#include "stdafx.h" #include "PlayerList.h" #include #include "PlayerChunkMap.h" #include "MinecraftServer.h" #include "Settings.h" #include "ServerLevel.h" #include "ServerChunkCache.h" #include "ServerPlayer.h" #include "ServerPlayerGameMode.h" #include "ServerConnection.h" #include "PendingConnection.h" #include "PlayerConnection.h" #include "EntityTracker.h" #include "..\Minecraft.World\net.minecraft.world.level.storage.h" #include "..\Minecraft.World\net.minecraft.world.level.dimension.h" #include "..\Minecraft.World\ArrayWithLength.h" #include "..\Minecraft.World\net.minecraft.network.packet.h" #include "..\Minecraft.World\net.minecraft.network.h" #include "..\Minecraft.World\Pos.h" #include "..\Minecraft.World\ProgressListener.h" #include "..\Minecraft.World\HellRandomLevelSource.h" #include "..\Minecraft.World\net.minecraft.world.phys.h" #include "..\Minecraft.World\net.minecraft.world.item.h" #include "..\Minecraft.World\net.minecraft.world.level.storage.h" #include "..\Minecraft.World\net.minecraft.world.level.saveddata.h" #include "..\Minecraft.World\JavaMath.h" #include "..\Minecraft.World\EntityIO.h" #if defined(_XBOX) || defined(_WINDOWS64) #include "Xbox\Network\NetworkPlayerXbox.h" #elif defined(__PS3__) || defined(__ORBIS__) #include "Common\Network\Sony\NetworkPlayerSony.h" #endif // 4J - this class is fairly substantially altered as there didn't seem any point in porting code for banning, whitelisting, ops etc. PlayerList::PlayerList(MinecraftServer *server) { playerIo = NULL; this->server = server; sendAllPlayerInfoIn = 0; overrideGameMode = NULL; allowCheatsForAllPlayers = false; #ifdef __PSVITA__ viewDistance = 3; #elif defined _LARGE_WORLDS viewDistance = 16; #else viewDistance = 10; #endif //int viewDistance = server->settings->getInt(L"view-distance", 10); #ifdef _WINDOWS64 maxPlayers = MINECRAFT_NET_MAX_PLAYERS; #else maxPlayers = server->settings->getInt(L"max-players", 20); #endif doWhiteList = false; InitializeCriticalSection(&m_kickPlayersCS); InitializeCriticalSection(&m_closePlayersCS); } PlayerList::~PlayerList() { for (auto& player : players) { player->connection = nullptr; // Must remove reference to connection, or else there is a circular dependency delete player->gameMode; // Gamemode also needs deleted as it references back to this player player->gameMode = nullptr; } DeleteCriticalSection(&m_kickPlayersCS); DeleteCriticalSection(&m_closePlayersCS); } void PlayerList::placeNewPlayer(Connection *connection, shared_ptr player, shared_ptr packet) { CompoundTag *playerTag = load(player); bool newPlayer = playerTag == NULL; player->setLevel(server->getLevel(player->dimension)); player->gameMode->setLevel((ServerLevel *)player->level); // Make sure these privileges are always turned off for the host player INetworkPlayer *networkPlayer = connection->getSocket()->getPlayer(); if(networkPlayer != NULL && networkPlayer->IsHost()) { player->enableAllPlayerPrivileges(true); player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_HOST,1); } #if defined(__PS3__) || defined(__ORBIS__) // PS3 networking library doesn't automatically assign PlayerUIDs to the network players for anything remote, so need to tell it what to set from the data in this packet now if( !g_NetworkManager.IsLocalGame() ) { if( networkPlayer != NULL ) { ((NetworkPlayerSony *)networkPlayer)->SetUID( packet->m_onlineXuid ); } } #endif #ifdef _WINDOWS64 if (networkPlayer != NULL && !networkPlayer->IsLocal()) { NetworkPlayerXbox* nxp = (NetworkPlayerXbox*)networkPlayer; IQNetPlayer* qnp = nxp->GetQNetPlayer(); wcsncpy_s(qnp->m_gamertag, 32, player->name.c_str(), _TRUNCATE); } #endif // 4J Stu - TU-1 hotfix // Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down validatePlayerSpawnPosition(player); // logger.info(getName() + " logged in with entity id " + playerEntity.entityId + " at (" + playerEntity.x + ", " + playerEntity.y + ", " + playerEntity.z + ")"); ServerLevel *level = server->getLevel(player->dimension); DWORD playerIndex = 0; { bool usedIndexes[MINECRAFT_NET_MAX_PLAYERS]; ZeroMemory( &usedIndexes, MINECRAFT_NET_MAX_PLAYERS * sizeof(bool) ); for (auto& player : players ) { usedIndexes[player->getPlayerIndex()] = true; } for(unsigned int i = 0; i < MINECRAFT_NET_MAX_PLAYERS; ++i) { if(!usedIndexes[i]) { playerIndex = i; break; } } } player->setPlayerIndex( playerIndex ); player->setCustomSkin( packet->m_playerSkinId ); player->setCustomCape( packet->m_playerCapeId ); // 4J-JEV: Moved this here so we can send player-model texture and geometry data. shared_ptr playerConnection = shared_ptr(new PlayerConnection(server, connection, player)); //player->connection = playerConnection; // Used to be assigned in PlayerConnection ctor but moved out so we can use shared_ptr if(newPlayer) { int mapScale = 3; #ifdef _LARGE_WORLDS int scale = MapItemSavedData::MAP_SIZE * 2 * (1 << mapScale); int centreXC = (int) (Math::round(player->x / scale) * scale); int centreZC = (int) (Math::round(player->z / scale) * scale); #else // 4J-PB - for Xbox maps, we'll centre them on the origin of the world, since we can fit the whole world in our map int centreXC = 0; int centreZC = 0; #endif // 4J Added - Give every player a map the first time they join a server player->inventory->setItem( 9, shared_ptr( new ItemInstance(Item::map_Id, 1, level->getAuxValueForMap(player->getXuid(),0,centreXC, centreZC, mapScale ) ) ) ); if(app.getGameRuleDefinitions() != NULL) { app.getGameRuleDefinitions()->postProcessPlayer(player); } } if(!player->customTextureUrl.empty() && player->customTextureUrl.