#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "Chunk.h"
#include "ClientHandle.h"
#include "Server.h"
#include "World.h"
#include "Chunk.h"
#include "Entities/Pickup.h"
#include "Bindings/PluginManager.h"
#include "Entities/Player.h"
#include "Inventory.h"
#include "EffectID.h"
#include "BlockEntities/BeaconEntity.h"
#include "BlockEntities/ChestEntity.h"
#include "BlockEntities/CommandBlockEntity.h"
#include "BlockEntities/SignEntity.h"
#include "UI/Window.h"
#include "UI/AnvilWindow.h"
#include "UI/BeaconWindow.h"
#include "UI/EnchantingWindow.h"
#include "Item.h"
#include "Mobs/Monster.h"
#include "ChatColor.h"
#include "Items/ItemHandler.h"
#include "Blocks/BlockHandler.h"
#include "Blocks/BlockBed.h"
#include "Blocks/ChunkInterface.h"
#include "BlockInServerPluginInterface.h"
#include "Root.h"
#include "Protocol/Authenticator.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
/** The interval for sending pings to clients.
Vanilla sends one ping every 1 second. */
static const std::chrono::milliseconds PING_TIME_MS = std::chrono::milliseconds(1000);
int cClientHandle::s_ClientCount = 0;
////////////////////////////////////////////////////////////////////////////////
// cClientHandle:
cClientHandle::cClientHandle(const AString & a_IPString, int a_ViewDistance) :
m_CurrentViewDistance(a_ViewDistance),
m_RequestedViewDistance(a_ViewDistance),
m_IPString(a_IPString),
m_Protocol(this),
m_Player(nullptr), // In order to catch when client leaves before authentication
m_TicksSinceLastPacket(0),
m_Ping(1000),
m_PingID(1),
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(eState::csConnected),
m_ShouldRefreshSentChunks(true),
m_NumExplosionsThisTick(0),
m_NumBlockChangeInteractionsThisTick(0),
m_UniqueID(0),
m_Locale("en_GB"),
m_LastPlacedSign(0, -1, 0),
m_ProtocolVersion(0)
{
s_ClientCount++; // Not protected by CS because clients are always constructed from the same thread
m_UniqueID = s_ClientCount;
m_PingStartTime = std::chrono::steady_clock::now();
LOGD("New ClientHandle created at %p", static_cast<void *>(this));
}
cClientHandle::~cClientHandle()
{
ASSERT(m_State == eState::csDestroyed); // Has Destroy() been called?
// Note: don't handle player destruction here because we don't own them, so problems arise during shutdown
LOGD("Deletied client \"%s\" at %p", GetUsername().c_str(), static_cast<void *>(this));
}
void cClientHandle::Destroy(void)
{
ASSERT(cRoot::Get()->GetServer()->IsInTickThread());
if (!SetState(eState::csDestroying))
{
// Already destroyed.
return;
}
{
cCSLock Lock(m_CSLink);
m_Link.reset();
}
if (m_Player != nullptr)
{
cWorld * World = m_Player->GetWorld();
// Upon Destroy, the world pointer of a valid player SHALL NOT be null.
// Guaranteed by Destroy and Authenticate being called in the same thread
ASSERT(World != nullptr);
// We do not leak a player object as Authenticate checks to see if Destroy was called before creating a player
World->QueueTask(
[this](cWorld & a_World)
{
if (m_Player->GetParentChunk() == nullptr)
{
// Player not yet initialised; calling Destroy is not valid
LOGWARN("ParentChunk null");
return;
}
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerDestroyed(*m_Player))
{
cRoot::Get()->BroadcastChatLeave(Printf("%s has left the game", m_Player->GetName().c_str()));
LOGINFO("Player %s has left the game", m_Player->GetName().c_str());
}
a_World.RemovePlayer(m_Player);
a_World.BroadcastPlayerListRemovePlayer(*m_Player);
m_Player->Destroy();
}
);
}
RemoveFromWorld();
LOGD("%s: client %p, \"%s\"", __FUNCTION__, static_cast<void *>(this), m_Username.c_str());
SetState(eState::csDestroyed);
}
bool cClientHandle::SetState(eState a_State)
{
// Obtain state at a point in time to compare to a_State
auto ExpectedState = m_State.load();
while (
// Ensure that an exchange will be performed validly
(ExpectedState < a_State) &&
// Ensure that the current state matches what we have just verified
// If so, set the desired state
// Else, update ExpectedState to be the current value in preparation for another check and loop
!m_State.compare_exchange_weak(ExpectedState, a_State)
)
{
continue;
}
return (ExpectedState < a_State);
}
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!");
#ifndef __clang__
return "";
#endif
}
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)
// First make the username lowercase:
AString lcUsername = StrToLower(a_Username);
// Generate an md5 checksum, and use it as base for the ID:
unsigned char MD5[16];
md5(reinterpret_cast<const unsigned char *>(lcUsername.c_str()), lcUsername.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 (IsLoggedIn()) // 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)
{
ASSERT(cRoot::Get()->GetServer()->IsInTickThread());
if (m_State != eState::csAuthenticating)
{
// TODO: is this necessary?
