mirror of
https://git.huckle.dev/Huckles-Minecraft-Archive/LCE-Revelations.git
synced 2026-05-22 09:25:50 +00:00
---
Minecraft.Client/ClientConnection.cpp
Purpose: Propagate hardcore flag through network level creation
- handleLogin() (2 sites): Changed MultiPlayerLevel constructor calls from hardcoded false for the
hardcore parameter to packet->m_isHardcore, so the client-side level correctly knows it's hardcore
when joining a server.
- handleRespawn(): Same change - when creating a new dimension level on respawn, uses
packet->m_isHardcore instead of querying minecraft->level->getLevelData()->isHardcore() (which could
be stale/wrong).
---
Minecraft.Client/Common/App_Defines.h
Purpose: Define bitmask for hardcore host option
- Added GAME_HOST_OPTION_BITMASK_HARDCORE (0x40000000) - a new bit in the host options bitfield to
store whether the game is hardcore.
---
Minecraft.Client/Common/App_enums.h
Purpose: Add hardcore enum value
- Added eGameHostOption_Hardcore to the eGameHostOption enum so code can get/set the hardcore flag
via SetGameHostOption/GetGameHostOption.
---
Minecraft.Client/Common/Consoles_App.cpp
Purpose: Implement hardcore get/set in host options bitfield
- SetGameHostOption(): Added case eGameHostOption_Hardcore - sets or clears the
GAME_HOST_OPTION_BITMASK_HARDCORE bit.
- GetGameHostOption(): Added case eGameHostOption_Hardcore - returns 1 if the hardcore bit is set, 0
otherwise.
---
Minecraft.Client/Common/Consoles_App.h
Purpose: Store save folder name for hardcore world deletion
- Added SetCurrentSaveFolderName() and GetCurrentSaveFolderName() public methods.
- Added wstring m_currentSaveFolderName private member - stores the save folder name so the hardcore
death handler can find and delete the world.
---
Minecraft.Client/Common/UI/IUIScene_PauseMenu.cpp
Purpose: Delete hardcore world's save data on exit
- Added Win64_DeleteSaveDirectory() - a recursive directory deletion helper (Windows64 only).
- In _ExitWorld(): Before the server is torn down, captures whether this is a hardcore death exit
(getDeleteWorldOnExit()). Tries 3 sources for the save folder name: app storage, StorageManager, and
MinecraftServer.
- After the server fully stops, if shouldDeleteHardcoreWorld is true, deletes the entire
Windows64\GameHDD\<savefolder> directory.
---
Minecraft.Client/Common/UI/UIScene_CreateWorldMenu.cpp
Purpose: Hardcore difficulty slider in Create World menu
- Added file-scope s_bHardcore flag to track when the slider is at position 4 (Hardcore).
- Constructor: Extended difficulty slider range from 0-3 to 0-4, resets s_bHardcore to false.
- handleSliderMove(): When slider value >= 4, sets s_bHardcore = true, stores actual difficulty as 3
(Hard), and displays "Hardcore" label. Otherwise behaves normally.
- CreateGame(): Clears the save folder name (new world), and sets eGameHostOption_Hardcore based on
s_bHardcore.
- Minor: Changed RequestErrorMessage to RequestAlertMessage for a content restriction dialog.
---
Minecraft.Client/Common/UI/UIScene_DeathMenu.cpp
Purpose: Hardcore death screen behavior (Iggy UI)
- Constructor: Checks if current level is hardcore. If so, shows IDS_HARDCORE_DEATH_MESSAGE on the
respawn button and hides it. Otherwise shows normal "Respawn" button.
- handlePress() - Respawn: Added safeguard - if hardcore, blocks respawn entirely.
- handlePress() - Exit Game: If hardcore and host, skips save dialog, disables save-on-exit, enables
delete-world-on-exit, and triggers immediate world exit.
---
Minecraft.Client/Common/UI/UIScene_LoadMenu.cpp
Purpose: Show "Difficulty: Hardcore" in Load World menu + persist hardcore through game launch
- Static array: Expanded m_iDifficultyTitleSettingA from 4 to 5 entries, added IDS_GAMEMODE_HARDCORE
at index 4.
- Constructor: Initializes m_bHardcore = false. In Windows64 block: sets up thumbnail name from save
details, and reads isHardcore from params->saveDetails. If hardcore, immediately initializes the
difficulty slider to show "Hardcore" locked at position 4.
- tick(): When host options are read (bHostOptionsRead block), also reads the hardcore flag and
re-initializes the slider if needed (for console path).
- handleSliderMove(): If m_bHardcore, locks the slider at position 4 (prevents changing difficulty).
- StartGameFromSave(): Stores the save folder name in app for later hardcore deletion. Sets
eGameHostOption_Hardcore from m_bHardcore.
---
Minecraft.Client/Common/UI/UIScene_LoadMenu.h
Purpose: Declare hardcore member
- Expanded m_iDifficultyTitleSettingA from [4] to [5].
- Added bool m_bHardcore private member.
---
Minecraft.Client/Common/UI/UIScene_LoadOrJoinMenu.cpp
Purpose: Read hardcore flag from level.dat when building the save list
- ReadLevelNameFromSaveFile(): Added optional bool *outHardcore parameter. Inside the NBT Data
compound tag parsing, if outHardcore is non-null, reads dataTag->getBoolean(L"hardcore").
- Save enumeration block (Windows64): Passes &saveHardcore to ReadLevelNameFromSaveFile and stores
the result in m_saveDetails[i].isHardcore.
---
Minecraft.Client/Common/UI/UIStructs.h
Purpose: Add isHardcore to save list details struct
- Added bool isHardcore field to _SaveListDetails struct.
- Initialized to false in the constructor.
---
Minecraft.Client/Common/XUI/XUI_Death.cpp
Purpose: Hardcore death screen behavior (XUI/Xbox UI)
- Mirror of the Iggy UIScene_DeathMenu.cpp changes but for the XUI rendering path.
- OnInit(): Checks isHardcore(), hides respawn button and shows death message if true.
- OnNotifyPressEx() - Exit Game: If hardcore and host, skips save, flags world for deletion, exits
immediately.
- OnNotifyPressEx() - Respawn: Safeguard to block respawn in hardcore.
---
Minecraft.Client/Gui.cpp
Purpose: Syntax fix
- Fixed lines.push_back(L"" → lines.push_back(L"") - missing closing quote/paren in debug terrain
feature display.
---
Minecraft.Client/MinecraftServer.cpp
Purpose: Server-side hardcore support
- Constructor: Initializes m_deleteWorldOnExit = false.
- loadLevel(): Captures the save folder name from StorageManager into m_saveFolderName for later use
in hardcore world deletion.
- isHardcore(): Changed from always returning false to returning
app.GetGameHostOption(eGameHostOption_Hardcore) > 0 - this is the key change that makes the server
actually report hardcore mode.
---
Minecraft.Client/MinecraftServer.h
Purpose: Declare hardcore-related members
- Added bool m_deleteWorldOnExit and wstring m_saveFolderName private members.
- Added setDeleteWorldOnExit(), getDeleteWorldOnExit(), and getSaveFolderName() public methods.
---
Minecraft.Client/PlayerConnection.h
Purpose: Thread-safety fix for kicked flag
- Changed m_bWasKicked from bool to std::atomic<bool> (initialized with {false}).
- Changed setWasKicked()/getWasKicked() to use .store()/.load() - fixes a race condition where the
kicked flag is set on one thread and read on another.
---
Minecraft.Client/PlayerList.cpp
Purpose: Hardcore multiplayer - ban, respawn as Adventure, thread-safe bans
- Constructor/Destructor: Added InitializeCriticalSection/DeleteCriticalSection for m_banCS.
- placeNewPlayer(): Passes isHardcore() flag to the LoginPacket constructor so clients joining know
it's hardcore.
- respawn(): After respawn in hardcore, forces the player into Adventure mode (spectate-like: can
look around but not interact). Sends GameEventPacket to sync client.
- respawn() and toggleDimension() (2 sites): Pass isHardcore() to RespawnPacket constructor.
- isXuidBanned(): Wrapped m_bannedXuids iteration with EnterCriticalSection/LeaveCriticalSection for
thread safety.
- banXuid() (new): Thread-safe method to add a player's XUID to the ban list - used when a player
dies in hardcore multiplayer.
---
Minecraft.Client/PlayerList.h
Purpose: Declare ban-related additions
- Added CRITICAL_SECTION m_banCS to protect m_bannedXuids.
- Added void banXuid(PlayerUID xuid) public method.
---
Minecraft.Client/SelectWorldScreen.cpp
Purpose: Show [Hardcore] badge in Java-style world list
- In renderItem(): If levelSummary->isHardcore(), appends [Hardcore] to the world name display.
---
Minecraft.Client/ServerPlayer.cpp
Purpose: Hardcore death behavior on server
- die(): If the level is hardcore, switches the dead player to Adventure mode (so they can't
interact if somehow respawned).
- Minor: Two comment lines changed // → /// (no functional change).
---
Minecraft.Client/Windows64Media/strings.h
Purpose: String IDs for hardcore UI text
- Added 8 new string IDs (2286-2293): IDS_GAMEMODE_HARDCORE, IDS_HARDCORE, IDS_HARDCORE_TOOLTIP,
IDS_HARDCORE_WARNING_TITLE, IDS_HARDCORE_WARNING_TEXT, IDS_HARDCORE_DEATH_MESSAGE,
IDS_LABEL_HARDCORE, IDS_GAMEOPTION_HARDCORE.
---
Minecraft.World/ConsoleSaveFileOriginal.cpp
Purpose: Capture save folder name after first save (for new worlds)
- SaveSaveDataCallback() (Windows64 only): After a successful save, if the app doesn't yet know the
save folder name, attempts to capture it via StorageManager or by scanning Windows64\GameHDD\ for
the newest folder. This handles the case where a newly-created hardcore world hasn't been saved yet
when the folder name is needed.
---
Minecraft.World/DisconnectPacket.h
Purpose: Hardcore disconnect reason
- Added eDisconnect_HardcoreDeath to the disconnect reason enum - used when kicking a player who
died in hardcore multiplayer.
---
Minecraft.World/LoginPacket.cpp & LoginPacket.h
Purpose: Serialize hardcore flag in login packet
- Added bool m_isHardcore member, initialized to false in both constructors.
- Server→Client constructor now accepts bool isHardcore = false parameter.
- read(): Reads m_isHardcore from the stream.
- write(): Writes m_isHardcore to the stream.
- getEstimatedSize(): Added sizeof(bool) for the new field.
---
Minecraft.World/RespawnPacket.cpp & RespawnPacket.h
Purpose: Serialize hardcore flag in respawn packet
- Added bool m_isHardcore member, initialized to false.
