#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "ClientHandle.h" #include "Server.h" #include "World.h" #include "Entities/Pickup.h" #include "Bindings/PluginManager.h" #include "Entities/Player.h" #include "Inventory.h" #include "BlockEntities/BeaconEntity.h" #include "BlockEntities/ChestEntity.h" #include "BlockEntities/CommandBlockEntity.h" #include "BlockEntities/SignEntity.h" #include "UI/Window.h" #include "Item.h" #include "Mobs/Monster.h" #include "ChatColor.h" #include "OSSupport/Socket.h" #include "OSSupport/Timer.h" #include "Items/ItemHandler.h" #include "Blocks/BlockHandler.h" #include "Blocks/BlockSlab.h" #include "Blocks/ChunkInterface.h" #include "Root.h" #include "Protocol/Authenticator.h" #include "MersenneTwister.h" #include "Protocol/ProtocolRecognizer.h" #include "CompositeChat.h" #include "Items/ItemSword.h" #include "polarssl/md5.h" /** Maximum number of explosions to send this tick, server will start dropping if exceeded */ #define MAX_EXPLOSIONS_PER_TICK 20 /** Maximum number of block change interactions a player can perform per tick - exceeding this causes a kick */ #define MAX_BLOCK_CHANGE_INTERACTIONS 20 #define RECI_RAND_MAX (1.f/RAND_MAX) inline int fRadRand(MTRand & r1, int a_BlockCoord) { return a_BlockCoord * 32 + (int)(16 * ((float)r1.rand() * RECI_RAND_MAX) * 16 - 8); } int cClientHandle::s_ClientCount = 0; //////////////////////////////////////////////////////////////////////////////// // cClientHandle: cClientHandle::cClientHandle(const cSocket * a_Socket, int a_ViewDistance) : m_CurrentViewDistance(a_ViewDistance), m_RequestedViewDistance(a_ViewDistance), m_IPString(a_Socket->GetIPString()), m_OutgoingData(64 KiB), m_Player(nullptr), m_HasSentDC(false), m_LastStreamedChunkX(0x7fffffff), // bogus chunk coords to force streaming upon login m_LastStreamedChunkZ(0x7fffffff), m_TimeSinceLastPacket(0), m_Ping(1000), m_PingID(1), m_PingStartTime(0), m_LastPingTime(1000), m_BlockDigAnimStage(-1), m_BlockDigAnimSpeed(0), m_BlockDigAnimX(0), m_BlockDigAnimY(256), // Invalid Y, so that the coords don't get picked up m_BlockDigAnimZ(0), m_HasStartedDigging(false), m_LastDigBlockX(0), m_LastDigBlockY(256), // Invalid Y, so that the coords don't get picked up m_LastDigBlockZ(0), m_State(csConnected), m_ShouldCheckDownloaded(false), m_NumExplosionsThisTick(0), m_NumBlockChangeInteractionsThisTick(0), m_UniqueID(0), m_HasSentPlayerChunk(false), m_Locale("en_GB"), m_LastPlacedSign(0, -1, 0), m_ProtocolVersion(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() { ASSERT(m_State == csDestroyed); // Has Destroy() been called? LOGD("Deleting client \"%s\" at %p", GetUsername().c_str(), this); { cCSLock Lock(m_CSChunkLists); m_LoadedChunks.clear(); m_ChunksToSend.clear(); } if (m_Player != nullptr) { cWorld * World = m_Player->GetWorld(); if (World != nullptr) { if (!m_Username.empty()) { // Send the Offline PlayerList packet: World->BroadcastPlayerListRemovePlayer(*m_Player, this); } World->RemovePlayer(m_Player, true); // Must be called before cPlayer::Destroy() as otherwise cChunk tries to delete the player, and then we do it again m_Player->Destroy(); } delete m_Player; m_Player = nullptr; } if (!m_HasSentDC) { SendDisconnect("Server shut down? Kthnxbai"); } // Close the socket as soon as it sends all outgoing data: cRoot::Get()->GetServer()->RemoveClient(this); delete m_Protocol; m_Protocol = nullptr; LOGD("ClientHandle at %p deleted", this); } void cClientHandle::Destroy(void) { { cCSLock Lock(m_CSDestroyingState); if (m_State >= csDestroying) { // Already called return; } m_State = csDestroying; } // DEBUG: LOGD("%s: client %p, \"%s\"", __FUNCTION__, this, m_Username.c_str()); if ((m_Player != nullptr) && (m_Player->GetWorld() != nullptr)) { RemoveFromAllChunks(); m_Player->GetWorld()->RemoveClientFromChunkSender(this); } m_State = csDestroyed; } void cClientHandle::GenerateOfflineUUID(void) { m_UUID = GenerateOfflineUUID(m_Username); } AString cClientHandle::FormatChatPrefix(bool ShouldAppendChatPrefixes, AString a_ChatPrefixS, AString m_Color1, AString m_Color2) { if (ShouldAppendChatPrefixes) return Printf("%s[%s] %s", m_Color1.c_str(), a_ChatPrefixS.c_str(), m_Color2.c_str()); else return Printf("%s", m_Color1.c_str()); } AString cClientHandle::FormatMessageType(bool ShouldAppendChatPrefixes, eMessageType a_ChatPrefix, const AString &a_AdditionalData) { switch (a_ChatPrefix) { case mtCustom: return ""; case mtFailure: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Rose, cChatColor::White); case mtInformation: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Yellow, cChatColor::White); case mtSuccess: return FormatChatPrefix(ShouldAppendChatPrefixes, "INFO", cChatColor::Green, cChatColor::White); case mtWarning: return FormatChatPrefix(ShouldAppendChatPrefixes, "WARN", cChatColor::Rose, cChatColor::White); case mtFatal: return FormatChatPrefix(ShouldAppendChatPrefixes, "FATAL", cChatColor::Red, cChatColor::White); case mtDeath: return FormatChatPrefix(ShouldAppendChatPrefixes, "DEATH", cChatColor::Gray, cChatColor::White); case mtJoin: return FormatChatPrefix(ShouldAppendChatPrefixes, "JOIN", cChatColor::Yellow, cChatColor::White); case mtLeave: return FormatChatPrefix(ShouldAppendChatPrefixes, "LEAVE", cChatColor::Yellow, cChatColor::White); case mtPrivateMessage: { if (ShouldAppendChatPrefixes) { return Printf("%s[MSG: %s] %s%s", cChatColor::LightBlue, a_AdditionalData.c_str(), cChatColor::White, cChatColor::Italic); } else { return Printf("%s: %s", a_AdditionalData.c_str(), cChatColor::LightBlue); } } } ASSERT(!"Unhandled chat prefix type!"); return ""; } AString cClientHandle::GenerateOfflineUUID(const AString & a_Username) { // Online UUIDs are always version 4 (random) // We use Version 3 (MD5 hash) UUIDs for the offline UUIDs // This guarantees that they will never collide with an online UUID and can be distinguished. // Proper format for a version 3 UUID is: // xxxxxxxx-xxxx-3xxx-yxxx-xxxxxxxxxxxx where x is any hexadecimal digit and y is one of 8, 9, A, or B // Note that we generate a short UUID (without the dashes) // First make the username lowercase: AString lcUsername = StrToLower(a_Username); // Generate an md5 checksum, and use it as base for the ID: unsigned char MD5[16]; md5((const unsigned char *)lcUsername.c_str(), lcUsername.length(), MD5); MD5[6] &= 0x0f; // Need to trim to 4 bits only... MD5[8] &= 0x0f; // ... otherwise %01x overflows into two chars return Printf("%02x%02x%02x%02x%02x%02x3%01x%02x8%01x%02x%02x%02x%02x%02x%02x%02x", MD5[0], MD5[1], MD5[2], MD5[3], MD5[4], MD5[5], MD5[6], MD5[7], MD5[8], MD5[9], MD5[10], MD5[11], MD5[12], MD5[13], MD5[14], MD5[15] ); } bool cClientHandle::IsUUIDOnline(const AString & a_UUID) { // Online UUIDs are always version 4 (random) // We use Version 3 (MD5 hash) UUIDs for the offline UUIDs // This guarantees that they will never collide with an online UUID and can be distinguished. // The version-specifying char is at pos #12 of raw UUID, pos #14 in dashed-UUID. switch (a_UUID.size()) { case 32: { // This is the UUID format without dashes, the version char is at pos #12: return (a_UUID[12] == '4'); } case 36: { // This is the UUID format with dashes, the version char is at pos #14: return (a_UUID[14] == '4'); } } return false; } void cClientHandle::Kick(const AString & a_Reason) { if (m_State >= csAuthenticating) // Don't log pings { LOGINFO("Kicking player %s for \"%s\"", m_Username.c_str(), StripColorCodes(a_Reason).c_str()); } SendDisconnect(a_Reason); } void cClientHandle::Authenticate(const AString & a_Name, const AString & a_UUID, const Json::Value & a_Properties) { if (m_State != csAuthenticating) { return; } ASSERT(m_Player == nullptr); m_Username = a_Name; // Only assign UUID and properties if not already pre-assigned (BungeeCord sends those in the Handshake packet): if (m_UUID.empty()) { m_UUID = a_UUID; } if (m_Properties.empty()) { m_Properties = a_Properties; } // Send login success (if the protocol supports it): m_Protocol->SendLoginSuccess(); // Spawn player (only serversided, so data is loaded) m_Player = new cPlayer(this, GetUsername()); cWorld * World = cRoot::Get()->GetWorld(m_Player->GetLoadedWorldName()); if (World == nullptr) { World = cRoot::Get()->GetDefaultWorld(); } if (m_Player->GetGameMode() == eGameMode_NotSet) { m_Player->LoginSetGameMode(World->GetGameMode()); } m_Player->SetIP (m_IPString); if (!cRoot::Get()->GetPluginManager()->CallHookPlayerJoined(*m_Player)) { cRoot::Get()->BroadcastChatJoin(Printf("%s has joined the