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-rw-r--r--source/ClientHandle.cpp2198
1 files changed, 0 insertions, 2198 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
deleted file mode 100644
index f8fd4a8b7..000000000
--- a/source/ClientHandle.cpp
+++ /dev/null
@@ -1,2198 +0,0 @@
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "ClientHandle.h"
-#include "Server.h"
-#include "World.h"
-#include "Entities/Pickup.h"
-#include "PluginManager.h"
-#include "Entities/Player.h"
-#include "Inventory.h"
-#include "BlockEntities/ChestEntity.h"
-#include "BlockEntities/SignEntity.h"
-#include "UI/Window.h"
-#include "Item.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 "Blocks/BlockSlab.h"
-
-#include "Vector3f.h"
-#include "Vector3d.h"
-
-#include "Root.h"
-
-#include "Authenticator.h"
-#include "MersenneTwister.h"
-
-#include "Protocol/ProtocolRecognizer.h"
-
-
-
-
-
-#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
- case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\
- case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; }
-
-
-
-
-
-/// If the number of queued outgoing packets reaches this, the client will be kicked
-#define MAX_OUTGOING_PACKETS 2000
-
-/// How many explosions per single game tick are allowed
-static const int MAX_EXPLOSIONS_PER_TICK = 100;
-
-/// How many explosions in the recent history are allowed
-static const int MAX_RUNNING_SUM_EXPLOSIONS = cClientHandle::NUM_CHECK_EXPLOSIONS_TICKS * MAX_EXPLOSIONS_PER_TICK / 8;
-
-/// How many ticks before the socket is closed after the client is destroyed (#31)
-static const int TICKS_BEFORE_CLOSE = 20;
-
-
-
-
-
-#define RECI_RAND_MAX (1.f/RAND_MAX)
-inline int fRadRand(MTRand & r1, int a_BlockCoord)
-{
- return a_BlockCoord * 32 + (int)(16 * ((float)r1.rand() * RECI_RAND_MAX) * 16 - 8);
-}
-
-
-
-
-
-int cClientHandle::s_ClientCount = 0;
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cClientHandle:
-
-cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance)
- : m_ViewDistance(a_ViewDistance)
- , m_IPString(a_Socket->GetIPString())
- , m_OutgoingData(64 KiB)
- , m_Player(NULL)
- , m_HasSentDC(false)
- , m_TimeSinceLastPacket(0)
- , m_bKeepThreadGoing(true)
- , m_Ping(1000)
- , m_PingID(1)
- , m_TicksSinceDestruction(0)
- , m_State(csConnected)
- , m_LastStreamedChunkX(0x7fffffff) // bogus chunk coords to force streaming upon login
- , m_LastStreamedChunkZ(0x7fffffff)
- , m_ShouldCheckDownloaded(false)
- , m_UniqueID(0)
- , m_BlockDigAnimStage(-1)
- , m_HasStartedDigging(false)
- , m_CurrentExplosionTick(0)
- , m_RunningSumExplosions(0)
- , m_HasSentPlayerChunk(false)
-{
- m_Protocol = new cProtocolRecognizer(this);
-
- s_ClientCount++; // Not protected by CS because clients are always constructed from the same thread
- m_UniqueID = s_ClientCount;
-
- cTimer t1;
- m_LastPingTime = t1.GetNowTime();
-
- LOGD("New ClientHandle created at %p", this);
-}
-
-
-
-
-
-cClientHandle::~cClientHandle()
-{
- ASSERT(m_State >= csDestroyedWaiting); // Has Destroy() been called?
-
- LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), this);
-
- // Remove from cSocketThreads, we're not to be called anymore:
- cRoot::Get()->GetServer()->ClientDestroying(this);
-
- {
- cCSLock Lock(m_CSChunkLists);
- m_LoadedChunks.clear();
- m_ChunksToSend.clear();
- }
-
- if (m_Player != NULL)
- {
- cWorld * World = m_Player->GetWorld();
- if (!m_Username.empty() && (World != NULL))
- {
- // Send the Offline PlayerList packet:
- World->BroadcastPlayerListItem(*m_Player, false, this);
- }
- if (World != NULL)
- {
- World->RemovePlayer(m_Player);
- m_Player->Destroy();
- }
- delete m_Player;
- m_Player = NULL;
- }
-
- if (!m_HasSentDC)
- {
- SendDisconnect("Server shut down? Kthnxbai");
- }
-
- // Queue all remaining outgoing packets to cSocketThreads:
- {
- cCSLock Lock(m_CSOutgoingData);
- AString Data;
- m_OutgoingData.ReadAll(Data);
- m_OutgoingData.CommitRead();
- cRoot::Get()->GetServer()->WriteToClient(this, Data);
- }
-
- // Queue the socket to close as soon as it sends all outgoing data:
- cRoot::Get()->GetServer()->QueueClientClose(this);
- cRoot::Get()->GetServer()->RemoveClient(this);
-
- delete m_Protocol;
- m_Protocol = NULL;
-
- LOGD("ClientHandle at %p deleted", this);
-}
-
-
-
-
-
-void cClientHandle::Destroy(void)
-{
- {
- cCSLock Lock(m_CSDestroyingState);
- if (m_State >= csDestroying)
- {
- // Already called
- return;
- }
- m_State = csDestroying;
- }
-
- // DEBUG:
- LOGD("%s: client %p, \"%s\"", __FUNCTION__, this, m_Username.c_str());
-
- if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
- {
- RemoveFromAllChunks();
- m_Player->GetWorld()->RemoveClientFromChunkSender(this);
- }
- m_State = csDestroyedWaiting;
-}
-
-
-
-
-
-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(), StripColorCodes(a_Reason).c_str());
- }
- SendDisconnect(a_Reason);
-}
-
-
-
-
-
-void cClientHandle::Authenticate(void)
-{
- if (m_State != csAuthenticating)
- {
- return;
- }
-
- ASSERT( m_Player == NULL );
-
- // Spawn player (only serversided, so data is loaded)
- m_Player = new cPlayer(this, GetUsername());
-
- cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
- if (World == NULL)
- {
- World = cRoot::Get()->GetDefaultWorld();
- }
-
- if (m_Player->GetGameMode() == eGameMode_NotSet)
- {
- m_Player->LoginSetGameMode(World->GetGameMode());
- }
-
- m_Player->SetIP (m_IPString);
-
- cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player);
-
- m_ConfirmPosition = m_Player->GetPosition();
-
- // Return a server login packet
- m_Protocol->SendLogin(*m_Player, *World);
