4jcraft/Minecraft.Client/MinecraftServer.cpp

1730 lines
68 KiB
C++

#include "Platform/stdafx.h"
// #include "Minecraft.h"
#include <ctime>
#include "Input/ConsoleInput.h"
#include "Level/DerivedServerLevel.h"
#include "GameState/DispenserBootstrap.h"
#include "Player/EntityTracker.h"
#include "MinecraftServer.h"
#include "GameState/Options.h"
#include "Network/PlayerList.h"
#include "Network/ServerChunkCache.h"
#include "Network/ServerConnection.h"
#include "Level/ServerLevel.h"
#include "Level/ServerLevelListener.h"
#include "GameState/Settings.h"
#include "../Minecraft.World/Commands/Command.h"
#include "../Minecraft.World/Util/AABB.h"
#include "../Minecraft.World/Util/Vec3.h"
#include "../Minecraft.World/Headers/net.minecraft.network.h"
#include "../Minecraft.World/Headers/net.minecraft.world.level.dimension.h"
#include "../Minecraft.World/Headers/net.minecraft.world.level.storage.h"
#include "../Minecraft.World/Headers/net.minecraft.world.h"
#include "../Minecraft.World/Headers/net.minecraft.world.level.h"
#include "../Minecraft.World/Headers/net.minecraft.world.level.tile.h"
#include "../Minecraft.World/Util/Pos.h"
#include "../Minecraft.World/Platform/System.h"
#include "../Minecraft.World/Util/StringHelpers.h"
#if defined(SPLIT_SAVES)
#include "../Minecraft.World/IO/Files/ConsoleSaveFileSplit.h"
#endif
#include "../Minecraft.World/IO/Files/ConsoleSaveFileOriginal.h"
#include "../Minecraft.World/Network/Socket.h"
#include "../Minecraft.World/Headers/net.minecraft.world.entity.h"
#include "Rendering/EntityRenderers/ProgressRenderer.h"
#include "Player/ServerPlayer.h"
#include "Rendering/GameRenderer.h"
#include "../Minecraft.World/Util/ThreadName.h"
#include "../Minecraft.World/Level/Storage/CompressedTileStorage.h"
#include "../Minecraft.World/Level/Storage/SparseLightStorage.h"
#include "../Minecraft.World/Level/Storage/SparseDataStorage.h"
#include "../Minecraft.World/IO/Streams/Compression.h"
#include "Platform/Common/ShutdownManager.h"
#include "Platform/Common/UI/UIStructs.h"
#include "Network/ServerCommandDispatcher.h"
#include "../Minecraft.World/WorldGen/Biomes/BiomeSource.h"
#include "Network/PlayerChunkMap.h"
#include "Platform/Common/Telemetry/TelemetryManager.h"
#define DEBUG_SERVER_DONT_SPAWN_MOBS 0
// 4J Added
MinecraftServer* MinecraftServer::server = NULL;
bool MinecraftServer::setTimeAtEndOfTick = false;
int64_t MinecraftServer::setTime = 0;
bool MinecraftServer::setTimeOfDayAtEndOfTick = false;
int64_t MinecraftServer::setTimeOfDay = 0;
bool MinecraftServer::m_bPrimaryPlayerSignedOut = false;
bool MinecraftServer::s_bServerHalted = false;
bool MinecraftServer::s_bSaveOnExitAnswered = false;
#if defined(_ACK_CHUNK_SEND_THROTTLING)
bool MinecraftServer::s_hasSentEnoughPackets = false;
int64_t MinecraftServer::s_tickStartTime = 0;
std::vector<INetworkPlayer*> MinecraftServer::s_sentTo;
#else
int MinecraftServer::s_slowQueuePlayerIndex = 0;
int MinecraftServer::s_slowQueueLastTime = 0;
bool MinecraftServer::s_slowQueuePacketSent = false;
#endif
std::unordered_map<std::wstring, int> MinecraftServer::ironTimers;
MinecraftServer::MinecraftServer() {
// 4J - added initialisers
connection = NULL;
settings = NULL;
players = NULL;
commands = NULL;
running = true;
m_bLoaded = false;
stopped = false;
tickCount = 0;
std::wstring progressStatus;
progress = 0;
motd = L"";
m_isServerPaused = false;
m_serverPausedEvent = new C4JThread::Event;
m_saveOnExit = false;
m_suspending = false;
m_ugcPlayersVersion = 0;
m_texturePackId = 0;
maxBuildHeight = Level::maxBuildHeight;
playerIdleTimeout = 0;
m_postUpdateThread = NULL;
forceGameType = false;
commandDispatcher = new ServerCommandDispatcher();
DispenserBootstrap::bootStrap();
}
MinecraftServer::~MinecraftServer() {}
bool MinecraftServer::initServer(__int64 seed, NetworkGameInitData* initData,
std::uint32_t initSettings, bool findSeed) {
// 4J - removed
settings = new Settings(new File(L"server.properties"));
app.DebugPrintf("\n*** SERVER SETTINGS ***\n");
app.DebugPrintf(
"ServerSettings: host-friends-only is %s\n",
(app.GetGameHostOption(eGameHostOption_FriendsOfFriends) > 0) ? "on"
: "off");
app.DebugPrintf("ServerSettings: game-type is %s\n",
(app.GetGameHostOption(eGameHostOption_GameType) == 0)
? "Survival Mode"
: "Creative Mode");
app.DebugPrintf(
"ServerSettings: pvp is %s\n",
(app.GetGameHostOption(eGameHostOption_PvP) > 0) ? "on" : "off");
app.DebugPrintf("ServerSettings: fire spreads is %s\n",
(app.GetGameHostOption(eGameHostOption_FireSpreads) > 0)
? "on"
: "off");
app.DebugPrintf(
"ServerSettings: tnt explodes is %s\n",
(app.GetGameHostOption(eGameHostOption_TNT) > 0) ? "on" : "off");
app.DebugPrintf("\n");
// TODO 4J Stu - Init a load of settings based on data passed as params
// settings->setBooleanAndSave( L"host-friends-only",
// (app.GetGameHostOption(eGameHostOption_FriendsOfFriends)>0) );
// 4J - Unused
// localIp = settings->getString(L"server-ip", L"");
// onlineMode = settings->getBoolean(L"online-mode", true);
// motd = settings->getString(L"motd", L"A Minecraft Server");
// motd.replace('§', '$');
setAnimals(settings->getBoolean(L"spawn-animals", true));
setNpcsEnabled(settings->getBoolean(L"spawn-npcs", true));
setPvpAllowed(app.GetGameHostOption(eGameHostOption_PvP) > 0
? true
: false); // settings->getBoolean(L"pvp", true);
// 4J Stu - We should never have hacked clients flying when they shouldn't
// be like the PC version, so enable flying always Fix for #46612 - TU5:
// Code: Multiplayer: A client can be banned for flying when accidentaly
// being blown by dynamite
setFlightAllowed(true); // settings->getBoolean(L"allow-flight", false);
// 4J Stu - Enabling flight to stop it kicking us when we use it
#if defined(_DEBUG_MENUS_ENABLED)
setFlightAllowed(true);
#endif
connection = new ServerConnection(this);
Socket::Initialise(connection); // 4J - added
setPlayers(new PlayerList(this));
// 4J-JEV: Need to wait for levelGenerationOptions to load.
while (app.getLevelGenerationOptions() != NULL &&
!app.getLevelGenerationOptions()->hasLoadedData())
Sleep(1);
if (app.getLevelGenerationOptions() != NULL &&
!app.getLevelGenerationOptions()->ready()) {
// TODO: Stop loading, add error message.