return;
}
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();
// Obtain a strong reference to ourselves
auto Client = shared_from_this();
// Spawn player (only serversided, so data is loaded)
auto Player = cpp14::make_unique<cPlayer>(Client, m_Username);
m_Player = Player.get();
cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
if (World == nullptr)
{
World = cRoot::Get()->GetDefaultWorld();
}
if (m_Player->GetGameMode() == eGameMode_NotSet)
{
m_Player->LoginSetGameMode(World->GetGameMode());
}
m_Player->SetIP(m_IPString);
// So Destroy always has a valid world for a valid player
// Additionally, plugins expect world to be set
m_Player->SetWorld(World);
cpp14::move_on_copy_wrapper<decltype(Player)> PlayerPtr(std::move(Player));
World->QueueTask(
[World, Player = m_Player, PlayerPtr, Client](cWorld & a_World) mutable
{
// We're in the task to create the player - any other QueueTask will execute in the next tick
// So, check to see cClientHandle::Destroy has not been called (State >= IsDestroying where State is monotonic)
if (Client->IsDestroying() || Client->IsDestroyed())
{
// Destroy called - proceeding now means we may create a player object that's never deleted
LOGWARN("Destroyed");
return;
}
if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*Player))
{
cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", Client->GetUsername().c_str()));
LOGINFO("Player %s has joined the game", Client->GetUsername().c_str());
}
// Return a server login packet
Client->GetProtocol().SendLogin(*Player, *World);
// Send Weather if raining:
if ((World->GetWeather() == 1) || (World->GetWeather() == 2))
{
Client->GetProtocol().SendWeather(World->GetWeather());
}
// Send time:
Client->GetProtocol().SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay(), World->IsDaylightCycleEnabled());
// Send contents of the inventory window
Client->GetProtocol().SendWholeInventory(*Player->GetWindow());
// Send health
Client->GetProtocol().SendHealth();
// Send experience
Client->GetProtocol().SendExperience();
// Send player list items
cRoot::Get()->BroadcastPlayerListsAddPlayer(*Player);
cRoot::Get()->SendPlayerLists(Player);
// Note: cEnttiy::Initialize takes ownership of the player object
Player->Initialize(std::move(PlayerPtr.value), *World);
World->AddPlayer(Player);
Client->SetState(cClientHandle::eState::csAuthenticated);
// Query player team
Player->UpdateTeam();
// Send scoreboard data
World->GetScoreBoard().SendTo(*Client);
// Send statistics
Client->GetProtocol().SendStatistics(Player->GetStatManager());
cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*Player);
}
);
// Delay the first ping until the client "settles down"
// This should fix #889, "BadCast exception, cannot convert bit to fm" error in client
m_PingStartTime = std::chrono::steady_clock::now() + std::chrono::seconds(3); // Send the first KeepAlive packet in 3 seconds
}
void cClientHandle::StreamAllChunks(void)
{
ASSERT((m_State >= eState::csAuthenticated) || (m_State < eState::csDestroying));
ASSERT(m_Player != nullptr);
if (m_Player->IsChangingWorlds())
{
// Make a best-effort attempt at bailing.
return;
}
int ChunkPosX = m_Player->GetChunkX();
int ChunkPosZ = m_Player->GetChunkZ();
std::vector<std::pair<cChunkCoords, cChunkSender::eChunkPriority>> ChunksToSend = {
{ cChunkCoords(ChunkPosX, ChunkPosZ), cChunkSender::E_CHUNK_PRIORITY_HIGH }
};
// Get the look vector and normalize it.
Vector3d Position = m_Player->GetEyePosition();
Vector3d LookVector = m_Player->GetLookVector();
LookVector.Normalize();
// High priority: Load the chunks that are in the view-direction of the player (with a radius of 3)
for (int Range = 0; Range < m_CurrentViewDistance; Range++)
{
Vector3d Vector = Position + LookVector * cChunkDef::Width * Range;
// Get the chunk from the x / z coords.
