cBlockHandler::GetBlockHandler(World->GetBlock(pX, pY, pZ));
if (Handler->IsClickedThrough())
{
Handler->OnDigging(World, m_Player, pX, pY, pZ);
}
}
}
}
void cClientHandle::HandleBlockPlace(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, const cItem & a_HeldItem)
{
LOGD("HandleBlockPlace: {%d, %d, %d}, face %d, HeldItem: %s",
a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str()
);
if (!CheckBlockInteractionsRate())
{
LOGD("Too many block interactions, aborting placement");
return;
}
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)
{
AddDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
}
return;
}
cWorld * World = m_Player->GetWorld();
cBlockHandler *Handler = cBlockHandler::GetBlockHandler(World->GetBlock(a_BlockX, a_BlockY, a_BlockZ));
// TODO: Wrap following if into another if which will call hook 'OnBlockUse' (or some nicer name)
if (Handler->IsUseable())
{
Handler->OnUse(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
}
else
{
cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemID);
if (ItemHandler->OnItemUse(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
{
// Nothing here :P
}
else if (ItemHandler->IsPlaceable())
{
if (a_BlockFace < 0)
{
// clicked in air
return;
}
BLOCKTYPE ClickedBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
cBlockHandler *Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
if (Handler->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
{
AddDirection(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 = m_Player->GetWorld()->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
}
}
cBlockHandler * NewBlock = BlockHandler(ItemHandler->GetBlockType());
// Cannot be placed on the side of an other block
if ((a_BlockFace != BLOCK_FACE_TOP) && !NewBlock->CanBePlacedOnSide())
{
return;
}
if (NewBlock->CanBePlacedAt(World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
{
ItemHandler->PlaceBlock(World, m_Player, &m_Player->GetInventory().GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
// 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);
}
else
{
LOGD("Block refused placement here, aborting");
World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); // Send the old block back to the player
return;
}
}
else if (ItemHandler->IsFood())
{
cItem Item;
Item.m_ItemID = Equipped.m_ItemID;
Item.m_ItemCount = 1;
if (ItemHandler->EatItem(m_Player, &Item))
{
ItemHandler->OnFoodEaten(World, m_Player, &Item);
m_Player->GetInventory().RemoveItem(Item);
return;
}
}
}
if (cRoot::Get()->GetPluginManager()->CallHookBlockPlace(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, Equipped))
{
if (a_BlockFace > -1)
{
AddDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
}
return;
}
}
void cClientHandle::HandleChat(const AString & a_Message)
{
if (!cRoot::Get()->GetServer()->Command(*this, a_Message))
{
AString Msg;
Printf(Msg, "<%s%s%s> %s",
m_Player->GetColor().c_str(),
m_Player->GetName().c_str(),
cChatColor::White.c_str(),
a_Message.c_str()
);
m_Player->GetWorld()->BroadcastChat(Msg);
}
}
void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
m_Player->SetRotation (a_Rotation);
m_Player->SetPitch (a_Pitch);
m_Player->SetTouchGround(a_IsOnGround);
m_Player->WrapRotation();
}
void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
/*
// TODO: Invalid stance check
if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
{
LOGD("Invalid stance");
SendPlayerMoveLook();
return;
}
*/
switch (m_State)
{
case csPlaying:
{
m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ));
m_Player->SetStance (a_Stance);
m_Player->SetTouchGround(a_IsOnGround);
m_Player->SetRotation (a_Rotation);
m_Player->SetPitch (a_Pitch);
m_Player->WrapRotation();
break;
}
case csDownloadingWorld:
{
Vector3d ReceivedPosition = Vector3d(a_PosX, a_PosY, a_PosZ);
// LOGD("Received MoveLook confirmation: {%0.2f %0.2f %0.2f}", a_PosX, a_PosY, a_PosZ);
// Test the distance between points with a small/large enough value instead of comparing directly. Floating point inaccuracies might screw stuff up
double Dist = (ReceivedPosition - m_ConfirmPosition).SqrLength();
if (Dist < 1.0)
{
if (ReceivedPosition.Equals(m_ConfirmPosition))
{
LOGINFO("Exact position confirmed by client!");
}
m_State = csPlaying;
}
else
{
LOGWARNING("Player \"%s\" sent a weird position confirmation %.2f blocks away, retrying", m_Username.c_str(), sqrt(Dist));
LOGD(" Expected pos: {%0.2f, %0.2f, %0.2f}", m_ConfirmPosition.x, m_ConfirmPosition.y, m_ConfirmPosition.z);
LOGD(" Received pos: {%0.2f, %0.2f, %0.2f}", a_PosX, a_PosY, a_PosZ);
m_ConfirmPosition = m_Player->GetPosition();