}
int64_t levelNanoTime = System::nanoTime();
std::wstring levelName = settings->getString(L"level-name", L"world");
std::wstring levelTypeString;
bool gameRuleUseFlatWorld = false;
if (app.getLevelGenerationOptions() != NULL) {
gameRuleUseFlatWorld =
app.getLevelGenerationOptions()->getuseFlatWorld();
}
if (gameRuleUseFlatWorld ||
app.GetGameHostOption(eGameHostOption_LevelType) > 0) {
levelTypeString = settings->getString(L"level-type", L"flat");
} else {
levelTypeString = settings->getString(L"level-type", L"default");
}
LevelType* pLevelType = LevelType::getLevelType(levelTypeString);
if (pLevelType == NULL) {
pLevelType = LevelType::lvl_normal;
}
ProgressRenderer* mcprogress = Minecraft::GetInstance()->progressRenderer;
mcprogress->progressStart(IDS_PROGRESS_INITIALISING_SERVER);
if (findSeed) {
seed = BiomeSource::findSeed(pLevelType);
}
setMaxBuildHeight(
settings->getInt(L"max-build-height", Level::maxBuildHeight));
setMaxBuildHeight(((getMaxBuildHeight() + 8) / 16) * 16);
setMaxBuildHeight(
Mth::clamp(getMaxBuildHeight(), 64, Level::maxBuildHeight));
// settings->setProperty(L"max-build-height", maxBuildHeight);
// logger.info("Preparing level \"" + levelName + "\"");
m_bLoaded = loadLevel(new McRegionLevelStorageSource(File(L".")), levelName,
seed, pLevelType, initData);
// logger.info("Done (" + (System.nanoTime() - levelNanoTime) + "ns)!
// For help, type \"help\" or \"?\"");
// 4J delete passed in save data now - this is only required for the
// tutorial which is loaded by passing data directly in rather than using
// the storage manager
if (initData->saveData) {
delete[] reinterpret_cast<std::uint8_t*>(initData->saveData->data);
initData->saveData->data = 0;
initData->saveData->fileSize = 0;
}
g_NetworkManager.ServerReady(); // 4J added
return m_bLoaded;
}
// 4J - added - extra thread to post processing on separate thread during level
// creation
int MinecraftServer::runPostUpdate(void* lpParam) {
ShutdownManager::HasStarted(ShutdownManager::ePostProcessThread);
MinecraftServer* server = (MinecraftServer*)lpParam;
Entity::useSmallIds(); // This thread can end up spawning entities as
// resources
AABB::CreateNewThreadStorage();
Vec3::CreateNewThreadStorage();
Compression::UseDefaultThreadStorage();
Level::enableLightingCache();
Tile::CreateNewThreadStorage();
// Update lights for both levels until we are signalled to terminate
do {
EnterCriticalSection(&server->m_postProcessCS);
if (server->m_postProcessRequests.size()) {
MinecraftServer::postProcessRequest request =
server->m_postProcessRequests.back();
server->m_postProcessRequests.pop_back();
LeaveCriticalSection(&server->m_postProcessCS);
static int count = 0;
PIXBeginNamedEvent(0, "Post processing %d ", (count++) % 8);
request.chunkSource->postProcess(request.chunkSource, request.x,
request.z);
PIXEndNamedEvent();
} else {
LeaveCriticalSection(&server->m_postProcessCS);
}
Sleep(1);
} while (!server->m_postUpdateTerminate &&
ShutdownManager::ShouldRun(ShutdownManager::ePostProcessThread));
// #ifndef 0
// One final pass through updates to make sure we're done
EnterCriticalSection(&server->m_postProcessCS);
int maxRequests = server->m_postProcessRequests.size();
while (server->m_postProcessRequests.size() &&
ShutdownManager::ShouldRun(ShutdownManager::ePostProcessThread)) {
MinecraftServer::postProcessRequest request =
server->m_postProcessRequests.back();
server->m_postProcessRequests.pop_back();
LeaveCriticalSection(&server->m_postProcessCS);
request.chunkSource->postProcess(request.chunkSource, request.x,
request.z);
EnterCriticalSection(&server->m_postProcessCS);
}
LeaveCriticalSection(&server->m_postProcessCS);
// #endif //0
Tile::ReleaseThreadStorage();
AABB::ReleaseThreadStorage();
Vec3::ReleaseThreadStorage();
Level::destroyLightingCache();
ShutdownManager::HasFinished(ShutdownManager::ePostProcessThread);
return 0;
}
void MinecraftServer::addPostProcessRequest(ChunkSource* chunkSource, int x,
int z) {
EnterCriticalSection(&m_postProcessCS);
m_postProcessRequests.push_back(
MinecraftServer::postProcessRequest(x, z, chunkSource));
LeaveCriticalSection(&m_postProcessCS);
}
void MinecraftServer::postProcessTerminate(ProgressRenderer* mcprogress) {
std::uint32_t status = 0;
EnterCriticalSection(&server->m_postProcessCS);
size_t postProcessItemCount = server->m_postProcessRequests.size();
LeaveCriticalSection(&server->m_postProcessCS);
do {
status = m_postUpdateThread->WaitForCompletion(50);
if (status == WAIT_TIMEOUT) {
EnterCriticalSection(&server->m_postProcessCS);
size_t postProcessItemRemaining =
server->m_postProcessRequests.size();
LeaveCriticalSection(&server->m_postProcessCS);
if (postProcessItemCount) {
mcprogress->progressStagePercentage(
(postProcessItemCount - postProcessItemRemaining) * 100 /
postProcessItemCount);
}
CompressedTileStorage::tick();
SparseLightStorage::tick();
SparseDataStorage::tick();
}
} while (status == WAIT_TIMEOUT);
delete m_postUpdateThread;
m_postUpdateThread = NULL;
DeleteCriticalSection(&m_postProcessCS);
}
bool MinecraftServer::loadLevel(LevelStorageSource* storageSource,
const std::wstring& name, __int64 levelSeed,
LevelType* pLevelType,
NetworkGameInitData* initData) {
// 4J - TODO - do with new save stuff
// if (storageSource->requiresConversion(name))
// {
// assert(false);
// }
ProgressRenderer* mcprogress = Minecraft::GetInstance()->progressRenderer;
// 4J TODO - free levels here if there are already some?
