#include "minecraft/IGameServices.h" #include "minecraft/util/Log.h" #include "ServerConnection.h" #include #include "app/linux/LinuxGame.h" #include "PendingConnection.h" #include "PlayerConnection.h" #include "util/StringHelpers.h" #include "minecraft/client/Minecraft.h" #include "minecraft/client/multiplayer/MultiPlayerLevel.h" #include "minecraft/network/Connection.h" #include "minecraft/network/packet/DisconnectPacket.h" #include "minecraft/network/packet/ServerSettingsChangedPacket.h" #include "minecraft/server/level/ServerPlayer.h" ServerConnection::ServerConnection(MinecraftServer* server) { // 4J - added initialiser connectionCounter = 0; this->server = server; } ServerConnection::~ServerConnection() {} // 4J - added to handle incoming connections, to replace thread that original // used to have void ServerConnection::NewIncomingSocket(Socket* socket) { std::shared_ptr unconnectedClient = std::make_shared( server, socket, "Connection #" + toWString(connectionCounter++)); handleConnection(unconnectedClient); } void ServerConnection::addPlayerConnection( std::shared_ptr uc) { players.push_back(uc); } void ServerConnection::handleConnection(std::shared_ptr uc) { { std::lock_guard lock(pending_cs); pending.push_back(uc); } } void ServerConnection::stop() { { std::lock_guard lock(pending_cs); for (unsigned int i = 0; i < pending.size(); i++) { std::shared_ptr uc = pending[i]; uc->connection->close(DisconnectPacket::eDisconnect_Closed); } } for (unsigned int i = 0; i < players.size(); i++) { std::shared_ptr player = players[i]; player->connection->close(DisconnectPacket::eDisconnect_Closed); } } void ServerConnection::tick() { { // MGH - changed this so that the the CS lock doesn't cover the tick // (was causing a lockup when 2 players tried to join) std::vector > tempPending; { std::lock_guard lock(pending_cs); tempPending = pending; } for (unsigned int i = 0; i < tempPending.size(); i++) { std::shared_ptr uc = tempPending[i]; // try { // 4J - removed try/catch uc->tick(); // } catch (Exception e) { // uc.disconnect("Internal server error"); // logger.log(Level.WARNING, "Failed to handle packet: " // + e, e); // } if (uc->connection != nullptr) uc->connection->flush(); } } // now remove from the pending list { std::lock_guard lock(pending_cs); for (unsigned int i = 0; i < pending.size(); i++) if (pending[i]->done) { pending.erase(pending.begin() + i); i--; } } for (unsigned int i = 0; i < players.size(); i++) { std::shared_ptr player = players[i]; std::shared_ptr serverPlayer = player->getPlayer(); if (serverPlayer) { serverPlayer->updateFrameTick(); serverPlayer->doChunkSendingTick(false); } player->tick(); if (player->done) { players.erase(players.begin() + i); i--; } player->connection->flush(); } } bool ServerConnection::addPendingTextureRequest( const std::string& textureName) { auto it = find(m_pendingTextureRequests.begin(), m_pendingTextureRequests.end(), textureName); if (it == m_pendingTextureRequests.end()) { m_pendingTextureRequests.push_back(textureName); return true; } // 4J Stu - We want to request this texture from everyone, if we have a // duplicate it's most likely because the first person we asked for it // didn't have it eg They selected a skin then deleted the skin pack. The // side effect of this change is that in certain cases we can send a few // more requests, and receive a few more responses if people join with the // same skin in a short space of time return true; } void ServerConnection::handleTextureReceived(const std::string& textureName) { auto it = find(m_pendingTextureRequests.begin(), m_pendingTextureRequests.end(), textureName); if (it != m_pendingTextureRequests.end()) { m_pendingTextureRequests.erase(it); } for (unsigned int i = 0; i < players.size(); i++) { std::shared_ptr player = players[i]; if (!player->done) { player->handleTextureReceived(textureName); } } } void ServerConnection::handleTextureAndGeometryReceived( const std::string& textureName) { auto it = find(m_pendingTextureRequests.begin(), m_pendingTextureRequests.end(), textureName); if (it != m_pendingTextureRequests.end()) { m_pendingTextureRequests.erase(it); } for (unsigned int i = 0; i < players.size(); i++) { std::shared_ptr player = players[i]; if (!player->done) { player->handleTextureAndGeometryReceived(textureName); } } } void ServerConnection::handleServerSettingsChanged( std::shared_ptr packet) { Minecraft* pMinecraft = Minecraft::GetInstance(); if (packet->action == ServerSettingsChangedPacket::HOST_DIFFICULTY) { for (unsigned int i = 0; i < pMinecraft->levels.size(); ++i) { if (pMinecraft->levels[i] != nullptr) { Log::info( "ClientConnection::handleServerSettingsChanged - " "Difficulty = %d", packet->data); pMinecraft->levels[i]->difficulty = packet->data; } } } // else // if(packet->action==ServerSettingsChangedPacket::HOST_IN_GAME_SETTINGS)// // options // { // gameServices().setGameHostOption(eGameHostOption_All,packet->m_serverSettings) // } // else // { // unsigned char ucData=(unsigned char)packet->data; // if(ucData&1) // { // // hide gamertags // pMinecraft->options->SetGamertagSetting(true); // } // else // { // pMinecraft->options->SetGamertagSetting(false); // } // // for (unsigned int i = 0; i < players.size(); i++) // { // shared_ptr playerconnection = // players[i]; // playerconnection->setShowOnMaps(pMinecraft->options->GetGamertagSetting()); // } // } } std::vector >* ServerConnection::getPlayers() { return &players; }