mirror of
https://github.com/smartcmd/MinecraftConsoles.git
synced 2026-03-23 03:18:13 +05:00
* add: Dedicated Server implementation - Introduced `ServerMain.cpp` for the dedicated server logic, handling command-line arguments, server initialization, and network management. - Created `postbuild_server.ps1` script for post-build tasks, including copying necessary resources and DLLs for the dedicated server. - Added `CopyServerAssets.cmake` to manage the copying of server assets during the build process, ensuring required files are available for the dedicated server. - Defined project filters in `Minecraft.Server.vcxproj.filters` for better organization of server-related files. * add: refactor world loader & add server properties - Introduced ServerLogger for logging startup steps and world I/O operations. - Implemented ServerProperties for loading and saving server configuration from `server.properties`. - Added WorldManager to handle world loading and creation based on server properties. - Updated ServerMain to integrate server properties loading and world management. - Enhanced project files to include new source and header files for the server components. * update: implement enhanced logging functionality with configurable log levels * update: update keyboard and mouse input initialization1dc8a005ed* fix: change virtual screen resolution to 1920x1080(HD) Since 31881af56936aeef38ff322b975fd0 , `skinHud.swf` for 720 is not included in `MediaWindows64.arc`, the app crashes unless the virtual screen is set to HD. * fix: dedicated server build settings for miniaudio migration and missing sources - remove stale Windows64 Miles (mss64) link/copy references from server build - add Common/Filesystem/Filesystem.cpp to Minecraft.Server.vcxproj - add Windows64/PostProcesser.cpp to Minecraft.Server.vcxproj - fix unresolved externals (PostProcesser::*, FileExists) in dedicated server build * update: changed the virtual screen to 720p Since the crash caused by the 720p `skinHud.swf` not being included in `MediaWindows64.arc` has been resolved, switching back to 720p to reduce resource usage. * add: add Docker support for Dedicated Server add with entrypoint and build scripts * fix: add initial save for newly created worlds in dedicated server on the server side, I fixed the behavior introduced after commitaadb511, where newly created worlds are intentionally not saved to disk immediately. * update: add basically all configuration options that are implemented in the classes to `server.properties` * update: add LAN advertising configuration for server.properties LAN-Discovery, which isn’t needed in server mode and could potentially be a security risk, has also been disabled(only server mode). * add: add implementing interactive command line using linenoise - Integrated linenoise library for line editing and completion in the server console. - Updated ServerLogger to handle external writes safely during logging. - Modified ServerMain to initialize and manage the ServerCli for command input. - The implementation is separate from everything else, so it doesn't affect anything else. - The command input section and execution section are separated into threads. * update: enhance command line completion with predictive hints Like most command line tools, it highlights predictions in gray. * add: implement `StringUtils` for string manipulation and refactor usages Unified the scattered utility functions. * fix: send DisconnectPacket on shutdown and fix Win64 recv-thread teardown race Before this change, server/host shutdown closed sockets directly in ServerConnection::stop(), which bypassed the normal disconnect flow. As a result, clients could be dropped without receiving a proper DisconnectPacket during stop/kill/world-close paths. Also, WinsockNetLayer::Shutdown() could destroy synchronization objects while host-side recv threads were still exiting, causing a crash in RecvThreadProc (access violation on world close in host mode). * fix: return client to menus when Win64 host connection drops - Add client-side host disconnect handling in CPlatformNetworkManagerStub::DoWork() for _WINDOWS64. - When in QNET_STATE_GAME_PLAY as a non-host and WinsockNetLayer::IsConnected() becomes false, trigger g_NetworkManager.HandleDisconnect(false) to enter the normal disconnect/UI flow. - Use m_bLeaveGameOnTick as a one-shot guard to prevent repeated disconnect handling while the link remains down. - Reset m_bLeaveGameOnTick on LeaveGame(), HostGame(), and JoinGame() to avoid stale state across sessions. * update: converted Japanese comments to English * add: create `Minecraft.Server` developer guide in English and Japanese * update: add note about issue * add: add `nlohmann/json` json lib * add: add FileUtils Moved file operations to `utils`. * add: Dedicated Server BAN access manager with persistent player and IP bans - add Access frontend that publishes thread-safe ban manager snapshots for dedicated server use - add BanManager storage for banned-players.json and banned-ips.json with load/save/update flows - add persistent player and IP ban checks during dedicated server connection handling - add UTF-8 BOM-safe JSON parsing and shared file helpers backed by nlohmann/json - add Unicode-safe ban file read/write and safer atomic replacement behavior on Windows - add active-ban snapshot APIs and expiry-aware filtering for expires metadata - add RAII-based dedicated access shutdown handling during server startup and teardown * update: changed file read/write operations to use `FileUtils`. - As a side effect, saving has become faster! * fix: Re-added the source that had somehow disappeared. * add: significantly improved the dedicated server logging system - add ServerLogManager to Minecraft.Server as the single entry point for dedicated-server log output - forward CMinecraftApp logger output to the server logger when running with g_Win64DedicatedServer - add named network logs for incoming, accepted, rejected, and disconnected connections - cache connection metadata by smallId so player name and remote IP remain available for disconnect logs - keep Minecraft.Client changes minimal by using lightweight hook points and handling log orchestration on the server side * fix: added the updated library source * add: add `ban` and `pardon` commands for Player and IP * fix: fix stop command shutdown process add dedicated server shutdown request handling * fix: fixed the save logic during server shutdown Removed redundant repeated saves and eliminated the risks of async writes. * update: added new sever files to Docker entrypoint * fix: replace shutdown flag with atomic variable for thread safety * update: update Dedicated Server developer guide English is machine translated. Please forgive me. * update: check for the existence of `GameHDD` and create * add: add Whitelist to Dedicated Server * refactor: clean up and refactor the code - unify duplicated implementations that were copied repeatedly - update outdated patterns to more modern ones * fix: include UI header (new update fix) * fix: fix the detection range for excessive logging `getHighestNonEmptyY()` returning `-1` occurs normally when the chunk is entirely air. The caller (`Minecraft.World/LevelChunk.cpp:2400`) normalizes `-1` to `0`. * update: add world size config to dedicated server properties * update: update README add explanation of `server.properties` & launch arguments * update: add nightly release workflow for dedicated server and client builds to Actions * fix: update name for workflow * add random seed generation * add: add Docker nightly workflow for Dedicated Server publish to GitHub Container Registry * fix: ghost player when clients disconnect out of order #4 * fix: fix 7zip option * fix: fix Docker workflow for Dedicated Server artifact handling * add: add no build Dedicated Server startup scripts and Docker Compose * update: add README for Docker Dedicated Server setup with no local build * refactor: refactor command path structure As the number of commands has increased and become harder to navigate, each command has been organized into separate folders. * update: support stream(file stdin) input mode for server CLI Support for the stream (file stdin) required when attaching a tty to a Docker container on Linux. * add: add new CLI Console Commands for Dedicated Server Most of these commands are executed using the command dispatcher implemented on the `Minecraft.World` side. When registering them with the dispatcher, the sender uses a permission-enabled configuration that treats the CLI as a player. - default game. - enchant - experience. - give - kill(currently, getting a permission error for some reason) - time - weather. - update tp & gamemode command * fix: change player map icon to random select * update: increase the player limit * add: restore the basic anti-cheat implementation and add spawn protection Added the following anti-cheat measures and add spawn protection to `server.properties`. - instant break - speed - reach * fix: fix Docker image tag --------- Co-authored-by: sylvessa <225480449+sylvessa@users.noreply.github.com>
1697 lines
58 KiB
C++
1697 lines
58 KiB
C++
#include "stdafx.h"
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#include "PlayerList.h"
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#include <memory>
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#include "PlayerChunkMap.h"
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#include "MinecraftServer.h"
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#include "Settings.h"
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#include "ServerLevel.h"
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#include "ServerChunkCache.h"
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#include "ServerPlayer.h"
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#include "ServerPlayerGameMode.h"
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#include "ServerConnection.h"
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#include "PendingConnection.h"
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#include "PlayerConnection.h"
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#include "EntityTracker.h"
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#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
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#include "..\Minecraft.World\net.minecraft.world.level.dimension.h"
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#include "..\Minecraft.World\ArrayWithLength.h"
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#include "..\Minecraft.World\net.minecraft.network.packet.h"
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#include "..\Minecraft.World\net.minecraft.network.h"
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#include "Windows64\Windows64_Xuid.h"
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#ifdef _WINDOWS64
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#include "Windows64\Network\WinsockNetLayer.h"
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#endif
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#include "..\Minecraft.World\Pos.h"
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#include "..\Minecraft.World\ProgressListener.h"
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#include "..\Minecraft.World\HellRandomLevelSource.h"
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#include "..\Minecraft.World\net.minecraft.world.phys.h"
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#include "..\Minecraft.World\net.minecraft.world.item.h"
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#include "..\Minecraft.World\net.minecraft.world.level.storage.h"
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#include "..\Minecraft.World\net.minecraft.world.level.saveddata.h"
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#include "..\Minecraft.World\JavaMath.h"
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#include "..\Minecraft.World\EntityIO.h"
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#if defined(_XBOX) || defined(_WINDOWS64)
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#include "Xbox\Network\NetworkPlayerXbox.h"
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#elif defined(__PS3__) || defined(__ORBIS__)
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#include "Common\Network\Sony\NetworkPlayerSony.h"
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#endif
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#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
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#include "..\Minecraft.Server\Access\Access.h"
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extern bool g_Win64DedicatedServer;
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#endif
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// 4J - this class is fairly substantially altered as there didn't seem any point in porting code for banning, whitelisting, ops etc.
