minetest/src/server.cpp

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/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
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#include "server.h"
#include <iostream>
#include <queue>
#include <algorithm>
#include "network/connection.h"
#include "network/networkprotocol.h"
#include "network/serveropcodes.h"
#include "ban.h"
#include "environment.h"
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#include "map.h"
#include "threading/mutex_auto_lock.h"
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#include "constants.h"
#include "voxel.h"
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#include "config.h"
#include "version.h"
#include "filesys.h"
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#include "mapblock.h"
#include "server/serveractiveobject.h"
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#include "settings.h"
#include "profiler.h"
#include "log.h"
#include "scripting_server.h"
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#include "nodedef.h"
#include "itemdef.h"
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#include "craftdef.h"
#include "emerge.h"
#include "mapgen/mapgen.h"
#include "mapgen/mg_biome.h"
#include "content_mapnode.h"
#include "content_nodemeta.h"
#include "content/mods.h"
#include "modchannels.h"
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#include "serverlist.h"
#include "util/string.h"
#include "rollback.h"
#include "util/serialize.h"
#include "util/thread.h"
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#include "defaultsettings.h"
#include "server/mods.h"
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#include "util/base64.h"
#include "util/sha1.h"
#include "util/hex.h"
#include "database/database.h"
#include "chatmessage.h"
#include "chat_interface.h"
#include "remoteplayer.h"
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#include "server/player_sao.h"
#include "server/serverinventorymgr.h"
#include "translation.h"
#include "database/database-sqlite3.h"
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#if USE_POSTGRESQL
#include "database/database-postgresql.h"
#endif
#include "database/database-files.h"
#include "database/database-dummy.h"
#include "gameparams.h"
#include "particles.h"
#include "gettext.h"
class ClientNotFoundException : public BaseException
{
public:
ClientNotFoundException(const char *s):
BaseException(s)
{}
};
class ServerThread : public Thread
{
public:
ServerThread(Server *server):
Thread("Server"),
m_server(server)
{}
void *run();
private:
Server *m_server;
};
void *ServerThread::run()
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{
BEGIN_DEBUG_EXCEPTION_HANDLER
/*
* The real business of the server happens on the ServerThread.
* How this works:
* AsyncRunStep() runs an actual server step as soon as enough time has
* passed (dedicated_server_loop keeps track of that).
* Receive() blocks at least(!) 30ms waiting for a packet (so this loop
* doesn't busy wait) and will process any remaining packets.
*/
try {
m_server->AsyncRunStep(true);
} catch (con::ConnectionBindFailed &e) {
m_server->setAsyncFatalError(e.what());
} catch (LuaError &e) {
m_server->setAsyncFatalError(e);
}
while (!stopRequested()) {
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ScopeProfiler spm(g_profiler, "Server::RunStep() (max)", SPT_MAX);
try {
m_server->AsyncRunStep();
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m_server->Receive();
} catch (con::PeerNotFoundException &e) {
infostream<<"Server: PeerNotFoundException"<<std::endl;
} catch (ClientNotFoundException &e) {
} catch (con::ConnectionBindFailed &e) {
m_server->setAsyncFatalError(e.what());
} catch (LuaError &e) {
m_server->setAsyncFatalError(e);
}
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}
END_DEBUG_EXCEPTION_HANDLER
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return nullptr;
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}
v3f ServerPlayingSound::getPos(ServerEnvironment *env, bool *pos_exists) const
{
if (pos_exists)
*pos_exists = false;
switch (type ){
case SoundLocation::Local:
return v3f(0,0,0);
case SoundLocation::Position:
if (pos_exists)
*pos_exists = true;
return pos;
case SoundLocation::Object:
{
if (object == 0)
return v3f(0,0,0);
ServerActiveObject *sao = env->getActiveObject(object);
if (!sao)
return v3f(0,0,0);
if (pos_exists)
*pos_exists = true;
return sao->getBasePosition();
}
}
return v3f(0,0,0);
}
void Server::ShutdownState::reset()
{
m_timer = 0.0f;
message.clear();
should_reconnect = false;
is_requested = false;
}
void Server::ShutdownState::trigger(float delay, const std::string &msg, bool reconnect)
{
m_timer = delay;
message = msg;
should_reconnect = reconnect;
}
void Server::ShutdownState::tick(float dtime, Server *server)
{
if (m_timer <= 0.0f)
return;
// Timed shutdown
static const float shutdown_msg_times[] =
{
1, 2, 3, 4, 5, 10, 20, 40, 60, 120, 180, 300, 600, 1200, 1800, 3600
};
// Automated messages
if (m_timer < shutdown_msg_times[ARRLEN(shutdown_msg_times) - 1]) {
for (float t : shutdown_msg_times) {
// If shutdown timer matches an automessage, shot it
if (m_timer > t && m_timer - dtime < t) {
std::wstring periodicMsg = getShutdownTimerMessage();
infostream << wide_to_utf8(periodicMsg).c_str() << std::endl;
server->SendChatMessage(PEER_ID_INEXISTENT, periodicMsg);
break;
}
}
}
m_timer -= dtime;
if (m_timer < 0.0f) {
m_timer = 0.0f;
is_requested = true;
}
}
std::wstring Server::ShutdownState::getShutdownTimerMessage() const
{
std::wstringstream ws;
ws << L"*** Server shutting down in "
<< duration_to_string(myround(m_timer)).c_str() << ".";
return ws.str();
}
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/*
Server
*/
Server::Server(
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const std::string &path_world,
const SubgameSpec &gamespec,
bool simple_singleplayer_mode,
Address bind_addr,
bool dedicated,
ChatInterface *iface,
std::string *shutdown_errmsg
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):
m_bind_addr(bind_addr),
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m_path_world(path_world),
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m_gamespec(gamespec),
m_simple_singleplayer_mode(simple_singleplayer_mode),
m_dedicated(dedicated),
m_async_fatal_error(""),
m_con(std::make_shared<con::Connection>(PROTOCOL_ID,
512,
CONNECTION_TIMEOUT,
m_bind_addr.isIPv6(),
this)),
m_itemdef(createItemDefManager()),
m_nodedef(createNodeDefManager()),
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m_craftdef(createCraftDefManager()),
m_thread(new ServerThread(this)),
m_clients(m_con),
m_admin_chat(iface),
m_shutdown_errmsg(shutdown_errmsg),
m_modchannel_mgr(new ModChannelMgr())
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{
if (m_path_world.empty())
throw ServerError("Supplied empty world path");
if (!gamespec.isValid())
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throw ServerError("Supplied invalid gamespec");
#if USE_PROMETHEUS
if (!simple_singleplayer_mode)
m_metrics_backend = std::unique_ptr<MetricsBackend>(createPrometheusMetricsBackend());
else
#else
if (true)
#endif
m_metrics_backend = std::make_unique<MetricsBackend>();
m_uptime_counter = m_metrics_backend->addCounter("minetest_core_server_uptime", "Server uptime (in seconds)");
m_player_gauge = m_metrics_backend->addGauge("minetest_core_player_number", "Number of connected players");
m_timeofday_gauge = m_metrics_backend->addGauge(
"minetest_core_timeofday",
"Time of day value");
m_lag_gauge = m_metrics_backend->addGauge(
"minetest_core_latency",
"Latency value (in seconds)");
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const std::string aom_types[] = {"reliable", "unreliable"};
for (u32 i = 0; i < ARRLEN(aom_types); i++) {
std::string help_str("Number of active object messages generated (");
help_str.append(aom_types[i]).append(")");
m_aom_buffer_counter[i] = m_metrics_backend->addCounter(
"minetest_core_aom_generated_count", help_str,
{{"type", aom_types[i]}});
}
m_packet_recv_counter = m_metrics_backend->addCounter(
"minetest_core_server_packet_recv",
"Processable packets received");
m_packet_recv_processed_counter = m_metrics_backend->addCounter(
"minetest_core_server_packet_recv_processed",
"Valid received packets processed");
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m_map_edit_event_counter = m_metrics_backend->addCounter(
"minetest_core_map_edit_events",
"Number of map edit events");
m_lag_gauge->set(g_settings->getFloat("dedicated_server_step"));
}
Server::~Server()
{
// Send shutdown message
SendChatMessage(PEER_ID_INEXISTENT, ChatMessage(CHATMESSAGE_TYPE_ANNOUNCE,
L"*** Server shutting down"));
if (m_env) {
MutexAutoLock envlock(m_env_mutex);
infostream << "Server: Saving players" << std::endl;
m_env->saveLoadedPlayers();
infostream << "Server: Kicking players" << std::endl;
std::string kick_msg;
bool reconnect = false;
if (isShutdownRequested()) {
reconnect = m_shutdown_state.should_reconnect;
kick_msg = m_shutdown_state.message;
}
if (kick_msg.empty()) {
kick_msg = g_settings->get("kick_msg_shutdown");
}
m_env->saveLoadedPlayers(true);
m_env->kickAllPlayers(SERVER_ACCESSDENIED_SHUTDOWN,
kick_msg, reconnect);
}
actionstream << "Server: Shutting down" << std::endl;
// Do this before stopping the server in case mapgen callbacks need to access
// server-controlled resources (like ModStorages). Also do them before
// shutdown callbacks since they may modify state that is finalized in a
// callback.