game", GetUsername().c_str())); LOGINFO("Player %s has joined the game", m_Username.c_str()); } m_ConfirmPosition = m_Player->GetPosition(); // Return a server login packet m_Protocol->SendLogin(*m_Player, *World); // Send Weather if raining: if ((World->GetWeather() == 1) || (World->GetWeather() == 2)) { m_Protocol->SendWeather(World->GetWeather()); } // Send time: m_Protocol->SendTimeUpdate(World->GetWorldAge(), World->GetTimeOfDay(), World->IsDaylightCycleEnabled()); // Send contents of the inventory window m_Protocol->SendWholeInventory(*m_Player->GetWindow()); // Send health m_Player->SendHealth(); // Send experience m_Player->SendExperience(); // Send player list items SendPlayerListAddPlayer(*m_Player); World->BroadcastPlayerListAddPlayer(*m_Player); World->SendPlayerList(m_Player); m_Player->Initialize(*World); m_State = csAuthenticated; // Query player team m_Player->UpdateTeam(); // Send scoreboard data World->GetScoreBoard().SendTo(*this); // Send statistics SendStatistics(m_Player->GetStatManager()); // Delay the first ping until the client "settles down" // This should fix #889, "BadCast exception, cannot convert bit to fm" error in client cTimer t1; m_LastPingTime = t1.GetNowTime() + 3000; // Send the first KeepAlive packet in 3 seconds cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player); } bool cClientHandle::StreamNextChunk(void) { if ((m_State < csAuthenticated) || (m_State >= csDestroying)) { return true; } ASSERT(m_Player != nullptr); int ChunkPosX = m_Player->GetChunkX(); int ChunkPosZ = m_Player->GetChunkZ(); if ((m_LastStreamedChunkX == ChunkPosX) && (m_LastStreamedChunkZ == ChunkPosZ)) { // All chunks are already loaded. Abort loading. return true; } // Get the look vector and normalize it. Vector3d Position = m_Player->GetEyePosition(); Vector3d LookVector = m_Player->GetLookVector(); LookVector.Normalize(); // Lock the list cCSLock Lock(m_CSChunkLists); // High priority: Load the chunks that are in the view-direction of the player (with a radius of 3) for (int Range = 0; Range < m_CurrentViewDistance; Range++) { Vector3d Vector = Position + LookVector * cChunkDef::Width * Range; // Get the chunk from the x/z coords. int RangeX, RangeZ = 0; cChunkDef::BlockToChunk(FloorC(Vector.x), FloorC(Vector.z), RangeX, RangeZ); for (size_t X = 0; X < 7; X++) { for (size_t Z = 0; Z < 7; Z++) { int ChunkX = RangeX + ((X >= 4) ? (3 - X) : X); int ChunkZ = RangeZ + ((Z >= 4) ? (3 - Z) : Z); cChunkCoords Coords(ChunkX, ChunkZ); // Checks if the chunk is in distance if ((Diff(ChunkX, ChunkPosX) > m_CurrentViewDistance) || (Diff(ChunkZ, ChunkPosZ) > m_CurrentViewDistance)) { continue; } // If the chunk already loading/loaded -> skip if ( (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) || (std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end()) ) { continue; } // Unloaded chunk found -> Send it to the client. Lock.Unlock(); StreamChunk(ChunkX, ChunkZ, ((Range <= 2) ? cChunkSender::E_CHUNK_PRIORITY_HIGH : cChunkSender::E_CHUNK_PRIORITY_MEDIUM)); return false; } } } // Low priority: Add all chunks that are in range. (From the center out to the edge) for (int d = 0; d <= m_CurrentViewDistance; ++d) // cycle through (square) distance, from nearest to furthest { // For each distance add chunks in a hollow square centered around current position: cChunkCoordsList CurcleChunks; for (int i = -d; i <= d; ++i) { CurcleChunks.push_back(cChunkCoords(ChunkPosX + d, ChunkPosZ + i)); CurcleChunks.push_back(cChunkCoords(ChunkPosX - d, ChunkPosZ + i)); } for (int i = -d + 1; i < d; ++i) { CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ + d)); CurcleChunks.push_back(cChunkCoords(ChunkPosX + i, ChunkPosZ - d)); } // For each the CurcleChunks list and send the first unloaded chunk: for (cChunkCoordsList::iterator itr = CurcleChunks.begin(), end = CurcleChunks.end(); itr != end; ++itr) { cChunkCoords Coords = *itr; // If the chunk already loading/loaded -> skip if ( (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), Coords) != m_ChunksToSend.end()) || (std::find(m_LoadedChunks.begin(), m_LoadedChunks.end(), Coords) != m_LoadedChunks.end()) ) { continue; } // Unloaded chunk found -> Send it to the client. Lock.Unlock(); StreamChunk(Coords.m_ChunkX, Coords.m_ChunkZ, cChunkSender::E_CHUNK_PRIORITY_LOW); return false; } } // All chunks are loaded -> Sets the last loaded chunk coordinates to current coordinates m_LastStreamedChunkX = ChunkPosX; m_LastStreamedChunkZ = ChunkPosZ; return true; } void cClientHandle::UnloadOutOfRangeChunks(void) { int ChunkPosX = FAST_FLOOR_DIV((int)m_Player->GetPosX(), cChunkDef::Width); int ChunkPosZ = FAST_FLOOR_DIV((int)m_Player->GetPosZ(), cChunkDef::Width); cChunkCoordsList ChunksToRemove; { cCSLock Lock(m_CSChunkLists); for (cChunkCoordsList::iterator itr = m_LoadedChunks.begin(); itr != m_LoadedChunks.end();) { int DiffX = Diff((*itr).m_ChunkX, ChunkPosX); int DiffZ = Diff((*itr).m_ChunkZ, ChunkPosZ); if ((DiffX > m_CurrentViewDistance) || (DiffZ > m_CurrentViewDistance)) { ChunksToRemove.push_back(*itr); itr = m_LoadedChunks.erase(itr); } else { ++itr; } } for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end();) { int DiffX = Diff((*itr).m_ChunkX, ChunkPosX); int DiffZ = Diff((*itr).m_ChunkZ, ChunkPosZ); if ((DiffX > m_CurrentViewDistance) || (DiffZ > m_CurrentViewDistance)) { itr = m_ChunksToSend.erase(itr); } else { ++itr; } } } for (cChunkCoordsList::iterator itr = ChunksToRemove.begin(); itr != ChunksToRemove.end(); ++itr) { m_Player->GetWorld()->RemoveChunkClient(itr->m_ChunkX, itr->m_ChunkZ, this); SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ); } } void cClientHandle::StreamChunk(int a_ChunkX, int a_ChunkZ, cChunkSender::eChunkPriority a_Priority) { if (m_State >= csDestroying) { // Don't stream chunks to clients that are being destroyed return; } cWorld * World = m_Player->GetWorld(); ASSERT(World != nullptr); if (World->AddChunkClient(a_ChunkX, a_ChunkZ, this)) { { cCSLock Lock(m_CSChunkLists); m_LoadedChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ)); m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkZ)); } World->SendChunkTo(a_ChunkX, a_ChunkZ, a_Priority, 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 != nullptr) { World->RemoveClientFromChunks(this); } { // Reset all chunk lists: cCSLock Lock(m_CSChunkLists); m_LoadedChunks.clear(); m_ChunksToSend.clear(); m_SentChunks.clear(); // Also reset the LastStreamedChunk coords to bogus coords, // so that all chunks are streamed in subsequent StreamChunks() call (FS #407) m_LastStreamedChunkX = 0x7fffffff; m_LastStreamedChunkZ = 0x7fffffff; } } void cClientHandle::HandleNPCTrade(int a_SlotNum) { // TODO LOGWARNING("%s: Not implemented yet", __FUNCTION__); } void cClientHandle::HandlePing(void) { // Somebody tries to retrieve information about the server AString Reply; const cServer & Server = *cRoot::Get()->GetServer(); Printf(Reply, "%s%s%i%s%i", Server.GetDescription().c_str(), cChatColor::Delimiter, Server.GetNumPlayers(), cChatColor::Delimiter, Server.GetMaxPlayers() ); Kick(Reply); } bool cClientHandle::HandleLogin(int a_ProtocolVersion, const AString & a_Username) { // If the protocol version hasn't been set yet, set it now: if (m_ProtocolVersion == 0) { m_ProtocolVersion = a_ProtocolVersion; } m_Username = a_Username; // Let the plugins know about this event, they may refuse the player: if (cRoot::Get()->GetPluginManager()->CallHookLogin(*this, a_ProtocolVersion, a_Username)) { Destroy(); return false; } // Schedule for authentication; until then, let the player wait (but do not block) m_State = csAuthenticating; cRoot::Get()->GetAuthenticator().Authenticate(GetUniqueID(), GetUsername(), m_Protocol->GetAuthServerID()); return true; } void cClientHandle::HandleCreativeInventory(short a_SlotNum, const cItem & a_HeldItem) { // This is for creative Inventory changes if (!m_Player->IsGameModeCreative()) { LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in creative mode. Ignoring.", m_Username.c_str()); return; } if (m_Player->GetWindow()->GetWindowType() != cWindow::wtInventory) { LOGWARNING("Got a CreativeInventoryAction packet from user \"%s\" while not in the inventory window. Ignoring.", m_Username.c_str()); return; } m_Player->GetWindow()->Clicked(*m_Player, 0, a_SlotNum, (a_SlotNum >= 0) ? caLeftClick : caLeftClickOutside, a_HeldItem); } void cClientHandle::HandlePlayerAbilities(bool a_CanFly, bool a_IsFlying, float FlyingSpeed, float WalkingSpeed) { UNUSED(FlyingSpeed); // Ignore the client values for these UNUSED(WalkingSpeed); m_Player->SetCanFly(a_CanFly); m_Player->SetFlying(a_IsFlying); } void cClientHandle::HandlePlayerPos(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, bool a_IsOnGround) { if ((m_Player == nullptr) || (m_State != csPlaying)) { // The client hasn't been spawned yet and sends nonsense, we know better return; } /* // TODO: Invalid stance check if ((a_PosY >= a_Stance) || (a_Stance > a_PosY + 1.65)) { LOGD("Invalid stance"); SendPlayerMoveLook(); return; } */ // If the player has moved too far, "repair" them: Vector3d Pos(a_PosX, a_PosY, a_PosZ); if ((m_Player->GetPosition() - Pos).SqrLength() > 100 * 100) { LOGD("Too far away (%0.2f), \"repairing\" the client", (m_Player->GetPosition() - Pos).Length()); SendPlayerMoveLook(); return; } // If a jump just started, process food exhaustion: if ((a_PosY > m_Player->GetPosY()) && !a_IsOnGround && m_Player->IsOnGround()) { // we only add this exhaustion if the player is not swimming - otherwise we end up with both jump + swim exhaustion if (!m_Player->IsSwimming()) { m_Player->GetStatManager().AddValue(statJumps, 1); m_Player->AddFoodExhaustion(m_Player->IsSprinting() ? 