Files
MinecraftConsoles/Minecraft.Client/ClientConnection.cpp
MrTheShy 88798b501d Split screen, widescreen support, font rendering fixes, ui scaling fixes (#767)
* Sync keyboard text buffer from Flash before processing physical input

The native keyboard scene maintained a separate C++ buffer
(m_win64TextBuffer) for physical keyboard input, which was pushed
to the Flash text field via setLabel(). However, when the user typed
with the on-screen controller buttons, Flash updated its text field
directly through ActionScript without updating the C++ buffer.

This caused a desync: switching back to the physical keyboard would
overwrite any text entered via controller, since m_win64TextBuffer
still held the old value before the controller edits.

Fix: read the current Flash text field into m_win64TextBuffer at the
start of each tick(), before consuming new physical keyboard chars.
This ensures both input methods always operate on the same state.

* Use last active input device to decide keyboard mode instead of connection state

The keyboard UI mode (on-screen virtual keyboard vs direct text input)
was determined by Win64_IsControllerConnected(), which checks if any
XInput controller is physically plugged in. This meant that even if
the player was actively using mouse and keyboard, the virtual keyboard
would still appear as long as a controller was connected.

Replace the connection check with g_KBMInput.IsKBMActive(), which
tracks the actual last-used input device based on per-frame input
detection. Now the keyboard mode is determined by what the player is
currently using, not what hardware happens to be plugged in.

Affected scenes: CreateWorldMenu (world naming) and LoadOrJoinMenu
(world renaming).

* Fix TextInput caret behavior and add proper cursor editing for KBM direct edit

The direct text editing mode introduced for KBM users had several
issues with the TextInput control's caret (blinking cursor) and text
manipulation:

1. Caret visible when not editing:
   When navigating to the world name field with keyboard/mouse, Flash's
   Iggy focus system would show the blinking caret even though the field
   wasn't active for editing yet (Enter not pressed). This was misleading
   since typing had no effect in that state.

   Fix: access the FJ_TextInput's internal m_mcCaret MovieClip and
   force its visibility based on editing state. This is enforced every
   tick because setLabel() and Flash focus transitions continuously
   reset the caret state.

2. No cursor movement during editing:
   The direct edit implementation treated the text as a simple buffer
   with push_back/pop_back — there was no concept of cursor position.
   Backspace only deleted from the end, and arrow keys did nothing.

   Fix: track cursor position (m_iCursorPos) in C++ and use wstring
   insert/erase at that position. Arrow keys (Left/Right), Home, End,
   and Delete now work as expected. The visual caret position is synced
   to Flash via the FJ_TextInput's SetCaretIndex method.

3. setLabel() resetting caret position:
   Every call to setLabel() (when text changes) caused Flash to reset
   the caret to the end of the string, making the cursor jump visually
   even though the C++ position was correct.

   Fix: enforce caret position via setCaretIndex every tick during
   editing, so any Flash-side resets are immediately corrected.

New UIControl_TextInput API:
- setCaretVisible(bool): toggles m_mcCaret.visible in Flash
- setCaretIndex(int): calls FJ_TextInput.SetCaretIndex in Flash

* Fix keyboard/arrow navigation not working when no UI element is focused

On Windows64 with KBM, moving the mouse over empty space (outside any
button) would clear the Iggy focus entirely. After that, pressing arrow
keys did nothing because Flash had no starting element to navigate from.

Two changes here:

- Don't set focus to IGGY_FOCUS_NULL when the mouse hovers over empty
  space. The previous hover target stays focused, so switching back to
  arrows keeps working seamlessly.

- When a navigation key is pressed and nothing is focused at all (e.g.
  mouse was already on empty space when the menu opened), grab the first
  focusable element instead of silently dropping the input. The keypress
  is consumed to avoid jumping two elements at once.

This makes mixed mouse+keyboard navigation feel a lot more natural.
You can point at a button, then continue with arrows, or just start
pressing arrows right away without having to hover first.

* Overhaul mouse support and generalize direct text editing to all UI scenes

This is a large rework of the Windows64 KBM (keyboard+mouse) input layer.
It touches the mouse hover system, the mouse click dispatch, and the direct
text editing infrastructure, then applies all of it to every scene that has
text input fields or non-standard clickable elements.

MOUSE HOVER REWRITE (UIController.cpp tickInput)

The old hover code had two structural problems:

(a) Scene lookup was group-first: it iterated UI groups and checked all
layers within each group. The Tooltips layer on eUIGroup_Fullscreen (which
holds non-interactive overlays like button hints) would be found before
in-game menus on eUIGroup_Player1. The tooltip scene focusable objects
captured mouse input and prevented hover from reaching the actual menu.

Fixed by switching to layer-first lookup across all groups, and skipping
eUILayer_Tooltips entirely since those are never interactive.

(b) On tabbed menus (LaunchMoreOptionsMenu Game vs World tabs), all
controls from all tabs are registered in Flash at the same time. There was
no filtering, so controls from inactive tabs had phantom hitboxes that
overlapped the active tab controls, making certain buttons unhoverable.

Fixed by introducing parent panel tracking: each UIControl now has a
m_pParentPanel pointer, set automatically by the UI_MAP_ELEMENT macro
during mapElementsAndNames(). The hover code checks the control parent
panel against the scene GetMainPanel() and skips mismatches. This is the
same technique the Vita touch code used, but applied to mouse hover.

The coordinate conversion was also simplified. The old code had two separate
scaling paths (window dimensions for hover, display dimensions for sliders).
Now there is one conversion from window pixel coords to SWF coords using
the scene own render dimensions.

REUSING VITA TOUCH APIs FOR MOUSE (ButtonList, UIScene)

Several APIs originally gated behind __PSVITA__ are now enabled for Win64:

- UIControl_ButtonList::SetTouchFocus(x,y) and CanTouchTrigger(x,y): the
  Flash-side ActionScript methods were already registered on all platforms
  in setupControl(), only the C++ wrappers were ifdef-gated. Opening the
  ifdefs to include _WINDOWS64 lets the mouse hover code delegate to Flash
  for list item highlighting, which handles internal scrolling and item
  layout that would be impractical to replicate in C++.

- UIScene::SetFocusToElement(id): programmatic focus-by-control-ID, used as
  a fallback when Iggy focusable objects do not match the C++ hit test.

- UIScene_LaunchMoreOptionsMenu::GetMainPanel(): returns the active tab
  panel control, needed by the hover code to filter inactive tab controls.

MOUSE CLICK DISPATCH (UIScene.cpp handleMouseClick)

Left-clicking previously relied entirely on Iggy ACTION_MENU_OK dispatch,
which routes to whatever Flash considers focused. This broke for custom-
drawn elements that are not Flash buttons (crafting recipe slots), and for
scenes where Iggy focus did not match what the user visually clicked.

Added a virtual handleMouseClick(x, y) on UIScene with a default
implementation that hit-tests C++ controls. When multiple controls report
overlapping bounds (common in debug scenes where TextInputs report full
Flash-width), it picks the one whose left edge X is closest to the click.
Returns true to consume the click and suppress the normal ACTION_MENU_A
dispatch via a m_mouseClickConsumedByScene flag on UIController.

The default implementation handles buttons, text inputs, and checkboxes
(toggling state and calling handleCheckboxToggled directly).

CRAFTING MENU MOUSE CLICK (UIScene_CraftingMenu.cpp)

The crafting menu recipe slots (H slots) are rendered through Iggy custom
draw callback, not as Flash buttons. They have no focusable objects, so
mouse clicking did nothing.

The solution caches SWF-space positions during rendering: inside customDraw,
when H slot 0 and H slot 1 are drawn, the code extracts SWF coordinates
from the D3D11 transform matrix via gdraw_D3D11_CalculateCustomDraw_4J.
The X difference between slot 0 and slot 1 gives the uniform slot spacing.

handleMouseClick then uses these cached bounds to determine which recipe
slot was clicked, resets the vertical slot indices (same pattern as the
constructor), updates the highlight and vertical slots display, and re-shows
the old slot icon. This mirrors the existing controller LEFT/RIGHT
navigation in the base class handleKeyDown.

DIRECT EDIT REFACTORING (UIControl_TextInput)

The direct text editing feature (type directly into text fields instead of
opening the virtual keyboard) was originally implemented inline in
CreateWorldMenu with all the state, character consumption, cursor tracking,
caret visibility, and cooldown logic hardcoded in one scene.

Moved everything into UIControl_TextInput:
- beginDirectEdit(charLimit): captures current label, inits cursor at end
- tickDirectEdit(): consumes chars, handles Backspace/Enter/Escape, arrow
  keys (Left/Right/Home/End/Delete), enforces caret visibility every tick
  (because setLabel and Flash focus transitions continuously reset it),
  returns Confirmed/Cancelled/Continue
- cancelDirectEdit() / confirmDirectEdit(): programmatic control
- isDirectEditing() / getDirectEditCooldown() / getEditBuffer(): state query

For SWFs that lack the m_mcCaret MovieClip child (like AnvilMenu), the
existence check validates by reading a property from the resolved path,
since IggyValuePathMakeNameRef always succeeds even for undefined refs.
When no caret exists, the control inserts a _ character at the cursor
position as a visual fallback.

The caret check result is cached in m_bHasCaret/m_bCaretChecked to avoid
repeated Iggy calls that could corrupt internal state.

SCENES UPDATED WITH DIRECT EDIT + VIRTUAL KEYBOARD

Every scene with text input now supports both input modes: direct editing
when KBM is active, virtual keyboard (via NavigateToScene eUIScene_Keyboard)
when using a controller. The mode is chosen at press time based on
g_KBMInput.IsKBMActive().

- CreateWorldMenu: refactored to use the new UIControl_TextInput API,
  removing ~80 lines of inline editing code.

- AnvilMenu: item renaming now supports direct edit. The keyboard callback
  uses Win64_GetKeyboardText instead of InputManager.GetText (which reads
  from a different buffer on Win64). The virtual keyboard is opened with
  eUILayer_Fullscreen + eUIGroup_Fullscreen so it does not hide the anvil
  container menu underneath. Added null guards on getMovie() in setCostLabel
  and showCross since the AnvilMenu SWF may not fully load on Win64.

- SignEntryMenu: all 4 sign lines support direct edit. Clicking a different
  line while editing confirms the current one. Each line cooldown timer
  is checked independently to prevent Enter from re-opening the edit.

- LaunchMoreOptionsMenu: seed field direct edit with proper input blocking.

- DebugCreateSchematic: all 7 text inputs (name + start/end XYZ coords).
  handleMouseClick is overridden to always consume clicks during edit to
  prevent Iggy re-entry on empty space.

- DebugSetCamera: all 5 inputs (camera XYZ + Y rotation + elevation).
  Clicking a different field while editing confirms the current value and
  opens the new one. Float display formatting changed from %f to %.2f.

All keyboard completion callbacks on Win64 now use Win64_GetKeyboardText
(two params: buffer + size) instead of InputManager.GetText, which reads
from the correct g_Win64KeyboardResult global when using the in-game
keyboard scene.

SCROLL WHEEL

Mouse wheel events (ACTION_MENU_OTHER_STICK_UP/DOWN) are now centrally
remapped to ACTION_MENU_UP/DOWN in UIController::handleKeyPress when KBM
is active. Previously each scene would need to handle OTHER_STICK actions
separately, and most did not, so scroll wheel only worked in a few places.

* Add mouse click support to CraftingMenu (tab switching, slot selection, craft)

The crafting screen's horizontal recipe slots and category tabs are custom-drawn
via Iggy callbacks rather than regular Flash buttons, so the standard mouse hover
system can't interact with them. This adds handleMouseClick to derive clickable
regions from the H slot positions cached during customDraw.

Tab clicking: tab hitboxes are computed relative to the H slot row since the
Vita TouchPanel overlays (full-screen invisible rectangles) aren't suitable
for direct hit-testing on Win64. The Y bounds were tuned empirically to match
the SWF tab icon positions. Clicking a tab runs the same switch logic as
LB/RB: hide old highlight, update group index, reset slot indices,
recalculate recipes, and refresh the display.

H slot clicking: clicking a different recipe slot selects it (updating V slots,
highlight, and re-showing the previous slot). Clicking the already-selected
slot crafts the item by dispatching ACTION_MENU_A through handleKeyDown,
reusing the existing crafting path. Empty slots (iCount == 0) are ignored.

All mouse clicks on the scene are consumed (return true) to prevent misses
from falling through as ACTION_MENU_A and accidentally triggering a craft.
This only suppresses mouse-originated A presses via m_mouseClickConsumedByScene;
keyboard and controller A remain fully functional.

Also enables GetMainPanel for Win64 (was Vita-only) so the mouse hover system
can filter controls by active panel, same as other tabbed menus.

* Fix mouse hover selecting wrong buttons from the third onward

The hover code was doing a redundant second hit-test against Iggy
focusable object bounds after the C++ control bounds had already
identified the correct control. Iggy focusable bounds are wider than
the actual visible buttons and overlap vertically, so the "pick
largest x0" heuristic would match focusables belonging to earlier
buttons when hovering the right side of buttons 3+.

Replaced the IggyPlayerGetFocusableObjects path with a direct
SetFocusToElement call using the already-correct hitControlId from
the C++ hit-test, same approach the click path uses in
handleMouseClick. Also switched the overlap tiebreaker from "largest
x0" to smallest area, consistent with how clicks resolve overlapping
controls. TextInput is excluded from hover focus to avoid showing
the caret on mere mouse-over (its Iggy focus is set on click).

* Use smallest-area tiebreaker for mouse click hit-testing too

Same overlap fix applied to handleMouseClick: when multiple controls
contain the click point, prefer the one with the smallest bounding
area instead of the one with the largest left-edge X. This is more
robust for any layout (vertical menus, grids, overlapping panels)
and matches the hover path logic.

Those changes were initially made in order to fix the teleport ui for the mouse but broke every other well working ui.

* Fix mouse cursor staying trapped in window on alt-tab

When the inventory or other UI with a hidden cursor was open,
alt-tabbing out would leave the cursor locked to the game window.
SetWindowFocused(false) from WM_KILLFOCUS correctly released the
clip and showed the cursor, but Tick() was unconditionally calling
SetCursorPos every frame to re-center it, overriding the release.

Added m_windowFocused to the Tick() condition so cursor manipulation
only happens while the window actually has focus.

* Map mouse right click to ACTION_MENU_X for inventory half-stack

Right clicking an item stack in Java Edition picks up half of it.
Console Edition already handles this via ACTION_MENU_X (the X button
on controller), which sets buttonNum=1 in handleKeyDown. This maps
mouse right click to that same action so KBM players get the same
behavior across all container menus (inventory, chests, furnaces,
hoppers, etc).

* Fix mouse hover hitting removed controls (ghost hitboxes)

When removeControl() removes a Flash element (e.g. the Reinstall
button in Help & Options, or the Debug button when disabled), the
C++ control object stays in the m_controls vector. On Vita this was
handled by calling setHidden(true) and checking getHidden() in the
touch hit-test, but on Windows64 none of that was happening.

The result: removed buttons kept phantom bounds that the hover code
would match against, stealing focus from the buttons that shifted
into their visual position. In the Help & Options menu with debug
enabled, the removed Reinstall button (Button6) had ghost bounds
overlapping where the Debug button (Button7) moved to after the
removal, making Debug un-hoverable and snapping focus to Button1.

The fix has three parts:

- removeControl() now calls setHidden(true) on all platforms, not
  just Vita. The m_bHidden member was already declared on all
  platforms, only the accessors were ifdef'd behind __PSVITA__.

- Removed the __PSVITA__ ifdef from setHidden/getHidden in
  UIControl.h so they're available everywhere.

- Added getHidden() checks in both the hover and click hit-test
  loops, matching what the Vita touch code already does. The check
  is a simple bool read (no Flash/Iggy call), placed before the
  getVisible() query which hits Flash and can return stale values
  for removed elements.

* Add right-click to open save options in world selection menu

On controller, RB (ACTION_MENU_RIGHT_SCROLL) opens the save options
dialog (rename/delete) when a save is selected. Mouse right-click
maps to ACTION_MENU_X, which had no Windows64 handler in this scene.

Added save options handling under ACTION_MENU_X for _WINDOWS64 so
right-clicking a save opens the same dialog. Also handles the mashup
world hide action for right-click consistency. Console-only options
(copy save, save transfer) are excluded since they don't apply here.

* Fix splitscreen mouse, keyboard cursor, and local player join

Mouse hover and click in split-screen was broken: the coordinate
conversion from window pixels to Flash/SWF space did not account for
the viewport tile-origin offset or the smaller display dimensions of
each splitscreen quadrant. Now the mouse position is mapped through
three steps: window pixels to UIController screen space, subtract the
viewport origin (which varies per quadrant/split type), then scale
from display size to SWF authoring size. This fixes hover highlighting
and click targeting in all splitscreen layouts.

Mouse input was also bleeding into other splitscreen players' UI groups
because the scene lookup iterated all groups. Now it only checks the
fullscreen group and the primary (KBM) player's group, so controller
players' menus are never affected by mouse movement.

Mouse grab/release (cursor lock for gameplay) was triggering for every
local player's tick, causing fights between splitscreen players over
the cursor state. Now only the primary pad player controls grab state.

The in-game keyboard scene in PC mode had no cursor movement: typing
always appended at the end and backspace always deleted from the end.
Added a cursor position tracker (m_iCursorPos) so that characters are
inserted at the cursor, backspace deletes behind it, and arrow keys,
Home, End, and Delete all work as expected. The Flash caret is synced
to the cursor position each tick. Also stopped syncing the text buffer
back from Flash in PC mode, which was resetting the cursor every tick.
Arrow keys in PC mode no longer get forwarded to Flash (which would
move the on-screen keyboard selector instead of the text cursor).

AddLocalPlayerByUserIndex was calling NotifyPlayerJoined before the
IQNet slot was actually registered, passing a pointer obtained via
GetLocalPlayerByUserIndex which checks customData (not set yet at that
point). Now AddLocalPlayerByUserIndex is called first, and if it
succeeds, the notification uses the static m_player array directly.
The stub AddLocalPlayerByUserIndex now properly initialises the slot
with gamertag and remote/host flags instead of being a no-op.

IsSignedIn was hardcoded to return true only for pad 0, preventing
splitscreen players from joining. Now it checks IsPadConnected so any
connected controller can sign in.

GetXUID returned INVALID_XUID for all pads except 0, which broke
splitscreen player identity. Now each pad gets a unique XUID derived
from the base value plus the pad index.

Pinned internal resolution to 1920x1080 and removed GetSystemMetrics
auto-detection which was picking up the native monitor resolution and
breaking the 16:9 assumption in the viewport math and Flash layout.
DPI awareness is kept for consistent pixel coordinates.

* Fix Escape key not opening pause menu during tutorial hints

The KBM pause check had a IsTutorialVisible guard that blocked
Escape entirely while any tutorial popup was on screen. The
controller path never had this restriction. Removed the check
so Escape behaves the same as Start on controller.

* Fix crash in WriteHeader when save buffer is too small for header table

When a player enters a new region, RegionFile's constructor calls
createFile which adds a FileEntry with length 0 to the file table.
This increases the header table size (appended at the end of the save
buffer) by sizeof(FileEntrySaveData) per entry, but since no actual
data is written to the file, MoveDataBeyond is never called and the
committed virtual memory pages are never grown to match.

On the next autosave tick, saveLevelData writes level.dat first
(before chunkSource->save which would have grown the buffer). If
level.dat doesn't need to grow, finalizeWrite calls WriteHeader which
tries to memcpy the now-larger header table past the end of committed
memory, causing an access violation.

This is especially likely in splitscreen where two players exploring
at the same time can create multiple new RegionFile entries within a
single tick, quickly exhausting the page-alignment slack in the buffer
(yes i am working at splitscreen in the meanwhile :) )

The fix was deduced by tracing the crash callstack through the save
system: FileHeader, ConsoleSaveFileOriginal, the stream chain, and
the RegionFile/RegionFileCache layer. The root cause turned out to be
a gap between createFile (which grows the header table) and
MoveDataBeyond (the only place that grows the buffer), with
finalizeWrite sitting right in between unprotected.

The buffer growth check added here mirrors the exact same VirtualAlloc
pattern already used in MoveDataBeyond (line 484-497) and in the
constructor's decompression path (line 176-190), so it integrates
naturally with the existing code. Same types, same page rounding,
same error handling. The fast path (no new entries, buffer already big
enough) is a single DWORD comparison that doesn't get taken, so there
is zero overhead in the common case.

This is the right place for the fix because finalizeWrite is the sole
caller of WriteHeader, meaning every code path that writes the header
(closeHandle, PrepareForWrite, deleteFile, Flush) is now protected by
a single check point.

* Fix TextInput bugs and refactor direct edit handling into UIScene base class

The fake cursor character (_) used for SWFs without m_mcCaret was leaking
into saved sign and anvil text. This happened because setLabel() with
instant=false only updates the C++-side cache, deferring the Flash write
to the next control tick. Any getLabel() call before that tick reads the
old Flash value still containing the underscore. Fixed by passing
instant=true in confirmDirectEdit, cancelDirectEdit, and the Enter key
path inside tickDirectEdit, so the cleaned text hits Flash immediately.

Mouse hover over TextInput controls (world name, anvil name, seed field)
was not showing the yellow highlight border. The hover code used
IggyPlayerSetFocusRS which sets Iggy's internal dispatch focus but does
not trigger Flash's ChangeState callback, so no visual feedback appeared.
Buttons worked fine because Iggy draws its own focus ring on them, but
TextInput relies entirely on ChangeState(0) for the yellow border.
Switched to SetFocusToElement which goes through the Flash-side SetFocus
path, then immediately call setCaretVisible(false) to suppress the
blinking caret that comes with focus. No visual flicker since rendering
happens after both tickInput and scene tick complete.

While direct editing, mouse hover was able to move focus away to other
TextInputs on the same scene (most noticeably on the sign editor, where
hovering a different line would steal focus from the line being typed).
Added an isDirectEditBlocking() check in the hover path to skip focus
changes when any input on the scene is actively being edited.

The Done button in SignEntryMenu was unresponsive to mouse clicks during
direct editing. The root cause is execution order: handleMouseClick runs
before handleInput in the frame. The base handleMouseClick found the Done
button and called handlePress, but handlePress bailed out because of the
isDirectEditing guard. The click was marked consumed, so handleInput
never saw it. Fixed by overriding handleMouseClick in SignEntryMenu to
detect the Done button hit while editing and confirm + close directly.

Added click-outside-to-deselect for anvil and world name text inputs.
Both scenes previously required Enter to confirm the edit, which felt
wrong. Now clicking anywhere outside the text field bounds confirms the
current text, matching standard UI behavior.

The anvil menu now updates the item name in real time while typing, like
Java edition. Previously the name was only applied on Enter, so the
repair cost display was stale until confirmation.

The biggest change is structural: every scene that used direct editing
(AnvilMenu, CreateWorldMenu, SignEntryMenu, LaunchMoreOptionsMenu,
DebugCreateSchematic, DebugSetCamera) had its own copy of the same
boilerplate -- tickDirectEdit loops in tick(), click-outside hit testing
in handleMouseClick(), cooldown guard checks in handleInput/handlePress,
and result dispatch with switch/if chains. This was around 200 lines of
near-identical code scattered across 6 files, each with its own slight
variations and its own bugs waiting to happen.

Pulled all of it into UIScene with two virtual methods: getDirectEditInputs()
where scenes register their text inputs, and onDirectEditFinished() where
they handle confirmed/cancelled results. The base class tick() drives
tickDirectEdit on all registered inputs, handleMouseClick() does the
click-outside-to-deselect hit test generically using panel offsets, and
isDirectEditBlocking() replaces all the inline cooldown checks. Scenes
now just override those two methods and get everything for free.

Also removed the m_activeDirectEditControl enum tracking from the debug
scenes (DebugCreateSchematic, DebugSetCamera) since the base class
handles lifecycle tracking through the controls themselves.