SendPlayerMoveLook();
}
break;
}
}
}
void cClientHandle::HandleAnimation(char a_Animation)
{
m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, a_Animation, this);
}
void cClientHandle::HandleSlotSelected(short a_SlotNum)
{
m_Player->GetInventory().SetEquippedSlot(a_SlotNum);
m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this);
}
void cClientHandle::HandleWindowClose(char a_WindowID)
{
m_Player->CloseWindow(a_WindowID);
}
void cClientHandle::HandleWindowClick(char a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_HeldItem)
{
LOGD("WindowClick: WinID %d, SlotNum %d, IsRclk %d, IsShift %d, Item %s x %d",
a_WindowID, a_SlotNum, a_IsRightClick, a_IsShiftPressed,
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_IsRightClick, a_IsShiftPressed, a_HeldItem);
}
void cClientHandle::HandleUpdateSign(
int a_BlockX, int a_BlockY, int a_BlockZ,
const AString & a_Line1, const AString & a_Line2,
const AString & a_Line3, const AString & a_Line4
)
{
cWorld * World = m_Player->GetWorld();
World->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, m_Player);
}
void cClientHandle::HandleUseEntity(int a_TargetEntityID, bool a_IsLeftClick)
{
if (!a_IsLeftClick)
{
// TODO: we don't handle right-clicking yet
return;
}
class cDamageEntity : public cEntityCallback
{
virtual bool Item(cEntity * a_Entity) override
{
if (!a_Entity->GetWorld()->IsPVPEnabled())
{
// PVP is disabled
if (a_Entity->IsA("cPlayer") && m_Attacker->IsA("cPlayer"))
{
// Player is hurting another player which is not allowed when PVP is disabled so ignore it
return true;
}
}
if (a_Entity->IsA("cPawn"))
{
reinterpret_cast<cPawn *>(a_Entity)->TakeDamage(*m_Attacker);
}
return true;
}
public:
cPawn * m_Attacker;
} Callback;
Callback.m_Attacker = m_Player;
cWorld * World = m_Player->GetWorld();
World->DoWithEntityByID(a_TargetEntityID, Callback);
}
void cClientHandle::HandleRespawn(void)
{
if( m_Player == NULL )
{
Destroy();
return;
}
m_Player->Respawn();
cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_SPAWN, 1, 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);
}
Destroy();
}
void cClientHandle::HandleKeepAlive(int a_KeepAliveID)
{
if (a_KeepAliveID == m_PingID)
{
cTimer t1;
m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2);
}
}
bool cClientHandle::HandleHandshake(const AString & a_Username)
{
if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(this, a_Username))
{
if (cRoot::Get()->GetDefaultWorld()->GetNumPlayers() >= cRoot::Get()->GetDefaultWorld()->GetMaxPlayers())
{
Kick("The server is currently full :(-- Try again later");
return false;
}
}
return true;
}
void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID)
{
if( a_EntityID != m_Player->GetUniqueID() )
{
// We should only receive entity actions from the entity that is performing the action
return;
}
if( a_ActionID == 3 ) // Leave bed
{
m_Player->GetWorld()->BroadcastPlayerAnimation( *m_Player, 3 );
}
}
void cClientHandle::SendData(const char * a_Data, int a_Size)
{
{
cCSLock Lock(m_CSOutgoingData);
// _X 2012_09_06: We need an overflow buffer, usually when streaming the initial chunks
if (m_OutgoingDataOverflow.empty())
{
// No queued overflow data; if this packet fits into the ringbuffer, put it in, otherwise put it in the overflow buffer:
int CanFit = m_OutgoingData.GetFreeSpace();
if (CanFit > a_Size)
{
CanFit = a_Size;
}
if (CanFit > 0)
{
m_OutgoingData.Write(a_Data, CanFit);
}
if (a_Size > CanFit)
{
m_OutgoingDataOverflow.append(a_Data + CanFit, a_Size - CanFit);
}
}
else
{
// There is a queued overflow. Append to it, then send as much from its front as possible
m_OutgoingDataOverflow.append(a_Data, a_Size);
int CanFit = m_OutgoingData.GetFreeSpace();
if (CanFit > 128)
{
// No point in moving the data over if it's not large enough - too much effort for too little an effect
m_OutgoingData.Write(m_OutgoingDataOverflow.data(), CanFit);
m_OutgoingDataOverflow.erase(0, CanFit);
}
}
} // Lock(m_CSOutgoingData)
// Notify SocketThreads that we have something to write:
cRoot::Get()->GetServer()->NotifyClientWrite(this);
}
bool cClientHandle::CheckBlockInteractionsRate(void)
{
ASSERT(m_Player != NULL);
ASSERT(m_Player->GetWorld() != NULL);
/*
// TODO: _X 2012_11_01: This needs a total re-thinking and rewriting
int LastActionCnt = m_Player->GetLastBlockActionCnt();
if ((m_Player->GetWorld()->GetTime() - m_Player->GetLastBlockActionTime()) < 0.1)
{
// Limit the number of block interactions per tick
m_Player->SetLastBlockActionTime(); //Player tried to interact with a block. Reset last block interation time.