0.8 : 0.2); } } m_Player->MoveTo(Pos); m_Player->SetStance(a_Stance); m_Player->SetTouchGround(a_IsOnGround); } void cClientHandle::HandlePluginMessage(const AString & a_Channel, const AString & a_Message) { if (a_Channel == "REGISTER") { if (HasPluginChannel(a_Channel)) { SendPluginMessage("UNREGISTER", a_Channel); return; // Can't register again if already taken - kinda defeats the point of plugin messaging! } RegisterPluginChannels(BreakApartPluginChannels(a_Message)); } else if (a_Channel == "UNREGISTER") { UnregisterPluginChannels(BreakApartPluginChannels(a_Message)); } else if (!HasPluginChannel(a_Channel)) { // Ignore if client sent something but didn't register the channel first LOGD("Player %s sent a plugin message on channel \"%s\", but didn't REGISTER it first", GetUsername().c_str(), a_Channel.c_str()); SendPluginMessage("UNREGISTER", a_Channel); return; } cPluginManager::Get()->CallHookPluginMessage(*this, a_Channel, a_Message); } AStringVector cClientHandle::BreakApartPluginChannels(const AString & a_PluginChannels) { // Break the string on each NUL character. // Note that StringSplit() doesn't work on this because NUL is a special char - string terminator size_t len = a_PluginChannels.size(); size_t first = 0; AStringVector res; for (size_t i = 0; i < len; i++) { if (a_PluginChannels[i] != 0) { continue; } if (i > first) { res.push_back(a_PluginChannels.substr(first, i - first)); } first = i + 1; } // for i - a_PluginChannels[] if (first < len) { res.push_back(a_PluginChannels.substr(first, len - first)); } return res; } void cClientHandle::RegisterPluginChannels(const AStringVector & a_ChannelList) { for (AStringVector::const_iterator itr = a_ChannelList.begin(), end = a_ChannelList.end(); itr != end; ++itr) { m_PluginChannels.insert(*itr); } // for itr - a_ChannelList[] } void cClientHandle::UnregisterPluginChannels(const AStringVector & a_ChannelList) { for (AStringVector::const_iterator itr = a_ChannelList.begin(), end = a_ChannelList.end(); itr != end; ++itr) { m_PluginChannels.erase(*itr); } // for itr - a_ChannelList[] } void cClientHandle::HandleBeaconSelection(int a_PrimaryEffect, int a_SecondaryEffect) { cWindow * Window = m_Player->GetWindow(); if ((Window == nullptr) || (Window->GetWindowType() != cWindow::wtBeacon)) { return; } cBeaconWindow * BeaconWindow = (cBeaconWindow *) Window; if (Window->GetSlot(*m_Player, 0)->IsEmpty()) { return; } cEntityEffect::eType PrimaryEffect = cEntityEffect::effNoEffect; if ((a_PrimaryEffect >= 0) && (a_PrimaryEffect <= (int)cEntityEffect::effSaturation)) { PrimaryEffect = (cEntityEffect::eType)a_PrimaryEffect; } cEntityEffect::eType SecondaryEffect = cEntityEffect::effNoEffect; if ((a_SecondaryEffect >= 0) && (a_SecondaryEffect <= (int)cEntityEffect::effSaturation)) { SecondaryEffect = (cEntityEffect::eType)a_SecondaryEffect; } Window->SetSlot(*m_Player, 0, cItem()); BeaconWindow->GetBeaconEntity()->SetPrimaryEffect(PrimaryEffect); // Valid effect check. Vanilla don't check this, but we do it :) if ( (SecondaryEffect == cEntityEffect::effNoEffect) || (SecondaryEffect == cEntityEffect::effRegeneration) || (SecondaryEffect == BeaconWindow->GetBeaconEntity()->GetPrimaryEffect()) ) { BeaconWindow->GetBeaconEntity()->SetSecondaryEffect(SecondaryEffect); } else { BeaconWindow->GetBeaconEntity()->SetSecondaryEffect(cEntityEffect::effNoEffect); } m_Player->CloseWindow(true); } void cClientHandle::HandleCommandBlockBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_NewCommand) { cWorld * World = m_Player->GetWorld(); if (World->AreCommandBlocksEnabled()) { World->SetCommandBlockCommand(a_BlockX, a_BlockY, a_BlockZ, a_NewCommand); SendChat("Successfully set command block command", mtSuccess); } else { SendChat("Command blocks are not enabled on this server", mtFailure); } } void cClientHandle::HandleCommandBlockEntityChange(int a_EntityID, const AString & a_NewCommand) { // TODO LOGWARNING("%s: Not implemented yet", __FUNCTION__); } void cClientHandle::HandleAnvilItemName(const AString & a_ItemName) { if ((m_Player->GetWindow() == nullptr) || (m_Player->GetWindow()->GetWindowType() != cWindow::wtAnvil)) { return; } if (a_ItemName.length() <= 30) { ((cAnvilWindow *)m_Player->GetWindow())->SetRepairedItemName(a_ItemName, m_Player); } } void cClientHandle::HandleLeftClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, char a_Status) { LOGD("HandleLeftClick: {%i, %i, %i}; Face: %i; Stat: %i", a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status ); m_NumBlockChangeInteractionsThisTick++; if (!CheckBlockInteractionsRate()) { Kick("Too many blocks were destroyed per unit time - hacked client?"); return; } if ((a_Status == DIG_STATUS_STARTED) || (a_Status == DIG_STATUS_FINISHED)) { if (a_BlockFace == BLOCK_FACE_NONE) { return; } /* Check for clickthrough-blocks: When the user breaks a fire block, the client send the wrong block location. We must find the right block with the face direction. */ int BlockX = a_BlockX; int BlockY = a_BlockY; int BlockZ = a_BlockZ; AddFaceDirection(BlockX, BlockY, BlockZ, a_BlockFace); if (cBlockInfo::GetHandler(m_Player->GetWorld()->GetBlock(BlockX, BlockY, BlockZ))->IsClickedThrough()) { a_BlockX = BlockX; a_BlockY = BlockY; a_BlockZ = BlockZ; } if ( ((Diff(m_Player->GetPosX(), (double)a_BlockX) > 6) || (Diff(m_Player->GetPosY(), (double)a_BlockY) > 6) || (Diff(m_Player->GetPosZ(), (double)a_BlockZ) > 6)) ) { m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } } cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager(); if (PlgMgr->CallHookPlayerLeftClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_Status)) { // A plugin doesn't agree with the action, replace the block on the client and quit: m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } switch (a_Status) { case DIG_STATUS_DROP_HELD: // Drop held item { if (PlgMgr->CallHookPlayerTossingItem(*m_Player)) { // A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch) return; } m_Player->TossEquippedItem(); return; } case DIG_STATUS_SHOOT_EAT: { cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); if (ItemHandler->IsFood() || ItemHandler->IsDrinkable(m_Player->GetEquippedItem().m_ItemDamage)) { m_Player->AbortEating(); return; } else { if (PlgMgr->CallHookPlayerShooting(*m_Player)) { // A plugin doesn't agree with the action. The plugin itself is responsible for handling the consequences (possible inventory mismatch) return; } ItemHandler->OnItemShoot(m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); } return; } case DIG_STATUS_STARTED: { BLOCKTYPE OldBlock; NIBBLETYPE OldMeta; m_Player->GetWorld()->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta); HandleBlockDigStarted(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, OldBlock, OldMeta); return; } case DIG_STATUS_FINISHED: { BLOCKTYPE OldBlock; NIBBLETYPE OldMeta; m_Player->GetWorld()->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, OldBlock, OldMeta); HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, OldBlock, OldMeta); return; } case DIG_STATUS_CANCELLED: { // Block breaking cancelled by player FinishDigAnimation(); return; } case DIG_STATUS_DROP_STACK: { if (PlgMgr->CallHookPlayerTossingItem(*m_Player)) { // A plugin doesn't agree with the tossing. The plugin itself is responsible for handling the consequences (possible inventory mismatch) return; } m_Player->TossEquippedItem(64); // Toss