- Constructor now accepts bool isHardcore = false parameter.
- read()/write(): Serialize m_isHardcore via readBoolean()/writeBoolean().
- getEstimatedSize(): Changed from 13 to 14 bytes to account for the new boolean.
1725 lines
59 KiB
C++
1725 lines
59 KiB
C++
#include "stdafx.h"
|
||
#include "PlayerList.h"
|
||
|
||
#include <memory>
|
||
#include "PlayerChunkMap.h"
|
||
#include "MinecraftServer.h"
|
||
#include "Settings.h"
|
||
#include "ServerLevel.h"
|
||
#include "ServerChunkCache.h"
|
||
#include "ServerPlayer.h"
|
||
#include "ServerPlayerGameMode.h"
|
||
#include "ServerConnection.h"
|
||
#include "PendingConnection.h"
|
||
#include "PlayerConnection.h"
|
||
#include "EntityTracker.h"
|
||
#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
|
||
#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
|
||
#include "..\Minecraft.World\ArrayWithLength.h"
|
||
#include "..\Minecraft.World\net.minecraft.network.packet.h"
|
||
#include "..\Minecraft.World\net.minecraft.network.h"
|
||
#include "Windows64\Windows64_Xuid.h"
|
||
#ifdef _WINDOWS64
|
||
#include "Windows64\Network\WinsockNetLayer.h"
|
||
#endif
|
||
#include "..\Minecraft.World\Pos.h"
|
||
#include "..\Minecraft.World\ProgressListener.h"
|
||
#include "..\Minecraft.World\HellRandomLevelSource.h"
|
||
#include "..\Minecraft.World\net.minecraft.world.phys.h"
|
||
#include "..\Minecraft.World\net.minecraft.world.item.h"
|
||
#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
|
||
#include "..\Minecraft.World\net.minecraft.world.level.saveddata.h"
|
||
#include "..\Minecraft.World\JavaMath.h"
|
||
#include "..\Minecraft.World\EntityIO.h"
|
||
#if defined(_XBOX) || defined(_WINDOWS64)
|
||
#include "Xbox\Network\NetworkPlayerXbox.h"
|
||
#elif defined(__PS3__) || defined(__ORBIS__)
|
||
#include "Common\Network\Sony\NetworkPlayerSony.h"
|
||
#endif
|
||
|
||
// 4J - this class is fairly substantially altered as there didn't seem any point in porting code for banning, whitelisting, ops etc.
|
||
|
||
PlayerList::PlayerList(MinecraftServer *server)
|
||
{
|
||
playerIo = nullptr;
|
||
|
||
this->server = server;
|
||
|
||
sendAllPlayerInfoIn = 0;
|
||
overrideGameMode = nullptr;
|
||
allowCheatsForAllPlayers = false;
|
||
|
||
#ifdef __PSVITA__
|
||
viewDistance = 3;
|
||
#elif defined _LARGE_WORLDS
|
||
viewDistance = 16;
|
||
#else
|
||
viewDistance = 10;
|
||
#endif
|
||
|
||
//int viewDistance = server->settings->getInt(L"view-distance", 10);
|
||
|
||
int rawMax = server->settings->getInt(L"max-players", 8);
|
||
maxPlayers = static_cast<unsigned int>(Mth::clamp(rawMax, 1, MINECRAFT_NET_MAX_PLAYERS));
|
||
doWhiteList = false;
|
||
InitializeCriticalSection(&m_banCS);
|
||
InitializeCriticalSection(&m_kickPlayersCS);
|
||
InitializeCriticalSection(&m_closePlayersCS);
|
||
}
|
||
|
||
PlayerList::~PlayerList()
|
||
{
|
||
for (auto& player : players)
|
||
{
|
||
player->connection = nullptr; // Must remove reference to connection, or else there is a circular dependency
|
||
delete player->gameMode; // Gamemode also needs deleted as it references back to this player
|
||
player->gameMode = nullptr;
|
||
}
|
||
|
||
DeleteCriticalSection(&m_banCS);
|
||
DeleteCriticalSection(&m_kickPlayersCS);
|
||
DeleteCriticalSection(&m_closePlayersCS);
|
||
}
|
||
|
||
bool PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> player, shared_ptr<LoginPacket> packet)
|
||
{
|
||
CompoundTag *playerTag = load(player);
|
||
|
||
bool newPlayer = playerTag == nullptr;
|
||
|
||
player->setLevel(server->getLevel(player->dimension));
|
||
player->gameMode->setLevel(static_cast<ServerLevel *>(player->level));
|
||
|
||
// Make sure these privileges are always turned off for the host player
|
||
INetworkPlayer *networkPlayer = connection->getSocket()->getPlayer();
|
||
if(networkPlayer != nullptr && networkPlayer->IsHost())
|
||
{
|
||
player->enableAllPlayerPrivileges(true);
|
||
player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_HOST,1);
|
||
}
|
||
|
||
#if defined(__PS3__) || defined(__ORBIS__)
|
||
// PS3 networking library doesn't automatically assign PlayerUIDs to the network players for anything remote, so need to tell it what to set from the data in this packet now
|
||
if( !g_NetworkManager.IsLocalGame() )
|
||
{
|
||
if( networkPlayer != nullptr )
|
||
{
|
||
((NetworkPlayerSony *)networkPlayer)->SetUID( packet->m_onlineXuid );
|
||
}
|
||
}
|
||
#endif
|
||
#ifdef _WINDOWS64
|
||
if (networkPlayer != nullptr)
|
||
{
|
||
NetworkPlayerXbox* nxp = static_cast<NetworkPlayerXbox *>(networkPlayer);
|
||
IQNetPlayer* qnp = nxp->GetQNetPlayer();
|
||
if (qnp != nullptr)
|
||
{
|
||
if (!networkPlayer->IsLocal())
|
||
{
|
||
wcsncpy_s(qnp->m_gamertag, 32, player->name.c_str(), _TRUNCATE);
|
||
}
|
||
qnp->m_resolvedXuid = player->getXuid();
|
||
}
|
||
}
|
||
#endif
|
||
// 4J Stu - TU-1 hotfix
|
||
// Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down
|
||
validatePlayerSpawnPosition(player);
|
||
|
||
// logger.info(getName() + " logged in with entity id " + playerEntity.entityId + " at (" + playerEntity.x + ", " + playerEntity.y + ", " + playerEntity.z + ")");
|
||
|
||
ServerLevel *level = server->getLevel(player->dimension);
|
||
|
||
DWORD playerIndex = (DWORD)MINECRAFT_NET_MAX_PLAYERS;
|
||
{
|
||
bool usedIndexes[MINECRAFT_NET_MAX_PLAYERS];
|
||
ZeroMemory( &usedIndexes, MINECRAFT_NET_MAX_PLAYERS * sizeof(bool) );
|
||
for (auto& p : players )
|
||
{
|
||
usedIndexes[p->getPlayerIndex()] = true;
|
||
}
|
||
for(unsigned int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i)
|
||
{
|
||
if(!usedIndexes[i])
|
||
{
|
||
playerIndex = i;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
if (playerIndex >= static_cast<unsigned int>(MINECRAFT_NET_MAX_PLAYERS))
|
||
{
|
||
connection->send(std::make_shared<DisconnectPacket>(DisconnectPacket::eDisconnect_ServerFull));
|
||
connection->sendAndQuit();
|
||
return false;
|
||
}
|
||
player->setPlayerIndex( playerIndex );
|
||
player->setCustomSkin( packet->m_playerSkinId );
|
||
player->setCustomCape( packet->m_playerCapeId );
|
||
|
||
// 4J-JEV: Moved this here so we can send player-model texture and geometry data.