-
- // Send Weather if raining:
- if ((World->GetWeather() == 1) || (World->GetWeather() == 2))
- {
- m_Protocol->SendWeather(World->GetWeather());
- }
-
- // Send time
- m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay());
-
- // Send contents of the inventory window
- m_Protocol->SendWholeInventory(*m_Player->GetWindow());
-
- // Send health
- m_Player->SendHealth();
-
- // Send gamemode (1.6.1 movementSpeed):
- SendGameMode(m_Player->GetGameMode());
-
- m_Player->Initialize(World);
- m_State = csAuthenticated;
-
- // Broadcast this player's spawning to all other players in the same chunk
- m_Player->GetWorld()->BroadcastSpawnEntity(*m_Player, this);
-
- cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
-}
-
-
-
-
-
-void cClientHandle::StreamChunks(void)
-{
- if ((m_State < csAuthenticated) || (m_State >= csDestroying))
- {
- return;
- }
-
- ASSERT(m_Player != NULL);
-
- int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width);
- int ChunkPosZ = FAST_FLOOR_DIV((int)m_Player->GetPosZ(), cChunkDef::Width);
- if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ))
- {
- // Already streamed for this position
- return;
- }
- m_LastStreamedChunkX = ChunkPosX;
- m_LastStreamedChunkZ = ChunkPosZ;
-
- LOGD("Streaming chunks centered on [%d, %d], view distance %d", ChunkPosX, ChunkPosZ, m_ViewDistance);
-
- cWorld * World = m_Player->GetWorld();
- ASSERT(World != NULL);
-
- // Remove all loaded chunks that are no longer in range; deferred to out-of-CS:
- cChunkCoordsList RemoveChunks;
- {
- cCSLock Lock(m_CSChunkLists);
- for (cChunkCoordsList::iterator itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();)
- {
- int RelX = (*itr).m_ChunkX - ChunkPosX;
- int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
- if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
- {
- RemoveChunks.push_back(*itr);
- itr = m_LoadedChunks.erase(itr);
- }
- else
- {
- ++itr;
- }
- } // for itr - m_LoadedChunks[]
- for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
- {
- int RelX = (*itr).m_ChunkX - ChunkPosX;
- int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
- if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
- {
- itr = m_ChunksToSend.erase(itr);
- }
- else
- {
- ++itr;
- }
- } // for itr - m_ChunksToSend[]
- }
- for (cChunkCoordsList::iterator itr = RemoveChunks.begin(); itr != RemoveChunks.end(); ++itr)
- {
- World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
- m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
- } // for itr - RemoveChunks[]
-
- // Add all chunks that are in range and not yet in m_LoadedChunks:
- // Queue these smartly - from the center out to the edge
- for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
- {
- // For each distance add chunks in a hollow square centered around current position:
- for (int i = -d; i <= d; ++i)
- {
- StreamChunk(ChunkPosX + d, ChunkPosZ + i);
- StreamChunk(ChunkPosX - d, ChunkPosZ + i);
- } // for i
- for (int i = -d + 1; i < d; ++i)
- {
- StreamChunk(ChunkPosX + i, ChunkPosZ + d);
- StreamChunk(ChunkPosX + i, ChunkPosZ - d);
- } // for i
- } // for d
-
- // Touch chunks GENERATEDISTANCE ahead to let them generate:
- for (int d = m_ViewDistance + 1; d <= m_ViewDistance + GENERATEDISTANCE; ++d) // cycle through (square) distance, from nearest to furthest
- {
- // For each distance touch chunks in a hollow square centered around current position:
- for (int i = -d; i <= d; ++i)
- {
- World->TouchChunk(ChunkPosX + d, ZERO_CHUNK_Y, ChunkPosZ + i);
- World->TouchChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i);
- } // for i
- for (int i = -d + 1; i < d; ++i)
- {
- World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d);
- World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ - d);
- } // for i
- } // for d
-}
-
-
-
-
-void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ)
-{
- if (m_State >= csDestroying)
- {
- // Don't stream chunks to clients that are being destroyed
- return;
- }
-
- cWorld * World = m_Player->GetWorld();
- ASSERT(World != NULL);
-
- if (World->AddChunkClient(a_ChunkX, a_ChunkZ, this))
- {
- {
- cCSLock Lock(m_CSChunkLists);
- m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ));
- m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, ZERO_CHUNK_Y, a_ChunkZ));
- }
- World->SendChunkTo(a_ChunkX, a_ChunkZ, this);
- }
-}
-
-
-
-
-
-// Removes the client from all chunks. Used when switching worlds or destroying the player
-void cClientHandle::RemoveFromAllChunks()
-{
- cWorld * World = m_Player->GetWorld();
- if (World != NULL)
- {
- World->RemoveClientFromChunks(this);
- }
-
- {
- cCSLock Lock(m_CSChunkLists);
- m_LoadedChunks.clear();
- m_ChunksToSend.clear();
-
- // Also reset the LastStreamedChunk coords to bogus coords,
- // so that all chunks are streamed in subsequent StreamChunks() call (FS #407)
- m_LastStreamedChunkX = 0x7fffffff;
- m_LastStreamedChunkZ = 0x7fffffff;
- }
-}
-
-
-
-
-
-void cClientHandle::HandlePing(void)
-{
- // Somebody tries to retrieve information about the server
- AString Reply;
- Printf(Reply, "%s%s%i%s%i",
- cRoot::Get()->GetServer()->GetDescription().c_str(),
- cChatColor::Delimiter.c_str(),
- cRoot::Get()->GetServer()->GetNumPlayers(),
- cChatColor::Delimiter.c_str(),
- cRoot::Get()->GetServer()->GetMaxPlayers()
- );
- Kick(Reply.c_str());
-}
-
-
-
-
-
-bool cClientHandle::HandleLogin(int a_ProtocolVersion, const AString & a_Username)
-{
- LOGD("LOGIN %s", a_Username.c_str());
- m_Username = a_Username;
-
- if (cRoot::Get()->GetPluginManager()->CallHookLogin(this, a_ProtocolVersion, a_Username))