if (m_emerge)
m_emerge->stopThreads();
if (m_env) {
MutexAutoLock envlock(m_env_mutex);
// Execute script shutdown hooks
infostream << "Executing shutdown hooks" << std::endl;
try {
m_script->on_shutdown();
} catch (ModError &e) {
addShutdownError(e);
}
infostream << "Server: Saving environment metadata" << std::endl;
m_env->saveMeta();
}
// Stop threads
if (m_thread) {
stop();
delete m_thread;
}
// Write any changes before deletion.
if (m_mod_storage_database)
m_mod_storage_database->endSave();
// Delete things in the reverse order of creation
delete m_emerge;
delete m_env;
delete m_rollback;
delete m_mod_storage_database;
delete m_banmanager;
delete m_itemdef;
delete m_nodedef;
delete m_craftdef;
// Deinitialize scripting
infostream << "Server: Deinitializing scripting" << std::endl;
delete m_script;
delete m_startup_server_map; // if available
delete m_game_settings;
while (!m_unsent_map_edit_queue.empty()) {
delete m_unsent_map_edit_queue.front();
m_unsent_map_edit_queue.pop();
}
}
void Server::init()
{
infostream << "Server created for gameid \"" << m_gamespec.id << "\"";
if (m_simple_singleplayer_mode)
infostream << " in simple singleplayer mode" << std::endl;
else
infostream << std::endl;
infostream << "- world: " << m_path_world << std::endl;
infostream << "- game: " << m_gamespec.path << std::endl;
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m_game_settings = Settings::createLayer(SL_GAME);
// Create world if it doesn't exist
try {
loadGameConfAndInitWorld(m_path_world,
fs::GetFilenameFromPath(m_path_world.c_str()),
m_gamespec, false);
} catch (const BaseException &e) {
throw ServerError(std::string("Failed to initialize world: ") + e.what());
}
// Create emerge manager
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m_emerge = new EmergeManager(this, m_metrics_backend.get());
// Create ban manager
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std::string ban_path = m_path_world + DIR_DELIM "ipban.txt";
m_banmanager = new BanManager(ban_path);
// Create mod storage database and begin a save for later
m_mod_storage_database = openModStorageDatabase(m_path_world);
m_mod_storage_database->beginSave();
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m_modmgr = std::make_unique<ServerModManager>(m_path_world);
Basic support for configuring which mods to load for each world settings.h: added function to return all keys used in settings, and a function to remove a setting mods.{h,cpp}: added class ModConfiguration that represents a subset of the installed mods. server.{h,cpp}: server does not load add-on mods that are disabled in the world.mt file. mods are disabled by a setting of the form "load_mod_<modname> = false". if no load_mod_<modname> = ... setting is found, the mod is loaded anyways for backwards compatibilty. server also complains to errorstream about mods with unstatisfied dependencies and about mods that are not installed. guiConfigureWorld.{h,cpp}: shows a treeview of installed add-on mods and modpacks with little icons in front of their name indicating their status: a checkmark for enabled mods, a cross for disabled mods, a question mark for "new" mods Mods can be enabled/disabled by a checkbox. Mods also show a list of dependencies and reverse dependencies. double-click on a mod in dependency or reverse dependency listbox selects the corresponding mod. Enabling a mod also enables all its dependencies. Disabling a mod also disables all its reverse dependencies. For modpacks, show buttons to enable/disable all mods (recursively, including their dependencies) in it. Button "Save" saves the current settings to the world.mt file and returns to the main menu. Button "Cancel" returns to main menu without saving. basic keyboard controls (if the proper widget has keyboard focus): up/down: scroll through tree of mods left/right: collaps/expand a modpack space: enable/disable the selected mod
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// complain about mods with unsatisfied dependencies
if (!m_modmgr->isConsistent()) {
std::string error = m_modmgr->getUnsatisfiedModsError();
throw ServerError(error);
Basic support for configuring which mods to load for each world settings.h: added function to return all keys used in settings, and a function to remove a setting mods.{h,cpp}: added class ModConfiguration that represents a subset of the installed mods. server.{h,cpp}: server does not load add-on mods that are disabled in the world.mt file. mods are disabled by a setting of the form "load_mod_<modname> = false". if no load_mod_<modname> = ... setting is found, the mod is loaded anyways for backwards compatibilty. server also complains to errorstream about mods with unstatisfied dependencies and about mods that are not installed. guiConfigureWorld.{h,cpp}: shows a treeview of installed add-on mods and modpacks with little icons in front of their name indicating their status: a checkmark for enabled mods, a cross for disabled mods, a question mark for "new" mods Mods can be enabled/disabled by a checkbox. Mods also show a list of dependencies and reverse dependencies. double-click on a mod in dependency or reverse dependency listbox selects the corresponding mod. Enabling a mod also enables all its dependencies. Disabling a mod also disables all its reverse dependencies. For modpacks, show buttons to enable/disable all mods (recursively, including their dependencies) in it. Button "Save" saves the current settings to the world.mt file and returns to the main menu. Button "Cancel" returns to main menu without saving. basic keyboard controls (if the proper widget has keyboard focus): up/down: scroll through tree of mods left/right: collaps/expand a modpack space: enable/disable the selected mod
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}
//lock environment
MutexAutoLock envlock(m_env_mutex);
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// Create the Map (loads map_meta.txt, overriding configured mapgen params)
ServerMap *servermap = new ServerMap(m_path_world, this, m_emerge, m_metrics_backend.get());
m_startup_server_map = servermap;
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// Initialize scripting
infostream << "Server: Initializing Lua" << std::endl;
m_script = new ServerScripting(this);
// Must be created before mod loading because we have some inventory creation
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m_inventory_mgr = std::make_unique<ServerInventoryManager>();
m_script->loadMod(getBuiltinLuaPath() + DIR_DELIM "init.lua", BUILTIN_MOD_NAME);
m_script->checkSetByBuiltin();
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m_gamespec.checkAndLog();
m_modmgr->loadMods(m_script);
m_script->saveGlobals();
// Read Textures and calculate sha1 sums
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fillMediaCache();
// Apply item aliases in the node definition manager
m_nodedef->updateAliases(m_itemdef);
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// Apply texture overrides from texturepack/override.txt
std::vector<std::string> paths;
fs::GetRecursiveDirs(paths, g_settings->get("texture_path"));
fs::GetRecursiveDirs(paths, m_gamespec.path + DIR_DELIM + "textures");
for (const std::string &path : paths) {
TextureOverrideSource override_source(path + DIR_DELIM + "override.txt");
m_nodedef->applyTextureOverrides(override_source.getNodeTileOverrides());
m_itemdef->applyTextureOverrides(override_source.getItemTextureOverrides());
}
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m_nodedef->setNodeRegistrationStatus(true);
// Perform pending node name resolutions
m_nodedef->runNodeResolveCallbacks();
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// unmap node names in cross-references
m_nodedef->resolveCrossrefs();