int RangeX, RangeZ = 0;
cChunkDef::BlockToChunk(FloorC(Vector.x), FloorC(Vector.z), RangeX, RangeZ);
for (int X = 0; X < 7; X++)
{
for (int Z = 0; Z < 7; Z++)
{
int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X);
int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z);
cChunkCoords Coords(ChunkX, ChunkZ);
// Checks if the chunk is in distance
if ((Diff(ChunkX, ChunkPosX) > m_CurrentViewDistance) || (Diff(ChunkZ, ChunkPosZ) > m_CurrentViewDistance))
{
continue;
}
// Send the chunk; StreamChunk queues a task which will abort if it has been called for the chunk already (we are part of the chunk's clientlist)
ChunksToSend.emplace_back(
std::make_pair(
cChunkCoords(ChunkX, ChunkZ),
(Range <= 2) ? cChunkSender::E_CHUNK_PRIORITY_HIGH : cChunkSender::E_CHUNK_PRIORITY_MEDIUM
)
);
}
}
}
// Low priority: Add all chunks that are in range. (From the center out to the edge)
for (int d = 0; d <= m_CurrentViewDistance; ++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)
{
ChunksToSend.emplace_back(std::make_pair(cChunkCoords(ChunkPosX + d, ChunkPosZ + i), cChunkSender::E_CHUNK_PRIORITY_LOW));
ChunksToSend.emplace_back(std::make_pair(cChunkCoords(ChunkPosX - d, ChunkPosZ + i), cChunkSender::E_CHUNK_PRIORITY_LOW));
}
for (int i = -d + 1; i < d; ++i)
{
ChunksToSend.emplace_back(std::make_pair(cChunkCoords(ChunkPosZ + i, ChunkPosZ + d), cChunkSender::E_CHUNK_PRIORITY_LOW));
ChunksToSend.emplace_back(std::make_pair(cChunkCoords(ChunkPosZ + i, ChunkPosZ - d), cChunkSender::E_CHUNK_PRIORITY_LOW));
}
}
m_Player->GetWorld()->QueueTask(
[ChunksToSend = std::move(ChunksToSend), ClientHandle = shared_from_this()](cWorld & a_World)
{
for (const auto & Chunk : ChunksToSend)
{
if (a_World.AddChunkClient(Chunk.first.m_ChunkX, Chunk.first.m_ChunkZ, ClientHandle))
{
a_World.GetChunkSender().QueueSendChunkTo(Chunk.first.m_ChunkX, Chunk.first.m_ChunkZ, Chunk.second, ClientHandle);
// Clarification: std::partition, which cWorld::TickQueuedTasks uses, doesn't guarantee ordering
// However, we won't end up with a situation where a RemoveChunkClient ends up before an AddChunkClient for a chunk
// because UnloadChunk / RemoveChunkClient is based on our m_LoadedChunks list, which is only updated when this task to add a client has finished.
}
}
}
);
}
void cClientHandle::UnloadOutOfRangeChunks(void)
{
if (m_LoadedChunks.empty())
{
return;
}
int ChunkPosX = FAST_FLOOR_DIV(static_cast<int>(m_Player->GetPosX()), cChunkDef::Width);
int ChunkPosZ = FAST_FLOOR_DIV(static_cast<int>(m_Player->GetPosZ()), cChunkDef::Width);
for (auto EraseItr = m_LoadedChunks.begin(); EraseItr != m_LoadedChunks.end();)
{
int DiffX = Diff(EraseItr->first.m_ChunkX, ChunkPosX);
int DiffZ = Diff(EraseItr->first.m_ChunkZ, ChunkPosZ);
if (
(DiffX <= m_CurrentViewDistance) &&
(DiffZ <= m_CurrentViewDistance) &&
(m_Player->GetWorld() == &EraseItr->second.get())
)
{
++EraseItr;
continue;
}
EraseItr->second.get().QueueTask(
[ChunkCoordinates = EraseItr->first, ClientHandle = shared_from_this()](cWorld & a_World)
{
a_World.RemoveChunkClient(ChunkCoordinates.m_ChunkX, ChunkCoordinates.m_ChunkZ, ClientHandle);
}
);
m_Protocol.SendUnloadChunk(EraseItr->first.m_ChunkX, EraseItr->first.m_ChunkZ);
EraseItr = m_LoadedChunks.erase(EraseItr);
}
}
void cClientHandle::HandleNPCTrade(int a_SlotNum)
{
// TODO
LOGWARNING("%s: Not implemented yet", __FUNCTION__);
}
bool cClientHandle::HandleLogin(UInt32 a_ProtocolVersion, const AString & a_Username)
{
// If the protocol version hasn't been set yet, set it now:
if (m_ProtocolVersion == 0)
{
m_ProtocolVersion = a_ProtocolVersion;
}
m_Username = a_Username;
// Let the plugins know about this event, they may refuse the player:
if (cRoot::Get()->GetPluginManager()->CallHookLogin(*this, a_ProtocolVersion, a_Username))
{
Destroy();
return false;
}
// Schedule for authentication; until then, let the player wait (but do not block)
SetState(eState::csAuthenticating);
cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol.GetAuthServerID());
return true;
}
void cClientHandle::HandleCreativeInventory(Int16 a_SlotNum, const cItem & a_HeldItem, eClickAction a_ClickAction)
{
// 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_ClickAction, a_HeldItem);
}
void cClientHandle::HandleEnchantItem(UInt8 a_WindowID, UInt8 a_Enchantment)
{
if (a_Enchantment > 2)
{
LOGWARNING("%s attempt to crash the server with invalid enchanting selection (%u)!", GetUsername().c_str(), a_Enchantment);
Kick("Invalid enchanting!");
return;
}
if (
(m_Player->GetWindow() == nullptr) ||