levels = ServerLevelArray(3);
int gameTypeId = settings->getInt(
L"gamemode",
app.GetGameHostOption(
eGameHostOption_GameType)); // LevelSettings::GAMETYPE_SURVIVAL);
GameType* gameType = LevelSettings::validateGameType(gameTypeId);
app.DebugPrintf("Default game type: %d\n", gameTypeId);
LevelSettings* levelSettings = new LevelSettings(
levelSeed, gameType,
app.GetGameHostOption(eGameHostOption_Structures) > 0 ? true : false,
isHardcore(), true, pLevelType, initData->xzSize, initData->hellScale);
if (app.GetGameHostOption(eGameHostOption_BonusChest))
levelSettings->enableStartingBonusItems();
// 4J - temp - load existing level
std::shared_ptr<McRegionLevelStorage> storage = nullptr;
bool levelChunksNeedConverted = false;
if (initData->saveData != NULL) {
// We are loading a file from disk with the data passed in
#if defined(SPLIT_SAVES)
ConsoleSaveFileOriginal oldFormatSave(
initData->saveData->saveName, initData->saveData->data,
initData->saveData->fileSize, false, initData->savePlatform);
ConsoleSaveFile* pSave = new ConsoleSaveFileSplit(&oldFormatSave);
// ConsoleSaveFile* pSave = new ConsoleSaveFileSplit(
// initData->saveData->saveName, initData->saveData->data,
// initData->saveData->fileSize, false, initData->savePlatform );
#else
ConsoleSaveFile* pSave = new ConsoleSaveFileOriginal(
initData->saveData->saveName, initData->saveData->data,
initData->saveData->fileSize, false, initData->savePlatform);
#endif
if (pSave->isSaveEndianDifferent()) levelChunksNeedConverted = true;
pSave->ConvertToLocalPlatform(); // check if we need to convert this
// file from PS3->PS4
storage = std::shared_ptr<McRegionLevelStorage>(
new McRegionLevelStorage(pSave, File(L"."), name, true));
} else {
// We are loading a save from the storage manager
#if defined(SPLIT_SAVES)
bool bLevelGenBaseSave = false;
LevelGenerationOptions* levelGen = app.getLevelGenerationOptions();
if (levelGen != NULL && levelGen->requiresBaseSave()) {
unsigned int fileSize = 0;
std::uint8_t* pvSaveData = levelGen->getBaseSaveData(fileSize);
if (pvSaveData && fileSize != 0) bLevelGenBaseSave = true;
}
ConsoleSaveFileSplit* newFormatSave = NULL;
if (bLevelGenBaseSave) {
ConsoleSaveFileOriginal oldFormatSave(L"");
newFormatSave = new ConsoleSaveFileSplit(&oldFormatSave);
} else {
newFormatSave = new ConsoleSaveFileSplit(L"");
}
storage = std::shared_ptr<McRegionLevelStorage>(
new McRegionLevelStorage(newFormatSave, File(L"."), name, true));
#else
storage =
std::shared_ptr<McRegionLevelStorage>(new McRegionLevelStorage(
new ConsoleSaveFileOriginal(L""), File(L"."), name, true));
#endif
}
// McRegionLevelStorage *storage = new McRegionLevelStorage(new
// ConsoleSaveFile( L"" ), L"", L"", 0); // original
// McRegionLevelStorage *storage = new McRegionLevelStorage(File(L"."),
// name, true); // TODO
for (unsigned int i = 0; i < levels.length; i++) {
if (s_bServerHalted || !g_NetworkManager.IsInSession()) {
return false;
}
// String levelName = name;
// if (i == 1) levelName += "_nether";
int dimension = 0;
if (i == 1) dimension = -1;
if (i == 2) dimension = 1;
if (i == 0) {
levels[i] =
new ServerLevel(this, storage, name, dimension, levelSettings);
if (app.getLevelGenerationOptions() != NULL) {
LevelGenerationOptions* mapOptions =
app.getLevelGenerationOptions();
Pos* spawnPos = mapOptions->getSpawnPos();
if (spawnPos != NULL) {
levels[i]->setSpawnPos(spawnPos);
}
levels[i]->getLevelData()->setHasBeenInCreative(
mapOptions->isFromDLC());
}
} else
levels[i] = new DerivedServerLevel(this, storage, name, dimension,
levelSettings, levels[0]);
// levels[i]->addListener(new ServerLevelListener(this,
// levels[i])); // 4J - have moved this to the
// ServerLevel ctor so that it is set up in time for the first
// chunk to load, which might actually happen there
// 4J Stu - We set the levels difficulty based on the minecraft options
// levels[i]->difficulty = settings->getBoolean(L"spawn-monsters", true)
// ? Difficulty::EASY : Difficulty::PEACEFUL;
Minecraft* pMinecraft = Minecraft::GetInstance();
// m_lastSentDifficulty = pMinecraft->options->difficulty;
levels[i]->difficulty = app.GetGameHostOption(
eGameHostOption_Difficulty); // pMinecraft->options->difficulty;
app.DebugPrintf("MinecraftServer::loadLevel - Difficulty = %d\n",
levels[i]->difficulty);
#if DEBUG_SERVER_DONT_SPAWN_MOBS
levels[i]->setSpawnSettings(false, false);
#else
levels[i]->setSpawnSettings(
settings->getBoolean(L"spawn-monsters", true), animals);
#endif
levels[i]->getLevelData()->setGameType(gameType);
if (app.getLevelGenerationOptions() != NULL) {
LevelGenerationOptions* mapOptions =
app.getLevelGenerationOptions();
levels[i]->getLevelData()->setHasBeenInCreative(
mapOptions->getLevelHasBeenInCreative());
}
players->setLevel(levels);
}
if (levels[0]->isNew) {
mcprogress->progressStage(IDS_PROGRESS_GENERATING_SPAWN_AREA);
} else {
mcprogress->progressStage(IDS_PROGRESS_LOADING_SPAWN_AREA);
}
app.SetGameHostOption(
eGameHostOption_HasBeenInCreative,
gameType == GameType::CREATIVE || levels[0]->getHasBeenInCreative());
app.SetGameHostOption(eGameHostOption_Structures,
levels[0]->isGenerateMapFeatures());
if (s_bServerHalted || !g_NetworkManager.IsInSession()) return false;
// 4J - Make a new thread to do post processing
InitializeCriticalSection(&m_postProcessCS);
// 4J-PB - fix for 108310 - TCR #001 BAS Game Stability: TU12: Code:
// Compliance: Crash after creating world on "journey" seed. Stack gets very
// deep with some sand tower falling, so increased the stacj to 256K from
// 128k on other platforms (was already set to that on PS3 and Orbis)
m_postUpdateThread =
new C4JThread(runPostUpdate, this, "Post processing", 256 * 1024);
m_postUpdateTerminate = false;
m_postUpdateThread->SetProcessor(CPU_CORE_POST_PROCESSING);
m_postUpdateThread->SetPriority(THREAD_PRIORITY_ABOVE_NORMAL);
m_postUpdateThread->Run();
int64_t startTime = System::currentTimeMillis();
// 4J Stu - Added this to temporarily make starting games on vita faster
int r = 196;
// 4J JEV: load gameRules.
ConsoleSavePath filepath(GAME_RULE_SAVENAME);
ConsoleSaveFile* csf = getLevel(0)->getLevelStorage()->getSaveFile();
if (csf->doesFileExist(filepath)) {
unsigned int numberOfBytesRead;
byteArray ba_gameRules;
FileEntry* fe = csf->createFile(filepath);
ba_gameRules.length = fe->getFileSize();
ba_gameRules.data = new std::uint8_t[ba_gameRules.length];
csf->setFilePointer(fe, 0, SaveFileSeekOrigin::Begin);
csf->readFile(fe, ba_gameRules.data, ba_gameRules.length,
&numberOfBytesRead);
assert(numberOfBytesRead == ba_gameRules.length);
app.m_gameRules.loadGameRules(ba_gameRules.data, ba_gameRules.length);
csf->closeHandle(fe);
}
int64_t lastTime = System::currentTimeMillis();
#if defined(_LARGE_WORLDS)
if (app.GetGameNewWorldSize() > levels[0]->getLevelData()->getXZSizeOld()) {
if (!app.GetGameNewWorldSizeUseMoat()) // check the moat settings to
// see if we should be
// overwriting the edge tiles
{
overwriteBordersForNewWorldSize(levels[0]);
}
// we're always overwriting hell edges
int oldHellSize = levels[0]->getLevelData()->getXZHellSizeOld();
overwriteHellBordersForNewWorldSize(levels[1], oldHellSize);
}
#endif
// 4J Stu - This loop is changed in 1.0.1 to only process the first level
// (ie the overworld), but I think we still want to do them all
int i = 0;
for (int i = 0; i < levels.length; i++) {
// logger.info("Preparing start region for level " + i);
if (i == 0 || settings->getBoolean(L"allow-nether", true)) {
ServerLevel* level = levels[i];
if (levelChunksNeedConverted) {
// storage->getSaveFile()->convertLevelChunks(level)
}
int64_t lastStorageTickTime = System::currentTimeMillis();
Pos* spawnPos = level->getSharedSpawnPos();
int twoRPlusOne = r * 2 + 1;
int total = twoRPlusOne * twoRPlusOne;
for (int x = -r; x <= r && running; x += 16) {
for (int z = -r; z <= r && running; z += 16) {
if (s_bServerHalted || !g_NetworkManager.IsInSession()) {
delete spawnPos;
m_postUpdateTerminate = true;
postProcessTerminate(mcprogress);
return false;
}
// printf(">>>%d %d
//%d\n",i,x,z);
// int64_t now =
// System::currentTimeMillis(); if (now <
// lastTime) lastTime = now; if (now >
// lastTime + 1000)
{
int pos = (x + r) * twoRPlusOne + (z + 1);
// setProgress(L"Preparing spawn
// area", (pos) * 100 / total);
mcprogress->progressStagePercentage((pos + r) * 100 /
total);
// lastTime = now;
}
static int count = 0;
PIXBeginNamedEvent(0, "Creating %d ", (count++) % 8);
level->cache->create((spawnPos->x + x) >> 4,
(spawnPos->z + z) >> 4,
true); // 4J - added parameter to
// disable postprocessing here
PIXEndNamedEvent();
// while (level->updateLights() &&
// running)
// ;
if (System::currentTimeMillis() - lastStorageTickTime >
50) {
CompressedTileStorage::tick();
SparseLightStorage::tick();
SparseDataStorage::tick();
lastStorageTickTime = System::currentTimeMillis();
}
}
}
// 4J - removed this as now doing the recheckGaps call when each
// chunk is post-processed, so can happen on things outside of the
// spawn area too
delete spawnPos;
}
}
// printf("Main thread complete at %dms\n",System::currentTimeMillis() -
// startTime);
// Wait for post processing, then lighting threads, to end (post-processing
// may make more lighting changes)
m_postUpdateTerminate = true;
postProcessTerminate(mcprogress);
// stronghold position?
