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-rw-r--r--source/ClientHandle.cpp1651
1 files changed, 1651 insertions, 0 deletions
diff --git a/source/ClientHandle.cpp b/source/ClientHandle.cpp
new file mode 100644
index 000000000..a080b4ed6
--- /dev/null
+++ b/source/ClientHandle.cpp
@@ -0,0 +1,1651 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "ClientHandle.h"
+#include "Server.h"
+#include "World.h"
+#include "Pickup.h"
+#include "PluginManager.h"
+#include "Player.h"
+#include "Inventory.h"
+#include "ChestEntity.h"
+#include "SignEntity.h"
+#include "UI/Window.h"
+#include "Item.h"
+#include "Torch.h"
+#include "Doors.h"
+#include "Ladder.h"
+#include "Vine.h"
+#include "Sign.h"
+#include "Redstone.h"
+#include "Piston.h"
+#include "Mobs/Monster.h"
+#include "ChatColor.h"
+#include "OSSupport/Socket.h"
+#include "OSSupport/Timer.h"
+#include "items/ItemHandler.h"
+#include "blocks/BlockHandler.h"
+
+#include "Tracer.h"
+#include "Vector3f.h"
+#include "Vector3d.h"
+
+#include "Root.h"
+
+#include "Authenticator.h"
+#include "MersenneTwister.h"
+
+#include "Protocol/ProtocolRecognizer.h"
+
+
+
+
+
+#define AddPistonDir(x, y, z, dir, amount) switch (dir) { case 0: (y)-=(amount); break; case 1: (y)+=(amount); break;\
+ case 2: (z)-=(amount); break; case 3: (z)+=(amount); break;\
+ case 4: (x)-=(amount); break; case 5: (x)+=(amount); break; }
+
+
+
+
+
+/// If the number of queued outgoing packets reaches this, the client will be kicked
+#define MAX_OUTGOING_PACKETS 2000
+
+
+
+
+
+#define RECI_RAND_MAX (1.f/RAND_MAX)
+inline int fRadRand(MTRand & r1, int a_BlockCoord)
+{
+ return a_BlockCoord * 32 + (int)(16 * ((float)r1.rand() * RECI_RAND_MAX) * 16 - 8);
+}
+
+
+
+
+
+int cClientHandle::s_ClientCount = 0;
+
+
+
+
+
+///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
+// cClientHandle:
+
+cClientHandle::cClientHandle(const cSocket & a_Socket, int a_ViewDistance)
+ : m_ViewDistance(a_ViewDistance)
+ , m_Socket(a_Socket)
+ , m_OutgoingData(64 KiB)
+ , m_bDestroyed(false)
+ , m_Player(NULL)
+ , m_bKicking(false)
+ , m_TimeLastPacket(cWorld::GetTime())
+ , m_bKeepThreadGoing(true)
+ , m_Ping(1000)
+ , m_PingID(1)
+ , m_State(csConnected)
+ , m_LastStreamedChunkX(0x7fffffff) // bogus chunk coords to force streaming upon login
+ , m_LastStreamedChunkZ(0x7fffffff)
+ , m_ShouldCheckDownloaded(false)
+ , m_UniqueID(0)
+{
+ m_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()
+{
+ LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), this);
+
+ // Remove from cSocketThreads, we're not to be called anymore:
+ cRoot::Get()->GetServer()->ClientDestroying(this);
+
+ {
+ cCSLock Lock(m_CSChunkLists);
+ m_LoadedChunks.clear();
+ m_ChunksToSend.clear();
+ }
+
+ if (m_Player != NULL)
+ {
+ cWorld * World = m_Player->GetWorld();
+ if (!m_Username.empty() && (World != NULL))
+ {
+ // Send the Offline PlayerList packet:
+ World->BroadcastPlayerListItem(*m_Player, false, this);
+
+ // Send the Chat packet:
+ AString Left(m_Username + " left the game!");
+ World->BroadcastChat(Left, this);
+ }
+ if (World != NULL)
+ {
+ World->RemovePlayer(m_Player);
+ }
+ }
+
+ if (m_Socket.IsValid())
+ {
+ if (!m_bKicking)
+ {
+ SendDisconnect("Server shut down? Kthnxbai");
+ }
+ }
+
+ if (m_Player != NULL)
+ {
+ m_Player->Destroy();
+ m_Player = NULL;
+ }
+
+ // Queue all remaining outgoing packets to cSocketThreads:
+ {
+ cCSLock Lock(m_CSOutgoingData);
+ AString Data;
+ m_OutgoingData.ReadAll(Data);
+ m_OutgoingData.CommitRead();
+ cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data);
+ }
+
+ // Queue the socket to close as soon as it sends all outgoing data:
+ cRoot::Get()->GetServer()->QueueClientClose(&m_Socket);
+
+ // We need to remove the socket from SocketThreads because we own it and it gets destroyed after this destructor finishes
+ // TODO: The socket needs to stay alive, someone else has to own it
+ cRoot::Get()->GetServer()->RemoveClient(&m_Socket);
+
+ delete m_Protocol;
+ m_Protocol = NULL;
+
+ LOGD("ClientHandle at %p deleted", this);
+}
+
+
+
+
+
+void cClientHandle::Destroy()
+{
+ // Setting m_bDestroyed was moved to the bottom of Destroy(),
+ // otherwise the destructor may be called within another thread before the client is removed from chunks
+ // http://forum.mc-server.org/showthread.php?tid=366
+
+ if ((m_Player != NULL) && (m_Player->GetWorld() != NULL))
