#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 "cWindow.h"
#include "cCraftingWindow.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 "cBlockToPickup.h"
#include "cMonster.h"
#include "cChatColor.h"
#include "cSocket.h"
#include "cTimer.h"
#include "items/Item.h"
#include "blocks/Block.h"
#include "cTracer.h"
#include "Vector3f.h"
#include "Vector3d.h"
#include "cSleep.h"
#include "cRoot.h"
#include "cBlockingTCPLink.h"
#include "cAuthenticator.h"
#include "MersenneTwister.h"
#include "packets/cPacket_13.h"
#include "packets/cPacket_ArmAnim.h"
#include "packets/cPacket_BlockAction.h"
#include "packets/cPacket_BlockChange.h"
#include "packets/cPacket_BlockDig.h"
#include "packets/cPacket_BlockPlace.h"
#include "packets/cPacket_Chat.h"
#include "packets/cPacket_CreativeInventoryAction.h"
#include "packets/cPacket_DestroyEntity.h"
#include "packets/cPacket_Disconnect.h"
#include "packets/cPacket_EntityEquipment.h"
#include "packets/cPacket_EntityLook.h"
#include "packets/cPacket_EntityStatus.h"
#include "packets/cPacket_Flying.h"
#include "packets/cPacket_Handshake.h"
#include "packets/cPacket_InventoryProgressBar.h"
#include "packets/cPacket_InventorySlot.h"
#include "packets/cPacket_ItemSwitch.h"
#include "packets/cPacket_KeepAlive.h"
#include "packets/cPacket_Login.h"
#include "packets/cPacket_MapChunk.h"
#include "packets/cPacket_Metadata.h"
#include "packets/cPacket_MultiBlock.h"
#include "packets/cPacket_NamedEntitySpawn.h"
#include "packets/cPacket_NewInvalidState.h"
#include "packets/cPacket_PickupSpawn.h"
#include "packets/cPacket_Ping.h"
#include "packets/cPacket_Player.h"
#include "packets/cPacket_PreChunk.h"
#include "packets/cPacket_RelativeEntityMove.h"
#include "packets/cPacket_RelativeEntityMoveLook.h"
#include "packets/cPacket_Respawn.h"
#include "packets/cPacket_SpawnMob.h"
#include "packets/cPacket_TeleportEntity.h"
#include "packets/cPacket_TimeUpdate.h"
#include "packets/cPacket_UpdateHealth.h"
#include "packets/cPacket_UpdateSign.h"
#include "packets/cPacket_UseEntity.h"
#include "packets/cPacket_WholeInventory.h"
#include "packets/cPacket_WindowClick.h"
#include "packets/cPacket_WindowClose.h"
#include "packets/cPacket_WindowOpen.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_ProtocolVersion(MCS_PROTOCOL_VERSION)
, m_ReceivedData(64 KiB)
, m_Socket(a_Socket)
, m_bDestroyed(false)
, m_Player(NULL)
, m_bKicking(false)
, m_TimeLastPacket(cWorld::GetTime())
, m_bKeepThreadGoing(true)
, m_Ping(1000)
, m_State(csConnected)
, m_LastStreamedChunkX(0x7fffffff) // bogus chunk coords to force streaming upon login
, m_LastStreamedChunkZ(0x7fffffff)
, m_UniqueID(0)
{
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();
// All the packets that can be received from the client
for (int i = 0; i < ARRAYCOUNT(m_PacketMap); ++i)
{
m_PacketMap[i] = NULL;
}
m_PacketMap[E_KEEP_ALIVE] = new cPacket_KeepAlive;
m_PacketMap[E_HANDSHAKE] = new cPacket_Handshake;
m_PacketMap[E_LOGIN] = new cPacket_Login;
m_PacketMap[E_PLAYERPOS] = new cPacket_PlayerPosition;
m_PacketMap[E_PLAYERLOOK] = new cPacket_PlayerLook;
m_PacketMap[E_PLAYERMOVELOOK] = new cPacket_PlayerMoveLook;
m_PacketMap[E_PLAYER_ABILITIES] = new cPacket_PlayerAbilities;
m_PacketMap[E_CHAT] = new cPacket_Chat;
m_PacketMap[E_ANIMATION] = new cPacket_ArmAnim;
m_PacketMap[E_FLYING] = new cPacket_Flying;
m_PacketMap[E_BLOCK_DIG] = new cPacket_BlockDig;
m_PacketMap[E_BLOCK_PLACE] = new cPacket_BlockPlace;
m_PacketMap[E_DISCONNECT] = new cPacket_Disconnect;
m_PacketMap[E_ITEM_SWITCH] = new cPacket_ItemSwitch;
m_PacketMap[E_ENTITY_EQUIPMENT] = new cPacket_EntityEquipment;
m_PacketMap[E_CREATIVE_INVENTORY_ACTION] = new cPacket_CreativeInventoryAction;
m_PacketMap[E_NEW_INVALID_STATE] = new cPacket_NewInvalidState;
