#include "stdafx.h" //#include "Minecraft.h" #include #include "Options.h" #include "MinecraftServer.h" #include "ConsoleInput.h" #include "PlayerList.h" #include "ServerLevel.h" #include "DerivedServerLevel.h" #include "EntityTracker.h" #include "ServerConnection.h" #include "Settings.h" #include "ServerChunkCache.h" #include "ServerLevelListener.h" #include "..\Minecraft.World\AABB.h" #include "..\Minecraft.World\Vec3.h" #include "..\Minecraft.World\net.minecraft.network.h" #include "..\Minecraft.World\net.minecraft.world.level.dimension.h" #include "..\Minecraft.World\net.minecraft.world.level.storage.h" #include "..\Minecraft.World\net.minecraft.world.h" #include "..\Minecraft.World\net.minecraft.world.level.h" #include "..\Minecraft.World\net.minecraft.world.level.tile.h" #include "..\Minecraft.World\Pos.h" #include "..\Minecraft.World\System.h" #include "..\Minecraft.World\StringHelpers.h" #ifdef SPLIT_SAVES #include "..\Minecraft.World\ConsoleSaveFileSplit.h" #endif #include "..\Minecraft.World\ConsoleSaveFileOriginal.h" #include "..\Minecraft.World\Socket.h" #include "..\Minecraft.World\net.minecraft.world.entity.h" #include "ProgressRenderer.h" #include "ServerPlayer.h" #include "GameRenderer.h" #include "..\Minecraft.World\ThreadName.h" #include "..\Minecraft.World\IntCache.h" #include "..\Minecraft.World\CompressedTileStorage.h" #include "..\Minecraft.World\SparseLightStorage.h" #include "..\Minecraft.World\SparseDataStorage.h" #include "..\Minecraft.World\compression.h" #include "PS3\PS3Extras\ShutdownManager.h" #include "ServerCommandDispatcher.h" #include "..\Minecraft.World\BiomeSource.h" #include "PlayerChunkMap.h" #include "Common\Telemetry\TelemetryManager.h" #define DEBUG_SERVER_DONT_SPAWN_MOBS 0 //4J Added MinecraftServer *MinecraftServer::server = NULL; bool MinecraftServer::setTimeAtEndOfTick = false; __int64 MinecraftServer::setTime = 0; bool MinecraftServer::setTimeOfDayAtEndOfTick = false; __int64 MinecraftServer::setTimeOfDay = 0; bool MinecraftServer::m_bPrimaryPlayerSignedOut=false; bool MinecraftServer::s_bServerHalted=false; bool MinecraftServer::s_bSaveOnExitAnswered=false; int MinecraftServer::s_slowQueuePlayerIndex = 0; int MinecraftServer::s_slowQueueLastTime = 0; bool MinecraftServer::s_slowQueuePacketSent = false; unordered_map MinecraftServer::ironTimers; MinecraftServer::MinecraftServer() { // 4J - added initialisers connection = NULL; settings = NULL; players = NULL; commands = NULL; running = true; m_bLoaded = false; stopped = false; tickCount = 0; 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; m_postUpdateThread = NULL; commandDispatcher = new ServerCommandDispatcher(); } MinecraftServer::~MinecraftServer() { } bool MinecraftServer::initServer(__int64 seed, NetworkGameInitData *initData, DWORD initSettings, bool findSeed) { // 4J - removed #if 0 commands = new ConsoleCommands(this); Thread t = new Thread() { public void run() { BufferedReader br = new BufferedReader(new InputStreamReader(System.in)); String line = null; try { while (!stopped && running && (line = br.readLine()) != null) { handleConsoleInput(line, MinecraftServer.this); } } catch (IOException e) { e.printStackTrace(); } } }; t.setDaemon(true); t.start(); LogConfigurator.initLogger(); logger.info("Starting minecraft server version " + VERSION); if (Runtime.getRuntime().maxMemory() / 1024 / 1024 < 512) { logger.warning("**** NOT ENOUGH RAM!"); logger.warning("To start the server with more ram, launch it as \"java -Xmx1024M -Xms1024M -jar minecraft_server.jar\""); } logger.info("Loading properties"); #endif 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 #ifdef _DEBUG_MENUS_ENABLED setFlightAllowed(true); #endif #if 1 connection = new ServerConnection(this); Socket::Initialise(connection); // 4J - added #else // 4J - removed InetAddress localAddress = null; if (localIp.length() > 0) localAddress = InetAddress.getByName(localIp); port = settings.getInt("server-port", DEFAULT_MINECRAFT_PORT); logger.info("Starting Minecraft server on " + (localIp.length() == 0 ? "*" : localIp) + ":" + port); try { connection = new ServerConnection(this, localAddress, port); } catch (IOException e) { logger.warning("**** FAILED TO BIND TO PORT!"); logger.log(Level.WARNING, "The exception was: " + e.toString()); logger.warning("Perhaps a server is already running on that port?"); return false; } if (!onlineMode) { logger.warning("**** SERVER IS RUNNING IN OFFLINE/INSECURE MODE!"); logger.warning("The server will make no attempt to authenticate usernames. Beware."); logger.warning("While this makes the game possible to play without internet access, it also opens up the ability for hackers to connect with any username they choose."); logger.warning("To change this, set \"online-mode\" to \"true\" in the server.settings file."); } #endif 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 levelNanoTime = System::nanoTime(); wstring levelName = settings->getString(L"level-name", L"world"); 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); #if 0 wstring levelSeedString = settings->getString(L"level-seed", L""); __int64 levelSeed = (new Random())->nextLong(); if (levelSeedString.length() > 0) { long newSeed = _fromString<__int64>(levelSeedString); if (newSeed != 0) { levelSeed = newSeed; } } #endif // 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 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 IntCache::CreateNewThreadStorage(); 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 __PS3__ // 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 ); #ifdef __PS3__ #ifndef _CONTENT_PACKAGE if((server->m_postProcessRequests.size() % 10) == 0) printf("processing request %00d\n", server->m_postProcessRequests.size()); #endif Sleep(1); #endif EnterCriticalSection(&server->m_postProcessCS); } LeaveCriticalSection(&server->m_postProcessCS); //#endif //__PS3__ Tile::ReleaseThreadStorage(); IntCache::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) { DWORD 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 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 shared_ptr storage = nullptr; bool levelChunksNeedConverted = false; if( initData->saveData != NULL ) { // We are loading a file from disk with the data passed in #ifdef 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 = shared_ptr(new McRegionLevelStorage(pSave, File(L"."), name, true)); } else { // We are loading a save from the storage manager #ifdef SPLIT_SAVES bool bLevelGenBaseSave = false; LevelGenerationOptions *levelGen = app.getLevelGenerationOptions(); if( levelGen != NULL && levelGen->requiresBaseSave()) { DWORD fileSize = 0; LPVOID 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 = shared_ptr(new McRegionLevelStorage(newFormatSave, File(L"."), name, true)); #else storage = shared_ptr(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); 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 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) ) { DWORD numberOfBytesRead; byteArray ba_gameRules; FileEntry *fe = csf->createFile(filepath); ba_gameRules.length = fe->getFileSize(); ba_gameRules.data = new BYTE[ ba_gameRules.length ]; csf->setFilePointer(fe,0,NULL,FILE_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 lastTime = System::currentTimeMillis(); // 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) } #if 0 __int64 lastStorageTickTime = System::currentTimeMillis(); // Test code to enable full creation of levels at start up int halfsidelen = ( i == 0 ) ? 27 : 9; for( int x = -halfsidelen; x < halfsidelen; x++ ) { for( int z = -halfsidelen; z < halfsidelen; z++ ) { int total = halfsidelen * halfsidelen * 4; int pos = z + halfsidelen + ( ( x + halfsidelen ) * 2 * halfsidelen ); mcprogress->progressStagePercentage((pos) * 100 / total); level->cache->create(x,z, true); // 4J - added parameter to disable postprocessing here if( System::currentTimeMillis() - lastStorageTickTime > 50 ) { CompressedTileStorage::tick(); SparseLightStorage::tick(); SparseDataStorage::tick(); lastStorageTickTime = System::currentTimeMillis(); } } } #else __int64 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 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 #if 0 // 4J - added this code to propagate lighting properly in the spawn area before we go sharing it with the local client or across the network for (int x = -r; x <= r && running; x += 16) { for (int z = -r; z <= r && running; z += 16) { PIXBeginNamedEvent(0,"Lighting gaps for %d %d",x,z); level->getChunkAt(spawnPos->x + x, spawnPos->z + z)->recheckGaps(true); PIXEndNamedEvent(); } } #endif delete spawnPos; #endif } } // 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; } void MinecraftServer::setProgress(const 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() { #ifndef _CONTENT_PACKAGE if(app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<getLevelStorage()->getSaveFile(); FileEntry *fe = csf->createFile(ConsoleSavePath(GAME_RULE_SAVENAME)); csf->setFilePointer(fe, 0, NULL, FILE_BEGIN); DWORD 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 * ((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() { // 4J-PB - need to halt the rendering of the data, since we're about to remove it #ifdef __PS3__ if( ShutdownManager::ShouldRun(ShutdownManager::eServerThread ) ) // This thread will take itself out if we are shutting down #endif { 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 if(m_saveOnExit && ProfileManager.IsFullVersion() && (!StorageManager.GetSaveDisabled())) { 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; } } #if defined(__PS3__) // Clear the update flags as it's possible they could be out of sync, causing a crash when starting a new world after the first new level ticks // Fix for PS3 #1538 - [IN GAME] If the user 'Exit without saving' from inside the Nether or The End, the title can hang when loading back into the save. #endif 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::isNetherEnabled() { return true; //settings.getBoolean("allow-nether", true); } bool MinecraftServer::isHardcore() { return false; } CommandDispatcher *MinecraftServer::getCommandDispatcher() { return commandDispatcher; } extern int c0a, c0b, c1a, c1b, c1c, c2a, c2b; void MinecraftServer::run(__int64 seed, void *lpParameter) { NetworkGameInitData *initData = NULL; DWORD 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 if (initServer(seed, initData, initSettings,findSeed)) { 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 lastTime = System::currentTimeMillis(); __int64 unprocessedTime = 0; while (running && !s_bServerHalted) { __int64 now = System::currentTimeMillis(); // 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 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 beforeall = System::currentTimeMillis(); while (unprocessedTime > MS_PER_TICK) { unprocessedTime -= MS_PER_TICK; // __int64 before = System::currentTimeMillis(); tick(); // __int64 after = System::currentTimeMillis(); // PIXReportCounter(L"Server time",(float)(after-before)); // 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)); // } } // __int64 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->setTime( MinecraftServer::setTime ); level->setOverrideTimeOfDay( -1 ); } } } 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->setTime( MinecraftServer::setTime ); level->setOverrideTimeOfDay( MinecraftServer::setTimeOfDay ); } } } // Process delayed actions eXuiServerAction eAction; LPVOID param; for(int i=0;isaveAll(Minecraft::GetInstance()->progressRenderer); } players->broadcastAll( shared_ptr( 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( shared_ptr( 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 { shared_ptr player = players->players.at(0); size_t id = (size_t) param; player->drop( shared_ptr( new ItemInstance(id, 1, 0 ) ) ); } break; case eXuiServerAction_SpawnMob: { shared_ptr player = players->players.at(0); eINSTANCEOF factory = (eINSTANCEOF)((size_t)param); shared_ptr mob = dynamic_pointer_cast(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( shared_ptr( new ServerSettingsChangedPacket( ServerSettingsChangedPacket::HOST_OPTIONS, app.GetGameHostOption(eGameHostOption_Gamertags)) ) ); break; case eXuiServerAction_ServerSettingChanged_BedrockFog: players->broadcastAll( shared_ptr( new ServerSettingsChangedPacket( ServerSettingsChangedPacket::HOST_IN_GAME_SETTINGS, app.GetGameHostOption(eGameHostOption_All)) ) ); break; case eXuiServerAction_ServerSettingChanged_Difficulty: players->broadcastAll( shared_ptr( new ServerSettingsChangedPacket( ServerSettingsChangedPacket::HOST_DIFFICULTY, Minecraft::GetInstance()->options->difficulty) ) ); break; case eXuiServerAction_ExportSchematic: #ifndef _CONTENT_PACKAGE app.EnterSaveNotificationSection(); //players->broadcastAll( shared_ptr( 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, 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: #ifndef _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 ); shared_ptr 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; } app.SetXuiServerAction(i,eXuiServerAction_Idle); } Sleep(1); } } //else //{ // while (running) // { // handleConsoleInputs(); // Sleep(10); // } //} #if 0 } catch (Throwable t) { t.printStackTrace(); logger.log(Level.SEVERE, "Unexpected exception", t); while (running) { handleConsoleInputs(); try { Thread.sleep(10); } catch (InterruptedException e1) { e1.printStackTrace(); } } } finally { try { stopServer(); stopped = true; } catch (Throwable t) { t.printStackTrace(); } finally { System::exit(0); } } #endif // 4J Stu - Stop the server when the loops complete, as the finally would do stopServer(); stopped = true; } void MinecraftServer::broadcastStartSavingPacket() { players->broadcastAll( shared_ptr( new GameEventPacket(GameEventPacket::START_SAVING, 0) ) );; } void MinecraftServer::broadcastStopSavingPacket() { if( !s_bServerHalted ) { players->broadcastAll( shared_ptr( new GameEventPacket(GameEventPacket::STOP_SAVING, 0) ) );; } } void MinecraftServer::tick() { vector 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( 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( shared_ptr( new SetTimePacket(level->getTime() ) ), level->dimension->id); } // #ifndef __PS3__ static __int64 stc = 0; __int64 st0 = System::currentTimeMillis(); PIXBeginNamedEvent(0,"Level tick %d",i); ((Level *)level)->tick(); __int64 st1 = System::currentTimeMillis(); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Update lights %d",i); // 4J - used to be in a while loop, but we don't want the server locking up for a big chunk of time (could end up trying to process 1,000,000 lights...) // Instead call this once, which will try and process up to 2000 lights per tick // printf("lights: %d\n",level->getLightsToUpdate()); while(level->updateLights() ) ; __int64 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 st3 = System::currentTimeMillis(); // printf(">>>>>>>>>>>>>>>>>>>>>> Tick %d %d %d : %d\n", st1 - st0, st2 - st1, st3 - st2, st0 - stc ); stc = st0; // #endif// __PS3__ } } Entity::tickExtraWandering(); // 4J added PIXBeginNamedEvent(0,"Connection tick"); connection->tick(); PIXEndNamedEvent(); PIXBeginNamedEvent(0,"Players tick"); players->tick(); PIXEndNamedEvent(); // 4J - removed #if 0 for (int i = 0; i < tickables.size(); i++) { tickables.get(i)-tick(); } #endif // try { // 4J - removed try/catch handleConsoleInputs(); // } catch (Exception e) { // logger.log(Level.WARNING, "Unexpected exception while parsing console command", e); // } } void MinecraftServer::handleConsoleInput(const 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 seed, void *lpParameter) { #if __PS3__ ShutdownManager::HasStarted(ShutdownManager::eServerThread ); #endif 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 wstring& name) { return new File(name); } void MinecraftServer::info(const wstring& string) { } void MinecraftServer::warn(const wstring& string) { } 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; } // 4J Added bool MinecraftServer::canSendOnSlowQueue(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::cycleSlowQueueIndex() { if( !g_NetworkManager.IsInSession() ) return; int startingIndex = s_slowQueuePlayerIndex; INetworkPlayer *currentPlayer = NULL; DWORD 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); } // 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; }