* Remap scroll wheel to LEFT/RIGHT for horizontal controls

The scroll wheel was always remapped to UP/DOWN, which is fine for
vertical lists but useless on horizontal controls like sliders and
the texture pack selector.

Track whether the mouse is hovering a horizontal control during the
hover hit-test (new bool m_bMouseHoverHorizontalList, set for
eTexturePackList and eSlider). When the flag is set, handleKeyPress
emits LEFT/RIGHT instead of UP/DOWN for wheel events.

TexturePackList is also now part of the mouse hover system with
proper hit-testing, relative-coord SetTouchFocus and GetRealHeight
for accurate bounds.

* Guard setCaretVisible and setCaretIndex against null movie

tickDirectEdit calls into Iggy every tick without checking if the
movie is still valid, which crashes inside iggy_w64.dll when the
Flash movie gets unloaded or isn't ready yet.

* Fix creative inventory scroll for both mouse wheel and controller

The mouse scroll wheel was not working in the creative inventory at
all. UIController remaps wheel input from OTHER_STICK to UP/DOWN for
KBM users, but the base container menu handler consumed UP/DOWN for
grid navigation before it could reach the creative menu's page
scrolling logic in handleAdditionalKeyPress. Fixed by detecting
scroll wheel input on UP/DOWN in the base handler and forwarding it
as OTHER_STICK to handleAdditionalKeyPress instead.

Also fixed the controller right stick scrolling way too fast: it was
jumping TabSpec::rows (5) rows per tick at 100ms repeat rate, which
blew through the entire item list almost instantly. Reduced to 1 row
per tick so scrolling feels controlled on both input methods.

* Fix split-screen world rendering aspect ratio

gluPerspective was hardcoded to use g_iAspectRatio (always 16:9)
instead of the aspect parameter from getFovAndAspect, which adjusts
for split-screen viewports. The 3D world was horizontally stretched
in top/bottom split because the projection used 16:9 while the
viewport was 32:9.

* Split-screen UI system with full ultrawide and multi-aspect-ratio support

Screen resolution is now auto-detected from the monitor at startup
instead of being hardcoded to 1920x1080. This fixes rendering on
ultrawide (21:9), super-ultrawide (32:9), 16:10, and any other
aspect ratio -- both in singleplayer and split-screen multiplayer.

The 3D world renders at native resolution so the full monitor is used.
Flash UI is 16:9-fitted and centered inside each viewport, pillarboxed
on wide displays and letterboxed on tall ones. Logical game dimensions
(used for ortho projection and HUD layout) are computed proportionally
from the real screen aspect ratio, fixing the stretched world projection
and HUD that the old hardcoded 1280x720 caused on non-16:9 monitors.

GameRenderer::ComputeViewportForPlayer uses the actual backbuffer size
instead of the logical game size, which was causing split-screen
viewports to be sized incorrectly.

UIScene::render fits menus to 16:9 within each split viewport using
GetViewportRect + Fit16x9, keeping inventory/crafting/options screens
at their designed aspect ratio instead of stretching.

Panorama and MenuBackground render at full viewport size with proper
tile scaling so the background fills the entire area without gaps in
vertical split and quadrant layouts.

HUD tile rendering uses ComputeTileScale to uniformly scale the SWF
and show the bottom portion (hotbar, hearts, hunger) in horizontal
and quadrant splits. repositionHud passes visible SWF-space dimensions
to ActionScript for proper element centering within each viewport.

Chat and Tooltips overlays use ComputeTileScale and
ComputeSplitContentOffset to anchor correctly to the bottom of each
player's viewport tile.

Container menus apply Fit16x9 to pointer coordinate mapping so the
cursor tracks correctly in split-screen. getMouseToSWFScale moved out
of the header into the .cpp. Mouse input in onMouseTick is gated to
pad 0 since raw mouse deltas should only drive player 1.

All shared viewport math lives in UISplitScreenHelpers.h:
- GetViewportRect: origin and dimensions for any viewport type
- Fit16x9: aspect-correct fitting with centering offsets
- ComputeTileScale: uniform scale and Y-offset for tile rendering
- ComputeSplitContentOffset: content centering for overlay components

* Fix XUID assignment for split-screen local players

Main's XUID refactor returned INVALID_XUID for pad != 0, which breaks
split-screen because each local player needs a distinct identity for
the save system and per-player inventory data.

Now pad 1-3 get unique XUIDs derived from the legacy embedded base
(base + iPad), same as the original console behavior. Only pad 0
uses the persistent uid.dat-backed XUID for networking.

* Use persistent XUID for all pads in GetXUID

All pads now get unique XUIDs derived from the persistent uid.dat value
(base + iPad offset). This gives each split-screen player a globally
unique identity that works for both local play and online multiplayer.

The host legacy XUID override for save compatibility still happens in
Minecraft.cpp after GetXUID is called, so old worlds are unaffected.

* Split-screen networking, window resize, bitmap font fix, and multiplayer stability

Adds the networking layer for non-host split-screen multiplayer, implements
live window resize with swap chain recreation, fixes bitmap font scaling at
small window sizes, and fixes several crash-causing bugs in the multiplayer
stack (compression buffer overflow, TCP stream desync, chunk visibility race,
CompressedTileStorage torn reads, reconnect stability).

== Non-host split-screen multiplayer ==

Each split-screen pad on a non-host client opens its own TCP connection to
the host. From the host's perspective each connection looks like a normal
remote player (gets its own smallId, Socket, PlayerConnection).

WinsockNetLayer: JoinSplitScreen(), CloseSplitScreenConnection(),
SplitScreenRecvThreadProc, per-pad socket/thread/smallId tracking
(s_splitScreenSocket[], s_splitScreenSmallId[], s_splitScreenRecvThread[]).
GetLocalSocket() returns the correct TCP socket for a given local sender's
smallId. GetSplitScreenSmallId() returns the host-assigned smallId for a pad.

GameNetworkManager::CreateSocket: non-host path (localPlayer && !IsHost() &&
IsInGameplay()) calls JoinSplitScreen, sets the IQNet slot's smallId and
resolvedXuid, creates a non-hostLocal Socket + ClientConnection, sends
PreLoginPacket, registers via addPendingLocalConnection.

PlatformNetworkManagerStub::RemoveLocalPlayerByUserIndex: implemented the
formerly-empty stub. Calls NotifyPlayerLeaving, CloseSplitScreenConnection,
and clears the IQNet slot fields so the pad can rejoin cleanly.

SmallId pool: s_nextSmallId starts at XUSER_MAX_COUNT (4), reserving
m_player[0-3] for local pads so remote players never collide.

IQNetPlayer::SendData: non-host local senders now route through
GetLocalSocket(m_smallId) instead of always using SendToSmallId.
IQNet::GetLocalPlayerByUserIndex: rewritten. Pad 0 on non-host uses
GetLocalSmallId() for direct lookup; pads 1-3 check m_player[padIdx].
C_4JProfile::IsSignedIn: pad 0 always returns true (was checking controller
connection, which is unreliable on Win64).

GetGamertag/GetDisplayName: for pads 1-3 with active local players, returns
the pad-specific gamertag from IQNet::m_player instead of always returning
the primary username.

ClientConnection: isPrimaryConnection() (true on host or for the primary pad
on non-host) guards relative-delta and world-modifying handlers to prevent
double-processing of shared state:
- Guarded: handleMoveEntity, handleMoveEntitySmall, handleChunkTilesUpdate,
  handleBlockRegionUpdate, handleTileUpdate, handleTakeItemEntity,
  handleSignUpdate, handleTileEntityData, handleTileEvent,
  handleTileDestruction, handleComplexItemData, handleLevelEvent,
  handleSoundEvent, handleParticleEvent, handleAddGlobalEntity.
- handleSetEntityMotion: secondary connections only accept motion targeting
  their own local player (knockback).
- handleExplosion: world modification (finalizeExplosion) guarded,
  per-player knockback unguarded. Added null check on localplayers[].
- Entity spawn/remove/teleport/data handlers left unguarded (putEntity is
  idempotent, absolute value setters).

handleLogin: added else clause to set level when the dimension already exists
(was leaving level NULL on reconnect).
handleChunkVisibilityArea/handleChunkVisibility: added null check on level.
handleContainerOpen: added null check on localplayers[m_userIndex].

== Reconnect stability ==

PendingConnection: duplicate XUID no longer rejects with eDisconnect_Banned.
Instead it force-disconnects the stale old connection via
stalePlayer->connection->disconnect(), queues the old smallId for recycling
via queueSmallIdForRecycle(), then calls handleAcceptedLogin for the new
connection.

MinecraftServer: swapped tick order so players->tick() (disconnect queue)
runs before connection->tick() (new logins). The old player is removed
from PlayerList before the new LoginPacket's XUID check runs.

PlayerList: PushFreeSmallId and ClearSocketForSmallId moved here from
DoWork, called only after PlayerConnection::disconnect() completes and
the read/write threads are dead. New queueSmallIdForRecycle() method lets
PendingConnection push smallIds into m_smallIdsToClose, which PlayerList::tick()
processes through closePlayerConnectionBySmallId() for deferred cleanup.
Prevents a race where the old write thread could resolve getPlayer() to a
recycled smallId's new connection and send stale packets on it.

SocketInputStreamLocal::close() and SocketOutputStreamLocal::close() now
actually clear their queues (std::swap with empty queue instead of calling
.empty() which is a read-only no-op).

ServerConnection::stop(): pending and players vectors are snapshot-copied
before iterating (prevents iterator invalidation). Remote players receive
a DisconnectPacket via disconnect(eDisconnect_Quitting) instead of raw
close(). tick(): added else clause so flush() only runs on live connections.

WinsockNetLayer::Shutdown(): accept thread stopped first (prevents new recv
threads from spawning), then all recv threads are collected and waited on,
then connections are closed and split-screen sockets cleaned up. Clears
disconnect and free-pool vectors before deleting critical sections.

WinsockNetLayer::JoinGame(): waits for old s_clientRecvThread to fully
exit before creating a new TCP connection. Prevents the old recv thread
from reading bytes off the new socket and desynchronizing the stream.

== Compression buffer overflow ==

CompressLZXRLE and CompressRLE wrote RLE intermediate output into a fixed
100KB buffer with no bounds checking. Full chunk columns are ~160KB and
the RLE step can expand 0xFF bytes to 2 bytes each, easily overflowing
into rleDecompressBuf and heap metadata. This caused delayed crashes in
unrelated code (Packet::readPacket, LevelRenderer::updateDirtyChunks) after
the first autosave, since that's when full chunks get compressed.

Fix: dynamic allocation when worst-case RLE output (SrcSize * 2) exceeds
the static buffer. Static buffer still used for small inputs (zero overhead).
CompressRLE: moved LeaveCriticalSection after dynamic buffer cleanup.

DecompressLZXRLE: now checks zlib return value (was completely ignored).
On failure, bails out immediately with *pDestSize = 0. Added RLE input
bounds checking (pucIn >= pucEnd before reading count/data bytes) and
output bounds checking (pucOut + count > pucOutEnd). Same bounds checks
applied to DecompressRLE.

== Stream desync (Connection write thread) ==

The write thread had two output paths to the same TCP socket: bufferedDos
(5KB buffered stream) and direct sos->writeWithFlags(). Chunk data sent
via queueSend() used the direct path with shouldDelay=true, while other
packets used bufferedDos. If bufferedDos had unflushed bytes, the direct
write arrived at the client first, reordering the TCP stream and producing
bad packet ID crashes.

Fix: flush bufferedDos immediately before every direct sos->writeWithFlags().

== Chunk visibility race (empty first chunk after 30s) ==

BlockRegionUpdatePacket (direct socket write via queueSend) could arrive
at the client before ChunkVisibilityAreaPacket (buffered). The client
called getChunk() on a chunk that didn't exist yet in the cache, got
EmptyLevelChunk (whose setBlocksAndData is a no-op), and silently lost
the block data. On superflat this left one invisible chunk; on normal
worlds it crashed the renderer.

Fix: handleBlockRegionUpdate calls dimensionLevel->setChunkVisible() for
full-chunk BRUPs before writing data, making it independent of packet
ordering. Added post-write verification logging.

CompressedTileStorage race: get() reads indicesAndData twice without a
lock. compress() can swap the pointer between reads, producing indices
from the old buffer paired with data from the new buffer. Fix: snapshot
indicesAndData into a local variable before deriving both pointers. Same
snapshot pattern applied to getData() (non-Vita path), isRenderChunkEmpty(),
getHighestNonEmptyY(), getAllocatedSize(), and write(). All methods now
also guard against NULL snapshots.

== Window resize ==

ResizeD3D() destroys the old swap chain, creates a new one at the target
size, then patches InternalRenderManager members directly via memory
offsets (0x20=swap chain, 0x28=RTV, 0x50=SRV, 0x98=DSV, 0x5138/0x513C=
backbuffer width/height). Offset verification cross-checks known pointers
(device at 0x10, swap chain at 0x20) before patching. Old RTV/SRV are
intentionally leaked (orphaned with the old swap chain) to avoid fighting
unknown ref holders in the precompiled RenderManager.

The flow: Suspend RenderManager, ClearState+Flush, release views,
gdraw_D3D11_PreReset, destroy old swap chain, create new swap chain via
IDXGIFactory, patch offsets, recreate RTV/SRV/DSV, rebind render targets,
update UIController (updateRenderTargets + updateScreenSize),
gdraw_D3D11_PostReset + SetRendertargetSize, IggyFlushInstalledFonts,
Resume, PostProcesser::Init.

WM_SIZE handling defers resize during window drag (WM_ENTERSIZEMOVE/
WM_EXITSIZEMOVE). Immediate resizes (maximize, programmatic) call
ResizeD3D directly. Removed the old UpdateAspectRatio() function.

CleanupDevice() was leaking g_pDepthStencilView and g_pDepthStencilBuffer.

InitDevice: swap chain BufferUsage now includes DXGI_USAGE_SHADER_INPUT
(needed for the SRV created from the backbuffer for CaptureThumbnail).

New globals: g_rScreenWidth/g_rScreenHeight (real window dimensions,
updated on resize) vs g_iScreenWidth/g_iScreenHeight (fixed logical
resolution, stays 1920x1080).

ComputeViewportForPlayer and getFovAndAspect now use g_rScreenWidth/
g_rScreenHeight instead of the fixed startup values, so 3D perspective
and split-screen viewports adapt to window size.

Main loop: rendering skipped when window is minimized (IsIconic check)
to avoid 100% GPU usage on a hidden swap chain.

Windows64_UIController: new updateRenderTargets(rtv, dsv) method updates
cached D3D pointers used by gdraw_D3D11_SetTileOrigin every frame.
UIController.h: new inline updateScreenSize(w, h) sets m_fScreenWidth/
m_fScreenHeight so all downstream UI code picks up the new size.

== Bitmap font scaling ==

At small window sizes, dynamic text (scrollable list items, HowToPlay
pages) showed overlapping characters. Static SWF text was unaffected
because it uses embedded vector glyphs.

Root cause in UIBitmapFont.cpp GetGlyphBitmap: when display scale is
smaller than the bitmap's native scale (pixel_scale < truePixelScale,
glyphScale stays at 1), Iggy displayed the glyph at native 1:1 pixel
size but advanced the cursor by the smaller display-scale amount.

At intermediate window sizes (e.g. 1678x756, scale factor ~0.7), a
second bug appeared: some SWF font sizes produced pixel_scale just above
truePixelScale (13 for Mojangles_11) while others fell just below,
splitting glyphs across the small-display and normal cache branches.
The normal branch cached all glyphs in a single [truePixelScale, 99]
range, so the first glyph cached set pixel_scale_correct for every
subsequent request regardless of font size. Different font sizes then
got scaled by wrong ratios (e.g. 18.9/13.3 = 1.42x with point sampling),
producing visibly inconsistent letter sizes. This only happened at
specific window sizes where the display scale put some fonts above and
others below the truePixelScale boundary. Full 1080p and very small
windows were unaffected because all fonts landed in the same branch.

Fix: on _WINDOWS64, always use pixel_scale_correct = truePixelScale so
every cache entry is consistent regardless of which font size creates it
first. Two cache ranges: downscale (pixel_scale < truePixelScale) uses
bilinear for smooth reduction, upscale uses point_sample for crisp
pixel-art rendering. At most two cache entries per glyph. The console
code path (fixed resolution, integer-multiple scaling) is preserved
behind #else.

UIScene.cpp loadMovie: always load 1080.swf on _WINDOWS64 regardless of
window size. The old height-based selection could pick 480 or 720 variants
which either crashed or loaded the wrong skin library (skinHD.swf vs
skin.swf). Display size is now set via Fit16x9 BEFORE the init tick so
Iggy's ActionScript text field creation sees the same scale that render()
will use. IggyFlushInstalledFonts() called after init tick to clear stale
glyph cache entries from previous scenes.

Font.cpp addCharacterQuad/renderCharacter: yOff was computed with
m_charWidth instead of m_charHeight, producing wrong texture coordinates
for non-square glyph cells. This is the world-rendering font (chat, signs,
name tags), not the Iggy UI font.

== XUID generation ==

Split-screen pad XUIDs derived by hashing baseXuid + iPad through Mix64
(DeriveXuidForPad in Windows64_Xuid.h) instead of simple addition. Pad 0
returns the base XUID unchanged for save compatibility. Includes validity
fallbacks if the hash produces an invalid XUID. (Suggested by rtm516)

== Misc ==

Packet::readPacket: thread-local ring buffer tracks last 8 good packet IDs.
On bad packet ID, dumps the history plus next 32 bytes of stream for
diagnosing TCP desynchronization.

PendingConnection/PlayerList: debug logging for the reconnect flow
(duplicate XUID handling, force-disconnect, handleAcceptedLogin,
placeNewPlayer with smallId/entityId/dimension).

ClientConnection::handleBlockRegionUpdate: warning log when a full chunk
arrives with ys==0 (empty full chunk, data loss indicator).

== Known issues / future work ==

SendOnSocket global lock (WinsockNetLayer.cpp): s_sendLock is a single
CriticalSection serializing ALL TCP sends across ALL connections. If one
client's send() blocks (TCP window full, slow network), every other write
thread stalls — no data flows to any player until the slow send completes.
Each PlayerConnection has its own write thread, so with 8+ players one slow
client can cause latency spikes or timeout disconnects for healthy players.
Fix: replace s_sendLock with per-socket locks indexed by smallId. The lock
only needs to prevent header+payload interleaving on the SAME socket; sends
to different sockets are independent. Deferred to a separate PR to keep
this one focused.

Textures::releaseTexture: early return for id <= 0, checks
TextureGetTexture(id) != NULL before calling glDeleteTextures. Prevents
crashes on stale texture IDs after RenderManager reset.

UIController TextureSubstitutionDestroyCallback: null guard on
Minecraft::GetInstance() and mc->textures before calling releaseTexture.
Prevents crash during shutdown.

StringTable: removed __debugbreak() on language load failure in debug builds.
2026-03-08 15:49:50 -05:00