(m_Player->GetWindow()->GetWindowID() != a_WindowID) ||
(m_Player->GetWindow()->GetWindowType() != cWindow::wtEnchantment)
)
{
return;
}
cEnchantingWindow * Window = reinterpret_cast<cEnchantingWindow *>(m_Player->GetWindow());
cItem Item = *Window->m_SlotArea->GetSlot(0, *m_Player); // Make a copy of the item
short 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);
}
}
}
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_State != eState::csPlaying)
{
// The client hasn't been spawned yet and sends nonsense, we know better
return;
}
if (m_Player->IsFrozen())
{
// Ignore client-side updates if the player is frozen
return;
}
Vector3d NewPosition(a_PosX, a_PosY, a_PosZ);
Vector3d OldPosition = m_Player->GetPosition();
// If the player has moved too far, "repair" them:
if ((OldPosition - NewPosition).SqrLength() > 100 * 100)
{
LOGD("Too far away (%0.2f), \"repairing\" the client", (OldPosition - NewPosition).Length());
SendPlayerMoveLook();
return;
}
if (cRoot::Get()->GetPluginManager()->CallHookPlayerMoving(*m_Player, OldPosition, NewPosition))
{
SendPlayerMoveLook();
return;
}
// TODO: should do some checks to see if player is not moving through terrain
// TODO: Official server refuses position packets too far away from each other, kicking "hacked" clients; we should, too
if (cChunkDef::BlockToChunk(NewPosition) != cChunkDef::BlockToChunk(m_Player->GetLastPosition()))
{
m_ShouldRefreshSentChunks = true;
}
auto PreviousIsOnGround = m_Player->IsOnGround();
m_Player->SetPosition(NewPosition);
m_Player->SetStance(a_Stance);
m_Player->SetTouchGround(a_IsOnGround);
m_Player->UpdateMovementStats(NewPosition - OldPosition, PreviousIsOnGround);
}
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 == nullptr) || (Window->GetWindowType() != cWindow::wtBeacon))
{
return;
}
cBeaconWindow * BeaconWindow = reinterpret_cast<cBeaconWindow *>(Window);
if (Window->GetSlot(*m_Player, 0)->IsEmpty())
{
return;
}
cEntityEffect::eType PrimaryEffect = cEntityEffect::effNoEffect;
if ((a_PrimaryEffect >= 0) && (a_PrimaryEffect <= static_cast<int>(cEntityEffect::effSaturation)))
{
PrimaryEffect = static_cast<cEntityEffect::eType>(a_PrimaryEffect);
}
cEntityEffect::eType SecondaryEffect = cEntityEffect::effNoEffect;
if ((a_SecondaryEffect >= 0) && (a_SecondaryEffect <= static_cast<int>(cEntityEffect::effSaturation)))
{
SecondaryEffect = static_cast<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)
{
if (a_NewCommand.empty())
{
Kick("Command block string unexpectedly empty - hacked client?");
return;
}
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(UInt32 a_EntityID, const AString & a_NewCommand)
{
// TODO
LOGWARNING("%s: Not implemented yet", __FUNCTION__);
}
void cClientHandle::HandleAnvilItemName(const AString & a_ItemName)
{
if ((m_Player->GetWindow() == nullptr) || (m_Player->GetWindow()->GetWindowType() != cWindow::wtAnvil))
{
return;
}
if (a_ItemName.length() <= 30)
{
reinterpret_cast<cAnvilWindow *>(m_Player->GetWindow())->SetRepairedItemName(a_ItemName, m_Player);
}
}
void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, UInt8 a_Status)
{
LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i",
a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status
);
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 ((BlockY < 0) || (BlockY >= cChunkDef::Height))
{
return;
}
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(), static_cast<double>(a_BlockX)) > 6) ||
(Diff(m_Player->GetPosY(), static_cast<double>(a_BlockY)) > 6) ||
(Diff(m_Player->GetPosZ(), static_cast<double>(a_BlockZ)) > 6))
)
{
m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
return;
}
}
auto PlgMgr = cRoot::Get()->GetPluginManager();
if (m_Player->IsFrozen() || PlgMgr->CallHookPlayerLeftClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, static_cast<char>(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);
SendPlayerPosition(); // Prevents the player from falling through the block that was temporarily broken client side.
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;
}
case DIG_STATUS_SWAP_ITEM_IN_HAND:
{
// TODO: Not yet implemented
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(), static_cast<double>(a_BlockX)) > 6) ||
(Diff(m_Player->GetPosY(), static_cast<double>(a_BlockY)) > 6) ||
(Diff(m_Player->GetPosZ(), static_cast<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(static_cast<UInt32>(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);
SendPlayerPosition(); // Prevents the player from falling through the block that was temporarily broken client side.
