From ecfe6ab65bd1fc2c7f5733fe6ef4e6ddaac44a26 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Sun, 23 Sep 2012 22:09:57 +0000 Subject: Source files cleanup: The rest of the files renamed. git-svn-id: http://mc-server.googlecode.com/svn/trunk@887 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/cClientHandle.cpp | 1651 ---------------------------------------------- 1 file changed, 1651 deletions(-) delete mode 100644 source/cClientHandle.cpp (limited to 'source/cClientHandle.cpp') diff --git a/source/cClientHandle.cpp b/source/cClientHandle.cpp deleted file mode 100644 index 2d97cfa01..000000000 --- a/source/cClientHandle.cpp +++ /dev/null @@ -1,1651 +0,0 @@ - -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -#include "cClientHandle.h" -#include "cServer.h" -#include "cWorld.h" -#include "cPickup.h" -#include "cPluginManager.h" -#include "cPlayer.h" -#include "cInventory.h" -#include "cChestEntity.h" -#include "cSignEntity.h" -#include "UI/Window.h" -#include "cItem.h" -#include "cTorch.h" -#include "cDoors.h" -#include "cLadder.h" -#include "cVine.h" -#include "cSign.h" -#include "cRedstone.h" -#include "cPiston.h" -#include "Mobs/Monster.h" -#include "cChatColor.h" -#include "OSSupport/Socket.h" -#include "OSSupport/Timer.h" -#include "items/Item.h" -#include "blocks/Block.h" - -#include "cTracer.h" -#include "Vector3f.h" -#include "Vector3d.h" - -#include "cRoot.h" - -#include "cAuthenticator.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(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()); - */ -} - - - - - - -- cgit v1.2.3