4059 lines
136 KiB
C++

#include "stdafx.h"
#include "ClientConnection.h"
#include "MultiPlayerLevel.h"
#include "MultiPlayerLocalPlayer.h"
#include "StatsCounter.h"
#include "ReceivingLevelScreen.h"
#include "RemotePlayer.h"
#include "DisconnectedScreen.h"
#include "TakeAnimationParticle.h"
#include "CritParticle.h"
#include "User.h"
#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
#include "..\Minecraft.World\net.minecraft.world.level.chunk.h"
#include "..\Minecraft.World\net.minecraft.stats.h"
#include "..\Minecraft.World\net.minecraft.world.entity.h"
#include "..\Minecraft.World\net.minecraft.world.entity.ai.attributes.h"
#include "..\Minecraft.World\net.minecraft.world.entity.player.h"
#include "..\Minecraft.World\net.minecraft.world.entity.animal.h"
#include "..\Minecraft.World\net.minecraft.world.entity.npc.h"
#include "..\Minecraft.World\net.minecraft.world.entity.item.h"
#include "..\Minecraft.World\net.minecraft.world.entity.projectile.h"
#include "..\Minecraft.World\net.minecraft.world.entity.global.h"
#include "..\Minecraft.World\net.minecraft.world.entity.boss.enderdragon.h"
#include "..\Minecraft.World\net.minecraft.world.entity.monster.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
#include "..\Minecraft.World\net.minecraft.world.item.h"
#include "..\Minecraft.World\net.minecraft.world.item.trading.h"
#include "..\Minecraft.World\net.minecraft.world.level.tile.h"
#include "..\Minecraft.World\net.minecraft.world.inventory.h"
#include "..\Minecraft.World\net.minecraft.world.h"
#include "..\Minecraft.World\net.minecraft.world.level.saveddata.h"
#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
#include "..\Minecraft.World\net.minecraft.world.effect.h"
#include "..\Minecraft.World\net.minecraft.world.food.h"
#include "..\Minecraft.World\SharedConstants.h"
#include "..\Minecraft.World\AABB.h"
#include "..\Minecraft.World\Pos.h"
#include "..\Minecraft.World\Socket.h"
#include "Minecraft.h"
#include "ProgressRenderer.h"
#include "LevelRenderer.h"
#include "Options.h"
#include "MinecraftServer.h"
#include "ClientConstants.h"
#include "..\Minecraft.World\SoundTypes.h"
#include "..\Minecraft.World\BasicTypeContainers.h"
#include "TexturePackRepository.h"
#ifdef _XBOX
#include "Common\XUI\XUI_Scene_Trading.h"
#else
#include "Common\UI\UI.h"
#endif
#ifdef __PS3__
#include "PS3/Network/SonyVoiceChat.h"
#endif
#include "DLCTexturePack.h"
#ifdef _WINDOWS64
#include "Xbox\Network\NetworkPlayerXbox.h"
#include "Common\Network\PlatformNetworkManagerStub.h"
#endif
#ifdef _DURANGO
#include "..\Minecraft.World\DurangoStats.h"
#include "..\Minecraft.World\GenericStats.h"
#endif
ClientConnection::ClientConnection(Minecraft *minecraft, const wstring& ip, int port)
{
// 4J Stu - No longer used as we use the socket version below.
assert(FALSE);
#if 0
// 4J - added initiliasers
random = new Random();
done = false;
level = false;
started = false;
this->minecraft = minecraft;
Socket *socket;
if( gNetworkManager.IsHost() )
{
socket = new Socket(); // 4J - Local connection
}
else
{
socket = new Socket(ip); // 4J - Connection over xrnm - hardcoded IP at present
}
createdOk = socket->createdOk;
if( createdOk )
{
connection = new Connection(socket, L"Client", this);
}
else
{
connection = NULL;
delete socket;
}
#endif
}
ClientConnection::ClientConnection(Minecraft *minecraft, Socket *socket, int iUserIndex /*= -1*/)
{
// 4J - added initiliasers
random = new Random();
done = false;
level = NULL;
started = false;
savedDataStorage = new SavedDataStorage(NULL);
maxPlayers = 20;
this->minecraft = minecraft;
if( iUserIndex < 0 )
{
m_userIndex = ProfileManager.GetPrimaryPad();
}
else
{
m_userIndex = iUserIndex;
}
if( socket == NULL )
{
socket = new Socket(); // 4J - Local connection
}
createdOk = socket->createdOk;
if( createdOk )
{
connection = new Connection(socket, L"Client", this);
}
else
{
connection = NULL;
// TODO 4J Stu - This will cause issues since the session player owns the socket
//delete socket;
}
deferredEntityLinkPackets = vector<DeferredEntityLinkPacket>();
}
bool ClientConnection::isPrimaryConnection() const
{
// On host, all connections are primary (server is authoritative).
// On non-host, only the primary pad processes shared entity state.
return g_NetworkManager.IsHost() || m_userIndex == ProfileManager.GetPrimaryPad();
}
ClientConnection::~ClientConnection()
{
delete connection;
delete random;
delete savedDataStorage;
}
void ClientConnection::tick()
{
if (!done) connection->tick();
connection->flush();
}
INetworkPlayer *ClientConnection::getNetworkPlayer()
{
if( connection != NULL && connection->getSocket() != NULL) return connection->getSocket()->getPlayer();
else return NULL;
}
void ClientConnection::handleLogin(shared_ptr<LoginPacket> packet)
{
if (done) return;
PlayerUID OnlineXuid;
ProfileManager.GetXUID(m_userIndex,&OnlineXuid,true); // online xuid
MOJANG_DATA *pMojangData = NULL;
if(!g_NetworkManager.IsLocalGame())
{
pMojangData=app.GetMojangDataForXuid(OnlineXuid);
}
if(!g_NetworkManager.IsHost() )
{
Minecraft::GetInstance()->progressRenderer->progressStagePercentage((eCCLoginReceived * 100)/ (eCCConnected));
}
// 4J-PB - load the local player skin (from the global title user storage area) if there is one
// the primary player on the host machine won't have a qnet player from the socket
INetworkPlayer *networkPlayer = connection->getSocket()->getPlayer();
int iUserID=-1;
if( m_userIndex == ProfileManager.GetPrimaryPad() )
{
iUserID=m_userIndex;
TelemetryManager->SetMultiplayerInstanceId(packet->m_multiplayerInstanceId);
}
else
{
if(!networkPlayer->IsGuest() && networkPlayer->IsLocal())
{
// find the pad number of this local player
for(int i=0;i<XUSER_MAX_COUNT;i++)
{
INetworkPlayer *networkLocalPlayer=g_NetworkManager.GetLocalPlayerByUserIndex(i);
if(networkLocalPlayer==networkPlayer)
{
iUserID=i;
}
}
}
}
if(iUserID!=-1)
{
BYTE *pBuffer=NULL;
DWORD dwSize=0;
bool bRes;
// if there's a special skin or cloak for this player, add it in
if(pMojangData)
{
// a skin?
if(pMojangData->wchSkin[0]!=0L)
{
wstring wstr=pMojangData->wchSkin;
// check the file is not already in
bRes=app.IsFileInMemoryTextures(wstr);
if(!bRes)
{
#ifdef _XBOX
C4JStorage::ETMSStatus eTMSStatus;
eTMSStatus=StorageManager.ReadTMSFile(iUserID,C4JStorage::eGlobalStorage_Title,C4JStorage::eTMS_FileType_Graphic,pMojangData->wchSkin,&pBuffer, &dwSize);
bRes=(eTMSStatus==C4JStorage::ETMSStatus_Idle);
#endif
}
if(bRes)
{
app.AddMemoryTextureFile(wstr,pBuffer,dwSize);
}
}
// a cloak?
if(pMojangData->wchCape[0]!=0L)
{
wstring wstr=pMojangData->wchCape;
// check the file is not already in
bRes=app.IsFileInMemoryTextures(wstr);
if(!bRes)
{
#ifdef _XBOX
C4JStorage::ETMSStatus eTMSStatus;
eTMSStatus=StorageManager.ReadTMSFile(iUserID,C4JStorage::eGlobalStorage_Title,C4JStorage::eTMS_FileType_Graphic,pMojangData->wchCape,&pBuffer, &dwSize);
bRes=(eTMSStatus==C4JStorage::ETMSStatus_Idle);
#endif
}
if(bRes)
{
app.AddMemoryTextureFile(wstr,pBuffer,dwSize);
}
}
}
// If we're online, read the banned game list
app.ReadBannedList(iUserID);
// mark the level as not checked against banned levels - it'll be checked once the level starts
app.SetBanListCheck(iUserID,false);
}
if( m_userIndex == ProfileManager.GetPrimaryPad() )
{
if( app.GetTutorialMode() )
{
minecraft->gameMode = new FullTutorialMode(ProfileManager.GetPrimaryPad(), minecraft, this);
}
// check if we're in the trial version
else if(ProfileManager.IsFullVersion()==false)
{
minecraft->gameMode = new TrialMode(ProfileManager.GetPrimaryPad(), minecraft, this);
}
else
{
MemSect(13);
minecraft->gameMode = new ConsoleGameMode(ProfileManager.GetPrimaryPad(), minecraft, this);
MemSect(0);
}
Level *dimensionLevel = minecraft->getLevel( packet->dimension );
if( dimensionLevel == NULL )
{
level = new MultiPlayerLevel(this, new LevelSettings(packet->seed, GameType::byId(packet->gameType), false, false, packet->m_newSeaLevel, packet->m_pLevelType, packet->m_xzSize, packet->m_hellScale), packet->dimension, packet->difficulty);
// 4J Stu - We want to share the SavedDataStorage between levels
int otherDimensionId = packet->dimension == 0 ? -1 : 0;
Level *activeLevel = minecraft->getLevel(otherDimensionId);
if( activeLevel != NULL )
{
// Don't need to delete it here as it belongs to a client connection while will delete it when it's done
//if( level->savedDataStorage != NULL ) delete level->savedDataStorage;
level->savedDataStorage = activeLevel->savedDataStorage;
}
app.DebugPrintf("ClientConnection - DIFFICULTY --- %d\n",packet->difficulty);
level->difficulty = packet->difficulty; // 4J Added
level->isClientSide = true;
minecraft->setLevel(level);
}
else
{
level = (MultiPlayerLevel *)dimensionLevel;
}
minecraft->player->setPlayerIndex( packet->m_playerIndex );
minecraft->player->setCustomSkin( app.GetPlayerSkinId(m_userIndex) );
minecraft->player->setCustomCape( app.GetPlayerCapeId(m_userIndex) );
minecraft->createPrimaryLocalPlayer(ProfileManager.GetPrimaryPad());
minecraft->player->dimension = packet->dimension;
//minecraft->setScreen(new ReceivingLevelScreen(this));
minecraft->player->entityId = packet->clientVersion;
BYTE networkSmallId = getSocket()->getSmallId();
app.UpdatePlayerInfo(networkSmallId, packet->m_playerIndex, packet->m_uiGamePrivileges);
minecraft->player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All, packet->m_uiGamePrivileges);
// Assume all privileges are on, so that the first message we see only indicates things that have been turned off
unsigned int startingPrivileges = 0;
Player::enableAllPlayerPrivileges(startingPrivileges,true);
if(networkPlayer->IsHost())
{
Player::setPlayerGamePrivilege(startingPrivileges, Player::ePlayerGamePrivilege_HOST,1);
}
displayPrivilegeChanges(minecraft->player,startingPrivileges);
// update the debugoptions
app.SetGameSettingsDebugMask(ProfileManager.GetPrimaryPad(),app.GetGameSettingsDebugMask(-1,true));
}
else
{
// 4J-PB - this isn't the level we want
//level = (MultiPlayerLevel *)minecraft->level;
level = (MultiPlayerLevel *)minecraft->getLevel( packet->dimension );
shared_ptr<Player> player;
if(level==NULL)
{
int otherDimensionId = packet->dimension == 0 ? -1 : 0;
MultiPlayerLevel *activeLevel = minecraft->getLevel(otherDimensionId);
if(activeLevel == NULL)
{
otherDimensionId = packet->dimension == 0 ? 1 : (packet->dimension == -1 ? 1 : -1);
activeLevel = minecraft->getLevel(otherDimensionId);
}
MultiPlayerLevel *dimensionLevel = new MultiPlayerLevel(this, new LevelSettings(packet->seed, GameType::byId(packet->gameType), false, false, packet->m_newSeaLevel, packet->m_pLevelType, packet->m_xzSize, packet->m_hellScale), packet->dimension, packet->difficulty);
dimensionLevel->savedDataStorage = activeLevel->savedDataStorage;
dimensionLevel->difficulty = packet->difficulty; // 4J Added
dimensionLevel->isClientSide = true;
level = dimensionLevel;
// 4J Stu - At time of writing ProfileManager.GetGamertag() does not always return the correct name,
// if sign-ins are turned off while the player signed in. Using the qnetPlayer instead.
// need to have a level before create extra local player
MultiPlayerLevel *levelpassedin=(MultiPlayerLevel *)level;
player = minecraft->createExtraLocalPlayer(m_userIndex, networkPlayer->GetOnlineName(), m_userIndex, packet->dimension, this,levelpassedin);
// need to have a player before the setlevel
shared_ptr<MultiplayerLocalPlayer> lastPlayer = minecraft->player;
minecraft->player = minecraft->localplayers[m_userIndex];
minecraft->setLevel(level);
minecraft->player = lastPlayer;
}
else
{
player = minecraft->createExtraLocalPlayer(m_userIndex, networkPlayer->GetOnlineName(), m_userIndex, packet->dimension, this);
}
//level->addClientConnection( this );
player->dimension = packet->dimension;
player->entityId = packet->clientVersion;
player->setPlayerIndex( packet->m_playerIndex );
player->setCustomSkin( app.GetPlayerSkinId(m_userIndex) );
player->setCustomCape( app.GetPlayerCapeId(m_userIndex) );
BYTE networkSmallId = getSocket()->getSmallId();
app.UpdatePlayerInfo(networkSmallId, packet->m_playerIndex, packet->m_uiGamePrivileges);
player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All, packet->m_uiGamePrivileges);
// Assume all privileges are on, so that the first message we see only indicates things that have been turned off
unsigned int startingPrivileges = 0;
Player::enableAllPlayerPrivileges(startingPrivileges,true);
displayPrivilegeChanges(minecraft->localplayers[m_userIndex],startingPrivileges);
}
maxPlayers = packet->maxPlayers;
// need to have a player before the setLocalCreativeMode
shared_ptr<MultiplayerLocalPlayer> lastPlayer = minecraft->player;
minecraft->player = minecraft->localplayers[m_userIndex];
((MultiPlayerGameMode *)minecraft->localgameModes[m_userIndex])->setLocalMode(GameType::byId(packet->gameType));
minecraft->player = lastPlayer;
// make sure the UI offsets for this player are set correctly
if(iUserID!=-1)
{
ui.UpdateSelectedItemPos(iUserID);
}
TelemetryManager->RecordLevelStart(m_userIndex, eSen_FriendOrMatch_Playing_With_Invited_Friends, eSen_CompeteOrCoop_Coop_and_Competitive, Minecraft::GetInstance()->getLevel(packet->dimension)->difficulty, app.GetLocalPlayerCount(), g_NetworkManager.GetOnlinePlayerCount());
}
void ClientConnection::handleAddEntity(shared_ptr<AddEntityPacket> packet)
{
double x = packet->x / 32.0;
double y = packet->y / 32.0;
double z = packet->z / 32.0;
shared_ptr<Entity> e;
bool setRot = true;
// 4J-PB - replacing this massive if nest with switch
switch(packet->type)
{
case AddEntityPacket::MINECART:
e = Minecart::createMinecart(level, x, y, z, packet->data);
break;
case AddEntityPacket::FISH_HOOK:
{
// 4J Stu - Brought forward from 1.4 to be able to drop XP from fishing
shared_ptr<Entity> owner = getEntity(packet->data);
// 4J - check all local players to find match
if( owner == NULL )
{
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( minecraft->localplayers[i] )
{
if( minecraft->localplayers[i]->entityId == packet->data )
{
owner = minecraft->localplayers[i];
break;
}
}
}
}
if (owner != NULL && owner->instanceof(eTYPE_PLAYER))
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(owner);
shared_ptr<FishingHook> hook = shared_ptr<FishingHook>( new FishingHook(level, x, y, z, player) );
e = hook;
// 4J Stu - Move the player->fishing out of the ctor as we cannot reference 'this'
player->fishing = hook;
}
packet->data = 0;
}
break;
case AddEntityPacket::ARROW:
e = shared_ptr<Entity>( new Arrow(level, x, y, z) );
break;
case AddEntityPacket::SNOWBALL:
e = shared_ptr<Entity>( new Snowball(level, x, y, z) );
break;
case AddEntityPacket::ITEM_FRAME:
{
int ix=(int) x;
int iy=(int) y;
int iz = (int) z;
app.DebugPrintf("ClientConnection ITEM_FRAME xyz %d,%d,%d\n",ix,iy,iz);
}
e = shared_ptr<Entity>(new ItemFrame(level, (int) x, (int) y, (int) z, packet->data));
packet->data = 0;
setRot = false;
break;
case AddEntityPacket::THROWN_ENDERPEARL:
e = shared_ptr<Entity>( new ThrownEnderpearl(level, x, y, z) );
break;
case AddEntityPacket::EYEOFENDERSIGNAL:
e = shared_ptr<Entity>( new EyeOfEnderSignal(level, x, y, z) );
break;
case AddEntityPacket::FIREBALL:
e = shared_ptr<Entity>( new LargeFireball(level, x, y, z, packet->xa / 8000.0, packet->ya / 8000.0, packet->za / 8000.0) );
packet->data = 0;
break;
case AddEntityPacket::SMALL_FIREBALL:
e = shared_ptr<Entity>( new SmallFireball(level, x, y, z, packet->xa / 8000.0, packet->ya / 8000.0, packet->za / 8000.0) );
packet->data = 0;
break;
case AddEntityPacket::DRAGON_FIRE_BALL:
e = shared_ptr<Entity>( new DragonFireball(level, x, y, z, packet->xa / 8000.0, packet->ya / 8000.0, packet->za / 8000.0) );
packet->data = 0;
break;
case AddEntityPacket::EGG:
e = shared_ptr<Entity>( new ThrownEgg(level, x, y, z) );
break;
case AddEntityPacket::THROWN_POTION:
e = shared_ptr<Entity>( new ThrownPotion(level, x, y, z, packet->data) );
packet->data = 0;
break;
case AddEntityPacket::THROWN_EXPBOTTLE:
e = shared_ptr<Entity>( new ThrownExpBottle(level, x, y, z) );
packet->data = 0;
break;
case AddEntityPacket::BOAT:
e = shared_ptr<Entity>( new Boat(level, x, y, z) );
break;
case AddEntityPacket::PRIMED_TNT:
e = shared_ptr<Entity>( new PrimedTnt(level, x, y, z, nullptr) );
break;
case AddEntityPacket::ENDER_CRYSTAL:
e = shared_ptr<Entity>( new EnderCrystal(level, x, y, z) );
break;
case AddEntityPacket::ITEM:
e = shared_ptr<Entity>( new ItemEntity(level, x, y, z) );
break;
case AddEntityPacket::FALLING:
e = shared_ptr<Entity>( new FallingTile(level, x, y, z, packet->data & 0xFFFF, packet->data >> 16) );
packet->data = 0;
break;
case AddEntityPacket::WITHER_SKULL:
e = shared_ptr<Entity>(new WitherSkull(level, x, y, z, packet->xa / 8000.0, packet->ya / 8000.0, packet->za / 8000.0));
packet->data = 0;
break;
case AddEntityPacket::FIREWORKS:
e = shared_ptr<Entity>(new FireworksRocketEntity(level, x, y, z, nullptr));
break;
case AddEntityPacket::LEASH_KNOT:
e = shared_ptr<Entity>(new LeashFenceKnotEntity(level, (int) x, (int) y, (int) z));
packet->data = 0;
break;
#ifndef _FINAL_BUILD
default:
// Not a known entity (?)
assert(0);
#endif
}
/* if (packet->type == AddEntityPacket::MINECART_RIDEABLE) e = shared_ptr<Entity>( new Minecart(level, x, y, z, Minecart::RIDEABLE) );
if (packet->type == AddEntityPacket::MINECART_CHEST) e = shared_ptr<Entity>( new Minecart(level, x, y, z, Minecart::CHEST) );
if (packet->type == AddEntityPacket::MINECART_FURNACE) e = shared_ptr<Entity>( new Minecart(level, x, y, z, Minecart::FURNACE) );
if (packet->type == AddEntityPacket::FISH_HOOK)
{
// 4J Stu - Brought forward from 1.4 to be able to drop XP from fishing
shared_ptr<Entity> owner = getEntity(packet->data);
// 4J - check all local players to find match
if( owner == NULL )
{
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( minecraft->localplayers[i] )
{
if( minecraft->localplayers[i]->entityId == packet->data )
{
owner = minecraft->localplayers[i];
break;
}
}
}
}
shared_ptr<Player> player = dynamic_pointer_cast<Player>(owner);
if (player != NULL)
{
shared_ptr<FishingHook> hook = shared_ptr<FishingHook>( new FishingHook(level, x, y, z, player) );
e = hook;
// 4J Stu - Move the player->fishing out of the ctor as we cannot reference 'this'
player->fishing = hook;
}
packet->data = 0;
}
if (packet->type == AddEntityPacket::ARROW) e = shared_ptr<Entity>( new Arrow(level, x, y, z) );
if (packet->type == AddEntityPacket::SNOWBALL) e = shared_ptr<Entity>( new Snowball(level, x, y, z) );
if (packet->type == AddEntityPacket::THROWN_ENDERPEARL) e = shared_ptr<Entity>( new ThrownEnderpearl(level, x, y, z) );
if (packet->type == AddEntityPacket::EYEOFENDERSIGNAL) e = shared_ptr<Entity>( new EyeOfEnderSignal(level, x, y, z) );
if (packet->type == AddEntityPacket::FIREBALL)
{
e = shared_ptr<Entity>( new Fireball(level, x, y, z, packet->xa / 8000.0, packet->ya / 8000.0, packet->za / 8000.0) );
packet->data = 0;
}
if (packet->type == AddEntityPacket::SMALL_FIREBALL)
{
e = shared_ptr<Entity>( new SmallFireball(level, x, y, z, packet->xa / 8000.0, packet->ya / 8000.0, packet->za / 8000.0) );
packet->data = 0;
}
if (packet->type == AddEntityPacket::EGG) e = shared_ptr<Entity>( new ThrownEgg(level, x, y, z) );
if (packet->type == AddEntityPacket::THROWN_POTION)
{
e = shared_ptr<Entity>( new ThrownPotion(level, x, y, z, packet->data) );
packet->data = 0;
}
if (packet->type == AddEntityPacket::THROWN_EXPBOTTLE)
{
e = shared_ptr<Entity>( new ThrownExpBottle(level, x, y, z) );
packet->data = 0;
}
if (packet->type == AddEntityPacket::BOAT) e = shared_ptr<Entity>( new Boat(level, x, y, z) );
if (packet->type == AddEntityPacket::PRIMED_TNT) e = shared_ptr<Entity>( new PrimedTnt(level, x, y, z) );
if (packet->type == AddEntityPacket::ENDER_CRYSTAL) e = shared_ptr<Entity>( new EnderCrystal(level, x, y, z) );
if (packet->type == AddEntityPacket::FALLING_SAND) e = shared_ptr<Entity>( new FallingTile(level, x, y, z, Tile::sand->id) );
if (packet->type == AddEntityPacket::FALLING_GRAVEL) e = shared_ptr<Entity>( new FallingTile(level, x, y, z, Tile::gravel->id) );
if (packet->type == AddEntityPacket::FALLING_EGG) e = shared_ptr<Entity>( new FallingTile(level, x, y, z, Tile::dragonEgg_Id) );
*/
if (e != NULL)
{
e->xp = packet->x;
e->yp = packet->y;
e->zp = packet->z;
float yRot = packet->yRot * 360 / 256.0f;
float xRot = packet->xRot * 360 / 256.0f;
e->yRotp = packet->yRot;
e->xRotp = packet->xRot;
if (setRot)
{
e->yRot = 0.0f;
e->xRot = 0.0f;
}
vector<shared_ptr<Entity> > *subEntities = e->getSubEntities();
if (subEntities)
{
int offs = packet->id - e->entityId;
for ( auto it : *subEntities )
{
it->entityId += offs;
}
}
if (packet->type == AddEntityPacket::LEASH_KNOT)
{
// 4J: "Move" leash knot to it's current position, this sets old position (like frame, leash has adjusted position)
e->absMoveTo(e->x, e->y, e->z, yRot, xRot);
}
else if(packet->type == AddEntityPacket::ITEM_FRAME)
{
// Not doing this move for frame, as the ctor for these objects does some adjustments on the position based on direction to move the object out slightly from what it is attached to, and this just overwrites it
}
else
{
// For everything else, set position
e->absMoveTo(x, y, z, yRot, xRot);
}
e->entityId = packet->id;
level->putEntity(packet->id, e);
if (packet->data > -1) // 4J - changed "no data" value to be -1, we can have a valid entity id of 0
{
if (packet->type == AddEntityPacket::ARROW)
{
shared_ptr<Entity> owner = getEntity(packet->data);
// 4J - check all local players to find match
if( owner == NULL )
{
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( minecraft->localplayers[i] )
{
if( minecraft->localplayers[i]->entityId == packet->data )
{
owner = minecraft->localplayers[i];
break;
}
}
}
}
if ( owner != NULL && owner->instanceof(eTYPE_LIVINGENTITY) )