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PlayerList::PlayerList(MinecraftServer *server)
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{
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playerIo = nullptr;
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this->server = server;
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sendAllPlayerInfoIn = 0;
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overrideGameMode = nullptr;
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allowCheatsForAllPlayers = false;
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#ifdef __PSVITA__
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viewDistance = 3;
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#elif defined _LARGE_WORLDS
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viewDistance = 16;
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#else
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viewDistance = 10;
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#endif
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//int viewDistance = server->settings->getInt(L"view-distance", 10);
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int rawMax = server->settings->getInt(L"max-players", 8);
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maxPlayers = static_cast<unsigned int>(Mth::clamp(rawMax, 1, MINECRAFT_NET_MAX_PLAYERS));
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doWhiteList = false;
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InitializeCriticalSection(&m_kickPlayersCS);
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InitializeCriticalSection(&m_closePlayersCS);
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}
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PlayerList::~PlayerList()
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{
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for (auto& player : players)
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{
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player->connection = nullptr; // Must remove reference to connection, or else there is a circular dependency
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delete player->gameMode; // Gamemode also needs deleted as it references back to this player
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player->gameMode = nullptr;
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}
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DeleteCriticalSection(&m_kickPlayersCS);
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DeleteCriticalSection(&m_closePlayersCS);
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}
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bool PlayerList::placeNewPlayer(Connection *connection, shared_ptr<ServerPlayer> player, shared_ptr<LoginPacket> packet)
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{
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CompoundTag *playerTag = load(player);
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bool newPlayer = playerTag == nullptr;
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player->setLevel(server->getLevel(player->dimension));
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player->gameMode->setLevel(static_cast<ServerLevel *>(player->level));
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// Make sure these privileges are always turned off for the host player
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INetworkPlayer *networkPlayer = connection->getSocket()->getPlayer();
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if(networkPlayer != nullptr && networkPlayer->IsHost())
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{
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player->enableAllPlayerPrivileges(true);
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player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_HOST,1);
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}
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#if defined(__PS3__) || defined(__ORBIS__)
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// PS3 networking library doesn't automatically assign PlayerUIDs to the network players for anything remote, so need to tell it what to set from the data in this packet now
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if( !g_NetworkManager.IsLocalGame() )
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{
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if( networkPlayer != nullptr )
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{
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((NetworkPlayerSony *)networkPlayer)->SetUID( packet->m_onlineXuid );
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}
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}
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#endif
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#ifdef _WINDOWS64
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if (networkPlayer != nullptr)
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{
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NetworkPlayerXbox* nxp = static_cast<NetworkPlayerXbox *>(networkPlayer);
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IQNetPlayer* qnp = nxp->GetQNetPlayer();
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if (qnp != nullptr)
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{
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if (!networkPlayer->IsLocal())
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{
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wcsncpy_s(qnp->m_gamertag, 32, player->name.c_str(), _TRUNCATE);
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}
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qnp->m_resolvedXuid = player->getXuid();
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}
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}
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#endif
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// 4J Stu - TU-1 hotfix
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// Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down
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validatePlayerSpawnPosition(player);
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// logger.info(getName() + " logged in with entity id " + playerEntity.entityId + " at (" + playerEntity.x + ", " + playerEntity.y + ", " + playerEntity.z + ")");
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ServerLevel *level = server->getLevel(player->dimension);
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DWORD playerIndex = (DWORD)MINECRAFT_NET_MAX_PLAYERS;
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{
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bool usedIndexes[MINECRAFT_NET_MAX_PLAYERS];
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ZeroMemory( &usedIndexes, MINECRAFT_NET_MAX_PLAYERS * sizeof(bool) );
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for (auto& p : players )
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{
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usedIndexes[p->getPlayerIndex()] = true;
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}
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for(unsigned int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i)
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{
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if(!usedIndexes[i])
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{
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playerIndex = i;
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break;
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}
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}
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}
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if (playerIndex >= static_cast<unsigned int>(MINECRAFT_NET_MAX_PLAYERS))
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{
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connection->send(std::make_shared<DisconnectPacket>(DisconnectPacket::eDisconnect_ServerFull));
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connection->sendAndQuit();
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return false;
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}
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player->setPlayerIndex( playerIndex );
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player->setCustomSkin( packet->m_playerSkinId );
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player->setCustomCape( packet->m_playerCapeId );
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// 4J-JEV: Moved this here so we can send player-model texture and geometry data.
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shared_ptr<PlayerConnection> playerConnection = std::make_shared<PlayerConnection>(server, connection, player);
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//player->connection = playerConnection; // Used to be assigned in PlayerConnection ctor but moved out so we can use shared_ptr
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if(newPlayer)
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{
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int mapScale = 3;
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#ifdef _LARGE_WORLDS
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int scale = MapItemSavedData::MAP_SIZE * 2 * (1 << mapScale);
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int centreXC = static_cast<int>(Math::round(player->x / scale) * scale);
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int centreZC = static_cast<int>(Math::round(player->z / scale) * scale);
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#else
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// 4J-PB - for Xbox maps, we'll centre them on the origin of the world, since we can fit the whole world in our map
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int centreXC = 0;
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int centreZC = 0;
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#endif
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// 4J Added - Give every player a map the first time they join a server
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player->inventory->setItem( 9, std::make_shared<ItemInstance>(Item::map_Id, 1, level->getAuxValueForMap(player->getXuid(), 0, centreXC, centreZC, mapScale)));
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if(app.getGameRuleDefinitions() != nullptr)
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{
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app.getGameRuleDefinitions()->postProcessPlayer(player);
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}
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}
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if(!player->customTextureUrl.empty() && player->customTextureUrl.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(player->customTextureUrl))
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{
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if (server->getConnection()->addPendingTextureRequest(player->customTextureUrl))
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{
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#ifndef _CONTENT_PACKAGE
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wprintf(L"Sending texture packet to get custom skin %ls from player %ls\n", player->customTextureUrl.c_str(), player->name.c_str());
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#endif
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playerConnection->send(std::make_shared<TextureAndGeometryPacket>(
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player->customTextureUrl,
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nullptr,
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static_cast<DWORD>(0)));
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}
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}
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else if(!player->customTextureUrl.empty() && app.IsFileInMemoryTextures(player->customTextureUrl))
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{
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// Update the ref count on the memory texture data
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app.AddMemoryTextureFile(player->customTextureUrl,nullptr,0);
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}
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if(!player->customTextureUrl2.empty() && player->customTextureUrl2.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(player->customTextureUrl2))
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{
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if( server->getConnection()->addPendingTextureRequest(player->customTextureUrl2))
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{
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#ifndef _CONTENT_PACKAGE
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wprintf(L"Sending texture packet to get custom skin %ls from player %ls\n",player->customTextureUrl2.c_str(), player->name.c_str());
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#endif
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playerConnection->send(std::make_shared<TexturePacket>(
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player->customTextureUrl,
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nullptr,
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static_cast<DWORD>(0)
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));
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}
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}
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else if(!player->customTextureUrl2.empty() && app.IsFileInMemoryTextures(player->customTextureUrl2))
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{
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// Update the ref count on the memory texture data
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app.AddMemoryTextureFile(player->customTextureUrl2,nullptr,0);
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}
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player->setIsGuest( packet->m_isGuest );
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Pos *spawnPos = level->getSharedSpawnPos();
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updatePlayerGameMode(player, nullptr, level);
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// Update the privileges with the correct game mode
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GameType *gameType = Player::getPlayerGamePrivilege(player->getAllPlayerGamePrivileges(),Player::ePlayerGamePrivilege_CreativeMode) ? GameType::CREATIVE : GameType::SURVIVAL;
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gameType = LevelSettings::validateGameType(gameType->getId());
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if (player->gameMode->getGameModeForPlayer() != gameType)
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{
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player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_CreativeMode,player->gameMode->getGameModeForPlayer()->getId() );
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}
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//shared_ptr<PlayerConnection> playerConnection = shared_ptr<PlayerConnection>(new PlayerConnection(server, connection, player));
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player->connection = playerConnection; // Used to be assigned in PlayerConnection ctor but moved out so we can use shared_ptr
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// 4J Added to store UGC settings
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playerConnection->m_friendsOnlyUGC = packet->m_friendsOnlyUGC;
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playerConnection->m_offlineXUID = packet->m_offlineXuid;
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playerConnection->m_onlineXUID = packet->m_onlineXuid;
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// This player is now added to the list, so incrementing this value invalidates all previous PreLogin packets
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if(packet->m_friendsOnlyUGC) ++server->m_ugcPlayersVersion;
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addPlayerToReceiving( player );
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int maxPlayersForPacket = getMaxPlayers() > 255 ? 255 : getMaxPlayers();
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BYTE newSmallId = 0;
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Socket *sock = connection->getSocket();
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INetworkPlayer *np = sock ? sock->getPlayer() : nullptr;
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if (np) newSmallId = np->GetSmallId();
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app.DebugPrintf("RECONNECT: placeNewPlayer smallId=%d entityId=%d dim=%d\n",
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newSmallId, player->entityId, level->dimension->id);
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playerConnection->send(std::make_shared<LoginPacket>(L"", player->entityId, level->getLevelData()->getGenerator(),
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level->getSeed(),
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player->gameMode->getGameModeForPlayer()->getId(),
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static_cast<byte>(level->dimension->id), static_cast<byte>(level->getMaxBuildHeight()),
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static_cast<byte>(maxPlayersForPacket),
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level->difficulty,
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TelemetryManager->GetMultiplayerInstanceID(),
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static_cast<BYTE>(playerIndex), level->useNewSeaLevel(),
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player->getAllPlayerGamePrivileges(),
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level->getLevelData()->getXZSize(),
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level->getLevelData()->getHellScale()));
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playerConnection->send(std::make_shared<SetSpawnPositionPacket>(spawnPos->x, spawnPos->y, spawnPos->z));
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playerConnection->send(std::make_shared<PlayerAbilitiesPacket>(&player->abilities));
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playerConnection->send(std::make_shared<SetCarriedItemPacket>(player->inventory->selected));
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delete spawnPos;
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updateEntireScoreboard(reinterpret_cast<ServerScoreboard *>(level->getScoreboard()), player);
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sendLevelInfo(player, level);
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// 4J-PB - removed, since it needs to be localised in the language the client is in
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//server->players->broadcastAll( shared_ptr<ChatPacket>( new ChatPacket(L"<22>e" + playerEntity->name + L" joined the game.") ) );
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broadcastAll(std::make_shared<ChatPacket>(player->name, ChatPacket::e_ChatPlayerJoinedGame));
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MemSect(14);
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add(player);
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MemSect(0);
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player->doTick(true, true, false); // 4J - added - force sending of the nearest chunk before the player is teleported, so we have somewhere to arrive on...