m_PacketMap[E_PICKUP_SPAWN] = new cPacket_PickupSpawn;
m_PacketMap[E_USE_ENTITY] = new cPacket_UseEntity;
m_PacketMap[E_WINDOW_CLOSE] = new cPacket_WindowClose;
m_PacketMap[E_WINDOW_CLICK] = new cPacket_WindowClick;
m_PacketMap[E_PACKET_13] = new cPacket_13;
m_PacketMap[E_UPDATE_SIGN] = new cPacket_UpdateSign;
m_PacketMap[E_RESPAWN] = new cPacket_Respawn;
m_PacketMap[E_PING] = new cPacket_Ping;
LOG("New ClientHandle created at %p", this);
}
cClientHandle::~cClientHandle()
{
LOG("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:
AString NameColor = (m_Player ? m_Player->GetColor() : "");
cPacket_PlayerListItem PlayerList(NameColor + GetUsername(), false, (short)9999);
World->Broadcast(PlayerList, this);
// Send the Chat packet:
cPacket_Chat Left(m_Username + " left the game!");
World->Broadcast(Left, this);
}
if (World != NULL)
{
World->RemovePlayer(m_Player);
}
}
if (m_Socket.IsValid())
{
if(!m_bKicking)
{
cPacket_Disconnect Disconnect;
Disconnect.m_Reason = "Server shut down? Kthnxbai";
m_Socket.Send(&Disconnect);
}
}
if (m_Player != NULL)
{
m_Player->Destroy();
m_Player = NULL;
}
for (int i = 0; i < ARRAYCOUNT(m_PacketMap); i++)
{
delete m_PacketMap[i];
}
// Queue all remaining outgoing packets to cSocketThreads:
{
cCSLock Lock(m_CSPackets);
for (PacketList::iterator itr = m_PendingNrmSendPackets.begin(); itr != m_PendingNrmSendPackets.end(); ++itr)
{
AString Data;
(*itr)->Serialize(Data);
cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data);
delete *itr;
}
m_PendingNrmSendPackets.clear();
for (PacketList::iterator itr = m_PendingLowSendPackets.begin(); itr != m_PendingLowSendPackets.end(); ++itr)
{
AString Data;
(*itr)->Serialize(Data);
cRoot::Get()->GetServer()->WriteToClient(&m_Socket, Data);
delete *itr;
}
m_PendingLowSendPackets.clear();
}
// 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);
LOG("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());
}
Send(cPacket_Disconnect(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);
// Return a server login packet
cPacket_Login LoginResponse;
LoginResponse.m_ProtocolVersion = m_Player->GetUniqueID();
//LoginResponse.m_Username = "";
LoginResponse.m_ServerMode = m_Player->GetGameMode(); // set gamemode from player.
LoginResponse.m_Dimension = 0;
LoginResponse.m_MaxPlayers = (unsigned char)cRoot::Get()->GetDefaultWorld()->GetMaxPlayers();
LoginResponse.m_Difficulty = 2;
Send(LoginResponse);
// Send Weather if raining:
if ((World->GetWeather() == 1) || (World->GetWeather() == 2))
{
cPacket_NewInvalidState RainPacket;
RainPacket.m_Reason = 1; //begin rain
Send(RainPacket);
}
// Send time
Send(cPacket_TimeUpdate(World->GetWorldTime()));
// Send inventory
m_Player->GetInventory().SendWholeInventory(this);
// Send health
m_Player->SendHealth();
m_Player->Initialize(World);
StreamChunks();
m_State = csDownloadingWorld;
}
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);
Send(cPacket_PreChunk(itr->m_ChunkX, itr->m_ChunkZ, false));
} // 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::HandlePacket(cPacket * a_Packet)
{
// TODO: _X: This function will get out-sourced into a separate cProtocol class
// and the switch statements will be split into virtual functions of that class
// Therefore I keep this function huge and untidy for the time being
// ( http://forum.mc-server.org/showthread.php?tid=524 )
// LOGD("Recv packet %02x", a_Packet->m_PacketID);
m_TimeLastPacket = cWorld::GetTime();
// LOG("Recv packet 0x%02x from client \"%s\" (\"%s\")", a_Packet->m_PacketID, m_Socket.GetIPString().c_str(), m_Username.c_str());
if (m_bKicking)
{
return;
}
switch (m_State)
{
case csConnected:
{
switch (a_Packet->m_PacketID)
{
case E_NEW_INVALID_STATE: // New/Invalid State packet received. I'm guessing the client only sends it when there's a problem with the bed?
