4jcraft/targets/minecraft/server/network/ServerConnection.cpp
2026-04-09 15:24:13 +10:00

205 lines
6.8 KiB
C++

#include "ServerConnection.h"
#include <algorithm>
#include "PendingConnection.h"
#include "PlayerConnection.h"
#include "minecraft/IGameServices.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"
#include "minecraft/util/Log.h"
#include "util/StringHelpers.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<PendingConnection> unconnectedClient =
std::make_shared<PendingConnection>(
server, socket,
"Connection #" + toWString<int>(connectionCounter++));
handleConnection(unconnectedClient);
}
void ServerConnection::addPlayerConnection(
std::shared_ptr<PlayerConnection> uc) {
players.push_back(uc);
}
void ServerConnection::handleConnection(std::shared_ptr<PendingConnection> uc) {
{
std::lock_guard<std::mutex> lock(pending_cs);
pending.push_back(uc);
}
}
void ServerConnection::stop() {
{
std::lock_guard<std::mutex> lock(pending_cs);
for (unsigned int i = 0; i < pending.size(); i++) {
std::shared_ptr<PendingConnection> uc = pending[i];
uc->connection->close(DisconnectPacket::eDisconnect_Closed);
}
}
for (unsigned int i = 0; i < players.size(); i++) {
std::shared_ptr<PlayerConnection> 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<std::shared_ptr<PendingConnection> > tempPending;
{
std::lock_guard<std::mutex> lock(pending_cs);
tempPending = pending;
}
for (unsigned int i = 0; i < tempPending.size(); i++) {
std::shared_ptr<PendingConnection> uc = tempPending[i];
// try { // 4J - removed try/catch
uc->tick();
// } catch (Exception e) {
// uc.disconnect("Internal server error");
// logger.log(Level.WARNING, "Failed to handle packet: "
// + e, e);
// }
if (uc->connection != nullptr) uc->connection->flush();
}
}
// now remove from the pending list
{
std::lock_guard<std::mutex> 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<PlayerConnection> player = players[i];
std::shared_ptr<ServerPlayer> 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<PlayerConnection> 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<PlayerConnection> player = players[i];
if (!player->done) {
player->handleTextureAndGeometryReceived(textureName);
}
}
}
void ServerConnection::handleServerSettingsChanged(
std::shared_ptr<ServerSettingsChangedPacket> 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> playerconnection =
// players[i];
// playerconnection->setShowOnMaps(pMinecraft->options->GetGamertagSetting());
// }
// }
}
std::vector<std::shared_ptr<PlayerConnection> >*
ServerConnection::getPlayers() {
return &players;
}