+ {
+ RemoveFromAllChunks();
+ m_Player->GetWorld()->RemoveClientFromChunkSender(this);
+ }
+
+ m_bDestroyed = true;
+}
+
+
+
+
+
+void cClientHandle::Kick(const AString & a_Reason)
+{
+ if (m_State >= csAuthenticating) // Don't log pings
+ {
+ LOG("Kicking user \"%s\" for \"%s\"", m_Username.c_str(), a_Reason.c_str());
+ }
+ SendDisconnect(a_Reason);
+ m_bKicking = true;
+}
+
+
+
+
+
+void cClientHandle::Authenticate(void)
+{
+ if (m_State != csAuthenticating)
+ {
+ return;
+ }
+
+ ASSERT( m_Player == NULL );
+
+ // Spawn player (only serversided, so data is loaded)
+ m_Player = new cPlayer(this, GetUsername());
+
+ cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName());
+ if (World == NULL)
+ {
+ World = cRoot::Get()->GetDefaultWorld();
+ }
+
+ if (m_Player->GetGameMode() == eGameMode_NotSet)
+ {
+ m_Player->LoginSetGameMode(World->GetGameMode());
+ }
+
+ m_Player->SetIP (m_Socket.GetIPString());
+
+ cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_SPAWN, 1, m_Player);
+
+ m_ConfirmPosition = m_Player->GetPosition();
+
+ // Return a server login packet
+ m_Protocol->SendLogin(*m_Player, *World);
+
+ // Send Weather if raining:
+ if ((World->GetWeather() == 1) || (World->GetWeather() == 2))
+ {
+ m_Protocol->SendWeather(World->GetWeather());
+ }
+
+ // Send time
+ m_Protocol->SendTimeUpdate(World->GetWorldTime());
+
+ // Send inventory
+ m_Player->GetInventory().SendWholeInventory(*this);
+
+ // Send health
+ m_Player->SendHealth();
+
+ m_Player->Initialize(World);
+ StreamChunks();
+ m_State = csDownloadingWorld;
+
+ // Broadcast this player's spawning to all other players in the same chunk
+ m_Player->GetWorld()->BroadcastSpawn(*m_Player, this);
+}
+
+
+
+
+
+void cClientHandle::StreamChunks(void)
+{
+ if (m_State < csAuthenticating)
+ {
+ return;
+ }
+
+ ASSERT(m_Player != NULL);
+
+ int ChunkPosX = FAST_FLOOR_DIV(m_Player->GetPosX(), cChunkDef::Width);
+ int ChunkPosZ = FAST_FLOOR_DIV(m_Player->GetPosZ(), cChunkDef::Width);
+ if ((ChunkPosX == m_LastStreamedChunkX) && (ChunkPosZ == m_LastStreamedChunkZ))
+ {
+ // Already streamed for this position
+ return;
+ }
+ m_LastStreamedChunkX = ChunkPosX;
+ m_LastStreamedChunkZ = ChunkPosZ;
+
+ LOGD("Streaming chunks centered on [%d, %d], view distance %d", ChunkPosX, ChunkPosZ, m_ViewDistance);
+
+ cWorld * World = m_Player->GetWorld();
+ ASSERT(World != NULL);
+
+ // Remove all loaded chunks that are no longer in range; deferred to out-of-CS:
+ cChunkCoordsList RemoveChunks;
+ {
+ cCSLock Lock(m_CSChunkLists);
+ for (cChunkCoordsList::iterator itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();)
+ {
+ int RelX = (*itr).m_ChunkX - ChunkPosX;
+ int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
+ if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
+ {
+ RemoveChunks.push_back(*itr);
+ itr = m_LoadedChunks.erase(itr);
+ }
+ else
+ {
+ ++itr;
+ }
+ } // for itr - m_LoadedChunks[]
+ for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();)
+ {
+ int RelX = (*itr).m_ChunkX - ChunkPosX;
+ int RelZ = (*itr).m_ChunkZ - ChunkPosZ;
+ if ((RelX > m_ViewDistance) || (RelX < -m_ViewDistance) || (RelZ > m_ViewDistance) || (RelZ < -m_ViewDistance))
+ {
+ itr = m_ChunksToSend.erase(itr);
+ }
+ else
+ {
+ ++itr;
+ }
+ } // for itr - m_ChunksToSend[]
+ }
+ for (cChunkCoordsList::iterator itr = RemoveChunks.begin(); itr != RemoveChunks.end(); ++itr)
+ {
+ World->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkY, itr->m_ChunkZ, this);
+ m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ);
+ } // for itr - RemoveChunks[]
+
+ // Add all chunks that are in range and not yet in m_LoadedChunks:
+ // Queue these smartly - from the center out to the edge
+ for (int d = 0; d <= m_ViewDistance; ++d) // cycle through (square) distance, from nearest to furthest
+ {
+ // For each distance add chunks in a hollow square centered around current position:
+ for (int i = -d; i <= d; ++i)
+ {
+ StreamChunk(ChunkPosX + d, ZERO_CHUNK_Y, ChunkPosZ + i);
+ StreamChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i);
+ } // for i
+ for (int i = -d + 1; i < d; ++i)
+ {
+ StreamChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d);
+ StreamChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ - d);
+ } // for i
+ } // for d
+
+ // Touch chunks GENERATEDISTANCE ahead to let them generate:
+ for (int d = m_ViewDistance + 1; d <= m_ViewDistance + GENERATEDISTANCE; ++d) // cycle through (square) distance, from nearest to furthest
+ {
+ // For each distance touch chunks in a hollow square centered around current position:
+ for (int i = -d; i <= d; ++i)
+ {
+ World->TouchChunk(ChunkPosX + d, ZERO_CHUNK_Y, ChunkPosZ + i);
+ World->TouchChunk(ChunkPosX - d, ZERO_CHUNK_Y, ChunkPosZ + i);
+ } // for i
+ for (int i = -d + 1; i < d; ++i)
+ {
+ World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ + d);
+ World->TouchChunk(ChunkPosX + i, ZERO_CHUNK_Y, ChunkPosZ - d);
+ } // for i
+ } // for d
+}
+
+
+
+
+void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkY, int a_ChunkZ)
+{
+ cWorld * World = m_Player->GetWorld();
+ ASSERT(World != NULL);
+
+ if (World->AddChunkClient(a_ChunkX, a_ChunkY, a_ChunkZ, this))
+ {
+ {
+ cCSLock Lock(m_CSChunkLists);
+ m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
+ m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkY, a_ChunkZ));
+ }
+ World->SendChunkTo(a_ChunkX, a_ChunkY, a_ChunkZ, this);
+ }
+}
+
+
+
+
+
+// Removes the client from all chunks. Used when switching worlds or destroying the player
+void cClientHandle::RemoveFromAllChunks()
+{
+ cWorld * World = m_Player->GetWorld();
+ if (World != NULL)
+ {
+ World->RemoveClientFromChunks(this);
+ }
+
+ {
+ cCSLock Lock(m_CSChunkLists);
+ m_LoadedChunks.clear();
+ m_ChunksToSend.clear();
+ }
+}
+
+
+
+
+
+void cClientHandle::HandlePing(void)
+{
+ // Somebody tries to retrieve information about the server
+ AString Reply;
+ Printf(Reply, "%s%s%i%s%i",
+ cRoot::Get()->GetDefaultWorld()->GetDescription().c_str(),
+ cChatColor::Delimiter.c_str(),
+ cRoot::Get()->GetDefaultWorld()->GetNumPlayers(),
+ cChatColor::Delimiter.c_str(),
+ cRoot::Get()->GetDefaultWorld()->GetMaxPlayers()
+ );
+ Kick(Reply.c_str());
+}
+
+
+
+
+
+bool cClientHandle::HandleLogin(int a_ProtocolVersion, const AString & a_Username)
+{
+ LOGD("LOGIN %s", a_Username.c_str());
+ m_Username = a_Username;
+
+ if (cRoot::Get()->GetPluginManager()->CallHookLogin(this, a_ProtocolVersion, a_Username))
+ {
+ Destroy();
+ return false;
+ }
+
+ // Schedule for authentication; until then, let them wait (but do not block)
+ m_State = csAuthenticating;
+ cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol->GetAuthServerID());
+ return true;
+}
+
+
+
+
+
+void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem)
+{
+ // This is for creative Inventory changes
+ if (m_Player->GetGameMode() != eGameMode_Creative)
+ {
+ LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str());
+ return;
+ }
+ if (m_Player->GetWindow()->GetWindowType() != cWindow::Inventory)
+ {
+ LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in the inventory window. Ignoring.", m_Username.c_str());
+ return;
+ }
+
+ m_Player->GetWindow()->Clicked(*m_Player, 0, a_SlotNum, false, false, a_HeldItem);
+}
+
+
+
+
+
+void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround)
+{
+ /*
+ // TODO: Invalid stance check
+ if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
+ {
+ LOGD("Invalid stance");
+ SendPlayerMoveLook();
+ return;
+ }
+ */
+
+ // LOGD("recv player pos: {%0.2f %0.2f %0.2f}, ground: %d", a_PosX, a_PosY, a_PosZ, a_IsOnGround ? 1 : 0);
+ Vector3d Pos(a_PosX, a_PosY, a_PosZ);
+ if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100)
+ {
+ LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length());
+ SendPlayerMoveLook();
+ return;
+ }
+ m_Player->MoveTo(Pos);
+ m_Player->SetStance(a_Stance);
+ m_Player->SetTouchGround(a_IsOnGround);
+}
+
+
+
+
+
+void cClientHandle::HandleBlockDig(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, char a_Status)
+{
+ if (!CheckBlockInteractionsRate())
+ {
+ return;
+ }
+
+ LOGD("OnBlockDig: {%i, %i, %i}; Face: %i; Stat: %i",
+ a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status
+ );
+
+ // Do we want plugins to disable tossing items? Probably no, so toss item before asking plugins for permission
+ if (a_Status == DIG_STATUS_DROP_HELD) // Drop held item
+ {
+ m_Player->TossItem(false);
+ return;
+ }
+
+ if (a_Status == DIG_STATUS_SHOOT_EAT)
+ {
+ LOGINFO("BlockDig: Status SHOOT/EAT not implemented");
+ return;
+ }
+
+ cWorld * World = m_Player->GetWorld();
+ BLOCKTYPE OldBlock;
+ NIBBLETYPE OldMeta;
+ World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta);
+