- {
- Destroy();
- return false;
- }
-
- // Schedule for authentication; until then, let them wait (but do not block)
- m_State = csAuthenticating;
- cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol->GetAuthServerID());
- return true;
-}
-
-
-
-
-
-void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem)
-{
- // This is for creative Inventory changes
- if (!m_Player->IsGameModeCreative())
- {
- LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str());
- return;
- }
- if (m_Player->GetWindow()->GetWindowType() != cWindow::wtInventory)
- {
- LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in the inventory window. Ignoring.", m_Username.c_str());
- return;
- }
-
- m_Player->GetWindow()->Clicked(*m_Player, 0, a_SlotNum, (a_SlotNum >= 0) ? caLeftClick : caLeftClickOutside, a_HeldItem);
-}
-
-
-
-
-
-void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround)
-{
- if ((m_Player == NULL) || (m_State != csPlaying))
- {
- // The client hasn't been spawned yet and sends nonsense, we know better
- return;
- }
-
- /*
- // TODO: Invalid stance check
- if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
- {
- LOGD("Invalid stance");
- SendPlayerMoveLook();
- return;
- }
- */
-
- // If the player has moved too far, "repair" them:
- Vector3d Pos(a_PosX, a_PosY, a_PosZ);
- if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100)
- {
- LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length());
- SendPlayerMoveLook();
- return;
- }
-
- // If a jump just started, process food exhaustion:
- if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround())
- {
- // we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion
-
- if (!m_Player->IsSwimming())
- {
- m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2);
- }
- }
-
- m_Player->MoveTo(Pos);
- m_Player->SetStance(a_Stance);
- m_Player->SetTouchGround(a_IsOnGround);
-}
-
-
-
-
-
-void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status)
-{
- LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i",
- a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status
- );
-
- cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
- if (PlgMgr->CallHookPlayerLeftClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status))
- {
- // A plugin doesn't agree with the action, replace the block on the client and quit:
- m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
- return;
- }
-
- if (!CheckBlockInteractionsRate())
- {
- // Too many interactions per second, simply ignore. Probably a hacked client, so don't even send bak the block
- return;
- }
-
- switch (a_Status)
- {
- case DIG_STATUS_DROP_HELD: // Drop held item
- {
- if (PlgMgr->CallHookPlayerTossingItem(*m_Player))
- {
- // A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
- return;
- }
- m_Player->TossItem(false);
- return;
- }
-
- case DIG_STATUS_SHOOT_EAT:
- {
- cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
- if (ItemHandler->IsFood())
- {
- m_Player->AbortEating();
- return;
- }
- else
- {
- if (PlgMgr->CallHookPlayerShooting(*m_Player))
- {
- // A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch)
- return;
- }
- 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
- return;
- }
-
- default:
- {
- ASSERT(!"Unhandled DIG_STATUS");
- return;
- }
- } // switch (a_Status)
-}
-
-
-
-
-
-void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta)
-{
- if (
- m_HasStartedDigging &&
- (a_BlockX == m_LastDigBlockX) &&
- (a_BlockY == m_LastDigBlockY) &&
- (a_BlockZ == m_LastDigBlockZ)
- )
- {
- // It is a duplicate packet, drop it right away
- return;
- }
-
- if (cRoot::Get()->GetPluginManager()->CallHookPlayerBreakingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta))
- {
- // A plugin doesn't agree with the breaking. Bail out. Send the block back to the client, so that it knows:
- m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
- return;
- }
-
- // Set the last digging coords to the block being dug, so that they can be checked in DIG_FINISHED to avoid dig/aim bug in the client:
- m_HasStartedDigging = true;
- m_LastDigBlockX = a_BlockX;
- m_LastDigBlockY = a_BlockY;
- m_LastDigBlockZ = a_BlockZ;
-
- if (
- (m_Player->IsGameModeCreative()) || // In creative mode, digging is done immediately
- g_BlockOneHitDig[a_OldBlock] // One-hit blocks get destroyed immediately, too
- )
- {
- HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta);
- return;
- }
-
- // Start dig animation
- // TODO: calculate real animation speed
- // TODO: Send animation packets even without receiving any other packets
- m_BlockDigAnimSpeed = 10;
- m_BlockDigAnimX = a_BlockX;
- m_BlockDigAnimY = a_BlockY;
- m_BlockDigAnimZ = a_BlockZ;
- m_BlockDigAnimStage = 0;
- m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, 0, this);
-
- cWorld * World = m_Player->GetWorld();
-
- cBlockHandler * Handler = cBlockHandler::GetBlockHandler(a_OldBlock);
- Handler->OnDigging(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
-
- cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
- ItemHandler->OnDiggingBlock(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
-
- // Check for clickthrough-blocks:
- if (a_BlockFace != BLOCK_FACE_NONE)
- {
- int pX = a_BlockX;
- int pY = a_BlockY;
- int pZ = a_BlockZ;
- AddFaceDirection(pX, pY, pZ, a_BlockFace);
-
- Handler = cBlockHandler::GetBlockHandler(World->GetBlock(pX, pY, pZ));
-
- // 2013_01_05 _X: This looks weird
- // Why do we ask the block "behind" the one being clicked if it is clicked through? Shouldn't we ask the primary block instead?