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(EffectID::PARTICLE_SMOKE, a_BlockX, a_BlockY, a_BlockZ, a_OldBlock, this);
// This call would remove the water, placed from the ice block handler
if (a_OldBlock != E_BLOCK_ICE)
{
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(static_cast<UInt32>(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
// Distance from the block's center to the player's eye height
double dist = (Vector3d(a_BlockX, a_BlockY, a_BlockZ) + Vector3d(0.5, 0.5, 0.5) - m_Player->GetEyePosition()).Length();
LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s; dist: %.02f",
a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str(), dist
);
// Check the reach distance:
// _X 2014-11-25: I've maxed at 5.26 with a Survival client and 5.78 with a Creative client in my tests
double maxDist = m_Player->IsGameModeCreative() ? 5.78 : 5.26;
bool AreRealCoords = (dist <= maxDist);
cWorld * World = m_Player->GetWorld();
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;
}
auto PlgMgr = cRoot::Get()->GetPluginManager();
if (m_Player->IsFrozen() || 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);
if (a_BlockY < cChunkDef::Height - 1)
{
World->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player); // 2 block high things
}
if (a_BlockY > 1)
{
World->SendBlockTo(a_BlockX, a_BlockY - 1, a_BlockZ, m_Player); // 2 block high things
}
m_Player->GetInventory().SendEquippedSlot();
}
}
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.: https://forum.cuberite.org/thread-549-post-4502.html#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))
{
cChunkInterface ChunkInterface(World->GetChunkMap());
if (BlockHandler->OnUse(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
{
// block use was successful, we're done
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))
{
if (!ItemHandler->OnPlayerPlace(*World, *m_Player, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
{
// Placement failed, bail out
return;
}
}
else if ((ItemHandler->IsFood() || ItemHandler->IsDrinkable(EquippedDamage)))
{
if (
(m_Player->IsSatiated() || m_Player->IsGameModeCreative()) && // Only creative or hungry players can eat
ItemHandler->IsFood() &&
(Equipped.m_ItemType != E_ITEM_GOLDEN_APPLE) // Golden apple is a special case, it is used instead of eaten
)
{
// The player is satiated or in creative, and trying to eat
return;
}
m_Player->StartEating();
if (m_Player->IsFrozen() || 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 (m_Player->IsFrozen() || 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;
}
cBlockInServerPluginInterface PluginInterface(*World);
ItemHandler->OnItemUse(World, m_Player, PluginInterface, 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::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(Message);
Msg.UnderlineUrls();
cRoot::Get()->BroadcastChat(Msg);
}
void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround)
{
if (m_State != eState::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)
{
HandlePlayerPos(a_PosX, a_PosY, a_PosZ, a_Stance, a_IsOnGround);
HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround);
}
void cClientHandle::HandleAnimation(int a_Animation)
{
if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation))
{
// Plugin disagrees, bail out
return;
}
m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, static_cast<char>(a_Animation), this);
}
void cClientHandle::HandleSlotSelected(Int16 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(UInt8 a_WindowID)
{
m_Player->CloseWindowIfID(static_cast<char>(a_WindowID));
}
void cClientHandle::HandleWindowClick(UInt8 a_WindowID, Int16 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 == nullptr)
{
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
)
{
if (m_LastPlacedSign.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ)))
{
m_LastPlacedSign.Set(0, -1, 0);
m_Player->GetWorld()->QueueTask(
[=](cWorld & a_World)
{
a_World.SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, m_Player);
}
);
}
}
void cClientHandle::HandleUseEntity(UInt32 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
{
public:
cPlayer * m_Me;
cDamageEntity(cPlayer * a_Player) :
m_Me(a_Player)
{
}
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_Me);
m_Me->AddFoodExhaustion(0.3);
if (a_Entity->IsPawn())
{
m_Me->NotifyNearbyWolves(static_cast<cPawn*>(a_Entity), true);
}
return true;
}
} Callback(m_Player);
cWorld * World = m_Player->GetWorld();
World->DoWithEntityByID(a_TargetEntityID, Callback);
}
void cClientHandle::HandleRespawn(void)
{
m_Player->Respawn();
cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
}
void cClientHandle::HandleKeepAlive(UInt32 a_KeepAliveID)
{
if (a_KeepAliveID == m_PingID)
{
m_Ping = std::chrono::steady_clock::now() - m_PingStartTime;
}
}
bool cClientHandle::CheckMultiLogin(const AString & a_Username)
{
// If the multilogin is allowed, skip this check entirely:
if ((cRoot::Get()->GetServer()->DoesAllowMultiLogin()))
{
return true;
}
// Check if the username is connected already:
if (cRoot::Get()->GetServer()->IsPlayerInQueue(a_Username))
{
Kick("A player of the username is already logged in");
return false;
}
return true;
}
bool cClientHandle::HandleHandshake(const AString & a_Username)
{
if (a_Username.length() > 16)
{
Kick("Your username is too long(>16 characters)");
return false;
}
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 CheckMultiLogin(a_Username);
}
void cClientHandle::HandleEntityCrouch(UInt32 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(UInt32 a_EntityID)
{
if (a_EntityID != m_Player->GetUniqueID())
{
// We should only receive entity actions from the entity that is performing the action
return;
}
cChunkInterface Interface(m_Player->GetWorld()->GetChunkMap());
cBlockBedHandler::SetBedOccupationState(Interface, m_Player->GetLastBedPos(), false);
m_Player->SetIsInBed(false);
}
void cClientHandle::HandleEntitySprinting(UInt32 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)
{
m_Player->Detach();
}
void cClientHandle::HandleTabCompletion(const AString & a_Text)
{
AStringVector Results;
// Get player name completions.