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playerConnection->teleport(player->x, player->y, player->z, player->yRot, player->xRot);
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server->getConnection()->addPlayerConnection(playerConnection);
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playerConnection->send(std::make_shared<SetTimePacket>(level->getGameTime(), level->getDayTime(), level->getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)));
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auto activeEffects = player->getActiveEffects();
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for(MobEffectInstance *effect : *player->getActiveEffects())
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{
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playerConnection->send(std::make_shared<UpdateMobEffectPacket>(player->entityId, effect));
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}
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player->initMenu();
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if (playerTag != nullptr && playerTag->contains(Entity::RIDING_TAG))
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{
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// this player has been saved with a mount tag
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shared_ptr<Entity> mount = EntityIO::loadStatic(playerTag->getCompound(Entity::RIDING_TAG), level);
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if (mount != nullptr)
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{
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mount->forcedLoading = true;
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level->addEntity(mount);
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player->ride(mount);
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mount->forcedLoading = false;
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}
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}
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// If we are joining at the same time as someone in the end on this system is travelling through the win portal,
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// then we should set our wonGame flag to true so that respawning works when the EndPoem is closed
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INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
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if( thisPlayer )
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{
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for(auto& servPlayer : players)
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{
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INetworkPlayer* checkPlayer = servPlayer->connection->getNetworkPlayer();
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if(thisPlayer != checkPlayer && checkPlayer && thisPlayer->IsSameSystem( checkPlayer ) && servPlayer->wonGame )
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{
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player->wonGame = true;
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break;
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}
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}
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}
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return true;
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}
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|
||
void PlayerList::updateEntireScoreboard(ServerScoreboard *scoreboard, shared_ptr<ServerPlayer> player)
|
||
{
|
||
//unordered_set<Objective *> objectives;
|
||
|
||
//for (PlayerTeam team : scoreboard->getPlayerTeams())
|
||
//{
|
||
// player->connection->send( shared_ptr<SetPlayerTeamPacket>(new SetPlayerTeamPacket(team, SetPlayerTeamPacket::METHOD_ADD)));
|
||
//}
|
||
|
||
//for (int slot = 0; slot < Scoreboard::DISPLAY_SLOTS; slot++)
|
||
//{
|
||
// Objective objective = scoreboard->getDisplayObjective(slot);
|
||
|
||
// if (objective != nullptr && !objectives->contains(objective))
|
||
// {
|
||
// vector<shared_ptr<Packet> > *packets = scoreboard->getStartTrackingPackets(objective);
|
||
|
||
// for (Packet packet : packets)
|
||
// {
|
||
// player->connection->send(packet);
|
||
// }
|
||
|
||
// objectives->add(objective);
|
||
// }
|
||
//}
|
||
}
|
||
|
||
void PlayerList::setLevel(ServerLevelArray levels)
|
||
{
|
||
playerIo = levels[0]->getLevelStorage()->getPlayerIO();
|
||
}
|
||
|
||
void PlayerList::changeDimension(shared_ptr<ServerPlayer> player, ServerLevel *from)
|
||
{
|
||
ServerLevel *to = player->getLevel();
|
||
|
||
if (from != nullptr) from->getChunkMap()->remove(player);
|
||
to->getChunkMap()->add(player);
|
||
|
||
to->cache->create(static_cast<int>(player->x) >> 4, static_cast<int>(player->z) >> 4);
|
||
}
|
||
|
||
int PlayerList::getMaxRange()
|
||
{
|
||
return PlayerChunkMap::convertChunkRangeToBlock(getViewDistance());
|
||
}
|
||
|
||
CompoundTag *PlayerList::load(shared_ptr<ServerPlayer> player)
|
||
{
|
||
return playerIo->load(player);
|
||
}
|
||
|
||
void PlayerList::save(shared_ptr<ServerPlayer> player)
|
||
{
|
||
playerIo->save(player);
|
||
}
|
||
|
||
// 4J Stu - TU-1 hotifx
|
||
// Add this function to take some of the code from the PlayerList::add function with the fixes
|
||
// for checking spawn area, especially in the nether. These needed to be done in a different order from before
|
||
// Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down
|
||
void PlayerList::validatePlayerSpawnPosition(shared_ptr<ServerPlayer> player)
|
||
{
|
||
// 4J Stu - Some adjustments to make sure the current players position is correct
|
||
// Make sure that the player is on the ground, and in the centre x/z of the current column
|
||
app.DebugPrintf("Original pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension);
|
||
|
||
bool spawnForced = player->isRespawnForced();
|
||
|
||
double targetX = 0;
|
||
if(player->x < 0) targetX = Mth::ceil(player->x) - 0.5;
|
||
else targetX = Mth::floor(player->x) + 0.5;
|
||
|
||
double targetY = floor(player->y);
|
||
|
||
double targetZ = 0;
|
||
if(player->z < 0) targetZ = Mth::ceil(player->z) - 0.5;
|
||
else targetZ = Mth::floor(player->z) + 0.5;
|
||
|
||
player->setPos(targetX, targetY, targetZ);
|
||
|
||
app.DebugPrintf("New pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension);
|
||
|
||
ServerLevel *level = server->getLevel(player->dimension);
|
||
while (level->getCubes(player, player->bb)->size() != 0)
|
||
{
|
||
player->setPos(player->x, player->y + 1, player->z);
|
||
}
|
||
app.DebugPrintf("Final pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension);
|
||
|
||
// 4J Stu - If we are in the nether and the above while loop has put us above the nether then we have a problem
|
||
// Finding a valid, safe spawn point is potentially computationally expensive (may have to hunt through a large part
|
||
// of the nether) so move the player to their spawn position in the overworld so that they do not lose their inventory
|
||
// 4J Stu - We also use this mechanism to force a spawn point in the overworld for players who were in the save when the reset nether option was applied
|
||
if(level->dimension->id == -1 && player->y > 125)
|
||
{
|
||
app.DebugPrintf("Player in the nether tried to spawn at y = %f, moving to overworld\n", player->y);
|
||
player->setLevel(server->getLevel(0));
|
||
player->gameMode->setLevel(server->getLevel(0));
|
||
player->dimension = 0;
|
||
|
||
level = server->getLevel(player->dimension);
|
||
|
||
Pos *levelSpawn = level->getSharedSpawnPos();
|
||
player->setPos(levelSpawn->x, levelSpawn->y, levelSpawn->z);
|
||
delete levelSpawn;
|
||
|
||
Pos *bedPosition = player->getRespawnPosition();
|
||
if (bedPosition != nullptr)
|
||
{
|
||
Pos *respawnPosition = Player::checkBedValidRespawnPosition(server->getLevel(player->dimension), bedPosition, spawnForced);
|
||
if (respawnPosition != nullptr)
|
||
{
|
||
player->moveTo(respawnPosition->x + 0.5f, respawnPosition->y + 0.1f, respawnPosition->z + 0.5f, 0, 0);
|
||
player->setRespawnPosition(bedPosition, spawnForced);
|
||
}
|
||
delete bedPosition;
|
||
}
|
||
while (level->getCubes(player, player->bb)->size() != 0)
|
||
{
|
||
player->setPos(player->x, player->y + 1, player->z);
|
||
}
|
||
|
||
app.DebugPrintf("Updated pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension);
|
||
}
|
||
}
|
||
|
||
void PlayerList::add(shared_ptr<ServerPlayer> player)
|
||
{
|
||
//broadcastAll(shared_ptr<PlayerInfoPacket>( new PlayerInfoPacket(player->name, true, 1000) ) );
|
||
if( player->connection->getNetworkPlayer() )
|
||
{
|
||
broadcastAll(std::make_shared<PlayerInfoPacket>(player));
|
||
}
|
||
|
||
players.push_back(player);
|
||
|
||
// 4J Added
|
||
addPlayerToReceiving(player);
|
||
|
||
// Ensure the area the player is spawning in is loaded!
|
||
ServerLevel *level = server->getLevel(player->dimension);
|
||
|
||
// 4J Stu - TU-1 hotfix
|
||
// Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down
|
||
// Some code from here has been moved to the above validatePlayerSpawnPosition function
|
||
|
||
// 4J Stu - Swapped these lines about so that we get the chunk visiblity packet way ahead of all the add tracked entity packets
|
||
// Fix for #9169 - ART : Sign text is replaced with the words <20>Awaiting approval<61>.
