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Diffstat (limited to 'source/ClientHandle.cpp')
-rw-r--r-- | source/ClientHandle.cpp | 1651 |
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()); + */ +} + + + + + + |