m_Player->SetLastBlockActionCnt(LastActionCnt + 1);
if (m_Player->GetLastBlockActionCnt() > MAXBLOCKCHANGEINTERACTIONS)
{
// Kick if more than MAXBLOCKCHANGEINTERACTIONS per tick
LOGWARN("Player %s tried to interact with a block too quickly! (could indicate bot) Was Kicked.", m_Username.c_str());
Kick("You're a baaaaaad boy!");
return false;
}
}
else
{
m_Player->SetLastBlockActionCnt(0); // Reset count
m_Player->SetLastBlockActionTime(); // Player tried to interact with a block. Reset last block interation time.
}
*/
return true;
}
void cClientHandle::Tick(float a_Dt)
{
m_TimeSinceLastPacket += a_Dt;
if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out
{
SendDisconnect("Nooooo!! You timed out! D: Come back!");
Destroy();
}
if ((m_State == csDownloadingWorld) && m_ShouldCheckDownloaded)
{
CheckIfWorldDownloaded();
m_ShouldCheckDownloaded = false;
}
cTimer t1;
// Send ping packet
if (
(m_Player != NULL) && // Is logged in?
(m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
)
{
m_PingID++;
m_PingStartTime = t1.GetNowTime();
m_Protocol->SendKeepAlive(m_PingID);
m_LastPingTime = m_PingStartTime;
}
// Handle block break animation:
if ((m_Player != NULL) && (m_BlockDigAnim > -1))
{
int lastAnimVal = m_BlockDigAnim;
m_BlockDigAnim += (int)(m_BlockDigAnimSpeed * a_Dt);
if (m_BlockDigAnim > 9000)
{
m_BlockDigAnim = 9000;
}
if (m_BlockDigAnim / 1000 != lastAnimVal / 1000)
{
m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigX, m_BlockDigY, m_BlockDigZ, (char)(m_BlockDigAnim / 1000), this);
}
}
}
void cClientHandle::SendDisconnect(const AString & a_Reason)
{
LOGD("Sending a DC: \"%s\"", a_Reason.c_str());
m_Protocol->SendDisconnect(a_Reason);
}
void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
{
m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item);
}
void cClientHandle::SendChat(const AString & a_Message)
{
m_Protocol->SendChat(a_Message);
}
void cClientHandle::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation)
{
m_Protocol->SendPlayerAnimation(a_Player, a_Animation);
}
void cClientHandle::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item)
{
m_Protocol->SendEntityEquipment(a_Entity, a_SlotNum, a_Item);
}
void cClientHandle::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots)
{
m_Protocol->SendWindowOpen(a_WindowID, a_WindowType, a_WindowTitle, a_NumSlots);
}
void cClientHandle::SendWindowClose(char a_WindowID)
{
m_Protocol->SendWindowClose(a_WindowID);
}
void cClientHandle::SendWholeInventory(const cInventory & a_Inventory)
{
m_Protocol->SendWholeInventory(a_Inventory);
}
void cClientHandle::SendWholeInventory(const cWindow & a_Window)
{
m_Protocol->SendWholeInventory(a_Window);
}
void cClientHandle::SendTeleportEntity(const cEntity & a_Entity)
{
m_Protocol->SendTeleportEntity(a_Entity);
}
void cClientHandle::SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline)
{
m_Protocol->SendPlayerListItem(a_Player, a_IsOnline);
}
void cClientHandle::SendPlayerPosition(void)
{
m_Protocol->SendPlayerPosition();
}
void cClientHandle::SendEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ);
}
void cClientHandle::SendEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ);
}
void cClientHandle::SendEntLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntLook(a_Entity);
}
void cClientHandle::SendEntHeadLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
m_Protocol->SendEntHeadLook(a_Entity);
}
void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType)
{
m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType);
}
void cClientHandle::SendHealth(void)
{
m_Protocol->SendHealth();
}
void cClientHandle::SendRespawn(void)
{
m_Protocol->SendRespawn();
}
void cClientHandle::SendGameMode(eGameMode a_GameMode)
{
m_Protocol->SendGameMode(a_GameMode);
}