- if (Handler->IsClickedThrough())
- {
- Handler->OnDigging(World, m_Player, pX, pY, pZ);
- }
- }
-}
-
-
-
-
-
-void cClientHandle::HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta)
-{
- if (
- !m_HasStartedDigging || // Hasn't received the DIG_STARTED packet
- (m_LastDigBlockX != a_BlockX) || // DIG_STARTED has had different pos
- (m_LastDigBlockY != a_BlockY) ||
- (m_LastDigBlockZ != a_BlockZ)
- )
- {
- LOGD("Prevented a dig/aim bug in the client (finish {%d, %d, %d} vs start {%d, %d, %d}, HSD: %s)",
- a_BlockX, a_BlockY, a_BlockZ,
- m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ,
- m_HasStartedDigging
- );
- return;
- }
-
- m_HasStartedDigging = false;
- if (m_BlockDigAnimStage != -1)
- {
- // End dig animation
- m_BlockDigAnimStage = -1;
- // It seems that 10 ends block animation
- m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, 10, this);
- }
-
- cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem());
-
- if (a_OldBlock == E_BLOCK_AIR)
- {
- LOGD("Dug air - what the function?");
- return;
- }
-
- cWorld * World = m_Player->GetWorld();
- ItemHandler->OnBlockDestroyed(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ);
- // The ItemHandler is also responsible for spawning the pickups
-
- BlockHandler(a_OldBlock)->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
- World->BroadcastSoundParticleEffect(2001, a_BlockX, a_BlockY, a_BlockZ, a_OldBlock, this);
- World->DigBlock(a_BlockX, a_BlockY, a_BlockZ);
-
- cRoot::Get()->GetPluginManager()->CallHookPlayerBrokenBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta);
-}
-
-
-
-
-
-void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem)
-{
- LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s",
- a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str()
- );
-
- cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager();
- if (PlgMgr->CallHookPlayerRightClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
- {
- // A plugin doesn't agree with the action, replace the block on the client and quit:
- if (a_BlockFace > -1)
- {
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
- m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
- }
- return;
- }
-
- if (!CheckBlockInteractionsRate())
- {
- LOGD("Too many block interactions, aborting placement");
- return;
- }
-
- const cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
-
- if ((Equipped.m_ItemType != a_HeldItem.m_ItemType) && (a_HeldItem.m_ItemType != -1))
- {
- // Only compare ItemType, not meta (torches have different metas)
- // The -1 check is there because sometimes the client sends -1 instead of the held item
- // ( http://forum.mc-server.org/showthread.php?tid=549&pid=4502#pid4502 )
- LOGWARN("Player %s tried to place a block that was not equipped (exp %d, got %d)",
- m_Username.c_str(), Equipped.m_ItemType, a_HeldItem.m_ItemType
- );
-
- // Let's send the current world block to the client, so that it can immediately "let the user know" that they haven't placed the block
- if (a_BlockFace > -1)
- {
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
- m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
- }
- return;
- }
-
- cWorld * World = m_Player->GetWorld();
-
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
- cBlockHandler * BlockHandler = cBlockHandler::GetBlockHandler(BlockType);
-
- if (BlockHandler->IsUseable() && !m_Player->IsCrouched())
- {
- if (PlgMgr->CallHookPlayerUsingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
- {
- // A plugin doesn't agree with using the block, abort
- return;
- }
- BlockHandler->OnUse(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ);
- PlgMgr->CallHookPlayerUsedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta);
- return;
- }
-
- cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemType);
-
- if (ItemHandler->IsPlaceable())
- {
- HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler);
- }
- else if (ItemHandler->IsFood())
- {
- if (m_Player->IsSatiated())
- {
- // The player is satiated, they cannot eat
- return;
- }
- m_Player->StartEating();
- if (PlgMgr->CallHookPlayerEating(*m_Player))
- {
- // A plugin won't let us eat, abort (send the proper packets to the client, too):
- m_Player->AbortEating();
- return;
- }
- return;
- }
- else
- {
- if (PlgMgr->CallHookPlayerUsingItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ))
- {
- // A plugin doesn't agree with using the item, abort
- return;
- }
- ItemHandler->OnItemUse(World, m_Player, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
- PlgMgr->CallHookPlayerUsedItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ);
- }
-}
-
-
-
-
-
-void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler)
-{
- if (a_BlockFace < 0)
- {
- // Clicked in air
- return;
- }
-
- cWorld * World = m_Player->GetWorld();
-
- BLOCKTYPE ClickedBlock;
- NIBBLETYPE ClickedBlockMeta;
- BLOCKTYPE EquippedBlock = (BLOCKTYPE)(m_Player->GetEquippedItem().m_ItemType);
- NIBBLETYPE EquippedBlockDamage = (NIBBLETYPE)(m_Player->GetEquippedItem().m_ItemDamage);
-
- if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
- {
- // The block is being placed outside the world, ignore this packet altogether (#128)
- return;
- }
-
- World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta);
-
- // Special slab handling - placing a slab onto another slab produces a dblslab instead:
- if (
- cBlockSlabHandler::IsAnySlabType(ClickedBlock) && // Is there a slab already?
- cBlockSlabHandler::IsAnySlabType(EquippedBlock) && // Is the player placing another slab?
- ((ClickedBlockMeta & 0x07) == (EquippedBlockDamage & 0x07)) && // Is it the same slab type?
- (
- (a_BlockFace == BLOCK_FACE_TOP) || // Clicking the top of a bottom slab
- (a_BlockFace == BLOCK_FACE_BOTTOM) // Clicking the bottom of a top slab
- )
- )
- {
- // Coordinates at CLICKED block, don't move them anywhere
- }
- else
- {
- // Check if the block ignores build collision (water, grass etc.):
- cBlockHandler * Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
- if (Handler->DoesIgnoreBuildCollision())
- {
- Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
- }
-
- BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
- if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
- {
- AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
-
- if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height))
- {
- // The block is being placed outside the world, ignore this packet altogether (#128)
- return;
- }
-
- BLOCKTYPE PlaceBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
-
- // Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed.
- // No need to do combinability (dblslab) checks, client will do that here.
- if (cBlockSlabHandler::IsAnySlabType(PlaceBlock))
- {
- // It's a slab, don't do checks and proceed to double-slabbing
- }
- else
- {
- if (!BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision())
- {
- // Tried to place a block *into* another?