if (levels[0]->dimension->id == 0) {
app.DebugPrintf("===================================\n");
if (!levels[0]->getLevelData()->getHasStronghold()) {
int x, z;
if (app.GetTerrainFeaturePosition(eTerrainFeature_Stronghold, &x,
&z)) {
levels[0]->getLevelData()->setXStronghold(x);
levels[0]->getLevelData()->setZStronghold(z);
levels[0]->getLevelData()->setHasStronghold();
app.DebugPrintf(
"=== FOUND stronghold in terrain features list\n");
} else {
// can't find the stronghold position in the terrain feature
// list. Do we have to run a post-process?
app.DebugPrintf(
"=== Can't find stronghold in terrain features list\n");
}
} else {
app.DebugPrintf("=== Leveldata has stronghold position\n");
}
app.DebugPrintf("===================================\n");
}
// printf("Post processing complete at %dms\n",System::currentTimeMillis()
//- startTime);
// printf("Lighting complete at %dms\n",System::currentTimeMillis() -
// startTime);
if (s_bServerHalted || !g_NetworkManager.IsInSession()) return false;
if (levels[1]->isNew) {
levels[1]->save(true, mcprogress);
}
if (s_bServerHalted || !g_NetworkManager.IsInSession()) return false;
if (levels[2]->isNew) {
levels[2]->save(true, mcprogress);
}
if (s_bServerHalted || !g_NetworkManager.IsInSession()) return false;
// 4J - added - immediately save newly created level, like single player
// game 4J Stu - We also want to immediately save the tutorial
if (levels[0]->isNew) saveGameRules();
if (levels[0]->isNew) {
levels[0]->save(true, mcprogress);
}
if (s_bServerHalted || !g_NetworkManager.IsInSession()) return false;
if (levels[0]->isNew || levels[1]->isNew || levels[2]->isNew) {
levels[0]->saveToDisc(mcprogress, false);
}
if (s_bServerHalted || !g_NetworkManager.IsInSession()) return false;
/*
* int r = 24; for (int x = -r; x <= r; x++) {
* setProgress("Preparing spawn area", (x + r) * 100 / (r + r + 1)); for
* (int z = -r; z <= r; z++) { if (!running) return;
* level.cache.create((level.xSpawn
* >> 4) + x, (level.zSpawn >> 4) + z); while (running &&
* level.updateLights()) ; } }
*/
endProgress();
return true;
}
#if defined(_LARGE_WORLDS)
void MinecraftServer::overwriteBordersForNewWorldSize(ServerLevel* level) {
// recreate the chunks round the border (2 chunks or 32 blocks deep),
// deleting any player data from them
app.DebugPrintf("Expanding level size\n");
int oldSize = level->getLevelData()->getXZSizeOld();
// top
int minVal = -oldSize / 2;
int maxVal = (oldSize / 2) - 1;
for (int xVal = minVal; xVal <= maxVal; xVal++) {
int zVal = minVal;
level->cache->overwriteLevelChunkFromSource(xVal, zVal);
level->cache->overwriteLevelChunkFromSource(xVal, zVal + 1);
}
// bottom
for (int xVal = minVal; xVal <= maxVal; xVal++) {
int zVal = maxVal;
level->cache->overwriteLevelChunkFromSource(xVal, zVal);
level->cache->overwriteLevelChunkFromSource(xVal, zVal - 1);
}
// left
for (int zVal = minVal; zVal <= maxVal; zVal++) {
int xVal = minVal;
level->cache->overwriteLevelChunkFromSource(xVal, zVal);
level->cache->overwriteLevelChunkFromSource(xVal + 1, zVal);
}
// right
for (int zVal = minVal; zVal <= maxVal; zVal++) {
int xVal = maxVal;
level->cache->overwriteLevelChunkFromSource(xVal, zVal);
level->cache->overwriteLevelChunkFromSource(xVal - 1, zVal);
}
}
void MinecraftServer::overwriteHellBordersForNewWorldSize(ServerLevel* level,
int oldHellSize) {
// recreate the chunks round the border (1 chunk or 16 blocks deep),
// deleting any player data from them
app.DebugPrintf("Expanding level size\n");
// top
int minVal = -oldHellSize / 2;
int maxVal = (oldHellSize / 2) - 1;
for (int xVal = minVal; xVal <= maxVal; xVal++) {
int zVal = minVal;
level->cache->overwriteHellLevelChunkFromSource(xVal, zVal, minVal,
maxVal);
}
// bottom
for (int xVal = minVal; xVal <= maxVal; xVal++) {
int zVal = maxVal;
level->cache->overwriteHellLevelChunkFromSource(xVal, zVal, minVal,
maxVal);
}
// left
for (int zVal = minVal; zVal <= maxVal; zVal++) {
int xVal = minVal;
level->cache->overwriteHellLevelChunkFromSource(xVal, zVal, minVal,
maxVal);
}
// right
for (int zVal = minVal; zVal <= maxVal; zVal++) {
int xVal = maxVal;
level->cache->overwriteHellLevelChunkFromSource(xVal, zVal, minVal,
maxVal);
}
}
#endif
void MinecraftServer::setProgress(const std::wstring& status, int progress) {
progressStatus = status;
this->progress = progress;
// logger.info(status + ": " + progress + "%");
}
void MinecraftServer::endProgress() {
progressStatus = L"";
this->progress = 0;
}
void MinecraftServer::saveAllChunks() {
// logger.info("Saving chunks");
for (unsigned int i = 0; i < levels.length; i++) {
// 4J Stu - Due to the way save mounting is handled on XboxOne, we can
// actually save after the player has signed out.
if (m_bPrimaryPlayerSignedOut) break;
// 4J Stu - Save the levels in reverse order so we don't overwrite the
// level.dat with the data from the nethers leveldata. Fix for #7418 -
// Functional: Gameplay: Saving after sleeping in a bed will place
// player at nighttime when restarting.