+ if (cRoot::Get()->GetPluginManager()->CallHookBlockDig(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status, OldBlock, OldMeta))
+ {
+ // The plugin doesn't agree with the digging, replace the block on the client and quit:
+ World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
+ return;
+ }
+
+ bool bBroken = (
+ (a_Status == DIG_STATUS_FINISHED) ||
+ (g_BlockOneHitDig[(int)OldBlock]) ||
+ ((a_Status == DIG_STATUS_STARTED) && (m_Player->GetGameMode() == 1))
+ );
+
+ cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
+ cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemID);
+
+ if (bBroken)
+ {
+ ItemHandler->OnBlockDestroyed(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ);
+
+ BlockHandler(OldBlock)->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
+ World->DigBlock(a_BlockX, a_BlockY, a_BlockZ);
+ }
+ else
+ {
+ cBlockHandler * Handler = cBlockHandler::GetBlockHandler(OldBlock);
+ Handler->OnDigging(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
+
+ ItemHandler->OnDiggingBlock(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
+
+
+ // Check for clickthrough-blocks:
+ int pX = a_BlockX;
+ int pY = a_BlockY;
+ int pZ = a_BlockZ;
+ AddDirection(pX, pY, pZ, a_BlockFace);
+
+ Handler = cBlockHandler::GetBlockHandler(World->GetBlock(pX, pY, pZ));
+ if (Handler->IsClickedThrough())
+ {
+ Handler->OnDigging(World, m_Player, pX, pY, pZ);
+ }
+ }
+}
+
+
+
+
+
+void cClientHandle::HandleBlockPlace(int a_BlockX, int a_BlockY, int a_BlockZ, char a_BlockFace, const cItem & a_HeldItem)
+{
+ LOGD("HandleBlockPlace: {%d, %d, %d}, face %d, itemtype: %d",
+ a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_HeldItem.m_ItemType
+ );
+
+ if (!CheckBlockInteractionsRate())
+ {
+ return;
+ }
+
+ cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
+
+ if ((Equipped.m_ItemType != a_HeldItem.m_ItemType) && (a_HeldItem.m_ItemType != -1))
+ {
+ // Only compare ItemType, not meta (torches have different metas)
+ // The -1 check is there because sometimes the client sends -1 instead of the held item
+ // ( http://forum.mc-server.org/showthread.php?tid=549&pid=4502#pid4502 )
+ LOGWARN("Player %s tried to place a block that was not equipped (exp %d, got %d)",
+ m_Username.c_str(), Equipped.m_ItemType, a_HeldItem.m_ItemType
+ );
+
+ // Let's send the current world block to the client, so that it can immediately "let the user know" that they haven't placed the block
+ if (a_BlockFace > -1)
+ {
+ AddDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
+ m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
+ }
+ return;
+ }
+
+ if (cRoot::Get()->GetPluginManager()->CallHookBlockPlace(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, Equipped))
+ {
+ if (a_BlockFace > -1)
+ {
+ AddDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
+ m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
+ }
+ return;
+ }
+
+ cWorld * World = m_Player->GetWorld();
+
+ cBlockHandler *Handler = cBlockHandler::GetBlockHandler(World->GetBlock(a_BlockX, a_BlockY, a_BlockZ));
+ if (Handler->IsUseable())
+ {
+ Handler->OnUse(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
+ }
+ else
+ {
+ cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemID);
+
+ if (ItemHandler->OnItemUse(World, m_Player, &Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
+ {
+ // Nothing here :P
+ }
+ else if (ItemHandler->IsPlaceable())
+ {
+ if (a_BlockFace < 0)
+ {
+ // clicked in air
+ return;
+ }
+
+ BLOCKTYPE ClickedBlock = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ cBlockHandler *Handler = cBlockHandler::GetBlockHandler(ClickedBlock);
+
+ if(Handler->IgnoreBuildCollision())
+ {
+ Handler->OnDestroyedByPlayer(World, m_Player, a_BlockX, a_BlockY, a_BlockZ);
+ // World->FastSetBlock(a_BlockX, a_BlockY, a_BlockZ, E_BLOCK_AIR, 0);
+ }
+ else
+ {
+ AddDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
+ // Check for Blocks not allowing placement on top
+ if ((a_BlockFace == BLOCK_FACE_TOP) && !Handler->AllowBlockOnTop())
+ {
+ // Resend the old block
+ // Some times the client still places the block O.o
+
+ World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player);
+ return;
+ }
+
+
+ BLOCKTYPE PlaceBlock = m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY, a_BlockZ);
+ if (!BlockHandler(PlaceBlock)->IgnoreBuildCollision())
+ {
+ // Tried to place a block *into* another?