|
||
shared_ptr<PlayerConnection> playerConnection = std::make_shared<PlayerConnection>(server, connection, player);
|
||
//player->connection = playerConnection; // Used to be assigned in PlayerConnection ctor but moved out so we can use shared_ptr
|
||
|
||
if(newPlayer)
|
||
{
|
||
int mapScale = 3;
|
||
#ifdef _LARGE_WORLDS
|
||
int scale = MapItemSavedData::MAP_SIZE * 2 * (1 << mapScale);
|
||
int centreXC = static_cast<int>(Math::round(player->x / scale) * scale);
|
||
int centreZC = static_cast<int>(Math::round(player->z / scale) * scale);
|
||
#else
|
||
// 4J-PB - for Xbox maps, we'll centre them on the origin of the world, since we can fit the whole world in our map
|
||
int centreXC = 0;
|
||
int centreZC = 0;
|
||
#endif
|
||
// 4J Added - Give every player a map the first time they join a server
|
||
player->inventory->setItem( 9, std::make_shared<ItemInstance>(Item::map_Id, 1, level->getAuxValueForMap(player->getXuid(), 0, centreXC, centreZC, mapScale)));
|
||
if(app.getGameRuleDefinitions() != nullptr)
|
||
{
|
||
app.getGameRuleDefinitions()->postProcessPlayer(player);
|
||
}
|
||
}
|
||
|
||
if(!player->customTextureUrl.empty() && player->customTextureUrl.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(player->customTextureUrl))
|
||
{
|
||
if (server->getConnection()->addPendingTextureRequest(player->customTextureUrl))
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
wprintf(L"Sending texture packet to get custom skin %ls from player %ls\n", player->customTextureUrl.c_str(), player->name.c_str());
|
||
#endif
|
||
playerConnection->send(std::make_shared<TextureAndGeometryPacket>(
|
||
player->customTextureUrl,
|
||
nullptr,
|
||
static_cast<DWORD>(0)));
|
||
|
||
}
|
||
}
|
||
else if(!player->customTextureUrl.empty() && app.IsFileInMemoryTextures(player->customTextureUrl))
|
||
{
|
||
// Update the ref count on the memory texture data
|
||
app.AddMemoryTextureFile(player->customTextureUrl,nullptr,0);
|
||
}
|
||
|
||
if(!player->customTextureUrl2.empty() && player->customTextureUrl2.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(player->customTextureUrl2))
|
||
{
|
||
if( server->getConnection()->addPendingTextureRequest(player->customTextureUrl2))
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
wprintf(L"Sending texture packet to get custom skin %ls from player %ls\n",player->customTextureUrl2.c_str(), player->name.c_str());
|
||
#endif
|
||
playerConnection->send(std::make_shared<TexturePacket>(
|
||
player->customTextureUrl,
|
||
nullptr,
|
||
static_cast<DWORD>(0)
|
||
));
|
||
}
|
||
}
|
||
else if(!player->customTextureUrl2.empty() && app.IsFileInMemoryTextures(player->customTextureUrl2))
|
||
{
|
||
// Update the ref count on the memory texture data
|
||
app.AddMemoryTextureFile(player->customTextureUrl2,nullptr,0);
|
||
}
|
||
|
||
player->setIsGuest( packet->m_isGuest );
|
||
|
||
Pos *spawnPos = level->getSharedSpawnPos();
|
||
|
||
updatePlayerGameMode(player, nullptr, level);
|
||
|
||
// Update the privileges with the correct game mode
|
||
GameType *gameType = Player::getPlayerGamePrivilege(player->getAllPlayerGamePrivileges(),Player::ePlayerGamePrivilege_CreativeMode) ? GameType::CREATIVE : GameType::SURVIVAL;
|
||
gameType = LevelSettings::validateGameType(gameType->getId());
|
||
if (player->gameMode->getGameModeForPlayer() != gameType)
|
||
{
|
||
player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_CreativeMode,player->gameMode->getGameModeForPlayer()->getId() );
|
||
}
|
||
|
||
//shared_ptr<PlayerConnection> playerConnection = shared_ptr<PlayerConnection>(new PlayerConnection(server, connection, player));
|
||
player->connection = playerConnection; // Used to be assigned in PlayerConnection ctor but moved out so we can use shared_ptr
|
||
|
||
// 4J Added to store UGC settings
|
||
playerConnection->m_friendsOnlyUGC = packet->m_friendsOnlyUGC;
|
||
playerConnection->m_offlineXUID = packet->m_offlineXuid;
|
||
playerConnection->m_onlineXUID = packet->m_onlineXuid;
|
||
|
||
// This player is now added to the list, so incrementing this value invalidates all previous PreLogin packets
|
||
if(packet->m_friendsOnlyUGC) ++server->m_ugcPlayersVersion;
|
||
|
||
addPlayerToReceiving( player );
|
||
|
||
int maxPlayersForPacket = getMaxPlayers() > 255 ? 255 : getMaxPlayers();
|
||
|
||
BYTE newSmallId = 0;
|
||
Socket *sock = connection->getSocket();
|
||
INetworkPlayer *np = sock ? sock->getPlayer() : nullptr;
|
||
if (np) newSmallId = np->GetSmallId();
|
||
app.DebugPrintf("RECONNECT: placeNewPlayer smallId=%d entityId=%d dim=%d\n",
|
||
newSmallId, player->entityId, level->dimension->id);
|
||
|
||
playerConnection->send(std::make_shared<LoginPacket>(L"", player->entityId, level->getLevelData()->getGenerator(),
|
||
level->getSeed(),
|
||
player->gameMode->getGameModeForPlayer()->getId(),
|
||
static_cast<byte>(level->dimension->id), static_cast<byte>(level->getMaxBuildHeight()),
|
||
static_cast<byte>(maxPlayersForPacket),
|
||
level->difficulty,
|
||
TelemetryManager->GetMultiplayerInstanceID(),
|
||
static_cast<BYTE>(playerIndex), level->useNewSeaLevel(),
|
||
player->getAllPlayerGamePrivileges(),
|
||
level->getLevelData()->getXZSize(),
|
||
level->getLevelData()->getHellScale(),
|
||
level->getLevelData()->isHardcore()));
|
||
playerConnection->send(std::make_shared<SetSpawnPositionPacket>(spawnPos->x, spawnPos->y, spawnPos->z));
|
||
playerConnection->send(std::make_shared<PlayerAbilitiesPacket>(&player->abilities));
|
||
playerConnection->send(std::make_shared<SetCarriedItemPacket>(player->inventory->selected));
|
||
delete spawnPos;
|
||
|
||
updateEntireScoreboard(reinterpret_cast<ServerScoreboard *>(level->getScoreboard()), player);
|
||
|
||
sendLevelInfo(player, level);
|
||
|
||
// 4J-PB - removed, since it needs to be localised in the language the client is in
|
||
//server->players->broadcastAll( shared_ptr<ChatPacket>( new ChatPacket(L"<22>e" + playerEntity->name + L" joined the game.") ) );
|
||
broadcastAll(std::make_shared<ChatPacket>(player->name, ChatPacket::e_ChatPlayerJoinedGame));
|
||
|
||
MemSect(14);
|
||
add(player);
|
||
MemSect(0);
|
||
|
||
player->doTick(true, true, false); // 4J - added - force sending of the nearest chunk before the player is teleported, so we have somewhere to arrive on...
|
||
playerConnection->teleport(player->x, player->y, player->z, player->yRot, player->xRot);
|
||
|
||
server->getConnection()->addPlayerConnection(playerConnection);
|
||
playerConnection->send(std::make_shared<SetTimePacket>(level->getGameTime(), level->getDayTime(), level->getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)));
|
||
|
||
auto activeEffects = player->getActiveEffects();
|
||
for(MobEffectInstance *effect : *player->getActiveEffects())
|
||
{
|
||
playerConnection->send(std::make_shared<UpdateMobEffectPacket>(player->entityId, effect));
|
||
}
|
||
|
||
player->initMenu();
|
||
|
||
if (playerTag != nullptr && playerTag->contains(Entity::RIDING_TAG))
|
||
{
|
||
// this player has been saved with a mount tag
|
||
shared_ptr<Entity> mount = EntityIO::loadStatic(playerTag->getCompound(Entity::RIDING_TAG), level);
|
||
if (mount != nullptr)
|
||
{
|
||
mount->forcedLoading = true;
|
||
level->addEntity(mount);
|
||
player->ride(mount);
|
||
mount->forcedLoading = false;
|
||
}
|
||
}
|
||
|
||
// If we are joining at the same time as someone in the end on this system is travelling through the win portal,
|
||
// then we should set our wonGame flag to true so that respawning works when the EndPoem is closed
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
if( thisPlayer )
|
||
{
|
||
for(auto& servPlayer : players)
|
||
{
|
||
INetworkPlayer* checkPlayer = servPlayer->connection->getNetworkPlayer();
|
||
if(thisPlayer != checkPlayer && checkPlayer && thisPlayer->IsSameSystem( checkPlayer ) && servPlayer->wonGame )
|
||
{
|
||
player->wonGame = true;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
return true;
|
||
}
|
||
|
||
void PlayerList::updateEntireScoreboard(ServerScoreboard *scoreboard, shared_ptr<ServerPlayer> player)
|
||
{
|
||
//unordered_set<Objective *> objectives;
|
||
|
||
//for (PlayerTeam team : scoreboard->getPlayerTeams())
|
||
//{
|
||
// player->connection->send( shared_ptr<SetPlayerTeamPacket>(new SetPlayerTeamPacket(team, SetPlayerTeamPacket::METHOD_ADD)));
|
||
//}
|
||
|
||
//for (int slot = 0; slot < Scoreboard::DISPLAY_SLOTS; slot++)
|
||
//{
|
||
// Objective objective = scoreboard->getDisplayObjective(slot);
|
||
|
||
// if (objective != nullptr && !objectives->contains(objective))
|
||
// {
|
||
// vector<shared_ptr<Packet> > *packets = scoreboard->getStartTrackingPackets(objective);
|
||
|
||
// for (Packet packet : packets)
|
||
// {
|
||
// player->connection->send(packet);
|
||
// }
|
||
|
||
// objectives->add(objective);
|
||
// }
|
||
//}
|
||
}
|
||
|
||
void PlayerList::setLevel(ServerLevelArray levels)
|
||
{
|
||
playerIo = levels[0]->getLevelStorage()->getPlayerIO();
|
||
}
|
||
|
||
void PlayerList::changeDimension(shared_ptr<ServerPlayer> player, ServerLevel *from)
|
||
{
|
||
ServerLevel *to = player->getLevel();
|
||
|
||
if (from != nullptr) from->getChunkMap()->remove(player);
|
||
to->getChunkMap()->add(player);
|
||
|
||
to->cache->create(static_cast<int>(player->x) >> 4, static_cast<int>(player->z) >> 4);
|
||
}
|
||
|
||
int PlayerList::getMaxRange()
|
||
{
|
||
return PlayerChunkMap::convertChunkRangeToBlock(getViewDistance());
|
||
}
|
||
|
||
CompoundTag *PlayerList::load(shared_ptr<ServerPlayer> player)
|
||
{
|
||
return playerIo->load(player);
|
||
}
|
||
|
||
void PlayerList::save(shared_ptr<ServerPlayer> player)
|
||
{
|
||
playerIo->save(player);
|
||
}
|
||
|
||
// 4J Stu - TU-1 hotifx
|
||
// Add this function to take some of the code from the PlayerList::add function with the fixes
|
||
// for checking spawn area, especially in the nether. These needed to be done in a different order from before
|
||
// Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down
|
||
void PlayerList::validatePlayerSpawnPosition(shared_ptr<ServerPlayer> player)
|
||
{
|
||
// 4J Stu - Some adjustments to make sure the current players position is correct
|
||
// Make sure that the player is on the ground, and in the centre x/z of the current column
|
||
app.DebugPrintf("Original pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension);
|
||
|
||
bool spawnForced = player->isRespawnForced();
|
||
|
||
double targetX = 0;
|
||
if(player->x < 0) targetX = Mth::ceil(player->x) - 0.5;
|
||
else targetX = Mth::floor(player->x) + 0.5;
|
||
|
||
double targetY = floor(player->y);
|
||
|
||
double targetZ = 0;
|
||
if(player->z < 0) targetZ = Mth::ceil(player->z) - 0.5;
|
||
else targetZ = Mth::floor(player->z) + 0.5;
|
||
|
||
player->setPos(targetX, targetY, targetZ);
|
||
|
||
app.DebugPrintf("New pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension);
|
||
|
||
ServerLevel *level = server->getLevel(player->dimension);
|
||
while (level->getCubes(player, player->bb)->size() != 0)
|
||
{
|
||
player->setPos(player->x, player->y + 1, player->z);
|
||
}
|
||
app.DebugPrintf("Final pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension);
|
||
|
||
// 4J Stu - If we are in the nether and the above while loop has put us above the nether then we have a problem
|
||
// Finding a valid, safe spawn point is potentially computationally expensive (may have to hunt through a large part
|
||
// of the nether) so move the player to their spawn position in the overworld so that they do not lose their inventory
|
||
// 4J Stu - We also use this mechanism to force a spawn point in the overworld for players who were in the save when the reset nether option was applied
|
||
if(level->dimension->id == -1 && player->y > 125)
|
||
{
|
||
app.DebugPrintf("Player in the nether tried to spawn at y = %f, moving to overworld\n", player->y);
|
||
player->setLevel(server->getLevel(0));
|
||
player->gameMode->setLevel(server->getLevel(0));
|
||
player->dimension = 0;
|
||
|
||
level = server->getLevel(player->dimension);
|
||
|
||
Pos *levelSpawn = level->getSharedSpawnPos();
|
||
player->setPos(levelSpawn->x, levelSpawn->y, levelSpawn->z);
|
||
delete levelSpawn;
|
||
|
||
Pos *bedPosition = player->getRespawnPosition();
|
||
if (bedPosition != nullptr)
|
||
{
|
||
Pos *respawnPosition = Player::checkBedValidRespawnPosition(server->getLevel(player->dimension), bedPosition, spawnForced);
|
||
if (respawnPosition != nullptr)
|
||
{
|
||
player->moveTo(respawnPosition->x + 0.5f, respawnPosition->y + 0.1f, respawnPosition->z + 0.5f, 0, 0);
|
||
player->setRespawnPosition(bedPosition, spawnForced);
|
||
}
|
||
delete bedPosition;
|
||
}
|
||
while (level->getCubes(player, player->bb)->size() != 0)
|
||
{
|
||
player->setPos(player->x, player->y + 1, player->z);
|
||
}
|
||
|
||
app.DebugPrintf("Updated pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension);
|
||
}
|
||
}
|
||
|
||
void PlayerList::add(shared_ptr<ServerPlayer> player)
|
||
{
|
||
//broadcastAll(shared_ptr<PlayerInfoPacket>( new PlayerInfoPacket(player->name, true, 1000) ) );
|
||
if( player->connection->getNetworkPlayer() )
|
||
{
|
||
broadcastAll(std::make_shared<PlayerInfoPacket>(player));
|
||
}
|
||
|
||
players.push_back(player);
|
||
|
||
// 4J Added
|
||
addPlayerToReceiving(player);
|
||
|
||
// Ensure the area the player is spawning in is loaded!