{
dynamic_pointer_cast<Arrow>(e)->owner = dynamic_pointer_cast<LivingEntity>(owner);
}
}
e->lerpMotion(packet->xa / 8000.0, packet->ya / 8000.0, packet->za / 8000.0);
}
// 4J: Check our deferred entity link packets
checkDeferredEntityLinkPackets(e->entityId);
}
}
void ClientConnection::handleAddExperienceOrb(shared_ptr<AddExperienceOrbPacket> packet)
{
shared_ptr<Entity> e = shared_ptr<ExperienceOrb>( new ExperienceOrb(level, packet->x / 32.0, packet->y / 32.0, packet->z / 32.0, packet->value) );
e->xp = packet->x;
e->yp = packet->y;
e->zp = packet->z;
e->yRot = 0;
e->xRot = 0;
e->entityId = packet->id;
level->putEntity(packet->id, e);
}
void ClientConnection::handleAddGlobalEntity(shared_ptr<AddGlobalEntityPacket> packet)
{
if (!isPrimaryConnection()) return;
double x = packet->x / 32.0;
double y = packet->y / 32.0;
double z = packet->z / 32.0;
shared_ptr<Entity> e;// = nullptr;
if (packet->type == AddGlobalEntityPacket::LIGHTNING) e = shared_ptr<LightningBolt>( new LightningBolt(level, x, y, z) );
if (e != NULL)
{
e->xp = packet->x;
e->yp = packet->y;
e->zp = packet->z;
e->yRot = 0;
e->xRot = 0;
e->entityId = packet->id;
level->addGlobalEntity(e);
}
}
void ClientConnection::handleAddPainting(shared_ptr<AddPaintingPacket> packet)
{
shared_ptr<Painting> painting = shared_ptr<Painting>( new Painting(level, packet->x, packet->y, packet->z, packet->dir, packet->motive) );
level->putEntity(packet->id, painting);
}
void ClientConnection::handleSetEntityMotion(shared_ptr<SetEntityMotionPacket> packet)
{
if (!isPrimaryConnection())
{
// Secondary connection: only accept motion for our own local player (knockback)
if (minecraft->localplayers[m_userIndex] == NULL ||
packet->id != minecraft->localplayers[m_userIndex]->entityId)
return;
}
shared_ptr<Entity> e = getEntity(packet->id);
if (e == NULL) return;
e->lerpMotion(packet->xa / 8000.0, packet->ya / 8000.0, packet->za / 8000.0);
}
void ClientConnection::handleSetEntityData(shared_ptr<SetEntityDataPacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->id);
if (e != NULL && packet->getUnpackedData() != NULL)
{
e->getEntityData()->assignValues(packet->getUnpackedData());
}
}
void ClientConnection::handleAddPlayer(shared_ptr<AddPlayerPacket> packet)
{
// Some remote players could actually be local players that are already added
for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
// need to use the XUID here
PlayerUID playerXUIDOnline = INVALID_XUID, playerXUIDOffline = INVALID_XUID;
ProfileManager.GetXUID(idx,&playerXUIDOnline,true);
ProfileManager.GetXUID(idx,&playerXUIDOffline,false);
if( (playerXUIDOnline != INVALID_XUID && ProfileManager.AreXUIDSEqual(playerXUIDOnline,packet->xuid) ) ||
(playerXUIDOffline != INVALID_XUID && ProfileManager.AreXUIDSEqual(playerXUIDOffline,packet->xuid) ) )
{
app.DebugPrintf("AddPlayerPacket received with XUID of local player\n");
return;
}
}
#ifdef _WINDOWS64
// Win64 keeps local-player identity separate from network smallId; also guard against creating
// a duplicate remote player for a local slot by checking the username directly.
for (unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if (minecraft->localplayers[idx] != NULL && minecraft->localplayers[idx]->name == packet->name)
{
app.DebugPrintf("AddPlayerPacket received for local player name %ls\n", packet->name.c_str());
return;
}
}
#endif
/*#ifdef _WINDOWS64
// On Windows64 all XUIDs are INVALID_XUID so the XUID check above never fires.
// packet->m_playerIndex is the server-assigned sequential index (set via LoginPacket),
// NOT the controller slot — so we must scan all local player slots and match by
// their stored server index rather than using it directly as an array subscript.
for(unsigned int idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(minecraft->localplayers[idx] != NULL &&
minecraft->localplayers[idx]->getPlayerIndex() == packet->m_playerIndex)
{
app.DebugPrintf("AddPlayerPacket received for local player (controller %d, server index %d), skipping RemotePlayer creation\n", idx, packet->m_playerIndex);
return;
}
}
#endif*/
double x = packet->x / 32.0;
double y = packet->y / 32.0;
double z = packet->z / 32.0;
float yRot = packet->yRot * 360 / 256.0f;
float xRot = packet->xRot * 360 / 256.0f;
shared_ptr<RemotePlayer> player = shared_ptr<RemotePlayer>( new RemotePlayer(minecraft->level, packet->name) );
player->xo = player->xOld = player->xp = packet->x;
player->yo = player->yOld = player->yp = packet->y;
player->zo = player->zOld = player->zp = packet->z;
player->xRotp = packet->xRot;
player->yRotp = packet->yRot;
player->yHeadRot = packet->yHeadRot * 360 / 256.0f;
player->setXuid(packet->xuid);
#ifdef _DURANGO
// On Durango request player display name from network manager
INetworkPlayer *networkPlayer = g_NetworkManager.GetPlayerByXuid(player->getXuid());
if (networkPlayer != NULL) player->m_displayName = networkPlayer->GetDisplayName();
#else
// On all other platforms display name is just gamertag so don't check with the network manager
player->m_displayName = player->getName();
#endif
#ifdef _WINDOWS64
{
IQNetPlayer* matchedQNetPlayer = NULL;
PlayerUID pktXuid = player->getXuid();
const PlayerUID WIN64_XUID_BASE = (PlayerUID)0xe000d45248242f2e;
// Legacy compatibility path for peers still using embedded smallId XUIDs.
if (pktXuid >= WIN64_XUID_BASE && pktXuid < WIN64_XUID_BASE + MINECRAFT_NET_MAX_PLAYERS)
{
BYTE smallId = (BYTE)(pktXuid - WIN64_XUID_BASE);
INetworkPlayer* np = g_NetworkManager.GetPlayerBySmallId(smallId);
if (np != NULL)
{
NetworkPlayerXbox* npx = (NetworkPlayerXbox*)np;
matchedQNetPlayer = npx->GetQNetPlayer();
}
}
// Current Win64 path: identify QNet player by name and attach packet XUID.
if (matchedQNetPlayer == NULL)
{
for (int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i)
{
BYTE smallId = static_cast<BYTE>(i);
INetworkPlayer* np = g_NetworkManager.GetPlayerBySmallId(smallId);
if (np == NULL)
continue;
NetworkPlayerXbox* npx = (NetworkPlayerXbox*)np;
IQNetPlayer* qp = npx->GetQNetPlayer();
if (qp != NULL && _wcsicmp(qp->m_gamertag, packet->name.c_str()) == 0)
{
matchedQNetPlayer = qp;
break;
}
}
}
if (matchedQNetPlayer != NULL)
{
// Store packet-authoritative XUID on this network slot so later lookups by XUID
// (e.g. remove player, display mapping) work for both legacy and uid.dat clients.
matchedQNetPlayer->m_resolvedXuid = pktXuid;
if (matchedQNetPlayer->m_gamertag[0] == 0)
{
wcsncpy_s(matchedQNetPlayer->m_gamertag, 32, packet->name.c_str(), _TRUNCATE);
}
}
}
#endif
// printf("\t\t\t\t%d: Add player\n",packet->id,packet->yRot);
int item = packet->carriedItem;
if (item == 0)
{
player->inventory->items[player->inventory->selected] = shared_ptr<ItemInstance>(); // NULL;
}
else
{
player->inventory->items[player->inventory->selected] = shared_ptr<ItemInstance>( new ItemInstance(item, 1, 0) );
}
player->absMoveTo(x, y, z, yRot, xRot);
player->setPlayerIndex( packet->m_playerIndex );
player->setCustomSkin( packet->m_skinId );
player->setCustomCape( packet->m_capeId );
player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All, packet->m_uiGamePrivileges);
if(!player->customTextureUrl.empty() && player->customTextureUrl.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(player->customTextureUrl))
{
if( minecraft->addPendingClientTextureRequest(player->customTextureUrl) )
{
app.DebugPrintf("Client sending TextureAndGeometryPacket to get custom skin %ls for player %ls\n",player->customTextureUrl.c_str(), player->name.c_str());
send(shared_ptr<TextureAndGeometryPacket>( new TextureAndGeometryPacket(player->customTextureUrl,NULL,0) ) );
}
}
else if(!player->customTextureUrl.empty() && app.IsFileInMemoryTextures(player->customTextureUrl))
{
// Update the ref count on the memory texture data
app.AddMemoryTextureFile(player->customTextureUrl,NULL,0);
}
app.DebugPrintf("Custom skin for player %ls is %ls\n",player->name.c_str(),player->customTextureUrl.c_str());
if(!player->customTextureUrl2.empty() && player->customTextureUrl2.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(player->customTextureUrl2))
{
if( minecraft->addPendingClientTextureRequest(player->customTextureUrl2) )
{
app.DebugPrintf("Client sending texture packet to get custom cape %ls for player %ls\n",player->customTextureUrl2.c_str(), player->name.c_str());
send(shared_ptr<TexturePacket>( new TexturePacket(player->customTextureUrl2,NULL,0) ) );
}
}
else if(!player->customTextureUrl2.empty() && app.IsFileInMemoryTextures(player->customTextureUrl2))
{
// Update the ref count on the memory texture data
app.AddMemoryTextureFile(player->customTextureUrl2,NULL,0);
}
app.DebugPrintf("Custom cape for player %ls is %ls\n",player->name.c_str(),player->customTextureUrl2.c_str());
level->putEntity(packet->id, player);
vector<shared_ptr<SynchedEntityData::DataItem> > *unpackedData = packet->getUnpackedData();
if (unpackedData != NULL)
{
player->getEntityData()->assignValues(unpackedData);
}
}
void ClientConnection::handleTeleportEntity(shared_ptr<TeleportEntityPacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->id);
if (e == NULL) return;
e->xp = packet->x;
e->yp = packet->y;
e->zp = packet->z;
double x = e->xp / 32.0;
double y = e->yp / 32.0 + 1 / 64.0f;
double z = e->zp / 32.0;
// 4J - make sure xRot stays within -90 -> 90 range
int ixRot = packet->xRot;
if( ixRot >= 128 ) ixRot -= 256;
float yRot = packet->yRot * 360 / 256.0f;
float xRot = ixRot * 360 / 256.0f;
e->yRotp = packet->yRot;
e->xRotp = ixRot;
// printf("\t\t\t\t%d: Teleport to %d (lerp to %f)\n",packet->id,packet->yRot,yRot);
e->lerpTo(x, y, z, yRot, xRot, 3);
}
void ClientConnection::handleSetCarriedItem(shared_ptr<SetCarriedItemPacket> packet)
{
if (packet->slot >= 0 && packet->slot < Inventory::getSelectionSize()) {
Minecraft::GetInstance()->localplayers[m_userIndex].get()->inventory->selected = packet->slot;
}
}
void ClientConnection::handleMoveEntity(shared_ptr<MoveEntityPacket> packet)
{
if (!isPrimaryConnection()) return;
shared_ptr<Entity> e = getEntity(packet->id);
if (e == NULL) return;
e->xp += packet->xa;
e->yp += packet->ya;
e->zp += packet->za;
double x = e->xp / 32.0;
// 4J - The original code did not add the 1/64.0f like the teleport above did, which caused minecarts to fall through the ground
double y = e->yp / 32.0 + 1 / 64.0f;
double z = e->zp / 32.0;
// 4J - have changed rotation to be relative here too
e->yRotp += packet->yRot;
e->xRotp += packet->xRot;
float yRot = ( e->yRotp * 360 ) / 256.0f;
float xRot = ( e->xRotp * 360 ) / 256.0f;
// float yRot = packet->hasRot ? packet->yRot * 360 / 256.0f : e->yRot;
// float xRot = packet->hasRot ? packet->xRot * 360 / 256.0f : e->xRot;
e->lerpTo(x, y, z, yRot, xRot, 3);
}
void ClientConnection::handleRotateMob(shared_ptr<RotateHeadPacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->id);
if (e == NULL) return;
float yHeadRot = packet->yHeadRot * 360 / 256.f;
e->setYHeadRot(yHeadRot);
}
void ClientConnection::handleMoveEntitySmall(shared_ptr<MoveEntityPacketSmall> packet)
{
if (!isPrimaryConnection()) return;
shared_ptr<Entity> e = getEntity(packet->id);
if (e == NULL) return;
e->xp += packet->xa;
e->yp += packet->ya;
e->zp += packet->za;
double x = e->xp / 32.0;
// 4J - The original code did not add the 1/64.0f like the teleport above did, which caused minecarts to fall through the ground
double y = e->yp / 32.0 + 1 / 64.0f;
double z = e->zp / 32.0;
// 4J - have changed rotation to be relative here too
e->yRotp += packet->yRot;
e->xRotp += packet->xRot;
float yRot = ( e->yRotp * 360 ) / 256.0f;
float xRot = ( e->xRotp * 360 ) / 256.0f;
// float yRot = packet->hasRot ? packet->yRot * 360 / 256.0f : e->yRot;
// float xRot = packet->hasRot ? packet->xRot * 360 / 256.0f : e->xRot;
e->lerpTo(x, y, z, yRot, xRot, 3);
}
void ClientConnection::handleRemoveEntity(shared_ptr<RemoveEntitiesPacket> packet)
{
#ifdef _WINDOWS64
if (!g_NetworkManager.IsHost())
{
for (int i = 0; i < packet->ids.length; i++)
{
shared_ptr<Entity> entity = getEntity(packet->ids[i]);
if (entity != NULL && entity->GetType() == eTYPE_PLAYER)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
if (player != NULL)
{
PlayerUID xuid = player->getXuid();
INetworkPlayer* np = g_NetworkManager.GetPlayerByXuid(xuid);
if (np != NULL)
{
NetworkPlayerXbox* npx = (NetworkPlayerXbox*)np;
IQNetPlayer* qp = npx->GetQNetPlayer();
if (qp != NULL)
{
extern CPlatformNetworkManagerStub* g_pPlatformNetworkManager;
g_pPlatformNetworkManager->NotifyPlayerLeaving(qp);
qp->m_smallId = 0;
qp->m_isRemote = false;
qp->m_isHostPlayer = false;
// Clear resolved id to avoid stale XUID -> player matches after disconnect.
qp->m_resolvedXuid = INVALID_XUID;
qp->m_gamertag[0] = 0;
qp->SetCustomDataValue(0);
}
}
}
}
}
}
#endif
for (int i = 0; i < packet->ids.length; i++)
{
level->removeEntity(packet->ids[i]);
}
}
void ClientConnection::handleMovePlayer(shared_ptr<MovePlayerPacket> packet)
{
shared_ptr<Player> player = minecraft->localplayers[m_userIndex]; //minecraft->player;
double x = player->x;
double y = player->y;
double z = player->z;
float yRot = player->yRot;
float xRot = player->xRot;
if (packet->hasPos)
{
x = packet->x;
y = packet->y;
z = packet->z;
}
if (packet->hasRot)
{
yRot = packet->yRot;
xRot = packet->xRot;
}
player->ySlideOffset = 0;
player->xd = player->yd = player->zd = 0;
player->absMoveTo(x, y, z, yRot, xRot);
packet->x = player->x;
packet->y = player->bb->y0;
packet->z = player->z;
packet->yView = player->y;
connection->send(packet);
if (!started)
{
if(!g_NetworkManager.IsHost() )
{
Minecraft::GetInstance()->progressRenderer->progressStagePercentage((eCCConnected * 100)/ (eCCConnected));
}
player->xo = player->x;
player->yo = player->y;
player->zo = player->z;
// 4J - added setting xOld/yOld/zOld here too, as otherwise at the start of the game we interpolate the player position from the origin to wherever its first position really is
player->xOld = player->x;
player->yOld = player->y;
player->zOld = player->z;
started = true;
minecraft->setScreen(NULL);
// Fix for #105852 - TU12: Content: Gameplay: Local splitscreen Players are spawned at incorrect places after re-joining previously saved and loaded "Mass Effect World".
// Move this check from Minecraft::createExtraLocalPlayer
// 4J-PB - can't call this when this function is called from the qnet thread (GetGameStarted will be false)
if(app.GetGameStarted())
{
ui.CloseUIScenes(m_userIndex);
}
}
}
// 4J Added
void ClientConnection::handleChunkVisibilityArea(shared_ptr<ChunkVisibilityAreaPacket> packet)
{
if (level == NULL) return;
for(int z = packet->m_minZ; z <= packet->m_maxZ; ++z)
for(int x = packet->m_minX; x <= packet->m_maxX; ++x)
level->setChunkVisible(x, z, true);
}
void ClientConnection::handleChunkVisibility(shared_ptr<ChunkVisibilityPacket> packet)
{
if (level == NULL) return;
level->setChunkVisible(packet->x, packet->z, packet->visible);
}
void ClientConnection::handleChunkTilesUpdate(shared_ptr<ChunkTilesUpdatePacket> packet)
{
if (!isPrimaryConnection()) return;
// 4J - changed to encode level in packet
MultiPlayerLevel *dimensionLevel = (MultiPlayerLevel *)minecraft->levels[packet->levelIdx];
if( dimensionLevel )
{
PIXBeginNamedEvent(0,"Handle chunk tiles update");
LevelChunk *lc = dimensionLevel->getChunk(packet->xc, packet->zc);
int xo = packet->xc * 16;
int zo = packet->zc * 16;
// 4J Stu - Unshare before we make any changes incase the server is already another step ahead of us
// Fix for #7904 - Gameplay: Players can dupe torches by throwing them repeatedly into water.
// This is quite expensive to do, so only consider unsharing if this tile setting is going to actually
// change something
bool forcedUnshare = false;
for (int i = 0; i < packet->count; i++)
{
int pos = packet->positions[i];
int tile = packet->blocks[i] & 0xff;
int data = packet->data[i];
int x = (pos >> 12) & 15;
int z = (pos >> 8) & 15;
int y = ((pos) & 255);
// If this is going to actually change a tile, we'll need to unshare
int prevTile = lc->getTile(x, y, z);
if( ( tile != prevTile && !forcedUnshare ) )
{
PIXBeginNamedEvent(0,"Chunk data unsharing\n");
dimensionLevel->unshareChunkAt(xo,zo);
PIXEndNamedEvent();
forcedUnshare = true;
}
// 4J - Changes now that lighting is done at the client side of things...
// Note - the java version now calls the doSetTileAndData method from the level here rather than the levelchunk, which ultimately ends up
// calling checkLight for the altered tile. For us this doesn't always work as when sharing tile data between a local server & client, the
// tile might not be considered to be being changed on the client as the server already has changed the shared data, and so the checkLight
// doesn't happen. Hence doing an explicit checkLight here instead.
lc->setTileAndData(x, y, z, tile, data);
dimensionLevel->checkLight(x + xo, y, z + zo);
dimensionLevel->clearResetRegion(x + xo, y, z + zo, x + xo, y, z + zo);
// Don't bother setting this to dirty if it isn't going to visually change - we get a lot of
// water changing from static to dynamic for instance
if(!( ( ( prevTile == Tile::water_Id ) && ( tile == Tile::calmWater_Id ) ) ||
( ( prevTile == Tile::calmWater_Id ) && ( tile == Tile::water_Id ) ) ||
( ( prevTile == Tile::lava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::calmLava_Id ) ) ||
( ( prevTile == Tile::calmLava_Id ) && ( tile == Tile::lava_Id ) ) ) )
{
dimensionLevel->setTilesDirty(x + xo, y, z + zo, x + xo, y, z + zo);
}
// 4J - remove any tite entities in this region which are associated with a tile that is now no longer a tile entity. Without doing this we end up with stray
// tile entities kicking round, which leads to a bug where chests can't be properly placed again in a location after (say) a chest being removed by TNT
dimensionLevel->removeUnusedTileEntitiesInRegion(xo + x, y, zo + z, xo + x+1, y+1, zo + z+1);
}
PIXBeginNamedEvent(0,"Chunk data sharing\n");
dimensionLevel->shareChunkAt(xo,zo); // 4J - added - only shares if chunks are same on server & client
PIXEndNamedEvent();
PIXEndNamedEvent();
}
}
void ClientConnection::handleBlockRegionUpdate(shared_ptr<BlockRegionUpdatePacket> packet)
{
if (!isPrimaryConnection()) return;
// 4J - changed to encode level in packet
MultiPlayerLevel *dimensionLevel = (MultiPlayerLevel *)minecraft->levels[packet->levelIdx];
if( dimensionLevel )
{
PIXBeginNamedEvent(0,"Handle block region update");
if(packet->bIsFullChunk && packet->ys == 0)
{
app.DebugPrintf("[BRUP-CLIENT] *** EMPTY FULL CHUNK received at (%d,%d)! Buffer length=%d\n",
packet->x>>4, packet->z>>4, packet->buffer.length);
}
int y1 = packet->y + packet->ys;
if(packet->bIsFullChunk)
{
y1 = Level::maxBuildHeight;
// Ensure the chunk exists in the cache before writing data.
// The ChunkVisibilityAreaPacket that creates chunks can arrive AFTER the first BRUP,
// causing getChunk() to return EmptyLevelChunk (whose setBlocksAndData is a no-op).
dimensionLevel->setChunkVisible(packet->x >> 4, packet->z >> 4, true);
if(packet->buffer.length > 0)
{
PIXBeginNamedEvent(0, "Reordering to XZY");
LevelChunk::reorderBlocksAndDataToXZY(packet->y, packet->xs, packet->ys, packet->zs, &packet->buffer);
PIXEndNamedEvent();
}
}
PIXBeginNamedEvent(0,"Clear rest region");
dimensionLevel->clearResetRegion(packet->x, packet->y, packet->z, packet->x + packet->xs - 1, y1 - 1, packet->z + packet->zs - 1);
PIXEndNamedEvent();
PIXBeginNamedEvent(0,"setBlocksAndData");
// Only full chunks send lighting information now - added flag to end of this call
dimensionLevel->setBlocksAndData(packet->x, packet->y, packet->z, packet->xs, packet->ys, packet->zs, packet->buffer, packet->bIsFullChunk);
PIXEndNamedEvent();
// OutputDebugString("END BRU\n");
PIXBeginNamedEvent(0,"removeUnusedTileEntitiesInRegion");
// 4J - remove any tite entities in this region which are associated with a tile that is now no longer a tile entity. Without doing this we end up with stray
// tile entities kicking round, which leads to a bug where chests can't be properly placed again in a location after (say) a chest being removed by TNT
dimensionLevel->removeUnusedTileEntitiesInRegion(packet->x, packet->y, packet->z, packet->x + packet->xs, y1, packet->z + packet->zs );
PIXEndNamedEvent();
// If this is a full packet for a chunk, make sure that the cache now considers that it has data for this chunk - this is used to determine whether to bother
// rendering mobs or not, so we don't have them in crazy positions before the data is there
if( packet->bIsFullChunk )
{
PIXBeginNamedEvent(0,"dateReceivedForChunk");
dimensionLevel->dataReceivedForChunk( packet->x >> 4, packet->z >> 4 );
PIXEndNamedEvent();
}
PIXEndNamedEvent();
}
}
void ClientConnection::handleTileUpdate(shared_ptr<TileUpdatePacket> packet)
{
if (!isPrimaryConnection()) return;
// 4J added - using a block of 255 to signify that this is a packet for destroying a tile, where we need to inform the level renderer that we are about to do so.
// This is used in creative mode as the point where a tile is first destroyed at the client end of things. Packets formed like this are potentially sent from
// ServerPlayerGameMode::destroyBlock
bool destroyTilePacket = false;
if( packet->block == 255 )
{
packet->block = 0;
destroyTilePacket = true;
}
// 4J - changed to encode level in packet
MultiPlayerLevel *dimensionLevel = (MultiPlayerLevel *)minecraft->levels[packet->levelIdx];
if( dimensionLevel )
{
PIXBeginNamedEvent(0,"Handle tile update");
if( g_NetworkManager.IsHost() )
{
// 4J Stu - Unshare before we make any changes incase the server is already another step ahead of us
// Fix for #7904 - Gameplay: Players can dupe torches by throwing them repeatedly into water.
// This is quite expensive to do, so only consider unsharing if this tile setting is going to actually