{
LOGINFO("Got New Invalid State packet");
break;
}
case E_PING: HandlePing (); break;
case E_HANDSHAKE:
{
cPacket_Handshake * Handshake = reinterpret_cast<cPacket_Handshake *>(a_Packet);
HandleHandshake(Handshake->m_Username);
break;
}
case E_LOGIN:
{
cPacket_Login * Login = reinterpret_cast<cPacket_Login *>(a_Packet);
HandleLogin(Login->m_ProtocolVersion, Login->m_Username);
break;
}
// Ignored packets:
case E_PLAYERLOOK:
case E_CHAT:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS:
case E_KEEP_ALIVE: break;
default: HandleUnexpectedPacket(a_Packet->m_PacketID); break;
} // switch (PacketType)
break;
} // case csConnected
case csAuthenticating:
{
// Waiting for external authentication, no packets are handled
switch (a_Packet->m_PacketID)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS: break;
default: HandleUnexpectedPacket(a_Packet->m_PacketID); break;
}
break;
}
case csDownloadingWorld:
{
// Waiting for chunks to stream to client, no packets are handled
switch (a_Packet->m_PacketID)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERMOVELOOK:
case E_PLAYERPOS: break;
default: HandleUnexpectedPacket(a_Packet->m_PacketID); break;
}
break;
}
case csConfirmingPos:
{
switch (a_Packet->m_PacketID)
{
// Ignored packets:
case E_KEEP_ALIVE:
case E_CHAT:
case E_FLYING:
case E_PLAYERLOOK:
case E_PLAYERPOS: break;
case E_PLAYERMOVELOOK:
{
cPacket_PlayerMoveLook * MoveLook = reinterpret_cast<cPacket_PlayerMoveLook *>(a_Packet);
HandleMoveLookConfirm(MoveLook->m_PosX, MoveLook->m_PosY, MoveLook->m_PosZ);
break;
}
default:
{
HandleUnexpectedPacket(a_Packet->m_PacketID);
break;
}
} // switch (PacketType)
break;
} // case csConfirmingPos
case csPlaying:
{
switch (a_Packet->m_PacketID)
{
case E_CREATIVE_INVENTORY_ACTION:
{
cPacket_CreativeInventoryAction * cia = reinterpret_cast<cPacket_CreativeInventoryAction *>(a_Packet);
HandleCreativeInventory(cia->m_SlotNum, cia->m_ClickedItem);
break;
}
case E_PLAYERPOS:
{
cPacket_PlayerPosition * pp = reinterpret_cast<cPacket_PlayerPosition *>(a_Packet);
HandlePlayerPos(pp->m_PosX, pp->m_PosY, pp->m_PosZ, pp->m_Stance, pp->m_IsOnGround);
break;
}
case E_BLOCK_DIG:
{
cPacket_BlockDig * bd = reinterpret_cast<cPacket_BlockDig *>(a_Packet);
HandleBlockDig(bd->m_PosX, bd->m_PosY, bd->m_PosZ, bd->m_Direction, bd->m_Status);
break;
}
case E_BLOCK_PLACE:
{
cPacket_BlockPlace * bp = reinterpret_cast<cPacket_BlockPlace *>(a_Packet);
HandleBlockPlace(bp->m_PosX, bp->m_PosY, bp->m_PosZ, bp->m_Direction, bp->m_HeldItem);
break;
}
case E_CHAT:
{
cPacket_Chat * ch = reinterpret_cast<cPacket_Chat *>(a_Packet);
HandleChat(ch->m_Message);
break;
}
case E_PLAYERLOOK:
{
cPacket_PlayerLook * pl = reinterpret_cast<cPacket_PlayerLook *>(a_Packet);
HandlePlayerLook(pl->m_Rotation, pl->m_Pitch, pl->m_IsOnGround);
break;
}
case E_PLAYERMOVELOOK:
{
cPacket_PlayerMoveLook * pml = reinterpret_cast<cPacket_PlayerMoveLook *>(a_Packet);
HandlePlayerMoveLook(pml->m_PosX, pml->m_PosY, pml->m_PosZ, pml->m_Stance, pml->m_Rotation, pml->m_Pitch, pml->m_IsOnGround);
break;
}
case E_ANIMATION:
{
cPacket_ArmAnim * aa = reinterpret_cast<cPacket_ArmAnim *>(a_Packet);
HandleAnimation(aa->m_Animation);
break;
}
case E_SLOT_SELECTED:
{
cPacket_ItemSwitch * isw = reinterpret_cast<cPacket_ItemSwitch *>(a_Packet);
HandleSlotSelected(isw->m_SlotNum);
break;
}
case E_WINDOW_CLOSE:
{
cPacket_WindowClose * wc = reinterpret_cast<cPacket_WindowClose *>(a_Packet);
HandleWindowClose(wc->m_WindowID);
break;
}
case E_WINDOW_CLICK:
{
cPacket_WindowClick * wc = reinterpret_cast<cPacket_WindowClick *>(a_Packet);
HandleWindowClick(wc->m_WindowID, wc->m_SlotNum, wc->m_IsRightClick, wc->m_IsShiftPressed, wc->m_HeldItem);
break;
}
case E_UPDATE_SIGN:
{
cPacket_UpdateSign * us = reinterpret_cast<cPacket_UpdateSign *>(a_Packet);
HandleUpdateSign(us->m_BlockX, us->m_BlockY, us->m_BlockZ, us->m_Line1, us->m_Line2, us->m_Line3, us->m_Line4);
break;
}
case E_USE_ENTITY:
{
cPacket_UseEntity * ue = reinterpret_cast<cPacket_UseEntity *>(a_Packet);
HandleUseEntity(ue->m_TargetEntityID, ue->m_IsLeftClick);
break;
}