|
||
ServerLevel *level = server->getLevel(player->dimension);
|
||
|
||
// 4J Stu - TU-1 hotfix
|
||
// Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down
|
||
// Some code from here has been moved to the above validatePlayerSpawnPosition function
|
||
|
||
// 4J Stu - Swapped these lines about so that we get the chunk visiblity packet way ahead of all the add tracked entity packets
|
||
// Fix for #9169 - ART : Sign text is replaced with the words <20>Awaiting approval<61>.
|
||
changeDimension(player, nullptr);
|
||
level->addEntity(player);
|
||
|
||
for (size_t i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> op = players.at(i);
|
||
//player->connection->send(shared_ptr<PlayerInfoPacket>( new PlayerInfoPacket(op->name, true, op->latency) ) );
|
||
if( op->connection->getNetworkPlayer() )
|
||
{
|
||
player->connection->send(std::make_shared<PlayerInfoPacket>(op));
|
||
}
|
||
}
|
||
|
||
if(level->isAtLeastOnePlayerSleeping())
|
||
{
|
||
shared_ptr<ServerPlayer> firstSleepingPlayer = nullptr;
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> thisPlayer = players[i];
|
||
if(thisPlayer->isSleeping())
|
||
{
|
||
if(firstSleepingPlayer == nullptr) firstSleepingPlayer = thisPlayer;
|
||
thisPlayer->connection->send(std::make_shared<ChatPacket>(thisPlayer->name, ChatPacket::e_ChatBedMeSleep));
|
||
}
|
||
}
|
||
player->connection->send(std::make_shared<ChatPacket>(firstSleepingPlayer->name, ChatPacket::e_ChatBedPlayerSleep));
|
||
}
|
||
}
|
||
|
||
void PlayerList::move(shared_ptr<ServerPlayer> player)
|
||
{
|
||
player->getLevel()->getChunkMap()->move(player);
|
||
}
|
||
|
||
void PlayerList::remove(shared_ptr<ServerPlayer> player)
|
||
{
|
||
save(player);
|
||
//4J Stu - We don't want to save the map data for guests, so when we are sure that the player is gone delete the map
|
||
if(player->isGuest()) playerIo->deleteMapFilesForPlayer(player);
|
||
ServerLevel *level = player->getLevel();
|
||
if (player->riding != nullptr)
|
||
{
|
||
level->removeEntityImmediately(player->riding);
|
||
app.DebugPrintf("removing player mount");
|
||
}
|
||
level->getTracker()->removeEntity(player);
|
||
level->removeEntity(player);
|
||
level->getChunkMap()->remove(player);
|
||
auto it = find(players.begin(), players.end(), player);
|
||
if( it != players.end() )
|
||
{
|
||
players.erase(it);
|
||
}
|
||
//broadcastAll(shared_ptr<PlayerInfoPacket>( new PlayerInfoPacket(player->name, false, 9999) ) );
|
||
|
||
removePlayerFromReceiving(player);
|
||
player->connection = nullptr; // Must remove reference to connection, or else there is a circular dependency
|
||
delete player->gameMode; // Gamemode also needs deleted as it references back to this player
|
||
player->gameMode = nullptr;
|
||
|
||
// 4J Stu - Save all the players currently in the game, which will also free up unused map id slots if required, and remove old players
|
||
saveAll(nullptr,false);
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::getPlayerForLogin(PendingConnection *pendingConnection, const wstring& userName, PlayerUID xuid, PlayerUID onlineXuid)
|
||
{
|
||
if (players.size() >= (unsigned int)maxPlayers)
|
||
{
|
||
pendingConnection->disconnect(DisconnectPacket::eDisconnect_ServerFull);
|
||
return shared_ptr<ServerPlayer>();
|
||
}
|
||
shared_ptr<ServerPlayer> player = std::make_shared<ServerPlayer>(server, server->getLevel(0), userName, new ServerPlayerGameMode(server->getLevel(0)));
|
||
player->gameMode->player = player; // 4J added as had to remove this assignment from ServerPlayer ctor
|
||
player->setXuid( xuid ); // 4J Added
|
||
player->setOnlineXuid( onlineXuid ); // 4J Added
|
||
#ifdef _WINDOWS64
|
||
{
|
||
// Use packet-supplied identity from LoginPacket.
|
||
// Do not recompute from name here: mixed-version clients must stay compatible.
|
||
INetworkPlayer* np = pendingConnection->connection->getSocket()->getPlayer();
|
||
if (np != nullptr)
|
||
{
|
||
player->setOnlineXuid(np->GetUID());
|
||
|
||
// Backward compatibility: when Minecraft.Client is hosting, keep the first
|
||
// host player on the legacy embedded host XUID (base + 0).
|
||
// This preserves pre-migration host playerdata in existing worlds.
|
||
if (np->IsHost())
|
||
{
|
||
player->setXuid(Win64Xuid::GetLegacyEmbeddedHostXuid());
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
// Work out the base server player settings
|
||
INetworkPlayer *networkPlayer = pendingConnection->connection->getSocket()->getPlayer();
|
||
if(networkPlayer != nullptr && !networkPlayer->IsHost())
|
||
{
|
||
player->enableAllPlayerPrivileges( app.GetGameHostOption(eGameHostOption_TrustPlayers)>0 );
|
||
}
|
||
|
||
// 4J Added
|
||
LevelRuleset *serverRuleDefs = app.getGameRuleDefinitions();
|
||
if(serverRuleDefs != nullptr)
|
||
{
|
||
player->gameMode->setGameRules( GameRuleDefinition::generateNewGameRulesInstance(GameRulesInstance::eGameRulesInstanceType_ServerPlayer, serverRuleDefs, pendingConnection->connection) );
|
||
}
|
||
|
||
return player;
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::respawn(shared_ptr<ServerPlayer> serverPlayer, int targetDimension, bool keepAllPlayerData)
|
||
{
|
||
// How we handle the entity tracker depends on whether we are the primary player currently, and whether there will be any player in the same system in the same dimension once we finish respawning.
|
||
bool isPrimary = canReceiveAllPackets(serverPlayer); // Is this the primary player in its current dimension?