if (cRoot::Get()->GetServer()->ShouldAllowMultiWorldTabCompletion())
{
Results = cRoot::Get()->GetPlayerTabCompletionMultiWorld(a_Text);
}
else
{
m_Player->GetWorld()->TabCompleteUserName(a_Text, Results);
}
// Get command completions
cRoot::Get()->GetPluginManager()->TabCompleteCommand(a_Text, Results, m_Player);
if (Results.empty())
{
return;
}
// Sort and send results.
std::sort(Results.begin(), Results.end());
SendTabCompletionResults(Results);
}
void cClientHandle::SendData(const char * a_Data, size_t a_Size)
{
cCSLock Lock(m_CSOutgoingData);
m_OutgoingData.append(a_Data, a_Size);
}
void cClientHandle::RemoveFromWorld(void)
{
ASSERT(cRoot::Get()->GetServer()->IsInTickThread());
// Remove all associated chunks:
for (const auto & Chunk : m_LoadedChunks)
{
Chunk.second.get().QueueTask(
[ChunkCoordinates = Chunk.first, ClientHandle = shared_from_this()](cWorld & a_World)
{
a_World.RemoveChunkClient(ChunkCoordinates.m_ChunkX, ChunkCoordinates.m_ChunkZ, ClientHandle);
}
);
GetProtocol().SendUnloadChunk(Chunk.first.m_ChunkX, Chunk.first.m_ChunkZ);
}
m_LoadedChunks.clear();
}
bool cClientHandle::EnforceBlockInteractionsRate(void)
{
ASSERT(cRoot::Get()->GetServer()->IsInTickThread());
m_NumBlockChangeInteractionsThisTick++;
if (m_NumBlockChangeInteractionsThisTick > MAX_BLOCK_CHANGE_INTERACTIONS)
{
Kick("Too many blocks were destroyed per unit time - hacked client?");
return false;
}
return true;
}
void cClientHandle::ProcessQueuedIncomingData(void)
{
decltype(m_IncomingData) IncomingData;
{
cCSLock Lock(m_CSIncomingData);
std::swap(IncomingData, m_IncomingData);
}
if (!IncomingData.empty())
{
m_Protocol.DataReceived(IncomingData.data(), IncomingData.size());
}
}
void cClientHandle::ProcessDataCommitQueue(void)
{
if (m_DataCommitQueue.empty())
{
return;
}
if ((m_Player == nullptr) || (m_Player->GetWorld() == nullptr))
{
Kick("Illegal packet sent - player not spawned yet - hacked client?");
return;
}
decltype(m_DataCommitQueue) DataCommitTasks;
std::swap(DataCommitTasks, m_DataCommitQueue);
m_Player->GetWorld()->QueueTask(
[DataCommitTasks = std::move(DataCommitTasks), Player = m_Player](cWorld & a_World)
{
if (Player->IsChangingWorlds() || (Player->GetWorld() != &a_World))
{
// IsChangingWorlds is true: cPlayer::m_World may be updated without warning - cannot handle this.
// cPlayer::m_World is unequal to a_World: player has completed world change - deal with after effect by bailing
return;
}
for (const auto & Task : DataCommitTasks)
{
Task();
}
}
);
}
void cClientHandle::ProcessQueuedOutgoingData(void)
{
decltype(m_OutgoingData) OutgoingData;
{
cCSLock Lock(m_CSOutgoingData);
std::swap(OutgoingData, m_OutgoingData);
}
if (!OutgoingData.empty())
{
{
cCSLock Lock(m_CSLink);
// All possible operations which reset m_Link MUST cause the clienthandle to cease to be ticked by the server
ASSERT(m_Link != nullptr);
m_Link->Send(OutgoingData);
}
}
}
void cClientHandle::Tick(float a_Dt)
{
ProcessQueuedIncomingData();
ProcessQueuedOutgoingData();
ProcessDataCommitQueue();
m_TicksSinceLastPacket += 1;
if (m_TicksSinceLastPacket > 600) // 30 seconds time-out
{
SendDisconnect("Nooooo!! You timed out! D: Come back!");
return;
}
if (m_Player == nullptr)
{
return;
}
// Send a ping packet:
if ((m_PingStartTime + PING_TIME_MS <= std::chrono::steady_clock::now()))
{
m_PingID++;
m_PingStartTime = std::chrono::steady_clock::now();
m_Protocol.SendKeepAlive(m_PingID);
}
if (m_ShouldRefreshSentChunks && (m_State >= eState::csAuthenticated) && (m_State < eState::csDestroying))
{
StreamAllChunks();
UnloadOutOfRangeChunks();
m_ShouldRefreshSentChunks = false;
}
// Handle block break animation:
if (m_BlockDigAnimStage > -1)
{
int lastAnimVal = m_BlockDigAnimStage;
m_BlockDigAnimStage += static_cast<int>(m_BlockDigAnimSpeed * a_Dt);
if (m_BlockDigAnimStage > 9000)
{
m_BlockDigAnimStage = 9000;
}
if (m_BlockDigAnimStage / 1000 != lastAnimVal / 1000)
{
m_Player->GetWorld()->BroadcastBlockBreakAnimation(static_cast<UInt32>(m_UniqueID), m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, static_cast<char>(m_BlockDigAnimStage / 1000), this);
}
}
// Reset explosion & block change counters:
m_NumExplosionsThisTick = 0;
m_NumBlockChangeInteractionsThisTick = 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(UInt32 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)