|
||
changeDimension(player, nullptr);
|
||
level->addEntity(player);
|
||
|
||
for (size_t i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> op = players.at(i);
|
||
//player->connection->send(shared_ptr<PlayerInfoPacket>( new PlayerInfoPacket(op->name, true, op->latency) ) );
|
||
if( op->connection->getNetworkPlayer() )
|
||
{
|
||
player->connection->send(std::make_shared<PlayerInfoPacket>(op));
|
||
}
|
||
}
|
||
|
||
if(level->isAtLeastOnePlayerSleeping())
|
||
{
|
||
shared_ptr<ServerPlayer> firstSleepingPlayer = nullptr;
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> thisPlayer = players[i];
|
||
if(thisPlayer->isSleeping())
|
||
{
|
||
if(firstSleepingPlayer == nullptr) firstSleepingPlayer = thisPlayer;
|
||
thisPlayer->connection->send(std::make_shared<ChatPacket>(thisPlayer->name, ChatPacket::e_ChatBedMeSleep));
|
||
}
|
||
}
|
||
player->connection->send(std::make_shared<ChatPacket>(firstSleepingPlayer->name, ChatPacket::e_ChatBedPlayerSleep));
|
||
}
|
||
}
|
||
|
||
void PlayerList::move(shared_ptr<ServerPlayer> player)
|
||
{
|
||
player->getLevel()->getChunkMap()->move(player);
|
||
}
|
||
|
||
void PlayerList::remove(shared_ptr<ServerPlayer> player)
|
||
{
|
||
save(player);
|
||
//4J Stu - We don't want to save the map data for guests, so when we are sure that the player is gone delete the map
|
||
if(player->isGuest()) playerIo->deleteMapFilesForPlayer(player);
|
||
ServerLevel *level = player->getLevel();
|
||
if (player->riding != nullptr)
|
||
{
|
||
level->removeEntityImmediately(player->riding);
|
||
app.DebugPrintf("removing player mount");
|
||
}
|
||
level->getTracker()->removeEntity(player);
|
||
level->removeEntity(player);
|
||
level->getChunkMap()->remove(player);
|
||
auto it = find(players.begin(), players.end(), player);
|
||
if( it != players.end() )
|
||
{
|
||
players.erase(it);
|
||
}
|
||
//broadcastAll(shared_ptr<PlayerInfoPacket>( new PlayerInfoPacket(player->name, false, 9999) ) );
|
||
|
||
removePlayerFromReceiving(player);
|
||
player->connection = nullptr; // Must remove reference to connection, or else there is a circular dependency
|
||
delete player->gameMode; // Gamemode also needs deleted as it references back to this player
|
||
player->gameMode = nullptr;
|
||
|
||
// 4J Stu - Save all the players currently in the game, which will also free up unused map id slots if required, and remove old players
|
||
saveAll(nullptr,false);
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::getPlayerForLogin(PendingConnection *pendingConnection, const wstring& userName, PlayerUID xuid, PlayerUID onlineXuid)
|
||
{
|
||
if (players.size() >= (unsigned int)maxPlayers)
|
||
{
|
||
pendingConnection->disconnect(DisconnectPacket::eDisconnect_ServerFull);
|
||
return shared_ptr<ServerPlayer>();
|
||
}
|
||
shared_ptr<ServerPlayer> player = std::make_shared<ServerPlayer>(server, server->getLevel(0), userName, new ServerPlayerGameMode(server->getLevel(0)));
|
||
player->gameMode->player = player; // 4J added as had to remove this assignment from ServerPlayer ctor
|
||
player->setXuid( xuid ); // 4J Added
|
||
player->setOnlineXuid( onlineXuid ); // 4J Added
|
||
#ifdef _WINDOWS64
|
||
{
|
||
// Use packet-supplied identity from LoginPacket.
|
||
// Do not recompute from name here: mixed-version clients must stay compatible.
|
||
INetworkPlayer* np = pendingConnection->connection->getSocket()->getPlayer();
|
||
if (np != nullptr)
|
||
{
|
||
player->setOnlineXuid(np->GetUID());
|
||
|
||
// Backward compatibility: when Minecraft.Client is hosting, keep the first
|
||
// host player on the legacy embedded host XUID (base + 0).
|
||
// This preserves pre-migration host playerdata in existing worlds.
|
||
if (np->IsHost())
|
||
{
|
||
player->setXuid(Win64Xuid::GetLegacyEmbeddedHostXuid());
|
||
}
|
||
}
|
||
}
|
||
#endif
|
||
// Work out the base server player settings
|
||
INetworkPlayer *networkPlayer = pendingConnection->connection->getSocket()->getPlayer();
|
||
if(networkPlayer != nullptr && !networkPlayer->IsHost())
|
||
{
|
||
player->enableAllPlayerPrivileges( app.GetGameHostOption(eGameHostOption_TrustPlayers)>0 );
|
||
}
|
||
|
||
// 4J Added
|
||
LevelRuleset *serverRuleDefs = app.getGameRuleDefinitions();
|
||
if(serverRuleDefs != nullptr)
|
||
{
|
||
player->gameMode->setGameRules( GameRuleDefinition::generateNewGameRulesInstance(GameRulesInstance::eGameRulesInstanceType_ServerPlayer, serverRuleDefs, pendingConnection->connection) );
|
||
}
|
||
|
||
return player;
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::respawn(shared_ptr<ServerPlayer> serverPlayer, int targetDimension, bool keepAllPlayerData)
|
||
{
|
||
// How we handle the entity tracker depends on whether we are the primary player currently, and whether there will be any player in the same system in the same dimension once we finish respawning.
|
||
bool isPrimary = canReceiveAllPackets(serverPlayer); // Is this the primary player in its current dimension?
|
||
int oldDimension = serverPlayer->dimension;
|
||
bool isEmptying = ( targetDimension != oldDimension); // We're not emptying this dimension on this machine if this player is going back into the same dimension
|
||
|
||
// Also consider if there is another player on this machine which is in the same dimension and can take over as primary player
|
||
if( isEmptying )
|
||
{
|
||
INetworkPlayer *thisPlayer = serverPlayer->connection->getNetworkPlayer();
|
||
|
||
for( unsigned int i = 0; i < players.size(); i++ )
|
||
{
|
||
shared_ptr<ServerPlayer> ep = players[i];
|
||
if( ep == serverPlayer ) continue;
|
||
if( ep->dimension != oldDimension ) continue;
|
||
|
||
INetworkPlayer * otherPlayer = ep->connection->getNetworkPlayer();
|
||
if( otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer) )
|
||
{
|
||
// There's another player here in the same dimension - we're not the last one out
|
||
isEmptying = false;
|
||
}
|
||
}
|
||
}
|
||
|
||
// Now we know where we stand, the actions to take are as follows:
|
||
// (1) if this isn't the primary player, then we just need to remove it from the entity tracker
|
||
// (2) if this Is the primary player then:
|
||
// (a) if isEmptying is true, then remove the player from the tracker, and send "remove entity" packets for anything seen (this is the original behaviour of the code)
|
||
// (b) if isEmptying is false, then we'll be transferring control of entity tracking to another player
|
||
|
||
if( isPrimary )
|
||
{
|
||
if( isEmptying )
|
||
{
|
||
app.DebugPrintf("Emptying this dimension\n");
|
||
serverPlayer->getLevel()->getTracker()->clear(serverPlayer);
|
||
}
|
||
else
|
||
{
|
||
app.DebugPrintf("Transferring... storing flags\n");
|
||
serverPlayer->getLevel()->getTracker()->removeEntity(serverPlayer);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
app.DebugPrintf("Not primary player\n");
|
||
serverPlayer->getLevel()->getTracker()->removeEntity(serverPlayer);
|
||
}
|
||
|
||
serverPlayer->getLevel()->getChunkMap()->remove(serverPlayer);
|
||
auto it = find(players.begin(), players.end(), serverPlayer);
|
||
if( it != players.end() )
|
||
{
|
||
players.erase(it);
|
||
}
|
||
server->getLevel(serverPlayer->dimension)->removeEntityImmediately(serverPlayer);
|
||
|
||
Pos *bedPosition = serverPlayer->getRespawnPosition();
|
||
bool spawnForced = serverPlayer->isRespawnForced();
|
||
|
||
removePlayerFromReceiving(serverPlayer);
|
||
serverPlayer->dimension = targetDimension;
|
||
|
||
EDefaultSkins skin = serverPlayer->getPlayerDefaultSkin();
|
||
DWORD playerIndex = serverPlayer->getPlayerIndex();
|
||
|
||
PlayerUID playerXuid = serverPlayer->getXuid();
|
||
PlayerUID playerOnlineXuid = serverPlayer->getOnlineXuid();
|
||
|
||
shared_ptr<ServerPlayer> player = std::make_shared<ServerPlayer>(server, server->getLevel(serverPlayer->dimension), serverPlayer->getName(), new ServerPlayerGameMode(server->getLevel(serverPlayer->dimension)));
|
||
player->connection = serverPlayer->connection;
|
||
player->restoreFrom(serverPlayer, keepAllPlayerData);
|
||
if (keepAllPlayerData)
|
||
{
|
||
// Fix for #81759 - TU9: Content: Gameplay: Entering The End Exit Portal replaces the Player's currently held item with the first one from the Quickbar
|
||
player->inventory->selected = serverPlayer->inventory->selected;
|
||
}
|
||
player->gameMode->player = player; // 4J added as had to remove this assignment from ServerPlayer ctor
|
||
player->setXuid( playerXuid ); // 4J Added
|
||
player->setOnlineXuid( playerOnlineXuid ); // 4J Added
|
||
|
||
// 4J Stu - Don't reuse the id. If we do, then the player can be re-added after being removed, but the add packet gets sent before the remove packet
|
||
//player->entityId = serverPlayer->entityId;
|
||
|
||
player->setPlayerDefaultSkin( skin );
|
||
player->setIsGuest( serverPlayer->isGuest() );
|
||
player->setPlayerIndex( playerIndex );
|
||
player->setCustomSkin( serverPlayer->getCustomSkin() );
|
||
player->setCustomCape( serverPlayer->getCustomCape() );
|
||
player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All, serverPlayer->getAllPlayerGamePrivileges());
|
||
player->gameMode->setGameRules( serverPlayer->gameMode->getGameRules() );
|
||
player->dimension = targetDimension;
|
||
|
||
// 4J Stu - Added this as we need to know earlier if the player is the player for this connection so that
|
||
// we can work out if they are the primary for the system and can receive all packets
|
||
player->connection->setPlayer( player );
|
||
|
||
addPlayerToReceiving(player);
|
||
|
||
ServerLevel *level = server->getLevel(serverPlayer->dimension);
|
||
|
||
// reset the player's game mode (first pick from old, then copy level if
|
||
// necessary)
|
||
updatePlayerGameMode(player, serverPlayer, level);
|
||
|
||
if(serverPlayer->wonGame && targetDimension == oldDimension && serverPlayer->getHealth() > 0)
|
||
{
|
||
// If the player is still alive and respawning to the same dimension, they are just being added back from someone else viewing the Win screen
|
||
player->moveTo(serverPlayer->x, serverPlayer->y, serverPlayer->z, serverPlayer->yRot, serverPlayer->xRot);
|
||
if(bedPosition != nullptr)
|
||
{
|
||
player->setRespawnPosition(bedPosition, spawnForced);
|
||
delete bedPosition;
|
||
}
|
||
// Fix for #81759 - TU9: Content: Gameplay: Entering The End Exit Portal replaces the Player's currently held item with the first one from the Quickbar
|
||
player->inventory->selected = serverPlayer->inventory->selected;
|
||
}
|
||
else if (bedPosition != nullptr)
|
||
{
|
||
Pos *respawnPosition = Player::checkBedValidRespawnPosition(server->getLevel(serverPlayer->dimension), bedPosition, spawnForced);
|
||
if (respawnPosition != nullptr)
|
||
{
|
||
player->moveTo(respawnPosition->x + 0.5f, respawnPosition->y + 0.1f, respawnPosition->z + 0.5f, 0, 0);
|
||
player->setRespawnPosition(bedPosition, spawnForced);
|
||
}
|
||
else
|
||
{
|
||
player->connection->send(std::make_shared<GameEventPacket>(GameEventPacket::NO_RESPAWN_BED_AVAILABLE, 0));
|
||
}
|
||
delete bedPosition;
|
||
}
|
||
|
||
// Ensure the area the player is spawning in is loaded!