- // Happens when you place a block aiming at side of block like torch or stem
- return;
- }
- }
- }
- }
-
- BLOCKTYPE BlockType;
- NIBBLETYPE BlockMeta;
- if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
- {
- // Handler refused the placement, send that information back to the client:
- World->SendBlockTo(a_BlockX, a_BlockY, a_BlockY, m_Player);
- return;
- }
-
- cBlockHandler * NewBlock = BlockHandler(BlockType);
-
- if (cRoot::Get()->GetPluginManager()->CallHookPlayerPlacingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta))
- {
- // A plugin doesn't agree with placing the block, revert the block on the client:
- World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
- return;
- }
-
- // The actual block placement:
- World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta);
- if (m_Player->GetGameMode() != gmCreative)
- {
- m_Player->GetInventory().RemoveOneEquippedItem();
- }
- NewBlock->OnPlacedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta);
-
- // Step sound with 0.8f pitch is used as block placement sound
- World->BroadcastSoundEffect(NewBlock->GetStepSound(), a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.8f);
- cRoot::Get()->GetPluginManager()->CallHookPlayerPlacedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta);
-}
-
-
-
-
-
-void cClientHandle::HandleChat(const AString & a_Message)
-{
- // We no longer need to postpone message processing, because the messages already arrive in the Tick thread
-
- // If a command, perform it:
- AString Message(a_Message);
- if (cRoot::Get()->GetServer()->Command(*this, Message))
- {
- return;
- }
-
- // Not a command, broadcast as a simple message:
- AString Msg;
- Printf(Msg, "<%s%s%s> %s",
- m_Player->GetColor().c_str(),
- m_Player->GetName().c_str(),
- cChatColor::White.c_str(),
- Message.c_str()
- );
- m_Player->GetWorld()->BroadcastChat(Msg);
-}
-
-
-
-
-
-void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround)
-{
- if ((m_Player == NULL) || (m_State != csPlaying))
- {
- return;
- }
-
- m_Player->SetRotation (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)
-{
- if ((m_Player == NULL) || (m_State != csPlaying))
- {
- // The client hasn't been spawned yet and sends nonsense, we know better
- return;
- }
-
- /*
- // TODO: Invalid stance check
- if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
- {
- LOGD("Invalid stance");
- SendPlayerMoveLook();
- return;
- }
- */
-
- m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ));
- m_Player->SetStance (a_Stance);
- m_Player->SetTouchGround(a_IsOnGround);
- m_Player->SetHeadYaw (a_Rotation);
- m_Player->SetRotation (a_Rotation);
- m_Player->SetPitch (a_Pitch);
-}
-
-
-
-
-
-void cClientHandle::HandleAnimation(char a_Animation)
-{
- if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation))
- {
- // Plugin disagrees, bail out
- return;
- }
-
- m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, a_Animation, this);
-}
-
-
-
-
-
-void cClientHandle::HandleSlotSelected(short a_SlotNum)
-{
- m_Player->GetInventory().SetEquippedSlotNum(a_SlotNum);
- m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this);
-}
-
-
-
-
-
-void cClientHandle::HandleSteerVehicle(float a_Forward, float a_Sideways)
-{
- m_Player->SteerVehicle(a_Forward, a_Sideways);
-}
-
-
-
-
-
-void cClientHandle::HandleWindowClose(char a_WindowID)
-{
- m_Player->CloseWindowIfID(a_WindowID);
-}
-
-
-
-
-
-void cClientHandle::HandleWindowClick(char a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem)
-{
- LOGD("WindowClick: WinID %d, SlotNum %d, action: %s, Item %s x %d",
- a_WindowID, a_SlotNum, ClickActionToString(a_ClickAction),
- ItemToString(a_HeldItem).c_str(), a_HeldItem.m_ItemCount
- );
-
- cWindow * Window = m_Player->GetWindow();
- if (Window == NULL)
- {
- LOGWARNING("Player \"%s\" clicked in a non-existent window. Ignoring", m_Username.c_str());
- return;
- }
-
- Window->Clicked(*m_Player, a_WindowID, a_SlotNum, a_ClickAction, a_HeldItem);
-}
-
-
-
-
-
-void cClientHandle::HandleUpdateSign(
- int a_BlockX, int a_BlockY, int a_BlockZ,
- const AString & a_Line1, const AString & a_Line2,
- const AString & a_Line3, const AString & a_Line4
-)
-{
- cWorld * World = m_Player->GetWorld();
- World->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, m_Player);
-}
-
-
-
-
-
-void cClientHandle::HandleUseEntity(int a_TargetEntityID, bool a_IsLeftClick)
-{
- // TODO: Let plugins interfere via a hook
-
- // If it is a right click, call the entity's OnRightClicked() handler:
- if (!a_IsLeftClick)
- {
- class cRclkEntity : public cEntityCallback
- {
- cPlayer & m_Player;
- virtual bool Item(cEntity * a_Entity) override
- {
- if (cPluginManager::Get()->CallHookPlayerRightClickingEntity(m_Player, *a_Entity))
- {
- return false;
- }
- a_Entity->OnRightClicked(m_Player);
- return false;
- }
- public:
- cRclkEntity(cPlayer & a_Player) : m_Player(a_Player) {}
- } Callback (*m_Player);
-
- cWorld * World = m_Player->GetWorld();
- World->DoWithEntityByID(a_TargetEntityID, Callback);
- return;
- }
-
- // If it is a left click, attack the entity:
- class cDamageEntity : public cEntityCallback
- {
- virtual bool Item(cEntity * a_Entity) override
- {
- if (!a_Entity->GetWorld()->IsPVPEnabled())
- {
- // PVP is disabled, disallow players hurting other players:
- if (a_Entity->IsPlayer())
- {
- // Player is hurting another player which is not allowed when PVP is disabled so ignore it
- return true;
- }
- }
- a_Entity->TakeDamage(*m_Attacker);
- return false;
- }
- public:
- cPawn * m_Attacker;
- } Callback;
-
- Callback.m_Attacker = m_Player;
-
- cWorld * World = m_Player->GetWorld();
- if (World->DoWithEntityByID(a_TargetEntityID, Callback))
- {
- // Any kind of an attack implies food exhaustion
- m_Player->AddFoodExhaustion(0.3);
- }
-}
-
-
-
-
-
-void cClientHandle::HandleRespawn(void)
-{
- if (m_Player == NULL)
- {
- Destroy();
- return;
- }
- m_Player->Respawn();
- cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player);
-}
-
-
-
-
-
-void cClientHandle::HandleDisconnect(const AString & a_Reason)
-{
- LOGD("Received d/c packet from \"%s\" with reason \"%s\"", m_Username.c_str(), a_Reason.c_str());
- if (!cRoot::Get()->GetPluginManager()->CallHookDisconnect(m_Player, a_Reason))
- {
- AString DisconnectMessage;
- Printf(DisconnectMessage, "%s disconnected: %s", m_Username.c_str(), a_Reason.c_str());
- m_Player->GetWorld()->BroadcastChat(DisconnectMessage, this);
- }
- m_HasSentDC = true;
- Destroy();
-}
-
-
-
-
-
-void cClientHandle::HandleKeepAlive(int a_KeepAliveID)
-{
- if (a_KeepAliveID == m_PingID)
- {
- cTimer t1;
- m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2);
- }
-}
-
-
-
-
-
-bool cClientHandle::HandleHandshake(const AString & a_Username)
-{
- if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(this, a_Username))