entire slot - if there aren't enough items, the maximum will be ejected return; } default: { ASSERT(!"Unhandled DIG_STATUS"); return; } } // switch (a_Status) } void cClientHandle::HandleBlockDigStarted(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta) { if ( m_HasStartedDigging && (a_BlockX == m_LastDigBlockX) && (a_BlockY == m_LastDigBlockY) && (a_BlockZ == m_LastDigBlockZ) ) { // It is a duplicate packet, drop it right away return; } if ( m_Player->IsGameModeCreative() && ItemCategory::IsSword(m_Player->GetInventory().GetEquippedItem().m_ItemType) && (m_Player->GetWorld()->GetBlock(a_BlockX, a_BlockY, a_BlockZ) != E_BLOCK_FIRE) ) { // Players can't destroy blocks with a sword in the hand. return; } if ( (Diff(m_Player->GetPosX(), (double)a_BlockX) > 6) || (Diff(m_Player->GetPosY(), (double)a_BlockY) > 6) || (Diff(m_Player->GetPosZ(), (double)a_BlockZ) > 6) ) { m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } // Set the last digging coords to the block being dug, so that they can be checked in DIG_FINISHED to avoid dig/aim bug in the client: m_HasStartedDigging = true; m_LastDigBlockX = a_BlockX; m_LastDigBlockY = a_BlockY; m_LastDigBlockZ = a_BlockZ; if ( (m_Player->IsGameModeCreative()) || // In creative mode, digging is done immediately cBlockInfo::IsOneHitDig(a_OldBlock) // One-hit blocks get destroyed immediately, too ) { HandleBlockDigFinished(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta); return; } // Start dig animation // TODO: calculate real animation speed // TODO: Send animation packets even without receiving any other packets m_BlockDigAnimSpeed = 10; m_BlockDigAnimX = a_BlockX; m_BlockDigAnimY = a_BlockY; m_BlockDigAnimZ = a_BlockZ; m_BlockDigAnimStage = 0; m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, 0, this); cWorld * World = m_Player->GetWorld(); cChunkInterface ChunkInterface(World->GetChunkMap()); cBlockHandler * Handler = cBlockInfo::GetHandler(a_OldBlock); Handler->OnDigging(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ); cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); ItemHandler->OnDiggingBlock(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); } void cClientHandle::HandleBlockDigFinished(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, BLOCKTYPE a_OldBlock, NIBBLETYPE a_OldMeta) { if ( !m_HasStartedDigging || // Hasn't received the DIG_STARTED packet (m_LastDigBlockX != a_BlockX) || // DIG_STARTED has had different pos (m_LastDigBlockY != a_BlockY) || (m_LastDigBlockZ != a_BlockZ) ) { LOGD("Prevented a dig/aim bug in the client (finish {%d, %d, %d} vs start {%d, %d, %d}, HSD: %s)", a_BlockX, a_BlockY, a_BlockZ, m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ, (m_HasStartedDigging ? "True" : "False") ); return; } FinishDigAnimation(); if (!m_Player->IsGameModeCreative()) { if (a_OldBlock == E_BLOCK_BEDROCK) { Kick("You can't break a bedrock!"); return; } if (a_OldBlock == E_BLOCK_BARRIER) { Kick("You can't break a barrier!"); return; } } cWorld * World = m_Player->GetWorld(); cItemHandler * ItemHandler = cItemHandler::GetItemHandler(m_Player->GetEquippedItem()); if (cRoot::Get()->GetPluginManager()->CallHookPlayerBreakingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta)) { // A plugin doesn't agree with the breaking. Bail out. Send the block back to the client, so that it knows: m_Player->GetWorld()->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); return; } if (a_OldBlock == E_BLOCK_AIR) { LOGD("Dug air - what the function?"); return; } m_Player->AddFoodExhaustion(0.025); ItemHandler->OnBlockDestroyed(World, m_Player, m_Player->GetEquippedItem(), a_BlockX, a_BlockY, a_BlockZ); // The ItemHandler is also responsible for spawning the pickups cChunkInterface ChunkInterface(World->GetChunkMap()); BlockHandler(a_OldBlock)->OnDestroyedByPlayer(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ); World->BroadcastSoundParticleEffect(2001, a_BlockX, a_BlockY, a_BlockZ, a_OldBlock, this); World->DigBlock(a_BlockX, a_BlockY, a_BlockZ); cRoot::Get()->GetPluginManager()->CallHookPlayerBrokenBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_OldBlock, a_OldMeta); } void cClientHandle::FinishDigAnimation() { if (!m_HasStartedDigging) // Hasn't received the DIG_STARTED packet { return; } m_HasStartedDigging = false; if (m_BlockDigAnimStage != -1) { // End dig animation m_BlockDigAnimStage = -1; // It seems that 10 ends block animation m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_LastDigBlockX, m_LastDigBlockY, m_LastDigBlockZ, 10, this); } m_BlockDigAnimX = -1; m_BlockDigAnimY = -1; m_BlockDigAnimZ = -1; } void cClientHandle::HandleRightClick(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, const cItem & a_HeldItem) { // TODO: Rewrite this function // Distance from the block's center to the player's eye height double dist = (Vector3d(a_BlockX, a_BlockY, a_BlockZ) + Vector3d(0.5, 0.5, 0.5) - m_Player->GetEyePosition()).Length(); LOGD("HandleRightClick: {%d, %d, %d}, face %d, HeldItem: %s; dist: %.02f", a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, ItemToFullString(a_HeldItem).c_str(), dist ); // Check the reach distance: // _X 2014-11-25: I've maxed at 5.26 with a Survival client and 5.78 with a Creative client in my tests double maxDist = m_Player->IsGameModeCreative() ? 5.78 : 5.26; bool AreRealCoords = (dist <= maxDist); cWorld * World = m_Player->GetWorld(); if ( (a_BlockFace != BLOCK_FACE_NONE) && // The client is interacting with a specific block IsValidBlock(a_HeldItem.m_ItemType) && !AreRealCoords ) { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); if ((a_BlockX != -1) && (a_BlockY >= 0) && (a_BlockZ != -1)) { World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); if (a_BlockY < cChunkDef::Height - 1) { World->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player); // 2 block high things } if (a_BlockY > 0) { World->SendBlockTo(a_BlockX, a_BlockY - 1, a_BlockZ, m_Player); // 2 block high things } } m_Player->GetInventory().SendEquippedSlot(); return; } if (!AreRealCoords) { a_BlockFace = BLOCK_FACE_NONE; } cPluginManager * PlgMgr = cRoot::Get()->GetPluginManager(); if (PlgMgr->CallHookPlayerRightClick(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ)) { // A plugin doesn't agree with the action, replace the block on the client and quit: if (AreRealCoords) { cChunkInterface ChunkInterface(World->GetChunkMap()); BLOCKTYPE BlockType = World->GetBlock(a_BlockX, a_BlockY, a_BlockZ); cBlockHandler * BlockHandler = cBlockInfo::GetHandler(BlockType); BlockHandler->OnCancelRightClick(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); if (a_BlockFace != BLOCK_FACE_NONE) { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); World->SendBlockTo(a_BlockX, a_BlockY + 1, a_BlockZ, m_Player); // 2 block high things m_Player->GetInventory().SendEquippedSlot(); } } return; } m_NumBlockChangeInteractionsThisTick++; if (!CheckBlockInteractionsRate()) { Kick("Too many blocks were placed/interacted with per unit time - hacked client?"); return; } const cItem & Equipped = m_Player->GetInventory().GetEquippedItem(); if ((Equipped.m_ItemType != a_HeldItem.m_ItemType) && (a_HeldItem.m_ItemType != -1)) { // Only compare ItemType, not meta (torches have different metas) // The -1 check is there because sometimes the client sends -1 instead of the held item // Ref.: 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 != BLOCK_FACE_NONE) { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); } return; } if (AreRealCoords) { BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); cBlockHandler * BlockHandler = cBlockInfo::GetHandler(BlockType); if (BlockHandler->IsUseable() && !m_Player->IsCrouched()) { if (PlgMgr->CallHookPlayerUsingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) { // A plugin doesn't agree with using the block, abort return; } cChunkInterface ChunkInterface(World->GetChunkMap()); BlockHandler->OnUse(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ); PlgMgr->CallHookPlayerUsedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); return; } } short EquippedDamage = Equipped.m_ItemDamage; cItemHandler * ItemHandler = cItemHandler::GetItemHandler(Equipped.m_ItemType); if (ItemHandler->IsPlaceable() && (a_BlockFace != BLOCK_FACE_NONE)) { HandlePlaceBlock(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, *ItemHandler); } else if ((ItemHandler->IsFood() || ItemHandler->IsDrinkable(EquippedDamage))) { if ((m_Player->IsSatiated() || m_Player->IsGameModeCreative()) && ItemHandler->IsFood() && (Equipped.m_ItemType != E_ITEM_GOLDEN_APPLE)) { // The player is satiated or in creative, and trying to eat return; } m_Player->StartEating(); if (PlgMgr->CallHookPlayerEating(*m_Player)) { // A plugin won't let us eat, abort (send the proper packets to the client, too): m_Player->AbortEating(); } } else { if (PlgMgr->CallHookPlayerUsingItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ)) { // A plugin doesn't agree with using the item, abort return; } ItemHandler->OnItemUse(World, m_Player, Equipped, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); PlgMgr->CallHookPlayerUsedItem(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ); } } void cClientHandle::HandlePlaceBlock(int a_BlockX, int a_BlockY, int a_BlockZ, eBlockFace a_BlockFace, int a_CursorX, int a_CursorY, int a_CursorZ, cItemHandler & a_ItemHandler) { BLOCKTYPE EquippedBlock = (BLOCKTYPE)(m_Player->GetEquippedItem().m_ItemType); if (a_BlockFace < 0) { // Clicked in air return; } cWorld * World = m_Player->GetWorld(); BLOCKTYPE ClickedBlock; NIBBLETYPE ClickedBlockMeta; NIBBLETYPE EquippedBlockDamage = (NIBBLETYPE)(m_Player->GetEquippedItem().m_ItemDamage); if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) { // The block is being placed outside the world, ignore this packet altogether (#128) return; } World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta); // Special slab handling - placing a slab onto another slab produces a dblslab instead: if ( cBlockSlabHandler::IsAnySlabType(ClickedBlock) && // Is there a slab already? cBlockSlabHandler::IsAnySlabType(EquippedBlock) && // Is the player placing another slab? ((ClickedBlockMeta & 0x07) == EquippedBlockDamage) && // Is it the same slab type? ( (a_BlockFace == BLOCK_FACE_TOP) || // Clicking the top of a bottom slab (a_BlockFace == BLOCK_FACE_BOTTOM) // Clicking the bottom of a top slab ) ) { // Coordinates at clicked block, which was an eligible slab, and either top or bottom faces were clicked // If clicked top face and slab occupies the top voxel, we want a slab to be placed above it (therefore increment Y) // Else if clicked bottom face and slab occupies the bottom voxel, decrement Y for the same reason // Don't touch coordinates if anything else because a dblslab opportunity is present if ((ClickedBlockMeta & 0x08) && (a_BlockFace == BLOCK_FACE_TOP)) { ++a_BlockY; } else if (!(ClickedBlockMeta & 0x08) && (a_BlockFace == BLOCK_FACE_BOTTOM)) { --a_BlockY; } World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, ClickedBlock, ClickedBlockMeta); } else { // Check if the block ignores build collision (water, grass etc.): if ( BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision() || BlockHandler(ClickedBlock)->DoesIgnoreBuildCollision(m_Player, ClickedBlockMeta) ) { cChunkInterface ChunkInterface(World->GetChunkMap()); BlockHandler(ClickedBlock)->OnDestroyedByPlayer(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ); } else { AddFaceDirection(a_BlockX, a_BlockY, a_BlockZ, a_BlockFace); if ((a_BlockY < 0) || (a_BlockY >= cChunkDef::Height)) { // The block is being placed outside the world, ignore this packet altogether (#128) return; } NIBBLETYPE PlaceMeta; BLOCKTYPE PlaceBlock; World->GetBlockTypeMeta(a_BlockX, a_BlockY, a_BlockZ, PlaceBlock, PlaceMeta); // Clicked on side of block, make sure that placement won't be cancelled if there is a slab able to be double slabbed. // No need to do combinability (dblslab) checks, client will do that here. if (cBlockSlabHandler::IsAnySlabType(PlaceBlock)) { // It's a slab, don't do checks and proceed to double-slabbing } else { if ( !BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision() && !BlockHandler(PlaceBlock)->DoesIgnoreBuildCollision(m_Player, PlaceMeta) ) { // Tried to place a block *into* another? // Happens when you place a block aiming at side of block with a torch on it or stem beside it return; } } } } BLOCKTYPE BlockType; NIBBLETYPE BlockMeta; if (!a_ItemHandler.GetPlacementBlockTypeMeta(World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) { // Handler refused the placement, send that information back to the client: World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); m_Player->GetInventory().SendEquippedSlot(); return; } cBlockHandler * NewBlock = BlockHandler(BlockType); cChunkInterface ChunkInterface(World->GetChunkMap()); if (!NewBlock->CanBeAt(World, a_BlockX, a_BlockY, a_BlockZ)) { // Handler refused the placement, send that information back to the client: World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); m_Player->GetInventory().SendEquippedSlot(); return; } if (cRoot::Get()->GetPluginManager()->CallHookPlayerPlacingBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta)) { // A plugin doesn't agree with placing the block, revert the block on the client: World->SendBlockTo(a_BlockX, a_BlockY, a_BlockZ, m_Player); m_Player->GetInventory().SendEquippedSlot(); return; } // The actual block placement: World->SetBlock(a_BlockX, a_BlockY, a_BlockZ, BlockType, BlockMeta); if (!m_Player->IsGameModeCreative()) { m_Player->GetInventory().RemoveOneEquippedItem(); } NewBlock->OnPlacedByPlayer(ChunkInterface, *World, m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); AString PlaceSound = cBlockInfo::GetPlaceSound(BlockType); float Volume = 1.0f, Pitch = 0.8f; if (PlaceSound == "dig.metal") { Pitch = 1.2f; PlaceSound = "dig.stone"; } else if (PlaceSound == "random.anvil_land") { Volume = 0.65f; } World->BroadcastSoundEffect(PlaceSound, a_BlockX + 0.5, a_BlockY + 0.5, a_BlockZ + 0.5, Volume, Pitch); cRoot::Get()->GetPluginManager()->CallHookPlayerPlacedBlock(*m_Player, a_BlockX, a_BlockY, a_BlockZ, a_BlockFace, a_CursorX, a_CursorY, a_CursorZ, BlockType, BlockMeta); } void cClientHandle::HandleChat(const AString & a_Message) { // We no longer need to postpone message processing, because the messages already arrive in the Tick thread // If a command, perform it: AString Message(a_Message); if (cRoot::Get()->GetServer()->Command(*this, Message)) { return; } // Not a command, broadcast as a message: cCompositeChat Msg; AString Color = m_Player->GetColor(); if (Color.length() == 3) { Color = AString("@") + Color[2]; } else { Color.clear(); } Msg.AddTextPart(AString("<") + m_Player->GetName() + "> ", Color); Msg.ParseText(a_Message); Msg.UnderlineUrls(); m_Player->GetWorld()->BroadcastChat(Msg); } void cClientHandle::HandlePlayerLook(float a_Rotation, float a_Pitch, bool a_IsOnGround) { if ((m_Player == nullptr) || (m_State != csPlaying)) { return; } m_Player->SetYaw (a_Rotation); m_Player->SetHeadYaw (a_Rotation); m_Player->SetPitch (a_Pitch); m_Player->SetTouchGround(a_IsOnGround); } void cClientHandle::HandlePlayerMoveLook(double a_PosX, double a_PosY, double a_PosZ, double a_Stance, float a_Rotation, float a_Pitch, bool a_IsOnGround) { HandlePlayerLook(a_Rotation, a_Pitch, a_IsOnGround); HandlePlayerPos(a_PosX, a_PosY, a_PosZ, a_Stance, a_IsOnGround); } void cClientHandle::HandleAnimation(char a_Animation) { if (cPluginManager::Get()->CallHookPlayerAnimation(*m_Player, a_Animation)) { // Plugin disagrees, bail out return; } // Because the animation ID sent to servers by clients are different to those sent back, we need this switch (a_Animation) { case 0: // No animation - wiki.vg doesn't say that client has something specific for it, so I suppose it will just become -1 case 1: case 2: case 3: { a_Animation--; // Offset by -1 break; } case 5: case 6: case 7: { a_Animation -= 2; // Offset by -2 break; } default: // Anything else is the same { break; } } m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, a_Animation, this); } void cClientHandle::HandleSlotSelected(short a_SlotNum) { m_Player->GetInventory().SetEquippedSlotNum(a_SlotNum); m_Player->GetWorld()->BroadcastEntityEquipment(*m_Player, 0, m_Player->GetInventory().GetEquippedItem(), this); } void cClientHandle::HandleSteerVehicle(float a_Forward, float a_Sideways) { m_Player->SteerVehicle(a_Forward, a_Sideways); } void cClientHandle::HandleWindowClose(char a_WindowID) { m_Player->CloseWindowIfID(a_WindowID); } void cClientHandle::HandleWindowClick(char a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_HeldItem) { LOGD("WindowClick: WinID %d, SlotNum %d, action: %s, Item %s x %d", a_WindowID, a_SlotNum, ClickActionToString(a_ClickAction), ItemToString(a_HeldItem).c_str(), a_HeldItem.m_ItemCount ); cWindow * Window = m_Player->GetWindow(); if (Window == nullptr) { LOGWARNING("Player \"%s\" clicked in a non-existent