|
||
level->cache->create(static_cast<int>(player->x) >> 4, static_cast<int>(player->z) >> 4);
|
||
|
||
while (!level->getCubes(player, player->bb)->empty())
|
||
{
|
||
player->setPos(player->x, player->y + 1, player->z);
|
||
}
|
||
|
||
player->connection->send( std::make_shared<RespawnPacket>( static_cast<char>(player->dimension), player->level->getSeed(), player->level->getMaxBuildHeight(),
|
||
player->gameMode->getGameModeForPlayer(), level->difficulty, level->getLevelData()->getGenerator(),
|
||
player->level->useNewSeaLevel(), player->entityId, level->getLevelData()->getXZSize(), level->getLevelData()->getHellScale() ) );
|
||
player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot);
|
||
player->connection->send( std::make_shared<SetExperiencePacket>( player->experienceProgress, player->totalExperience, player->experienceLevel) );
|
||
|
||
if(keepAllPlayerData)
|
||
{
|
||
vector<MobEffectInstance *> *activeEffects = player->getActiveEffects();
|
||
for(MobEffectInstance *effect : *activeEffects)
|
||
{
|
||
player->connection->send(std::make_shared<UpdateMobEffectPacket>( player->entityId, effect ) );
|
||
}
|
||
delete activeEffects;
|
||
player->getEntityData()->markDirty(Mob::DATA_EFFECT_COLOR_ID);
|
||
}
|
||
|
||
sendLevelInfo(player, level);
|
||
|
||
level->getChunkMap()->add(player);
|
||
level->addEntity(player);
|
||
players.push_back(player);
|
||
|
||
player->initMenu();
|
||
player->setHealth(player->getHealth());
|
||
|
||
// 4J-JEV - Dying before this point in the tutorial is pretty annoying,
|
||
// making sure to remove health/hunger and give you back your meat.
|
||
if( Minecraft::GetInstance()->isTutorial()
|
||
&& (!Minecraft::GetInstance()->gameMode->getTutorial()->isStateCompleted(e_Tutorial_State_Food_Bar)) )
|
||
{
|
||
app.getGameRuleDefinitions()->postProcessPlayer(player);
|
||
}
|
||
|
||
if( oldDimension == 1 && player->dimension != 1 )
|
||
{
|
||
player->displayClientMessage(IDS_PLAYER_LEFT_END);
|
||
}
|
||
|
||
return player;
|
||
|
||
}
|
||
|
||
void PlayerList::toggleDimension(shared_ptr<ServerPlayer> player, int targetDimension)
|
||
{
|
||
int lastDimension = player->dimension;
|
||
// How we handle the entity tracker depends on whether we are the primary player currently, and whether there will be any player in the same system in the same dimension once we finish respawning.
|
||
bool isPrimary = canReceiveAllPackets(player); // Is this the primary player in its current dimension?
|
||
bool isEmptying = true;
|
||
|
||
// Also consider if there is another player on this machine which is in the same dimension and can take over as primary player
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
|
||
for( unsigned int i = 0; i < players.size(); i++ )
|
||
{
|
||
shared_ptr<ServerPlayer> ep = players[i];
|
||
if( ep == player ) continue;
|
||
if( ep->dimension != lastDimension ) continue;
|
||
|
||
INetworkPlayer * otherPlayer = ep->connection->getNetworkPlayer();
|
||
if( otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer) )
|
||
{
|
||
// There's another player here in the same dimension - we're not the last one out
|
||
isEmptying = false;
|
||
}
|
||
}
|
||
|
||
|
||
// Now we know where we stand, the actions to take are as follows:
|
||
// (1) if this isn't the primary player, then we just need to remove it from the entity tracker
|
||
// (2) if this Is the primary player then:
|
||
// (a) if isEmptying is true, then remove the player from the tracker, and send "remove entity" packets for anything seen (this is the original behaviour of the code)
|
||
// (b) if isEmptying is false, then we'll be transferring control of entity tracking to another player
|
||
|
||
if( isPrimary )
|
||
{
|
||
if( isEmptying )
|
||
{
|
||
app.DebugPrintf("Toggle... Emptying this dimension\n");
|
||
player->getLevel()->getTracker()->clear(player);
|
||
}
|
||
else
|
||
{
|
||
app.DebugPrintf("Toggle... transferring\n");
|
||
player->getLevel()->getTracker()->removeEntity(player);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
app.DebugPrintf("Toggle... Not primary player\n");
|
||
player->getLevel()->getTracker()->removeEntity(player);
|
||
}
|
||
|
||
ServerLevel *oldLevel = server->getLevel(player->dimension);
|
||
|
||
// 4J Stu - Do this much earlier so we don't end up unloading chunks in the wrong dimension
|
||
player->getLevel()->getChunkMap()->remove(player);
|
||
|
||
if(player->dimension != 1 && targetDimension == 1)
|
||
{
|
||
player->displayClientMessage(IDS_PLAYER_ENTERED_END);
|
||
}
|
||
else if( player->dimension == 1 )
|
||
{
|
||
player->displayClientMessage(IDS_PLAYER_LEFT_END);
|
||
}
|
||
|
||
player->dimension = targetDimension;
|
||
|
||
ServerLevel *newLevel = server->getLevel(player->dimension);
|
||
|
||
// 4J Stu - Fix for #46423 - TU5: Art: Code: No burning animation visible after entering The Nether while burning
|
||
player->clearFire(); // Stop burning if travelling through a portal
|
||
|
||
// 4J Stu Added so that we remove entities from the correct level, after the respawn packet we will be in the wrong level
|
||
player->flushEntitiesToRemove();
|
||
|
||
player->connection->send(std::make_shared<RespawnPacket>(static_cast<char>(player->dimension), newLevel->getSeed(), newLevel->getMaxBuildHeight(),
|
||
player->gameMode->getGameModeForPlayer(), newLevel->difficulty, newLevel->getLevelData()->getGenerator(),
|
||
newLevel->useNewSeaLevel(), player->entityId, newLevel->getLevelData()->getXZSize(), newLevel->getLevelData()->getHellScale()));
|
||
|
||
oldLevel->removeEntityImmediately(player);
|
||
player->removed = false;
|
||
|
||
repositionAcrossDimension(player, lastDimension, oldLevel, newLevel);
|
||
changeDimension(player, oldLevel);
|
||
|
||
player->gameMode->setLevel(newLevel);
|
||
|
||
// Resend the teleport if we haven't yet sent the chunk they will land on
|
||
if( !g_NetworkManager.SystemFlagGet(player->connection->getNetworkPlayer(),ServerPlayer::getFlagIndexForChunk( ChunkPos(player->xChunk,player->zChunk), player->level->dimension->id ) ) )
|
||
{
|
||
player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot, false);
|
||
// Force sending of the current chunk
|
||
player->doTick(true, true, true);
|
||
}
|
||
|
||
player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot);
|
||
|
||
// 4J Stu - Fix for #64683 - Customer Encountered: TU7: Content: Gameplay: Potion effects are removed after using the Nether Portal
|
||
vector<MobEffectInstance *> *activeEffects = player->getActiveEffects();
|
||
for(MobEffectInstance *effect : *activeEffects)
|
||
{
|
||
player->connection->send(std::make_shared<UpdateMobEffectPacket>( player->entityId, effect ) );
|
||
}
|
||
delete activeEffects;
|
||
player->getEntityData()->markDirty(Mob::DATA_EFFECT_COLOR_ID);
|
||
|
||
sendLevelInfo(player, newLevel);
|
||
sendAllPlayerInfo(player);
|
||
}
|
||
|
||
void PlayerList::repositionAcrossDimension(shared_ptr<Entity> entity, int lastDimension, ServerLevel *oldLevel, ServerLevel *newLevel)
|
||
{
|
||
double xt = entity->x;
|
||
double zt = entity->z;
|
||
double xOriginal = entity->x;
|
||
double yOriginal = entity->y;
|
||
double zOriginal = entity->z;
|
||
float yRotOriginal = entity->yRot;
|
||
double scale = newLevel->getLevelData()->getHellScale(); // 4J Scale was 8 but this is all we can fit in
|
||
if (entity->dimension == -1)
|
||
{
|
||
xt /= scale;
|
||
zt /= scale;
|
||
entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot);
|
||
if (entity->isAlive())
|
||
{
|
||
oldLevel->tick(entity, false);
|
||
}
|
||
}
|
||
else if (entity->dimension == 0)
|
||
{
|
||
xt *= scale;
|
||
zt *= scale;
|
||
entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot);
|
||
if (entity->isAlive())
|
||
{
|
||
oldLevel->tick(entity, false);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
Pos *p;
|
||
|
||
if (lastDimension == 1)
|
||
{
|
||
// Coming from the end
|
||
p = newLevel->getSharedSpawnPos();
|
||
}
|
||
else
|
||
{
|
||
// Going to the end
|
||
p = newLevel->getDimensionSpecificSpawn();
|
||
}
|
||
|
||
xt = p->x;
|
||
entity->y = p->y;
|
||
zt = p->z;
|
||
delete p;
|
||