ServerLevel* level = levels[levels.length - 1 - i];
if (level) // 4J - added check as level can be NULL if we end up in
// stopServer really early on due to network failure
{
level->save(true, Minecraft::GetInstance()->progressRenderer);
// Only close the level storage when we have saved the last level,
// otherwise we need to recreate the region files when saving the
// next levels
if (i == (levels.length - 1)) {
level->closeLevelStorage();
}
}
}
}
// 4J-JEV: Added
void MinecraftServer::saveGameRules() {
#if !defined(_CONTENT_PACKAGE)
if (app.DebugSettingsOn() &&
app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad()) &
(1L << eDebugSetting_DistributableSave)) {
// Do nothing
} else
#endif
{
byteArray ba;
ba.data = NULL;
app.m_gameRules.saveGameRules(&ba.data, &ba.length);
if (ba.data != NULL) {
ConsoleSaveFile* csf =
getLevel(0)->getLevelStorage()->getSaveFile();
FileEntry* fe =
csf->createFile(ConsoleSavePath(GAME_RULE_SAVENAME));
csf->setFilePointer(fe, 0, SaveFileSeekOrigin::Begin);
unsigned int length;
csf->writeFile(fe, ba.data, ba.length, &length);
delete[] ba.data;
csf->closeHandle(fe);
}
}
}
void MinecraftServer::Suspend() {
PIXBeginNamedEvent(0, "Suspending server");
m_suspending = true;
// Get the frequency of the timer
LARGE_INTEGER qwTicksPerSec, qwTime, qwNewTime, qwDeltaTime;
float fElapsedTime = 0.0f;
QueryPerformanceFrequency(&qwTicksPerSec);
float fSecsPerTick = 1.0f / (float)qwTicksPerSec.QuadPart;
// Save the start time
QueryPerformanceCounter(&qwTime);
if (m_bLoaded && ProfileManager.IsFullVersion() &&
(!StorageManager.GetSaveDisabled())) {
if (players != NULL) {
players->saveAll(NULL);
}
for (unsigned int j = 0; j < levels.length; j++) {
if (s_bServerHalted) break;
// 4J Stu - Save the levels in reverse order so we don't overwrite
// the level.dat with the data from the nethers leveldata. Fix for
// #7418 - Functional: Gameplay: Saving after sleeping in a bed will
// place player at nighttime when restarting.
ServerLevel* level = levels[levels.length - 1 - j];
level->Suspend();
}
if (!s_bServerHalted) {
saveGameRules();
levels[0]->saveToDisc(NULL, true);
}
}
QueryPerformanceCounter(&qwNewTime);
qwDeltaTime.QuadPart = qwNewTime.QuadPart - qwTime.QuadPart;
fElapsedTime = fSecsPerTick * static_cast<float>(qwDeltaTime.QuadPart);
// 4J-JEV: Flush stats and call PlayerSessionExit.
for (int iPad = 0; iPad < XUSER_MAX_COUNT; iPad++) {
if (ProfileManager.IsSignedIn(iPad)) {
TelemetryManager->RecordPlayerSessionExit(
iPad, DisconnectPacket::eDisconnect_Quitting);
}
}
m_suspending = false;
app.DebugPrintf("Suspend server: Elapsed time %f\n", fElapsedTime);
PIXEndNamedEvent();
}
bool MinecraftServer::IsSuspending() { return m_suspending; }
void MinecraftServer::stopServer(bool didInit) {
// 4J-PB - need to halt the rendering of the data, since we're about to
// remove it
{
Minecraft::GetInstance()->gameRenderer->DisableUpdateThread();
}
connection->stop();
app.DebugPrintf("Stopping server\n");
// logger.info("Stopping server");
// 4J-PB - If the primary player has signed out, then don't attempt to save
// anything
// also need to check for a profile switch here - primary player signs out,
// and another player signs in before dismissing the dash
if ((m_bPrimaryPlayerSignedOut == false) &&
ProfileManager.IsSignedIn(ProfileManager.GetPrimaryPad()))
{
// if trial version or saving is disabled, then don't save anything.
// Also don't save anything if we didn't actually get through the server
// initialisation.
if (m_saveOnExit && ProfileManager.IsFullVersion() &&
(!StorageManager.GetSaveDisabled()) && didInit) {
if (players != NULL) {
players->saveAll(Minecraft::GetInstance()->progressRenderer,
true);
}
// 4J Stu - Save the levels in reverse order so we don't overwrite
// the level.dat with the data from the nethers leveldata. Fix for
// #7418 - Functional: Gameplay: Saving after sleeping in a bed will
// place player at nighttime when restarting.
// for (unsigned int i = levels.length - 1; i >= 0; i--)
//{
// ServerLevel *level = levels[i];
// if (level != NULL)
// {
saveAllChunks();
// }
//}
saveGameRules();
app.m_gameRules.unloadCurrentGameRules();
if (levels[0] != NULL) // This can be null if stopServer happens
// very quickly due to network error
{
levels[0]->saveToDisc(
Minecraft::GetInstance()->progressRenderer, false);
}
}
}
// reset the primary player signout flag
m_bPrimaryPlayerSignedOut = false;
s_bServerHalted = false;
// On Durango/Orbis, we need to wait for all the asynchronous saving
// processes to complete before destroying the levels, as that will
// ultimately delete the directory level storage & therefore the
// ConsoleSaveSplit instance, which needs to be around until all the sub
// files have completed saving.
// 4J-PB remove the server levels
unsigned int iServerLevelC = levels.length;
for (unsigned int i = 0; i < iServerLevelC; i++) {
if (levels[i] != NULL) {
delete levels[i];
levels[i] = NULL;
}
}
delete connection;
connection = NULL;
delete players;
players = NULL;
delete settings;
settings = NULL;
g_NetworkManager.ServerStopped();
}
void MinecraftServer::halt() { running = false; }
void MinecraftServer::setMaxBuildHeight(int maxBuildHeight) {
this->maxBuildHeight = maxBuildHeight;
}
int MinecraftServer::getMaxBuildHeight() { return maxBuildHeight; }
PlayerList* MinecraftServer::getPlayers() { return players; }
void MinecraftServer::setPlayers(PlayerList* players) {
this->players = players;
}
ServerConnection* MinecraftServer::getConnection() { return connection; }
bool MinecraftServer::isAnimals() { return animals; }
void MinecraftServer::setAnimals(bool animals) { this->animals = animals; }
bool MinecraftServer::isNpcsEnabled() { return npcs; }
void MinecraftServer::setNpcsEnabled(bool npcs) { this->npcs = npcs; }
bool MinecraftServer::isPvpAllowed() { return pvp; }
void MinecraftServer::setPvpAllowed(bool pvp) { this->pvp = pvp; }
bool MinecraftServer::isFlightAllowed() { return allowFlight; }
void MinecraftServer::setFlightAllowed(bool allowFlight) {
this->allowFlight = allowFlight;
}
bool MinecraftServer::isCommandBlockEnabled() {