case E_RESPAWN:
{
HandleRespawn();
break;
}
case E_DISCONNECT:
{
cPacket_Disconnect * dc = reinterpret_cast<cPacket_Disconnect *>(a_Packet);
HandleDisconnect(dc->m_Reason);
break;
}
case E_KEEP_ALIVE:
{
cPacket_KeepAlive * ka = reinterpret_cast<cPacket_KeepAlive *>(a_Packet);
HandleKeepAlive(ka->m_KeepAliveID);
break;
}
} // switch (Packet type)
break;
} // case csPlaying
} // switch (m_State)
}
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());
}
void cClientHandle::HandleHandshake(const AString & a_Username)
{
AStringVector UserData = StringSplit(a_Username, ";"); // "FakeTruth;localhost:25565"
if (UserData.empty())
{
Kick("Did not receive username");
return;
}
m_Username = UserData[0];
LOGD("HANDSHAKE %s", m_Username.c_str());
if (cRoot::Get()->GetDefaultWorld()->GetNumPlayers() >= cRoot::Get()->GetDefaultWorld()->GetMaxPlayers())
{
Kick("The server is currently full :(-- Try again later");
return;
}
cPacket_Chat Connecting(m_Username + " is connecting.");
cRoot::Get()->GetServer()->Broadcast(Connecting, this);
SendHandshake(cRoot::Get()->GetServer()->GetServerID());
LOG("User \"%s\" was sent a handshake", m_Username.c_str());
}
void cClientHandle::HandleLogin(int a_ProtocolVersion, const AString & a_Username)
{
LOGD("LOGIN %s", a_Username.c_str());
if (a_ProtocolVersion < m_ProtocolVersion)
{
Kick("Your client is outdated!");
return;
}
else if (a_ProtocolVersion > m_ProtocolVersion)
{
Kick("Your client version is higher than the server!");
return;
}
if (m_Username.compare(a_Username) != 0)
{
LOGWARNING("Login Username (\"%s\") does not match Handshake username (\"%s\") for client @ \"%s\")",
a_Username.c_str(),
m_Username.c_str(),
m_Socket.GetIPString().c_str()
);
Kick("Hacked client"); // Don't tell them why we don't want them
return;
}
if (cRoot::Get()->GetPluginManager()->CallHookLogin(this, a_ProtocolVersion, a_Username))
{
Destroy();
return;
}
// Schedule for authentication; until then, let them wait (but do not block)
m_State = csAuthenticating;
cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), cRoot::Get()->GetServer()->GetServerID());
}
void cClientHandle::HandleUnexpectedPacket(int a_PacketType)
{
LOGWARNING(
"Invalid packet in state %d: 0x%02x from client \"%s\", username \"%s\"",
m_State,
a_PacketType,
m_Socket.GetIPString().c_str(),
m_Username.c_str()
);
Kick("Hacked client"); // Don't tell them why we don't like them
}
void cClientHandle::HandleMoveLookConfirm(double a_PosX, double a_PosY, double a_PosZ)
{
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)
{
// Test
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(), Dist);
m_ConfirmPosition = m_Player->GetPosition();
SendPlayerMoveLook();
}
}
void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem)
{
// This is for creative Inventory changes
if (m_Player->GetGameMode() == 1)
{
m_Player->GetInventory().Clicked(a_SlotNum, false, false, a_HeldItem);
}
else
{
LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str());
}
}
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;
unsigned char 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)
{
if (!CheckBlockInteractionsRate())
{
return;
}
cItem & Equipped = m_Player->GetInventory().GetEquippedItem();
if ((Equipped.m_ItemType != a_HeldItem.m_ItemType)) // Not valid
{
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, a_HeldItem))
{
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;
}
int 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);
}
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;
}
*/
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();
}
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)
{
if (a_WindowID == 0)
{
m_Player->GetInventory().Clicked(a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_HeldItem);
return;
}
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);
}
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::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
{
cPacket_Disconnect DC("Nooooo!! You timed out! D: Come back!");
m_Socket.Send(&DC);
// TODO: Cannot sleep in the tick thread!
