Files
itsRevela-LCE_Revelations/Minecraft.Client/ServerConnection.cpp

348 lines
11 KiB
C++

#include "stdafx.h"
#include "Options.h"
#include "ServerConnection.h"
#include <memory>
#include "PendingConnection.h"
#include "PlayerConnection.h"
#include "ServerPlayer.h"
#include "../Minecraft.World/net.minecraft.network.h"
#include "../Minecraft.World/Socket.h"
#include "../Minecraft.World/net.minecraft.world.level.h"
#include "MultiPlayerLevel.h"
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
#include "../Minecraft.Server/Security/SecurityConfig.h"
#include "../Minecraft.Server/ServerLogManager.h"
#include "../Minecraft.Server/ServerLogger.h"
#include "../Minecraft.World/System.h"
#endif
ServerConnection::ServerConnection(MinecraftServer *server)
{
// 4J - added initialiser
connectionCounter = 0;
InitializeCriticalSection(&pending_cs);
InitializeCriticalSection(&players_cs);
this->server = server;
}
ServerConnection::~ServerConnection()
{
DeleteCriticalSection(&pending_cs);
DeleteCriticalSection(&players_cs);
}
// 4J - added to handle incoming connections, to replace thread that original used to have
void ServerConnection::NewIncomingSocket(Socket *socket)
{
shared_ptr<PendingConnection> unconnectedClient = std::make_shared<PendingConnection>(server, socket, L"Connection #" + std::to_wstring(connectionCounter++));
handleConnection(unconnectedClient);
}
void ServerConnection::addPlayerConnection(shared_ptr<PlayerConnection> uc)
{
EnterCriticalSection(&players_cs);
players.push_back(uc);
LeaveCriticalSection(&players_cs);
}
void ServerConnection::handleConnection(shared_ptr<PendingConnection> uc)
{
EnterCriticalSection(&pending_cs);
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
int maxPending = ServerRuntime::Security::GetSettings().maxPendingConnections;
if (maxPending > 0 && static_cast<int>(pending.size()) >= maxPending)
{
LeaveCriticalSection(&pending_cs);
app.DebugPrintf("SECURITY: Rejecting connection, too many pending (%d/%d)\n",
static_cast<int>(pending.size()), maxPending);
uc->disconnect(DisconnectPacket::eDisconnect_ServerFull);
return;
}
#endif
pending.push_back(uc);
LeaveCriticalSection(&pending_cs);
}
void ServerConnection::stop()
{
std::vector<shared_ptr<PendingConnection> > pendingSnapshot;
EnterCriticalSection(&pending_cs);
pendingSnapshot = pending;
LeaveCriticalSection(&pending_cs);
for (unsigned int i = 0; i < pendingSnapshot.size(); i++)
{
shared_ptr<PendingConnection> uc = pendingSnapshot[i];
if (uc != NULL && !uc->done)
{
uc->disconnect(DisconnectPacket::eDisconnect_Closed);
}
}
// Snapshot to avoid iterator invalidation if disconnect modifies the vector.
EnterCriticalSection(&players_cs);
std::vector<shared_ptr<PlayerConnection> > playerSnapshot = players;
LeaveCriticalSection(&players_cs);
for (unsigned int i = 0; i < playerSnapshot.size(); i++)
{
shared_ptr<PlayerConnection> player = playerSnapshot[i];
if (player != NULL && !player->done)
{
player->disconnect(DisconnectPacket::eDisconnect_Quitting);
}
}
}
void ServerConnection::tick()
{
{
// MGH - changed this so that the the CS lock doesn't cover the tick (was causing a lockup when 2 players tried to join)
EnterCriticalSection(&pending_cs);
vector< shared_ptr<PendingConnection> > tempPending = pending;
LeaveCriticalSection(&pending_cs);
for (unsigned int i = 0; i < tempPending.size(); i++)
{
shared_ptr<PendingConnection> uc = tempPending[i];
// try { // 4J - removed try/catch
uc->tick();
// } catch (Exception e) {
// uc.disconnect("Internal server error");
// logger.log(Level.WARNING, "Failed to handle packet: " + e, e);
// }
if(uc->connection != nullptr) uc->connection->flush();
}
}
// now remove from the pending list
EnterCriticalSection(&pending_cs);
for (unsigned int i = 0; i < pending.size(); i++)
if (pending[i]->done)
{
pending.erase(pending.begin()+i);
i--;
}
LeaveCriticalSection(&pending_cs);
{
EnterCriticalSection(&players_cs);
vector< shared_ptr<PlayerConnection> > tempPlayers = players;
LeaveCriticalSection(&players_cs);
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
// Substep timing for chunk / tick / flush across all players.