Nodebox: Allow nodeboxes to "connect" We introduce a new nodebox type "connected", and allow these nodes to have optional nodeboxes that connect it to other connecting nodeboxes. This is all done at scenedraw time in the client. The client will inspect the surrounding nodes and if they are to be connected to, it will draw the appropriate connecting nodeboxes to make those connections. In the node_box definition, we have to specify separate nodeboxes for each valid connection. This allows us to make nodes that connect only horizontally (the common case) by providing optional nodeboxes for +x, -x, +z, -z directions. Or this allows us to make wires that can connect up and down, by providing nodeboxes that connect it up and down (+y, -y) as well. The optional nodeboxes can be arrays. They are named "connect_top, "connect_bottom", "connect_front", "connect_left", "connect_back" and "connect_right". Here, "front" means the south facing side of the node that has facedir = 0. Additionally, a "fixed" nodebox list present will always be drawn, so one can make a central post, for instance. This "fixed" nodebox can be omitted, or it can be an array of nodeboxes. Collision boxes are also updated in exactly the same fashion, which allows you to walk over the upper extremities of the individual node boxes, or stand really close to them. You can also walk up node noxes that are small in height, all as expected, and unlike the NDT_FENCELIKE nodes. I've posted a screenshot demonstrating the flexibility at http://i.imgur.com/zaJq8jo.png In the screenshot, all connecting nodes are of this new subtype. Transparent textures render incorrectly, Which I don't think is related to this text, as other nodeboxes also have issues with this. A protocol bump is performed in order to be able to send older clients a nodeblock that is usable for them. In order to avoid abuse of users we send older clients a "full-size" node, so that it's impossible for them to try and walk through a fence or wall that's created in this fashion. This was tested with a pre-bump client connected against a server running the new protocol. These nodes connect to other nodes, and you can select which ones those are by specifying node names (or group names) in the connects_to string array: connects_to = { "group:fence", "default:wood" } By default, nodes do not connect to anything, allowing you to create nodes that always have to be paired in order to connect. lua_api.txt is updated to reflect the extension to the node_box API. Example lua code needed to generate these nodes can be found here: https://gist.github.com/sofar/b381c8c192c8e53e6062
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// init the recipe hashes to speed up crafting
m_craftdef->initHashes(this);
// Initialize Environment
m_startup_server_map = nullptr; // Ownership moved to ServerEnvironment
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m_env = new ServerEnvironment(servermap, m_script, this,
m_path_world, m_metrics_backend.get());
m_env->init();
m_inventory_mgr->setEnv(m_env);
m_clients.setEnv(m_env);
if (!servermap->settings_mgr.makeMapgenParams())
FATAL_ERROR("Couldn't create any mapgen type");
// Initialize mapgens
m_emerge->initMapgens(servermap->getMapgenParams());
if (g_settings->getBool("enable_rollback_recording")) {
// Create rollback manager
m_rollback = new RollbackManager(m_path_world, this);
}
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// Give environment reference to scripting api
m_script->initializeEnvironment(m_env);
// Do this after regular script init is done
m_script->initAsync();
// Register us to receive map edit events
servermap->addEventReceiver(this);
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m_env->loadMeta();
// Those settings can be overwritten in world.mt, they are
// intended to be cached after environment loading.
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m_liquid_transform_every = g_settings->getFloat("liquid_update");
m_max_chatmessage_length = g_settings->getU16("chat_message_max_size");
m_csm_restriction_flags = g_settings->getU64("csm_restriction_flags");
m_csm_restriction_noderange = g_settings->getU32("csm_restriction_noderange");
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}
void Server::start()
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{
init();
infostream << "Starting server on " << m_bind_addr.serializeString()
<< "..." << std::endl;
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// Stop thread if already running
m_thread->stop();
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// Initialize connection
m_con->SetTimeoutMs(30);
m_con->Serve(m_bind_addr);
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// Start thread
m_thread->start();
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// ASCII art for the win!
std::cerr
<< " __. __. __. " << std::endl
<< " _____ |__| ____ _____ / |_ _____ _____ / |_ " << std::endl
<< " / \\| |/ \\ / __ \\ _\\/ __ \\/ __> _\\" << std::endl
<< "| Y Y \\ | | \\ ___/| | | ___/\\___ \\| | " << std::endl
<< "|__|_| / |___| /\\______> | \\______>_____/| | " << std::endl
<< " \\/ \\/ \\/ \\/ \\/ " << std::endl;
actionstream << "World at [" << m_path_world << "]" << std::endl;
actionstream << "Server for gameid=\"" << m_gamespec.id
<< "\" listening on ";
m_bind_addr.print(actionstream);
actionstream << "." << std::endl;
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}
void Server::stop()
{
infostream<<"Server: Stopping and waiting threads"<<std::endl;
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// Stop threads (set run=false first so both start stopping)
m_thread->stop();
m_thread->wait();
infostream<<"Server: Threads stopped"<<std::endl;
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}
void Server::step(float dtime)
{
// Limit a bit
if (dtime > 2.0)
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dtime = 2.0;
{
MutexAutoLock lock(m_step_dtime_mutex);
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m_step_dtime += dtime;
}
// Throw if fatal error occurred in thread
std::string async_err = m_async_fatal_error.get();
if (!async_err.empty()) {
if (!m_simple_singleplayer_mode) {
m_env->kickAllPlayers(SERVER_ACCESSDENIED_CRASH,
g_settings->get("kick_msg_crash"),
g_settings->getBool("ask_reconnect_on_crash"));
}
throw ServerError("AsyncErr: " + async_err);
}
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}
void Server::AsyncRunStep(bool initial_step)
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{
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float dtime;
{
MutexAutoLock lock1(m_step_dtime_mutex);
2010-11-27 00:02:21 +01:00
dtime = m_step_dtime;
}
{
// Send blocks to clients
SendBlocks(dtime);
}
if((dtime < 0.001) && !initial_step)
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return;
ScopeProfiler sp(g_profiler, "Server::AsyncRunStep()", SPT_AVG);
2010-12-13 20:32:35 +01:00
{
MutexAutoLock lock1(m_step_dtime_mutex);
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m_step_dtime -= dtime;
2010-12-13 20:32:35 +01:00
}
/*
Update uptime
*/
m_uptime_counter->increment(dtime);
handlePeerChanges();
/*
Update time of day and overall game time
*/
m_env->setTimeOfDaySpeed(g_settings->getFloat("time_speed"));
/*
Send to clients at constant intervals
*/
m_time_of_day_send_timer -= dtime;
if (m_time_of_day_send_timer < 0.0) {
m_time_of_day_send_timer = g_settings->getFloat("time_send_interval");
u16 time = m_env->getTimeOfDay();
float time_speed = g_settings->getFloat("time_speed");
SendTimeOfDay(PEER_ID_INEXISTENT, time, time_speed);
m_timeofday_gauge->set(time);
}
2010-12-13 20:32:35 +01:00
2010-11-27 00:02:21 +01:00
{
MutexAutoLock lock(m_env_mutex);
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// Figure out and report maximum lag to environment
float max_lag = m_env->getMaxLagEstimate();
max_lag *= 0.9998; // Decrease slowly (about half per 5 minutes)
if(dtime > max_lag){
if(dtime > 0.1 && dtime > max_lag * 2.0)
infostream<<"Server: Maximum lag peaked to "<<dtime
<<" s"<<std::endl;
max_lag = dtime;
}
m_env->reportMaxLagEstimate(max_lag);
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// Step environment
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m_env->step(dtime);
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}
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static const float map_timer_and_unload_dtime = 2.92;
if(m_map_timer_and_unload_interval.step(dtime, map_timer_and_unload_dtime))
{
MutexAutoLock lock(m_env_mutex);
// Run Map's timers and unload unused data
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ScopeProfiler sp(g_profiler, "Server: map timer and unload");
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m_env->getMap().timerUpdate(map_timer_and_unload_dtime,
std::max(g_settings->getFloat("server_unload_unused_data_timeout"), 0.0f),
-1);
}
/*
Note: Orphan MapBlock ptrs become dangling after this call.