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
}
cTimer t1;
// Send ping packet
if (m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())
{
m_PingID++;
cPacket_KeepAlive Ping(m_PingID);
m_PingStartTime = t1.GetNowTime();
Send(Ping);
m_LastPingTime = m_PingStartTime;
}
}
void cClientHandle::Send(const cPacket & a_Packet, ENUM_PRIORITY a_Priority /* = E_PRIORITY_NORMAL */)
{
if (m_bKicking) return; // Don't add more packets if player is getting kicked anyway
// If it is the packet spawning myself for myself, drop it silently:
if (a_Packet.m_PacketID == E_NAMED_ENTITY_SPAWN)
{
if (((cPacket_NamedEntitySpawn &)a_Packet).m_UniqueID == m_Player->GetUniqueID())
{
return;
}
}
// Filter out packets that don't belong to a csDownloadingWorld state:
if (m_State == csDownloadingWorld)
{
switch (a_Packet.m_PacketID)
{
case E_PLAYERMOVELOOK:
case E_KEEP_ALIVE:
case E_PRE_CHUNK:
case E_MAP_CHUNK:
{
// Allow
break;
}
default: return;
}
}
// Filter out map chunks that the client doesn't want anymore:
if (a_Packet.m_PacketID == E_MAP_CHUNK)
{
// Check chunks being sent, erase them from m_ChunksToSend:
int ChunkX = ((cPacket_MapChunk &)a_Packet).m_PosX;
int ChunkZ = ((cPacket_MapChunk &)a_Packet).m_PosZ;
bool Found = false;
cCSLock Lock(m_CSChunkLists);
for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr)
{
if ((itr->m_ChunkX == ChunkX) && (itr->m_ChunkZ == ChunkZ))
{
m_ChunksToSend.erase(itr);
CheckIfWorldDownloaded();
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;
}
}
// Filter out pre chunks that the client doesn't want anymore:
if ((a_Packet.m_PacketID == E_PRE_CHUNK) && ((cPacket_PreChunk &)a_Packet).m_bLoad)
{
int ChunkX = ((cPacket_PreChunk &)a_Packet).m_PosX;
int ChunkZ = ((cPacket_PreChunk &)a_Packet).m_PosZ;
bool Found = false;
cCSLock Lock(m_CSChunkLists);
for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr)
{
if ((itr->m_ChunkX == ChunkX) && (itr->m_ChunkZ == ChunkZ))
{
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 PREchunk [%d, %d] to client \"%s\" at [%d, %d].", ChunkX, ChunkZ, m_Username.c_str(), m_Player->GetChunkX(), m_Player->GetChunkZ());
return;
}
}
// Optimize away multiple queued RelativeEntityMoveLook packets:
static int NumRelEntMoveLookTotal = 0;
static int NumRelEntMoveLookRemoved = 0;
cCSLock Lock(m_CSPackets);
if (a_Priority == E_PRIORITY_NORMAL)
{
if (a_Packet.m_PacketID == E_REL_ENT_MOVE_LOOK)
{
NumRelEntMoveLookTotal++;
PacketList & Packets = m_PendingNrmSendPackets;
const cPacket_RelativeEntityMoveLook & ThisPacketData = reinterpret_cast< const cPacket_RelativeEntityMoveLook &>(a_Packet);
for (PacketList::iterator itr = Packets.begin(); itr != Packets.end(); ++itr)
{
bool bBreak = false;
switch ((*itr)->m_PacketID)
{
case E_REL_ENT_MOVE_LOOK:
{
cPacket_RelativeEntityMoveLook * PacketData = reinterpret_cast< cPacket_RelativeEntityMoveLook *>(*itr);
if (ThisPacketData.m_UniqueID == PacketData->m_UniqueID)
{
Packets.erase(itr);
bBreak = true;
delete PacketData;
NumRelEntMoveLookRemoved++;
break;
}
break;
} // case E_REL_END_MOVE_LOOK
} // switch (*itr -> Packet type)
if (bBreak)
{
break;
}
} // for itr - Packets[]
if ((NumRelEntMoveLookTotal % 1000) == 10) // print out a debug statistics every 1000 packets sent
{
LOGD("RelEntMoveLook optimization: removed %d out of %d packets, saved %d bytes (%d KiB) of bandwidth",
NumRelEntMoveLookRemoved, NumRelEntMoveLookTotal,
NumRelEntMoveLookRemoved * sizeof(cPacket_RelativeEntityMoveLook),
NumRelEntMoveLookRemoved * sizeof(cPacket_RelativeEntityMoveLook) / 1024
);
}
} // if (E_REL_ENT_MOVE_LOOK
m_PendingNrmSendPackets.push_back(a_Packet.Clone());
}
else if (a_Priority == E_PRIORITY_LOW)
{
m_PendingLowSendPackets.push_back(a_Packet.Clone());
}
Lock.Unlock();
// Notify SocketThreads that we have something to write:
cRoot::Get()->GetServer()->NotifyClientWrite(this);
}
void cClientHandle::SendDisconnect(const AString & a_Reason)
{
cPacket_Disconnect DC(a_Reason);
m_Socket.Send(&DC); // Send it immediately to the socket, bypassing any packet buffers
}
void cClientHandle::SendHandshake(const AString & a_ServerName)
{
cPacket_Handshake Handshake;
Handshake.m_Username = a_ServerName;