entity->moveTo(xt, entity->y, zt, 90, 0);
|
||
if (entity->isAlive())
|
||
{
|
||
oldLevel->tick(entity, false);
|
||
}
|
||
}
|
||
|
||
if(entity->GetType() == eTYPE_SERVERPLAYER)
|
||
{
|
||
shared_ptr<ServerPlayer> player = dynamic_pointer_cast<ServerPlayer>(entity);
|
||
removePlayerFromReceiving(player, false, lastDimension);
|
||
addPlayerToReceiving(player);
|
||
}
|
||
|
||
if (lastDimension != 1)
|
||
{
|
||
xt = static_cast<double>(Mth::clamp(static_cast<int>(xt), -Level::MAX_LEVEL_SIZE + 128, Level::MAX_LEVEL_SIZE - 128));
|
||
zt = static_cast<double>(Mth::clamp(static_cast<int>(zt), -Level::MAX_LEVEL_SIZE + 128, Level::MAX_LEVEL_SIZE - 128));
|
||
if (entity->isAlive())
|
||
{
|
||
newLevel->addEntity(entity);
|
||
entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot);
|
||
newLevel->tick(entity, false);
|
||
newLevel->cache->autoCreate = true;
|
||
newLevel->getPortalForcer()->force(entity, xOriginal, yOriginal, zOriginal, yRotOriginal);
|
||
newLevel->cache->autoCreate = false;
|
||
}
|
||
}
|
||
|
||
entity->setLevel(newLevel);
|
||
}
|
||
|
||
void PlayerList::tick()
|
||
{
|
||
// 4J - brought changes to how often this is sent forward from 1.2.3
|
||
if (++sendAllPlayerInfoIn > SEND_PLAYER_INFO_INTERVAL)
|
||
{
|
||
sendAllPlayerInfoIn = 0;
|
||
}
|
||
|
||
if (sendAllPlayerInfoIn < players.size())
|
||
{
|
||
shared_ptr<ServerPlayer> op = players[sendAllPlayerInfoIn];
|
||
//broadcastAll(shared_ptr<PlayerInfoPacket>( new PlayerInfoPacket(op->name, true, op->latency) ) );
|
||
if( op->connection->getNetworkPlayer() )
|
||
{
|
||
broadcastAll(std::make_shared<PlayerInfoPacket>(op));
|
||
}
|
||
}
|
||
|
||
EnterCriticalSection(&m_closePlayersCS);
|
||
while(!m_smallIdsToClose.empty())
|
||
{
|
||
BYTE smallId = m_smallIdsToClose.front();
|
||
m_smallIdsToClose.pop_front();
|
||
|
||
shared_ptr<ServerPlayer> player = nullptr;
|
||
|
||
for(unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players.at(i);
|
||
// 4J Stu - May be being a bit overprotective with all the nullptr checks, but adding late in TU7 so want to be safe
|
||
if (p != nullptr && p->connection != nullptr && p->connection->connection != nullptr && p->connection->connection->getSocket() != nullptr && p->connection->connection->getSocket()->getSmallId() == smallId )
|
||
{
|
||
player = p;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (player != nullptr)
|
||
{
|
||
player->connection->disconnect( DisconnectPacket::eDisconnect_Closed );
|
||
}
|
||
|
||
#ifdef _WINDOWS64
|
||
// The old Connection's read/write threads are now dead (disconnect waits
|
||
// for them). Safe to recycle the smallId — no stale write thread can
|
||
// resolve getPlayer() to a new connection that reuses this slot.
|
||
WinsockNetLayer::PushFreeSmallId(smallId);
|
||
WinsockNetLayer::ClearSocketForSmallId(smallId);
|
||
#endif
|
||
}
|
||
LeaveCriticalSection(&m_closePlayersCS);
|
||
|
||
EnterCriticalSection(&m_kickPlayersCS);
|
||
while(!m_smallIdsToKick.empty())
|
||
{
|
||
BYTE smallId = m_smallIdsToKick.front();
|
||
m_smallIdsToKick.pop_front();
|
||
INetworkPlayer *selectedPlayer = g_NetworkManager.GetPlayerBySmallId(smallId);
|
||
if( selectedPlayer != nullptr )
|
||
{
|
||
if( selectedPlayer->IsLocal() != TRUE )
|
||
{
|
||
//#ifdef _XBOX
|
||
PlayerUID xuid = selectedPlayer->GetUID();
|
||
// Kick this player from the game
|
||
shared_ptr<ServerPlayer> player = nullptr;
|
||
|
||
for(unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players.at(i);
|
||
PlayerUID playersXuid = p->getOnlineXuid();
|
||
if (p != nullptr && ProfileManager.AreXUIDSEqual(playersXuid, xuid ) )
|
||
{
|
||
player = p;
|
||
break;
|
||
}
|
||
}
|
||
|
||
if (player != nullptr)
|
||
{
|
||
m_bannedXuids.push_back( player->getOnlineXuid() );
|
||
// 4J Stu - If we have kicked a player, make sure that they have no privileges if they later try to join the world when trust players is off
|
||
player->enableAllPlayerPrivileges( false );
|
||
player->connection->setWasKicked();
|
||
player->connection->send(std::make_shared<DisconnectPacket>(DisconnectPacket::eDisconnect_Kicked));
|
||
}
|
||
//#endif
|
||
}
|
||
}
|
||
}
|
||
LeaveCriticalSection(&m_kickPlayersCS);
|
||
|
||
// Check our receiving players, and if they are dead see if we can replace them
|
||
for(unsigned int dim = 0; dim < 2; ++dim)
|
||
{
|
||
for(unsigned int i = 0; i < receiveAllPlayers[dim].size(); ++i)
|
||
{
|
||
shared_ptr<ServerPlayer> currentPlayer = receiveAllPlayers[dim][i];
|
||
if(currentPlayer->removed)
|
||
{
|
||
shared_ptr<ServerPlayer> newPlayer = findAlivePlayerOnSystem(currentPlayer);
|
||
if(newPlayer != nullptr)
|
||
{
|
||
receiveAllPlayers[dim][i] = newPlayer;
|
||
app.DebugPrintf("Replacing primary player %ls with %ls in dimension %d\n", currentPlayer->name.c_str(), newPlayer->name.c_str(), dim);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
bool PlayerList::isTrackingTile(int x, int y, int z, int dimension)
|
||
{
|
||
return server->getLevel(dimension)->getChunkMap()->isTrackingTile(x, y, z);
|
||
}
|
||
|
||
// 4J added - make sure that any tile updates for the chunk at this location get prioritised for sending
|
||
void PlayerList::prioritiseTileChanges(int x, int y, int z, int dimension)
|
||
{
|
||
server->getLevel(dimension)->getChunkMap()->prioritiseTileChanges(x, y, z);
|
||
}
|
||
|
||
void PlayerList::broadcastAll(shared_ptr<Packet> packet)
|
||
{
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> player = players[i];
|
||
player->connection->send(packet);
|
||
}
|
||
}
|
||
|
||
void PlayerList::broadcastAll(shared_ptr<Packet> packet, int dimension)
|
||
{
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> player = players[i];
|
||
if (player->dimension == dimension) player->connection->send(packet);
|
||
}
|
||
}
|
||
|
||
wstring PlayerList::getPlayerNames()
|
||
{
|
||
wstring msg;
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
if (i > 0) msg += L", ";
|
||
msg += players[i]->name;
|
||
}
|
||
return msg;
|
||
}
|
||
|
||
bool PlayerList::isWhiteListed(const wstring& name)
|
||
{
|
||
return true;
|
||
}
|
||
|
||
bool PlayerList::isOp(const wstring& name)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
bool PlayerList::isOp(shared_ptr<ServerPlayer> player)
|
||
{
|
||
bool cheatsEnabled = app.GetGameHostOption(eGameHostOption_CheatsEnabled);
|
||
#ifdef _DEBUG_MENUS_ENABLED
|
||
cheatsEnabled = cheatsEnabled || app.GetUseDPadForDebug();
|
||
#endif
|
||
INetworkPlayer *networkPlayer = player->connection->getNetworkPlayer();
|
||
bool isOp = cheatsEnabled && (player->isModerator() || (networkPlayer != nullptr && networkPlayer->IsHost()));
|
||
return isOp;
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::getPlayer(const wstring& name)
|
||
{
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players[i];
|
||
if (p->name == name) // 4J - used to be case insensitive (using equalsIgnoreCase) - imagine we'll be shifting to XUIDs anyway
|
||
{
|
||
return p;
|
||
}
|
||
}
|
||
return nullptr;
|
||
}
|
||
|
||
// 4J Added
|
||
shared_ptr<ServerPlayer> PlayerList::getPlayer(PlayerUID uid)
|
||
{
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players[i];
|
||
if (p->getXuid() == uid || p->getOnlineXuid() == uid) // 4J - used to be case insensitive (using equalsIgnoreCase) - imagine we'll be shifting to XUIDs anyway
|
||
{
|
||
return p;
|
||
}
|
||
}
|
||
return nullptr;
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::getNearestPlayer(Pos *position, int range)
|
||
{
|
||
if (players.empty()) return nullptr;
|
||
if (position == nullptr) return players.at(0);
|
||
shared_ptr<ServerPlayer> current = nullptr;
|
||
double dist = -1;
|
||
int rangeSqr = range * range;
|
||
|
||
for (size_t i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> next = players.at(i);
|
||
double newDist = position->distSqr(next->getCommandSenderWorldPosition());
|
||
|
||
if ((dist == -1 || newDist < dist) && (range <= 0 || newDist <= rangeSqr))
|
||
{
|
||
dist = newDist;
|
||
current = next;
|
||
}
|
||
}
|
||
|
||
return current;
|
||
}
|
||
|
||