void cClientHandle::SendDestroyEntity(const cEntity & a_Entity)
{
m_Protocol->SendDestroyEntity(a_Entity);
}
void cClientHandle::SendPlayerMoveLook(void)
{
/*
LOGD("Sending PlayerMoveLook: {%0.2f, %0.2f, %0.2f}, stance %0.2f, OnGround: %d",
m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ(), m_Player->GetStance(), m_Player->IsOnGround() ? 1 : 0
);
*/
m_Protocol->SendPlayerMoveLook();
}
void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status)
{
m_Protocol->SendEntityStatus(a_Entity, a_Status);
}
void cClientHandle::SendMetadata(const cPawn & a_Pawn)
{
m_Protocol->SendMetadata(a_Pawn);
}
void cClientHandle::SendInventoryProgress(char a_WindowID, short a_ProgressBar, short a_Value)
{
m_Protocol->SendInventoryProgress(a_WindowID, a_ProgressBar, a_Value);
}
void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player)
{
if (a_Player.GetUniqueID() == m_Player->GetUniqueID())
{
// Do NOT send this packet to myself
return;
}
LOGD("Spawning player \"%s\" on client \"%s\" @ %s",
a_Player.GetName().c_str(), GetPlayer()->GetName().c_str(), GetIPString().c_str()
);
m_Protocol->SendPlayerSpawn(a_Player);
}
void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
{
m_Protocol->SendPickupSpawn(a_Pickup);
}
void cClientHandle::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock)
{
m_Protocol->SendSpawnFallingBlock(a_FallingBlock);
}
void cClientHandle::SendSpawnMob(const cMonster & a_Mob)
{
m_Protocol->SendSpawnMob(a_Mob);
}
void cClientHandle::SendUpdateSign(
int a_BlockX, int a_BlockY, int a_BlockZ,
const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4
)
{
m_Protocol->SendUpdateSign(
a_BlockX, a_BlockY, a_BlockZ,
a_Line1, a_Line2, a_Line3, a_Line4
);
}
void cClientHandle::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player)
{
m_Protocol->SendCollectPickup(a_Pickup, a_Player);
}
void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
}
void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
{
m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
}
void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{
m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
}
void cClientHandle::SendWeather(eWeather a_Weather)
{
m_Protocol->SendWeather(a_Weather);
}
void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay)
{
m_Protocol->SendTimeUpdate(a_WorldAge, a_TimeOfDay);
}
void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
{
m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
}
void cClientHandle::SendSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch)
{
m_Protocol->SendSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch);
}
void cClientHandle::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data)
{
m_Protocol->SendSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data);
}
void cClientHandle::SendBlockBreakAnim(int a_entityID, int a_blockX, int a_blockY, int a_blockZ, char a_stage)
{
m_Protocol->SendBlockBreakAnim(a_entityID, a_blockX, a_blockY, a_blockZ, a_stage);
}
void cClientHandle::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ )
{
m_Protocol->SendUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ);
}
void cClientHandle::SendSpawnObject(const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, short a_SpeedX, short a_SpeedY, short a_SpeedZ, Byte a_Yaw, Byte a_Pitch)
{
m_Protocol->SendSpawnObject(a_Entity, a_ObjectType, a_ObjectData, a_SpeedX, a_SpeedY, a_SpeedZ, a_Yaw, a_Pitch);
}
void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
{
// Check chunks being sent, erase them from m_ChunksToSend:
bool Found = false;
{
cCSLock Lock(m_CSChunkLists);
for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr)
{
if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
{
m_ChunksToSend.erase(itr);
// Make the tick thread check if all the needed chunks have been downloaded