|
||
int oldDimension = serverPlayer->dimension;
|
||
bool isEmptying = ( targetDimension != oldDimension); // We're not emptying this dimension on this machine if this player is going back into the same dimension
|
||
|
||
// Also consider if there is another player on this machine which is in the same dimension and can take over as primary player
|
||
if( isEmptying )
|
||
{
|
||
INetworkPlayer *thisPlayer = serverPlayer->connection->getNetworkPlayer();
|
||
|
||
for( unsigned int i = 0; i < players.size(); i++ )
|
||
{
|
||
shared_ptr<ServerPlayer> ep = players[i];
|
||
if( ep == serverPlayer ) continue;
|
||
if( ep->dimension != oldDimension ) continue;
|
||
|
||
INetworkPlayer * otherPlayer = ep->connection->getNetworkPlayer();
|
||
if( otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer) )
|
||
{
|
||
// There's another player here in the same dimension - we're not the last one out
|
||
isEmptying = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Now we know where we stand, the actions to take are as follows:
|
||
// (1) if this isn't the primary player, then we just need to remove it from the entity tracker
|
||
// (2) if this Is the primary player then:
|
||
// (a) if isEmptying is true, then remove the player from the tracker, and send "remove entity" packets for anything seen (this is the original behaviour of the code)
|
||
// (b) if isEmptying is false, then we'll be transferring control of entity tracking to another player
|
||
|
||
if( isPrimary )
|
||
{
|
||
if( isEmptying )
|
||
{
|
||
app.DebugPrintf("Emptying this dimension\n");
|
||
serverPlayer->getLevel()->getTracker()->clear(serverPlayer);
|
||
}
|
||
else
|
||
{
|
||
app.DebugPrintf("Transferring... storing flags\n");
|
||
serverPlayer->getLevel()->getTracker()->removeEntity(serverPlayer);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
app.DebugPrintf("Not primary player\n");
|
||
serverPlayer->getLevel()->getTracker()->removeEntity(serverPlayer);
|
||
}
|
||
|
||
serverPlayer->getLevel()->getChunkMap()->remove(serverPlayer);
|
||
auto it = find(players.begin(), players.end(), serverPlayer);
|
||
if( it != players.end() )
|
||
{
|
||
players.erase(it);
|
||
}
|
||
server->getLevel(serverPlayer->dimension)->removeEntityImmediately(serverPlayer);
|
||
|
||
Pos *bedPosition = serverPlayer->getRespawnPosition();
|
||
bool spawnForced = serverPlayer->isRespawnForced();
|
||
|
||
removePlayerFromReceiving(serverPlayer);
|
||
serverPlayer->dimension = targetDimension;
|
||
|
||
EDefaultSkins skin = serverPlayer->getPlayerDefaultSkin();
|
||
DWORD playerIndex = serverPlayer->getPlayerIndex();
|
||
|
||
PlayerUID playerXuid = serverPlayer->getXuid();
|
||
PlayerUID playerOnlineXuid = serverPlayer->getOnlineXuid();
|
||
|
||
shared_ptr<ServerPlayer> player = std::make_shared<ServerPlayer>(server, server->getLevel(serverPlayer->dimension), serverPlayer->getName(), new ServerPlayerGameMode(server->getLevel(serverPlayer->dimension)));
|
||
player->connection = serverPlayer->connection;
|
||
player->restoreFrom(serverPlayer, keepAllPlayerData);
|
||
if (keepAllPlayerData)
|
||
{
|
||
// Fix for #81759 - TU9: Content: Gameplay: Entering The End Exit Portal replaces the Player's currently held item with the first one from the Quickbar
|
||
player->inventory->selected = serverPlayer->inventory->selected;
|
||
}
|
||
player->gameMode->player = player; // 4J added as had to remove this assignment from ServerPlayer ctor
|
||
player->setXuid( playerXuid ); // 4J Added
|
||
player->setOnlineXuid( playerOnlineXuid ); // 4J Added
|
||
|
||
// 4J Stu - Don't reuse the id. If we do, then the player can be re-added after being removed, but the add packet gets sent before the remove packet
|
||
//player->entityId = serverPlayer->entityId;
|
||
|
||
player->setPlayerDefaultSkin( skin );
|
||
player->setIsGuest( serverPlayer->isGuest() );
|
||
player->setPlayerIndex( playerIndex );
|
||
player->setCustomSkin( serverPlayer->getCustomSkin() );
|
||
player->setCustomCape( serverPlayer->getCustomCape() );
|
||
player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All, serverPlayer->getAllPlayerGamePrivileges());
|
||
player->gameMode->setGameRules( serverPlayer->gameMode->getGameRules() );
|
||
player->dimension = targetDimension;
|
||
|
||
// 4J Stu - Added this as we need to know earlier if the player is the player for this connection so that
|
||
// we can work out if they are the primary for the system and can receive all packets
|
||
player->connection->setPlayer( player );
|
||
|
||
addPlayerToReceiving(player);
|
||
|
||
ServerLevel *level = server->getLevel(serverPlayer->dimension);
|
||
|
||
// reset the player's game mode (first pick from old, then copy level if
|
||
// necessary)
|
||
updatePlayerGameMode(player, serverPlayer, level);
|
||
|
||
// 4J Added: Hardcore mode — force Adventure mode on respawn
|
||
if (server->getLevel(0)->getLevelData()->isHardcore())
|
||
{
|
||
player->gameMode->setGameModeForPlayer(GameType::ADVENTURE);
|
||
player->connection->send(std::make_shared<GameEventPacket>(GameEventPacket::CHANGE_GAME_MODE, GameType::ADVENTURE->getId()));
|
||
}
|
||
|
||
if(serverPlayer->wonGame && targetDimension == oldDimension && serverPlayer->getHealth() > 0)
|
||
{
|
||
// If the player is still alive and respawning to the same dimension, they are just being added back from someone else viewing the Win screen
|
||
player->moveTo(serverPlayer->x, serverPlayer->y, serverPlayer->z, serverPlayer->yRot, serverPlayer->xRot);
|
||
if(bedPosition != nullptr)
|
||
{
|
||
player->setRespawnPosition(bedPosition, spawnForced);
|
||
delete bedPosition;
|
||
}
|
||
// Fix for #81759 - TU9: Content: Gameplay: Entering The End Exit Portal replaces the Player's currently held item with the first one from the Quickbar
|
||
player->inventory->selected = serverPlayer->inventory->selected;
|
||
}
|
||
else if (bedPosition != nullptr)
|
||
{
|
||
Pos *respawnPosition = Player::checkBedValidRespawnPosition(server->getLevel(serverPlayer->dimension), bedPosition, spawnForced);
|
||
if (respawnPosition != nullptr)
|
||
{
|
||
player->moveTo(respawnPosition->x + 0.5f, respawnPosition->y + 0.1f, respawnPosition->z + 0.5f, 0, 0);
|
||
player->setRespawnPosition(bedPosition, spawnForced);
|
||
}
|
||
else
|
||
{
|
||
player->connection->send(std::make_shared<GameEventPacket>(GameEventPacket::NO_RESPAWN_BED_AVAILABLE, 0));
|
||
}
|
||
delete bedPosition;
|
||
}
|
||
|
||
// Ensure the area the player is spawning in is loaded!
|
||
level->cache->create(static_cast<int>(player->x) >> 4, static_cast<int>(player->z) >> 4);
|
||
|
||
while (!level->getCubes(player, player->bb)->empty())
|
||
{
|
||
player->setPos(player->x, player->y + 1, player->z);
|
||
}
|
||
|
||
player->connection->send( std::make_shared<RespawnPacket>( static_cast<char>(player->dimension), player->level->getSeed(), player->level->getMaxBuildHeight(),
|
||
player->gameMode->getGameModeForPlayer(), level->difficulty, level->getLevelData()->getGenerator(),
|
||
player->level->useNewSeaLevel(), player->entityId, level->getLevelData()->getXZSize(), level->getLevelData()->getHellScale(), level->getLevelData()->isHardcore() ) );
|
||
player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot);
|
||
player->connection->send( std::make_shared<SetExperiencePacket>( player->experienceProgress, player->totalExperience, player->experienceLevel) );
|
||
|
||
if(keepAllPlayerData)
|
||
{
|
||
vector<MobEffectInstance *> *activeEffects = player->getActiveEffects();
|
||
for(MobEffectInstance *effect : *activeEffects)
|
||
{
|
||
player->connection->send(std::make_shared<UpdateMobEffectPacket>( player->entityId, effect ) );
|
||
}
|
||
delete activeEffects;
|
||
player->getEntityData()->markDirty(Mob::DATA_EFFECT_COLOR_ID);
|
||
}
|
||
|
||
sendLevelInfo(player, level);
|
||
|
||
level->getChunkMap()->add(player);
|
||
level->addEntity(player);
|
||
players.push_back(player);
|
||
|
||
player->initMenu();
|
||
player->setHealth(player->getHealth());
|
||
|
||
// 4J-JEV - Dying before this point in the tutorial is pretty annoying,
|
||
// making sure to remove health/hunger and give you back your meat.
|
||
if( Minecraft::GetInstance()->isTutorial()
|
||
&& (!Minecraft::GetInstance()->gameMode->getTutorial()->isStateCompleted(e_Tutorial_State_Food_Bar)) )
|
||
{
|
||
app.getGameRuleDefinitions()->postProcessPlayer(player);
|
||
}
|
||
|
||
if( oldDimension == 1 && player->dimension != 1 )
|
||
{
|
||
player->displayClientMessage(IDS_PLAYER_LEFT_END);
|
||
}
|
||
|
||
return player;
|
||
|
||
}
|
||
|
||
void PlayerList::toggleDimension(shared_ptr<ServerPlayer> player, int targetDimension)
|
||
{
|
||
int lastDimension = player->dimension;
|
||
// How we handle the entity tracker depends on whether we are the primary player currently, and whether there will be any player in the same system in the same dimension once we finish respawning.
|
||
bool isPrimary = canReceiveAllPackets(player); // Is this the primary player in its current dimension?
|
||
bool isEmptying = true;
|
||
|
||
// Also consider if there is another player on this machine which is in the same dimension and can take over as primary player
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
|
||
for( unsigned int i = 0; i < players.size(); i++ )
|
||
{
|
||
shared_ptr<ServerPlayer> ep = players[i];
|
||
if( ep == player ) continue;
|
||
if( ep->dimension != lastDimension ) continue;
|
||
|
||
INetworkPlayer * otherPlayer = ep->connection->getNetworkPlayer();
|
||
if( otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer) )
|
||
{
|
||
// There's another player here in the same dimension - we're not the last one out
|
||
isEmptying = false;
|
||
}
|
||
}
|
||
|
||
|
||
// Now we know where we stand, the actions to take are as follows:
|
||
// (1) if this isn't the primary player, then we just need to remove it from the entity tracker
|
||
// (2) if this Is the primary player then:
|
||
// (a) if isEmptying is true, then remove the player from the tracker, and send "remove entity" packets for anything seen (this is the original behaviour of the code)
|
||
// (b) if isEmptying is false, then we'll be transferring control of entity tracking to another player
|
||
|
||
if( isPrimary )
|
||
{
|
||
if( isEmptying )
|
||
{
|
||
app.DebugPrintf("Toggle... Emptying this dimension\n");
|
||
player->getLevel()->getTracker()->clear(player);
|
||
}
|
||
else
|
||
{
|
||
app.DebugPrintf("Toggle... transferring\n");
|
||
player->getLevel()->getTracker()->removeEntity(player);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
app.DebugPrintf("Toggle... Not primary player\n");
|
||
player->getLevel()->getTracker()->removeEntity(player);
|
||
}
|
||
|
||
ServerLevel *oldLevel = server->getLevel(player->dimension);
|
||
|
||
// 4J Stu - Do this much earlier so we don't end up unloading chunks in the wrong dimension
|
||
player->getLevel()->getChunkMap()->remove(player);
|
||
|
||
if(player->dimension != 1 && targetDimension == 1)
|
||
{
|
||
player->displayClientMessage(IDS_PLAYER_ENTERED_END);
|
||
}
|
||
else if( player->dimension == 1 )
|
||
{
|
||
player->displayClientMessage(IDS_PLAYER_LEFT_END);
|
||
}
|
||
|
||
player->dimension = targetDimension;
|
||
|
||
ServerLevel *newLevel = server->getLevel(player->dimension);
|
||
|
||
// 4J Stu - Fix for #46423 - TU5: Art: Code: No burning animation visible after entering The Nether while burning
|
||
player->clearFire(); // Stop burning if travelling through a portal
|
||
|
||
// 4J Stu Added so that we remove entities from the correct level, after the respawn packet we will be in the wrong level
|
||
player->flushEntitiesToRemove();
|
||
|
||
player->connection->send(std::make_shared<RespawnPacket>(static_cast<char>(player->dimension), newLevel->getSeed(), newLevel->getMaxBuildHeight(),
|
||
player->gameMode->getGameModeForPlayer(), newLevel->difficulty, newLevel->getLevelData()->getGenerator(),
|
||
newLevel->useNewSeaLevel(), player->entityId, newLevel->getLevelData()->getXZSize(), newLevel->getLevelData()->getHellScale(), newLevel->getLevelData()->isHardcore()));
|
||
|
||
oldLevel->removeEntityImmediately(player);
|
||
player->removed = false;
|
||
|
||
repositionAcrossDimension(player, lastDimension, oldLevel, newLevel);
|
||
changeDimension(player, oldLevel);
|
||
|
||
player->gameMode->setLevel(newLevel);
|
||
|
||
// Resend the teleport if we haven't yet sent the chunk they will land on
|
||
if( !g_NetworkManager.SystemFlagGet(player->connection->getNetworkPlayer(),ServerPlayer::getFlagIndexForChunk( ChunkPos(player->xChunk,player->zChunk), player->level->dimension->id ) ) )
|
||
{
|
||
player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot, false);
|
||
// Force sending of the current chunk
|
||
player->doTick(true, true, true);
|
||
}
|
||
|
||
player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot);
|
||
|
||
// 4J Stu - Fix for #64683 - Customer Encountered: TU7: Content: Gameplay: Potion effects are removed after using the Nether Portal
|
||
vector<MobEffectInstance *> *activeEffects = player->getActiveEffects();
|
||
for(MobEffectInstance *effect : *activeEffects)
|
||
{
|
||
player->connection->send(std::make_shared<UpdateMobEffectPacket>( player->entityId, effect ) );
|
||
}
|
||
delete activeEffects;
|
||
player->getEntityData()->markDirty(Mob::DATA_EFFECT_COLOR_ID);
|
||
|
||
sendLevelInfo(player, newLevel);
|
||
sendAllPlayerInfo(player);
|
||
}
|
||
|
||
void PlayerList::repositionAcrossDimension(shared_ptr<Entity> entity, int lastDimension, ServerLevel *oldLevel, ServerLevel *newLevel)
|
||
{
|
||
double xt = entity->x;
|
||
double zt = entity->z;
|
||
double xOriginal = entity->x;
|
||
double yOriginal = entity->y;
|
||
double zOriginal = entity->z;
|
||
float yRotOriginal = entity->yRot;
|
||
double scale = newLevel->getLevelData()->getHellScale(); // 4J Scale was 8 but this is all we can fit in
|
||
if (entity->dimension == -1)
|
||
{
|
||
xt /= scale;
|
||
zt /= scale;
|
||
entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot);
|
||
if (entity->isAlive())
|
||
{
|
||
oldLevel->tick(entity, false);
|
||
}
|
||
}
|
||
else if (entity->dimension == 0)
|
||
{
|
||
xt *= scale;
|
||
zt *= scale;
|
||
entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot);
|
||
if (entity->isAlive())
|
||
{
|
||
oldLevel->tick(entity, false);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
Pos *p;
|
||
|
||
if (lastDimension == 1)
|
||
{
|
||
// Coming from the end
|
||
p = newLevel->getSharedSpawnPos();
|
||
}
|
||
else
|
||
{
|
||
// Going to the end
|
||
p = newLevel->getDimensionSpecificSpawn();
|
||
}
|
||
|
||
xt = p->x;
|
||
entity->y = p->y;
|
||
zt = p->z;
|
||
delete p;
|
||
entity->moveTo(xt, entity->y, zt, 90, 0);
|
||
if (entity->isAlive())
|
||
{
|
||
oldLevel->tick(entity, false);
|
||
}
|
||
}
|
||
|
||
if(entity->GetType() == eTYPE_SERVERPLAYER)
|
||
{
|
||
shared_ptr<ServerPlayer> player = dynamic_pointer_cast<ServerPlayer>(entity);
|
||
removePlayerFromReceiving(player, false, lastDimension);
|
||
addPlayerToReceiving(player);
|
||
}
|
||
|
||
if (lastDimension != 1)
|
||
{
|
||
xt = static_cast<double>(Mth::clamp(static_cast<int>(xt), -Level::MAX_LEVEL_SIZE + 128, Level::MAX_LEVEL_SIZE - 128));
|
||
zt = static_cast<double>(Mth::clamp(static_cast<int>(zt), -Level::MAX_LEVEL_SIZE + 128, Level::MAX_LEVEL_SIZE - 128));
|
||
if (entity->isAlive())
|
||
{
|
||
newLevel->addEntity(entity);
|
||
entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot);
|
||
newLevel->tick(entity, false);
|
||
newLevel->cache->autoCreate = true;
|
||
newLevel->getPortalForcer()->force(entity, xOriginal, yOriginal, zOriginal, yRotOriginal);
|
||
newLevel->cache->autoCreate = false;
|
||
}
|
||
}
|
||
|
||
entity->setLevel(newLevel);
|
||
}
|
||
|
||
void PlayerList::tick()
|
||
{
|
||
// 4J - brought changes to how often this is sent forward from 1.2.3
|
||
if (++sendAllPlayerInfoIn > SEND_PLAYER_INFO_INTERVAL)
|
||
{
|
||
sendAllPlayerInfoIn = 0;
|
||
}
|
||
|
||
if (sendAllPlayerInfoIn < players.size())
|
||
{
|
||
shared_ptr<ServerPlayer> op = players[sendAllPlayerInfoIn];
|
||
//broadcastAll(shared_ptr<PlayerInfoPacket>( new PlayerInfoPacket(op->name, true, op->latency) ) );
|
||
if( op->connection->getNetworkPlayer() )
|
||
{
|
||
broadcastAll(std::make_shared<PlayerInfoPacket>(op));
|
||
}
|
||
}
|
||
|
||
EnterCriticalSection(&m_closePlayersCS);
|
||
while(!m_smallIdsToClose.empty())
|
||
{
|
||
BYTE smallId = m_smallIdsToClose.front();
|
||
m_smallIdsToClose.pop_front();
|
||
|
||
shared_ptr<ServerPlayer> player = nullptr;
|
||
|
||
for(unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players.at(i);
|
||
// 4J Stu - May be being a bit overprotective with all the nullptr checks, but adding late in TU7 so want to be safe
|
||
if (p != nullptr && p->connection != nullptr && p->connection->connection != nullptr && p->connection->connection->getSocket() != nullptr && p->connection->connection->getSocket()->getSmallId() == smallId )
|
||
{
|
||
player = p;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (player != nullptr)
|
||
{
|
||
player->connection->disconnect( DisconnectPacket::eDisconnect_Closed );
|
||
}
|
||
|
||
#ifdef _WINDOWS64
|
||
// The old Connection's read/write threads are now dead (disconnect waits
|
||
// for them). Safe to recycle the smallId — no stale write thread can
|
||
// resolve getPlayer() to a new connection that reuses this slot.
|
||
WinsockNetLayer::PushFreeSmallId(smallId);
|
||
WinsockNetLayer::ClearSocketForSmallId(smallId);
|
||
#endif
|
||
}
|
||
LeaveCriticalSection(&m_closePlayersCS);
|
||
|
||
EnterCriticalSection(&m_kickPlayersCS);
|
||
while(!m_smallIdsToKick.empty())
|
||
{
|
||
BYTE smallId = m_smallIdsToKick.front();
|
||
m_smallIdsToKick.pop_front();
|
||
INetworkPlayer *selectedPlayer = g_NetworkManager.GetPlayerBySmallId(smallId);
|
||
if( selectedPlayer != nullptr )
|
||
{
|
||
if( selectedPlayer->IsLocal() != TRUE )
|
||
{
|
||
//#ifdef _XBOX
|
||
PlayerUID xuid = selectedPlayer->GetUID();
|
||
// Kick this player from the game
|
||
shared_ptr<ServerPlayer> player = nullptr;
|
||
|
||
for(unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players.at(i);
|
||
PlayerUID playersXuid = p->getOnlineXuid();
|
||
if (p != nullptr && ProfileManager.AreXUIDSEqual(playersXuid, xuid ) )
|
||
{
|
||
player = p;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (player != nullptr)
|
||
{
|
||
m_bannedXuids.push_back( player->getOnlineXuid() );
|
||
// 4J Stu - If we have kicked a player, make sure that they have no privileges if they later try to join the world when trust players is off
|
||
player->enableAllPlayerPrivileges( false );
|
||
player->connection->setWasKicked();
|
||
player->connection->send(std::make_shared<DisconnectPacket>(DisconnectPacket::eDisconnect_Kicked));
|
||
}
|
||
//#endif
|
||
}
|
||
}
|
||
}
|
||
LeaveCriticalSection(&m_kickPlayersCS);
|
||
|
||
// Check our receiving players, and if they are dead see if we can replace them
|
||
for(unsigned int dim = 0; dim < 2; ++dim)
|
||
{
|
||
for(unsigned int i = 0; i < receiveAllPlayers[dim].size(); ++i)
|
||
{
|
||
shared_ptr<ServerPlayer> currentPlayer = receiveAllPlayers[dim][i];
|
||
if(currentPlayer->removed)
|
||
{
|
||
shared_ptr<ServerPlayer> newPlayer = findAlivePlayerOnSystem(currentPlayer);
|
||
if(newPlayer != nullptr)
|
||
{
|
||
receiveAllPlayers[dim][i] = newPlayer;
|
||
app.DebugPrintf("Replacing primary player %ls with %ls in dimension %d\n", currentPlayer->name.c_str(), newPlayer->name.c_str(), dim);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
bool PlayerList::isTrackingTile(int x, int y, int z, int dimension)
|
||
{
|
||
return server->getLevel(dimension)->getChunkMap()->isTrackingTile(x, y, z);
|
||
}
|
||
|
||
// 4J added - make sure that any tile updates for the chunk at this location get prioritised for sending