Send(Handshake);
}
void cClientHandle::SendInventorySlot(int a_WindowID, short a_SlotNum, const cItem & a_Item)
{
cPacket_InventorySlot Packet;
Packet.m_WindowID = (char)a_WindowID;
Packet.m_SlotNum = a_SlotNum;
Packet.m_ItemID = (short)(a_Item.m_ItemID);
Packet.m_ItemCount = a_Item.m_ItemCount;
Packet.m_ItemUses = a_Item.m_ItemHealth;
Send(Packet);
}
void cClientHandle::SendChat(const AString & a_Message)
{
cPacket_Chat Chat(a_Message);
Send(Chat);
}
void cClientHandle::SendPlayerAnimation(const cPlayer & a_Player, char a_Animation)
{
cPacket_ArmAnim Anim;
Anim.m_EntityID = a_Player.GetUniqueID();
Anim.m_Animation = a_Animation;
Send(Anim);
}
void cClientHandle::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item)
{
cPacket_EntityEquipment ee;
ee.m_UniqueID = a_Entity.GetUniqueID();
ee.m_SlotNum = a_SlotNum;
ee.m_ItemType = a_Item.m_ItemType;
ee.m_ItemDamage = a_Item.m_ItemDamage;
Send(ee);
}
void cClientHandle::SendWindowOpen(char a_WindowID, char a_WindowType, const AString & a_WindowTitle, char a_NumSlots)
{
cPacket_WindowOpen WindowOpen;
WindowOpen.m_WindowID = a_WindowID;
WindowOpen.m_InventoryType = a_WindowType;
WindowOpen.m_WindowTitle = a_WindowTitle;
WindowOpen.m_NumSlots = a_NumSlots;
Send(WindowOpen);
}
void cClientHandle::SendWindowClose(char a_WindowID)
{
cPacket_WindowClose wc;
wc.m_WindowID = a_WindowID;
Send(wc);
}
void cClientHandle::SendWholeInventory(const cInventory & a_Inventory)
{
cPacket_WholeInventory wi(a_Inventory);
Send(wi);
}
void cClientHandle::SendWholeInventory(const cWindow & a_Window)
{
cPacket_WholeInventory wi(a_Window);
Send(wi);
}
void cClientHandle::SendTeleportEntity(const cEntity & a_Entity)
{
cPacket_TeleportEntity te(a_Entity);
Send(te);
}
void cClientHandle::SendPlayerListItem(const cPlayer & a_Player)
{
cPacket_PlayerListItem pli(a_Player.GetColor() + a_Player.GetName(), true, a_Player.GetClientHandle()->GetPing());
Send(pli);
}
void cClientHandle::SendPlayerPosition(void)
{
cPacket_PlayerPosition pp(m_Player);
Send(pp);
}
void cClientHandle::SendRelEntMoveLook(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
cPacket_RelativeEntityMoveLook reml;
reml.m_UniqueID = a_Entity.GetUniqueID();
reml.m_MoveX = a_RelX;
reml.m_MoveY = a_RelY;
reml.m_MoveZ = a_RelZ;
reml.m_Yaw = (char)((a_Entity.GetRotation() / 360.f) * 256);
reml.m_Pitch = (char)((a_Entity.GetPitch() / 360.f) * 256);
Send(reml);
}
void cClientHandle::SendRelEntMove(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
cPacket_RelativeEntityMove rem;
rem.m_UniqueID = a_Entity.GetUniqueID();
rem.m_MoveX = a_RelX;
rem.m_MoveY = a_RelY;
rem.m_MoveZ = a_RelZ;
Send(rem);
}
void cClientHandle::SendEntLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
cPacket_EntityLook el;
el.m_UniqueID = a_Entity.GetUniqueID();
el.m_Rotation = (char)((a_Entity.GetRotation() / 360.f) * 256);
el.m_Pitch = (char)((a_Entity.GetPitch() / 360.f) * 256);
Send(el);
}
void cClientHandle::SendEntHeadLook(const cEntity & a_Entity)
{
ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self
cPacket_EntityHeadLook ehl(a_Entity);
Send(ehl);
}
void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2)
{
cPacket_BlockAction ba;
ba.m_BlockX = a_BlockX;
ba.m_BlockY = (short)a_BlockY;
ba.m_BlockZ = a_BlockZ;
ba.m_Byte1 = a_Byte1;
ba.m_Byte2 = a_Byte2;
Send(ba);
}
void cClientHandle::SendHealth(void)
{
cPacket_UpdateHealth Health;
Health.m_Health = m_Player->GetHealth();
Health.m_Food = m_Player->GetFoodLevel();
Health.m_Saturation = m_Player->GetFoodSaturationLevel();
Send(Health);
}
void cClientHandle::SendRespawn(void)
{
cPacket_Respawn Packet;
Packet.m_CreativeMode = (char)m_Player->GetGameMode(); // Set GameMode packet based on Player's GameMode;
Send(Packet);
}
void cClientHandle::SendGameMode(char a_GameMode)
{
cPacket_NewInvalidState nis;
nis.m_Reason = 3;
nis.m_GameMode = a_GameMode;
Send(nis);
}
void cClientHandle::SendDestroyEntity(const cEntity & a_Entity)
{
cPacket_DestroyEntity de;
de.m_UniqueID = a_Entity.GetUniqueID();
Send(de);
}
void cClientHandle::SendPlayerMoveLook(void)
{
cPacket_PlayerMoveLook pml(*m_Player);
/*
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