window. Ignoring", m_Username.c_str()); return; } Window->Clicked(*m_Player, a_WindowID, a_SlotNum, a_ClickAction, a_HeldItem); } void cClientHandle::HandleUpdateSign( int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4 ) { if (m_LastPlacedSign.Equals(Vector3i(a_BlockX, a_BlockY, a_BlockZ))) { m_LastPlacedSign.Set(0, -1, 0); m_Player->GetWorld()->SetSignLines(a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4, m_Player); } } void cClientHandle::HandleUseEntity(int a_TargetEntityID, bool a_IsLeftClick) { // TODO: Let plugins interfere via a hook // If it is a right click, call the entity's OnRightClicked() handler: if (!a_IsLeftClick) { class cRclkEntity : public cEntityCallback { cPlayer & m_Player; virtual bool Item(cEntity * a_Entity) override { if (cPluginManager::Get()->CallHookPlayerRightClickingEntity(m_Player, *a_Entity)) { return false; } a_Entity->OnRightClicked(m_Player); return false; } public: cRclkEntity(cPlayer & a_Player) : m_Player(a_Player) {} } Callback (*m_Player); cWorld * World = m_Player->GetWorld(); World->DoWithEntityByID(a_TargetEntityID, Callback); return; } // If it is a left click, attack the entity: class cDamageEntity : public cEntityCallback { virtual bool Item(cEntity * a_Entity) override { if (!a_Entity->GetWorld()->IsPVPEnabled()) { // PVP is disabled, disallow players hurting other players: if (a_Entity->IsPlayer()) { // Player is hurting another player which is not allowed when PVP is disabled so ignore it return true; } } a_Entity->TakeDamage(*m_Attacker); return false; } public: cPawn * m_Attacker; } Callback; Callback.m_Attacker = m_Player; cWorld * World = m_Player->GetWorld(); if (World->DoWithEntityByID(a_TargetEntityID, Callback)) { // Any kind of an attack implies food exhaustion m_Player->AddFoodExhaustion(0.3); } } void cClientHandle::HandleRespawn(void) { if (m_Player == nullptr) { Destroy(); return; } m_Player->Respawn(); cRoot::Get()->GetPluginManager()->CallHookPlayerSpawned(*m_Player); } void cClientHandle::HandleKeepAlive(int a_KeepAliveID) { if (a_KeepAliveID == m_PingID) { cTimer t1; m_Ping = (short)((t1.GetNowTime() - m_PingStartTime) / 2); } } bool cClientHandle::HandleHandshake(const AString & a_Username) { if (!cRoot::Get()->GetPluginManager()->CallHookHandshake(*this, a_Username)) { if (cRoot::Get()->GetServer()->GetNumPlayers() >= cRoot::Get()->GetServer()->GetMaxPlayers()) { Kick("The server is currently full :(-- Try again later"); return false; } } return true; } void cClientHandle::HandleEntityCrouch(int a_EntityID, bool a_IsCrouching) { if (a_EntityID != m_Player->GetUniqueID()) { // We should only receive entity actions from the entity that is performing the action return; } m_Player->SetCrouch(a_IsCrouching); } void cClientHandle::HandleEntityLeaveBed(int a_EntityID) { if (a_EntityID != m_Player->GetUniqueID()) { // We should only receive entity actions from the entity that is performing the action return; } m_Player->GetWorld()->BroadcastEntityAnimation(*m_Player, 2); } void cClientHandle::HandleEntitySprinting(int a_EntityID, bool a_IsSprinting) { if (a_EntityID != m_Player->GetUniqueID()) { // We should only receive entity actions from the entity that is performing the action return; } m_Player->SetSprint(a_IsSprinting); } void cClientHandle::HandleUnmount(void) { if (m_Player == nullptr) { return; } m_Player->Detach(); } void cClientHandle::HandleTabCompletion(const AString & a_Text) { AStringVector Results; m_Player->GetWorld()->TabCompleteUserName(a_Text, Results); cRoot::Get()->GetPluginManager()->TabCompleteCommand(a_Text, Results, m_Player); if (Results.empty()) { return; } std::sort(Results.begin(), Results.end()); SendTabCompletionResults(Results); } void cClientHandle::SendData(const char * a_Data, size_t a_Size) { if (m_HasSentDC) { // This could crash the client, because they've already unloaded the world etc., and suddenly a wild packet appears (#31) return; } { cCSLock Lock(m_CSOutgoingData); // _X 2012_09_06: We need an overflow buffer, usually when streaming the initial chunks if (m_OutgoingDataOverflow.empty()) { // No queued overflow data; if this packet fits into the ringbuffer, put it in, otherwise put it in the overflow buffer: size_t 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); size_t CanFit = m_OutgoingData.GetFreeSpace(); if (CanFit > 128) { // No point in moving the data over if it's not large enough - too much effort for too little an effect m_OutgoingData.Write(m_OutgoingDataOverflow.data(), CanFit); m_OutgoingDataOverflow.erase(0, CanFit); } } } // Lock(m_CSOutgoingData) // Notify SocketThreads that we have something to write: cRoot::Get()->GetServer()->NotifyClientWrite(this); } void cClientHandle::RemoveFromWorld(void) { // Remove all associated chunks: cChunkCoordsList Chunks; { cCSLock Lock(m_CSChunkLists); std::swap(Chunks, m_LoadedChunks); m_ChunksToSend.clear(); } for (cChunkCoordsList::iterator itr = Chunks.begin(), end = Chunks.end(); itr != end; ++itr) { m_Protocol->SendUnloadChunk(itr->m_ChunkX, itr->m_ChunkZ); } // for itr - Chunks[] // Here, we set last streamed values to bogus ones so everything is resent m_LastStreamedChunkX = 0x7fffffff; m_LastStreamedChunkZ = 0x7fffffff; m_HasSentPlayerChunk = false; } bool cClientHandle::CheckBlockInteractionsRate(void) { ASSERT(m_Player != nullptr); ASSERT(m_Player->GetWorld() != nullptr); if (m_NumBlockChangeInteractionsThisTick > MAX_BLOCK_CHANGE_INTERACTIONS) { return false; } return true; } void cClientHandle::Tick(float a_Dt) { // Process received network data: AString IncomingData; { cCSLock Lock(m_CSIncomingData); std::swap(IncomingData, m_IncomingData); } m_Protocol->DataReceived(IncomingData.data(), IncomingData.size()); m_TimeSinceLastPacket += a_Dt; if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out { SendDisconnect("Nooooo!! You timed out! D: Come back!"); Destroy(); } if (m_Player == nullptr) { return; } // If the chunk the player's in was just sent, spawn the player: if (m_HasSentPlayerChunk && (m_State == csDownloadingWorld)) { m_Protocol->SendPlayerMoveLook(); m_State = csPlaying; } // Send a ping packet: if (m_State == csPlaying) { cTimer t1; if ((m_LastPingTime + cClientHandle::PING_TIME_MS <= t1.GetNowTime())) { m_PingID++; m_PingStartTime = t1.GetNowTime(); m_Protocol->SendKeepAlive(m_PingID); m_LastPingTime = m_PingStartTime; } } if ((m_State >= csAuthenticated) && (m_State < csDestroying)) { // Stream 4 chunks per tick for (int i = 0; i < 4; i++) { // Stream the next chunk if (StreamNextChunk()) { // Streaming finished. All chunks are loaded. break; } } // Unload all chunks that are out of the view distance (all 5 seconds) if ((m_Player->GetWorld()->GetWorldAge() % 100) == 0) { UnloadOutOfRangeChunks(); } } // Handle block break animation: if (m_BlockDigAnimStage > -1) { int lastAnimVal = m_BlockDigAnimStage; m_BlockDigAnimStage += (int)(m_BlockDigAnimSpeed * a_Dt); if (m_BlockDigAnimStage > 9000) { m_BlockDigAnimStage = 9000; } if (m_BlockDigAnimStage / 1000 != lastAnimVal / 1000) { m_Player->GetWorld()->BroadcastBlockBreakAnimation(m_UniqueID, m_BlockDigAnimX, m_BlockDigAnimY, m_BlockDigAnimZ, (char)(m_BlockDigAnimStage / 1000), this); } } // Reset explosion & block change counters: m_NumExplosionsThisTick = 0; m_NumBlockChangeInteractionsThisTick = 0; } void cClientHandle::ServerTick(float a_Dt) { // Process received network data: AString IncomingData; { cCSLock Lock(m_CSIncomingData); std::swap(IncomingData, m_IncomingData); } m_Protocol->DataReceived(IncomingData.data(), IncomingData.size()); if (m_State == csAuthenticated) { StreamNextChunk(); // Remove the client handle from the server, it will be ticked from its cPlayer object from now on cRoot::Get()->GetServer()->ClientMovedToWorld(this); // Add the player to the world (start ticking from there): m_State = csDownloadingWorld; m_Player->GetWorld()->AddPlayer(m_Player); return; } m_TimeSinceLastPacket += a_Dt; if (m_TimeSinceLastPacket > 30000.f) // 30 seconds time-out { SendDisconnect("Nooooo!! You timed out! D: Come back!"); Destroy(); } } void cClientHandle::SendAttachEntity(const cEntity & a_Entity, const cEntity * a_Vehicle) { m_Protocol->SendAttachEntity(a_Entity, a_Vehicle); } void cClientHandle::SendBlockAction(int a_BlockX, int a_BlockY, int a_BlockZ, char a_Byte1, char a_Byte2, BLOCKTYPE a_BlockType) { m_Protocol->SendBlockAction(a_BlockX, a_BlockY, a_BlockZ, a_Byte1, a_Byte2, a_BlockType); } void cClientHandle::SendBlockBreakAnim(int a_EntityID, int a_BlockX, int a_BlockY, int a_BlockZ, char