|
||
void PlayerList::prioritiseTileChanges(int x, int y, int z, int dimension)
|
||
{
|
||
server->getLevel(dimension)->getChunkMap()->prioritiseTileChanges(x, y, z);
|
||
}
|
||
|
||
void PlayerList::broadcastAll(shared_ptr<Packet> packet)
|
||
{
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> player = players[i];
|
||
player->connection->send(packet);
|
||
}
|
||
}
|
||
|
||
void PlayerList::broadcastAll(shared_ptr<Packet> packet, int dimension)
|
||
{
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> player = players[i];
|
||
if (player->dimension == dimension) player->connection->send(packet);
|
||
}
|
||
}
|
||
|
||
wstring PlayerList::getPlayerNames()
|
||
{
|
||
wstring msg;
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
if (i > 0) msg += L", ";
|
||
msg += players[i]->name;
|
||
}
|
||
return msg;
|
||
}
|
||
|
||
bool PlayerList::isWhiteListed(const wstring& name)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool PlayerList::isOp(const wstring& name)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
bool PlayerList::isOp(shared_ptr<ServerPlayer> player)
|
||
{
|
||
bool cheatsEnabled = app.GetGameHostOption(eGameHostOption_CheatsEnabled);
|
||
#ifdef _DEBUG_MENUS_ENABLED
|
||
cheatsEnabled = cheatsEnabled || app.GetUseDPadForDebug();
|
||
#endif
|
||
INetworkPlayer *networkPlayer = player->connection->getNetworkPlayer();
|
||
bool isOp = cheatsEnabled && (player->isModerator() || (networkPlayer != nullptr && networkPlayer->IsHost()));
|
||
return isOp;
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::getPlayer(const wstring& name)
|
||
{
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players[i];
|
||
if (p->name == name) // 4J - used to be case insensitive (using equalsIgnoreCase) - imagine we'll be shifting to XUIDs anyway
|
||
{
|
||
return p;
|
||
}
|
||
}
|
||
return nullptr;
|
||
}
|
||
|
||
// 4J Added
|
||
shared_ptr<ServerPlayer> PlayerList::getPlayer(PlayerUID uid)
|
||
{
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players[i];
|
||
if (p->getXuid() == uid || p->getOnlineXuid() == uid) // 4J - used to be case insensitive (using equalsIgnoreCase) - imagine we'll be shifting to XUIDs anyway
|
||
{
|
||
return p;
|
||
}
|
||
}
|
||
return nullptr;
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::getNearestPlayer(Pos *position, int range)
|
||
{
|
||
if (players.empty()) return nullptr;
|
||
if (position == nullptr) return players.at(0);
|
||
shared_ptr<ServerPlayer> current = nullptr;
|
||
double dist = -1;
|
||
int rangeSqr = range * range;
|
||
|
||
for (size_t i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> next = players.at(i);
|
||
double newDist = position->distSqr(next->getCommandSenderWorldPosition());
|
||
|
||
if ((dist == -1 || newDist < dist) && (range <= 0 || newDist <= rangeSqr))
|
||
{
|
||
dist = newDist;
|
||
current = next;
|
||
}
|
||
}
|
||
|
||
return current;
|
||
}
|
||
|
||
vector<ServerPlayer> *PlayerList::getPlayers(Pos *position, int rangeMin, int rangeMax, int count, int mode, int levelMin, int levelMax, unordered_map<wstring, int> *scoreRequirements, const wstring &playerName, const wstring &teamName, Level *level)
|
||
{
|
||
app.DebugPrintf("getPlayers NOT IMPLEMENTED!");
|
||
return nullptr;
|
||
|
||
/*if (players.empty()) return nullptr;
|
||
vector<shared_ptr<ServerPlayer> > result = new vector<shared_ptr<ServerPlayer> >();
|
||
bool reverse = count < 0;
|
||
bool playerNameNot = !playerName.empty() && playerName.startsWith("!");
|
||
bool teamNameNot = !teamName.empty() && teamName.startsWith("!");
|
||
int rangeMinSqr = rangeMin * rangeMin;
|
||
int rangeMaxSqr = rangeMax * rangeMax;
|
||
count = Mth.abs(count);
|
||
|
||
if (playerNameNot) playerName = playerName.substring(1);
|
||
if (teamNameNot) teamName = teamName.substring(1);
|
||
|
||
for (size_t i = 0; i < players.size(); i++) {
|
||
ServerPlayer player = players.get(i);
|
||
|
||
if (level != null && player.level != level) continue;
|
||
if (playerName != null) {
|
||
if (playerNameNot == playerName.equalsIgnoreCase(player.getAName())) continue;
|
||
}
|
||
if (teamName != null) {
|
||
Team team = player.getTeam();
|
||
String actualName = team == null ? "" : team.getName();
|
||
if (teamNameNot == teamName.equalsIgnoreCase(actualName)) continue;
|
||
}
|
||
|
||
if (position != null && (rangeMin > 0 || rangeMax > 0)) {
|
||
float distance = position.distSqr(player.getCommandSenderWorldPosition());
|
||
if (rangeMin > 0 && distance < rangeMinSqr) continue;
|
||
if (rangeMax > 0 && distance > rangeMaxSqr) continue;
|
||
}
|
||
|
||
if (!meetsScoreRequirements(player, scoreRequirements)) continue;
|
||
|
||
if (mode != GameType.NOT_SET.getId() && mode != player.gameMode.getGameModeForPlayer().getId()) continue;
|
||
if (levelMin > 0 && player.experienceLevel < levelMin) continue;
|
||
if (player.experienceLevel > levelMax) continue;
|
||
|
||
result.add(player);
|
||
}
|
||
|
||
if (position != null) Collections.sort(result, new PlayerDistanceComparator(position));
|
||
if (reverse) Collections.reverse(result);
|
||
if (count > 0) result = result.subList(0, Math.min(count, result.size()));
|
||
|
||
return result;*/
|
||
}
|
||
|
||
bool PlayerList::meetsScoreRequirements(shared_ptr<Player> player, unordered_map<wstring, int> scoreRequirements)
|
||
{
|
||
app.DebugPrintf("meetsScoreRequirements NOT IMPLEMENTED!");
|
||
return false;
|
||
|
||
//if (scoreRequirements == null || scoreRequirements.size() == 0) return true;
|
||
|
||
//for (Map.Entry<String, Integer> requirement : scoreRequirements.entrySet()) {
|
||
// String name = requirement.getKey();
|
||
// boolean min = false;
|
||
|
||
// if (name.endsWith("_min") && name.length() > 4) {
|
||
// min = true;
|
||
// name = name.substring(0, name.length() - 4);
|
||
// }
|
||
|
||
// Scoreboard scoreboard = player.getScoreboard();
|
||
// Objective objective = scoreboard.getObjective(name);
|
||
// if (objective == null) return false;
|
||
// Score score = player.getScoreboard().getPlayerScore(player.getAName(), objective);
|
||
// int value = score.getScore();
|
||
|
||
// if (value < requirement.getValue() && min) {
|
||
// return false;
|
||
// } else if (value > requirement.getValue() && !min) {
|
||
// return false;
|
||
// }
|
||
//}
|
||
|
||
//return true;
|
||
}
|
||
|
||
void PlayerList::sendMessage(const wstring& name, const wstring& message)
|
||
{
|
||
shared_ptr<ServerPlayer> player = getPlayer(name);
|
||
if (player != nullptr)
|
||
{
|
||
player->connection->send(std::make_shared<ChatPacket>(message));
|
||
}
|
||
}
|
||
|
||
void PlayerList::broadcast(double x, double y, double z, double range, int dimension, shared_ptr<Packet> packet)
|
||
{
|
||
broadcast(nullptr, x, y, z, range, dimension, packet);
|
||
}
|
||
|
||
void PlayerList::broadcast(shared_ptr<Player> except, double x, double y, double z, double range, int dimension, shared_ptr<Packet> packet)
|
||
{
|
||
// 4J - altered so that we don't send to the same machine more than once. Add the source player to the machines we have "sent" to as it doesn't need to go to that
|
||
// machine either
|
||
vector< shared_ptr<ServerPlayer> > sentTo;
|
||
if( except != nullptr )
|
||
{
|
||
sentTo.push_back(dynamic_pointer_cast<ServerPlayer>(except));
|
||
}
|
||
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players[i];
|
||
if (p == except) continue;
|
||
if (p->dimension != dimension) continue;
|
||
|
||
// 4J - don't send to the same machine more than once
|
||
bool dontSend = false;
|
||
if( sentTo.size() )
|
||
{
|
||
INetworkPlayer *thisPlayer = p->connection->getNetworkPlayer();
|
||
if( thisPlayer == nullptr )
|
||
{
|
||
dontSend = true;
|
||
}
|
||
else
|
||
{
|
||
for(unsigned int j = 0; j < sentTo.size(); j++ )
|
||
{
|
||
shared_ptr<ServerPlayer> player2 = sentTo[j];
|
||
INetworkPlayer *otherPlayer = player2->connection->getNetworkPlayer();
|
||
if( otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer) )
|
||
{
|
||
dontSend = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if( dontSend )
|
||
{
|
||
continue;
|
||
}
|
||
|
||
|
||
double xd = x - p->x;
|
||
double yd = y - p->y;
|
||
double zd = z - p->z;
|
||
if (xd * xd + yd * yd + zd * zd < range * range)
|
||
{
|
||
#if 0 // _DEBUG
|
||
shared_ptr<LevelSoundPacket> SoundPacket= dynamic_pointer_cast<LevelSoundPacket>(packet);
|
||
|
||
if(SoundPacket)
|
||
{
|
||
|
||
app.DebugPrintf("---broadcast - eSoundType_[%d] ",SoundPacket->getSound());
|
||
OutputDebugStringW(ConsoleSoundEngine::wchSoundNames[SoundPacket->getSound()]);
|
||
app.DebugPrintf("\n");
|
||
}
|
||
#endif
|
||
p->connection->send(packet);
|
||
sentTo.push_back( p );
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
void PlayerList::saveAll(ProgressListener *progressListener, bool bDeleteGuestMaps /*= false*/)
|
||
{
|
||
if(progressListener != nullptr) progressListener->progressStart(IDS_PROGRESS_SAVING_PLAYERS);
|
||
// 4J - playerIo can be nullptr if we have have to exit a game really early on due to network failure
|
||
if(playerIo)
|
||
{
|
||
playerIo->saveAllCachedData();
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
playerIo->save(players[i]);
|
||
|
||
//4J Stu - We don't want to save the map data for guests, so when we are sure that the player is gone delete the map
|
||
if(bDeleteGuestMaps && players[i]->isGuest()) playerIo->deleteMapFilesForPlayer(players[i]);
|
||
|
||
if(progressListener != nullptr) progressListener->progressStagePercentage((i * 100)/ static_cast<int>(players.size()));
|
||
}
|
||
playerIo->clearOldPlayerFiles();
|
||
playerIo->saveMapIdLookup();
|
||
}
|
||
}
|
||
|
||
void PlayerList::whiteList(const wstring& playerName)
|
||
{
|
||
}
|
||
|
||
void PlayerList::blackList(const wstring& playerName)
|
||
{
|
||
}
|
||
|
||
void PlayerList::reloadWhitelist()
|
||
{
|
||
}
|
||
|
||
void PlayerList::sendLevelInfo(shared_ptr<ServerPlayer> player, ServerLevel *level)