vector<ServerPlayer> *PlayerList::getPlayers(Pos *position, int rangeMin, int rangeMax, int count, int mode, int levelMin, int levelMax, unordered_map<wstring, int> *scoreRequirements, const wstring &playerName, const wstring &teamName, Level *level)
|
||
{
|
||
app.DebugPrintf("getPlayers NOT IMPLEMENTED!");
|
||
return nullptr;
|
||
|
||
/*if (players.empty()) return nullptr;
|
||
vector<shared_ptr<ServerPlayer> > result = new vector<shared_ptr<ServerPlayer> >();
|
||
bool reverse = count < 0;
|
||
bool playerNameNot = !playerName.empty() && playerName.startsWith("!");
|
||
bool teamNameNot = !teamName.empty() && teamName.startsWith("!");
|
||
int rangeMinSqr = rangeMin * rangeMin;
|
||
int rangeMaxSqr = rangeMax * rangeMax;
|
||
count = Mth.abs(count);
|
||
|
||
if (playerNameNot) playerName = playerName.substring(1);
|
||
if (teamNameNot) teamName = teamName.substring(1);
|
||
|
||
for (size_t i = 0; i < players.size(); i++) {
|
||
ServerPlayer player = players.get(i);
|
||
|
||
if (level != null && player.level != level) continue;
|
||
if (playerName != null) {
|
||
if (playerNameNot == playerName.equalsIgnoreCase(player.getAName())) continue;
|
||
}
|
||
if (teamName != null) {
|
||
Team team = player.getTeam();
|
||
String actualName = team == null ? "" : team.getName();
|
||
if (teamNameNot == teamName.equalsIgnoreCase(actualName)) continue;
|
||
}
|
||
|
||
if (position != null && (rangeMin > 0 || rangeMax > 0)) {
|
||
float distance = position.distSqr(player.getCommandSenderWorldPosition());
|
||
if (rangeMin > 0 && distance < rangeMinSqr) continue;
|
||
if (rangeMax > 0 && distance > rangeMaxSqr) continue;
|
||
}
|
||
|
||
if (!meetsScoreRequirements(player, scoreRequirements)) continue;
|
||
|
||
if (mode != GameType.NOT_SET.getId() && mode != player.gameMode.getGameModeForPlayer().getId()) continue;
|
||
if (levelMin > 0 && player.experienceLevel < levelMin) continue;
|
||
if (player.experienceLevel > levelMax) continue;
|
||
|
||
result.add(player);
|
||
}
|
||
|
||
if (position != null) Collections.sort(result, new PlayerDistanceComparator(position));
|
||
if (reverse) Collections.reverse(result);
|
||
if (count > 0) result = result.subList(0, Math.min(count, result.size()));
|
||
|
||
return result;*/
|
||
}
|
||
|
||
bool PlayerList::meetsScoreRequirements(shared_ptr<Player> player, unordered_map<wstring, int> scoreRequirements)
|
||
{
|
||
app.DebugPrintf("meetsScoreRequirements NOT IMPLEMENTED!");
|
||
return false;
|
||
|
||
//if (scoreRequirements == null || scoreRequirements.size() == 0) return true;
|
||
|
||
//for (Map.Entry<String, Integer> requirement : scoreRequirements.entrySet()) {
|
||
// String name = requirement.getKey();
|
||
// boolean min = false;
|
||
|
||
// if (name.endsWith("_min") && name.length() > 4) {
|
||
// min = true;
|
||
// name = name.substring(0, name.length() - 4);
|
||
// }
|
||
|
||
// Scoreboard scoreboard = player.getScoreboard();
|
||
// Objective objective = scoreboard.getObjective(name);
|
||
// if (objective == null) return false;
|
||
// Score score = player.getScoreboard().getPlayerScore(player.getAName(), objective);
|
||
// int value = score.getScore();
|
||
|
||
// if (value < requirement.getValue() && min) {
|
||
// return false;
|
||
// } else if (value > requirement.getValue() && !min) {
|
||
// return false;
|
||
// }
|
||
//}
|
||
|
||
//return true;
|
||
}
|
||
|
||
void PlayerList::sendMessage(const wstring& name, const wstring& message)
|
||
{
|
||
shared_ptr<ServerPlayer> player = getPlayer(name);
|
||
if (player != nullptr)
|
||
{
|
||
player->connection->send(std::make_shared<ChatPacket>(message));
|
||
}
|
||
}
|
||
|
||
void PlayerList::broadcast(double x, double y, double z, double range, int dimension, shared_ptr<Packet> packet)
|
||
{
|
||
broadcast(nullptr, x, y, z, range, dimension, packet);
|
||
}
|
||
|
||
void PlayerList::broadcast(shared_ptr<Player> except, double x, double y, double z, double range, int dimension, shared_ptr<Packet> packet)
|
||
{
|
||
// 4J - altered so that we don't send to the same machine more than once. Add the source player to the machines we have "sent" to as it doesn't need to go to that
|
||
// machine either
|
||
vector< shared_ptr<ServerPlayer> > sentTo;
|
||
if( except != nullptr )
|
||
{
|
||
sentTo.push_back(dynamic_pointer_cast<ServerPlayer>(except));
|
||
}
|
||
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
shared_ptr<ServerPlayer> p = players[i];
|
||
if (p == except) continue;
|
||
if (p->dimension != dimension) continue;
|
||
|
||
// 4J - don't send to the same machine more than once
|
||
bool dontSend = false;
|
||
if( sentTo.size() )
|
||
{
|
||
INetworkPlayer *thisPlayer = p->connection->getNetworkPlayer();
|
||
if( thisPlayer == nullptr )
|
||
{
|
||
dontSend = true;
|
||
}
|
||
else
|
||
{
|
||
for(unsigned int j = 0; j < sentTo.size(); j++ )
|
||
{
|
||
shared_ptr<ServerPlayer> player2 = sentTo[j];
|
||
INetworkPlayer *otherPlayer = player2->connection->getNetworkPlayer();
|
||
if( otherPlayer != nullptr && thisPlayer->IsSameSystem(otherPlayer) )
|
||
{
|
||
dontSend = true;
|
||
}
|
||
}
|
||
}
|
||
}
|
||
if( dontSend )
|
||
{
|
||
continue;
|
||
}
|
||
|
||
|
||
double xd = x - p->x;
|
||
double yd = y - p->y;
|
||
double zd = z - p->z;
|
||
if (xd * xd + yd * yd + zd * zd < range * range)
|
||
{
|
||
#if 0 // _DEBUG
|
||
shared_ptr<LevelSoundPacket> SoundPacket= dynamic_pointer_cast<LevelSoundPacket>(packet);
|
||
|
||
if(SoundPacket)
|
||
{
|
||
|
||
app.DebugPrintf("---broadcast - eSoundType_[%d] ",SoundPacket->getSound());
|
||
OutputDebugStringW(ConsoleSoundEngine::wchSoundNames[SoundPacket->getSound()]);
|
||
app.DebugPrintf("\n");
|
||
}
|
||
#endif
|
||
p->connection->send(packet);
|
||
sentTo.push_back( p );
|
||
}
|
||
}
|
||
|
||
}
|
||
|
||
void PlayerList::saveAll(ProgressListener *progressListener, bool bDeleteGuestMaps /*= false*/)
|
||
{
|
||
if(progressListener != nullptr) progressListener->progressStart(IDS_PROGRESS_SAVING_PLAYERS);
|
||
// 4J - playerIo can be nullptr if we have have to exit a game really early on due to network failure
|
||
if(playerIo)
|
||
{
|
||
playerIo->saveAllCachedData();
|
||
for (unsigned int i = 0; i < players.size(); i++)
|
||
{
|
||
playerIo->save(players[i]);
|
||
|
||
//4J Stu - We don't want to save the map data for guests, so when we are sure that the player is gone delete the map
|
||
if(bDeleteGuestMaps && players[i]->isGuest()) playerIo->deleteMapFilesForPlayer(players[i]);
|
||
|
||
if(progressListener != nullptr) progressListener->progressStagePercentage((i * 100)/ static_cast<int>(players.size()));
|
||
}
|
||
playerIo->clearOldPlayerFiles();
|
||
playerIo->saveMapIdLookup();
|
||
}
|
||
}
|
||
|
||
void PlayerList::whiteList(const wstring& playerName)
|
||
{
|
||
}
|
||
|
||
void PlayerList::blackList(const wstring& playerName)
|
||
{
|
||
}
|
||
|
||
void PlayerList::reloadWhitelist()
|
||
{
|
||
}
|
||
|
||
void PlayerList::sendLevelInfo(shared_ptr<ServerPlayer> player, ServerLevel *level)
|
||
{
|
||
player->connection->send(std::make_shared<SetTimePacket>(level->getGameTime(), level->getDayTime(), level->getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)));
|
||
if (level->isRaining())
|
||
{
|
||
player->connection->send(std::make_shared<GameEventPacket>(GameEventPacket::START_RAINING, 0));
|
||
}
|
||
else
|
||
{
|
||
// 4J Stu - Fix for #44836 - Customer Encountered: Out of Sync Weather [A-10]
|
||
// If it was raining when the player left the level, and is now not raining we need to make sure that state is updated
|
||
player->connection->send(std::make_shared<GameEventPacket>(GameEventPacket::STOP_RAINING, 0));
|
||
}
|
||
|
||
// send the stronghold position if there is one
|
||
if((level->dimension->id==0) && level->getLevelData()->getHasStronghold())
|
||
{
|
||
player->connection->send(std::make_shared<XZPacket>(XZPacket::STRONGHOLD, level->getLevelData()->getXStronghold(), level->getLevelData()->getZStronghold()));
|
||
}
|
||
}
|
||
|
||
void PlayerList::sendAllPlayerInfo(shared_ptr<ServerPlayer> player)
|
||
{
|
||
player->refreshContainer(player->inventoryMenu);
|
||
player->resetSentInfo();
|
||
player->connection->send(std::make_shared<SetCarriedItemPacket>(player->inventory->selected));