a_Stage) { m_Protocol->SendBlockBreakAnim(a_EntityID, a_BlockX, a_BlockY, a_BlockZ, a_Stage); } void cClientHandle::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta) { int ChunkX, ChunkZ = 0; cChunkDef::BlockToChunk(a_BlockX, a_BlockZ, ChunkX, ChunkZ); cChunkCoords ChunkCoords = cChunkCoords(ChunkX, ChunkZ); // Do not send block changes in chunks that weren't sent to the client yet: cCSLock Lock(m_CSChunkLists); if (std::find(m_SentChunks.begin(), m_SentChunks.end(), ChunkCoords) != m_SentChunks.end()) { Lock.Unlock(); m_Protocol->SendBlockChange(a_BlockX, a_BlockY, a_BlockZ, a_BlockType, a_BlockMeta); } } void cClientHandle::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes) { ASSERT(!a_Changes.empty()); // We don't want to be sending empty change packets! // Do not send block changes in chunks that weren't sent to the client yet: cChunkCoords ChunkCoords = cChunkCoords(a_ChunkX, a_ChunkZ); cCSLock Lock(m_CSChunkLists); if (std::find(m_SentChunks.begin(), m_SentChunks.end(), ChunkCoords) != m_SentChunks.end()) { Lock.Unlock(); m_Protocol->SendBlockChanges(a_ChunkX, a_ChunkZ, a_Changes); } } void cClientHandle::SendChat(const AString & a_Message, eMessageType a_ChatPrefix, const AString & a_AdditionalData) { cWorld * World = GetPlayer()->GetWorld(); if (World == nullptr) { World = cRoot::Get()->GetWorld(GetPlayer()->GetLoadedWorldName()); if (World == nullptr) { World = cRoot::Get()->GetDefaultWorld(); } } AString Message = FormatMessageType(World->ShouldUseChatPrefixes(), a_ChatPrefix, a_AdditionalData); m_Protocol->SendChat(Message.append(a_Message)); } void cClientHandle::SendChat(const cCompositeChat & a_Message) { m_Protocol->SendChat(a_Message); } void cClientHandle::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer) { ASSERT(m_Player != nullptr); // Check chunks being sent, erase them from m_ChunksToSend: bool Found = false; { cCSLock Lock(m_CSChunkLists); for (cChunkCoordsList::iterator itr = m_ChunksToSend.begin(); itr != m_ChunksToSend.end(); ++itr) { if ((itr->m_ChunkX == a_ChunkX) && (itr->m_ChunkZ == a_ChunkZ)) { m_ChunksToSend.erase(itr); Found = true; break; } } // for itr - m_ChunksToSend[] } if (!Found) { // This just sometimes happens. If you have a reliably replicatable situation for this, go ahead and fix it // It's not a big issue anyway, just means that some chunks may be compressed several times // LOGD("Refusing to send chunk [%d, %d] to client \"%s\" at [%d, %d].", ChunkX, ChunkZ, m_Username.c_str(), m_Player->GetChunkX(), m_Player->GetChunkZ()); return; } m_Protocol->SendChunkData(a_ChunkX, a_ChunkZ, a_Serializer); // Add the chunk to the list of chunks sent to the player: { cCSLock Lock(m_CSChunkLists); m_SentChunks.push_back(cChunkCoords(a_ChunkX, a_ChunkZ)); } // If it is the chunk the player's in, make them spawn (in the tick thread): if ((m_State == csAuthenticated) || (m_State == csDownloadingWorld)) { if ((a_ChunkX == m_Player->GetChunkX()) && (a_ChunkZ == m_Player->GetChunkZ())) { m_HasSentPlayerChunk = true; } } } void cClientHandle::SendCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player) { m_Protocol->SendCollectEntity(a_Entity, a_Player); } void cClientHandle::SendDestroyEntity(const cEntity & a_Entity) { m_Protocol->SendDestroyEntity(a_Entity); } void cClientHandle::SendDisconnect(const AString & a_Reason) { if (!m_HasSentDC) { LOGD("Sending a DC: \"%s\"", StripColorCodes(a_Reason).c_str()); m_Protocol->SendDisconnect(a_Reason); m_HasSentDC = true; } } void cClientHandle::SendEditSign(int a_BlockX, int a_BlockY, int a_BlockZ) { m_LastPlacedSign.Set(a_BlockX, a_BlockY, a_BlockZ); m_Protocol->SendEditSign(a_BlockX, a_BlockY, a_BlockZ); } void cClientHandle::SendEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration) { m_Protocol->SendEntityEffect(a_Entity, a_EffectID, a_Amplifier, a_Duration); } void cClientHandle::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item) { m_Protocol->SendEntityEquipment(a_Entity, a_SlotNum, a_Item); } void cClientHandle::SendEntityHeadLook(const cEntity & a_Entity) { ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self m_Protocol->SendEntityHeadLook(a_Entity); } void cClientHandle::SendEntityLook(const cEntity & a_Entity) { ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self m_Protocol->SendEntityLook(a_Entity); } void cClientHandle::SendEntityMetadata(const cEntity & a_Entity) { m_Protocol->SendEntityMetadata(a_Entity); } void cClientHandle::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) { ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self m_Protocol->SendEntityRelMove(a_Entity, a_RelX, a_RelY, a_RelZ); } void cClientHandle::SendEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ) { ASSERT(a_Entity.GetUniqueID() != m_Player->GetUniqueID()); // Must not send for self m_Protocol->SendEntityRelMoveLook(a_Entity, a_RelX, a_RelY, a_RelZ); } void cClientHandle::SendEntityStatus(const cEntity & a_Entity, char a_Status) { m_Protocol->SendEntityStatus(a_Entity, a_Status); } void cClientHandle::SendEntityVelocity(const cEntity & a_Entity) { m_Protocol->SendEntityVelocity(a_Entity); } void cClientHandle::SendExplosion(double a_BlockX, double a_BlockY, double a_BlockZ, float a_Radius, const cVector3iArray & a_BlocksAffected, const Vector3d & a_PlayerMotion) { if (m_NumExplosionsThisTick > MAX_EXPLOSIONS_PER_TICK) { LOGD("Dropped an explosion!"); return; } // Update the statistics: m_NumExplosionsThisTick++; m_Protocol->SendExplosion(a_BlockX, a_BlockY, a_BlockZ, a_Radius, a_BlocksAffected, a_PlayerMotion); } void cClientHandle::SendGameMode(eGameMode a_GameMode) { m_Protocol->SendGameMode(a_GameMode); } void cClientHandle::SendHealth(void) { m_Protocol->SendHealth(); } void cClientHandle::SendInventorySlot(char a_WindowID, short a_SlotNum, const cItem & a_Item) { m_Protocol->SendInventorySlot(a_WindowID, a_SlotNum, a_Item); } void cClientHandle::SendMapColumn(int a_ID, int a_X, int a_Y, const Byte * a_Colors, unsigned int a_Length, unsigned int m_Scale) { m_Protocol->SendMapColumn(a_ID, a_X, a_Y, a_Colors, a_Length, m_Scale); } void cClientHandle::SendMapDecorators(int a_ID, const cMapDecoratorList & a_Decorators, unsigned int m_Scale) { m_Protocol->SendMapDecorators(a_ID, a_Decorators, m_Scale); } void cClientHandle::SendMapInfo(int a_ID, unsigned int a_Scale) { m_Protocol->SendMapInfo(a_ID, a_Scale); } void cClientHandle::SendParticleEffect(const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmount) { m_Protocol->SendParticleEffect(a_ParticleName, a_SrcX, a_SrcY, a_SrcZ, a_OffsetX, a_OffsetY, a_OffsetZ, a_ParticleData, a_ParticleAmount); } void cClientHandle::SendPickupSpawn(const cPickup & a_Pickup) { m_Protocol->SendPickupSpawn(a_Pickup); } void cClientHandle::SendPaintingSpawn(const cPainting & a_Painting) { m_Protocol->SendPaintingSpawn(a_Painting); } void cClientHandle::SendEntityAnimation(const cEntity & a_Entity, char a_Animation) { m_Protocol->SendEntityAnimation(a_Entity, a_Animation); } void cClientHandle::SendPlayerAbilities() { m_Protocol->SendPlayerAbilities(); } void cClientHandle::SendPlayerListAddPlayer(const cPlayer & a_Player) { m_Protocol->SendPlayerListAddPlayer(a_Player); } void cClientHandle::SendPlayerListRemovePlayer(const cPlayer & a_Player) { m_Protocol->SendPlayerListRemovePlayer(a_Player); } void cClientHandle::SendPlayerListUpdateGameMode(const cPlayer & a_Player) { m_Protocol->SendPlayerListUpdateGameMode(a_Player); } void cClientHandle::SendPlayerListUpdatePing(const cPlayer & a_Player) { m_Protocol->SendPlayerListUpdatePing(a_Player); } void cClientHandle::SendPlayerListUpdateDisplayName(const cPlayer & a_Player, const AString & a_CustomName) { m_Protocol->SendPlayerListUpdateDisplayName(a_Player, a_CustomName); } void cClientHandle::SendPlayerMaxSpeed(void) { m_Protocol->SendPlayerMaxSpeed(); } void cClientHandle::SendPlayerMoveLook(void) { /* LOGD("Sending PlayerMoveLook: {%0.2f, %0.2f, %0.2f}, stance %0.2f, OnGround: %d", m_Player->GetPosX(), m_Player->GetPosY(), m_Player->GetPosZ(), m_Player->GetStance(), m_Player->IsOnGround() ? 