|
||
{
|
||
player->connection->send(std::make_shared<SetTimePacket>(level->getGameTime(), level->getDayTime(), level->getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)));
|
||
if (level->isRaining())
|
||
{
|
||
player->connection->send(std::make_shared<GameEventPacket>(GameEventPacket::START_RAINING, 0));
|
||
}
|
||
else
|
||
{
|
||
// 4J Stu - Fix for #44836 - Customer Encountered: Out of Sync Weather [A-10]
|
||
// If it was raining when the player left the level, and is now not raining we need to make sure that state is updated
|
||
player->connection->send(std::make_shared<GameEventPacket>(GameEventPacket::STOP_RAINING, 0));
|
||
}
|
||
|
||
// send the stronghold position if there is one
|
||
if((level->dimension->id==0) && level->getLevelData()->getHasStronghold())
|
||
{
|
||
player->connection->send(std::make_shared<XZPacket>(XZPacket::STRONGHOLD, level->getLevelData()->getXStronghold(), level->getLevelData()->getZStronghold()));
|
||
}
|
||
}
|
||
|
||
void PlayerList::sendAllPlayerInfo(shared_ptr<ServerPlayer> player)
|
||
{
|
||
player->refreshContainer(player->inventoryMenu);
|
||
player->resetSentInfo();
|
||
player->connection->send(std::make_shared<SetCarriedItemPacket>(player->inventory->selected));
|
||
}
|
||
|
||
int PlayerList::getPlayerCount()
|
||
{
|
||
return static_cast<int>(players.size());
|
||
}
|
||
|
||
int PlayerList::getPlayerCount(ServerLevel *level)
|
||
{
|
||
int count = 0;
|
||
|
||
for(auto& player : players)
|
||
{
|
||
if( player->level == level ) ++count;
|
||
}
|
||
|
||
return count;
|
||
}
|
||
|
||
int PlayerList::getMaxPlayers()
|
||
{
|
||
return maxPlayers;
|
||
}
|
||
|
||
MinecraftServer *PlayerList::getServer()
|
||
{
|
||
return server;
|
||
}
|
||
|
||
int PlayerList::getViewDistance()
|
||
{
|
||
return viewDistance;
|
||
}
|
||
|
||
void PlayerList::setOverrideGameMode(GameType *gameMode)
|
||
{
|
||
overrideGameMode = gameMode;
|
||
}
|
||
|
||
void PlayerList::updatePlayerGameMode(shared_ptr<ServerPlayer> newPlayer, shared_ptr<ServerPlayer> oldPlayer, Level *level)
|
||
{
|
||
|
||
// reset the player's game mode (first pick from old, then copy level if
|
||
// necessary)
|
||
if (oldPlayer != nullptr)
|
||
{
|
||
newPlayer->gameMode->setGameModeForPlayer(oldPlayer->gameMode->getGameModeForPlayer());
|
||
}
|
||
else if (overrideGameMode != nullptr)
|
||
{
|
||
newPlayer->gameMode->setGameModeForPlayer(overrideGameMode);
|
||
}
|
||
newPlayer->gameMode->updateGameMode(level->getLevelData()->getGameType());
|
||
}
|
||
|
||
void PlayerList::setAllowCheatsForAllPlayers(bool allowCommands)
|
||
{
|
||
this->allowCheatsForAllPlayers = allowCommands;
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::findAlivePlayerOnSystem(shared_ptr<ServerPlayer> player)
|
||
{
|
||
int dimIndex, playerDim;
|
||
dimIndex = playerDim = player->dimension;
|
||
if( dimIndex == -1 ) dimIndex = 1;
|
||
else if( dimIndex == 1) dimIndex = 2;
|
||
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
if( thisPlayer )
|
||
{
|
||
for(auto& newPlayer : players)
|
||
{
|
||
INetworkPlayer *otherPlayer = newPlayer->connection->getNetworkPlayer();
|
||
|
||
if( !newPlayer->removed &&
|
||
newPlayer != player &&
|
||
newPlayer->dimension == playerDim &&
|
||
otherPlayer &&
|
||
otherPlayer->IsSameSystem( thisPlayer )
|
||
)
|
||
{
|
||
return newPlayer;
|
||
}
|
||
}
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
void PlayerList::removePlayerFromReceiving(shared_ptr<ServerPlayer> player, bool usePlayerDimension /*= true*/, int dimension /*= 0*/)
|
||
{
|
||
int dimIndex, playerDim;
|
||
dimIndex = playerDim = usePlayerDimension ? player->dimension : dimension;
|
||
if( dimIndex == -1 ) dimIndex = 1;
|
||
else if( dimIndex == 1) dimIndex = 2;
|
||
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Requesting remove player %ls as primary in dimension %d\n", player->name.c_str(), dimIndex);
|
||
#endif
|
||
bool playerRemoved = false;
|
||
|
||
auto it = find(receiveAllPlayers[dimIndex].begin(), receiveAllPlayers[dimIndex].end(), player);
|
||
if( it != receiveAllPlayers[dimIndex].end() )
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Remove: Removing player %ls as primary in dimension %d\n", player->name.c_str(), dimIndex);
|
||
#endif
|
||
receiveAllPlayers[dimIndex].erase(it);
|
||
playerRemoved = true;
|
||
}
|
||
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
if( thisPlayer && playerRemoved )
|
||
{
|
||
for(auto& newPlayer : players)
|
||
{
|
||
INetworkPlayer *otherPlayer = newPlayer->connection->getNetworkPlayer();
|
||
|
||
if( newPlayer != player &&
|
||
newPlayer->dimension == playerDim &&
|
||
otherPlayer &&
|
||
otherPlayer->IsSameSystem( thisPlayer )
|
||
)
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Remove: Adding player %ls as primary in dimension %d\n", newPlayer->name.c_str(), dimIndex);
|
||
#endif
|
||
receiveAllPlayers[dimIndex].push_back( newPlayer );
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else if( thisPlayer == nullptr )
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Remove: Qnet player for %ls was nullptr so re-checking all players\n", player->name.c_str() );
|
||
#endif
|
||
// 4J Stu - Something went wrong, or possibly the QNet player left before we got here.
|
||
// Re-check all active players and make sure they have someone on their system to receive all packets
|
||
for(auto& newPlayer : players)
|
||
{
|
||
INetworkPlayer *checkingPlayer = newPlayer->connection->getNetworkPlayer();
|
||
|
||
if( checkingPlayer )
|
||
{
|
||
int newPlayerDim = 0;
|
||
if( newPlayer->dimension == -1 ) newPlayerDim = 1;
|
||
else if( newPlayer->dimension == 1) newPlayerDim = 2;
|
||
bool foundPrimary = false;
|
||
for(auto& primaryPlayer : receiveAllPlayers[newPlayerDim])
|
||
{
|
||
INetworkPlayer *primPlayer = primaryPlayer->connection->getNetworkPlayer();
|
||
if(primPlayer != nullptr && checkingPlayer->IsSameSystem( primPlayer ) )
|
||
{
|
||
foundPrimary = true;
|
||
break;
|
||
}
|
||
}
|
||
if(!foundPrimary)
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Remove: Adding player %ls as primary in dimension %d\n", newPlayer->name.c_str(), newPlayerDim);
|
||
#endif
|
||
receiveAllPlayers[newPlayerDim].push_back( newPlayer );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void PlayerList::addPlayerToReceiving(shared_ptr<ServerPlayer> player)
|
||
{
|
||
int playerDim = 0;
|
||
if( player->dimension == -1 ) playerDim = 1;
|
||
else if( player->dimension == 1) playerDim = 2;
|
||
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Requesting add player %ls as primary in dimension %d\n", player->name.c_str(), playerDim);
|
||
#endif
|
||
|
||
bool shouldAddPlayer = true;
|
||
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
|
||
if( thisPlayer == nullptr )
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Add: Qnet player for player %ls is nullptr so not adding them\n", player->name.c_str() );
|
||
#endif
|
||
shouldAddPlayer = false;
|
||
}
|
||
else
|
||
{
|
||
for(auto& oldPlayer : receiveAllPlayers[playerDim])
|
||
{
|
||
INetworkPlayer *checkingPlayer = oldPlayer->connection->getNetworkPlayer();
|
||
if(checkingPlayer != nullptr && checkingPlayer->IsSameSystem( thisPlayer ) )
|
||
{
|
||
shouldAddPlayer = false;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if( shouldAddPlayer )
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Add: Adding player %ls as primary in dimension %d\n", player->name.c_str(), playerDim);
|
||
#endif
|
||
receiveAllPlayers[playerDim].push_back( player );
|
||
}
|
||
}
|
||
|
||
bool PlayerList::canReceiveAllPackets(shared_ptr<ServerPlayer> player)
|
||
{
|
||
int playerDim = 0;
|
||
if( player->dimension == -1 ) playerDim = 1;
|
||
else if( player->dimension == 1) playerDim = 2;
|
||
for(const auto& newPlayer : receiveAllPlayers[playerDim])
|
||
{
|
||
if(newPlayer == player)
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void PlayerList::kickPlayerByShortId(BYTE networkSmallId)
|
||
{
|
||
EnterCriticalSection(&m_kickPlayersCS);
|
||
m_smallIdsToKick.push_back(networkSmallId);
|
||
LeaveCriticalSection(&m_kickPlayersCS);
|
||
}
|
||
|
||
void PlayerList::closePlayerConnectionBySmallId(BYTE networkSmallId)
|
||
{
|
||
EnterCriticalSection(&m_closePlayersCS);
|
||
m_smallIdsToClose.push_back(networkSmallId);
|
||
LeaveCriticalSection(&m_closePlayersCS);
|
||
}
|
||
|
||
void PlayerList::queueSmallIdForRecycle(BYTE smallId)
|
||
{
|
||
EnterCriticalSection(&m_closePlayersCS);
|
||
m_smallIdsToClose.push_back(smallId);
|
||
LeaveCriticalSection(&m_closePlayersCS);
|
||
}
|
||
|
||
bool PlayerList::isXuidBanned(PlayerUID xuid)
|
||
{
|
||
if( xuid == INVALID_XUID ) return false;
|
||
|
||
bool banned = false;
|
||
|
||
EnterCriticalSection(&m_banCS);
|
||
for(PlayerUID it : m_bannedXuids)
|
||
{
|
||
if( ProfileManager.AreXUIDSEqual( xuid, it ) )
|
||
{
|
||
banned = true;
|
||
break;
|
||
}
|
||
}
|
||
LeaveCriticalSection(&m_banCS);
|
||
|
||
return banned;
|
||
}
|
||
|
||
void PlayerList::banXuid(PlayerUID xuid)
|
||
{
|
||
// 4J Added - for hardcore mode ban-on-death
|
||
// Ban a player's XUID. Used when a player dies in a hardcore multiplayer world.
|
||
if(xuid == INVALID_XUID) return;
|
||
|
||
EnterCriticalSection(&m_banCS);
|
||
|
||
// Check if already banned
|
||
bool alreadyBanned = false;
|
||
for(PlayerUID it : m_bannedXuids)
|
||
{
|
||
if( ProfileManager.AreXUIDSEqual( xuid, it ) )
|
||
{
|
||
alreadyBanned = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if(!alreadyBanned)
|
||
{
|
||
m_bannedXuids.push_back(xuid);
|
||
app.DebugPrintf("PlayerList::banXuid - Player XUID banned for hardcore death\n");
|
||
}
|
||
|
||
LeaveCriticalSection(&m_banCS);
|
||
}
|
||
|
||
// AP added for Vita so the range can be increased once the level starts
|
||
void PlayerList::setViewDistance(int newViewDistance)
|
||
{
|
||
viewDistance = newViewDistance;
|
||
}
|