);
*/
Send(pml);
}
void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status)
{
cPacket_EntityStatus es;
es.m_Status = a_Status;
es.m_UniqueID = a_Entity.GetUniqueID();
Send(es);
}
void cClientHandle::SendMetadata(const cPawn & a_Pawn)
{
cPacket_Metadata md(a_Pawn.GetMetaData(), a_Pawn.GetUniqueID());
Send(md);
}
void cClientHandle::SendInventoryProgress(char a_WindowID, short a_ProgressBar, short a_Value)
{
cPacket_InventoryProgressBar Progress;
Progress.m_WindowID = a_WindowID;
Progress.m_ProgressBar = a_ProgressBar;
Progress.m_Value = a_Value;
Progress.m_WindowID = a_WindowID;
Send(Progress);
}
void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player)
{
cPacket_NamedEntitySpawn SpawnPacket;
SpawnPacket.m_UniqueID = a_Player.GetUniqueID();
SpawnPacket.m_PlayerName = a_Player.GetName();
SpawnPacket.m_PosX = (int)(a_Player.GetPosX() * 32);
SpawnPacket.m_PosY = (int)(a_Player.GetPosY() * 32);
SpawnPacket.m_PosZ = (int)(a_Player.GetPosZ() * 32);
SpawnPacket.m_Rotation = (char)((a_Player.GetRot().x / 360.f) * 256);
SpawnPacket.m_Pitch = (char)((a_Player.GetRot().y / 360.f) * 256);
const cItem & HeldItem = a_Player.GetEquippedItem();
SpawnPacket.m_CurrentItem = HeldItem.IsEmpty() ? 0 : HeldItem.m_ItemType; // Unlike -1 in inventory, the named entity packet uses 0 for "empty"
Send(SpawnPacket);
}
void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup)
{
cPacket_PickupSpawn PickupSpawn;
PickupSpawn.m_UniqueID = a_Pickup.GetUniqueID();
PickupSpawn.m_ItemType = a_Pickup.GetItem()->m_ItemType;
PickupSpawn.m_ItemCount = a_Pickup.GetItem()->m_ItemCount;
PickupSpawn.m_ItemDamage = a_Pickup.GetItem()->m_ItemHealth;
PickupSpawn.m_PosX = (int) (a_Pickup.GetPosX() * 32);
PickupSpawn.m_PosY = (int) (a_Pickup.GetPosY() * 32);
PickupSpawn.m_PosZ = (int) (a_Pickup.GetPosZ() * 32);
PickupSpawn.m_Rotation = (char)(a_Pickup.GetSpeed().x * 8);
PickupSpawn.m_Pitch = (char)(a_Pickup.GetSpeed().y * 8);
PickupSpawn.m_Roll = (char)(a_Pickup.GetSpeed().z * 8);
Send(PickupSpawn);
}
void cClientHandle::SendSpawnMob(const cMonster & a_Mob)
{
cPacket_SpawnMob Spawn;
Spawn.m_UniqueID = a_Mob.GetUniqueID();
Spawn.m_Type = a_Mob.GetMobType();
Spawn.m_Pos = ((Vector3i)(a_Mob.GetPosition())) * 32;
Spawn.m_Yaw = 0;
Spawn.m_Pitch = 0;
Spawn.m_MetaDataSize = 1;
Spawn.m_MetaData = new char[Spawn.m_MetaDataSize];
Spawn.m_MetaData[0] = 0x7f; // not on fire/crouching/riding
Send(Spawn);
}
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
)
{
cPacket_UpdateSign us;
us.m_BlockX = a_BlockX;
us.m_BlockY = a_BlockY;
us.m_BlockZ = a_BlockZ;
us.m_Line1 = a_Line1;
us.m_Line2 = a_Line2;
us.m_Line3 = a_Line3;
us.m_Line4 = a_Line4;
Send(us);
}
void cClientHandle::CheckIfWorldDownloaded(void)
{
if (m_State != csDownloadingWorld)
{
return;
}
cCSLock Lock(m_CSChunkLists);
if (m_ChunksToSend.empty())
{
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~
cPacket_Chat Joined(m_Username + " joined the game!");
cRoot::Get()->GetServer()->Broadcast(Joined, this);
}
m_ConfirmPosition = m_Player->GetPosition();
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::DataReceived(const char * a_Data, int a_Size)
{
// Data is received from the client
if (!m_ReceivedData.Write(a_Data, a_Size))
{
// 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();
return;
}
// Parse and handle all complete packets in m_ReceivedData:
while (m_ReceivedData.CanReadBytes(1))
{
unsigned char PacketType;
m_ReceivedData.ReadByte(PacketType);
cPacket* pPacket = m_PacketMap[PacketType];
if (pPacket == NULL)
{
LOGERROR("Unknown packet type 0x%02x from client \"%s\" @ %s", PacketType, m_Username.c_str(), m_Socket.GetIPString().c_str());
AString Reason;
Printf(Reason, "[C->S] Unknown PacketID: 0x%02x", PacketType);
SendDisconnect(Reason);
// TODO: QueueDestroy();
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
return;
}
int NumBytes = pPacket->Parse(m_ReceivedData);
if (NumBytes == PACKET_ERROR)
{
LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", PacketType, m_Username.c_str());
SendDisconnect("Protocol error");
// TODO: QueueDestroy();
cSleep::MilliSleep(1000); // Give packet some time to be received
Destroy();