// change something
int prevTile = dimensionLevel->getTile(packet->x, packet->y, packet->z);
int prevData = dimensionLevel->getData(packet->x, packet->y, packet->z);
if( packet->block != prevTile || packet->data != prevData )
{
PIXBeginNamedEvent(0,"Chunk data unsharing\n");
dimensionLevel->unshareChunkAt(packet->x,packet->z);
PIXEndNamedEvent();
}
}
// 4J - In creative mode, we don't update the tile locally then get it confirmed by the server - the first point that we know we are about to destroy a tile is here. Let
// the rendering side of thing know so we can synchronise collision with async render data upates.
if( destroyTilePacket )
{
minecraft->levelRenderer->destroyedTileManager->destroyingTileAt(dimensionLevel, packet->x, packet->y, packet->z);
}
PIXBeginNamedEvent(0,"Setting data\n");
bool tileWasSet = dimensionLevel->doSetTileAndData(packet->x, packet->y, packet->z, packet->block, packet->data);
PIXEndNamedEvent();
// 4J - remove any tite entities in this region which are associated with a tile that is now no longer a tile entity. Without doing this we end up with stray
// tile entities kicking round, which leads to a bug where chests can't be properly placed again in a location after (say) a chest being removed by TNT
dimensionLevel->removeUnusedTileEntitiesInRegion(packet->x, packet->y, packet->z, packet->x+1, packet->y+1, packet->z+1 );
PIXBeginNamedEvent(0,"Sharing data\n");
dimensionLevel->shareChunkAt(packet->x,packet->z); // 4J - added - only shares if chunks are same on server & client
PIXEndNamedEvent();
PIXEndNamedEvent();
}
}
void ClientConnection::handleDisconnect(shared_ptr<DisconnectPacket> packet)
{
connection->close(DisconnectPacket::eDisconnect_Kicked);
done = true;
Minecraft *pMinecraft = Minecraft::GetInstance();
pMinecraft->connectionDisconnected( m_userIndex , packet->reason );
app.SetDisconnectReason( packet->reason );
app.SetAction(m_userIndex,eAppAction_ExitWorld,(void *)TRUE);
//minecraft->setLevel(NULL);
//minecraft->setScreen(new DisconnectedScreen(L"disconnect.disconnected", L"disconnect.genericReason", &packet->reason));
}
void ClientConnection::onDisconnect(DisconnectPacket::eDisconnectReason reason, void *reasonObjects)
{
if (done) return;
done = true;
Minecraft *pMinecraft = Minecraft::GetInstance();
pMinecraft->connectionDisconnected( m_userIndex , reason );
// 4J Stu - TU-1 hotfix
// Fix for #13191 - The host of a game can get a message informing them that the connection to the server has been lost
// In the (now unlikely) event that the host connections times out, allow the player to save their game
if(g_NetworkManager.IsHost() &&
(reason == DisconnectPacket::eDisconnect_TimeOut || reason == DisconnectPacket::eDisconnect_Overflow) &&
m_userIndex == ProfileManager.GetPrimaryPad() &&
!MinecraftServer::saveOnExitAnswered() )
{
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
ui.RequestErrorMessage(IDS_EXITING_GAME, IDS_GENERIC_ERROR, uiIDA, 1, ProfileManager.GetPrimaryPad(),&ClientConnection::HostDisconnectReturned,NULL);
}
else
{
app.SetAction(m_userIndex,eAppAction_ExitWorld,(void *)TRUE);
}
//minecraft->setLevel(NULL);
//minecraft->setScreen(new DisconnectedScreen(L"disconnect.lost", reason, reasonObjects));
}
void ClientConnection::sendAndDisconnect(shared_ptr<Packet> packet)
{
if (done) return;
connection->send(packet);
connection->sendAndQuit();
}
void ClientConnection::send(shared_ptr<Packet> packet)
{
if (done) return;
connection->send(packet);
}
void ClientConnection::handleTakeItemEntity(shared_ptr<TakeItemEntityPacket> packet)
{
if (!isPrimaryConnection()) return;
shared_ptr<Entity> from = getEntity(packet->itemId);
shared_ptr<LivingEntity> to = dynamic_pointer_cast<LivingEntity>(getEntity(packet->playerId));
// 4J - the original game could assume that if getEntity didn't find the player, it must be the local player. We
// need to search all local players
bool isLocalPlayer = false;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( minecraft->localplayers[i] )
{
if( minecraft->localplayers[i]->entityId == packet->playerId )
{
isLocalPlayer = true;
to = minecraft->localplayers[i];
break;
}
}
}
if (to == NULL)
{
// Don't know if this should ever really happen, but seems safest to try and remove the entity that has been collected even if we can't
// create a particle as we don't know what really collected it
level->removeEntity(packet->itemId);
return;
}
if (from != NULL)
{
// If this is a local player, then we only want to do processing for it if this connection is associated with the player it is for. In
// particular, we don't want to remove the item entity until we are processing it for the right connection, or else we won't have a valid
// "from" reference if we've already removed the item for an earlier processed connection
if( isLocalPlayer )
{
shared_ptr<LocalPlayer> player = dynamic_pointer_cast<LocalPlayer>(to);
// 4J Stu - Fix for #10213 - UI: Local clients cannot progress through the tutorial normally.
// We only send this packet once if many local players can see the event, so make sure we update
// the tutorial for the player that actually picked up the item
int playerPad = player->GetXboxPad();
if( minecraft->localgameModes[playerPad] != NULL )
{
// 4J-PB - add in the XP orb sound
if(from->GetType() == eTYPE_EXPERIENCEORB)
{
float fPitch=((random->nextFloat() - random->nextFloat()) * 0.7f + 1.0f) * 2.0f;
app.DebugPrintf("XP Orb with pitch %f\n",fPitch);
level->playSound(from, eSoundType_RANDOM_ORB, 0.2f, fPitch);
}
else
{
level->playSound(from, eSoundType_RANDOM_POP, 0.2f, ((random->nextFloat() - random->nextFloat()) * 0.7f + 1.0f) * 2.0f);
}
minecraft->particleEngine->add( shared_ptr<TakeAnimationParticle>( new TakeAnimationParticle(minecraft->level, from, to, -0.5f) ) );
level->removeEntity(packet->itemId);
}
else
{
// Don't know if this should ever really happen, but seems safest to try and remove the entity that has been collected even if it
// somehow isn't an itementity
level->removeEntity(packet->itemId);
}
}
else
{
level->playSound(from, eSoundType_RANDOM_POP, 0.2f, ((random->nextFloat() - random->nextFloat()) * 0.7f + 1.0f) * 2.0f);
minecraft->particleEngine->add( shared_ptr<TakeAnimationParticle>( new TakeAnimationParticle(minecraft->level, from, to, -0.5f) ) );
level->removeEntity(packet->itemId);
}
}
}
void ClientConnection::handleChat(shared_ptr<ChatPacket> packet)
{
wstring message;
int iPos;
bool displayOnGui = true;
bool replacePlayer = false;
bool replaceEntitySource = false;
bool replaceItem = false;
wstring playerDisplayName = L"";
wstring sourceDisplayName = L"";
// On platforms other than Xbox One this just sets display name to gamertag
if (packet->m_stringArgs.size() >= 1) playerDisplayName = GetDisplayNameByGamertag(packet->m_stringArgs[0]);
if (packet->m_stringArgs.size() >= 2) sourceDisplayName = GetDisplayNameByGamertag(packet->m_stringArgs[1]);
switch(packet->m_messageType)
{
case ChatPacket::e_ChatCustom:
message = (packet->m_stringArgs.size() >= 1) ? packet->m_stringArgs[0] : L"";
break;
case ChatPacket::e_ChatBedOccupied:
message = app.GetString(IDS_TILE_BED_OCCUPIED);
break;
case ChatPacket::e_ChatBedNoSleep:
message = app.GetString(IDS_TILE_BED_NO_SLEEP);
break;
case ChatPacket::e_ChatBedNotValid:
message = app.GetString(IDS_TILE_BED_NOT_VALID);
break;
case ChatPacket::e_ChatBedNotSafe:
message = app.GetString(IDS_TILE_BED_NOTSAFE);
break;
case ChatPacket::e_ChatBedPlayerSleep:
message=app.GetString(IDS_TILE_BED_PLAYERSLEEP);
iPos=message.find(L"%s");
message.replace(iPos,2,playerDisplayName);
break;
case ChatPacket::e_ChatBedMeSleep:
message=app.GetString(IDS_TILE_BED_MESLEEP);
break;
case ChatPacket::e_ChatPlayerJoinedGame:
message=app.GetString(IDS_PLAYER_JOINED);
iPos=message.find(L"%s");
message.replace(iPos,2,playerDisplayName);
break;
case ChatPacket::e_ChatPlayerLeftGame:
message=app.GetString(IDS_PLAYER_LEFT);
iPos=message.find(L"%s");
message.replace(iPos,2,playerDisplayName);
break;
case ChatPacket::e_ChatPlayerKickedFromGame:
message=app.GetString(IDS_PLAYER_KICKED);
iPos=message.find(L"%s");
message.replace(iPos,2,playerDisplayName);
break;
case ChatPacket::e_ChatCannotPlaceLava:
displayOnGui = false;
app.SetGlobalXuiAction(eAppAction_DisplayLavaMessage);
break;
case ChatPacket::e_ChatDeathInFire:
message=app.GetString(IDS_DEATH_INFIRE);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathOnFire:
message=app.GetString(IDS_DEATH_ONFIRE);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathLava:
message=app.GetString(IDS_DEATH_LAVA);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathInWall:
message=app.GetString(IDS_DEATH_INWALL);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathDrown:
message=app.GetString(IDS_DEATH_DROWN);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathStarve:
message=app.GetString(IDS_DEATH_STARVE);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathCactus:
message=app.GetString(IDS_DEATH_CACTUS);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathFall:
message=app.GetString(IDS_DEATH_FALL);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathOutOfWorld:
message=app.GetString(IDS_DEATH_OUTOFWORLD);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathGeneric:
message=app.GetString(IDS_DEATH_GENERIC);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathExplosion:
message=app.GetString(IDS_DEATH_EXPLOSION);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathMagic:
message=app.GetString(IDS_DEATH_MAGIC);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathAnvil:
message=app.GetString(IDS_DEATH_FALLING_ANVIL);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathFallingBlock:
message=app.GetString(IDS_DEATH_FALLING_TILE);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathDragonBreath:
message=app.GetString(IDS_DEATH_DRAGON_BREATH);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathMob:
message=app.GetString(IDS_DEATH_MOB);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathPlayer:
message=app.GetString(IDS_DEATH_PLAYER);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathArrow:
message=app.GetString(IDS_DEATH_ARROW);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathFireball:
message=app.GetString(IDS_DEATH_FIREBALL);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathThrown:
message=app.GetString(IDS_DEATH_THROWN);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathIndirectMagic:
message=app.GetString(IDS_DEATH_INDIRECT_MAGIC);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathThorns:
message=app.GetString(IDS_DEATH_THORNS);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathFellAccidentLadder:
message=app.GetString(IDS_DEATH_FELL_ACCIDENT_LADDER);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathFellAccidentVines:
message=app.GetString(IDS_DEATH_FELL_ACCIDENT_VINES);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathFellAccidentWater:
message=app.GetString(IDS_DEATH_FELL_ACCIDENT_WATER);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathFellAccidentGeneric:
message=app.GetString(IDS_DEATH_FELL_ACCIDENT_GENERIC);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathFellKiller:
//message=app.GetString(IDS_DEATH_FELL_KILLER);
//replacePlayer = true;
//replaceEntitySource = true;
// 4J Stu - The correct string for here, IDS_DEATH_FELL_KILLER is incorrect. We can't change localisation, so use a different string for now
message=app.GetString(IDS_DEATH_FALL);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathFellAssist:
message=app.GetString(IDS_DEATH_FELL_ASSIST);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathFellAssistItem:
message=app.GetString(IDS_DEATH_FELL_ASSIST_ITEM);
replacePlayer = true;
replaceEntitySource = true;
replaceItem = true;
break;
case ChatPacket::e_ChatDeathFellFinish:
message=app.GetString(IDS_DEATH_FELL_FINISH);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathFellFinishItem:
message=app.GetString(IDS_DEATH_FELL_FINISH_ITEM);
replacePlayer = true;
replaceEntitySource = true;
replaceItem = true;
break;
case ChatPacket::e_ChatDeathInFirePlayer:
message=app.GetString(IDS_DEATH_INFIRE_PLAYER);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathOnFirePlayer:
message=app.GetString(IDS_DEATH_ONFIRE_PLAYER);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathLavaPlayer:
message=app.GetString(IDS_DEATH_LAVA_PLAYER);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathDrownPlayer:
message=app.GetString(IDS_DEATH_DROWN_PLAYER);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathCactusPlayer:
message=app.GetString(IDS_DEATH_CACTUS_PLAYER);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathExplosionPlayer:
message=app.GetString(IDS_DEATH_EXPLOSION_PLAYER);
replacePlayer = true;
replaceEntitySource = true;
break;
case ChatPacket::e_ChatDeathWither:
message=app.GetString(IDS_DEATH_WITHER);
replacePlayer = true;
break;
case ChatPacket::e_ChatDeathPlayerItem:
message=app.GetString(IDS_DEATH_PLAYER_ITEM);
replacePlayer = true;
replaceEntitySource = true;
replaceItem = true;
break;
case ChatPacket::e_ChatDeathArrowItem:
message=app.GetString(IDS_DEATH_ARROW_ITEM);
replacePlayer = true;
replaceEntitySource = true;
replaceItem = true;
break;
case ChatPacket::e_ChatDeathFireballItem:
message=app.GetString(IDS_DEATH_FIREBALL_ITEM);
replacePlayer = true;
replaceEntitySource = true;
replaceItem = true;
break;
case ChatPacket::e_ChatDeathThrownItem:
message=app.GetString(IDS_DEATH_THROWN_ITEM);
replacePlayer = true;
replaceEntitySource = true;
replaceItem = true;
break;
case ChatPacket::e_ChatDeathIndirectMagicItem:
message=app.GetString(IDS_DEATH_INDIRECT_MAGIC_ITEM);
replacePlayer = true;
replaceEntitySource = true;
replaceItem = true;
break;
case ChatPacket::e_ChatPlayerEnteredEnd:
message=app.GetString(IDS_PLAYER_ENTERED_END);
iPos=message.find(L"%s");
message.replace(iPos,2,playerDisplayName);
break;
case ChatPacket::e_ChatPlayerLeftEnd:
message=app.GetString(IDS_PLAYER_LEFT_END);
iPos=message.find(L"%s");
message.replace(iPos,2,playerDisplayName);
break;
case ChatPacket::e_ChatPlayerMaxEnemies:
message=app.GetString(IDS_MAX_ENEMIES_SPAWNED);
break;
// Spawn eggs
case ChatPacket::e_ChatPlayerMaxVillagers:
message=app.GetString(IDS_MAX_VILLAGERS_SPAWNED);
break;
case ChatPacket::e_ChatPlayerMaxPigsSheepCows:
message=app.GetString(IDS_MAX_PIGS_SHEEP_COWS_CATS_SPAWNED);
break;
case ChatPacket::e_ChatPlayerMaxChickens:
message=app.GetString(IDS_MAX_CHICKENS_SPAWNED);
break;
case ChatPacket::e_ChatPlayerMaxSquid:
message=app.GetString(IDS_MAX_SQUID_SPAWNED);
break;
case ChatPacket::e_ChatPlayerMaxMooshrooms:
message=app.GetString(IDS_MAX_MOOSHROOMS_SPAWNED);
break;
case ChatPacket::e_ChatPlayerMaxWolves:
message=app.GetString(IDS_MAX_WOLVES_SPAWNED);
break;
case ChatPacket::e_ChatPlayerMaxBats:
message=app.GetString(IDS_MAX_BATS_SPAWNED);
break;
// Breeding
case ChatPacket::e_ChatPlayerMaxBredPigsSheepCows:
message=app.GetString(IDS_MAX_PIGS_SHEEP_COWS_CATS_BRED);
break;
case ChatPacket::e_ChatPlayerMaxBredChickens:
message=app.GetString(IDS_MAX_CHICKENS_BRED);
break;
case ChatPacket::e_ChatPlayerMaxBredMooshrooms:
message=app.GetString(IDS_MAX_MUSHROOMCOWS_BRED);
break;
case ChatPacket::e_ChatPlayerMaxBredWolves:
message=app.GetString(IDS_MAX_WOLVES_BRED);
break;
// can't shear the mooshroom
case ChatPacket::e_ChatPlayerCantShearMooshroom:
message=app.GetString(IDS_CANT_SHEAR_MOOSHROOM);
break;
// Paintings/Item Frames
case ChatPacket::e_ChatPlayerMaxHangingEntities:
message=app.GetString(IDS_MAX_HANGINGENTITIES);
break;
// Enemy spawn eggs in peaceful
case ChatPacket::e_ChatPlayerCantSpawnInPeaceful:
message=app.GetString(IDS_CANT_SPAWN_IN_PEACEFUL);
break;
// Enemy spawn eggs in peaceful
case ChatPacket::e_ChatPlayerMaxBoats:
message=app.GetString(IDS_MAX_BOATS);
break;
case ChatPacket::e_ChatCommandTeleportSuccess:
message=app.GetString(IDS_COMMAND_TELEPORT_SUCCESS);
replacePlayer = true;
if(packet->m_intArgs[0] == eTYPE_SERVERPLAYER)
{
message = replaceAll(message,L"{*DESTINATION*}", sourceDisplayName);
}
else
{
message = replaceAll(message,L"{*DESTINATION*}", app.getEntityName((eINSTANCEOF)packet->m_intArgs[0]));
}
break;
case ChatPacket::e_ChatCommandTeleportMe:
message=app.GetString(IDS_COMMAND_TELEPORT_ME);
replacePlayer = true;
break;
case ChatPacket::e_ChatCommandTeleportToMe:
message=app.GetString(IDS_COMMAND_TELEPORT_TO_ME);
replacePlayer = true;
break;
default:
message = playerDisplayName;
break;
}
if(replacePlayer)
{
message = replaceAll(message,L"{*PLAYER*}",playerDisplayName);
}
if(replaceEntitySource)
{
if(packet->m_intArgs[0] == eTYPE_SERVERPLAYER)
{
message = replaceAll(message,L"{*SOURCE*}", sourceDisplayName);
}
else
{
wstring entityName;
// Check for a custom mob name
if (packet->m_stringArgs.size() >= 2 && !packet->m_stringArgs[1].empty())
{
entityName = packet->m_stringArgs[1];
}
else
{
entityName = app.getEntityName((eINSTANCEOF) packet->m_intArgs[0]);
}
message = replaceAll(message,L"{*SOURCE*}", entityName);
}
}
if (replaceItem)
{
message = replaceAll(message,L"{*ITEM*}", packet->m_stringArgs[2]);
}
// flag that a message is a death message
bool bIsDeathMessage = (packet->m_messageType>=ChatPacket::e_ChatDeathInFire) && (packet->m_messageType<=ChatPacket::e_ChatDeathIndirectMagicItem);
if( displayOnGui ) minecraft->gui->addMessage(message,m_userIndex, bIsDeathMessage);
}
void ClientConnection::handleAnimate(shared_ptr<AnimatePacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->id);
if (e == NULL) return;
if (packet->action == AnimatePacket::SWING)
{
if (e->instanceof(eTYPE_LIVINGENTITY)) dynamic_pointer_cast<LivingEntity>(e)->swing();
}
else if (packet->action == AnimatePacket::HURT)
{
e->animateHurt();
}
else if (packet->action == AnimatePacket::WAKE_UP)
{
if (e->instanceof(eTYPE_PLAYER)) dynamic_pointer_cast<Player>(e)->stopSleepInBed(false, false, false);
}
else if (packet->action == AnimatePacket::RESPAWN)
{
}
else if (packet->action == AnimatePacket::CRITICAL_HIT)
{
shared_ptr<CritParticle> critParticle = shared_ptr<CritParticle>( new CritParticle(minecraft->level, e) );
critParticle->CritParticlePostConstructor();
minecraft->particleEngine->add( critParticle );
}
else if (packet->action == AnimatePacket::MAGIC_CRITICAL_HIT)
{
shared_ptr<CritParticle> critParticle = shared_ptr<CritParticle>( new CritParticle(minecraft->level, e, eParticleType_magicCrit) );
critParticle->CritParticlePostConstructor();
minecraft->particleEngine->add(critParticle);
}
else if ( (packet->action == AnimatePacket::EAT) && e->instanceof(eTYPE_REMOTEPLAYER) )
{
}
}
void ClientConnection::handleEntityActionAtPosition(shared_ptr<EntityActionAtPositionPacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->id);
if (e == NULL) return;
if (packet->action == EntityActionAtPositionPacket::START_SLEEP)
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
player->startSleepInBed(packet->x, packet->y, packet->z);
if( player == minecraft->localplayers[m_userIndex] )
{
TelemetryManager->RecordEnemyKilledOrOvercome(m_userIndex, 0, player->y, 0, 0, 0, 0, eTelemetryInGame_UseBed);
}
}
}
void ClientConnection::handlePreLogin(shared_ptr<PreLoginPacket> packet)
{
// printf("Client: handlePreLogin\n");
#if 1
// 4J - Check that we can play with all the players already in the game who have Friends-Only UGC set
BOOL canPlay = TRUE;
BOOL canPlayLocal = TRUE;
BOOL isAtLeastOneFriend = g_NetworkManager.IsHost();
BOOL isFriendsWithHost = TRUE;
BOOL cantPlayContentRestricted = FALSE;
if(!g_NetworkManager.IsHost())
{
// set the game host settings
app.SetGameHostOption(eGameHostOption_All,packet->m_serverSettings);
// 4J-PB - if we go straight in from the menus via an invite, we won't have the DLC info
if(app.GetTMSGlobalFileListRead()==false)
{
app.SetTMSAction(ProfileManager.GetPrimaryPad(),eTMSAction_TMSPP_RetrieveFiles_RunPlayGame);
}
}
#ifdef _XBOX
if(!g_NetworkManager.IsHost() && !app.GetGameHostOption(eGameHostOption_FriendsOfFriends))
{
if(m_userIndex == ProfileManager.GetPrimaryPad() )
{
for(DWORD idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if(ProfileManager.IsSignedIn(m_userIndex) && ProfileManager.IsGuest(idx))
{
canPlay = FALSE;
isFriendsWithHost = FALSE;
}
else
{
PlayerUID playerXuid = INVALID_XUID;
if( ProfileManager.IsSignedInLive(idx) )
{
ProfileManager.GetXUID(idx,&playerXuid,true);
}
if( playerXuid != INVALID_XUID )
{
// Is this user friends with the host player?
BOOL result;
DWORD error;
error = XUserAreUsersFriends(idx,&packet->m_playerXuids[packet->m_hostIndex],1,&result,NULL);
if(error == ERROR_SUCCESS && result != TRUE)
{
canPlay = FALSE;
isFriendsWithHost = FALSE;
}
}
}
if(!canPlay) break;
}
}
else
{
if(ProfileManager.IsSignedIn(m_userIndex) && ProfileManager.IsGuest(m_userIndex))
{
canPlay = FALSE;
isFriendsWithHost = FALSE;
}
else
{
PlayerUID playerXuid = INVALID_XUID;
if( ProfileManager.IsSignedInLive(m_userIndex) )
{
ProfileManager.GetXUID(m_userIndex,&playerXuid,true);
}
if( playerXuid != INVALID_XUID )
{
// Is this user friends with the host player?
BOOL result;
DWORD error;
error = XUserAreUsersFriends(m_userIndex,&packet->m_playerXuids[packet->m_hostIndex],1,&result,NULL);
if(error == ERROR_SUCCESS && result != TRUE)
{
canPlay = FALSE;
isFriendsWithHost = FALSE;
}
}
}
}
}
if( canPlay )
{
for(DWORD i = 0; i < packet->m_dwPlayerCount; ++i)
{
bool localPlayer = false;
for(DWORD idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if( ProfileManager.IsSignedInLive(idx) )
{
// need to use the XUID here
PlayerUID playerXUID = INVALID_XUID;
if( !ProfileManager.IsGuest( idx ) )
{
// Guest don't have an offline XUID as they cannot play offline, so use their online one
ProfileManager.GetXUID(idx,&playerXUID,true);
}
if( ProfileManager.AreXUIDSEqual(playerXUID,packet->m_playerXuids[i]) ) localPlayer = true;
