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Diffstat (limited to 'src/ClientHandle.cpp')
-rw-r--r-- | src/ClientHandle.cpp | 2219 |
1 files changed, 2219 insertions, 0 deletions
diff --git a/src/ClientHandle.cpp b/src/ClientHandle.cpp new file mode 100644 index 000000000..b3e12ce77 --- /dev/null +++ b/src/ClientHandle.cpp @@ -0,0 +1,2219 @@ +#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 experience + m_Player->SendExperience(); + + // 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::SendExperience(void) +{ + m_Protocol->SendExperience(); +} + + + + + +void cClientHandle::SendExperienceOrb(const cExpOrb & a_ExpOrb) +{ + m_Protocol->SendExperienceOrb(a_ExpOrb); +} + + + + + +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(); +} + + + + + + |