return false; // settings.getBoolean("enable-command-block", false);
}
bool MinecraftServer::isNetherEnabled() {
return true; // settings.getBoolean("allow-nether", true);
}
bool MinecraftServer::isHardcore() { return false; }
int MinecraftServer::getOperatorUserPermissionLevel() {
return Command::LEVEL_OWNERS; // settings.getInt("op-permission-level",
// Command.LEVEL_OWNERS);
}
CommandDispatcher* MinecraftServer::getCommandDispatcher() {
return commandDispatcher;
}
Pos* MinecraftServer::getCommandSenderWorldPosition() {
return new Pos(0, 0, 0);
}
Level* MinecraftServer::getCommandSenderWorld() { return levels[0]; }
int MinecraftServer::getSpawnProtectionRadius() { return 16; }
bool MinecraftServer::isUnderSpawnProtection(Level* level, int x, int y, int z,
std::shared_ptr<Player> player) {
if (level->dimension->id != 0) return false;
// if (getPlayers()->getOps()->empty()) return false;
if (getPlayers()->isOp(player->getName())) return false;
if (getSpawnProtectionRadius() <= 0) return false;
Pos* spawnPos = level->getSharedSpawnPos();
int xd = Mth::abs(x - spawnPos->x);
int zd = Mth::abs(z - spawnPos->z);
int dist = std::max(xd, zd);
return dist <= getSpawnProtectionRadius();
}
void MinecraftServer::setForceGameType(bool forceGameType) {
this->forceGameType = forceGameType;
}
bool MinecraftServer::getForceGameType() { return forceGameType; }
int64_t MinecraftServer::getCurrentTimeMillis() {
return System::currentTimeMillis();
}
int MinecraftServer::getPlayerIdleTimeout() { return playerIdleTimeout; }
void MinecraftServer::setPlayerIdleTimeout(int playerIdleTimeout) {
this->playerIdleTimeout = playerIdleTimeout;
}
extern int c0a, c0b, c1a, c1b, c1c, c2a, c2b;
void MinecraftServer::run(int64_t seed, void* lpParameter) {
NetworkGameInitData* initData = NULL;
std::uint32_t initSettings = 0;
bool findSeed = false;
if (lpParameter != NULL) {
initData = (NetworkGameInitData*)lpParameter;
initSettings = app.GetGameHostOption(eGameHostOption_All);
findSeed = initData->findSeed;
m_texturePackId = initData->texturePackId;
}
// try { // 4J - removed try/catch/finally
bool didInit = false;
if (initServer(seed, initData, initSettings, findSeed)) {
didInit = true;
ServerLevel* levelNormalDimension = levels[0];
// 4J-PB - Set the Stronghold position in the leveldata if there isn't
// one in there
Minecraft* pMinecraft = Minecraft::GetInstance();
LevelData* pLevelData = levelNormalDimension->getLevelData();
if (pLevelData && pLevelData->getHasStronghold() == false) {
int x, z;
if (app.GetTerrainFeaturePosition(eTerrainFeature_Stronghold, &x,
&z)) {
pLevelData->setXStronghold(x);
pLevelData->setZStronghold(z);
pLevelData->setHasStronghold();
}
}
int64_t lastTime = getCurrentTimeMillis();
int64_t unprocessedTime = 0;
while (running && !s_bServerHalted) {
int64_t now = getCurrentTimeMillis();
// 4J Stu - When we pause the server, we don't want to count that as
// time passed 4J Stu - TU-1 hotifx - Remove this line. We want to
// make sure that we tick connections at the proper rate when paused
// Fix for #13191 - The host of a game can get a message informing
// them that the connection to the server has been lost
// if(m_isServerPaused) lastTime = now;
int64_t passedTime = now - lastTime;
if (passedTime > MS_PER_TICK * 40) {
// logger.warning("Can't keep up! Did the system
// time change, or is the server overloaded?");
passedTime = MS_PER_TICK * 40;
}
if (passedTime < 0) {
// logger.warning("Time ran backwards! Did the
// system time change?");
passedTime = 0;
}
unprocessedTime += passedTime;
lastTime = now;
// 4J Added ability to pause the server
if (!m_isServerPaused) {
bool didTick = false;
if (levels[0]->allPlayersAreSleeping()) {
tick();
unprocessedTime = 0;
} else {
// int tickcount = 0;
// int64_t beforeall =
// System::currentTimeMillis();
while (unprocessedTime > MS_PER_TICK) {
unprocessedTime -= MS_PER_TICK;
chunkPacketManagement_PreTick();
// int64_t
// before = System::currentTimeMillis();
tick();
// int64_t
// after = System::currentTimeMillis();
// PIXReportCounter(L"Server
// time",(float)(after-before));
chunkPacketManagement_PostTick();
}
// int64_t afterall =
// System::currentTimeMillis();
// PIXReportCounter(L"Server time
// all",(float)(afterall-beforeall));
// PIXReportCounter(L"Server
// ticks",(float)tickcount);
}
} else {
// 4J Stu - TU1-hotfix
// Fix for #13191 - The host of a game can get a message
// informing them that the connection to the server has been
// lost
// The connections should tick at the same frequency even when
// paused
while (unprocessedTime > MS_PER_TICK) {
unprocessedTime -= MS_PER_TICK;
// Keep ticking the connections to stop them timing out
connection->tick();
}
}
if (MinecraftServer::setTimeAtEndOfTick) {
MinecraftServer::setTimeAtEndOfTick = false;
for (unsigned int i = 0; i < levels.length; i++) {
// if (i == 0 ||
// settings->getBoolean(L"allow-nether", true))
//// 4J removed - we always have nether
{
ServerLevel* level = levels[i];
level->setGameTime(MinecraftServer::setTime);
}
}
}
if (MinecraftServer::setTimeOfDayAtEndOfTick) {
MinecraftServer::setTimeOfDayAtEndOfTick = false;
for (unsigned int i = 0; i < levels.length; i++) {
if (i == 0 || settings->getBoolean(L"allow-nether", true)) {
ServerLevel* level = levels[i];
level->setDayTime(MinecraftServer::setTimeOfDay);
}
}
}
// Process delayed actions
eXuiServerAction eAction;
void* param;
for (int i = 0; i < XUSER_MAX_COUNT; i++) {
eAction = app.GetXuiServerAction(i);
param = app.GetXuiServerActionParam(i);
switch (eAction) {
case eXuiServerAction_AutoSaveGame:
case eXuiServerAction_SaveGame:
app.EnterSaveNotificationSection();
if (players != NULL) {
players->saveAll(
Minecraft::GetInstance()->progressRenderer);
}
players->broadcastAll(
std::shared_ptr<UpdateProgressPacket>(
new UpdateProgressPacket(20)));
for (unsigned int j = 0; j < levels.length; j++) {
if (s_bServerHalted) break;
// 4J Stu - Save the levels in reverse order so we
// don't overwrite the level.dat with the data from
// the nethers leveldata. Fix for #7418 -
// Functional: Gameplay: Saving after sleeping in a
// bed will place player at nighttime when
// restarting.