- {
- if (cRoot::Get()->GetServer()->GetNumPlayers() >= cRoot::Get()->GetServer()->GetMaxPlayers())
- {
- Kick("The server is currently full :(-- Try again later");
- return false;
- }
- }
- return true;
-}
-
-
-
-
-
-void cClientHandle::HandleEntityAction(int a_EntityID, char a_ActionID)
-{
- if (a_EntityID != m_Player->GetUniqueID())
- {
- // We should only receive entity actions from the entity that is performing the action
- return;
- }
-
- switch (a_ActionID)
- {
- case 1: // crouch
- {
- m_Player->SetCrouch(true);
- break;
- }
- case 2: // uncrouch
- {
- m_Player->SetCrouch(false);
- break;
- }
- case 3: // Leave bed
- {
- m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, 3);
- break;
- }
- case 4: // Start sprinting
- {
- m_Player->SetSprint(true);
- break;
- }
- case 5: // Stop sprinting
- {
- m_Player->SetSprint(false);
- SendPlayerMaxSpeed();
- break;
- }
- }
-}
-
-
-
-
-
-void cClientHandle::HandleUnmount(void)
-{
- if (m_Player == NULL)
- {
- return;
- }
- m_Player->Detach();
-}
-
-
-
-
-
-void cClientHandle::HandleTabCompletion(const AString & a_Text)
-{
- AStringVector Results;
- m_Player->GetWorld()->TabCompleteUserName(a_Text, Results);
- cRoot::Get()->GetPluginManager()->TabCompleteCommand(a_Text, Results, m_Player);
- if (Results.empty())
- {
- return;
- }
- std::sort(Results.begin(), Results.end());
- SendTabCompletionResults(Results);
-}
-
-
-
-
-
-void cClientHandle::SendData(const char * a_Data, int a_Size)
-{
- if (m_HasSentDC)
- {
- // This could crash the client, because they've already unloaded the world etc., and suddenly a wild packet appears (#31)
- return;
- }
-
- {
- cCSLock Lock(m_CSOutgoingData);
-
- // _X 2012_09_06: We need an overflow buffer, usually when streaming the initial chunks
- if (m_OutgoingDataOverflow.empty())
- {
- // No queued overflow data; if this packet fits into the ringbuffer, put it in, otherwise put it in the overflow buffer:
- int CanFit = m_OutgoingData.GetFreeSpace();
- if (CanFit > a_Size)
- {
- CanFit = a_Size;
- }
- if (CanFit > 0)
- {
- m_OutgoingData.Write(a_Data, CanFit);
- }
- if (a_Size > CanFit)
- {
- m_OutgoingDataOverflow.append(a_Data + CanFit, a_Size - CanFit);
- }
- }
- else
- {
- // There is a queued overflow. Append to it, then send as much from its front as possible
- m_OutgoingDataOverflow.append(a_Data, a_Size);
- int CanFit = m_OutgoingData.GetFreeSpace();
- if (CanFit > 128)
- {
- // No point in moving the data over if it's not large enough - too much effort for too little an effect
- m_OutgoingData.Write(m_OutgoingDataOverflow.data(), CanFit);
- m_OutgoingDataOverflow.erase(0, CanFit);
- }
- }
- } // Lock(m_CSOutgoingData)
-
- // Notify SocketThreads that we have something to write:
- cRoot::Get()->GetServer()->NotifyClientWrite(this);
-}
-
-
-
-
-
-void cClientHandle::MoveToWorld(cWorld & a_World, bool a_SendRespawnPacket)
-{
- ASSERT(m_Player != NULL);
-
- if (a_SendRespawnPacket)
- {
- SendRespawn();
- }
-
- cWorld * World = m_Player->GetWorld();
-
- // Remove all associated chunks:
- cChunkCoordsList Chunks;
- {
- cCSLock Lock(m_CSChunkLists);
- std::swap(Chunks, m_LoadedChunks);
- m_ChunksToSend.clear();
- }
- for (cChunkCoordsList::iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr)
- {
- World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this);
- m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
- } // for itr - Chunks[]
-
- // Do NOT stream new chunks, the new world runs its own tick thread and may deadlock
- // Instead, the chunks will be streamed when the client is moved to the new world's Tick list,
- // by setting state to csAuthenticated
- m_State = csAuthenticated;
- m_LastStreamedChunkX = 0x7fffffff;
- m_LastStreamedChunkZ = 0x7fffffff;
- m_HasSentPlayerChunk = false;
-}
-
-
-
-
-
-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)
-{
- // Handle clients that are waiting for final close while destroyed:
- if (m_State == csDestroyedWaiting)
- {
- m_TicksSinceDestruction += 1; // This field is misused for the timeout counting
- if (m_TicksSinceDestruction > TICKS_BEFORE_CLOSE)
- {
- m_State = csDestroyed;
- }
- return;
- }
-
- // Process received network data:
- AString IncomingData;
- {
- cCSLock Lock(m_CSIncomingData);
- std::swap(IncomingData, m_IncomingData);
- }
- m_Protocol->DataReceived(IncomingData.data(), IncomingData.size());
-
- if (m_State == csAuthenticated)
- {
- StreamChunks();
- m_State = csDownloadingWorld;
- }
-
- m_TimeSinceLastPacket += a_Dt;
- if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out
- {
- SendDisconnect("Nooooo!! You timed out! D: Come back!");
- Destroy();
- }
-
- if (m_Player == NULL)
- {
- return;
- }
-
- // If the chunk the player's in was just sent, spawn the player:
- if (m_HasSentPlayerChunk && (m_State != csPlaying) && !IsDestroying())
- {
- if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player))
- {
- // Broadcast that this player has joined the game! Yay~
- m_Player->GetWorld()->BroadcastChat(m_Username + " joined the game!", this);
- }
- m_Protocol->SendPlayerMoveLook();
- m_State = csPlaying;
- }
-
- // Send a ping packet:
- cTimer t1;
- if ((m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime()))
- {
- m_PingID++;
- m_PingStartTime = t1.GetNowTime();
- m_Protocol->SendKeepAlive(m_PingID);
- m_LastPingTime = m_PingStartTime;
- }
-
- // Handle block break animation:
- if (m_BlockDigAnimStage > -1)
- {
- int lastAnimVal = m_BlockDigAnimStage;
- m_BlockDigAnimStage += (int)(m_BlockDigAnimSpeed * a_Dt);
- if (m_BlockDigAnimStage > 9000)
- {
- m_BlockDigAnimStage = 9000;
- }
- if (m_BlockDigAnimStage / 1000 != lastAnimVal / 1000)
- {
- m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, (char)(m_BlockDigAnimStage / 1000), this);
- }
- }
-
- // Update the explosion statistics:
- m_CurrentExplosionTick = (m_CurrentExplosionTick + 1) % ARRAYCOUNT(m_NumExplosionsPerTick);
- m_RunningSumExplosions -= m_NumExplosionsPerTick[m_CurrentExplosionTick];
- m_NumExplosionsPerTick[m_CurrentExplosionTick] = 0;
-}
-
-
-
-
-
-void cClientHandle::SendAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle)
-{
- m_Protocol->SendAttachEntity(a_Entity, a_Vehicle);
-}
-
-
-
-
-
-void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType)
-{
- m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType);
-}
-
-
-
-
-
-void cClientHandle::SendBlockBreakAnim(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage)
-{
- m_Protocol->SendBlockBreakAnim(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage);
-}
-
-
-
-
-
-void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
-{
- m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
-}
-
-
-
-
-
-void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
-{
- ASSERT(!a_Changes.empty()); // We don't want to be sending empty change packets!