LARGE_INTEGER scFreq, scA, scB, scC, scD;
QueryPerformanceFrequency(&scFreq);
int64_t sc_chunkUs = 0;
int64_t sc_tickUs = 0;
int64_t sc_flushUs = 0;
int64_t sc_loopT0 = System::currentTimeMillis();
#endif
// Rotate the per-tick start offset so the chunk-send cap doesn't
// starve players at the back of the vector.
static unsigned int s_chunkRotationOffset = 0;
s_chunkRotationOffset++;
size_t playerCount = tempPlayers.size();
size_t startIdx = playerCount > 0 ? (s_chunkRotationOffset % playerCount) : 0;
for (unsigned int k = 0; k < tempPlayers.size(); k++)
{
unsigned int i = (unsigned int)((startIdx + k) % playerCount);
shared_ptr<PlayerConnection> player = tempPlayers[i];
shared_ptr<ServerPlayer> serverPlayer = player->getPlayer();
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
QueryPerformanceCounter(&scA);
#endif
if( serverPlayer )
{
serverPlayer->updateFrameTick();
serverPlayer->doChunkSendingTick(false);
}
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
QueryPerformanceCounter(&scB);
sc_chunkUs += (scB.QuadPart - scA.QuadPart) * 1000000 / scFreq.QuadPart;
#endif
player->tick();
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
QueryPerformanceCounter(&scC);
sc_tickUs += (scC.QuadPart - scB.QuadPart) * 1000000 / scFreq.QuadPart;
#endif
if (player->done)
{
EnterCriticalSection(&players_cs);
auto it = find(players.begin(), players.end(), player);
if (it != players.end()) players.erase(it);
LeaveCriticalSection(&players_cs);
}
else
{
player->connection->flush();
}
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
QueryPerformanceCounter(&scD);
sc_flushUs += (scD.QuadPart - scC.QuadPart) * 1000000 / scFreq.QuadPart;
#endif
}
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
int64_t sc_loopTotal = System::currentTimeMillis() - sc_loopT0;
if (sc_loopTotal > 150)
{
ServerRuntime::LogInfof("perf",
"conn playerLoop total=%lldms players=%d chunkUs=%lld tickUs=%lld flushUs=%lld | avg chunk=%lld tick=%lld flush=%lld",
(long long)sc_loopTotal,
(int)tempPlayers.size(),
(long long)sc_chunkUs,
(long long)sc_tickUs,
(long long)sc_flushUs,
tempPlayers.size() > 0 ? (long long)(sc_chunkUs / tempPlayers.size()) : 0LL,
tempPlayers.size() > 0 ? (long long)(sc_tickUs / tempPlayers.size()) : 0LL,
tempPlayers.size() > 0 ? (long long)(sc_flushUs / tempPlayers.size()) : 0LL);
}
#endif
}
}
bool ServerConnection::addPendingTextureRequest(const wstring &textureName)
{
auto it = find(m_pendingTextureRequests.begin(), m_pendingTextureRequests.end(), textureName);
if( it == m_pendingTextureRequests.end() )
{
m_pendingTextureRequests.push_back(textureName);
return true;
}
// 4J Stu - We want to request this texture from everyone, if we have a duplicate it's most likely because the first person we asked for it didn't have it
// eg They selected a skin then deleted the skin pack. The side effect of this change is that in certain cases we can send a few more requests, and receive
// a few more responses if people join with the same skin in a short space of time
return true;
}
void ServerConnection::handleTextureReceived(const wstring &textureName)