ServerLevel* level = levels[levels.length - 1 - j];
level->save(
true,
Minecraft::GetInstance()->progressRenderer,
(eAction == eXuiServerAction_AutoSaveGame));
players->broadcastAll(
std::shared_ptr<UpdateProgressPacket>(
new UpdateProgressPacket(33 + (j * 33))));
}
if (!s_bServerHalted) {
saveGameRules();
levels[0]->saveToDisc(
Minecraft::GetInstance()->progressRenderer,
(eAction == eXuiServerAction_AutoSaveGame));
}
app.LeaveSaveNotificationSection();
break;
case eXuiServerAction_DropItem:
// Find the player, and drop the id at their feet
{
std::shared_ptr<ServerPlayer> player =
players->players.at(0);
size_t id = (size_t)param;
player->drop(std::shared_ptr<ItemInstance>(
new ItemInstance(id, 1, 0)));
}
break;
case eXuiServerAction_SpawnMob: {
std::shared_ptr<ServerPlayer> player =
players->players.at(0);
eINSTANCEOF factory = (eINSTANCEOF)((size_t)param);
std::shared_ptr<Mob> mob =
std::dynamic_pointer_cast<Mob>(
EntityIO::newByEnumType(factory,
player->level));
mob->moveTo(player->x + 1, player->y, player->z + 1,
player->level->random->nextFloat() * 360,
0);
mob->setDespawnProtected(); // 4J added, default to
// being protected against
// despawning (has to be
// done after initial
// position is set)
player->level->addEntity(mob);
} break;
case eXuiServerAction_PauseServer:
m_isServerPaused = ((size_t)param == TRUE);
if (m_isServerPaused) {
m_serverPausedEvent->Set();
}
break;
case eXuiServerAction_ToggleRain: {
bool isRaining = levels[0]->getLevelData()->isRaining();
levels[0]->getLevelData()->setRaining(!isRaining);
levels[0]->getLevelData()->setRainTime(
levels[0]->random->nextInt(Level::TICKS_PER_DAY *
7) +
Level::TICKS_PER_DAY / 2);
} break;
case eXuiServerAction_ToggleThunder: {
bool isThundering =
levels[0]->getLevelData()->isThundering();
levels[0]->getLevelData()->setThundering(!isThundering);
levels[0]->getLevelData()->setThunderTime(
levels[0]->random->nextInt(Level::TICKS_PER_DAY *
7) +
Level::TICKS_PER_DAY / 2);
} break;
case eXuiServerAction_ServerSettingChanged_Gamertags:
players->broadcastAll(
std::shared_ptr<ServerSettingsChangedPacket>(
new ServerSettingsChangedPacket(
ServerSettingsChangedPacket::HOST_OPTIONS,
app.GetGameHostOption(
eGameHostOption_Gamertags))));
break;
case eXuiServerAction_ServerSettingChanged_BedrockFog:
players->broadcastAll(
std::shared_ptr<ServerSettingsChangedPacket>(
new ServerSettingsChangedPacket(
ServerSettingsChangedPacket::
HOST_IN_GAME_SETTINGS,
app.GetGameHostOption(
eGameHostOption_All))));
break;
case eXuiServerAction_ServerSettingChanged_Difficulty:
players->broadcastAll(std::shared_ptr<
ServerSettingsChangedPacket>(
new ServerSettingsChangedPacket(
ServerSettingsChangedPacket::HOST_DIFFICULTY,
Minecraft::GetInstance()
->options->difficulty)));
break;
case eXuiServerAction_ExportSchematic:
#if !defined(_CONTENT_PACKAGE)
app.EnterSaveNotificationSection();
// players->broadcastAll(
// shared_ptr<UpdateProgressPacket>( new
// UpdateProgressPacket(20) ) );
if (!s_bServerHalted) {
ConsoleSchematicFile::XboxSchematicInitParam*
initData = (ConsoleSchematicFile::
XboxSchematicInitParam*)param;
File targetFileDir(L"Schematics");
if (!targetFileDir.exists()) targetFileDir.mkdir();
wchar_t filename[128];
swprintf(filename, 128, L"%ls%dx%dx%d.sch",
initData->name,
(initData->endX - initData->startX + 1),
(initData->endY - initData->startY + 1),
(initData->endZ - initData->startZ + 1));
File dataFile =
File(targetFileDir, std::wstring(filename));
if (dataFile.exists()) dataFile._delete();
FileOutputStream fos = FileOutputStream(dataFile);
DataOutputStream dos = DataOutputStream(&fos);
ConsoleSchematicFile::generateSchematicFile(
&dos, levels[0], initData->startX,
initData->startY, initData->startZ,
initData->endX, initData->endY, initData->endZ,
initData->bSaveMobs, initData->compressionType);
dos.close();
delete initData;
}
app.LeaveSaveNotificationSection();
#endif
break;
case eXuiServerAction_SetCameraLocation:
#if !defined(_CONTENT_PACKAGE)
{
DebugSetCameraPosition* pos =
(DebugSetCameraPosition*)param;
app.DebugPrintf("DEBUG: Player=%i\n", pos->player);
app.DebugPrintf(
"DEBUG: Teleporting to pos=(%f.2, %f.2, %f.2), "
"looking at=(%f.2,%f.2)\n",
pos->m_camX, pos->m_camY, pos->m_camZ, pos->m_yRot,
pos->m_elev);
std::shared_ptr<ServerPlayer> player =
players->players.at(pos->player);
player->debug_setPosition(pos->m_camX, pos->m_camY,
pos->m_camZ, pos->m_yRot,
pos->m_elev);
// Doesn't work
// player->setYHeadRot(pos->m_yRot);
// player->absMoveTo(pos->m_camX, pos->m_camY,
// pos->m_camZ, pos->m_yRot, pos->m_elev);
}
#endif
break;
default:
break;
}
app.SetXuiServerAction(i, eXuiServerAction_Idle);
}
Sleep(1);
}
}
// else
//{
// while (running)
// {
// handleConsoleInputs();
// Sleep(10);
// }
// }
// 4J Stu - Stop the server when the loops complete, as the finally would do
stopServer(didInit);
stopped = true;
}
void MinecraftServer::broadcastStartSavingPacket() {
players->broadcastAll(std::shared_ptr<GameEventPacket>(
new GameEventPacket(GameEventPacket::START_SAVING, 0)));
;
}
void MinecraftServer::broadcastStopSavingPacket() {
if (!s_bServerHalted) {
players->broadcastAll(std::shared_ptr<GameEventPacket>(
new GameEventPacket(GameEventPacket::STOP_SAVING, 0)));
;
}
}
void MinecraftServer::tick() {
std::vector<std::wstring> toRemove;
for (AUTO_VAR(it, ironTimers.begin()); it != ironTimers.end(); it++) {
int t = it->second;
if (t > 0) {
ironTimers[it->first] = t - 1;
} else {
toRemove.push_back(it->first);
}
}
for (unsigned int i = 0; i < toRemove.size(); i++) {
ironTimers.erase(toRemove[i]);
}
AABB::resetPool();
Vec3::resetPool();
tickCount++;
// 4J We need to update client difficulty levels based on the servers
Minecraft* pMinecraft = Minecraft::GetInstance();
// 4J-PB - sending this on the host changing the difficulty in the menus
/* if(m_lastSentDifficulty != pMinecraft->options->difficulty)
{
m_lastSentDifficulty = pMinecraft->options->difficulty;
players->broadcastAll( shared_ptr<ServerSettingsChangedPacket>( new
ServerSettingsChangedPacket( ServerSettingsChangedPacket::HOST_DIFFICULTY,
pMinecraft->options->difficulty) ) );
}*/
for (unsigned int i = 0; i < levels.length; i++) {
// if (i == 0 || settings->getBoolean(L"allow-nether", true))
// // 4J removed - we always have nether
{
ServerLevel* level = levels[i];
// 4J Stu - We set the levels difficulty based on the minecraft
// options
level->difficulty = app.GetGameHostOption(
eGameHostOption_Difficulty); // pMinecraft->options->difficulty;
#if DEBUG_SERVER_DONT_SPAWN_MOBS
level->setSpawnSettings(false, false);
#else
level->setSpawnSettings(level->difficulty > 0 &&
!Minecraft::GetInstance()->isTutorial(),
animals);
#endif
if (tickCount % 20 == 0) {
players->broadcastAll(
std::shared_ptr<SetTimePacket>(new SetTimePacket(
level->getGameTime(), level->getDayTime(),
level->getGameRules()->getBoolean(
GameRules::RULE_DAYLIGHT))),
level->dimension->id);
}
// #ifndef 0
static int64_t stc = 0;
int64_t st0 = System::currentTimeMillis();
PIXBeginNamedEvent(0, "Level tick %d", i);
((Level*)level)->tick();
int64_t st1 = System::currentTimeMillis();
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Update lights %d", i);
int64_t st2 = System::currentTimeMillis();
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Entity tick %d", i);
// 4J added to stop ticking entities in levels when players are not
// in those levels. Note: now changed so that we also tick if there
// are entities to be removed, as this also happens as a result of
// calling tickEntities. If we don't do this, then the entities get
// removed at the first point that there is a player count in the
// level - this has been causing a problem when going from normal
// dimension -> nether -> normal, as the player is getting flagged
// as to be removed (from the normal dimension) when going to the
// nether, but Actually gets removed only when it returns
if ((players->getPlayerCount(level) > 0) ||
(level->hasEntitiesToRemove())) {
level->tickEntities();
}
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Entity tracker tick");
level->getTracker()->tick();
PIXEndNamedEvent();
int64_t st3 = System::currentTimeMillis();
// printf(">>>>>>>>>>>>>>>>>>>>>> Tick %d %d %d :
//%d\n", st1 - st0, st2 - st1, st3 - st2, st0 - stc );
stc = st0;
// #endif// 0
}
}
Entity::tickExtraWandering(); // 4J added
PIXBeginNamedEvent(0, "Connection tick");
connection->tick();
PIXEndNamedEvent();
PIXBeginNamedEvent(0, "Players tick");
players->tick();
PIXEndNamedEvent();
// 4J - removed
// try { // 4J - removed try/catch
handleConsoleInputs();
// } catch (Exception e) {
// logger.log(Level.WARNING, "Unexpected exception while parsing
// console command", e);
// }
}
void MinecraftServer::handleConsoleInput(const std::wstring& msg,
ConsoleInputSource* source) {
consoleInput.push_back(new ConsoleInput(msg, source));
}
void MinecraftServer::handleConsoleInputs() {
while (consoleInput.size() > 0) {
AUTO_VAR(it, consoleInput.begin());
ConsoleInput* input = *it;
consoleInput.erase(it);
// commands->handleCommand(input); // 4J - removed
// - TODO - do we want equivalent of console commands?