-
- m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
-}
-
-
-
-
-
-void cClientHandle::SendChat(const AString & a_Message)
-{
- m_Protocol->SendChat(a_Message);
-}
-
-
-
-
-
-void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
-{
- ASSERT(m_Player != NULL);
-
- // Check chunks being sent, erase them from m_ChunksToSend:
- bool Found = false;
- {
- cCSLock Lock(m_CSChunkLists);
- for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr)
- {
- if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
- {
- m_ChunksToSend.erase(itr);
- Found = true;
- break;
- }
- } // for itr - m_ChunksToSend[]
- }
- if (!Found)
- {
- // This just sometimes happens. If you have a reliably replicatable situation for this, go ahead and fix it
- // It's not a big issue anyway, just means that some chunks may be compressed several times
- // LOGD("Refusing to send chunk [%d, %d] to client \"%s\" at [%d, %d].", ChunkX, ChunkZ, m_Username.c_str(), m_Player->GetChunkX(), m_Player->GetChunkZ());
- return;
- }
-
- m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer);
-
- // If it is the chunk the player's in, make them spawn (in the tick thread):
- if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld))
- {
- if ((a_ChunkX == m_Player->GetChunkX()) && (a_ChunkZ == m_Player->GetChunkZ()))
- {
- m_HasSentPlayerChunk = true;
- }
- }
-}
-
-
-
-
-
-void cClientHandle::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player)
-{
- m_Protocol->SendCollectPickup(a_Pickup, a_Player);
-}
-
-
-
-
-
-void cClientHandle::SendDestroyEntity(const cEntity & a_Entity)
-{
- m_Protocol->SendDestroyEntity(a_Entity);
-}
-
-
-
-
-
-void cClientHandle::SendDisconnect(const AString & a_Reason)
-{
- if (!m_HasSentDC)
- {
- LOGD("Sending a DC: \"%s\"", StripColorCodes(a_Reason).c_str());
- m_Protocol->SendDisconnect(a_Reason);
- m_HasSentDC = true;
- }
-}
-
-
-
-
-
-void cClientHandle::SendEditSign(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- m_Protocol->SendEditSign(a_BlockX, a_BlockY, a_BlockZ);
-}
-
-
-
-
-
-void cClientHandle::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item)
-{
- m_Protocol->SendEntityEquipment(a_Entity, a_SlotNum, a_Item);
-}
-
-
-
-
-
-void cClientHandle::SendEntityHeadLook(const cEntity & a_Entity)
-{
- ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
-
- m_Protocol->SendEntityHeadLook(a_Entity);
-}
-
-
-
-
-
-void cClientHandle::SendEntityLook(const cEntity & a_Entity)
-{
- ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
-
- m_Protocol->SendEntityLook(a_Entity);
-}
-
-
-
-
-
-void cClientHandle::SendEntityMetadata(const cEntity & a_Entity)
-{
- m_Protocol->SendEntityMetadata(a_Entity);
-}
-
-
-
-
-
-void cClientHandle::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
-{
- ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
-
- m_Protocol->SendEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ);
-}
-
-
-
-
-
-void cClientHandle::SendEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
-{
- ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
-
- m_Protocol->SendEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ);
-}
-
-
-
-
-
-void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status)
-{
- m_Protocol->SendEntityStatus(a_Entity, a_Status);
-}
-
-
-
-
-
-void cClientHandle::SendEntityVelocity(const cEntity & a_Entity)
-{
- ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
-
- m_Protocol->SendEntityVelocity(a_Entity);
-}
-
-
-
-
-
-void cClientHandle::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion)
-{
- if (
- (m_NumExplosionsPerTick[m_CurrentExplosionTick] > MAX_EXPLOSIONS_PER_TICK) || // Too many explosions in this tick
- (m_RunningSumExplosions > MAX_RUNNING_SUM_EXPLOSIONS) // Too many explosions in the recent history
- )
- {
- LOGD("Dropped %u explosions", a_BlocksAffected.size());
- return;
- }
-
- // Update the statistics:
- m_NumExplosionsPerTick[m_CurrentExplosionTick] += a_BlocksAffected.size();
- m_RunningSumExplosions += a_BlocksAffected.size();
-
- m_Protocol->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_Radius, a_BlocksAffected, a_PlayerMotion);
-}
-
-
-
-
-
-void cClientHandle::SendGameMode(eGameMode a_GameMode)
-{
- m_Protocol->SendGameMode(a_GameMode);
-}
-
-
-
-
-
-void cClientHandle::SendHealth(void)
-{
- m_Protocol->SendHealth();
-}
-
-
-
-
-
-void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
-{
- m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item);
-}
-
-
-
-
-
-void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
-{
- m_Protocol->SendPickupSpawn(a_Pickup);
-}
-
-
-
-
-
-void cClientHandle::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation)
-{
- m_Protocol->SendPlayerAnimation(a_Player, a_Animation);
-}
-
-
-
-
-
-void cClientHandle::SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline)
-{
- m_Protocol->SendPlayerListItem(a_Player, a_IsOnline);
-}
-
-
-
-
-
-void cClientHandle::SendPlayerMaxSpeed(void)
-{
- m_Protocol->SendPlayerMaxSpeed();
-}
-
-
-
-
-
-void cClientHandle::SendPlayerMoveLook(void)
-{
- /*
- LOGD("Sending PlayerMoveLook: {%0.2f, %0.2f, %0.2f}, stance %0.2f, OnGround: %d",
- m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ(), m_Player->GetStance(), m_Player->IsOnGround() ? 1 : 0
- );
- */