|
||
}
|
||
|
||
int PlayerList::getPlayerCount()
|
||
{
|
||
return static_cast<int>(players.size());
|
||
}
|
||
|
||
int PlayerList::getPlayerCount(ServerLevel *level)
|
||
{
|
||
int count = 0;
|
||
|
||
for(auto& player : players)
|
||
{
|
||
if( player->level == level ) ++count;
|
||
}
|
||
|
||
return count;
|
||
}
|
||
|
||
int PlayerList::getMaxPlayers()
|
||
{
|
||
return maxPlayers;
|
||
}
|
||
|
||
MinecraftServer *PlayerList::getServer()
|
||
{
|
||
return server;
|
||
}
|
||
|
||
int PlayerList::getViewDistance()
|
||
{
|
||
return viewDistance;
|
||
}
|
||
|
||
void PlayerList::setOverrideGameMode(GameType *gameMode)
|
||
{
|
||
overrideGameMode = gameMode;
|
||
}
|
||
|
||
void PlayerList::updatePlayerGameMode(shared_ptr<ServerPlayer> newPlayer, shared_ptr<ServerPlayer> oldPlayer, Level *level)
|
||
{
|
||
|
||
// reset the player's game mode (first pick from old, then copy level if
|
||
// necessary)
|
||
if (oldPlayer != nullptr)
|
||
{
|
||
newPlayer->gameMode->setGameModeForPlayer(oldPlayer->gameMode->getGameModeForPlayer());
|
||
}
|
||
else if (overrideGameMode != nullptr)
|
||
{
|
||
newPlayer->gameMode->setGameModeForPlayer(overrideGameMode);
|
||
}
|
||
newPlayer->gameMode->updateGameMode(level->getLevelData()->getGameType());
|
||
}
|
||
|
||
void PlayerList::setAllowCheatsForAllPlayers(bool allowCommands)
|
||
{
|
||
this->allowCheatsForAllPlayers = allowCommands;
|
||
}
|
||
|
||
shared_ptr<ServerPlayer> PlayerList::findAlivePlayerOnSystem(shared_ptr<ServerPlayer> player)
|
||
{
|
||
int dimIndex, playerDim;
|
||
dimIndex = playerDim = player->dimension;
|
||
if( dimIndex == -1 ) dimIndex = 1;
|
||
else if( dimIndex == 1) dimIndex = 2;
|
||
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
if( thisPlayer )
|
||
{
|
||
for(auto& newPlayer : players)
|
||
{
|
||
INetworkPlayer *otherPlayer = newPlayer->connection->getNetworkPlayer();
|
||
|
||
if( !newPlayer->removed &&
|
||
newPlayer != player &&
|
||
newPlayer->dimension == playerDim &&
|
||
otherPlayer &&
|
||
otherPlayer->IsSameSystem( thisPlayer )
|
||
)
|
||
{
|
||
return newPlayer;
|
||
}
|
||
}
|
||
}
|
||
|
||
return nullptr;
|
||
}
|
||
|
||
void PlayerList::removePlayerFromReceiving(shared_ptr<ServerPlayer> player, bool usePlayerDimension /*= true*/, int dimension /*= 0*/)
|
||
{
|
||
int dimIndex, playerDim;
|
||
dimIndex = playerDim = usePlayerDimension ? player->dimension : dimension;
|
||
if( dimIndex == -1 ) dimIndex = 1;
|
||
else if( dimIndex == 1) dimIndex = 2;
|
||
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Requesting remove player %ls as primary in dimension %d\n", player->name.c_str(), dimIndex);
|
||
#endif
|
||
bool playerRemoved = false;
|
||
|
||
auto it = find(receiveAllPlayers[dimIndex].begin(), receiveAllPlayers[dimIndex].end(), player);
|
||
if( it != receiveAllPlayers[dimIndex].end() )
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Remove: Removing player %ls as primary in dimension %d\n", player->name.c_str(), dimIndex);
|
||
#endif
|
||
receiveAllPlayers[dimIndex].erase(it);
|
||
playerRemoved = true;
|
||
}
|
||
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
if( thisPlayer && playerRemoved )
|
||
{
|
||
for(auto& newPlayer : players)
|
||
{
|
||
INetworkPlayer *otherPlayer = newPlayer->connection->getNetworkPlayer();
|
||
|
||
if( newPlayer != player &&
|
||
newPlayer->dimension == playerDim &&
|
||
otherPlayer &&
|
||
otherPlayer->IsSameSystem( thisPlayer )
|
||
)
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Remove: Adding player %ls as primary in dimension %d\n", newPlayer->name.c_str(), dimIndex);
|
||
#endif
|
||
receiveAllPlayers[dimIndex].push_back( newPlayer );
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
else if( thisPlayer == nullptr )
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Remove: Qnet player for %ls was nullptr so re-checking all players\n", player->name.c_str() );
|
||
#endif
|
||
// 4J Stu - Something went wrong, or possibly the QNet player left before we got here.
|
||
// Re-check all active players and make sure they have someone on their system to receive all packets
|
||
for(auto& newPlayer : players)
|
||
{
|
||
INetworkPlayer *checkingPlayer = newPlayer->connection->getNetworkPlayer();
|
||
|
||
if( checkingPlayer )
|
||
{
|
||
int newPlayerDim = 0;
|
||
if( newPlayer->dimension == -1 ) newPlayerDim = 1;
|
||
else if( newPlayer->dimension == 1) newPlayerDim = 2;
|
||
bool foundPrimary = false;
|
||
for(auto& primaryPlayer : receiveAllPlayers[newPlayerDim])
|
||
{
|
||
INetworkPlayer *primPlayer = primaryPlayer->connection->getNetworkPlayer();
|
||
if(primPlayer != nullptr && checkingPlayer->IsSameSystem( primPlayer ) )
|
||
{
|
||
foundPrimary = true;
|
||
break;
|
||
}
|
||
}
|
||
if(!foundPrimary)
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Remove: Adding player %ls as primary in dimension %d\n", newPlayer->name.c_str(), newPlayerDim);
|
||
#endif
|
||
receiveAllPlayers[newPlayerDim].push_back( newPlayer );
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
void PlayerList::addPlayerToReceiving(shared_ptr<ServerPlayer> player)
|
||
{
|
||
int playerDim = 0;
|
||
if( player->dimension == -1 ) playerDim = 1;
|
||
else if( player->dimension == 1) playerDim = 2;
|
||
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Requesting add player %ls as primary in dimension %d\n", player->name.c_str(), playerDim);
|
||
#endif
|
||
|
||
bool shouldAddPlayer = true;
|
||
|
||
INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer();
|
||
|
||
if( thisPlayer == nullptr )
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Add: Qnet player for player %ls is nullptr so not adding them\n", player->name.c_str() );
|
||
#endif
|
||
shouldAddPlayer = false;
|
||
}
|
||
else
|
||
{
|
||
for(auto& oldPlayer : receiveAllPlayers[playerDim])
|
||
{
|
||
INetworkPlayer *checkingPlayer = oldPlayer->connection->getNetworkPlayer();
|
||
if(checkingPlayer != nullptr && checkingPlayer->IsSameSystem( thisPlayer ) )
|
||
{
|
||
shouldAddPlayer = false;
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
if( shouldAddPlayer )
|
||
{
|
||
#ifndef _CONTENT_PACKAGE
|
||
app.DebugPrintf("Add: Adding player %ls as primary in dimension %d\n", player->name.c_str(), playerDim);
|
||
#endif
|
||
receiveAllPlayers[playerDim].push_back( player );
|
||
}
|
||
}
|
||
|
||
bool PlayerList::canReceiveAllPackets(shared_ptr<ServerPlayer> player)
|
||
{
|
||
int playerDim = 0;
|
||
if( player->dimension == -1 ) playerDim = 1;
|
||
else if( player->dimension == 1) playerDim = 2;
|
||
for(const auto& newPlayer : receiveAllPlayers[playerDim])
|
||
{
|
||
if(newPlayer == player)
|
||
{
|
||
return true;
|
||
}
|
||
}
|
||
return false;
|
||
}
|
||
|
||
void PlayerList::kickPlayerByShortId(BYTE networkSmallId)
|
||
{
|
||
EnterCriticalSection(&m_kickPlayersCS);
|
||
m_smallIdsToKick.push_back(networkSmallId);
|
||
LeaveCriticalSection(&m_kickPlayersCS);
|
||
}
|
||
|
||
void PlayerList::closePlayerConnectionBySmallId(BYTE networkSmallId)
|
||
{
|
||
EnterCriticalSection(&m_closePlayersCS);
|
||
m_smallIdsToClose.push_back(networkSmallId);
|
||
LeaveCriticalSection(&m_closePlayersCS);
|
||
}
|
||
|
||
void PlayerList::queueSmallIdForRecycle(BYTE smallId)
|
||
{
|
||
EnterCriticalSection(&m_closePlayersCS);
|
||
m_smallIdsToClose.push_back(smallId);
|
||
LeaveCriticalSection(&m_closePlayersCS);
|
||
}
|
||
|
||
bool PlayerList::isXuidBanned(PlayerUID xuid)
|
||
{
|
||
if( xuid == INVALID_XUID ) return false;
|
||
|
||
bool banned = false;
|
||
|
||
for(PlayerUID it : m_bannedXuids)
|
||
{
|
||
if( ProfileManager.AreXUIDSEqual( xuid, it ) )
|
||
{
|
||
banned = true;
|
||
break;
|
||
}
|
||
}
|
||
|
||
#if defined(_WINDOWS64) && defined(MINECRAFT_SERVER_BUILD)
|
||
if (!banned && g_Win64DedicatedServer)
|
||
{
|
||
banned = ServerRuntime::Access::IsPlayerBanned(xuid);
|
||
}
|
||
#endif
|
||
|
||
return banned;
|
||
}
|
||
|
||
// AP added for Vita so the range can be increased once the level starts
|
||
void PlayerList::setViewDistance(int newViewDistance)
|
||
{
|
||
viewDistance = newViewDistance;
|
||
}
|