*/
m_env->getServerMap().step();
/*
Listen to the admin chat, if available
*/
if (m_admin_chat) {
if (!m_admin_chat->command_queue.empty()) {
MutexAutoLock lock(m_env_mutex);
while (!m_admin_chat->command_queue.empty()) {
ChatEvent *evt = m_admin_chat->command_queue.pop_frontNoEx();
handleChatInterfaceEvent(evt);
delete evt;
}
}
m_admin_chat->outgoing_queue.push_back(
new ChatEventTimeInfo(m_env->getGameTime(), m_env->getTimeOfDay()));
}
2010-11-27 00:02:21 +01:00
/*
Do background stuff
*/
/* Transform liquids */
m_liquid_transform_timer += dtime;
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if(m_liquid_transform_timer >= m_liquid_transform_every)
{
2013-02-24 15:39:07 +01:00
m_liquid_transform_timer -= m_liquid_transform_every;
MutexAutoLock lock(m_env_mutex);
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ScopeProfiler sp(g_profiler, "Server: liquid transform");
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std::map<v3s16, MapBlock*> modified_blocks;
m_env->getServerMap().transformLiquids(modified_blocks, m_env);
if (!modified_blocks.empty()) {
MapEditEvent event;
event.type = MEET_OTHER;
event.setModifiedBlocks(modified_blocks);
m_env->getMap().dispatchEvent(event);
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}
}
m_clients.step(dtime);
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// increase/decrease lag gauge gradually
if (m_lag_gauge->get() > dtime) {
m_lag_gauge->decrement(dtime/100);
} else {
m_lag_gauge->increment(dtime/100);
}
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{
float &counter = m_step_pending_dyn_media_timer;
counter += dtime;
if (counter >= 5.0f) {
stepPendingDynMediaCallbacks(counter);
counter = 0;
}
}
2013-02-21 23:00:44 +01:00
#if USE_CURL
// send masterserver announce
{
float &counter = m_masterserver_timer;
if (!isSingleplayer() && (!counter || counter >= 300.0) &&
g_settings->getBool("server_announce")) {
ServerList::sendAnnounce(counter ? ServerList::AA_UPDATE :
ServerList::AA_START,
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m_bind_addr.getPort(),
m_clients.getPlayerNames(),
m_uptime_counter->get(),
m_env->getGameTime(),
m_lag_gauge->get(),
m_gamespec.id,
Mapgen::getMapgenName(m_emerge->mgparams->mgtype),
m_modmgr->getMods(),
m_dedicated);
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counter = 0.01;
}
counter += dtime;
}
#endif
/*
Check added and deleted active objects
*/
{
//infostream<<"Server: Checking added and deleted active objects"<<std::endl;
MutexAutoLock envlock(m_env_mutex);
2022-02-02 02:49:19 +01:00
{
ClientInterface::AutoLock clientlock(m_clients);
const RemoteClientMap &clients = m_clients.getClientList();
ScopeProfiler sp(g_profiler, "Server: update objects within range");
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m_player_gauge->set(clients.size());
for (const auto &client_it : clients) {
RemoteClient *client = client_it.second;
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if (client->getState() < CS_DefinitionsSent)
continue;
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// This can happen if the client times out somehow
if (!m_env->getPlayer(client->peer_id))
continue;
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PlayerSAO *playersao = getPlayerSAO(client->peer_id);
if (!playersao)
continue;
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SendActiveObjectRemoveAdd(client, playersao);
}
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
}
// Write changes to the mod storage
m_mod_storage_save_timer -= dtime;
if (m_mod_storage_save_timer <= 0.0f) {
m_mod_storage_save_timer = g_settings->getFloat("server_map_save_interval");
m_mod_storage_database->endSave();
m_mod_storage_database->beginSave();
}
}
/*
Send object messages
*/
{
MutexAutoLock envlock(m_env_mutex);
ScopeProfiler sp(g_profiler, "Server: send SAO messages");
// Key = object id
// Value = data sent by object
std::unordered_map<u16, std::vector<ActiveObjectMessage>*> buffered_messages;
// Get active object messages from environment
ActiveObjectMessage aom(0);
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u32 count_reliable = 0, count_unreliable = 0;
for(;;) {
if (!m_env->getActiveObjectMessage(&aom))
break;
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if (aom.reliable)
count_reliable++;
else
count_unreliable++;
std::vector<ActiveObjectMessage>* message_list = nullptr;
auto n = buffered_messages.find(aom.id);
if (n == buffered_messages.end()) {
message_list = new std::vector<ActiveObjectMessage>;
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buffered_messages[aom.id] = message_list;
} else {
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message_list = n->second;
}
message_list->push_back(std::move(aom));
}
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m_aom_buffer_counter[0]->increment(count_reliable);
m_aom_buffer_counter[1]->increment(count_unreliable);
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{
ClientInterface::AutoLock clientlock(m_clients);
const RemoteClientMap &clients = m_clients.getClientList();
// Route data to every client
std::string reliable_data, unreliable_data;
for (const auto &client_it : clients) {
reliable_data.clear();
unreliable_data.clear();
RemoteClient *client = client_it.second;
PlayerSAO *player = getPlayerSAO(client->peer_id);
// Go through all objects in message buffer
for (const auto &buffered_message : buffered_messages) {
// If object does not exist or is not known by client, skip it
u16 id = buffered_message.first;
ServerActiveObject *sao = m_env->getActiveObject(id);
if (!sao || client->m_known_objects.find(id) == client->m_known_objects.end())
continue;
2022-02-02 02:49:19 +01:00
// Get message list of object
std::vector<ActiveObjectMessage>* list = buffered_message.second;
// Go through every message
for (const ActiveObjectMessage &aom : *list) {
// Send position updates to players who do not see the attachment
if (aom.datastring[0] == AO_CMD_UPDATE_POSITION) {
if (sao->getId() == player->getId())
continue;
// Do not send position updates for attached players
// as long the parent is known to the client
ServerActiveObject *parent = sao->getParent();
if (parent && client->m_known_objects.find(parent->getId()) !=
client->m_known_objects.end())
continue;
}
// Add full new data to appropriate buffer
std::string &buffer = aom.reliable ? reliable_data : unreliable_data;
char idbuf[2];
writeU16((u8*) idbuf, aom.id);
// u16 id
// std::string data
buffer.append(idbuf, sizeof(idbuf));
buffer.append(serializeString16(aom.datastring));
}
}
2022-02-02 02:49:19 +01:00
/*
reliable_data and unreliable_data are now ready.
Send them.
*/
if (!reliable_data.empty()) {
SendActiveObjectMessages(client->peer_id, reliable_data);
}
2022-02-02 02:49:19 +01:00
if (!unreliable_data.empty()) {
SendActiveObjectMessages(client->peer_id, unreliable_data, false);
}
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
}
}
// Clear buffered_messages
for (auto &buffered_message : buffered_messages) {
delete buffered_message.second;
2010-11-27 00:02:21 +01:00
}
}
2010-11-27 00:02:21 +01:00
2011-02-23 01:49:57 +01:00
/*
Send queued-for-sending map edit events.
*/
{
// We will be accessing the environment
MutexAutoLock lock(m_env_mutex);
2022-05-09 21:20:58 +02:00
// Single change sending is disabled if queue size is big
bool disable_single_change_sending = false;
if(m_unsent_map_edit_queue.size() >= 4)
disable_single_change_sending = true;
2022-05-09 21:20:58 +02:00
const auto event_count = m_unsent_map_edit_queue.size();
m_map_edit_event_counter->increment(event_count);
// We'll log the amount of each
Profiler prof;
std::unordered_set<v3s16> node_meta_updates;
while (!m_unsent_map_edit_queue.empty()) {
MapEditEvent* event = m_unsent_map_edit_queue.front();
m_unsent_map_edit_queue.pop();
// Players far away from the change are stored here.
// Instead of sending the changes, MapBlocks are set not sent
// for them.