+ return; // Happens when you place a block aiming at side of block like torch or stem
+ }
+ }
+
+ cBlockHandler * NewBlock = BlockHandler(ItemHandler->GetBlockType());
+
+ // Cannot be placed on the side of an other block
+ if ((a_BlockFace != BLOCK_FACE_TOP) && !NewBlock->CanBePlacedOnSide())
+ {
+ return;
+ }
+
+ if (NewBlock->CanBePlacedAt(World, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace))
+ {
+ ItemHandler->PlaceBlock(World, m_Player, &m_Player->GetInventory().GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace);
+ // Step sound with 0.8f pitch is used as block placement sound
+ World->BroadcastSoundEffect(NewBlock->GetStepSound(),a_BlockX * 8, a_BlockY * 8, a_BlockZ * 8, 1.0f, 0.8f);
+ }
+ else
+ {
+ World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); // Send the old block back to the player
+ return;
+ }
+
+ }
+ else if (ItemHandler->IsFood())
+ {
+ cItem Item;
+ Item.m_ItemID = Equipped.m_ItemID;
+ Item.m_ItemCount = 1;
+ if (ItemHandler->EatItem(m_Player, &Item))
+ {
+ ItemHandler->OnFoodEaten(World, m_Player, &Item);
+ m_Player->GetInventory().RemoveItem(Item);
+ return;
+ }
+ }
+ }
+}
+
+
+
+
+
+void cClientHandle::HandleChat(const AString & a_Message)
+{
+ if (!cRoot::Get()->GetServer()->Command(*this, a_Message))
+ {
+ AString Msg;
+ Printf(Msg, "<%s%s%s> %s",
+ m_Player->GetColor().c_str(),
+ m_Player->GetName().c_str(),
+ cChatColor::White.c_str(),
+ a_Message.c_str()
+ );
+ m_Player->GetWorld()->BroadcastChat(Msg);
+ }
+}
+
+
+
+
+
+void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround)
+{
+ m_Player->SetRotation (a_Rotation);
+ m_Player->SetPitch (a_Pitch);
+ m_Player->SetTouchGround(a_IsOnGround);
+ m_Player->WrapRotation();
+}
+
+
+
+
+
+void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround)
+{
+ /*
+ // TODO: Invalid stance check
+ if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65))
+ {
+ LOGD("Invalid stance");
+ SendPlayerMoveLook();
+ return;
+ }
+ */
+ switch (m_State)
+ {
+ case csPlaying:
+ {
+ m_Player->MoveTo(Vector3d(a_PosX, a_PosY, a_PosZ));
+ m_Player->SetStance (a_Stance);
+ m_Player->SetTouchGround(a_IsOnGround);
+ m_Player->SetRotation (a_Rotation);
+ m_Player->SetPitch (a_Pitch);
+ m_Player->WrapRotation();
+ break;
+ }
+
+ case csDownloadingWorld:
+ {
+ Vector3d ReceivedPosition = Vector3d(a_PosX, a_PosY, a_PosZ);
+ // LOGD("Received MoveLook confirmation: {%0.2f %0.2f %0.2f}", a_PosX, a_PosY, a_PosZ);
+
+ // Test the distance between points with a small/large enough value instead of comparing directly. Floating point inaccuracies might screw stuff up
+ double Dist = (ReceivedPosition - m_ConfirmPosition).SqrLength();
+ if (Dist < 1.0)
+ {
+ if (ReceivedPosition.Equals(m_ConfirmPosition))
+ {
+ LOGINFO("Exact position confirmed by client!");
+ }
+ m_State = csPlaying;
+ }
+ else
+ {
+ LOGWARNING("Player \"%s\" sent a weird position confirmation %.2f blocks away, retrying", m_Username.c_str(), sqrt(Dist));
+ LOGD(" Expected pos: {%0.2f, %0.2f, %0.2f}", m_ConfirmPosition.x, m_ConfirmPosition.y, m_ConfirmPosition.z);
+ LOGD(" Received pos: {%0.2f, %0.2f, %0.2f}", a_PosX, a_PosY, a_PosZ);
+ m_ConfirmPosition = m_Player->GetPosition();
+ SendPlayerMoveLook();
+ }
+ break;
+ }
+ }
+}
+
+
+
+
+
+void cClientHandle::HandleAnimation(char a_Animation)
+{
+ m_Player->GetWorld()->BroadcastPlayerAnimation(*m_Player, a_Animation, this);
+}
+
+
+
+
+
+void cClientHandle::HandleSlotSelected(short a_SlotNum)
+{
+ m_Player->GetInventory().SetEquippedSlot(a_SlotNum);
+ m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this);
+}
+
+
+
+
+
+void cClientHandle::HandleWindowClose(char a_WindowID)
+{
+ m_Player->CloseWindow(a_WindowID);
+}
+
+
+
+
+
+void cClientHandle::HandleWindowClick(char a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_HeldItem)
+{
+ LOGD("WindowClick: WinID %d, SlotNum %d, IsRclk %d, IsShift %d, Item %s x %d",
+ a_WindowID, a_SlotNum, a_IsRightClick, a_IsShiftPressed,
+ ItemToString(a_HeldItem).c_str(), a_HeldItem.m_ItemCount
+ );
+
+ cWindow * Window = m_Player->GetWindow();
+ if (Window == NULL)
+ {
+ LOGWARNING("Player \"%s\" clicked in a non-existent window. Ignoring", m_Username.c_str());