// -- needed to offload this from here due to a deadlock possibility
m_ShouldCheckDownloaded = true;
Found = true;
break;
}
} // for itr - m_ChunksToSend[]
}
if (!Found)
{
// This just sometimes happens. If you have a reliably replicatable situation for this, go ahead and fix it
// It's not a big issue anyway, just means that some chunks may be compressed several times
// LOGD("Refusing to send chunk [%d, %d] to client \"%s\" at [%d, %d].", ChunkX, ChunkZ, m_Username.c_str(), m_Player->GetChunkX(), m_Player->GetChunkZ());
return;
}
m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer);
}
void cClientHandle::CheckIfWorldDownloaded(void)
{
if (m_State != csDownloadingWorld)
{
return;
}
bool ShouldSendConfirm = false;
{
cCSLock Lock(m_CSChunkLists);
ShouldSendConfirm = m_ChunksToSend.empty();
}
if (ShouldSendConfirm)
{
SendConfirmPosition();
}
}
void cClientHandle::SendConfirmPosition(void)
{
LOG("Spawning player \"%s\" at {%.2f, %.2f, %.2f}",
m_Username.c_str(), m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ()
);
m_State = csConfirmingPos;
if (!cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_JOIN, 1, m_Player))
{
// Broadcast that this player has joined the game! Yay~
cRoot::Get()->GetServer()->BroadcastChat(m_Username + " joined the game!", this);
}
SendPlayerMoveLook();
}
const AString & cClientHandle::GetUsername(void) const
{
return m_Username;
}
void cClientHandle::SetUsername( const AString & a_Username )
{
m_Username = a_Username;
}
void cClientHandle::SetViewDistance(int a_ViewDistance)
{
if (a_ViewDistance < MIN_VIEW_DISTANCE)
{
a_ViewDistance = MIN_VIEW_DISTANCE;
}
if (a_ViewDistance > MAX_VIEW_DISTANCE)
{
a_ViewDistance = MAX_VIEW_DISTANCE;
}
m_ViewDistance = a_ViewDistance;
// Need to re-stream chunks for the change to become apparent:
StreamChunks();
}
bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
{
if (m_State >= csDestroying)
{
return false;
}
cCSLock Lock(m_CSChunkLists);
return (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ)) != m_ChunksToSend.end());
}
void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ)
{
if (m_State >= csDestroying)
{
return;
}
LOGD("Adding chunk [%d, %d] to wanted chunks for client %p", a_ChunkX, a_ChunkZ, this);
cCSLock Lock(m_CSChunkLists);
if (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ)) == m_ChunksToSend.end())
{
m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ));
}
}
void cClientHandle::PacketBufferFull(void)
{
// Too much data in the incoming queue, the server is probably too busy, kick the client:
LOGERROR("Too much data in queue for client \"%s\" @ %s, kicking them.", m_Username.c_str(), m_IPString.c_str());
SendDisconnect("Server busy");
Destroy();
}
void cClientHandle::PacketUnknown(unsigned char a_PacketType)
{
LOGERROR("Unknown packet type 0x%02x from client \"%s\" @ %s", a_PacketType, m_Username.c_str(), m_IPString.c_str());
AString Reason;
Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", a_PacketType);
SendDisconnect(Reason);
Destroy();
}
void cClientHandle::PacketError(unsigned char a_PacketType)
{
LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", a_PacketType, m_Username.c_str());
SendDisconnect("Protocol error");
Destroy();
}
void cClientHandle::DataReceived(const char * a_Data, int a_Size)
{
// Data is received from the client, hand it off to the protocol:
m_Protocol->DataReceived(a_Data, a_Size);
m_TimeSinceLastPacket = 0;
}
void cClientHandle::GetOutgoingData(AString & a_Data)
{
// Data can be sent to client
{
cCSLock Lock(m_CSOutgoingData);
m_OutgoingData.ReadAll(a_Data);
m_OutgoingData.CommitRead();
a_Data.append(m_OutgoingDataOverflow);
m_OutgoingDataOverflow.clear();
}
// Disconnect player after all packets have been sent
if (m_bKicking && 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();
}