std::unordered_set<u16> far_players;
2011-02-23 01:49:57 +01:00
switch (event->type) {
case MEET_ADDNODE:
case MEET_SWAPNODE:
prof.add("MEET_ADDNODE", 1);
sendAddNode(event->p, event->n, &far_players,
disable_single_change_sending ? 5 : 30,
event->type == MEET_ADDNODE);
break;
case MEET_REMOVENODE:
prof.add("MEET_REMOVENODE", 1);
sendRemoveNode(event->p, &far_players,
disable_single_change_sending ? 5 : 30);
break;
case MEET_BLOCK_NODE_METADATA_CHANGED: {
prof.add("MEET_BLOCK_NODE_METADATA_CHANGED", 1);
if (!event->is_private_change) {
node_meta_updates.emplace(event->p);
}
if (MapBlock *block = m_env->getMap().getBlockNoCreateNoEx(
getNodeBlockPos(event->p))) {
block->raiseModified(MOD_STATE_WRITE_NEEDED,
MOD_REASON_REPORT_META_CHANGE);
}
break;
}
case MEET_OTHER:
prof.add("MEET_OTHER", 1);
for (const v3s16 &modified_block : event->modified_blocks) {
m_clients.markBlockposAsNotSent(modified_block);
2011-08-16 11:23:19 +02:00
}
break;
default:
prof.add("unknown", 1);
warningstream << "Server: Unknown MapEditEvent "
<< ((u32)event->type) << std::endl;
break;
2011-02-23 01:49:57 +01:00
}
/*
Set blocks not sent to far players
*/
if (!far_players.empty()) {
// Convert list format to that wanted by SetBlocksNotSent
2012-12-20 18:19:49 +01:00
std::map<v3s16, MapBlock*> modified_blocks2;
for (const v3s16 &modified_block : event->modified_blocks) {
modified_blocks2[modified_block] =
m_env->getMap().getBlockNoCreateNoEx(modified_block);
}
// Set blocks not sent
for (const u16 far_player : far_players) {
if (RemoteClient *client = getClient(far_player))
client->SetBlocksNotSent(modified_blocks2);
}
}
2011-02-23 01:49:57 +01:00
delete event;
}
if (event_count >= 5) {
infostream << "Server: MapEditEvents:" << std::endl;
prof.print(infostream);
} else if (event_count != 0) {
verbosestream << "Server: MapEditEvents:" << std::endl;
2012-03-11 03:15:45 +01:00
prof.print(verbosestream);
}
// Send all metadata updates
if (!node_meta_updates.empty())
sendMetadataChanged(node_meta_updates);
2011-02-23 01:49:57 +01:00
}
2011-02-05 13:55:16 +01:00
/*
Trigger emerge thread
Doing this every 2s is left over from old code, unclear if this is still needed.
2011-02-05 13:55:16 +01:00
*/
{
2010-12-19 15:51:45 +01:00
float &counter = m_emergethread_trigger_timer;
counter -= dtime;
if (counter <= 0.0f) {
counter = 2.0f;
m_emerge->startThreads();
}
}
2010-11-27 00:02:21 +01:00
// Save map, players and auth stuff
2010-11-27 00:02:21 +01:00
{
2010-12-19 15:51:45 +01:00
float &counter = m_savemap_timer;
2010-11-27 00:02:21 +01:00
counter += dtime;
static thread_local const float save_interval =
2015-09-02 21:21:55 +02:00
g_settings->getFloat("server_map_save_interval");
if (counter >= save_interval) {
2010-11-27 00:02:21 +01:00
counter = 0.0;
MutexAutoLock lock(m_env_mutex);
2010-11-27 00:02:21 +01:00
ScopeProfiler sp(g_profiler, "Server: map saving (sum)");
// Save ban file
if (m_banmanager->isModified()) {
m_banmanager->save();
}
// Save changed parts of map
m_env->getMap().save(MOD_STATE_WRITE_NEEDED);
// Save players
m_env->saveLoadedPlayers();
// Save environment metadata
m_env->saveMeta();
2010-11-27 00:02:21 +01:00
}
}
m_shutdown_state.tick(dtime, this);
2010-11-27 00:02:21 +01:00
}
void Server::Receive()
{
NetworkPacket pkt;
session_t peer_id;
bool first = true;
for (;;) {
pkt.clear();
peer_id = 0;
try {
/*
In the first iteration *wait* for a packet, afterwards process
all packets that are immediately available (no waiting).
*/
if (first) {
m_con->Receive(&pkt);
first = false;
} else {
if (!m_con->TryReceive(&pkt))
return;
}
peer_id = pkt.getPeerId();
m_packet_recv_counter->increment();
ProcessData(&pkt);
m_packet_recv_processed_counter->increment();
} catch (const con::InvalidIncomingDataException &e) {
infostream << "Server::Receive(): InvalidIncomingDataException: what()="
<< e.what() << std::endl;
} catch (const SerializationError &e) {
infostream << "Server::Receive(): SerializationError: what()="
<< e.what() << std::endl;
} catch (const ClientStateError &e) {
errorstream << "ProcessData: peer=" << peer_id << " what()="
<< e.what() << std::endl;
DenyAccess(peer_id, SERVER_ACCESSDENIED_UNEXPECTED_DATA);
} catch (const con::PeerNotFoundException &e) {
// Do nothing
} catch (const con::NoIncomingDataException &e) {
return;
}
}
}
2011-11-29 16:15:18 +01:00
PlayerSAO* Server::StageTwoClientInit(session_t peer_id)
{
std::string playername;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
PlayerSAO *playersao = NULL;
2022-02-02 02:49:19 +01:00
{
ClientInterface::AutoLock clientlock(m_clients);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
RemoteClient* client = m_clients.lockedGetClientNoEx(peer_id, CS_InitDone);
if (client) {
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
playername = client->getName();
playersao = emergePlayer(playername.c_str(), peer_id, client->net_proto_version);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
}
}
RemotePlayer *player = m_env->getPlayer(playername.c_str());
2011-11-29 16:15:18 +01:00
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
// If failed, cancel
if (!playersao || !player) {
if (player && player->getPeerId() != PEER_ID_INEXISTENT) {
actionstream << "Server: Failed to emerge player \"" << playername
<< "\" (player allocated to another client)" << std::endl;
DenyAccess(peer_id, SERVER_ACCESSDENIED_ALREADY_CONNECTED);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
} else {
errorstream << "Server: " << playername << ": Failed to emerge player"
<< std::endl;
DenyAccess(peer_id, SERVER_ACCESSDENIED_SERVER_FAIL);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
}
return nullptr;
}
2011-11-29 16:15:18 +01:00
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
/*
Send complete position information
*/
SendMovePlayer(peer_id);
2011-11-29 16:15:18 +01:00
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
// Send privileges
SendPlayerPrivileges(peer_id);
2011-05-23 21:40:25 +02:00
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
// Send inventory formspec
SendPlayerInventoryFormspec(peer_id);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
// Send inventory
SendInventory(playersao, false);
2011-11-29 16:15:18 +01:00
// Send HP
SendPlayerHP(playersao, false);
// Send death screen
if (playersao->isDead())
SendDeathscreen(peer_id, false, v3f(0,0,0));
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
// Send Breath
SendPlayerBreath(playersao);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
/*
Update player list and print action
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
*/
{
NetworkPacket notice_pkt(TOCLIENT_UPDATE_PLAYER_LIST, 0, PEER_ID_INEXISTENT);
notice_pkt << (u8) PLAYER_LIST_ADD << (u16) 1 << std::string(player->getName());
m_clients.sendToAll(&notice_pkt);
}
{
std::string ip_str = getPeerAddress(player->getPeerId()).serializeString();
const auto &names = m_clients.getPlayerNames();
actionstream << player->getName() << " [" << ip_str << "] joins game. List of players: ";
for (const std::string &name : names)
actionstream << name << " ";
actionstream << player->getName() << std::endl;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
}
return playersao;
}
inline void Server::handleCommand(NetworkPacket *pkt)
{
const ToServerCommandHandler &opHandle = toServerCommandTable[pkt->getCommand()];
(this->*opHandle.handler)(pkt);
}
void Server::ProcessData(NetworkPacket *pkt)
{
// Environment is locked first.
MutexAutoLock envlock(m_env_mutex);
ScopeProfiler sp(g_profiler, "Server: Process network packet (sum)");
u32 peer_id = pkt->getPeerId();
try {
Address address = getPeerAddress(peer_id);
std::string addr_s = address.serializeString();
// FIXME: Isn't it a bit excessive to check this for every packet?
if (m_banmanager->isIpBanned(addr_s)) {
std::string ban_name = m_banmanager->getBanName(addr_s);
infostream << "Server: A banned client tried to connect from "
<< addr_s << "; banned name was " << ban_name << std::endl;
DenyAccess(peer_id, SERVER_ACCESSDENIED_CUSTOM_STRING,
"Your IP is banned. Banned name was " + ban_name);
return;
2012-03-24 18:01:26 +01:00
}
} catch (con::PeerNotFoundException &e) {
/*
* no peer for this packet found
* most common reason is peer timeout, e.g. peer didn't
* respond for some time, your server was overloaded or
* things like that.
*/
infostream << "Server::ProcessData(): Canceling: peer "
<< peer_id << " not found" << std::endl;
return;
}
try {
ToServerCommand command = (ToServerCommand) pkt->getCommand();
// Command must be handled into ToServerCommandHandler
if (command >= TOSERVER_NUM_MSG_TYPES) {
infostream << "Server: Ignoring unknown command "
<< command << std::endl;
2015-06-24 22:45:52 +02:00
return;
}
if (toServerCommandTable[command].state == TOSERVER_STATE_NOT_CONNECTED) {
handleCommand(pkt);
return;
}
u8 peer_ser_ver = getClient(peer_id, CS_InitDone)->serialization_version;
if(peer_ser_ver == SER_FMT_VER_INVALID) {
errorstream << "Server::ProcessData(): Cancelling: Peer"
" serialization format invalid or not initialized."