{
GetProtocol().SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
}
void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
{
GetProtocol().SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
}
void cClientHandle::SendChat(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData)
{
bool ShouldUsePrefixes = m_Player->GetWorld()->ShouldUseChatPrefixes();
AString Message = FormatMessageType(ShouldUsePrefixes, a_ChatPrefix, a_AdditionalData);
m_Protocol.SendChat(Message.append(a_Message), ctChatBox, ShouldUsePrefixes);
}
void cClientHandle::SendChat(const cCompositeChat & a_Message)
{
bool ShouldUsePrefixes = m_Player->GetWorld()->ShouldUseChatPrefixes();
m_Protocol.SendChat(a_Message, ctChatBox, ShouldUsePrefixes);
}
void cClientHandle::SendChatAboveActionBar(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData)
{
AString Message = FormatMessageType(m_Player->GetWorld()->ShouldUseChatPrefixes(), a_ChatPrefix, a_AdditionalData);
m_Protocol.SendChat(Message.append(a_Message), ctAboveActionBar);
}
void cClientHandle::SendChatAboveActionBar(const cCompositeChat & a_Message)
{
m_Protocol.SendChat(a_Message, ctAboveActionBar, m_Player->GetWorld()->ShouldUseChatPrefixes());
}
void cClientHandle::SendChatSystem(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData)
{
auto ShouldUsePrefixes = m_Player->GetWorld()->ShouldUseChatPrefixes();
AString Message = FormatMessageType(ShouldUsePrefixes, a_ChatPrefix, a_AdditionalData);
m_Protocol.SendChat(Message.append(a_Message), ctSystem, ShouldUsePrefixes);
}
void cClientHandle::SendChatSystem(const cCompositeChat & a_Message)
{
m_Protocol.SendChat(a_Message, ctSystem, m_Player->GetWorld()->ShouldUseChatPrefixes());
}
void cClientHandle::SendChunkData(cWorld & a_ChunkSenderWorld, const cChunkCoords & a_ChunkCoordinates, cChunkDataSerializer & a_Serializer)
{
m_Protocol.SendChunkData(a_ChunkCoordinates.m_ChunkX, a_ChunkCoordinates.m_ChunkZ, a_Serializer);
cRoot::Get()->GetServer()->QueueTask(
[&a_ChunkSenderWorld, a_ChunkCoordinates, ClientHandle = shared_from_this()]
{
// Add the chunk to the list of chunks sent to the player:
auto Result = ClientHandle->m_LoadedChunks.emplace(a_ChunkCoordinates, std::ref(a_ChunkSenderWorld));
if (Result.second || (&Result.first->second.get() != &a_ChunkSenderWorld))
{
auto Player = ClientHandle->GetPlayer();
if (
(Player->GetChunkX() == a_ChunkCoordinates.m_ChunkX) &&
(Player->GetChunkZ() == a_ChunkCoordinates.m_ChunkZ)
)
{
if (ClientHandle->m_State == eState::csAuthenticated)
{
ClientHandle->SendPlayerMoveLook();
ClientHandle->SetState(eState::csPlaying);
}
Player->GetWorld()->QueueTask(
[Player](cWorld & a_World)
{
auto SearchingPosition = Player->GetPosition();
if (SearchingPosition.y < 0)
{
SearchingPosition.y = 0;
}
while (SearchingPosition.y < cChunkDef::Height - 2)
{
// If we find a position with enough space for the player
if (a_World.GetBlock(SearchingPosition.x, SearchingPosition.y, SearchingPosition.z) == E_BLOCK_AIR)
{
if (a_World.GetBlock(SearchingPosition.x, SearchingPosition.y + 1, SearchingPosition.z) == E_BLOCK_AIR)
{
Player->TeleportToCoords(SearchingPosition);
break;
}
else
{
SearchingPosition.y += 2;
}
}
else
{
SearchingPosition.y++;
}
}
}
);
}
Result.first->second.get().QueueTask(
[a_ChunkCoordinates, ClientHandle](cWorld & a_World)
{
a_World.RemoveChunkClient(a_ChunkCoordinates.m_ChunkX, a_ChunkCoordinates.m_ChunkZ, ClientHandle);
}
);
Result.first->second = std::ref(a_ChunkSenderWorld);
}
}
);
}
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::SendDetachEntity(const cEntity & a_Entity, const cEntity & a_PreviousVehicle)
{
m_Protocol.SendDetachEntity(a_Entity, a_PreviousVehicle);
}
void cClientHandle::SendDisconnect(const AString & a_Reason)
{
// Lemma 1: All outgoing data is queued to be sent on the server tick thread.
// Lemma 2: All link-closing actions will set state to destroyed.
// Lemma 3: A call to Destroy() is guaranteed to prevent the send queue from being processed.
// Corollary: Prevents situations where the client was signalled to disconnect - Kick() - and suddenly a wild packet appears (#31)
// Note: Kick packets are sent explicitly by flushing the queue; TODO: probably fine?