1 : 0 ); */ m_Protocol->SendPlayerMoveLook(); } void cClientHandle::SendPlayerPosition(void) { m_Protocol->SendPlayerPosition(); } void cClientHandle::SendPlayerSpawn(const cPlayer & a_Player) { if (a_Player.GetUniqueID() == m_Player->GetUniqueID()) { // Do NOT send this packet to myself return; } LOGD("Spawning player \"%s\" on client \"%s\" @ %s", a_Player.GetName().c_str(), GetPlayer()->GetName().c_str(), GetIPString().c_str() ); m_Protocol->SendPlayerSpawn(a_Player); } void cClientHandle::SendPluginMessage(const AString & a_Channel, const AString & a_Message) { m_Protocol->SendPluginMessage(a_Channel, a_Message); } void cClientHandle::SendRemoveEntityEffect(const cEntity & a_Entity, int a_EffectID) { m_Protocol->SendRemoveEntityEffect(a_Entity, a_EffectID); } void cClientHandle::SendRespawn(eDimension a_Dimension, bool a_ShouldIgnoreDimensionChecks) { m_Protocol->SendRespawn(a_Dimension, a_ShouldIgnoreDimensionChecks); } void cClientHandle::SendExperience(void) { m_Protocol->SendExperience(); } void cClientHandle::SendExperienceOrb(const cExpOrb & a_ExpOrb) { m_Protocol->SendExperienceOrb(a_ExpOrb); } void cClientHandle::SendScoreboardObjective(const AString & a_Name, const AString & a_DisplayName, Byte a_Mode) { m_Protocol->SendScoreboardObjective(a_Name, a_DisplayName, a_Mode); } void cClientHandle::SendScoreUpdate(const AString & a_Objective, const AString & a_Player, cObjective::Score a_Score, Byte a_Mode) { m_Protocol->SendScoreUpdate(a_Objective, a_Player, a_Score, a_Mode); } void cClientHandle::SendDisplayObjective(const AString & a_Objective, cScoreboard::eDisplaySlot a_Display) { m_Protocol->SendDisplayObjective(a_Objective, a_Display); } void cClientHandle::SendSoundEffect(const AString & a_SoundName, double a_X, double a_Y, double a_Z, float a_Volume, float a_Pitch) { m_Protocol->SendSoundEffect(a_SoundName, a_X, a_Y, a_Z, a_Volume, a_Pitch); } void cClientHandle::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data) { m_Protocol->SendSoundParticleEffect(a_EffectID, a_SrcX, a_SrcY, a_SrcZ, a_Data); } void cClientHandle::SendSpawnFallingBlock(const cFallingBlock & a_FallingBlock) { m_Protocol->SendSpawnFallingBlock(a_FallingBlock); } void cClientHandle::SendSpawnMob(const cMonster & a_Mob) { m_Protocol->SendSpawnMob(a_Mob); } void cClientHandle::SendSpawnObject(const cEntity & a_Entity, char a_ObjectType, int a_ObjectData, Byte a_Yaw, Byte a_Pitch) { m_Protocol->SendSpawnObject(a_Entity, a_ObjectType, a_ObjectData, a_Yaw, a_Pitch); } void cClientHandle::SendSpawnVehicle(const cEntity & a_Vehicle, char a_VehicleType, char a_VehicleSubType) // VehicleSubType is specific to Minecarts { m_Protocol->SendSpawnVehicle(a_Vehicle, a_VehicleType, a_VehicleSubType); } void cClientHandle::SendStatistics(const cStatManager & a_Manager) { m_Protocol->SendStatistics(a_Manager); } void cClientHandle::SendTabCompletionResults(const AStringVector & a_Results) { m_Protocol->SendTabCompletionResults(a_Results); } void cClientHandle::SendTeleportEntity(const cEntity & a_Entity) { m_Protocol->SendTeleportEntity(a_Entity); } void cClientHandle::SendThunderbolt(int a_BlockX, int a_BlockY, int a_BlockZ) { m_Protocol->SendThunderbolt(a_BlockX, a_BlockY, a_BlockZ); } void cClientHandle::SendTimeUpdate(Int64 a_WorldAge, Int64 a_TimeOfDay, bool a_DoDaylightCycle) { m_Protocol->SendTimeUpdate(a_WorldAge, a_TimeOfDay, a_DoDaylightCycle); } void cClientHandle::SendUnloadChunk(int a_ChunkX, int a_ChunkZ) { // Remove the chunk from the list of chunks sent to the client: { cCSLock Lock(m_CSChunkLists); m_SentChunks.remove(cChunkCoords(a_ChunkX, a_ChunkZ)); } m_Protocol->SendUnloadChunk(a_ChunkX, a_ChunkZ); } void cClientHandle::SendUpdateBlockEntity(cBlockEntity & a_BlockEntity) { m_Protocol->SendUpdateBlockEntity(a_BlockEntity); } void cClientHandle::SendUpdateSign( int a_BlockX, int a_BlockY, int a_BlockZ, const AString & a_Line1, const AString & a_Line2, const AString & a_Line3, const AString & a_Line4 ) { m_Protocol->SendUpdateSign( a_BlockX, a_BlockY, a_BlockZ, a_Line1, a_Line2, a_Line3, a_Line4 ); } void cClientHandle::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ) { m_Protocol->SendUseBed(a_Entity, a_BlockX, a_BlockY, a_BlockZ); } void cClientHandle::SendWeather(eWeather a_Weather) { m_Protocol->SendWeather(a_Weather); } void cClientHandle::SendWholeInventory(const cWindow & a_Window) { m_Protocol->SendWholeInventory(a_Window); } void cClientHandle::SendWindowClose(const cWindow & a_Window) { m_Protocol->SendWindowClose(a_Window); } void cClientHandle::SendWindowOpen(const cWindow & a_Window) { m_Protocol->SendWindowOpen(a_Window); } void cClientHandle::SendWindowProperty(const cWindow & a_Window, short a_Property, short a_Value) { m_Protocol->SendWindowProperty(a_Window, a_Property, a_Value); } const AString & cClientHandle::GetUsername(void) const { return m_Username; } void cClientHandle::SetUsername( const AString & a_Username) { m_Username = a_Username; } void cClientHandle::SetViewDistance(int a_ViewDistance) { m_RequestedViewDistance = a_ViewDistance; LOGD("%s is requesting ViewDistance of %d!", GetUsername().c_str(), m_RequestedViewDistance); // Set the current view distance based on the requested VD and world max VD: cWorld * world = m_Player->GetWorld(); if (world != nullptr) { m_CurrentViewDistance = Clamp(a_ViewDistance, cClientHandle::MIN_VIEW_DISTANCE, world->GetMaxViewDistance()); } } bool cClientHandle::HasPluginChannel(const AString & a_PluginChannel) { return (m_PluginChannels.find(a_PluginChannel) != m_PluginChannels.end()); } bool cClientHandle::WantsSendChunk(int a_ChunkX, int a_ChunkZ) { if (m_State >= csDestroying) { return false; } cCSLock Lock(m_CSChunkLists); return (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, a_ChunkZ)) != m_ChunksToSend.end()); } void cClientHandle::AddWantedChunk(int a_ChunkX, int a_ChunkZ) { if (m_State >= csDestroying) { return; } LOGD("Adding chunk [%d, %d] to wanted chunks for client %p", a_ChunkX, a_ChunkZ, this); cCSLock Lock(m_CSChunkLists); if (std::find(m_ChunksToSend.begin(), m_ChunksToSend.end(), cChunkCoords(a_ChunkX, a_ChunkZ)) == m_ChunksToSend.end()) { m_ChunksToSend.push_back(cChunkCoords(a_ChunkX, a_ChunkZ)); } } void cClientHandle::PacketBufferFull(void) { // Too much data in the incoming queue, the server is probably too busy, kick the client: LOGERROR("Too much data in queue for client \"%s\" @ %s, kicking them.", m_Username.c_str(), m_IPString.c_str()); SendDisconnect("Server busy"); Destroy(); } void cClientHandle::PacketUnknown(UInt32 a_PacketType) { LOGERROR("Unknown packet type 0x%x from client \"%s\" @ %s", a_PacketType, m_Username.c_str(), m_IPString.c_str()); AString Reason; Printf(Reason, "Unknown [C->S] PacketType: 0x%x", a_PacketType); SendDisconnect(Reason); Destroy(); } void cClientHandle::PacketError(unsigned char a_PacketType) { LOGERROR("Protocol error while parsing packet type 0x%02x; disconnecting client \"%s\"", a_PacketType, m_Username.c_str()); SendDisconnect("Protocol error"); Destroy(); } bool cClientHandle::DataReceived(const char * a_Data, size_t a_Size) { // Data is received from the client, store it in the buffer to be processed by the Tick thread: m_TimeSinceLastPacket = 0; cCSLock Lock(m_CSIncomingData); m_IncomingData.append(a_Data, a_Size); return false; } void cClientHandle::GetOutgoingData(AString & a_Data) { // Data can be sent to client { cCSLock Lock(m_CSOutgoingData); m_OutgoingData.ReadAll(a_Data); m_OutgoingData.CommitRead(); a_Data.append(m_OutgoingDataOverflow); m_OutgoingDataOverflow.clear(); } // Disconnect player after all packets have been sent if (m_HasSentDC && a_Data.empty()) { Destroy(); } } void cClientHandle::SocketClosed(void) { // The socket has been closed for any reason LOGD("Player %s @ %s disconnected", m_Username.c_str(), m_IPString.c_str()); if (!m_Username.empty()) // Ignore client pings { cRoot::Get()->GetPluginManager()->CallHookDisconnect(*this, "Player disconnected"); } Destroy(); } void cClientHandle::HandleEnchantItem(Byte & a_WindowID, Byte & a_Enchantment) { if (a_Enchantment > 2) { LOGWARNING("%s attempt to crash the server with invalid enchanting selection!", GetUsername().c_str()); Kick("Invalid enchanting!"); return; } if ( (m_Player->GetWindow() == nullptr) || (m_Player->GetWindow()->GetWindowID() != a_WindowID) || (m_Player->GetWindow()->GetWindowType() != cWindow::wtEnchantment) ) { return; } cEnchantingWindow * Window = (cEnchantingWindow*) m_Player->GetWindow(); cItem Item = *Window->m_SlotArea->GetSlot(0, *m_Player); int BaseEnchantmentLevel = Window->GetPropertyValue(a_Enchantment); if (Item.EnchantByXPLevels(BaseEnchantmentLevel)) { if (m_Player->IsGameModeCreative() || m_Player->DeltaExperience(-m_Player->XpForLevel(BaseEnchantmentLevel)) >= 0) { Window->m_SlotArea->SetSlot(0, *m_Player, Item); Window->SendSlot(*m_Player, Window->m_SlotArea, 0); Window->BroadcastWholeWindow(); Window->SetProperty(0, 0, *m_Player); Window->SetProperty(1, 0, *m_Player); Window->SetProperty(2, 0, *m_Player); } } }