" Skipping incoming command=" << command << std::endl;
return;
}
/* Handle commands related to client startup */
if (toServerCommandTable[command].state == TOSERVER_STATE_STARTUP) {
handleCommand(pkt);
return;
}
if (m_clients.getClientState(peer_id) < CS_Active) {
if (command == TOSERVER_PLAYERPOS) return;
errorstream << "Got packet command: " << command << " for peer id "
<< peer_id << " but client isn't active yet. Dropping packet "
<< std::endl;
return;
}
handleCommand(pkt);
2015-05-08 06:51:03 +02:00
} catch (SendFailedException &e) {
errorstream << "Server::ProcessData(): SendFailedException: "
<< "what=" << e.what()
<< std::endl;
2015-05-08 06:51:03 +02:00
} catch (PacketError &e) {
actionstream << "Server::ProcessData(): PacketError: "
<< "what=" << e.what()
<< std::endl;
2010-11-27 00:02:21 +01:00
}
}
void Server::setTimeOfDay(u32 time)
{
m_env->setTimeOfDay(time);
m_time_of_day_send_timer = 0;
}
void Server::onMapEditEvent(const MapEditEvent &event)
2010-11-27 00:02:21 +01:00
{
if (m_ignore_map_edit_events_area.contains(event.getArea()))
return;
m_unsent_map_edit_queue.push(new MapEditEvent(event));
2010-11-27 00:02:21 +01:00
}
void Server::peerAdded(con::Peer *peer)
{
2012-03-11 03:15:45 +01:00
verbosestream<<"Server::peerAdded(): peer->id="
2010-11-27 00:02:21 +01:00
<<peer->id<<std::endl;
m_peer_change_queue.push(con::PeerChange(con::PEER_ADDED, peer->id, false));
2010-11-27 00:02:21 +01:00
}
void Server::deletingPeer(con::Peer *peer, bool timeout)
{
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verbosestream<<"Server::deletingPeer(): peer->id="
2010-11-27 00:02:21 +01:00
<<peer->id<<", timeout="<<timeout<<std::endl;
m_clients.event(peer->id, CSE_Disconnect);
m_peer_change_queue.push(con::PeerChange(con::PEER_REMOVED, peer->id, timeout));
2010-11-27 00:02:21 +01:00
}
bool Server::getClientConInfo(session_t peer_id, con::rtt_stat_type type, float* retval)
{
*retval = m_con->getPeerStat(peer_id,type);
return *retval != -1;
}
bool Server::getClientInfo(session_t peer_id, ClientInfo &ret)
{
2022-02-02 02:49:19 +01:00
ClientInterface::AutoLock clientlock(m_clients);
RemoteClient* client = m_clients.lockedGetClientNoEx(peer_id, CS_Invalid);
2022-02-02 02:49:19 +01:00
if (!client)
return false;
ret.state = client->getState();
ret.addr = client->getAddress();
ret.uptime = client->uptime();
ret.ser_vers = client->serialization_version;
ret.prot_vers = client->net_proto_version;
ret.major = client->getMajor();
ret.minor = client->getMinor();
ret.patch = client->getPatch();
ret.vers_string = client->getFullVer();
ret.lang_code = client->getLangCode();
return true;
}
const ClientDynamicInfo *Server::getClientDynamicInfo(session_t peer_id)
{
ClientInterface::AutoLock clientlock(m_clients);
RemoteClient *client = m_clients.lockedGetClientNoEx(peer_id, CS_Invalid);
if (!client)
return nullptr;
return &client->getDynamicInfo();
}
void Server::handlePeerChanges()
{
while(!m_peer_change_queue.empty())
{
con::PeerChange c = m_peer_change_queue.front();
m_peer_change_queue.pop();
verbosestream<<"Server: Handling peer change: "
<<"id="<<c.peer_id<<", timeout="<<c.timeout
<<std::endl;
switch(c.type)
{
case con::PEER_ADDED:
m_clients.CreateClient(c.peer_id);
break;
case con::PEER_REMOVED:
DeleteClient(c.peer_id, c.timeout?CDR_TIMEOUT:CDR_LEAVE);
break;
default:
FATAL_ERROR("Invalid peer change event received!");
break;
}
}
}
void Server::printToConsoleOnly(const std::string &text)
{
if (m_admin_chat) {
m_admin_chat->outgoing_queue.push_back(
new ChatEventChat("", utf8_to_wide(text)));
} else {
std::cout << text << std::endl;
}
}
void Server::Send(NetworkPacket *pkt)
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
{
Send(pkt->getPeerId(), pkt);
}
void Server::Send(session_t peer_id, NetworkPacket *pkt)
{
m_clients.send(peer_id,
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
clientCommandFactoryTable[pkt->getCommand()].channel,
pkt,
clientCommandFactoryTable[pkt->getCommand()].reliable);
}
void Server::SendMovement(session_t peer_id)
2013-02-08 21:54:01 +01:00
{
NetworkPacket pkt(TOCLIENT_MOVEMENT, 12 * sizeof(float), peer_id);
pkt << g_settings->getFloat("movement_acceleration_default");
pkt << g_settings->getFloat("movement_acceleration_air");
pkt << g_settings->getFloat("movement_acceleration_fast");
pkt << g_settings->getFloat("movement_speed_walk");
pkt << g_settings->getFloat("movement_speed_crouch");
pkt << g_settings->getFloat("movement_speed_fast");
pkt << g_settings->getFloat("movement_speed_climb");
pkt << g_settings->getFloat("movement_speed_jump");
pkt << g_settings->getFloat("movement_liquid_fluidity");
pkt << g_settings->getFloat("movement_liquid_fluidity_smooth");
pkt << g_settings->getFloat("movement_liquid_sink");
pkt << g_settings->getFloat("movement_gravity");
2013-02-08 21:54:01 +01:00
Send(&pkt);
2013-02-08 21:54:01 +01:00
}
void Server::HandlePlayerHPChange(PlayerSAO *playersao, const PlayerHPChangeReason &reason)
2015-07-10 21:58:32 +02:00
{
m_script->player_event(playersao, "health_changed");
SendPlayerHP(playersao, reason.type != PlayerHPChangeReason::SET_HP_MAX);
2015-07-10 21:58:32 +02:00
// Send to other clients
playersao->sendPunchCommand();
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if (playersao->isDead())
HandlePlayerDeath(playersao, reason);
}
void Server::SendPlayerHP(PlayerSAO *playersao, bool effect)
{
SendHP(playersao->getPeerID(), playersao->getHP(), effect);
2015-07-10 21:58:32 +02:00
}
void Server::SendHP(session_t peer_id, u16 hp, bool effect)
{
NetworkPacket pkt(TOCLIENT_HP, 3, peer_id);
pkt << hp << effect;
Send(&pkt);
}
void Server::SendBreath(session_t peer_id, u16 breath)
{
NetworkPacket pkt(TOCLIENT_BREATH, 2, peer_id);
pkt << (u16) breath;
Send(&pkt);
}
void Server::SendAccessDenied(session_t peer_id, AccessDeniedCode reason,
const std::string &custom_reason, bool reconnect)
{
assert(reason < SERVER_ACCESSDENIED_MAX);
NetworkPacket pkt(TOCLIENT_ACCESS_DENIED, 1, peer_id);
pkt << (u8)reason;
if (reason == SERVER_ACCESSDENIED_CUSTOM_STRING)
pkt << custom_reason;
else if (reason == SERVER_ACCESSDENIED_SHUTDOWN ||
reason == SERVER_ACCESSDENIED_CRASH)
pkt << custom_reason << (u8)reconnect;
Send(&pkt);
}
void Server::SendDeathscreen(session_t peer_id, bool set_camera_point_target,
v3f camera_point_target)
2011-10-15 13:46:59 +02:00
{
NetworkPacket pkt(TOCLIENT_DEATHSCREEN, 1 + sizeof(v3f), peer_id);
pkt << set_camera_point_target << camera_point_target;
Send(&pkt);
2011-10-15 13:46:59 +02:00
}
void Server::SendItemDef(session_t peer_id,
IItemDefManager *itemdef, u16 protocol_version)
2011-11-15 00:00:16 +01:00
{
NetworkPacket pkt(TOCLIENT_ITEMDEF, 0, peer_id);
2011-11-15 00:00:16 +01:00
/*
u16 command
u32 length of the next item
zlib-compressed serialized ItemDefManager
2011-11-15 00:00:16 +01:00
*/
std::ostringstream tmp_os(std::ios::binary);
itemdef->serialize(tmp_os, protocol_version);
std::ostringstream tmp_os2(std::ios::binary);
compressZlib(tmp_os.str(), tmp_os2);
pkt.putLongString(tmp_os2.str());
2011-11-15 00:00:16 +01:00
// Make data buffer
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
verbosestream << "Server: Sending item definitions to id(" << peer_id
<< "): size=" << pkt.getSize() << std::endl;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
Send(&pkt);
2011-11-15 19:32:56 +01:00
}
void Server::SendNodeDef(session_t peer_id,
const NodeDefManager *nodedef, u16 protocol_version)
2011-11-15 19:32:56 +01:00
{
NetworkPacket pkt(TOCLIENT_NODEDEF, 0, peer_id);
2011-11-15 19:32:56 +01:00
/*
u16 command
u32 length of the next item
zlib-compressed serialized NodeDefManager
2011-11-15 19:32:56 +01:00