}
else if (ProfileManager.IsSignedIn(idx))
{
// If we aren't signed into live then they have to be a local player
localPlayer = true;
}
}
if(!localPlayer)
{
// First check our own permissions to see if we can play with this player
if(m_userIndex == ProfileManager.GetPrimaryPad() )
{
canPlayLocal = ProfileManager.CanViewPlayerCreatedContent(m_userIndex,false,&packet->m_playerXuids[i],1);
// 4J Stu - Everyone joining needs to have at least one friend in the game
// Local players are implied friends
if( isAtLeastOneFriend != TRUE )
{
BOOL result;
DWORD error;
for(DWORD idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if( ProfileManager.IsSignedIn(idx) && !ProfileManager.IsGuest(idx) )
{
error = XUserAreUsersFriends(idx,&packet->m_playerXuids[i],1,&result,NULL);
if(error == ERROR_SUCCESS && result == TRUE) isAtLeastOneFriend = TRUE;
}
}
}
}
else
{
// Friends with the primary player on this system
isAtLeastOneFriend = true;
canPlayLocal = ProfileManager.CanViewPlayerCreatedContent(m_userIndex,true,&packet->m_playerXuids[i],1);
}
// If we can play with them, then check if they can play with us
if( canPlayLocal && ( packet->m_friendsOnlyBits & (1<<i) ) )
{
// If this is the primary pad then check all local players against the list in the packet (this happens when joining the game for the first time)
// If not the primary pad, then just check against this index. It happens on joining at the start, but more importantly players trying to join during the game
bool thisQuadrantOnly = true;
if( m_userIndex == ProfileManager.GetPrimaryPad() ) thisQuadrantOnly = false;
BOOL result;
DWORD error;
for(DWORD idx = 0; idx < XUSER_MAX_COUNT; ++idx)
{
if( (!thisQuadrantOnly || m_userIndex == idx) && ProfileManager.IsSignedIn(idx) && !ProfileManager.IsGuest(idx) )
{
error = XUserAreUsersFriends(idx,&packet->m_playerXuids[i],1,&result,NULL);
if(error == ERROR_SUCCESS) canPlay &= result;
}
if(!canPlay) break;
}
}
if(!canPlay || !canPlayLocal) break;
}
}
}
#else
// TODO - handle this kind of things for non-360 platforms
canPlay = TRUE;
canPlayLocal = TRUE;
isAtLeastOneFriend = TRUE;
cantPlayContentRestricted= FALSE;
#if ( defined __PS3__ || defined __ORBIS__ || defined __PSVITA__)
if(!g_NetworkManager.IsHost() && !app.GetGameHostOption(eGameHostOption_FriendsOfFriends))
{
bool bChatRestricted=false;
ProfileManager.GetChatAndContentRestrictions(m_userIndex,true,&bChatRestricted,NULL,NULL);
// Chat restricted orbis players can still play online
#ifndef __ORBIS__
canPlay = !bChatRestricted;
#endif
if(m_userIndex == ProfileManager.GetPrimaryPad() )
{
// Is this user friends with the host player?
bool isFriend = true;
unsigned int friendCount = 0;
#ifdef __PS3__
int ret = sceNpBasicGetFriendListEntryCount(&friendCount);
#elif defined __PSVITA__
sce::Toolkit::NP::Utilities::Future<sce::Toolkit::NP::FriendsList> friendList;
int ret = -1;
if(!CGameNetworkManager::usingAdhocMode()) // we don't need to be friends in PSN for adhoc mode
{
int ret = sce::Toolkit::NP::Friends::Interface::getFriendslist(&friendList, false);
if(ret == SCE_TOOLKIT_NP_SUCCESS)
{
if( friendList.hasResult() )
{
friendCount = friendList.get()->size();
}
}
}
#else // __ORBIS__
sce::Toolkit::NP::Utilities::Future<sce::Toolkit::NP::FriendsList> friendList;
sce::Toolkit::NP::FriendInfoRequest requestParam;
memset(&requestParam,0,sizeof(requestParam));
requestParam.flag = SCE_TOOLKIT_NP_FRIENDS_LIST_ALL;
requestParam.limit = 0;
requestParam.offset = 0;
requestParam.userInfo.userId = ProfileManager.getUserID(ProfileManager.GetPrimaryPad());
int ret = sce::Toolkit::NP::Friends::Interface::getFriendslist(&friendList, &requestParam, false);
if( ret == 0 )
{
if( friendList.hasResult() )
{
friendCount = friendList.get()->size();
}
}
#endif
if( ret == 0 )
{
isFriend = false;
SceNpId npid;
for( unsigned int i = 0; i < friendCount; i++ )
{
#ifdef __PS3__
ret = sceNpBasicGetFriendListEntry( i, &npid );
#else
npid = friendList.get()->at(i).npid;
#endif
if( ret == 0 )
{
if(strcmp(npid.handle.data, packet->m_playerXuids[packet->m_hostIndex].getOnlineID()) == 0)
{
isFriend = true;
break;
}
}
}
}
if( !isFriend )
{
canPlay = FALSE;
isFriendsWithHost = FALSE;
}
}
}
// is it an online game, and a player has chat restricted?
else if(!g_NetworkManager.IsLocalGame())
{
// if the player is chat restricted, then they can't play an online game
bool bChatRestricted=false;
bool bContentRestricted=false;
// If this is a pre-login packet for the first player on the machine, then accumulate up these flags for everyone signed in. We can handle exiting the game
// much more cleanly at this point by exiting the level, rather than waiting for a prelogin packet for the other players, when we have to exit the player
// which seems to be very unstable at the point of starting up the game
if(m_userIndex == ProfileManager.GetPrimaryPad())
{
ProfileManager.GetChatAndContentRestrictions(m_userIndex,false,&bChatRestricted,&bContentRestricted,NULL);
}
else
{
ProfileManager.GetChatAndContentRestrictions(m_userIndex,true,&bChatRestricted,&bContentRestricted,NULL);
}
// Chat restricted orbis players can still play online
#ifndef __ORBIS__
canPlayLocal = !bChatRestricted;
#endif
cantPlayContentRestricted = bContentRestricted ? 1 : 0;
}
#endif
#ifdef _XBOX_ONE
if(!g_NetworkManager.IsHost() && m_userIndex == ProfileManager.GetPrimaryPad())
{
long long startTime = System::currentTimeMillis();
auto friendsXuids = DQRNetworkManager::GetFriends();
if (app.GetGameHostOption(eGameHostOption_FriendsOfFriends))
{
// Check that the user has at least one friend in the game
isAtLeastOneFriend = false;
for (int i = 0; i < friendsXuids->Size; i++)
{
auto friendsXuid = friendsXuids->GetAt(i);
// Check this friend against each player, if we find them we have at least one friend
for (int j = 0; j < g_NetworkManager.GetPlayerCount(); j++)
{
Platform::String^ xboxUserId = ref new Platform::String(g_NetworkManager.GetPlayerByIndex(j)->GetUID().toString().data());
if (friendsXuid == xboxUserId)
{
isAtLeastOneFriend = true;
break;
}
}
}
app.DebugPrintf("ClientConnection::handlePreLogin: User has at least one friend? %s\n", isAtLeastOneFriend ? "Yes" : "No");
}
else
{
// Check that the user is friends with the host
bool isFriend = false;
Platform::String^ hostXboxUserId = ref new Platform::String(g_NetworkManager.GetHostPlayer()->GetUID().toString().data());
for (int i = 0; i < friendsXuids->Size; i++)
{
if (friendsXuids->GetAt(i) == hostXboxUserId)
{
isFriend = true;
break;
}
}
if( !isFriend )
{
canPlay = FALSE;
isFriendsWithHost = FALSE;
}
app.DebugPrintf("ClientConnection::handlePreLogin: User is friends with the host? %s\n", isFriendsWithHost ? "Yes" : "No");
}
app.DebugPrintf("ClientConnection::handlePreLogin: Friendship checks took %i ms\n", System::currentTimeMillis() - startTime);
}
#endif
#endif // _XBOX
if(!canPlay || !canPlayLocal || !isAtLeastOneFriend || cantPlayContentRestricted)
{
#ifndef __PS3__
DisconnectPacket::eDisconnectReason reason = DisconnectPacket::eDisconnect_NoUGC_Remote;
#else
DisconnectPacket::eDisconnectReason reason = DisconnectPacket::eDisconnect_None;
#endif
if(m_userIndex == ProfileManager.GetPrimaryPad())
{
if(!isFriendsWithHost) reason = DisconnectPacket::eDisconnect_NotFriendsWithHost;
else if(!isAtLeastOneFriend) reason = DisconnectPacket::eDisconnect_NoFriendsInGame;
else if(!canPlayLocal) reason = DisconnectPacket::eDisconnect_NoUGC_AllLocal;
else if(cantPlayContentRestricted) reason = DisconnectPacket::eDisconnect_ContentRestricted_AllLocal;
app.DebugPrintf("Exiting world on handling Pre-Login packet due UGC privileges: %d\n", reason);
app.SetDisconnectReason( reason );
app.SetAction(ProfileManager.GetPrimaryPad(),eAppAction_ExitWorld,(void *)TRUE);
}
else
{
if(!isFriendsWithHost) reason = DisconnectPacket::eDisconnect_NotFriendsWithHost;
else if(!canPlayLocal) reason = DisconnectPacket::eDisconnect_NoUGC_Single_Local;
else if(cantPlayContentRestricted) reason = DisconnectPacket::eDisconnect_ContentRestricted_Single_Local;
app.DebugPrintf("Exiting player %d on handling Pre-Login packet due UGC privileges: %d\n", m_userIndex, reason);
UINT uiIDA[1];
uiIDA[0]=IDS_CONFIRM_OK;
if(!isFriendsWithHost) ui.RequestErrorMessage( IDS_CANTJOIN_TITLE, IDS_NOTALLOWED_FRIENDSOFFRIENDS, uiIDA,1,m_userIndex);
else ui.RequestErrorMessage( IDS_CANTJOIN_TITLE, IDS_NO_USER_CREATED_CONTENT_PRIVILEGE_SINGLE_LOCAL, uiIDA,1,m_userIndex);
app.SetDisconnectReason( reason );
// 4J-PB - this locks up on the read and write threads not closing down, because they are trying to lock the incoming critsec when it's already locked by this thread
// Minecraft::GetInstance()->connectionDisconnected( m_userIndex , reason );
// done = true;
// connection->flush();
// connection->close(reason);
// app.SetAction(m_userIndex,eAppAction_ExitPlayer);
// 4J-PB - doing this instead
app.SetAction(m_userIndex,eAppAction_ExitPlayerPreLogin);
}
}
else
{
// Texture pack handling
// If we have the texture pack for the game, load it
// If we don't then send a packet to the host to request it. We need to send this before the LoginPacket so that it gets handled first,
// as once the LoginPacket is received on the client the game is close to starting
if(m_userIndex == ProfileManager.GetPrimaryPad())
{
Minecraft *pMinecraft = Minecraft::GetInstance();
if( pMinecraft->skins->selectTexturePackById(packet->m_texturePackId) )
{
app.DebugPrintf("Selected texture pack %d from Pre-Login packet\n", packet->m_texturePackId);
}
else
{
app.DebugPrintf("Could not select texture pack %d from Pre-Login packet, requesting from host\n", packet->m_texturePackId);
// 4J-PB - we need to upsell the texture pack to the player
#if defined __PS3__ || defined __ORBIS__ || defined __PSVITA__
app.SetAction(m_userIndex,eAppAction_TexturePackRequired);
#endif
// Let the player go into the game, and we'll check that they are using the right texture pack when in
}
}
if(!g_NetworkManager.IsHost() )
{
Minecraft::GetInstance()->progressRenderer->progressStagePercentage((eCCPreLoginReceived * 100)/ (eCCConnected));
}
// need to use the XUID here
PlayerUID offlineXUID = INVALID_XUID;
PlayerUID onlineXUID = INVALID_XUID;
if( ProfileManager.IsSignedInLive(m_userIndex) )
{
// Guest don't have an offline XUID as they cannot play offline, so use their online one
ProfileManager.GetXUID(m_userIndex,&onlineXUID,true);
}
#ifdef __PSVITA__
if(CGameNetworkManager::usingAdhocMode() && onlineXUID.getOnlineID()[0] == 0)
{
// player doesn't have an online UID, set it from the player name
onlineXUID.setForAdhoc();
}
#endif
// On PS3, all non-signed in players (even guests) can get a useful offlineXUID
#if !(defined __PS3__ || defined _DURANGO )
if( !ProfileManager.IsGuest( m_userIndex ) )
#endif
{
// All other players we use their offline XUID so that they can play the game offline
ProfileManager.GetXUID(m_userIndex,&offlineXUID,false);
}
BOOL allAllowed, friendsAllowed;
ProfileManager.AllowedPlayerCreatedContent(m_userIndex,true,&allAllowed,&friendsAllowed);
send( shared_ptr<LoginPacket>( new LoginPacket(minecraft->user->name, SharedConstants::NETWORK_PROTOCOL_VERSION, offlineXUID, onlineXUID, (allAllowed!=TRUE && friendsAllowed==TRUE),
packet->m_ugcPlayersVersion, app.GetPlayerSkinId(m_userIndex), app.GetPlayerCapeId(m_userIndex), ProfileManager.IsGuest( m_userIndex ))));
if(!g_NetworkManager.IsHost() )
{
Minecraft::GetInstance()->progressRenderer->progressStagePercentage((eCCLoginSent * 100)/ (eCCConnected));
}
}
#else
// 4J - removed
if (packet->loginKey.equals("-")) {
send(new LoginPacket(minecraft->user.name, SharedConstants.NETWORK_PROTOCOL_VERSION));
} else {
try {
URL url = new URL("http://www.minecraft->net/game/joinserver.jsp?user=" + minecraft->user.name + "&sessionId=" + minecraft->user.sessionId + "&serverId=" + packet->loginKey);
BufferedReader br = new BufferedReader(new InputStreamReader(url.openStream()));
String msg = br.readLine();
br.close();
if (msg.equalsIgnoreCase("ok")) {
send(new LoginPacket(minecraft->user.name, SharedConstants.NETWORK_PROTOCOL_VERSION));
} else {
connection.close("disconnect.loginFailedInfo", msg);
}
} catch (Exception e) {
e.printStackTrace();
connection.close("disconnect.genericReason", "Internal client error: " + e.toString());
}
}
#endif
}
void ClientConnection::close()
{
// If it's already done, then we don't need to do anything here. And in fact trying to do something could cause a crash
if(done) return;
done = true;
connection->flush();
connection->close(DisconnectPacket::eDisconnect_Closed);
}
void ClientConnection::handleAddMob(shared_ptr<AddMobPacket> packet)
{
double x = packet->x / 32.0;
double y = packet->y / 32.0;
double z = packet->z / 32.0;
float yRot = packet->yRot * 360 / 256.0f;
float xRot = packet->xRot * 360 / 256.0f;
shared_ptr<LivingEntity> mob = dynamic_pointer_cast<LivingEntity>(EntityIO::newById(packet->type, level));
mob->xp = packet->x;
mob->yp = packet->y;
mob->zp = packet->z;
mob->yHeadRot = packet->yHeadRot * 360 / 256.0f;
mob->yRotp = packet->yRot;
mob->xRotp = packet->xRot;
vector<shared_ptr<Entity> > *subEntities = mob->getSubEntities();
if (subEntities)
{
int offs = packet->id - mob->entityId;
for (auto& it : *subEntities )
{
it->entityId += offs;
}
}
mob->entityId = packet->id;
// printf("\t\t\t\t%d: Add mob rot %d\n",packet->id,packet->yRot);
mob->absMoveTo(x, y, z, yRot, xRot);
mob->xd = packet->xd / 8000.0f;
mob->yd = packet->yd / 8000.0f;
mob->zd = packet->zd / 8000.0f;
level->putEntity(packet->id, mob);
vector<shared_ptr<SynchedEntityData::DataItem> > *unpackedData = packet->getUnpackedData();
if (unpackedData != NULL)
{
mob->getEntityData()->assignValues(unpackedData);
}
// Fix for #65236 - TU8: Content: Gameplay: Magma Cubes' have strange hit boxes.
// 4J Stu - Slimes have a different BB depending on their size which is set in the entity data, so update the BB
if(mob->GetType() == eTYPE_SLIME || mob->GetType() == eTYPE_LAVASLIME)
{
shared_ptr<Slime> slime = dynamic_pointer_cast<Slime>(mob);
slime->setSize( slime->getSize() );
}
}
void ClientConnection::handleSetTime(shared_ptr<SetTimePacket> packet)
{
minecraft->level->setGameTime(packet->gameTime);
minecraft->level->setDayTime(packet->dayTime);
}
void ClientConnection::handleSetSpawn(shared_ptr<SetSpawnPositionPacket> packet)
{
//minecraft->player->setRespawnPosition(new Pos(packet->x, packet->y, packet->z));
minecraft->localplayers[m_userIndex]->setRespawnPosition(new Pos(packet->x, packet->y, packet->z), true);
minecraft->level->getLevelData()->setSpawn(packet->x, packet->y, packet->z);
}
void ClientConnection::handleEntityLinkPacket(shared_ptr<SetEntityLinkPacket> packet)
{
shared_ptr<Entity> sourceEntity = getEntity(packet->sourceId);
shared_ptr<Entity> destEntity = getEntity(packet->destId);
// 4J: If the destination entity couldn't be found, defer handling of this packet
// This was added to support leashing (the entity link packet is sent before the add entity packet)
if (destEntity == NULL && packet->destId >= 0)
{
// We don't handle missing source entities because it shouldn't happen
assert(!(sourceEntity == NULL && packet->sourceId >= 0));
deferredEntityLinkPackets.push_back(DeferredEntityLinkPacket(packet));
return;
}
if (packet->type == SetEntityLinkPacket::RIDING)
{
bool displayMountMessage = false;
if (packet->sourceId == Minecraft::GetInstance()->localplayers[m_userIndex].get()->entityId)
{
sourceEntity = Minecraft::GetInstance()->localplayers[m_userIndex];
if (destEntity != NULL && destEntity->instanceof(eTYPE_BOAT)) (dynamic_pointer_cast<Boat>(destEntity))->setDoLerp(false);
displayMountMessage = (sourceEntity->riding == NULL && destEntity != NULL);
}
else if (destEntity != NULL && destEntity->instanceof(eTYPE_BOAT))
{
(dynamic_pointer_cast<Boat>(destEntity))->setDoLerp(true);
}
if (sourceEntity == NULL) return;
sourceEntity->ride(destEntity);
// 4J TODO: pretty sure this message is a tooltip so not needed
/*
if (displayMountMessage) {
Options options = minecraft.options;
minecraft.gui.setOverlayMessage(I18n.get("mount.onboard", Options.getTranslatedKeyMessage(options.keySneak.key)), false);
}
*/
}
else if (packet->type == SetEntityLinkPacket::LEASH)
{
if ( (sourceEntity != NULL) && sourceEntity->instanceof(eTYPE_MOB) )
{
if (destEntity != NULL)
{
(dynamic_pointer_cast<Mob>(sourceEntity))->setLeashedTo(destEntity, false);
}
else
{
(dynamic_pointer_cast<Mob>(sourceEntity))->dropLeash(false, false);
}
}
}
}
void ClientConnection::handleEntityEvent(shared_ptr<EntityEventPacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->entityId);
if (e != NULL) e->handleEntityEvent(packet->eventId);
}
shared_ptr<Entity> ClientConnection::getEntity(int entityId)
{
//if (entityId == minecraft->player->entityId)
if(entityId == minecraft->localplayers[m_userIndex]->entityId)
{
//return minecraft->player;
return minecraft->localplayers[m_userIndex];
}
return level->getEntity(entityId);
}
void ClientConnection::handleSetHealth(shared_ptr<SetHealthPacket> packet)
{
//minecraft->player->hurtTo(packet->health);
minecraft->localplayers[m_userIndex]->hurtTo(packet->health,packet->damageSource);
minecraft->localplayers[m_userIndex]->getFoodData()->setFoodLevel(packet->food);
minecraft->localplayers[m_userIndex]->getFoodData()->setSaturation(packet->saturation);
// We need food
if(packet->food < FoodConstants::HEAL_LEVEL - 1)
{
if(minecraft->localgameModes[m_userIndex] != NULL && !minecraft->localgameModes[m_userIndex]->hasInfiniteItems() )
{
minecraft->localgameModes[m_userIndex]->getTutorial()->changeTutorialState(e_Tutorial_State_Food_Bar);
}
}
}
void ClientConnection::handleSetExperience(shared_ptr<SetExperiencePacket> packet)
{
minecraft->localplayers[m_userIndex]->setExperienceValues(packet->experienceProgress, packet->totalExperience, packet->experienceLevel);
}
void ClientConnection::handleTexture(shared_ptr<TexturePacket> packet)
{
// Both PlayerConnection and ClientConnection should handle this mostly the same way
// Server side also needs to store a list of those clients waiting to get a texture the server doesn't have yet
// so that it can send it out to them when it comes in
if(packet->dwBytes==0)
{
// Request for texture
#ifndef _CONTENT_PACKAGE
wprintf(L"Client received request for custom texture %ls\n",packet->textureName.c_str());
#endif
PBYTE pbData=NULL;
DWORD dwBytes=0;
app.GetMemFileDetails(packet->textureName,&pbData,&dwBytes);
if(dwBytes!=0)
{
send( shared_ptr<TexturePacket>( new TexturePacket(packet->textureName,pbData,dwBytes) ) );
}
}
else
{
// Response with texture data
#ifndef _CONTENT_PACKAGE
wprintf(L"Client received custom texture %ls\n",packet->textureName.c_str());
#endif
app.AddMemoryTextureFile(packet->textureName,packet->pbData,packet->dwBytes);
Minecraft::GetInstance()->handleClientTextureReceived(packet->textureName);
}
}
void ClientConnection::handleTextureAndGeometry(shared_ptr<TextureAndGeometryPacket> packet)
{
// Both PlayerConnection and ClientConnection should handle this mostly the same way
// Server side also needs to store a list of those clients waiting to get a texture the server doesn't have yet
// so that it can send it out to them when it comes in
if(packet->dwTextureBytes==0)
{
// Request for texture
#ifndef _CONTENT_PACKAGE
wprintf(L"Client received request for custom texture and geometry %ls\n",packet->textureName.c_str());
#endif
PBYTE pbData=NULL;
DWORD dwBytes=0;
app.GetMemFileDetails(packet->textureName,&pbData,&dwBytes);
DLCSkinFile *pDLCSkinFile = app.m_dlcManager.getSkinFile(packet->textureName);
if(dwBytes!=0)
{
if(pDLCSkinFile)
{
if(pDLCSkinFile->getAdditionalBoxesCount()!=0)
{
send( shared_ptr<TextureAndGeometryPacket>( new TextureAndGeometryPacket(packet->textureName,pbData,dwBytes,pDLCSkinFile) ) );
}
else
{
send( shared_ptr<TextureAndGeometryPacket>( new TextureAndGeometryPacket(packet->textureName,pbData,dwBytes) ) );
}
}
else
{
unsigned int uiAnimOverrideBitmask= app.GetAnimOverrideBitmask(packet->dwSkinID);
send( shared_ptr<TextureAndGeometryPacket>( new TextureAndGeometryPacket(packet->textureName,pbData,dwBytes,app.GetAdditionalSkinBoxes(packet->dwSkinID),uiAnimOverrideBitmask) ) );
}
}
}
else
{
// Response with texture data
#ifndef _CONTENT_PACKAGE
wprintf(L"Client received custom TextureAndGeometry %ls\n",packet->textureName.c_str());
#endif
// Add the texture data
app.AddMemoryTextureFile(packet->textureName,packet->pbData,packet->dwTextureBytes);
// Add the geometry data
if(packet->dwBoxC!=0)
{
app.SetAdditionalSkinBoxes(packet->dwSkinID,packet->BoxDataA,packet->dwBoxC);
}
// Add the anim override
app.SetAnimOverrideBitmask(packet->dwSkinID,packet->uiAnimOverrideBitmask);
// clear out the pending texture request
Minecraft::GetInstance()->handleClientTextureReceived(packet->textureName);
}
}
void ClientConnection::handleTextureChange(shared_ptr<TextureChangePacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->id);
if ( (e == NULL) || !e->instanceof(eTYPE_PLAYER) ) return;
shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
bool isLocalPlayer = false;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( minecraft->localplayers[i] )
{
if( minecraft->localplayers[i]->entityId == packet->id )
{
isLocalPlayer = true;
break;
}
}
}
if(isLocalPlayer) return;
switch(packet->action)
{
case TextureChangePacket::e_TextureChange_Skin:
player->setCustomSkin( app.getSkinIdFromPath( packet->path ) );
#ifndef _CONTENT_PACKAGE
wprintf(L"Skin for remote player %ls has changed to %ls (%d)\n", player->name.c_str(), player->customTextureUrl.c_str(), player->getPlayerDefaultSkin() );
#endif
break;
case TextureChangePacket::e_TextureChange_Cape:
player->setCustomCape( Player::getCapeIdFromPath( packet->path ) );