- m_Protocol->SendPlayerMoveLook();
-}
-
-
-
-
-
-void cClientHandle::SendPlayerPosition(void)
-{
- m_Protocol->SendPlayerPosition();
-}
-
-
-
-
-
-void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player)
-{
- if (a_Player.GetUniqueID() == m_Player->GetUniqueID())
- {
- // Do NOT send this packet to myself
- return;
- }
-
- LOGD("Spawning player \"%s\" on client \"%s\" @ %s",
- a_Player.GetName().c_str(), GetPlayer()->GetName().c_str(), GetIPString().c_str()
- );
-
- m_Protocol->SendPlayerSpawn(a_Player);
-}
-
-
-
-
-
-void cClientHandle::SendRespawn(void)
-{
- m_Protocol->SendRespawn();
-}
-
-
-
-
-
-void cClientHandle::SendSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch)
-{
- m_Protocol->SendSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch);
-}
-
-
-
-
-
-void cClientHandle::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data)
-{
- m_Protocol->SendSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data);
-}
-
-
-
-
-
-void cClientHandle::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock)
-{
- m_Protocol->SendSpawnFallingBlock(a_FallingBlock);
-}
-
-
-
-
-
-void cClientHandle::SendSpawnMob(const cMonster & a_Mob)
-{
- m_Protocol->SendSpawnMob(a_Mob);
-}
-
-
-
-
-
-void cClientHandle::SendSpawnObject(const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch)
-{
- m_Protocol->SendSpawnObject(a_Entity, a_ObjectType, a_ObjectData, a_Yaw, a_Pitch);
-}
-
-
-
-
-
-void cClientHandle::SendSpawnVehicle(const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType) // VehicleSubType is specific to Minecarts
-{
- m_Protocol->SendSpawnVehicle(a_Vehicle, a_VehicleType, a_VehicleSubType);
-}
-
-
-
-
-
-void cClientHandle::SendTabCompletionResults(const AStringVector & a_Results)
-{
- m_Protocol->SendTabCompletionResults(a_Results);
-}
-
-
-
-
-
-void cClientHandle::SendTeleportEntity(const cEntity & a_Entity)
-{
- m_Protocol->SendTeleportEntity(a_Entity);
-}
-
-
-
-
-
-void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
-{
- m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
-}
-
-
-
-
-
-void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay)
-{
- m_Protocol->SendTimeUpdate(a_WorldAge, a_TimeOfDay);
-}
-
-
-
-
-
-void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
-{
- m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
-}
-
-
-
-
-
-void cClientHandle::SendUpdateSign(
- int a_BlockX, int a_BlockY, int a_BlockZ,
- const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4
-)
-{
- m_Protocol->SendUpdateSign(
- a_BlockX, a_BlockY, a_BlockZ,
- a_Line1, a_Line2, a_Line3, a_Line4
- );
-}
-
-
-
-
-
-void cClientHandle::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ )
-{
- m_Protocol->SendUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ);
-}
-
-
-
-
-void cClientHandle::SendWeather(eWeather a_Weather)
-{
- m_Protocol->SendWeather(a_Weather);
-}
-
-
-
-
-
-void cClientHandle::SendWholeInventory(const cWindow & a_Window)
-{
- m_Protocol->SendWholeInventory(a_Window);
-}
-
-
-
-
-
-void cClientHandle::SendWindowClose(const cWindow & a_Window)
-{
- m_Protocol->SendWindowClose(a_Window);
-}
-
-
-
-
-
-void cClientHandle::SendWindowOpen(const cWindow & a_Window)
-{
- m_Protocol->SendWindowOpen(a_Window);
-}
-
-
-
-
-
-void cClientHandle::SendWindowProperty(const cWindow & a_Window, int a_Property, int a_Value)
-{
- m_Protocol->SendWindowProperty(a_Window, a_Property, a_Value);
-}
-
-
-
-
-
-const AString & cClientHandle::GetUsername(void) const
-{
- return m_Username;
-}
-
-
-
-
-
-void cClientHandle::SetUsername( const AString & a_Username )
-{
- m_Username = a_Username;
-}
-
-
-
-
-
-void cClientHandle::SetViewDistance(int a_ViewDistance)
-{
- if (a_ViewDistance < MIN_VIEW_DISTANCE)
- {
- a_ViewDistance = MIN_VIEW_DISTANCE;
- }
- if (a_ViewDistance > MAX_VIEW_DISTANCE)
- {
- a_ViewDistance = MAX_VIEW_DISTANCE;
- }
- m_ViewDistance = a_ViewDistance;
-
- // Need to re-stream chunks for the change to become apparent:
- StreamChunks();
-}
-
-
-
-
-
-bool cClientHandle::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, "Unknown [C->S] PacketType: 0x%02x", a_PacketType);
- SendDisconnect(Reason);
- Destroy();
-}
-
-
-
-
-
-void cClientHandle::PacketError(unsigned char a_PacketType)
-{
- LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", a_PacketType, m_Username.c_str());
- SendDisconnect("Protocol error");
- Destroy();
-}
-
-
-
-
-
-void cClientHandle::DataReceived(const char * a_Data, int a_Size)
-{
- // Data is received from the client, store it in the buffer to be processed by the Tick thread:
- m_TimeSinceLastPacket = 0;
- cCSLock Lock(m_CSIncomingData);
- m_IncomingData.append(a_Data, a_Size);
-}
-
-
-
-
-
-void cClientHandle::GetOutgoingData(AString & a_Data)
-{
- // Data can be sent to client
- {
- cCSLock Lock(m_CSOutgoingData);
- m_OutgoingData.ReadAll(a_Data);
- m_OutgoingData.CommitRead();
- a_Data.append(m_OutgoingDataOverflow);
- m_OutgoingDataOverflow.clear();
- }
-
- // Disconnect player after all packets have been sent
- if (m_HasSentDC && a_Data.empty())
- {
- Destroy();
- }
-}
-
-
-
-
-
-void cClientHandle::SocketClosed(void)
-{
- // The socket has been closed for any reason
-
- LOGD("Client \"%s\" @ %s disconnected", m_Username.c_str(), m_IPString.c_str());
- Destroy();
-}
-
-
-
-
-
-