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(player->customTextureUrl)) { if( server->getConnection()->addPendingTextureRequest(player->customTextureUrl)) { #ifndef _CONTENT_PACKAGE wprintf(L"Sending texture packet to get custom skin %ls from player %ls\n",player->customTextureUrl.c_str(), player->name.c_str()); #endif playerConnection->send(shared_ptr( new TextureAndGeometryPacket(player->customTextureUrl,NULL,0) ) ); } } else if(!player->customTextureUrl.empty() && app.IsFileInMemoryTextures(player->customTextureUrl)) { // Update the ref count on the memory texture data app.AddMemoryTextureFile(player->customTextureUrl,NULL,0); } if(!player->customTextureUrl2.empty() && player->customTextureUrl2.substr(0,3).compare(L"def") != 0 && !app.IsFileInMemoryTextures(player->customTextureUrl2)) { if( server->getConnection()->addPendingTextureRequest(player->customTextureUrl2)) { #ifndef _CONTENT_PACKAGE wprintf(L"Sending texture packet to get custom skin %ls from player %ls\n",player->customTextureUrl2.c_str(), player->name.c_str()); #endif playerConnection->send(shared_ptr( new TexturePacket(player->customTextureUrl2,NULL,0) ) ); } } else if(!player->customTextureUrl2.empty() && app.IsFileInMemoryTextures(player->customTextureUrl2)) { // Update the ref count on the memory texture data app.AddMemoryTextureFile(player->customTextureUrl2,NULL,0); } player->setIsGuest( packet->m_isGuest ); Pos *spawnPos = level->getSharedSpawnPos(); updatePlayerGameMode(player, nullptr, level); // Update the privileges with the correct game mode GameType *gameType = Player::getPlayerGamePrivilege(player->getAllPlayerGamePrivileges(),Player::ePlayerGamePrivilege_CreativeMode) ? GameType::CREATIVE : GameType::SURVIVAL; gameType = LevelSettings::validateGameType(gameType->getId()); if (player->gameMode->getGameModeForPlayer() != gameType) { player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_CreativeMode,player->gameMode->getGameModeForPlayer()->getId() ); } //shared_ptr playerConnection = shared_ptr(new PlayerConnection(server, connection, player)); player->connection = playerConnection; // Used to be assigned in PlayerConnection ctor but moved out so we can use shared_ptr // 4J Added to store UGC settings playerConnection->m_friendsOnlyUGC = packet->m_friendsOnlyUGC; playerConnection->m_offlineXUID = packet->m_offlineXuid; playerConnection->m_onlineXUID = packet->m_onlineXuid; // This player is now added to the list, so incrementing this value invalidates all previous PreLogin packets if(packet->m_friendsOnlyUGC) ++server->m_ugcPlayersVersion; addPlayerToReceiving( player ); playerConnection->send( shared_ptr( new LoginPacket(L"", player->entityId, level->getLevelData()->getGenerator(), level->getSeed(), player->gameMode->getGameModeForPlayer()->getId(), (byte) level->dimension->id, (byte) level->getMaxBuildHeight(), (byte) getMaxPlayers(), level->difficulty, TelemetryManager->GetMultiplayerInstanceID(), (BYTE)playerIndex, level->useNewSeaLevel(), player->getAllPlayerGamePrivileges(), level->getLevelData()->getXZSize(), level->getLevelData()->getHellScale() ) ) ); playerConnection->send( shared_ptr( new SetSpawnPositionPacket(spawnPos->x, spawnPos->y, spawnPos->z) ) ); playerConnection->send( shared_ptr( new PlayerAbilitiesPacket(&player->abilities)) ); playerConnection->send( shared_ptr( new SetCarriedItemPacket(player->inventory->selected))); delete spawnPos; updateEntireScoreboard((ServerScoreboard *) level->getScoreboard(), player); sendLevelInfo(player, level); // 4J-PB - removed, since it needs to be localised in the language the client is in //server->players->broadcastAll( shared_ptr( new ChatPacket(L"�e" + playerEntity->name + L" joined the game.") ) ); broadcastAll( shared_ptr( new ChatPacket(player->name, ChatPacket::e_ChatPlayerJoinedGame) ) ); MemSect(14); add(player); MemSect(0); player->doTick(true, true, false); // 4J - added - force sending of the nearest chunk before the player is teleported, so we have somewhere to arrive on... playerConnection->teleport(player->x, player->y, player->z, player->yRot, player->xRot); server->getConnection()->addPlayerConnection(playerConnection); playerConnection->send( shared_ptr( new SetTimePacket(level->getGameTime(), level->getDayTime(), level->getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)) ) ); auto activeEffects = player->getActiveEffects(); for(MobEffectInstance *effect : *player->getActiveEffects()) { playerConnection->send(shared_ptr( new UpdateMobEffectPacket(player->entityId, effect) ) ); } player->initMenu(); if (playerTag != NULL && playerTag->contains(Entity::RIDING_TAG)) { // this player has been saved with a mount tag shared_ptr mount = EntityIO::loadStatic(playerTag->getCompound(Entity::RIDING_TAG), level); if (mount != NULL) { mount->forcedLoading = true; level->addEntity(mount); player->ride(mount); mount->forcedLoading = false; } } // If we are joining at the same time as someone in the end on this system is travelling through the win portal, // then we should set our wonGame flag to true so that respawning works when the EndPoem is closed INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer(); if( thisPlayer ) { for(auto& servPlayer : players) { INetworkPlayer* checkPlayer = servPlayer->connection->getNetworkPlayer(); if(thisPlayer != checkPlayer && checkPlayer && thisPlayer->IsSameSystem( checkPlayer ) && servPlayer->wonGame ) { player->wonGame = true; break; } } } } void PlayerList::updateEntireScoreboard(ServerScoreboard *scoreboard, shared_ptr player) { //unordered_set objectives; //for (PlayerTeam team : scoreboard->getPlayerTeams()) //{ // player->connection->send( shared_ptr(new SetPlayerTeamPacket(team, SetPlayerTeamPacket::METHOD_ADD))); //} //for (int slot = 0; slot < Scoreboard::DISPLAY_SLOTS; slot++) //{ // Objective objective = scoreboard->getDisplayObjective(slot); // if (objective != NULL && !objectives->contains(objective)) // { // vector > *packets = scoreboard->getStartTrackingPackets(objective); // for (Packet packet : packets) // { // player->connection->send(packet); // } // objectives->add(objective); // } //} } void PlayerList::setLevel(ServerLevelArray levels) { playerIo = levels[0]->getLevelStorage()->getPlayerIO(); } void PlayerList::changeDimension(shared_ptr player, ServerLevel *from) { ServerLevel *to = player->getLevel(); if (from != NULL) from->getChunkMap()->remove(player); to->getChunkMap()->add(player); to->cache->create(((int) player->x) >> 4, ((int) player->z) >> 4); } int PlayerList::getMaxRange() { return PlayerChunkMap::convertChunkRangeToBlock(getViewDistance()); } CompoundTag *PlayerList::load(shared_ptr player) { return playerIo->load(player); } void PlayerList::save(shared_ptr player) { playerIo->save(player); } // 4J Stu - TU-1 hotifx // Add this function to take some of the code from the PlayerList::add function with the fixes // for checking spawn area, especially in the nether. These needed to be done in a different order from before // Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down void PlayerList::validatePlayerSpawnPosition(shared_ptr player) { // 4J Stu - Some adjustments to make sure the current players position is correct // Make sure that the player is on the ground, and in the centre x/z of the current column app.DebugPrintf("Original pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension); bool spawnForced = player->isRespawnForced(); double targetX = 0; if(player->x < 0) targetX = Mth::ceil(player->x) - 0.5; else targetX = Mth::floor(player->x) + 0.5; double targetY = floor(player->y); double targetZ = 0; if(player->z < 0) targetZ = Mth::ceil(player->z) - 0.5; else targetZ = Mth::floor(player->z) + 0.5; player->setPos(targetX, targetY, targetZ); app.DebugPrintf("New pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension); ServerLevel *level = server->getLevel(player->dimension); while (level->getCubes(player, player->bb)->size() != 0) { player->setPos(player->x, player->y + 1, player->z); } app.DebugPrintf("Final pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension); // 4J Stu - If we are in the nether and the above while loop has put us above the nether then we have a problem // Finding a valid, safe spawn point is potentially computationally expensive (may have to hunt through a large part // of the nether) so move the player to their spawn position in the overworld so that they do not lose their inventory // 4J Stu - We also use this mechanism to force a spawn point in the overworld for players who were in the save when the reset nether option was applied if(level->dimension->id == -1 && player->y > 125) { app.DebugPrintf("Player in the nether tried to spawn at y = %f, moving to overworld\n", player->y); player->setLevel(server->getLevel(0)); player->gameMode->setLevel(server->getLevel(0)); player->dimension = 0; level = server->getLevel(player->dimension); Pos *levelSpawn = level->getSharedSpawnPos(); player->setPos(levelSpawn->x, levelSpawn->y, levelSpawn->z); delete levelSpawn; Pos *bedPosition = player->getRespawnPosition(); if (bedPosition != NULL) { Pos *respawnPosition = Player::checkBedValidRespawnPosition(server->getLevel(player->dimension), bedPosition, spawnForced); if (respawnPosition != NULL) { player->moveTo(respawnPosition->x + 0.5f, respawnPosition->y + 0.1f, respawnPosition->z + 0.5f, 0, 0); player->setRespawnPosition(bedPosition, spawnForced); } delete bedPosition; } while (level->getCubes(player, player->bb)->size() != 0) { player->setPos(player->x, player->y + 1, player->z); } app.DebugPrintf("Updated pos is %f, %f, %f in dimension %d\n", player->x, player->y, player->z, player->dimension); } } void PlayerList::add(shared_ptr player) { //broadcastAll(shared_ptr( new PlayerInfoPacket(player->name, true, 1000) ) ); if( player->connection->getNetworkPlayer() ) { broadcastAll(shared_ptr( new PlayerInfoPacket( player ) ) ); } players.push_back(player); // 4J Added addPlayerToReceiving(player); // Ensure the area the player is spawning in is loaded! ServerLevel *level = server->getLevel(player->dimension); // 4J Stu - TU-1 hotfix // Fix for #13150 - When a player loads/joins a game after saving/leaving in the nether, sometimes they are spawned on top of the nether and cannot mine down // Some code from here has been moved to the above validatePlayerSpawnPosition function // 4J Stu - Swapped these lines about so that we get the chunk visiblity packet way ahead of all the add tracked entity packets // Fix for #9169 - ART : Sign text is replaced with the words �Awaiting approval�. changeDimension(player, NULL); level->addEntity(player); for (int i = 0; i < players.size(); i++) { shared_ptr op = players.at(i); //player->connection->send(shared_ptr( new PlayerInfoPacket(op->name, true, op->latency) ) ); if( op->connection->getNetworkPlayer() ) { player->connection->send(shared_ptr( new PlayerInfoPacket( op ) ) ); } } if(level->isAtLeastOnePlayerSleeping()) { shared_ptr firstSleepingPlayer = nullptr; for (unsigned int i = 0; i < players.size(); i++) { shared_ptr thisPlayer = players[i]; if(thisPlayer->isSleeping()) { if(firstSleepingPlayer == NULL) firstSleepingPlayer = thisPlayer; thisPlayer->connection->send(shared_ptr( new ChatPacket(thisPlayer->name, ChatPacket::e_ChatBedMeSleep))); } } player->connection->send(shared_ptr( new ChatPacket(firstSleepingPlayer->name, ChatPacket::e_ChatBedPlayerSleep))); } } void PlayerList::move(shared_ptr player) { player->getLevel()->getChunkMap()->move(player); } void PlayerList::remove(shared_ptr player) { save(player); //4J Stu - We don't want to save the map data for guests, so when we are sure that the player is gone delete the map if(player->isGuest()) playerIo->deleteMapFilesForPlayer(player); ServerLevel *level = player->getLevel(); if (player->riding != NULL) { level->removeEntityImmediately(player->riding); app.DebugPrintf("removing player mount"); } level->getTracker()->removeEntity(player); level->removeEntity(player); level->getChunkMap()->remove(player); auto it = find(players.begin(), players.end(), player); if( it != players.end() ) { players.erase(it); } //broadcastAll(shared_ptr( new PlayerInfoPacket(player->name, false, 9999) ) ); removePlayerFromReceiving(player); player->connection = nullptr; // Must remove reference to connection, or else there is a circular dependency delete player->gameMode; // Gamemode also needs deleted as it references back to this player player->gameMode = NULL; // 4J Stu - Save all the players currently in the game, which will also free up unused map id slots if required, and remove old players saveAll(NULL,false); } shared_ptr PlayerList::getPlayerForLogin(PendingConnection *pendingConnection, const wstring& userName, PlayerUID xuid, PlayerUID onlineXuid) { #ifdef _WINDOWS64 if (players.size() >= (unsigned int)MINECRAFT_NET_MAX_PLAYERS) #else if (players.size() >= (unsigned int)maxPlayers) #endif { pendingConnection->disconnect(DisconnectPacket::eDisconnect_ServerFull); return shared_ptr(); } shared_ptr player = shared_ptr(new ServerPlayer(server, server->getLevel(0), userName, new ServerPlayerGameMode(server->getLevel(0)) )); player->gameMode->player = player; // 4J added as had to remove this assignment from ServerPlayer ctor player->setXuid( xuid ); // 4J Added player->setOnlineXuid( onlineXuid ); // 4J Added #ifdef _WINDOWS64 { INetworkPlayer* np = pendingConnection->connection->getSocket()->getPlayer(); if (np != NULL) { PlayerUID realXuid = np->GetUID(); player->setXuid(realXuid); player->setOnlineXuid(realXuid); } } #endif // Work out the base server player settings INetworkPlayer *networkPlayer = pendingConnection->connection->getSocket()->getPlayer(); if(networkPlayer != NULL && !networkPlayer->IsHost()) { player->enableAllPlayerPrivileges( app.GetGameHostOption(eGameHostOption_TrustPlayers)>0 ); } // 4J Added LevelRuleset *serverRuleDefs = app.getGameRuleDefinitions(); if(serverRuleDefs != NULL) { player->gameMode->setGameRules( GameRuleDefinition::generateNewGameRulesInstance(GameRulesInstance::eGameRulesInstanceType_ServerPlayer, serverRuleDefs, pendingConnection->connection) ); } return player; } shared_ptr PlayerList::respawn(shared_ptr serverPlayer, int targetDimension, bool keepAllPlayerData) { // How we handle the entity tracker depends on whether we are the primary player currently, and whether there will be any player in the same system in the same dimension once we finish respawning. bool isPrimary = canReceiveAllPackets(serverPlayer); // Is this the primary player in its current dimension? int oldDimension = serverPlayer->dimension; bool isEmptying = ( targetDimension != oldDimension); // We're not emptying this dimension on this machine if this player is going back into the same dimension // Also consider if there is another player on this machine which is in the same dimension and can take over as primary player if( isEmptying ) { INetworkPlayer *thisPlayer = serverPlayer->connection->getNetworkPlayer(); for( unsigned int i = 0; i < players.size(); i++ ) { shared_ptr ep = players[i]; if( ep == serverPlayer ) continue; if( ep->dimension != oldDimension ) continue; INetworkPlayer * otherPlayer = ep->connection->getNetworkPlayer(); if( otherPlayer != NULL && thisPlayer->IsSameSystem(otherPlayer) ) { // There's another player here in the same dimension - we're not the last one out isEmptying = false; } } } // Now we know where we stand, the actions to take are as follows: // (1) if this isn't the primary player, then we just need to remove it from the entity tracker // (2) if this Is the primary player then: // (a) if isEmptying is true, then remove the player from the tracker, and send "remove entity" packets for anything seen (this is the original behaviour of the code) // (b) if isEmptying is false, then we'll be transferring control of entity tracking to another player if( isPrimary ) { if( isEmptying ) { app.DebugPrintf("Emptying this dimension\n"); serverPlayer->getLevel()->getTracker()->clear(serverPlayer); } else { app.DebugPrintf("Transferring... storing flags\n"); serverPlayer->getLevel()->getTracker()->removeEntity(serverPlayer); } } else { app.DebugPrintf("Not primary player\n"); serverPlayer->getLevel()->getTracker()->removeEntity(serverPlayer); } serverPlayer->getLevel()->getChunkMap()->remove(serverPlayer); auto it = find(players.begin(), players.end(), serverPlayer); if( it != players.end() ) { players.erase(it); } server->getLevel(serverPlayer->dimension)->removeEntityImmediately(serverPlayer); Pos *bedPosition = serverPlayer->getRespawnPosition(); bool spawnForced = serverPlayer->isRespawnForced(); removePlayerFromReceiving(serverPlayer); serverPlayer->dimension = targetDimension; EDefaultSkins skin = serverPlayer->getPlayerDefaultSkin(); DWORD playerIndex = serverPlayer->getPlayerIndex(); PlayerUID playerXuid = serverPlayer->getXuid(); PlayerUID playerOnlineXuid = serverPlayer->getOnlineXuid(); shared_ptr player = shared_ptr(new ServerPlayer(server, server->getLevel(serverPlayer->dimension), serverPlayer->getName(), new ServerPlayerGameMode(server->getLevel(serverPlayer->dimension)))); player->connection = serverPlayer->connection; player->restoreFrom(serverPlayer, keepAllPlayerData); if (keepAllPlayerData) { // Fix for #81759 - TU9: Content: Gameplay: Entering The End Exit Portal replaces the Player's currently held item with the first one from the Quickbar player->inventory->selected = serverPlayer->inventory->selected; } player->gameMode->player = player; // 4J added as had to remove this assignment from ServerPlayer ctor player->setXuid( playerXuid ); // 4J Added player->setOnlineXuid( playerOnlineXuid ); // 4J Added // 4J Stu - Don't reuse the id. If we do, then the player can be re-added after being removed, but the add packet gets sent before the remove packet //player->entityId = serverPlayer->entityId; player->setPlayerDefaultSkin( skin ); player->setIsGuest( serverPlayer->isGuest() ); player->setPlayerIndex( playerIndex ); player->setCustomSkin( serverPlayer->getCustomSkin() ); player->setCustomCape( serverPlayer->getCustomCape() ); player->setPlayerGamePrivilege(Player::ePlayerGamePrivilege_All, serverPlayer->getAllPlayerGamePrivileges()); player->gameMode->setGameRules( serverPlayer->gameMode->getGameRules() ); player->dimension = targetDimension; // 4J Stu - Added this as we need to know earlier if the player is the player for this connection so that // we can work out if they are the primary for the system and can receive all packets player->connection->setPlayer( player ); addPlayerToReceiving(player); ServerLevel *level = server->getLevel(serverPlayer->dimension); // reset the player's game mode (first pick from old, then copy level if // necessary) updatePlayerGameMode(player, serverPlayer, level); if(serverPlayer->wonGame && targetDimension == oldDimension && serverPlayer->getHealth() > 0) { // If the player is still alive and respawning to the same dimension, they are just being added back from someone else viewing the Win screen player->moveTo(serverPlayer->x, serverPlayer->y, serverPlayer->z, serverPlayer->yRot, serverPlayer->xRot); if(bedPosition != NULL) { player->setRespawnPosition(bedPosition, spawnForced); delete bedPosition; } // Fix for #81759 - TU9: Content: Gameplay: Entering The End Exit Portal replaces the Player's currently held item with the first one from the Quickbar player->inventory->selected = serverPlayer->inventory->selected; } else if (bedPosition != NULL) { Pos *respawnPosition = Player::checkBedValidRespawnPosition(server->getLevel(serverPlayer->dimension), bedPosition, spawnForced); if (respawnPosition != NULL) { player->moveTo(respawnPosition->x + 0.5f, respawnPosition->y + 0.1f, respawnPosition->z + 0.5f, 0, 0); player->setRespawnPosition(bedPosition, spawnForced); } else { player->connection->send( shared_ptr( new GameEventPacket(GameEventPacket::NO_RESPAWN_BED_AVAILABLE, 0) ) ); } delete bedPosition; } // Ensure the area the player is spawning in is loaded! level->cache->create(((int) player->x) >> 4, ((int) player->z) >> 4); while (!level->getCubes(player, player->bb)->empty()) { player->setPos(player->x, player->y + 