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