LOGD("Sending a DC: \"%s\"", StripColorCodes(a_Reason).c_str());
{
cCSLock Lock(m_CSLink);
m_OutgoingData.clear();
m_Protocol.SendDisconnect(a_Reason);
ProcessQueuedOutgoingData();
}
cRoot::Get()->GetServer()->QueueTask(
[ClientHandle = shared_from_this()]
{
ClientHandle->Destroy();
}
);
}
void cClientHandle::SendEditSign(int a_BlockX, int a_BlockY, int a_BlockZ)
{
m_LastPlacedSign.Set(a_BlockX, a_BlockY, 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::SendHideTitle(void)
{
m_Protocol.SendHideTitle();
}
void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
{
m_Protocol.SendInventorySlot(a_WindowID, a_SlotNum, a_Item);
}
void cClientHandle::SendMapData(const cMap & a_Map, int a_DataStartX, int a_DataStartY)
{
m_Protocol.SendMapData(a_Map, a_DataStartX, a_DataStartY);
}
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::SendParticleEffect(const AString & a_ParticleName, const Vector3f a_Src, const Vector3f a_Offset, float a_ParticleData, int a_ParticleAmount, std::array<int, 2> a_Data)
{
m_Protocol.SendParticleEffect(a_ParticleName, a_Src, a_Offset, a_ParticleData, a_ParticleAmount, a_Data);
}
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(), m_Player->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::SendResetTitle()
{
m_Protocol.SendResetTitle();
}
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::SendSetSubTitle(const cCompositeChat & a_SubTitle)
{
m_Protocol.SendSetSubTitle(a_SubTitle);
}
void cClientHandle::SendSetRawSubTitle(const AString & a_SubTitle)
{
m_Protocol.SendSetRawSubTitle(a_SubTitle);
}
void cClientHandle::SendSetTitle(const cCompositeChat & a_Title)
{
m_Protocol.SendSetTitle(a_Title);
}
void cClientHandle::SendSetRawTitle(const AString & a_Title)
{
m_Protocol.SendSetRawTitle(a_Title);
}
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(const EffectID 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::SendTitleTimes(int a_FadeInTicks, int a_DisplayTicks, int a_FadeOutTicks)
{
m_Protocol.SendTitleTimes(a_FadeInTicks, a_DisplayTicks, a_FadeOutTicks);
}
void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_DoDaylightCycle)
{
m_Protocol.SendTimeUpdate(a_WorldAge, a_TimeOfDay, a_DoDaylightCycle);
}
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, short a_Property, short 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)
{
ASSERT(cRoot::Get()->GetServer()->IsInTickThread());
ASSERT(m_Player != nullptr);
m_RequestedViewDistance = a_ViewDistance;
LOGD("%s is requesting ViewDistance of %d!", GetUsername().c_str(), m_RequestedViewDistance);
cWorld * World = m_Player->GetWorld();
World->QueueTask(
[a_ViewDistance, ClientHandle = shared_from_this()](cWorld & a_World)
{
ClientHandle->m_CurrentViewDistance = Clamp(a_ViewDistance, cClientHandle::MIN_VIEW_DISTANCE, a_World.GetMaxViewDistance());
}
);
}
bool cClientHandle::HasPluginChannel(const AString & a_PluginChannel)
{
return (m_PluginChannels.find(a_PluginChannel) != m_PluginChannels.end());
}
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");
}
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);
}
void cClientHandle::PacketError(UInt32 a_PacketType)
{
LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", a_PacketType, m_Username.c_str());
SendDisconnect("Protocol error");
}
void cClientHandle::SocketClosed(void)
{
// The socket has been closed for any reason
cRoot::Get()->GetServer()->QueueTask(
[ClientHandle = shared_from_this()]
{
if (!ClientHandle->GetUsername().empty()) // Ignore client pings
{
LOGD("Client %s @ %s disconnected", ClientHandle->GetUsername().c_str(), ClientHandle->GetIPString().c_str());
cRoot::Get()->GetPluginManager()->CallHookDisconnect(*ClientHandle, "Player disconnected");
}
ClientHandle->Destroy();
}
);
}
void cClientHandle::OnLinkCreated(cTCPLinkPtr a_Link)
{
cCSLock Lock(m_CSLink);
m_Link = a_Link;
}
void cClientHandle::OnReceivedData(const char * a_Data, size_t a_Length)
{
// Reset the timeout:
m_TicksSinceLastPacket = 0;
// Queue the incoming data to be processed in the tick thread:
cCSLock Lock(m_CSIncomingData);
m_IncomingData.append(a_Data, a_Length);
}
void cClientHandle::OnRemoteClosed(void)
{
SocketClosed();
}
void cClientHandle::OnError(int a_ErrorCode, const AString & a_ErrorMsg)
{
LOGD("An error has occurred on client link for %s @ %s: %d (%s). Client disconnected.",
m_Username.c_str(), m_IPString.c_str(), a_ErrorCode, a_ErrorMsg.c_str()
);
SocketClosed();
}