+ return;
+ }
+
+ Window->Clicked(*m_Player, a_WindowID, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem);
+}
+
+
+
+
+
+void cClientHandle::HandleUpdateSign(
+ int a_BlockX, int a_BlockY, int a_BlockZ,
+ const AString & a_Line1, const AString & a_Line2,
+ const AString & a_Line3, const AString & a_Line4
+)
+{
+ cWorld * World = m_Player->GetWorld();
+ World->UpdateSign(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, m_Player);
+}
+
+
+
+
+
+void cClientHandle::HandleUseEntity(int a_TargetEntityID, bool a_IsLeftClick)
+{
+ if (!a_IsLeftClick)
+ {
+ // TODO: we don't handle right-clicking yet
+ return;
+ }
+
+ class cDamageEntity : public cEntityCallback
+ {
+ virtual bool Item(cEntity * a_Entity) override
+ {
+ if (a_Entity->IsA("cPawn"))
+ {
+ reinterpret_cast<cPawn *>(a_Entity)->TakeDamage(Damage, Instigator);
+ }
+ return true;
+ }
+ public:
+ int Damage;
+ cEntity * Instigator;
+ } Callback;
+
+ Callback.Damage = 1; // TODO: Find proper damage from current item equipped
+ Callback.Instigator = m_Player;
+
+ cWorld * World = m_Player->GetWorld();
+ World->DoWithEntityByID(a_TargetEntityID, Callback);
+}
+
+
+
+
+
+void cClientHandle::HandleRespawn(void)
+{
+ m_Player->Respawn();
+}
+
+
+
+
+
+void cClientHandle::HandleDisconnect(const AString & a_Reason)
+{
+ LOGD("Received d/c packet from \"%s\" with reason \"%s\"", m_Username.c_str(), a_Reason.c_str());
+ if (!cRoot::Get()->GetPluginManager()->CallHookDisconnect(m_Player, a_Reason))
+ {
+ AString DisconnectMessage;
+ Printf(DisconnectMessage, "%s disconnected: %s", m_Username.c_str(), a_Reason.c_str());
+ m_Player->GetWorld()->BroadcastChat(DisconnectMessage, this);
+ }
+ Destroy();
+}
+
+
+
+
+
+void cClientHandle::HandleKeepAlive(int a_KeepAliveID)
+{
+ if (a_KeepAliveID == m_PingID)
+ {
+ cTimer t1;
+ m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2);
+ }
+}
+
+
+
+
+
+bool cClientHandle::HandleHandshake(const AString & a_Username)
+{
+ if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(this, a_Username))
+ {
+ if (cRoot::Get()->GetDefaultWorld()->GetNumPlayers() >= cRoot::Get()->GetDefaultWorld()->GetMaxPlayers())
+ {
+ Kick("The server is currently full :(-- Try again later");
+ return false;
+ }
+ }
+ return true;
+}
+
+
+
+
+
+void cClientHandle::SendData(const char * a_Data, int a_Size)
+{
+ {
+ cCSLock Lock(m_CSOutgoingData);
+
+ // _X 2012_09_06: We need an overflow buffer, usually when streaming the initial chunks
+ if (m_OutgoingDataOverflow.empty())
+ {
+ // No queued overflow data; if this packet fits into the ringbuffer, put it in, otherwise put it in the overflow buffer:
+ int CanFit = m_OutgoingData.GetFreeSpace();
+ if (CanFit > a_Size)
+ {
+ CanFit = a_Size;
+ }
+ if (CanFit > 0)
+ {
+ m_OutgoingData.Write(a_Data, CanFit);
+ }
+ if (a_Size > CanFit)
+ {
+ m_OutgoingDataOverflow.append(a_Data + CanFit, a_Size - CanFit);
+ }
+ }
+ else
+ {
+ // There is a queued overflow. Append to it, then send as much from its front as possible
+ m_OutgoingDataOverflow.append(a_Data, a_Size);
+ int CanFit = m_OutgoingData.GetFreeSpace();
+ if (CanFit > 128)
+ {
+ // No point in moving the data over if it's not large enough - too much effort for too little an effect
+ m_OutgoingData.Write(m_OutgoingDataOverflow.data(), CanFit);
+ m_OutgoingDataOverflow.erase(0, CanFit);
+ }
+ }
+ } // Lock(m_CSOutgoingData)
+
+ // Notify SocketThreads that we have something to write:
+ cRoot::Get()->GetServer()->NotifyClientWrite(this);
+}
+
+
+
+
+
+bool cClientHandle::CheckBlockInteractionsRate(void)
+{
+ ASSERT(m_Player != NULL);
+ ASSERT(m_Player->GetWorld() != NULL);
+ 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)
+{
+ (void)a_Dt;
+ if (cWorld::GetTime() - m_TimeLastPacket > 30.f) // 30 seconds time-out
+ {
+ SendDisconnect("Nooooo!! You timed out! D: Come back!");
+
+ // TODO: Cannot sleep in the tick thread!
+ cSleep::MilliSleep(1000); // Give packet some time to be received
+
+ Destroy();
+ }
+
+ if ((m_State == csDownloadingWorld) && m_ShouldCheckDownloaded)
+ {
+ CheckIfWorldDownloaded();
+ m_ShouldCheckDownloaded = false;
+ }
+
+ cTimer t1;
+ // Send ping packet
+ if (
+ (m_Player != NULL) && // Is logged in?