//player->customTextureUrl2 = packet->path;
#ifndef _CONTENT_PACKAGE
wprintf(L"Cape for remote player %ls has changed to %ls\n", player->name.c_str(), player->customTextureUrl2.c_str() );
#endif
break;
}
if(!packet->path.empty() && packet->path.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(packet->path))
{
if( minecraft->addPendingClientTextureRequest(packet->path) )
{
#ifndef _CONTENT_PACKAGE
wprintf(L"handleTextureChange - Client sending texture packet to get custom skin %ls for player %ls\n",packet->path.c_str(), player->name.c_str());
#endif
send(shared_ptr<TexturePacket>( new TexturePacket(packet->path,NULL,0) ) );
}
}
else if(!packet->path.empty() && app.IsFileInMemoryTextures(packet->path))
{
// Update the ref count on the memory texture data
app.AddMemoryTextureFile(packet->path,NULL,0);
}
}
void ClientConnection::handleTextureAndGeometryChange(shared_ptr<TextureAndGeometryChangePacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->id);
if (e == NULL) return;
shared_ptr<Player> player = dynamic_pointer_cast<Player>(e);
if( e == NULL) return;
bool isLocalPlayer = false;
for( int i = 0; i < XUSER_MAX_COUNT; i++ )
{
if( minecraft->localplayers[i] )
{
if( minecraft->localplayers[i]->entityId == packet->id )
{
isLocalPlayer = true;
break;
}
}
}
if(isLocalPlayer) return;
player->setCustomSkin( app.getSkinIdFromPath( packet->path ) );
#ifndef _CONTENT_PACKAGE
wprintf(L"Skin for remote player %ls has changed to %ls (%d)\n", player->name.c_str(), player->customTextureUrl.c_str(), player->getPlayerDefaultSkin() );
#endif
if(!packet->path.empty() && packet->path.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(packet->path))
{
if( minecraft->addPendingClientTextureRequest(packet->path) )
{
#ifndef _CONTENT_PACKAGE
wprintf(L"handleTextureAndGeometryChange - Client sending TextureAndGeometryPacket to get custom skin %ls for player %ls\n",packet->path.c_str(), player->name.c_str());
#endif
send(shared_ptr<TextureAndGeometryPacket>( new TextureAndGeometryPacket(packet->path,NULL,0) ) );
}
}
else if(!packet->path.empty() && app.IsFileInMemoryTextures(packet->path))
{
// Update the ref count on the memory texture data
app.AddMemoryTextureFile(packet->path,NULL,0);
}
}
void ClientConnection::handleRespawn(shared_ptr<RespawnPacket> packet)
{
//if (packet->dimension != minecraft->player->dimension)
if( packet->dimension != minecraft->localplayers[m_userIndex]->dimension || packet->mapSeed != minecraft->localplayers[m_userIndex]->level->getSeed() )
{
int oldDimension = minecraft->localplayers[m_userIndex]->dimension;
started = false;
// Stop any streaming music (e.g. jukebox) when changing dimensions
// so it doesn't leak into the new dimension
level->playStreamingMusic(L"", 0, 0, 0);
// Remove client connection from this level
level->removeClientConnection(this, false);
MultiPlayerLevel *dimensionLevel = (MultiPlayerLevel *)minecraft->getLevel( packet->dimension );
if( dimensionLevel == NULL )
{
dimensionLevel = new MultiPlayerLevel(this, new LevelSettings(packet->mapSeed, packet->playerGameType, false, minecraft->level->getLevelData()->isHardcore(), packet->m_newSeaLevel, packet->m_pLevelType, packet->m_xzSize, packet->m_hellScale), packet->dimension, packet->difficulty);
// 4J Stu - We want to shared the savedDataStorage between both levels
//if( dimensionLevel->savedDataStorage != NULL )
//{
// Don't need to delete it here as it belongs to a client connection while will delete it when it's done
// delete dimensionLevel->savedDataStorage;+
//}
dimensionLevel->savedDataStorage = level->savedDataStorage;
dimensionLevel->difficulty = packet->difficulty; // 4J Added
app.DebugPrintf("dimensionLevel->difficulty - Difficulty = %d\n",packet->difficulty);
dimensionLevel->isClientSide = true;
}
else
{
dimensionLevel->addClientConnection(this);
}
// Remove the player entity from the current level
level->removeEntity( shared_ptr<Entity>(minecraft->localplayers[m_userIndex]) );
level = dimensionLevel;
// Whilst calling setLevel, make sure that minecraft::player is set up to be correct for this
// connection
shared_ptr<MultiplayerLocalPlayer> lastPlayer = minecraft->player;
minecraft->player = minecraft->localplayers[m_userIndex];
minecraft->setLevel(dimensionLevel);
minecraft->player = lastPlayer;
TelemetryManager->RecordLevelExit(m_userIndex, eSen_LevelExitStatus_Succeeded);
//minecraft->player->dimension = packet->dimension;
minecraft->localplayers[m_userIndex]->dimension = packet->dimension;
//minecraft->setScreen(new ReceivingLevelScreen(this));
// minecraft->addPendingLocalConnection(m_userIndex, this);
#ifdef _XBOX
TelemetryManager->RecordLevelStart(m_userIndex, eSen_FriendOrMatch_Playing_With_Invited_Friends, eSen_CompeteOrCoop_Coop_and_Competitive, Minecraft::GetInstance()->getLevel(packet->dimension)->difficulty, app.GetLocalPlayerCount(), g_NetworkManager.GetOnlinePlayerCount());
#endif
if( minecraft->localgameModes[m_userIndex] != NULL )
{
TutorialMode *gameMode = (TutorialMode *)minecraft->localgameModes[m_userIndex];
gameMode->getTutorial()->showTutorialPopup(false);
}
// 4J-JEV: Fix for Durango #156334 - Content: UI: Rich Presence 'In the Nether' message is updating with a 3 to 10 minute delay.
minecraft->localplayers[m_userIndex]->updateRichPresence();
ConnectionProgressParams *param = new ConnectionProgressParams();
param->iPad = m_userIndex;
if( packet->dimension == -1)
{
param->stringId = IDS_PROGRESS_ENTERING_NETHER;
}
else if( oldDimension == -1)
{
param->stringId = IDS_PROGRESS_LEAVING_NETHER;
}
else if( packet->dimension == 1)
{
param->stringId = IDS_PROGRESS_ENTERING_END;
}
else if( oldDimension == 1)
{
param->stringId = IDS_PROGRESS_LEAVING_END;
}
param->showTooltips = false;
param->setFailTimer = false;
// 4J Stu - Fix for #13543 - Crash: Game crashes if entering a portal with the inventory menu open
ui.CloseUIScenes( m_userIndex );
if(app.GetLocalPlayerCount()>1)
{
ui.NavigateToScene(m_userIndex, eUIScene_ConnectingProgress, param);
}
else
{
ui.NavigateToScene(m_userIndex, eUIScene_ConnectingProgress, param);
}
app.SetAction( m_userIndex, eAppAction_WaitForDimensionChangeComplete);
}
//minecraft->respawnPlayer(minecraft->player->GetXboxPad(),true, packet->dimension);
// Wrap respawnPlayer call up in code to set & restore the player/gamemode etc. as some things
// in there assume that we are set up for the player that the respawn is coming in for
int oldIndex = minecraft->getLocalPlayerIdx();
minecraft->setLocalPlayerIdx(m_userIndex);
minecraft->respawnPlayer(minecraft->localplayers[m_userIndex]->GetXboxPad(),packet->dimension,packet->m_newEntityId);
((MultiPlayerGameMode *) minecraft->localgameModes[m_userIndex])->setLocalMode(packet->playerGameType);
minecraft->setLocalPlayerIdx(oldIndex);
}
void ClientConnection::handleExplosion(shared_ptr<ExplodePacket> packet)
{
// World modification (block destruction) must only happen once
if (isPrimaryConnection())
{
if(!packet->m_bKnockbackOnly)
{
//app.DebugPrintf("Received ExplodePacket with explosion data\n");
PIXBeginNamedEvent(0,"Handling explosion");
Explosion *e = new Explosion(minecraft->level, nullptr, packet->x, packet->y, packet->z, packet->r);
PIXBeginNamedEvent(0,"Finalizing");
// Fix for #81758 - TCR 006 BAS Non-Interactive Pause: TU9: Performance: Gameplay: After detonating bunch of TNT, game enters unresponsive state for couple of seconds.
// The changes we are making here have been decided by the server, so we don't need to add them to the vector that resets tiles changes made
// on the client as we KNOW that the server is matching these changes
MultiPlayerLevel *mpLevel = (MultiPlayerLevel *)minecraft->level;
mpLevel->enableResetChanges(false);
// 4J - now directly pass a pointer to the toBlow array in the packet rather than copying around
e->finalizeExplosion(true, &packet->toBlow);
mpLevel->enableResetChanges(true);
PIXEndNamedEvent();
PIXEndNamedEvent();
delete e;
}
}
// Per-player knockback — each connection applies to its own local player
//app.DebugPrintf("Adding knockback (%f,%f,%f) for player %d\n", packet->getKnockbackX(), packet->getKnockbackY(), packet->getKnockbackZ(), m_userIndex);
if (minecraft->localplayers[m_userIndex] == NULL)
return;
minecraft->localplayers[m_userIndex]->xd += packet->getKnockbackX();
minecraft->localplayers[m_userIndex]->yd += packet->getKnockbackY();
minecraft->localplayers[m_userIndex]->zd += packet->getKnockbackZ();
}
void ClientConnection::handleContainerOpen(shared_ptr<ContainerOpenPacket> packet)
{
bool failed = false;
shared_ptr<MultiplayerLocalPlayer> player = minecraft->localplayers[m_userIndex];
if (player == NULL)
return;
switch(packet->type)
{
case ContainerOpenPacket::BONUS_CHEST:
case ContainerOpenPacket::LARGE_CHEST:
case ContainerOpenPacket::ENDER_CHEST:
case ContainerOpenPacket::CONTAINER:
case ContainerOpenPacket::MINECART_CHEST:
{
int chestString;
switch (packet->type)
{
case ContainerOpenPacket::MINECART_CHEST: chestString = IDS_ITEM_MINECART; break;
case ContainerOpenPacket::BONUS_CHEST: chestString = IDS_BONUS_CHEST; break;
case ContainerOpenPacket::LARGE_CHEST: chestString = IDS_CHEST_LARGE; break;
case ContainerOpenPacket::ENDER_CHEST: chestString = IDS_TILE_ENDERCHEST; break;
case ContainerOpenPacket::CONTAINER: chestString = IDS_CHEST; break;
default: assert(false); chestString = -1; break;
}
if( player->openContainer(shared_ptr<SimpleContainer>( new SimpleContainer(chestString, packet->title, packet->customName, packet->size) )))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::HOPPER:
{
shared_ptr<HopperTileEntity> hopper = shared_ptr<HopperTileEntity>(new HopperTileEntity());
if (packet->customName) hopper->setCustomName(packet->title);
if(player->openHopper(hopper))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::FURNACE:
{
shared_ptr<FurnaceTileEntity> furnace = shared_ptr<FurnaceTileEntity>(new FurnaceTileEntity());
if (packet->customName) furnace->setCustomName(packet->title);
if(player->openFurnace(furnace))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::BREWING_STAND:
{
shared_ptr<BrewingStandTileEntity> brewingStand = shared_ptr<BrewingStandTileEntity>(new BrewingStandTileEntity());
if (packet->customName) brewingStand->setCustomName(packet->title);
if( player->openBrewingStand(brewingStand))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::DROPPER:
{
shared_ptr<DropperTileEntity> dropper = shared_ptr<DropperTileEntity>(new DropperTileEntity());
if (packet->customName) dropper->setCustomName(packet->title);
if( player->openTrap(dropper))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::TRAP:
{
shared_ptr<DispenserTileEntity> dispenser = shared_ptr<DispenserTileEntity>(new DispenserTileEntity());
if (packet->customName) dispenser->setCustomName(packet->title);
if( player->openTrap(dispenser))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::WORKBENCH:
{
if( player->startCrafting(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z)) )
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::ENCHANTMENT:
{
if( player->startEnchanting(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z), packet->customName ? packet->title : L"") )
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::TRADER_NPC:
{
shared_ptr<ClientSideMerchant> csm = shared_ptr<ClientSideMerchant>(new ClientSideMerchant(player, packet->title));
csm->createContainer();
if(player->openTrading(csm, packet->customName ? packet->title : L""))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::BEACON:
{
shared_ptr<BeaconTileEntity> beacon = shared_ptr<BeaconTileEntity>(new BeaconTileEntity());
if (packet->customName) beacon->setCustomName(packet->title);
if(player->openBeacon(beacon))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::REPAIR_TABLE:
{
if(player->startRepairing(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z)))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::HORSE:
{
shared_ptr<EntityHorse> entity = dynamic_pointer_cast<EntityHorse>( getEntity(packet->entityId) );
int iTitle = IDS_CONTAINER_ANIMAL;
switch(entity->getType())
{
case EntityHorse::TYPE_DONKEY:
iTitle = IDS_DONKEY;
break;
case EntityHorse::TYPE_MULE:
iTitle = IDS_MULE;
break;
};
if(player->openHorseInventory(dynamic_pointer_cast<EntityHorse>(entity), shared_ptr<AnimalChest>(new AnimalChest(iTitle, packet->title, packet->customName, packet->size))))
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
case ContainerOpenPacket::FIREWORKS:
{
if( player->openFireworks(Mth::floor(player->x), Mth::floor(player->y), Mth::floor(player->z)) )
{
player->containerMenu->containerId = packet->containerId;
}
else
{
failed = true;
}
}
break;
}
if(failed)
{
// Failed - if we've got a non-inventory container currently here, close that, which locally should put us back
// to not having a container open, and should send a containerclose to the server so it doesn't have a container open.
// If we don't have a non-inventory container open, just send the packet, and again we ought to be in sync with the server.
if( player->containerMenu != player->inventoryMenu )
{
ui.CloseUIScenes(m_userIndex);
}
else
{
send(shared_ptr<ContainerClosePacket>(new ContainerClosePacket(packet->containerId)));
}
}
}
void ClientConnection::handleContainerSetSlot(shared_ptr<ContainerSetSlotPacket> packet)
{
shared_ptr<MultiplayerLocalPlayer> player = minecraft->localplayers[m_userIndex];
if (packet->containerId == AbstractContainerMenu::CONTAINER_ID_CARRIED )
{
player->inventory->setCarried(packet->item);
}
else
{
if (packet->containerId == AbstractContainerMenu::CONTAINER_ID_INVENTORY)
{
// 4J Stu - Reworked a bit to fix a bug where things being collected while the creative menu was up replaced items in the creative menu
if(packet->slot >= 36 && packet->slot < 36 + 9)
{
shared_ptr<ItemInstance> lastItem = player->inventoryMenu->getSlot(packet->slot)->getItem();
if (packet->item != NULL)
{
if (lastItem == NULL || lastItem->count < packet->item->count)
{
packet->item->popTime = Inventory::POP_TIME_DURATION;
}
}
}
player->inventoryMenu->setItem(packet->slot, packet->item);
}
else if (packet->containerId == player->containerMenu->containerId)
{
player->containerMenu->setItem(packet->slot, packet->item);
}
}
}
void ClientConnection::handleContainerAck(shared_ptr<ContainerAckPacket> packet)
{
shared_ptr<MultiplayerLocalPlayer> player = minecraft->localplayers[m_userIndex];
AbstractContainerMenu *menu = NULL;
if (packet->containerId == AbstractContainerMenu::CONTAINER_ID_INVENTORY)
{
menu = player->inventoryMenu;
}
else if (packet->containerId == player->containerMenu->containerId)
{
menu = player->containerMenu;
}
if (menu != NULL)
{
if (!packet->accepted)
{
send( shared_ptr<ContainerAckPacket>( new ContainerAckPacket(packet->containerId, packet->uid, true) ));
}
}
}
void ClientConnection::handleContainerContent(shared_ptr<ContainerSetContentPacket> packet)
{
shared_ptr<MultiplayerLocalPlayer> player = minecraft->localplayers[m_userIndex];
if (packet->containerId == AbstractContainerMenu::CONTAINER_ID_INVENTORY)
{
player->inventoryMenu->setAll(&packet->items);
}
else if (packet->containerId == player->containerMenu->containerId)
{
player->containerMenu->setAll(&packet->items);
}
}
void ClientConnection::handleTileEditorOpen(shared_ptr<TileEditorOpenPacket> packet)
{
shared_ptr<TileEntity> tileEntity = level->getTileEntity(packet->x, packet->y, packet->z);
if (tileEntity != NULL)
{
minecraft->localplayers[m_userIndex]->openTextEdit(tileEntity);
}
else if (packet->editorType == TileEditorOpenPacket::SIGN)
{
shared_ptr<SignTileEntity> localSignDummy = shared_ptr<SignTileEntity>(new SignTileEntity());
localSignDummy->setLevel(level);
localSignDummy->x = packet->x;
localSignDummy->y = packet->y;
localSignDummy->z = packet->z;
minecraft->player->openTextEdit(localSignDummy);
}
}
void ClientConnection::handleSignUpdate(shared_ptr<SignUpdatePacket> packet)
{
if (!isPrimaryConnection()) return;
app.DebugPrintf("ClientConnection::handleSignUpdate - ");
if (minecraft->level->hasChunkAt(packet->x, packet->y, packet->z))
{
shared_ptr<TileEntity> te = minecraft->level->getTileEntity(packet->x, packet->y, packet->z);
// 4J-PB - on a client connecting, the line below fails
if (dynamic_pointer_cast<SignTileEntity>(te) != NULL)
{
shared_ptr<SignTileEntity> ste = dynamic_pointer_cast<SignTileEntity>(te);
for (int i = 0; i < MAX_SIGN_LINES; i++)
{
ste->SetMessage(i,packet->lines[i]);
}
app.DebugPrintf("verified = %d\tCensored = %d\n",packet->m_bVerified,packet->m_bCensored);
ste->SetVerified(packet->m_bVerified);
ste->SetCensored(packet->m_bCensored);
ste->setChanged();
}
else
{
app.DebugPrintf("dynamic_pointer_cast<SignTileEntity>(te) == NULL\n");
}
}
else
{
app.DebugPrintf("hasChunkAt failed\n");
}
}
void ClientConnection::handleTileEntityData(shared_ptr<TileEntityDataPacket> packet)
{
if (!isPrimaryConnection()) return;
if (minecraft->level->hasChunkAt(packet->x, packet->y, packet->z))
{
shared_ptr<TileEntity> te = minecraft->level->getTileEntity(packet->x, packet->y, packet->z);
if (te != NULL)
{
if (packet->type == TileEntityDataPacket::TYPE_MOB_SPAWNER && dynamic_pointer_cast<MobSpawnerTileEntity>(te) != NULL)
{
dynamic_pointer_cast<MobSpawnerTileEntity>(te)->load(packet->tag);
}
else if (packet->type == TileEntityDataPacket::TYPE_ADV_COMMAND && dynamic_pointer_cast<CommandBlockEntity>(te) != NULL)
{
dynamic_pointer_cast<CommandBlockEntity>(te)->load(packet->tag);
}
else if (packet->type == TileEntityDataPacket::TYPE_BEACON && dynamic_pointer_cast<BeaconTileEntity>(te) != NULL)
{
dynamic_pointer_cast<BeaconTileEntity>(te)->load(packet->tag);
}
else if (packet->type == TileEntityDataPacket::TYPE_SKULL && dynamic_pointer_cast<SkullTileEntity>(te) != NULL)
{
dynamic_pointer_cast<SkullTileEntity>(te)->load(packet->tag);
}
}
}
}
void ClientConnection::handleContainerSetData(shared_ptr<ContainerSetDataPacket> packet)
{
onUnhandledPacket(packet);
if (minecraft->localplayers[m_userIndex]->containerMenu != NULL && minecraft->localplayers[m_userIndex]->containerMenu->containerId == packet->containerId)
{
minecraft->localplayers[m_userIndex]->containerMenu->setData(packet->id, packet->value);
}
}
void ClientConnection::handleSetEquippedItem(shared_ptr<SetEquippedItemPacket> packet)
{
shared_ptr<Entity> entity = getEntity(packet->entity);
if (entity != NULL)
{
// 4J Stu - Brought forward change from 1.3 to fix #64688 - Customer Encountered: TU7: Content: Art: Aura of enchanted item is not displayed for other players in online game
entity->setEquippedSlot(packet->slot, packet->getItem() );
}
}
void ClientConnection::handleContainerClose(shared_ptr<ContainerClosePacket> packet)
{
minecraft->localplayers[m_userIndex]->clientSideCloseContainer();
}
void ClientConnection::handleTileEvent(shared_ptr<TileEventPacket> packet)
{
if (!isPrimaryConnection()) return;
PIXBeginNamedEvent(0,"Handle tile event\n");
minecraft->level->tileEvent(packet->x, packet->y, packet->z, packet->tile, packet->b0, packet->b1);
PIXEndNamedEvent();
}
void ClientConnection::handleTileDestruction(shared_ptr<TileDestructionPacket> packet)
{
if (!isPrimaryConnection()) return;
minecraft->level->destroyTileProgress(packet->getEntityId(), packet->getX(), packet->getY(), packet->getZ(), packet->getState());
}
bool ClientConnection::canHandleAsyncPackets()
{
return minecraft != NULL && minecraft->level != NULL && minecraft->localplayers[m_userIndex] != NULL && level != NULL;
}
void ClientConnection::handleGameEvent(shared_ptr<GameEventPacket> gameEventPacket)
{
int event = gameEventPacket->_event;
int param = gameEventPacket->param;
if (event >= 0 && event < GameEventPacket::EVENT_LANGUAGE_ID_LENGTH)
{
if (GameEventPacket::EVENT_LANGUAGE_ID[event] > 0) // 4J - was NULL check
{
minecraft->localplayers[m_userIndex]->displayClientMessage(GameEventPacket::EVENT_LANGUAGE_ID[event]);
}
}
if (event == GameEventPacket::START_RAINING)
{
level->getLevelData()->setRaining(true);
level->setRainLevel(1);
}
else if (event == GameEventPacket::STOP_RAINING)
{
level->getLevelData()->setRaining(false);
level->setRainLevel(0);
}
else if (event == GameEventPacket::CHANGE_GAME_MODE)
{
minecraft->localgameModes[m_userIndex]->setLocalMode(GameType::byId(param));
}
else if (event == GameEventPacket::WIN_GAME)
{
ui.SetWinUserIndex( (BYTE)gameEventPacket->param );
#ifdef _XBOX
// turn off the gamertags in splitscreen for the primary player, since they are about to be made fullscreen
ui.HideAllGameUIElements();
// Hide the other players scenes
ui.ShowOtherPlayersBaseScene(ProfileManager.GetPrimaryPad(), false);
// This just allows it to be shown
if(minecraft->localgameModes[ProfileManager.GetPrimaryPad()] != NULL) minecraft->localgameModes[ProfileManager.GetPrimaryPad()]->getTutorial()->showTutorialPopup(false);
// Temporarily make this scene fullscreen
CXuiSceneBase::SetPlayerBaseScenePosition( ProfileManager.GetPrimaryPad(), CXuiSceneBase::e_BaseScene_Fullscreen );
app.CloseXuiScenesAndNavigateToScene(ProfileManager.GetPrimaryPad(),eUIScene_EndPoem);
#else
app.DebugPrintf("handleGameEvent packet for WIN_GAME - %d\n", m_userIndex);
// This just allows it to be shown
if(minecraft->localgameModes[ProfileManager.GetPrimaryPad()] != NULL) minecraft->localgameModes[ProfileManager.GetPrimaryPad()]->getTutorial()->showTutorialPopup(false);
ui.NavigateToScene(ProfileManager.GetPrimaryPad(), eUIScene_EndPoem, NULL, eUILayer_Scene, eUIGroup_Fullscreen);
#endif
}
else if( event == GameEventPacket::START_SAVING )
{
if(!g_NetworkManager.IsHost())
{
// Move app started to here so that it happens immediately otherwise back-to-back START/STOP packets
// leave the client stuck in the loading screen
app.SetGameStarted(false);
app.SetAction( ProfileManager.GetPrimaryPad(), eAppAction_RemoteServerSave );