{
auto it = find(m_pendingTextureRequests.begin(), m_pendingTextureRequests.end(), textureName);
if( it != m_pendingTextureRequests.end() )
{
m_pendingTextureRequests.erase(it);
}
EnterCriticalSection(&players_cs);
vector< shared_ptr<PlayerConnection> > tempPlayers = players;
LeaveCriticalSection(&players_cs);
for (auto& player : tempPlayers)
{
if (!player->done)
{
player->handleTextureReceived(textureName);
}
}
}
void ServerConnection::handleTextureAndGeometryReceived(const wstring &textureName)
{
auto it = find(m_pendingTextureRequests.begin(), m_pendingTextureRequests.end(), textureName);
if( it != m_pendingTextureRequests.end() )
{
m_pendingTextureRequests.erase(it);
}
EnterCriticalSection(&players_cs);
vector< shared_ptr<PlayerConnection> > tempPlayers = players;
LeaveCriticalSection(&players_cs);
for (auto& player : tempPlayers)
{
if (!player->done)
{
player->handleTextureAndGeometryReceived(textureName);
}
}
}
void ServerConnection::handleServerSettingsChanged(shared_ptr<ServerSettingsChangedPacket> packet)
{
Minecraft *pMinecraft = Minecraft::GetInstance();
if(packet->action==ServerSettingsChangedPacket::HOST_DIFFICULTY)
{
for(unsigned int i = 0; i < pMinecraft->levels.length; ++i)
{
if( pMinecraft->levels[i] != nullptr )
{
app.DebugPrintf("ClientConnection::handleServerSettingsChanged - Difficulty = %d",packet->data);
pMinecraft->levels[i]->difficulty = packet->data;
}
}
}
// else if(packet->action==ServerSettingsChangedPacket::HOST_IN_GAME_SETTINGS)// options
// {
// app.SetGameHostOption(eGameHostOption_All,packet->m_serverSettings)
// }
// else
// {
// unsigned char ucData=(unsigned char)packet->data;
// if(ucData&1)
// {
// // hide gamertags
// pMinecraft->options->SetGamertagSetting(true);
// }
// else
// {
// pMinecraft->options->SetGamertagSetting(false);
// }
//
// for (unsigned int i = 0; i < players.size(); i++)
// {
// shared_ptr<PlayerConnection> playerconnection = players[i];
// playerconnection->setShowOnMaps(pMinecraft->options->GetGamertagSetting());
// }
// }
}
vector< shared_ptr<PlayerConnection> > * ServerConnection::getPlayers()
{
return &players;
}
vector< shared_ptr<PlayerConnection> > ServerConnection::getPlayersSnapshot()
{
EnterCriticalSection(&players_cs);
vector< shared_ptr<PlayerConnection> > snapshot = players;
LeaveCriticalSection(&players_cs);
return snapshot;
}
void ServerConnection::sortPlayersByChunkPriority()
{
EnterCriticalSection(&players_cs);
if( players.size() )
{
vector< shared_ptr<PlayerConnection> > playersOrig = players;
players.clear();
do
{
int longestTime = 0;
auto playerConnectionBest = playersOrig.begin();
for( auto it = playersOrig.begin(); it != playersOrig.end(); it++)
{
int thisTime = 0;
INetworkPlayer *np = (*it)->getNetworkPlayer();
if( np )
{
thisTime = np->GetTimeSinceLastChunkPacket_ms();
}
if( thisTime > longestTime )
{
playerConnectionBest = it;
longestTime = thisTime;
}
}
players.push_back(*playerConnectionBest);
playersOrig.erase(playerConnectionBest);
} while ( playersOrig.size() > 0 );
}
LeaveCriticalSection(&players_cs);
}