*/
std::ostringstream tmp_os(std::ios::binary);
nodedef->serialize(tmp_os, protocol_version);
std::ostringstream tmp_os2(std::ios::binary);
compressZlib(tmp_os.str(), tmp_os2);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
pkt.putLongString(tmp_os2.str());
2011-11-15 19:32:56 +01:00
// Make data buffer
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
verbosestream << "Server: Sending node definitions to id(" << peer_id
<< "): size=" << pkt.getSize() << std::endl;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
Send(&pkt);
2011-11-15 00:00:16 +01:00
}
/*
Non-static send methods
*/
void Server::SendInventory(PlayerSAO *sao, bool incremental)
2010-11-27 00:02:21 +01:00
{
RemotePlayer *player = sao->getPlayer();
// Do not send new format to old clients
incremental &= player->protocol_version >= 38;
UpdateCrafting(player);
2010-12-22 15:30:23 +01:00
/*
Serialize it
2010-12-22 15:30:23 +01:00
*/
NetworkPacket pkt(TOCLIENT_INVENTORY, 0, sao->getPeerID());
std::ostringstream os(std::ios::binary);
sao->getInventory()->serialize(os, incremental);
sao->getInventory()->setModified(false);
player->setModified(true);
const std::string &s = os.str();
pkt.putRawString(s.c_str(), s.size());
Send(&pkt);
}
void Server::SendChatMessage(session_t peer_id, const ChatMessage &message)
{
NetworkPacket pkt(TOCLIENT_CHAT_MESSAGE, 0, peer_id);
u8 version = 1;
u8 type = message.type;
pkt << version << type << message.sender << message.message
<< static_cast<u64>(message.timestamp);
if (peer_id != PEER_ID_INEXISTENT) {
RemotePlayer *player = m_env->getPlayer(peer_id);
if (!player)
return;
Send(&pkt);
} else {
m_clients.sendToAll(&pkt);
}
}
void Server::SendShowFormspecMessage(session_t peer_id, const std::string &formspec,
const std::string &formname)
{
NetworkPacket pkt(TOCLIENT_SHOW_FORMSPEC, 0, peer_id);
if (formspec.empty()){
// The client should close the formspec
// But make sure there wasn't another one open in meantime
// If the formname is empty, any open formspec will be closed so the
// form name should always be erased from the state.
Fix randomly rejected form field submits (#8091) If a formspec is submitted from a form fields handling callback of another form (or "formspec shown from another formspec"), the fields submitted for it can get rejected by the form exploit mitigation subsystem with a message like "'zorman2000' submitted formspec ('formspec_error:form2') but server hasn't sent formspec to client, possible exploitation attempt" being sent to logs. This was already reported as #7374 and a change was made that fixed the simple testcase included with that bug report but the bug still kept lurking around and popping out in more complicated scenarios like the advtrains TSS route programming UI. Deep investigation of the problem revealed that this sequence of events is entirely possible and leads to the bug: 1. Server: show form1 2. Client *shows form1* 3. Client: submits form1 4. Server: show form2 5. Client: says form1 closed 6. Client *shows form2* 7. Client: submits form2 What happens inside the code is that when the server in step 4 sends form2, the registry of opened forms is updated to reflect the fact that form2 is now the valid form for the client to submit. Then when in step 5 client says "form1 was closed", the exploit mitigation subsystem code deletes the registry entry for the client without bothering to check whether the form client says was closed just now is indeed the form that is recorded in that entry as the valid form. Then later, in step 7 the client tries to submit its valid form fields, these will be rejected because the entry is missing. It turns out the procedure where the broken code resides already gets the form name so a simple "if" around the offending piece of code fixes the whole thing. And advtrains TSS agrees with that.
2019-01-21 09:53:09 +01:00
const auto it = m_formspec_state_data.find(peer_id);
if (it != m_formspec_state_data.end() &&
(it->second == formname || formname.empty())) {
Fix randomly rejected form field submits (#8091) If a formspec is submitted from a form fields handling callback of another form (or "formspec shown from another formspec"), the fields submitted for it can get rejected by the form exploit mitigation subsystem with a message like "'zorman2000' submitted formspec ('formspec_error:form2') but server hasn't sent formspec to client, possible exploitation attempt" being sent to logs. This was already reported as #7374 and a change was made that fixed the simple testcase included with that bug report but the bug still kept lurking around and popping out in more complicated scenarios like the advtrains TSS route programming UI. Deep investigation of the problem revealed that this sequence of events is entirely possible and leads to the bug: 1. Server: show form1 2. Client *shows form1* 3. Client: submits form1 4. Server: show form2 5. Client: says form1 closed 6. Client *shows form2* 7. Client: submits form2 What happens inside the code is that when the server in step 4 sends form2, the registry of opened forms is updated to reflect the fact that form2 is now the valid form for the client to submit. Then when in step 5 client says "form1 was closed", the exploit mitigation subsystem code deletes the registry entry for the client without bothering to check whether the form client says was closed just now is indeed the form that is recorded in that entry as the valid form. Then later, in step 7 the client tries to submit its valid form fields, these will be rejected because the entry is missing. It turns out the procedure where the broken code resides already gets the form name so a simple "if" around the offending piece of code fixes the whole thing. And advtrains TSS agrees with that.
2019-01-21 09:53:09 +01:00
m_formspec_state_data.erase(peer_id);
}
pkt.putLongString("");
} else {
m_formspec_state_data[peer_id] = formname;
pkt.putLongString(formspec);
}
pkt << formname;
Send(&pkt);
}
// Spawns a particle on peer with peer_id
void Server::SendSpawnParticle(session_t peer_id, u16 protocol_version,
const ParticleParameters &p)
{
static thread_local const float radius =
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE * BS;
if (peer_id == PEER_ID_INEXISTENT) {
std::vector<session_t> clients = m_clients.getClientIDs();
const v3f pos = p.pos * BS;
const float radius_sq = radius * radius;
for (const session_t client_id : clients) {
RemotePlayer *player = m_env->getPlayer(client_id);
if (!player)
continue;
PlayerSAO *sao = player->getPlayerSAO();
if (!sao)
continue;
// Do not send to distant clients
if (sao->getBasePosition().getDistanceFromSQ(pos) > radius_sq)
continue;
SendSpawnParticle(client_id, player->protocol_version, p);
}
return;
}
assert(protocol_version != 0);
NetworkPacket pkt(TOCLIENT_SPAWN_PARTICLE, 0, peer_id);
{
// NetworkPacket and iostreams are incompatible...
std::ostringstream oss(std::ios_base::binary);
p.serialize(oss, protocol_version);
pkt.putRawString(oss.str());
}
Send(&pkt);
}
// Adds a ParticleSpawner on peer with peer_id
void Server::SendAddParticleSpawner(session_t peer_id, u16 protocol_version,
const ParticleSpawnerParameters &p, u16 attached_id, u32 id)
{
static thread_local const float radius =
g_settings->getS16("max_block_send_distance") * MAP_BLOCKSIZE * BS;
if (peer_id == PEER_ID_INEXISTENT) {
std::vector<session_t> clients = m_clients.getClientIDs();
const v3f pos = (
p.pos.start.min.val +
p.pos.start.max.val +
p.pos.end.min.val +
p.pos.end.max.val
) / 4.0f * BS;
const float radius_sq = radius * radius;
/* Don't send short-lived spawners to distant players.