}
}
else if( event == GameEventPacket::STOP_SAVING )
{
if(!g_NetworkManager.IsHost() ) app.SetGameStarted(true);
}
else if ( event == GameEventPacket::SUCCESSFUL_BOW_HIT )
{
shared_ptr<MultiplayerLocalPlayer> player = minecraft->localplayers[m_userIndex];
level->playLocalSound(player->x, player->y + player->getHeadHeight(), player->z, eSoundType_RANDOM_BOW_HIT , 0.18f, 0.45f, false);
}
}
void ClientConnection::handleComplexItemData(shared_ptr<ComplexItemDataPacket> packet)
{
if (!isPrimaryConnection()) return;
if (packet->itemType == Item::map->id)
{
MapItem::getSavedData(packet->itemId, minecraft->level)->handleComplexItemData(packet->data);
}
else
{
// System.out.println("Unknown itemid: " + packet->itemId); // 4J removed
}
}
void ClientConnection::handleLevelEvent(shared_ptr<LevelEventPacket> packet)
{
if (!isPrimaryConnection()) return;
if (packet->type == LevelEvent::SOUND_DRAGON_DEATH)
{
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
if(minecraft->localplayers[i] != NULL && minecraft->localplayers[i]->level != NULL && minecraft->localplayers[i]->level->dimension->id == 1)
{
minecraft->localplayers[i]->awardStat(GenericStats::completeTheEnd(),GenericStats::param_noArgs());
}
}
}
if (packet->isGlobalEvent())
{
minecraft->level->globalLevelEvent(packet->type, packet->x, packet->y, packet->z, packet->data);
}
else
{
minecraft->level->levelEvent(packet->type, packet->x, packet->y, packet->z, packet->data);
}
minecraft->level->levelEvent(packet->type, packet->x, packet->y, packet->z, packet->data);
}
void ClientConnection::handleAwardStat(shared_ptr<AwardStatPacket> packet)
{
minecraft->localplayers[m_userIndex]->awardStatFromServer(GenericStats::stat(packet->statId), packet->getParamData());
}
void ClientConnection::handleUpdateMobEffect(shared_ptr<UpdateMobEffectPacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->entityId);
if ( (e == NULL) || !e->instanceof(eTYPE_LIVINGENTITY) ) return;
//( dynamic_pointer_cast<LivingEntity>(e) )->addEffect(new MobEffectInstance(packet->effectId, packet->effectDurationTicks, packet->effectAmplifier));
MobEffectInstance *mobEffectInstance = new MobEffectInstance(packet->effectId, packet->effectDurationTicks, packet->effectAmplifier);
mobEffectInstance->setNoCounter(packet->isSuperLongDuration());
dynamic_pointer_cast<LivingEntity>(e)->addEffect(mobEffectInstance);
}
void ClientConnection::handleRemoveMobEffect(shared_ptr<RemoveMobEffectPacket> packet)
{
shared_ptr<Entity> e = getEntity(packet->entityId);
if ( (e == NULL) || !e->instanceof(eTYPE_LIVINGENTITY) ) return;
( dynamic_pointer_cast<LivingEntity>(e) )->removeEffectNoUpdate(packet->effectId);
}
bool ClientConnection::isServerPacketListener()
{
return false;
}
void ClientConnection::handlePlayerInfo(shared_ptr<PlayerInfoPacket> packet)
{
unsigned int startingPrivileges = app.GetPlayerPrivileges(packet->m_networkSmallId);
INetworkPlayer *networkPlayer = g_NetworkManager.GetPlayerBySmallId(packet->m_networkSmallId);
if(networkPlayer != NULL && networkPlayer->IsHost())
{
// Some settings should always be considered on for the host player
Player::enableAllPlayerPrivileges(startingPrivileges,true);
Player::setPlayerGamePrivilege(startingPrivileges,Player::ePlayerGamePrivilege_HOST,1);
}
// 4J Stu - Repurposed this packet for player info that we want
app.UpdatePlayerInfo(packet->m_networkSmallId, packet->m_playerColourIndex, packet->m_playerPrivileges);
shared_ptr<Entity> entity = getEntity(packet->m_entityId);
if(entity != NULL && entity->instanceof(eTYPE_PLAYER))
{
shared_ptr<Player> player = dynamic_pointer_cast<Player>(entity);
player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All, packet->m_playerPrivileges);
}
if(networkPlayer != NULL && networkPlayer->IsLocal())
{
for(unsigned int i = 0; i < XUSER_MAX_COUNT; ++i)
{
shared_ptr<MultiplayerLocalPlayer> localPlayer = minecraft->localplayers[i];
if(localPlayer != NULL && localPlayer->connection != NULL && localPlayer->connection->getNetworkPlayer() == networkPlayer )
{
localPlayer->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All,packet->m_playerPrivileges);
displayPrivilegeChanges(localPlayer,startingPrivileges);
break;
}
}
}
// 4J Stu - I don't think we care about this, so not converting it (came from 1.8.2)
#if 0
PlayerInfo pi = playerInfoMap.get(packet.name);
if (pi == null && packet.add) {
pi = new PlayerInfo(packet.name);
playerInfoMap.put(packet.name, pi);
playerInfos.add(pi);
}
if (pi != null && !packet.add) {
playerInfoMap.remove(packet.name);
playerInfos.remove(pi);
}
if (packet.add && pi != null) {
pi.latency = packet.latency;
}
#endif
}
void ClientConnection::displayPrivilegeChanges(shared_ptr<MultiplayerLocalPlayer> player, unsigned int oldPrivileges)
{
int userIndex = player->GetXboxPad();
unsigned int newPrivileges = player->getAllPlayerGamePrivileges();
Player::EPlayerGamePrivileges priv = (Player::EPlayerGamePrivileges)0;
bool privOn = false;
for(unsigned int i = 0; i < Player::ePlayerGamePrivilege_MAX; ++i)
{
priv = (Player::EPlayerGamePrivileges) i;
if( Player::getPlayerGamePrivilege(newPrivileges,priv) != Player::getPlayerGamePrivilege(oldPrivileges,priv))
{
privOn = Player::getPlayerGamePrivilege(newPrivileges,priv);
wstring message = L"";
if(app.GetGameHostOption(eGameHostOption_TrustPlayers) == 0)
{
switch(priv)
{
case Player::ePlayerGamePrivilege_CannotMine:
if(privOn) message = app.GetString(IDS_PRIV_MINE_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_MINE_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CannotBuild:
if(privOn) message = app.GetString(IDS_PRIV_BUILD_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_BUILD_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CanUseDoorsAndSwitches:
if(privOn) message = app.GetString(IDS_PRIV_USE_DOORS_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_USE_DOORS_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CanUseContainers:
if(privOn) message = app.GetString(IDS_PRIV_USE_CONTAINERS_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_USE_CONTAINERS_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CannotAttackAnimals:
if(privOn) message = app.GetString(IDS_PRIV_ATTACK_ANIMAL_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_ATTACK_ANIMAL_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CannotAttackMobs:
if(privOn) message = app.GetString(IDS_PRIV_ATTACK_MOB_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_ATTACK_MOB_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CannotAttackPlayers:
if(privOn) message = app.GetString(IDS_PRIV_ATTACK_PLAYER_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_ATTACK_PLAYER_TOGGLE_OFF);
break;
};
}
switch(priv)
{
case Player::ePlayerGamePrivilege_Op:
if(privOn) message = app.GetString(IDS_PRIV_MODERATOR_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_MODERATOR_TOGGLE_OFF);
break;
};
if(app.GetGameHostOption(eGameHostOption_CheatsEnabled) != 0)
{
switch(priv)
{
case Player::ePlayerGamePrivilege_CanFly:
if(privOn) message = app.GetString(IDS_PRIV_FLY_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_FLY_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_ClassicHunger:
if(privOn) message = app.GetString(IDS_PRIV_EXHAUSTION_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_EXHAUSTION_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_Invisible:
if(privOn) message = app.GetString(IDS_PRIV_INVISIBLE_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_INVISIBLE_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_Invulnerable:
if(privOn) message = app.GetString(IDS_PRIV_INVULNERABLE_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_INVULNERABLE_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CanToggleInvisible:
if(privOn) message = app.GetString(IDS_PRIV_CAN_INVISIBLE_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_CAN_INVISIBLE_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CanToggleFly:
if(privOn) message = app.GetString(IDS_PRIV_CAN_FLY_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_CAN_FLY_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CanToggleClassicHunger:
if(privOn) message = app.GetString(IDS_PRIV_CAN_EXHAUSTION_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_CAN_EXHAUSTION_TOGGLE_OFF);
break;
case Player::ePlayerGamePrivilege_CanTeleport:
if(privOn) message = app.GetString(IDS_PRIV_CAN_TELEPORT_TOGGLE_ON);
else message = app.GetString(IDS_PRIV_CAN_TELEPORT_TOGGLE_OFF);
break;
};
}
if(!message.empty()) minecraft->gui->addMessage(message,userIndex);
}
}
}
void ClientConnection::handleKeepAlive(shared_ptr<KeepAlivePacket> packet)
{
send(shared_ptr<KeepAlivePacket>(new KeepAlivePacket(packet->id)));
}
void ClientConnection::handlePlayerAbilities(shared_ptr<PlayerAbilitiesPacket> playerAbilitiesPacket)
{
shared_ptr<Player> player = minecraft->localplayers[m_userIndex];
player->abilities.flying = playerAbilitiesPacket->isFlying();
player->abilities.instabuild = playerAbilitiesPacket->canInstabuild();
player->abilities.invulnerable = playerAbilitiesPacket->isInvulnerable();
player->abilities.mayfly = playerAbilitiesPacket->canFly();
player->abilities.setFlyingSpeed(playerAbilitiesPacket->getFlyingSpeed());
player->abilities.setWalkingSpeed(playerAbilitiesPacket->getWalkingSpeed());
}
void ClientConnection::handleSoundEvent(shared_ptr<LevelSoundPacket> packet)
{
if (!isPrimaryConnection()) return;
minecraft->level->playLocalSound(packet->getX(), packet->getY(), packet->getZ(), packet->getSound(), packet->getVolume(), packet->getPitch(), false);
}
void ClientConnection::handleCustomPayload(shared_ptr<CustomPayloadPacket> customPayloadPacket)
{
if (CustomPayloadPacket::TRADER_LIST_PACKET.compare(customPayloadPacket->identifier) == 0)
{
ByteArrayInputStream bais(customPayloadPacket->data);
DataInputStream input(&bais);
int containerId = input.readInt();
if (ui.IsSceneInStack(m_userIndex, eUIScene_TradingMenu) && containerId == minecraft->localplayers[m_userIndex]->containerMenu->containerId)
{
shared_ptr<Merchant> trader = nullptr;
#ifdef _XBOX
HXUIOBJ scene = app.GetCurrentScene(m_userIndex);
HXUICLASS thisClass = XuiFindClass( L"CXuiSceneTrading" );
HXUICLASS objClass = XuiGetObjectClass( scene );
// Also returns TRUE if they are the same (which is what we want)
if( XuiClassDerivesFrom( objClass, thisClass ) )
{
CXuiSceneTrading *screen;
HRESULT hr = XuiObjectFromHandle(scene, (void **) &screen);
if (FAILED(hr)) return;
trader = screen->getMerchant();
}
#else
UIScene *scene = ui.GetTopScene(m_userIndex, eUILayer_Scene);
UIScene_TradingMenu *screen = (UIScene_TradingMenu *)scene;
trader = screen->getMerchant();
#endif
MerchantRecipeList *recipeList = MerchantRecipeList::createFromStream(&input);
trader->overrideOffers(recipeList);
}
}
}
Connection *ClientConnection::getConnection()
{
return connection;
}
// 4J Added
void ClientConnection::handleServerSettingsChanged(shared_ptr<ServerSettingsChangedPacket> packet)
{
if(packet->action==ServerSettingsChangedPacket::HOST_IN_GAME_SETTINGS)
{
app.SetGameHostOption(eGameHostOption_All, packet->data);
}
else if(packet->action==ServerSettingsChangedPacket::HOST_DIFFICULTY)
{
for(unsigned int i = 0; i < minecraft->levels.length; ++i)
{
if( minecraft->levels[i] != NULL )
{
app.DebugPrintf("ClientConnection::handleServerSettingsChanged - Difficulty = %d",packet->data);
minecraft->levels[i]->difficulty = packet->data;
}
}
}
else
{
//options
//minecraft->options->SetGamertagSetting((packet->data==0)?false:true);
app.SetGameHostOption(eGameHostOption_Gamertags, packet->data);
}
}
void ClientConnection::handleXZ(shared_ptr<XZPacket> packet)
{
if(packet->action==XZPacket::STRONGHOLD)
{
minecraft->levels[0]->getLevelData()->setXStronghold(packet->x);
minecraft->levels[0]->getLevelData()->setZStronghold(packet->z);
minecraft->levels[0]->getLevelData()->setHasStronghold();
}
}
void ClientConnection::handleUpdateProgress(shared_ptr<UpdateProgressPacket> packet)
{
if(!g_NetworkManager.IsHost() ) Minecraft::GetInstance()->progressRenderer->progressStagePercentage( packet->m_percentage );
}
void ClientConnection::handleUpdateGameRuleProgressPacket(shared_ptr<UpdateGameRuleProgressPacket> packet)
{
LPCWSTR string = app.GetGameRulesString(packet->m_messageId);
if(string != NULL)
{
wstring message(string);
message = GameRuleDefinition::generateDescriptionString(packet->m_definitionType,message,packet->m_data.data,packet->m_data.length);
if(minecraft->localgameModes[m_userIndex]!=NULL)
{
minecraft->localgameModes[m_userIndex]->getTutorial()->setMessage(message, packet->m_icon, packet->m_auxValue);
}
}
// If this rule has a data tag associated with it, then we save that in user profile data
if(packet->m_dataTag > 0 && packet->m_dataTag <= 32)
{
app.DebugPrintf("handleUpdateGameRuleProgressPacket: Data tag is in range, so updating profile data\n");
app.SetSpecialTutorialCompletionFlag(m_userIndex, packet->m_dataTag - 1);
}
delete [] packet->m_data.data;
}
// 4J Stu - TU-1 hotfix
// Fix for #13191 - The host of a game can get a message informing them that the connection to the server has been lost
int ClientConnection::HostDisconnectReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
// 4J-PB - if they have a trial texture pack, they don't get to save the world
if(!Minecraft::GetInstance()->skins->isUsingDefaultSkin())
{
TexturePack *tPack = Minecraft::GetInstance()->skins->getSelected();
DLCTexturePack *pDLCTexPack=(DLCTexturePack *)tPack;
DLCPack *pDLCPack=pDLCTexPack->getDLCInfoParentPack();//tPack->getDLCPack();
if(!pDLCPack->hasPurchasedFile( DLCManager::e_DLCType_Texture, L"" ))
{
// no upsell, we're about to quit
MinecraftServer::getInstance()->setSaveOnExit( false );
// flag a app action of exit game
app.SetAction(iPad,eAppAction_ExitWorld);
}
}
#if defined(_XBOX_ONE) || defined(__ORBIS__)
// Give the player the option to save their game
// does the save exist?
bool bSaveExists;
StorageManager.DoesSaveExist(&bSaveExists);
// 4J-PB - we check if the save exists inside the libs
// we need to ask if they are sure they want to overwrite the existing game
if(bSaveExists && StorageManager.GetSaveDisabled())
{
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestErrorMessage(IDS_TITLE_SAVE_GAME, IDS_CONFIRM_SAVE_GAME, uiIDA, 2, ProfileManager.GetPrimaryPad(),&ClientConnection::ExitGameAndSaveReturned,NULL);
}
else
#else
// Give the player the option to save their game
// does the save exist?
bool bSaveExists;
StorageManager.DoesSaveExist(&bSaveExists);
// 4J-PB - we check if the save exists inside the libs
// we need to ask if they are sure they want to overwrite the existing game
if(bSaveExists)
{
UINT uiIDA[2];
uiIDA[0]=IDS_CONFIRM_CANCEL;
uiIDA[1]=IDS_CONFIRM_OK;
ui.RequestErrorMessage(IDS_TITLE_SAVE_GAME, IDS_CONFIRM_SAVE_GAME, uiIDA, 2, ProfileManager.GetPrimaryPad(),&ClientConnection::ExitGameAndSaveReturned,NULL);
}
else
#endif
{
#if defined(_XBOX_ONE) || defined(__ORBIS__)
StorageManager.SetSaveDisabled(false);
#endif
MinecraftServer::getInstance()->setSaveOnExit( true );
// flag a app action of exit game
app.SetAction(iPad,eAppAction_ExitWorld);
}
return 0;
}
int ClientConnection::ExitGameAndSaveReturned(void *pParam,int iPad,C4JStorage::EMessageResult result)
{
// results switched for this dialog
if(result==C4JStorage::EMessage_ResultDecline)
{
//INT saveOrCheckpointId = 0;
//bool validSave = StorageManager.GetSaveUniqueNumber(&saveOrCheckpointId);
//SentientManager.RecordLevelSaveOrCheckpoint(ProfileManager.GetPrimaryPad(), saveOrCheckpointId);
#if defined(_XBOX_ONE) || defined(__ORBIS__)
StorageManager.SetSaveDisabled(false);
#endif
MinecraftServer::getInstance()->setSaveOnExit( true );
}
else
{
MinecraftServer::getInstance()->setSaveOnExit( false );
}
// flag a app action of exit game
app.SetAction(iPad,eAppAction_ExitWorld);
return 0;
}
//
wstring ClientConnection::GetDisplayNameByGamertag(wstring gamertag)
{
#ifdef _DURANGO
wstring displayName = g_NetworkManager.GetDisplayNameByGamertag(gamertag);
return displayName;
#else
return gamertag;
#endif
}
void ClientConnection::handleAddObjective(shared_ptr<SetObjectivePacket> packet)
{
#if 0
Scoreboard scoreboard = level->getScoreboard();
if (packet->method == SetObjectivePacket::METHOD_ADD)
{
Objective objective = scoreboard->addObjective(packet->objectiveName, ObjectiveCriteria::DUMMY);
objective->setDisplayName(packet->displayName);
}
else
{
Objective objective = scoreboard->getObjective(packet->objectiveName);
if (packet->method == SetObjectivePacket::METHOD_REMOVE)
{
scoreboard->removeObjective(objective);
}
else if (packet->method == SetObjectivePacket::METHOD_CHANGE)
{
objective->setDisplayName(packet->displayName);
}
}
#endif
}
void ClientConnection::handleSetScore(shared_ptr<SetScorePacket> packet)
{
#if 0
Scoreboard scoreboard = level->getScoreboard();
Objective objective = scoreboard->getObjective(packet->objectiveName);
if (packet->method == SetScorePacket::METHOD_CHANGE)
{
Score score = scoreboard->getPlayerScore(packet->owner, objective);
score->setScore(packet->score);
}
else if (packet->method == SetScorePacket::METHOD_REMOVE)
{
scoreboard->resetPlayerScore(packet->owner);
}
#endif
}
void ClientConnection::handleSetDisplayObjective(shared_ptr<SetDisplayObjectivePacket> packet)
{
#if 0
Scoreboard scoreboard = level->getScoreboard();
if (packet->objectiveName->length() == 0)
{
scoreboard->setDisplayObjective(packet->slot, null);
}
else
{
Objective objective = scoreboard->getObjective(packet->objectiveName);
scoreboard->setDisplayObjective(packet->slot, objective);
}
#endif
}
void ClientConnection::handleSetPlayerTeamPacket(shared_ptr<SetPlayerTeamPacket> packet)
{
#if 0
Scoreboard scoreboard = level->getScoreboard();
PlayerTeam *team;
if (packet->method == SetPlayerTeamPacket::METHOD_ADD)
{
team = scoreboard->addPlayerTeam(packet->name);
}
else
{
team = scoreboard->getPlayerTeam(packet->name);
}
if (packet->method == SetPlayerTeamPacket::METHOD_ADD || packet->method == SetPlayerTeamPacket::METHOD_CHANGE)
{
team->setDisplayName(packet->displayName);
team->setPrefix(packet->prefix);
team->setSuffix(packet->suffix);
team->unpackOptions(packet->options);
}
if (packet->method == SetPlayerTeamPacket::METHOD_ADD || packet->method == SetPlayerTeamPacket::METHOD_JOIN)
{
for (int i = 0; i < packet->players.size(); i++)
{
scoreboard->addPlayerToTeam(packet->players[i], team);
}
}
if (packet->method == SetPlayerTeamPacket::METHOD_LEAVE)
{
for (int i = 0; i < packet->players.size(); i++)
{
scoreboard->removePlayerFromTeam(packet->players[i], team);
}
}
if (packet->method == SetPlayerTeamPacket::METHOD_REMOVE)
{
scoreboard->removePlayerTeam(team);
}
#endif
}
void ClientConnection::handleParticleEvent(shared_ptr<LevelParticlesPacket> packet)
{
if (!isPrimaryConnection()) return;
for (int i = 0; i < packet->getCount(); i++)
{
double xVarience = random->nextGaussian() * packet->getXDist();
double yVarience = random->nextGaussian() * packet->getYDist();
double zVarience = random->nextGaussian() * packet->getZDist();
double xa = random->nextGaussian() * packet->getMaxSpeed();
double ya = random->nextGaussian() * packet->getMaxSpeed();
double za = random->nextGaussian() * packet->getMaxSpeed();
// TODO: determine particle ID from name
assert(0);
ePARTICLE_TYPE particleId = eParticleType_heart;
level->addParticle(particleId, packet->getX() + xVarience, packet->getY() + yVarience, packet->getZ() + zVarience, xa, ya, za);
}
}
void ClientConnection::handleUpdateAttributes(shared_ptr<UpdateAttributesPacket> packet)
{
shared_ptr<Entity> entity = getEntity(packet->getEntityId());
if (entity == NULL) return;
if ( !entity->instanceof(eTYPE_LIVINGENTITY) )
{
// Entity is not a living entity!
assert(0);
}
BaseAttributeMap *attributes = (dynamic_pointer_cast<LivingEntity>(entity))->getAttributes();
unordered_set<UpdateAttributesPacket::AttributeSnapshot *> attributeSnapshots = packet->getValues();
for ( UpdateAttributesPacket::AttributeSnapshot *attribute : attributeSnapshots )
{
AttributeInstance *instance = attributes->getInstance(attribute->getId());
if (instance)
{
// 4J - TODO: revisit, not familiar with the attribute system, why are we passing in MIN_NORMAL (Java's smallest non-zero value conforming to IEEE Standard 754 (?)) and MAX_VALUE
instance = attributes->registerAttribute(new RangedAttribute(attribute->getId(), 0, Double::MIN_NORMAL, Double::MAX_VALUE));
instance->setBaseValue(attribute->getBase());
instance->removeModifiers();
unordered_set<AttributeModifier *> *modifiers = attribute->getModifiers();
if ( modifiers )
{
for ( AttributeModifier* modifier : *modifiers )
{
instance->addModifier(new AttributeModifier(modifier->getId(), modifier->getAmount(), modifier->getOperation()));
}
}
}
}
}
// 4J: Check for deferred entity link packets related to this entity ID and handle them
void ClientConnection::checkDeferredEntityLinkPackets(int newEntityId)
{
if (deferredEntityLinkPackets.empty()) return;
for (int i = 0; i < deferredEntityLinkPackets.size(); i++)
{
DeferredEntityLinkPacket *deferred = &deferredEntityLinkPackets[i];
bool remove = false;
// Only consider recently deferred packets
int tickInterval = GetTickCount() - deferred->m_recievedTick;
if (tickInterval < MAX_ENTITY_LINK_DEFERRAL_INTERVAL)
{
// Note: we assume it's the destination entity
if (deferred->m_packet->destId == newEntityId)
{
handleEntityLinkPacket(deferred->m_packet);
remove = true;
}
}
else
{
// This is an old packet, remove (shouldn't really come up but seems prudent)
remove = true;
}
if (remove)
{
deferredEntityLinkPackets.erase(deferredEntityLinkPackets.begin() + i);
i--;
}
}
}
ClientConnection::DeferredEntityLinkPacket::DeferredEntityLinkPacket(shared_ptr<SetEntityLinkPacket> packet)
{
m_recievedTick = GetTickCount();
m_packet = packet;
}