}
}
void MinecraftServer::main(int64_t seed, void* lpParameter) {
ShutdownManager::HasStarted(ShutdownManager::eServerThread);
server = new MinecraftServer();
server->run(seed, lpParameter);
delete server;
server = NULL;
ShutdownManager::HasFinished(ShutdownManager::eServerThread);
}
void MinecraftServer::HaltServer(bool bPrimaryPlayerSignedOut) {
s_bServerHalted = true;
if (server != NULL) {
m_bPrimaryPlayerSignedOut = bPrimaryPlayerSignedOut;
server->halt();
}
}
File* MinecraftServer::getFile(const std::wstring& name) {
return new File(name);
}
void MinecraftServer::info(const std::wstring& string) {}
void MinecraftServer::warn(const std::wstring& string) {}
std::wstring MinecraftServer::getConsoleName() { return L"CONSOLE"; }
ServerLevel* MinecraftServer::getLevel(int dimension) {
if (dimension == -1)
return levels[1];
else if (dimension == 1)
return levels[2];
else
return levels[0];
}
// 4J added
void MinecraftServer::setLevel(int dimension, ServerLevel* level) {
if (dimension == -1)
levels[1] = level;
else if (dimension == 1)
levels[2] = level;
else
levels[0] = level;
}
#if defined(_ACK_CHUNK_SEND_THROTTLING)
bool MinecraftServer::chunkPacketManagement_CanSendTo(INetworkPlayer* player) {
if (s_hasSentEnoughPackets) return false;
if (player == NULL) return false;
for (int i = 0; i < s_sentTo.size(); i++) {
if (s_sentTo[i]->IsSameSystem(player)) {
return false;
}
}
return (player->GetOutstandingAckCount() < 2);
}
void MinecraftServer::chunkPacketManagement_DidSendTo(INetworkPlayer* player) {
int64_t currentTime = System::currentTimeMillis();
if ((currentTime - s_tickStartTime) >= MAX_TICK_TIME_FOR_PACKET_SENDS) {
s_hasSentEnoughPackets = true;
// app.DebugPrintf("Sending, setting enough packet flag:
//%dms\n",currentTime - s_tickStartTime);
} else {
// app.DebugPrintf("Sending, more time: %dms\n",currentTime
//- s_tickStartTime);
}
player->SentChunkPacket();
s_sentTo.push_back(player);
}
void MinecraftServer::chunkPacketManagement_PreTick() {
// app.DebugPrintf("*************************************************************************************************************************************************************************\n");
s_hasSentEnoughPackets = false;
s_tickStartTime = System::currentTimeMillis();
s_sentTo.clear();
std::vector<std::shared_ptr<PlayerConnection> >* players =
connection->getPlayers();
if (players->size()) {
std::vector<std::shared_ptr<PlayerConnection> > playersOrig = *players;
players->clear();
do {
int longestTime = 0;
AUTO_VAR(playerConnectionBest, playersOrig.begin());
for (AUTO_VAR(it, playersOrig.begin()); it != playersOrig.end();
it++) {
int thisTime = 0;
INetworkPlayer* np = (*it)->getNetworkPlayer();
if (np) {
thisTime = np->GetTimeSinceLastChunkPacket_ms();
}
if (thisTime > longestTime) {
playerConnectionBest = it;
longestTime = thisTime;
}
}
players->push_back(*playerConnectionBest);
playersOrig.erase(playerConnectionBest);
} while (playersOrig.size() > 0);
}
}
void MinecraftServer::chunkPacketManagement_PostTick() {}
#else
// 4J Added
bool MinecraftServer::chunkPacketManagement_CanSendTo(INetworkPlayer* player) {
if (player == NULL) return false;
int time = GetTickCount();
if (player->GetSessionIndex() == s_slowQueuePlayerIndex &&
(time - s_slowQueueLastTime) > MINECRAFT_SERVER_SLOW_QUEUE_DELAY) {
// app.DebugPrintf("Slow queue OK for player #%d\n",
// player->GetSessionIndex());
return true;
}
return false;
}
void MinecraftServer::chunkPacketManagement_DidSendTo(INetworkPlayer* player) {
s_slowQueuePacketSent = true;
}
void MinecraftServer::chunkPacketManagement_PreTick() {}
void MinecraftServer::chunkPacketManagement_PostTick() {
// 4J Ensure that the slow queue owner keeps cycling if it's not been used
// in a while
int time = GetTickCount();
if ((s_slowQueuePacketSent) || ((time - s_slowQueueLastTime) >
(2 * MINECRAFT_SERVER_SLOW_QUEUE_DELAY))) {
// app.DebugPrintf("Considering cycling: (%d) %d - %d -> %d
//> %d\n",s_slowQueuePacketSent, time, s_slowQueueLastTime, (time -
// s_slowQueueLastTime), (2*MINECRAFT_SERVER_SLOW_QUEUE_DELAY));
MinecraftServer::cycleSlowQueueIndex();
s_slowQueuePacketSent = false;
s_slowQueueLastTime = time;
}
// else
// {
// app.DebugPrintf("Not considering cycling: %d - %d -> %d >
//%d\n",time, s_slowQueueLastTime, (time - s_slowQueueLastTime),
//(2*MINECRAFT_SERVER_SLOW_QUEUE_DELAY));
// }
}
void MinecraftServer::cycleSlowQueueIndex() {
if (!g_NetworkManager.IsInSession()) return;
int startingIndex = s_slowQueuePlayerIndex;
INetworkPlayer* currentPlayer = NULL;
int currentPlayerCount = 0;
do {
currentPlayerCount = g_NetworkManager.GetPlayerCount();
if (startingIndex >= currentPlayerCount) startingIndex = 0;
++s_slowQueuePlayerIndex;
if (currentPlayerCount > 0) {
s_slowQueuePlayerIndex %= currentPlayerCount;
// Fix for #9530 - NETWORKING: Attempting to fill a multiplayer game
// beyond capacity results in a softlock for the last players to
// join. The QNet session might be ending while we do this, so do a
// few more checks that the player is real
currentPlayer =
g_NetworkManager.GetPlayerByIndex(s_slowQueuePlayerIndex);
} else {
s_slowQueuePlayerIndex = 0;
}
} while (g_NetworkManager.IsInSession() && currentPlayerCount > 0 &&
s_slowQueuePlayerIndex != startingIndex && currentPlayer != NULL &&
currentPlayer->IsLocal());
// app.DebugPrintf("Cycled slow queue index to %d\n",
// s_slowQueuePlayerIndex);
}
#endif
// 4J added - sets up a vector of flags to indicate which entities (with small
// Ids) have been removed from the level, but are still haven't constructed a
// network packet to tell a remote client about it. These small Ids shouldn't be
// re-used. Most of the time this method shouldn't actually do anything, in
// which case it will return false and nothing is set up.
bool MinecraftServer::flagEntitiesToBeRemoved(unsigned int* flags) {
bool removedFound = false;
for (unsigned int i = 0; i < levels.length; i++) {
ServerLevel* level = levels[i];
if (level) {
level->flagEntitiesToBeRemoved(flags, &removedFound);
}
}
return removedFound;
}