1, player->z); } player->connection->send( std::make_shared( (char) player->dimension, player->level->getSeed(), player->level->getMaxBuildHeight(), player->gameMode->getGameModeForPlayer(), level->difficulty, level->getLevelData()->getGenerator(), player->level->useNewSeaLevel(), player->entityId, level->getLevelData()->getXZSize(), level->getLevelData()->getHellScale() ) ); player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot); player->connection->send( std::make_shared( player->experienceProgress, player->totalExperience, player->experienceLevel) ); if(keepAllPlayerData) { vector *activeEffects = player->getActiveEffects(); for(MobEffectInstance *effect : *activeEffects) { player->connection->send(std::make_shared( player->entityId, effect ) ); } delete activeEffects; player->getEntityData()->markDirty(Mob::DATA_EFFECT_COLOR_ID); } sendLevelInfo(player, level); level->getChunkMap()->add(player); level->addEntity(player); players.push_back(player); player->initMenu(); player->setHealth(player->getHealth()); // 4J-JEV - Dying before this point in the tutorial is pretty annoying, // making sure to remove health/hunger and give you back your meat. if( Minecraft::GetInstance()->isTutorial() && (!Minecraft::GetInstance()->gameMode->getTutorial()->isStateCompleted(e_Tutorial_State_Food_Bar)) ) { app.getGameRuleDefinitions()->postProcessPlayer(player); } if( oldDimension == 1 && player->dimension != 1 ) { player->displayClientMessage(IDS_PLAYER_LEFT_END); } return player; } void PlayerList::toggleDimension(shared_ptr player, int targetDimension) { int lastDimension = player->dimension; // How we handle the entity tracker depends on whether we are the primary player currently, and whether there will be any player in the same system in the same dimension once we finish respawning. bool isPrimary = canReceiveAllPackets(player); // Is this the primary player in its current dimension? bool isEmptying = true; // Also consider if there is another player on this machine which is in the same dimension and can take over as primary player INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer(); for( unsigned int i = 0; i < players.size(); i++ ) { shared_ptr ep = players[i]; if( ep == player ) continue; if( ep->dimension != lastDimension ) continue; INetworkPlayer * otherPlayer = ep->connection->getNetworkPlayer(); if( otherPlayer != NULL && thisPlayer->IsSameSystem(otherPlayer) ) { // There's another player here in the same dimension - we're not the last one out isEmptying = false; } } // Now we know where we stand, the actions to take are as follows: // (1) if this isn't the primary player, then we just need to remove it from the entity tracker // (2) if this Is the primary player then: // (a) if isEmptying is true, then remove the player from the tracker, and send "remove entity" packets for anything seen (this is the original behaviour of the code) // (b) if isEmptying is false, then we'll be transferring control of entity tracking to another player if( isPrimary ) { if( isEmptying ) { app.DebugPrintf("Toggle... Emptying this dimension\n"); player->getLevel()->getTracker()->clear(player); } else { app.DebugPrintf("Toggle... transferring\n"); player->getLevel()->getTracker()->removeEntity(player); } } else { app.DebugPrintf("Toggle... Not primary player\n"); player->getLevel()->getTracker()->removeEntity(player); } ServerLevel *oldLevel = server->getLevel(player->dimension); // 4J Stu - Do this much earlier so we don't end up unloading chunks in the wrong dimension player->getLevel()->getChunkMap()->remove(player); if(player->dimension != 1 && targetDimension == 1) { player->displayClientMessage(IDS_PLAYER_ENTERED_END); } else if( player->dimension == 1 ) { player->displayClientMessage(IDS_PLAYER_LEFT_END); } player->dimension = targetDimension; ServerLevel *newLevel = server->getLevel(player->dimension); // 4J Stu - Fix for #46423 - TU5: Art: Code: No burning animation visible after entering The Nether while burning player->clearFire(); // Stop burning if travelling through a portal // 4J Stu Added so that we remove entities from the correct level, after the respawn packet we will be in the wrong level player->flushEntitiesToRemove(); player->connection->send( shared_ptr( new RespawnPacket((char) player->dimension, newLevel->getSeed(), newLevel->getMaxBuildHeight(), player->gameMode->getGameModeForPlayer(), newLevel->difficulty, newLevel->getLevelData()->getGenerator(), newLevel->useNewSeaLevel(), player->entityId, newLevel->getLevelData()->getXZSize(), newLevel->getLevelData()->getHellScale()) ) ); oldLevel->removeEntityImmediately(player); player->removed = false; repositionAcrossDimension(player, lastDimension, oldLevel, newLevel); changeDimension(player, oldLevel); player->gameMode->setLevel(newLevel); // Resend the teleport if we haven't yet sent the chunk they will land on if( !g_NetworkManager.SystemFlagGet(player->connection->getNetworkPlayer(),ServerPlayer::getFlagIndexForChunk( ChunkPos(player->xChunk,player->zChunk), player->level->dimension->id ) ) ) { player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot, false); // Force sending of the current chunk player->doTick(true, true, true); } player->connection->teleport(player->x, player->y, player->z, player->yRot, player->xRot); // 4J Stu - Fix for #64683 - Customer Encountered: TU7: Content: Gameplay: Potion effects are removed after using the Nether Portal vector *activeEffects = player->getActiveEffects(); for(MobEffectInstance *effect : *activeEffects) { player->connection->send(std::make_shared( player->entityId, effect ) ); } delete activeEffects; player->getEntityData()->markDirty(Mob::DATA_EFFECT_COLOR_ID); sendLevelInfo(player, newLevel); sendAllPlayerInfo(player); } void PlayerList::repositionAcrossDimension(shared_ptr entity, int lastDimension, ServerLevel *oldLevel, ServerLevel *newLevel) { double xt = entity->x; double zt = entity->z; double xOriginal = entity->x; double yOriginal = entity->y; double zOriginal = entity->z; float yRotOriginal = entity->yRot; double scale = newLevel->getLevelData()->getHellScale(); // 4J Scale was 8 but this is all we can fit in if (entity->dimension == -1) { xt /= scale; zt /= scale; entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot); if (entity->isAlive()) { oldLevel->tick(entity, false); } } else if (entity->dimension == 0) { xt *= scale; zt *= scale; entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot); if (entity->isAlive()) { oldLevel->tick(entity, false); } } else { Pos *p; if (lastDimension == 1) { // Coming from the end p = newLevel->getSharedSpawnPos(); } else { // Going to the end p = newLevel->getDimensionSpecificSpawn(); } xt = p->x; entity->y = p->y; zt = p->z; delete p; entity->moveTo(xt, entity->y, zt, 90, 0); if (entity->isAlive()) { oldLevel->tick(entity, false); } } if(entity->GetType() == eTYPE_SERVERPLAYER) { shared_ptr player = dynamic_pointer_cast(entity); removePlayerFromReceiving(player, false, lastDimension); addPlayerToReceiving(player); } if (lastDimension != 1) { xt = (double) Mth::clamp((int) xt, -Level::MAX_LEVEL_SIZE + 128, Level::MAX_LEVEL_SIZE - 128); zt = (double) Mth::clamp((int) zt, -Level::MAX_LEVEL_SIZE + 128, Level::MAX_LEVEL_SIZE - 128); if (entity->isAlive()) { newLevel->addEntity(entity); entity->moveTo(xt, entity->y, zt, entity->yRot, entity->xRot); newLevel->tick(entity, false); newLevel->cache->autoCreate = true; newLevel->getPortalForcer()->force(entity, xOriginal, yOriginal, zOriginal, yRotOriginal); newLevel->cache->autoCreate = false; } } entity->setLevel(newLevel); } void PlayerList::tick() { // 4J - brought changes to how often this is sent forward from 1.2.3 if (++sendAllPlayerInfoIn > SEND_PLAYER_INFO_INTERVAL) { sendAllPlayerInfoIn = 0; } if (sendAllPlayerInfoIn < players.size()) { shared_ptr op = players[sendAllPlayerInfoIn]; //broadcastAll(shared_ptr( new PlayerInfoPacket(op->name, true, op->latency) ) ); if( op->connection->getNetworkPlayer() ) { broadcastAll(shared_ptr( new PlayerInfoPacket( op ) ) ); } } EnterCriticalSection(&m_closePlayersCS); while(!m_smallIdsToClose.empty()) { BYTE smallId = m_smallIdsToClose.front(); m_smallIdsToClose.pop_front(); shared_ptr player = nullptr; for(unsigned int i = 0; i < players.size(); i++) { shared_ptr p = players.at(i); // 4J Stu - May be being a bit overprotective with all the NULL checks, but adding late in TU7 so want to be safe if (p != NULL && p->connection != NULL && p->connection->connection != NULL && p->connection->connection->getSocket() != NULL && p->connection->connection->getSocket()->getSmallId() == smallId ) { player = p; break; } } if (player != NULL) { player->connection->disconnect( DisconnectPacket::eDisconnect_Closed ); } } LeaveCriticalSection(&m_closePlayersCS); EnterCriticalSection(&m_kickPlayersCS); while(!m_smallIdsToKick.empty()) { BYTE smallId = m_smallIdsToKick.front(); m_smallIdsToKick.pop_front(); INetworkPlayer *selectedPlayer = g_NetworkManager.GetPlayerBySmallId(smallId); if( selectedPlayer != NULL ) { if( selectedPlayer->IsLocal() != TRUE ) { //#ifdef _XBOX PlayerUID xuid = selectedPlayer->GetUID(); // Kick this player from the game shared_ptr player = nullptr; for(unsigned int i = 0; i < players.size(); i++) { shared_ptr p = players.at(i); PlayerUID playersXuid = p->getOnlineXuid(); if (p != NULL && ProfileManager.AreXUIDSEqual(playersXuid, xuid ) ) { player = p; break; } } if (player != NULL) { m_bannedXuids.push_back( player->getOnlineXuid() ); // 4J Stu - If we have kicked a player, make sure that they have no privileges if they later try to join the world when trust players is off player->enableAllPlayerPrivileges( false ); player->connection->setWasKicked(); player->connection->send( shared_ptr( new DisconnectPacket(DisconnectPacket::eDisconnect_Kicked) )); } //#endif } } } LeaveCriticalSection(&m_kickPlayersCS); // Check our receiving players, and if they are dead see if we can replace them for(unsigned int dim = 0; dim < 2; ++dim) { for(unsigned int i = 0; i < receiveAllPlayers[dim].size(); ++i) { shared_ptr currentPlayer = receiveAllPlayers[dim][i]; if(currentPlayer->removed) { shared_ptr newPlayer = findAlivePlayerOnSystem(currentPlayer); if(newPlayer != NULL) { receiveAllPlayers[dim][i] = newPlayer; app.DebugPrintf("Replacing primary player %ls with %ls in dimension %d\n", currentPlayer->name.c_str(), newPlayer->name.c_str(), dim); } } } } } bool PlayerList::isTrackingTile(int x, int y, int z, int dimension) { return server->getLevel(dimension)->getChunkMap()->isTrackingTile(x, y, z); } // 4J added - make sure that any tile updates for the chunk at this location get prioritised for sending void PlayerList::prioritiseTileChanges(int x, int y, int z, int dimension) { server->getLevel(dimension)->getChunkMap()->prioritiseTileChanges(x, y, z); } void PlayerList::broadcastAll(shared_ptr packet) { for (unsigned int i = 0; i < players.size(); i++) { shared_ptr player = players[i]; player->connection->send(packet); } } void PlayerList::broadcastAll(shared_ptr packet, int dimension) { for (unsigned int i = 0; i < players.size(); i++) { shared_ptr player = players[i]; if (player->dimension == dimension) player->connection->send(packet); } } wstring PlayerList::getPlayerNames() { wstring msg; for (unsigned int i = 0; i < players.size(); i++) { if (i > 0) msg += L", "; msg += players[i]->name; } return msg; } bool PlayerList::isWhiteListed(const wstring& name) { return true; } bool PlayerList::isOp(const wstring& name) { return false; } bool PlayerList::isOp(shared_ptr player) { bool cheatsEnabled = app.GetGameHostOption(eGameHostOption_CheatsEnabled); #ifdef _DEBUG_MENUS_ENABLED cheatsEnabled = cheatsEnabled || app.GetUseDPadForDebug(); #endif INetworkPlayer *networkPlayer = player->connection->getNetworkPlayer(); bool isOp = cheatsEnabled && (player->isModerator() || (networkPlayer != NULL && networkPlayer->IsHost())); return isOp; } shared_ptr PlayerList::getPlayer(const wstring& name) { for (unsigned int i = 0; i < players.size(); i++) { shared_ptr p = players[i]; if (p->name == name) // 4J - used to be case insensitive (using equalsIgnoreCase) - imagine we'll be shifting to XUIDs anyway { return p; } } return nullptr; } // 4J Added shared_ptr PlayerList::getPlayer(PlayerUID uid) { for (unsigned int i = 0; i < players.size(); i++) { shared_ptr p = players[i]; if (p->getXuid() == uid || p->getOnlineXuid() == uid) // 4J - used to be case insensitive (using equalsIgnoreCase) - imagine we'll be shifting to XUIDs anyway { return p; } } return nullptr; } shared_ptr PlayerList::getNearestPlayer(Pos *position, int range) { if (players.empty()) return nullptr; if (position == NULL) return players.at(0); shared_ptr current = nullptr; double dist = -1; int rangeSqr = range * range; for (int i = 0; i < players.size(); i++) { shared_ptr next = players.at(i); double newDist = position->distSqr(next->getCommandSenderWorldPosition()); if ((dist == -1 || newDist < dist) && (range <= 0 || newDist <= rangeSqr)) { dist = newDist; current = next; } } return current; } vector *PlayerList::getPlayers(Pos *position, int rangeMin, int rangeMax, int count, int mode, int levelMin, int levelMax, unordered_map *scoreRequirements, const wstring &playerName, const wstring &teamName, Level *level) { app.DebugPrintf("getPlayers NOT IMPLEMENTED!"); return NULL; /*if (players.empty()) return NULL; vector > result = new vector >(); bool reverse = count < 0; bool playerNameNot = !playerName.empty() && playerName.startsWith("!"); bool teamNameNot = !teamName.empty() && teamName.startsWith("!"); int rangeMinSqr = rangeMin * rangeMin; int rangeMaxSqr = rangeMax * rangeMax; count = Mth.abs(count); if (playerNameNot) playerName = playerName.substring(1); if (teamNameNot) teamName = teamName.substring(1); for (int i = 0; i < players.size(); i++) { ServerPlayer player = players.get(i); if (level != null && player.level != level) continue; if (playerName != null) { if (playerNameNot == playerName.equalsIgnoreCase(player.getAName())) continue; } if (teamName != null) { Team team = player.getTeam(); String actualName = team == null ? "" : team.getName(); if (teamNameNot == teamName.equalsIgnoreCase(actualName)) continue; } if (position != null && (rangeMin > 0 || rangeMax > 0)) { float distance = position.distSqr(player.getCommandSenderWorldPosition()); if (rangeMin > 0 && distance < rangeMinSqr) continue; if (rangeMax > 0 && distance > rangeMaxSqr) continue; } if (!meetsScoreRequirements(player, scoreRequirements)) continue; if (mode != GameType.NOT_SET.getId() && mode != player.gameMode.getGameModeForPlayer().getId()) continue; if (levelMin > 0 && player.experienceLevel < levelMin) continue; if (player.experienceLevel > levelMax) continue; result.add(player); } if (position != null) Collections.sort(result, new PlayerDistanceComparator(position)); if (reverse) Collections.reverse(result); if (count > 0) result = result.subList(0, Math.min(count, result.size())); return result;*/ } bool PlayerList::meetsScoreRequirements(shared_ptr player, unordered_map scoreRequirements) { app.DebugPrintf("meetsScoreRequirements NOT IMPLEMENTED!"); return false; //if (scoreRequirements == null || scoreRequirements.size() == 0) return true; //for (Map.Entry requirement : scoreRequirements.entrySet()) { // String name = requirement.getKey(); // boolean min = false; // if (name.endsWith("_min") && name.length() > 4) { // min = true; // name = name.substring(0, name.length() - 4); // } // Scoreboard scoreboard = player.getScoreboard(); // Objective objective = scoreboard.getObjective(name); // if (objective == null) return false; // Score score = player.getScoreboard().getPlayerScore(player.getAName(), objective); // int value = score.getScore(); // if (value < requirement.getValue() && min) { // return false; // } else if (value > requirement.getValue() && !min) { // return false; // } //} //return true; } void PlayerList::sendMessage(const wstring& name, const wstring& message) { shared_ptr player = getPlayer(name); if (player != NULL) { player->connection->send( shared_ptr( new ChatPacket(message) ) ); } } void PlayerList::broadcast(double x, double y, double z, double range, int dimension, shared_ptr packet) { broadcast(nullptr, x, y, z, range, dimension, packet); } void PlayerList::broadcast(shared_ptr except, double x, double y, double z, double range, int dimension, shared_ptr packet) { // 4J - altered so that we don't send to the same machine more than once. Add the source player to the machines we have "sent" to as it doesn't need to go to that // machine either vector< shared_ptr > sentTo; if( except != NULL ) { sentTo.push_back(dynamic_pointer_cast(except)); } for (unsigned int i = 0; i < players.size(); i++) { shared_ptr p = players[i]; if (p == except) continue; if (p->dimension != dimension) continue; // 4J - don't send to the same machine more than once bool dontSend = false; if( sentTo.size() ) { INetworkPlayer *thisPlayer = p->connection->getNetworkPlayer(); if( thisPlayer == NULL ) { dontSend = true; } else { for(unsigned int j = 0; j < sentTo.size(); j++ ) { shared_ptr player2 = sentTo[j]; INetworkPlayer *otherPlayer = player2->connection->getNetworkPlayer(); if( otherPlayer != NULL && thisPlayer->IsSameSystem(otherPlayer) ) { dontSend = true; } } } } if( dontSend ) { continue; } double xd = x - p->x; double yd = y - p->y; double zd = z - p->z; if (xd * xd + yd * yd + zd * zd < range * range) { #if 0 // _DEBUG shared_ptr SoundPacket= dynamic_pointer_cast(packet); if(SoundPacket) { app.DebugPrintf("---broadcast - eSoundType_[%d] ",SoundPacket->getSound()); OutputDebugStringW(ConsoleSoundEngine::wchSoundNames[SoundPacket->getSound()]); app.DebugPrintf("\n"); } #endif p->connection->send(packet); sentTo.push_back( p ); } } } void PlayerList::saveAll(ProgressListener *progressListener, bool bDeleteGuestMaps /*= false*/) { if(progressListener != NULL) progressListener->progressStart(IDS_PROGRESS_SAVING_PLAYERS); // 4J - playerIo can be NULL if we have have to exit a game really early on due to network failure if(playerIo) { playerIo->saveAllCachedData(); for (unsigned int i = 0; i < players.size(); i++) { playerIo->save(players[i]); //4J Stu - We don't want to save the map data for guests, so when we are sure that the player is gone delete the map if(bDeleteGuestMaps && players[i]->isGuest()) playerIo->deleteMapFilesForPlayer(players[i]); if(progressListener != NULL) progressListener->progressStagePercentage((i * 100)/ ((int)players.size())); } playerIo->clearOldPlayerFiles(); playerIo->saveMapIdLookup(); } } void PlayerList::whiteList(const wstring& playerName) { } void PlayerList::blackList(const wstring& playerName) { } void PlayerList::reloadWhitelist() { } void PlayerList::sendLevelInfo(shared_ptr player, ServerLevel *level) { player->connection->send( shared_ptr( new SetTimePacket(level->getGameTime(), level->getDayTime(), level->getGameRules()->getBoolean(GameRules::RULE_DAYLIGHT)) ) ); if (level->isRaining()) { player->connection->send( shared_ptr( new GameEventPacket(GameEventPacket::START_RAINING, 0) ) ); } else { // 4J Stu - Fix for #44836 - Customer Encountered: Out of Sync Weather [A-10] // If it was raining when the player left the level, and is now not raining we need to make sure that state is updated player->connection->send( shared_ptr( new GameEventPacket(GameEventPacket::STOP_RAINING, 0) ) ); } // send the stronghold position if there is one if((level->dimension->id==0) && level->getLevelData()->getHasStronghold()) { player->connection->send( shared_ptr( new XZPacket(XZPacket::STRONGHOLD,level->getLevelData()->getXStronghold(),level->getLevelData()->getZStronghold()) ) ); } } void