return;
}
else if (NumBytes == PACKET_INCOMPLETE)
{
// Not a complete packet
m_ReceivedData.ResetRead();
break;
}
else
{
// Packet parsed successfully, add it to internal queue:
HandlePacket(pPacket);
// Erase the packet from the buffer:
m_ReceivedData.CommitRead();
}
} // while (!Received.CanReadBytes(1))
}
void cClientHandle::GetOutgoingData(AString & a_Data)
{
// Data can be sent to client
cCSLock Lock(m_CSPackets);
if (m_PendingNrmSendPackets.size() + m_PendingLowSendPackets.size() > MAX_OUTGOING_PACKETS)
{
LOGERROR("ERROR: Too many packets in queue for player %s !!", m_Username.c_str());
cPacket_Disconnect DC("Too many packets in queue.");
m_Socket.Send(DC);
// DEBUG: Dump all outstanding packets' types to the log:
int Idx = 0;
int ChunkX = m_Player->GetChunkX();
int ChunkZ = m_Player->GetChunkZ();
for (PacketList::const_iterator itr = m_PendingNrmSendPackets.begin(); itr != m_PendingNrmSendPackets.end(); ++itr)
{
switch ((*itr)->m_PacketID)
{
case E_MAP_CHUNK:
{
int x = ((cPacket_MapChunk *)(*itr))->m_PosX;
int z = ((cPacket_MapChunk *)(*itr))->m_PosZ;
bool IsWanted = (abs(x - ChunkX) <= m_ViewDistance) && (abs(z - ChunkZ) <= m_ViewDistance);
LOG("Packet %4d: type %2x (MapChunk: %d, %d, %s)",
Idx++, (*itr)->m_PacketID,
x, z,
IsWanted ? "wanted" : "unwanted"
);
break;
}
case E_PRE_CHUNK:
{
int x = ((cPacket_PreChunk *)(*itr))->m_PosX;
int z = ((cPacket_PreChunk *)(*itr))->m_PosZ;
bool IsWanted = (abs(x - ChunkX) <= m_ViewDistance) && (abs(z - ChunkZ) <= m_ViewDistance);
bool Loading = ((cPacket_PreChunk *)(*itr))->m_bLoad;
LOG("Packet %4d: type %2x (PreChunk: %d, %d, %s, %s)",
Idx++, (*itr)->m_PacketID,
x, z,
Loading ? "loading" : "unloading",
IsWanted ? "wanted" : "unwanted"
);
break;
}
case E_BLOCK_CHANGE:
{
int x = ((cPacket_BlockChange *)(*itr))->m_PosX;
int z = ((cPacket_BlockChange *)(*itr))->m_PosZ;
char ToBlock = ((cPacket_BlockChange *)(*itr))->m_BlockType;
int y, cx, cz;
cChunkDef::AbsoluteToRelative(x, y, z, cx, cz);
bool IsWanted = (abs(cx - ChunkX) <= m_ViewDistance) && (abs(cz - ChunkZ) <= m_ViewDistance);
LOG("Packet %4d: type %2x (BlockChange: [%d, %d], %s chunk; to block %d)",
Idx++, (*itr)->m_PacketID,
cx, cz,
IsWanted ? "wanted" : "unwanted",
ToBlock
);
break;
}
case E_MULTI_BLOCK:
{
int cx = ((cPacket_MultiBlock *)(*itr))->m_ChunkX;
int cz = ((cPacket_MultiBlock *)(*itr))->m_ChunkZ;
int NumBlocks = ((cPacket_MultiBlock *)(*itr))->m_NumBlocks;
bool IsWanted = (abs(cx - ChunkX) <= m_ViewDistance) && (abs(cz - ChunkZ) <= m_ViewDistance);
LOG("Packet %4d: type %2x (MultiBlock: [%d, %d], %s chunk, %d blocks)",
Idx++, (*itr)->m_PacketID,
cx, cz,
IsWanted ? "wanted" : "unwanted",
NumBlocks
);
break;
}
default:
{
LOG("Packet %4d: type %2x", Idx++, (*itr)->m_PacketID);
break;
}
}
}
Lock.Unlock();
Destroy();
return;
}
if ((m_PendingNrmSendPackets.size() == 0) && (m_PendingLowSendPackets.size() == 0))
{
return;
}
if (m_PendingNrmSendPackets.size() > MAX_OUTGOING_PACKETS / 2)
{
LOGINFO("Suspiciously many pending packets: %i; client \"%s\", LastType: 0x%02x", m_PendingNrmSendPackets.size(), m_Username.c_str(), (*m_PendingNrmSendPackets.rbegin())->m_PacketID);
}
AString Data;
Data.reserve(1100);
// Serialize normal-priority packets up to 1000 bytes
while (!m_PendingNrmSendPackets.empty() && (Data.size() < 1000))
{
m_PendingNrmSendPackets.front()->Serialize(Data);
// LOGD("Sending packet 0x%02x", m_PendingNrmSendPackets.front()->m_PacketID);
delete m_PendingNrmSendPackets.front();
m_PendingNrmSendPackets.erase(m_PendingNrmSendPackets.begin());
}
// Serialize one low-priority packet:
if (!m_PendingLowSendPackets.empty() && Data.empty())
{
m_PendingLowSendPackets.front()->Serialize(Data);
delete m_PendingLowSendPackets.front();
m_PendingLowSendPackets.erase(m_PendingLowSendPackets.begin());
}
Lock.Unlock();
a_Data.append(Data);
// Disconnect player after all packets have been sent
if (m_bKicking && (m_PendingNrmSendPackets.size() + m_PendingLowSendPackets.size() == 0))
{
Destroy();
}
}
void cClientHandle::SocketClosed(void)
{
// The socket has been closed for any reason
// TODO
/*
self->Destroy();
LOG("Client \"%s\" disconnected", GetLogName().c_str());
*/
}