+ (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
+ )
+ {
+ m_PingID++;
+ m_PingStartTime = t1.GetNowTime();
+ m_Protocol->SendKeepAlive(m_PingID);
+ m_LastPingTime = m_PingStartTime;
+ }
+}
+
+
+
+
+
+void cClientHandle::SendDisconnect(const AString & a_Reason)
+{
+ LOGD("Sending a DC: \"%s\"", a_Reason.c_str());
+ m_Protocol->SendDisconnect(a_Reason);
+}
+
+
+
+
+
+void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item)
+{
+ m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item);
+}
+
+
+
+
+
+void cClientHandle::SendChat(const AString & a_Message)
+{
+ m_Protocol->SendChat(a_Message);
+}
+
+
+
+
+
+void cClientHandle::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation)
+{
+ m_Protocol->SendPlayerAnimation(a_Player, a_Animation);
+}
+
+
+
+
+
+void cClientHandle::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item)
+{
+ m_Protocol->SendEntityEquipment(a_Entity, a_SlotNum, a_Item);
+}
+
+
+
+
+
+void cClientHandle::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots)
+{
+ m_Protocol->SendWindowOpen(a_WindowID, a_WindowType, a_WindowTitle, a_NumSlots);
+}
+
+
+
+
+
+void cClientHandle::SendWindowClose(char a_WindowID)
+{
+ m_Protocol->SendWindowClose(a_WindowID);
+}
+
+
+
+
+
+void cClientHandle::SendWholeInventory(const cInventory & a_Inventory)
+{
+ m_Protocol->SendWholeInventory(a_Inventory);
+}
+
+
+
+
+
+void cClientHandle::SendWholeInventory(const cWindow & a_Window)
+{
+ m_Protocol->SendWholeInventory(a_Window);
+}
+
+
+
+
+
+void cClientHandle::SendTeleportEntity(const cEntity & a_Entity)
+{
+ m_Protocol->SendTeleportEntity(a_Entity);
+}
+
+
+
+
+
+void cClientHandle::SendPlayerListItem(const cPlayer & a_Player, bool a_IsOnline)
+{
+ m_Protocol->SendPlayerListItem(a_Player, a_IsOnline);
+}
+
+
+
+
+
+void cClientHandle::SendPlayerPosition(void)
+{
+ m_Protocol->SendPlayerPosition();
+}
+
+
+
+
+
+void cClientHandle::SendEntRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
+{
+ ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
+
+ m_Protocol->SendEntRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ);
+}
+
+
+
+
+
+void cClientHandle::SendEntRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
+{
+ ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
+
+ m_Protocol->SendEntRelMove(a_Entity, a_RelX, a_RelY, a_RelZ);
+}
+
+
+
+
+
+void cClientHandle::SendEntLook(const cEntity & a_Entity)
+{
+ ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
+
+ m_Protocol->SendEntLook(a_Entity);
+}
+
+
+
+
+
+void cClientHandle::SendEntHeadLook(const cEntity & a_Entity)
+{
+ ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
+
+ m_Protocol->SendEntHeadLook(a_Entity);
+}
+
+
+
+
+
+void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType)
+{
+ m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType);
+}
+
+
+
+
+
+void cClientHandle::SendHealth(void)
+{
+ m_Protocol->SendHealth();
+}
+
+
+
+
+
+void cClientHandle::SendRespawn(void)
+{
+ m_Protocol->SendRespawn();
+}
+
+
+
+
+
+void cClientHandle::SendGameMode(eGameMode a_GameMode)
+{
+ m_Protocol->SendGameMode(a_GameMode);
+}
+
+
+
+
+
+void cClientHandle::SendDestroyEntity(const cEntity & a_Entity)
+{
+ m_Protocol->SendDestroyEntity(a_Entity);
+}
+
+
+
+
+
+void cClientHandle::SendPlayerMoveLook(void)
+{
+ /*
+ LOGD("Sending PlayerMoveLook: {%0.2f, %0.2f, %0.2f}, stance %0.2f, OnGround: %d",
+ m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ(), m_Player->GetStance(), m_Player->IsOnGround() ? 1 : 0
+ );
+ */
+ m_Protocol->SendPlayerMoveLook();
+}
+
+
+
+
+
+void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status)
+{
+ m_Protocol->SendEntityStatus(a_Entity, a_Status);
+}
+
+
+
+
+
+void cClientHandle::SendMetadata(const cPawn & a_Pawn)
+{
+ m_Protocol->SendMetadata(a_Pawn);
+}
+
+
+
+
+
+void cClientHandle::SendInventoryProgress(char a_WindowID, short a_ProgressBar, short a_Value)
+{
+ m_Protocol->SendInventoryProgress(a_WindowID, a_ProgressBar, a_Value);
+}
+
+
+
+
+
+void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player)
+{
+ if (a_Player.GetUniqueID() == m_Player->GetUniqueID())
+ {
+ // Do NOT send this packet to myself
+ return;
+ }
+
+ LOG("Spawning player \"%s\" on client \"%s\" @ %s",
+ a_Player.GetName().c_str(), GetPlayer()->GetName().c_str(), GetIPString().c_str()
+ );
+
+ m_Protocol->SendPlayerSpawn(a_Player);
+}
+
+
+
+
+
+void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
+{
+ m_Protocol->SendPickupSpawn(a_Pickup);
+}
+
+
+
+
+
+void cClientHandle::SendSpawnMob(const cMonster & a_Mob)
+{
+ m_Protocol->SendSpawnMob(a_Mob);
+}
+
+
+
+
+
+void cClientHandle::SendUpdateSign(
+ int a_BlockX, int a_BlockY, int a_BlockZ,
+ const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4
+)
+{
+ m_Protocol->SendUpdateSign(
+ a_BlockX, a_BlockY, a_BlockZ,
+ a_Line1, a_Line2, a_Line3, a_Line4