PlayerList::sendAllPlayerInfo(shared_ptr player) { player->refreshContainer(player->inventoryMenu); player->resetSentInfo(); player->connection->send( shared_ptr( new SetCarriedItemPacket(player->inventory->selected)) ); } int PlayerList::getPlayerCount() { return (int)players.size(); } int PlayerList::getPlayerCount(ServerLevel *level) { int count = 0; for(auto& player : players) { if( player->level == level ) ++count; } return count; } int PlayerList::getMaxPlayers() { return maxPlayers; } MinecraftServer *PlayerList::getServer() { return server; } int PlayerList::getViewDistance() { return viewDistance; } void PlayerList::setOverrideGameMode(GameType *gameMode) { overrideGameMode = gameMode; } void PlayerList::updatePlayerGameMode(shared_ptr newPlayer, shared_ptr oldPlayer, Level *level) { // reset the player's game mode (first pick from old, then copy level if // necessary) if (oldPlayer != NULL) { newPlayer->gameMode->setGameModeForPlayer(oldPlayer->gameMode->getGameModeForPlayer()); } else if (overrideGameMode != NULL) { newPlayer->gameMode->setGameModeForPlayer(overrideGameMode); } newPlayer->gameMode->updateGameMode(level->getLevelData()->getGameType()); } void PlayerList::setAllowCheatsForAllPlayers(bool allowCommands) { this->allowCheatsForAllPlayers = allowCommands; } shared_ptr PlayerList::findAlivePlayerOnSystem(shared_ptr player) { int dimIndex, playerDim; dimIndex = playerDim = player->dimension; if( dimIndex == -1 ) dimIndex = 1; else if( dimIndex == 1) dimIndex = 2; INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer(); if( thisPlayer ) { for(auto& newPlayer : players) { INetworkPlayer *otherPlayer = newPlayer->connection->getNetworkPlayer(); if( !newPlayer->removed && newPlayer != player && newPlayer->dimension == playerDim && otherPlayer && otherPlayer->IsSameSystem( thisPlayer ) ) { return newPlayer; } } } return nullptr; } void PlayerList::removePlayerFromReceiving(shared_ptr player, bool usePlayerDimension /*= true*/, int dimension /*= 0*/) { int dimIndex, playerDim; dimIndex = playerDim = usePlayerDimension ? player->dimension : dimension; if( dimIndex == -1 ) dimIndex = 1; else if( dimIndex == 1) dimIndex = 2; #ifndef _CONTENT_PACKAGE app.DebugPrintf("Requesting remove player %ls as primary in dimension %d\n", player->name.c_str(), dimIndex); #endif bool playerRemoved = false; auto it = find(receiveAllPlayers[dimIndex].begin(), receiveAllPlayers[dimIndex].end(), player); if( it != receiveAllPlayers[dimIndex].end() ) { #ifndef _CONTENT_PACKAGE app.DebugPrintf("Remove: Removing player %ls as primary in dimension %d\n", player->name.c_str(), dimIndex); #endif receiveAllPlayers[dimIndex].erase(it); playerRemoved = true; } INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer(); if( thisPlayer && playerRemoved ) { for(auto& newPlayer : players) { INetworkPlayer *otherPlayer = newPlayer->connection->getNetworkPlayer(); if( newPlayer != player && newPlayer->dimension == playerDim && otherPlayer && otherPlayer->IsSameSystem( thisPlayer ) ) { #ifndef _CONTENT_PACKAGE app.DebugPrintf("Remove: Adding player %ls as primary in dimension %d\n", newPlayer->name.c_str(), dimIndex); #endif receiveAllPlayers[dimIndex].push_back( newPlayer ); break; } } } else if( thisPlayer == NULL ) { #ifndef _CONTENT_PACKAGE app.DebugPrintf("Remove: Qnet player for %ls was NULL so re-checking all players\n", player->name.c_str() ); #endif // 4J Stu - Something went wrong, or possibly the QNet player left before we got here. // Re-check all active players and make sure they have someone on their system to receive all packets for(auto& newPlayer : players) { INetworkPlayer *checkingPlayer = newPlayer->connection->getNetworkPlayer(); if( checkingPlayer ) { int newPlayerDim = 0; if( newPlayer->dimension == -1 ) newPlayerDim = 1; else if( newPlayer->dimension == 1) newPlayerDim = 2; bool foundPrimary = false; for(auto& primaryPlayer : receiveAllPlayers[newPlayerDim]) { INetworkPlayer *primPlayer = primaryPlayer->connection->getNetworkPlayer(); if(primPlayer != NULL && checkingPlayer->IsSameSystem( primPlayer ) ) { foundPrimary = true; break; } } if(!foundPrimary) { #ifndef _CONTENT_PACKAGE app.DebugPrintf("Remove: Adding player %ls as primary in dimension %d\n", newPlayer->name.c_str(), newPlayerDim); #endif receiveAllPlayers[newPlayerDim].push_back( newPlayer ); } } } } } void PlayerList::addPlayerToReceiving(shared_ptr player) { int playerDim = 0; if( player->dimension == -1 ) playerDim = 1; else if( player->dimension == 1) playerDim = 2; #ifndef _CONTENT_PACKAGE app.DebugPrintf("Requesting add player %ls as primary in dimension %d\n", player->name.c_str(), playerDim); #endif bool shouldAddPlayer = true; INetworkPlayer *thisPlayer = player->connection->getNetworkPlayer(); if( thisPlayer == NULL ) { #ifndef _CONTENT_PACKAGE app.DebugPrintf("Add: Qnet player for player %ls is NULL so not adding them\n", player->name.c_str() ); #endif shouldAddPlayer = false; } else { for(auto& oldPlayer : receiveAllPlayers[playerDim]) { INetworkPlayer *checkingPlayer = oldPlayer->connection->getNetworkPlayer(); if(checkingPlayer != NULL && checkingPlayer->IsSameSystem( thisPlayer ) ) { shouldAddPlayer = false; break; } } } if( shouldAddPlayer ) { #ifndef _CONTENT_PACKAGE app.DebugPrintf("Add: Adding player %ls as primary in dimension %d\n", player->name.c_str(), playerDim); #endif receiveAllPlayers[playerDim].push_back( player ); } } bool PlayerList::canReceiveAllPackets(shared_ptr player) { int playerDim = 0; if( player->dimension == -1 ) playerDim = 1; else if( player->dimension == 1) playerDim = 2; for(const auto& newPlayer : receiveAllPlayers[playerDim]) { if(newPlayer == player) { return true; } } return false; } void PlayerList::kickPlayerByShortId(BYTE networkSmallId) { EnterCriticalSection(&m_kickPlayersCS); m_smallIdsToKick.push_back(networkSmallId); LeaveCriticalSection(&m_kickPlayersCS); } void PlayerList::closePlayerConnectionBySmallId(BYTE networkSmallId) { EnterCriticalSection(&m_closePlayersCS); m_smallIdsToClose.push_back(networkSmallId); LeaveCriticalSection(&m_closePlayersCS); } bool PlayerList::isXuidBanned(PlayerUID xuid) { if( xuid == INVALID_XUID ) return false; bool banned = false; for(PlayerUID it : m_bannedXuids) { if( ProfileManager.AreXUIDSEqual( xuid, it ) ) { banned = true; break; } } return banned; } // AP added for Vita so the range can be increased once the level starts void PlayerList::setViewDistance(int newViewDistance) { viewDistance = newViewDistance; }