+ );
+}
+
+
+
+
+
+void cClientHandle::SendCollectPickup(const cPickup & a_Pickup, const cPlayer & a_Player)
+{
+ m_Protocol->SendCollectPickup(a_Pickup, a_Player);
+}
+
+
+
+
+
+void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
+{
+ m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta);
+}
+
+
+
+
+
+void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
+{
+ m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes);
+}
+
+
+
+
+
+void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
+{
+ m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ);
+}
+
+
+
+
+
+void cClientHandle::SendWeather(eWeather a_Weather)
+{
+ m_Protocol->SendWeather(a_Weather);
+}
+
+
+
+
+
+void cClientHandle::SendTimeUpdate(Int64 a_WorldTime)
+{
+ m_Protocol->SendTimeUpdate(a_WorldTime);
+}
+
+
+
+
+
+void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ)
+{
+ m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ);
+}
+
+
+
+
+
+void cClientHandle::SendSoundEffect(const AString & a_SoundName, int a_SrcX, int a_SrcY, int a_SrcZ, float a_Volume, float a_Pitch)
+{
+ m_Protocol->SendSoundEffect(a_SoundName, a_SrcX, a_SrcY, a_SrcZ, a_Volume, a_Pitch);
+}
+
+
+
+
+
+void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
+{
+ // Check chunks being sent, erase them from m_ChunksToSend:
+ bool Found = false;
+ {
+ cCSLock Lock(m_CSChunkLists);
+ for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr)
+ {
+ if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ))
+ {
+ m_ChunksToSend.erase(itr);
+
+ // Make the tick thread check if all the needed chunks have been downloaded
+ // -- needed to offload this from here due to a deadlock possibility
+ m_ShouldCheckDownloaded = true;
+
+ Found = true;
+ break;
+ }
+ } // for itr - m_ChunksToSend[]
+ }
+ if (!Found)
+ {
+ // This just sometimes happens. If you have a reliably replicatable situation for this, go ahead and fix it
+ // It's not a big issue anyway, just means that some chunks may be compressed several times
+ // LOGD("Refusing to send chunk [%d, %d] to client \"%s\" at [%d, %d].", ChunkX, ChunkZ, m_Username.c_str(), m_Player->GetChunkX(), m_Player->GetChunkZ());
+ return;
+ }
+
+ m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer);
+}
+
+
+
+
+
+void cClientHandle::CheckIfWorldDownloaded(void)
+{
+ if (m_State != csDownloadingWorld)
+ {
+ return;
+ }
+
+ bool ShouldSendConfirm = false;
+ {
+ cCSLock Lock(m_CSChunkLists);
+ ShouldSendConfirm = m_ChunksToSend.empty();
+ }
+
+ if (ShouldSendConfirm)
+ {
+ SendConfirmPosition();
+ }
+}
+
+
+
+
+
+void cClientHandle::SendConfirmPosition(void)
+{
+ LOG("Spawning player \"%s\" at {%.2f, %.2f, %.2f}",
+ m_Username.c_str(), m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ()
+ );
+
+ m_State = csConfirmingPos;
+
+ if (!cRoot::Get()->GetPluginManager()->CallHook(cPluginManager::HOOK_PLAYER_JOIN, 1, m_Player))
+ {
+ // Broadcast that this player has joined the game! Yay~
+ cRoot::Get()->GetServer()->BroadcastChat(m_Username + " joined the game!", this);
+ }
+
+ SendPlayerMoveLook();
+}
+
+
+
+
+
+const AString & cClientHandle::GetUsername(void) const
+{
+ return m_Username;
+}
+
+
+
+
+
+void cClientHandle::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)
+{
+ 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)
+{
+ 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_Socket.GetIPString().c_str());
+ SendDisconnect("Server busy");
+ // TODO: QueueDestroy();
+ cSleep::MilliSleep(1000); // Give packet some time to be received
+ 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_Socket.GetIPString().c_str());
+
+ AString Reason;
+ Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", a_PacketType);
+ SendDisconnect(Reason);
+ // TODO: QueueDestroy();
+ cSleep::MilliSleep(1000); // Give packet some time to be received
+ 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");
+ // TODO: QueueDestroy();
+ cSleep::MilliSleep(1000); // Give packet some time to be received
+ Destroy();
+}
+
+
+
+
+
+void cClientHandle::DataReceived(const char * a_Data, int a_Size)
+{
+ // Data is received from the client, hand it off to the protocol:
+ m_Protocol->DataReceived(a_Data, a_Size);
+ m_TimeLastPacket = cWorld::GetTime();
+}
+
+
+
+
+
+void cClientHandle::GetOutgoingData(AString & a_Data)
+{
+ // Data can be sent to client
+ {
+ cCSLock Lock(m_CSOutgoingData);
+ m_OutgoingData.ReadAll(a_Data);
+ m_OutgoingData.CommitRead();
+ a_Data.append(m_OutgoingDataOverflow);
+ m_OutgoingDataOverflow.clear();
+ }
+
+ // Disconnect player after all packets have been sent
+ if (m_bKicking && a_Data.empty())
+ {
+ Destroy();
+ }
+}
+
+
+
+
+
+void cClientHandle::SocketClosed(void)
+{
+ // The socket has been closed for any reason
+
+ // TODO
+ /*
+ self->Destroy();
+ LOG("Client \"%s\" disconnected", GetLogName().c_str());
+ */
+}
+
+
+
+
+
+