* This could be replaced with proper tracking at some point.
* A lifetime of 0 means that the spawner exists forever.*/
const bool distance_check = !attached_id && p.time <= 1.0f && p.time != 0.0f;
for (const session_t client_id : clients) {
RemotePlayer *player = m_env->getPlayer(client_id);
if (!player)
continue;
if (distance_check) {
PlayerSAO *sao = player->getPlayerSAO();
if (!sao)
continue;
if (sao->getBasePosition().getDistanceFromSQ(pos) > radius_sq)
continue;
}
SendAddParticleSpawner(client_id, player->protocol_version,
p, attached_id, id);
}
return;
}
assert(protocol_version != 0);
NetworkPacket pkt(TOCLIENT_ADD_PARTICLESPAWNER, 100, peer_id);
pkt << p.amount << p.time;
if (protocol_version >= 42) {
// Serialize entire thing
std::ostringstream os(std::ios_base::binary);
p.pos.serialize(os);
p.vel.serialize(os);
p.acc.serialize(os);
p.exptime.serialize(os);
p.size.serialize(os);
pkt.putRawString(os.str());
} else {
// serialize legacy fields only (compatibility)
std::ostringstream os(std::ios_base::binary);
p.pos.start.legacySerialize(os);
p.vel.start.legacySerialize(os);
p.acc.start.legacySerialize(os);
p.exptime.start.legacySerialize(os);
p.size.start.legacySerialize(os);
pkt.putRawString(os.str());
}
pkt << p.collisiondetection;
pkt.putLongString(p.texture.string);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
pkt << id << p.vertical << p.collision_removal << attached_id;
{
std::ostringstream os(std::ios_base::binary);
p.animation.serialize(os, protocol_version);
pkt.putRawString(os.str());
}
pkt << p.glow << p.object_collision;
pkt << p.node.param0 << p.node.param2 << p.node_tile;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
{ // serialize new fields
std::ostringstream os(std::ios_base::binary);
if (protocol_version < 42) {
// initial bias for older properties
pkt << p.pos.start.bias
<< p.vel.start.bias
<< p.acc.start.bias
<< p.exptime.start.bias
<< p.size.start.bias;
// final tween frames of older properties
p.pos.end.serialize(os);
p.vel.end.serialize(os);
p.acc.end.serialize(os);
p.exptime.end.serialize(os);
p.size.end.serialize(os);
}
// else: fields are already written by serialize() very early
// properties for legacy texture field
p.texture.serialize(os, protocol_version, true);
// new properties
p.drag.serialize(os);
p.jitter.serialize(os);
p.bounce.serialize(os);
ParticleParamTypes::serializeParameterValue(os, p.attractor_kind);
if (p.attractor_kind != ParticleParamTypes::AttractorKind::none) {
p.attract.serialize(os);
p.attractor_origin.serialize(os);
writeU16(os, p.attractor_attachment); /* object ID */
writeU8(os, p.attractor_kill);
if (p.attractor_kind != ParticleParamTypes::AttractorKind::point) {
p.attractor_direction.serialize(os);
writeU16(os, p.attractor_direction_attachment);
}
}
p.radius.serialize(os);
ParticleParamTypes::serializeParameterValue(os, (u16)p.texpool.size());
for (const auto& tex : p.texpool) {
tex.serialize(os, protocol_version);
}
pkt.putRawString(os.str());
}
Send(&pkt);
}
void Server::SendDeleteParticleSpawner(session_t peer_id, u32 id)
{
NetworkPacket pkt(TOCLIENT_DELETE_PARTICLESPAWNER, 4, peer_id);
pkt << id;
if (peer_id != PEER_ID_INEXISTENT)
Send(&pkt);
else
m_clients.sendToAll(&pkt);
}
void Server::SendHUDAdd(session_t peer_id, u32 id, HudElement *form)
2013-04-11 20:23:38 +02:00
{
NetworkPacket pkt(TOCLIENT_HUDADD, 0 , peer_id);
2013-04-11 20:23:38 +02:00
pkt << id << (u8) form->type << form->pos << form->name << form->scale
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
<< form->text << form->number << form->item << form->dir
2019-11-04 09:30:02 +01:00
<< form->align << form->offset << form->world_pos << form->size
<< form->z_index << form->text2 << form->style;
2013-04-11 20:23:38 +02:00
Send(&pkt);
2013-04-11 20:23:38 +02:00
}
void Server::SendHUDRemove(session_t peer_id, u32 id)
2013-04-11 20:23:38 +02:00
{
NetworkPacket pkt(TOCLIENT_HUDRM, 4, peer_id);
pkt << id;
Send(&pkt);
2013-04-11 20:23:38 +02:00
}
void Server::SendHUDChange(session_t peer_id, u32 id, HudElementStat stat, void *value)
2013-04-11 20:23:38 +02:00
{
NetworkPacket pkt(TOCLIENT_HUDCHANGE, 0, peer_id);
pkt << id << (u8) stat;
2013-04-11 20:23:38 +02:00
switch (stat) {
case HUD_STAT_POS:
case HUD_STAT_SCALE:
case HUD_STAT_ALIGN:
2013-04-23 01:47:59 +02:00
case HUD_STAT_OFFSET:
pkt << *(v2f *) value;
break;
case HUD_STAT_NAME:
case HUD_STAT_TEXT:
case HUD_STAT_TEXT2:
pkt << *(std::string *) value;
break;
2014-01-26 21:31:59 +01:00
case HUD_STAT_WORLD_POS:
pkt << *(v3f *) value;
2014-01-26 21:31:59 +01:00
break;
case HUD_STAT_SIZE:
pkt << *(v2s32 *) value;
break;
default: // all other types
pkt << *(u32 *) value;
break;
}
2013-04-11 20:23:38 +02:00
Send(&pkt);
2013-04-11 20:23:38 +02:00
}
void Server::SendHUDSetFlags(session_t peer_id, u32 flags, u32 mask)
{
NetworkPacket pkt(TOCLIENT_HUD_SET_FLAGS, 4 + 4, peer_id);
flags &= ~(HUD_FLAG_HEALTHBAR_VISIBLE | HUD_FLAG_BREATHBAR_VISIBLE);
pkt << flags << mask;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
Send(&pkt);
}
void Server::SendHUDSetParam(session_t peer_id, u16 param, const std::string &value)
{
NetworkPacket pkt(TOCLIENT_HUD_SET_PARAM, 0, peer_id);
pkt << param << value;
Send(&pkt);
}
2010-12-25 00:54:39 +01:00
void Server::SendSetSky(session_t peer_id, const SkyboxParams &params)
{
NetworkPacket pkt(TOCLIENT_SET_SKY, 0, peer_id);
// Handle prior clients here
if (m_clients.getProtocolVersion(peer_id) < 39) {
pkt << params.bgcolor << params.type << (u16) params.textures.size();
for (const std::string& texture : params.textures)
pkt << texture;
pkt << params.clouds;
} else { // Handle current clients and future clients
pkt << params.bgcolor << params.type
<< params.clouds << params.fog_sun_tint
<< params.fog_moon_tint << params.fog_tint_type;
if (params.type == "skybox") {
pkt << (u16) params.textures.size();
for (const std::string &texture : params.textures)
pkt << texture;
} else if (params.type == "regular") {
pkt << params.sky_color.day_sky << params.sky_color.day_horizon
<< params.sky_color.dawn_sky << params.sky_color.dawn_horizon
<< params.sky_color.night_sky << params.sky_color.night_horizon
<< params.sky_color.indoors;
}
pkt << params.body_orbit_tilt;
pkt << params.fog_distance << params.fog_start;
}
Send(&pkt);
}
void Server::SendSetSun(session_t peer_id, const SunParams &params)
{
NetworkPacket pkt(TOCLIENT_SET_SUN, 0, peer_id);
pkt << params.visible << params.texture
<< params.tonemap << params.sunrise
<< params.sunrise_visible << params.scale;
Send(&pkt);
}
void Server::SendSetMoon(session_t peer_id, const MoonParams &params)
{
NetworkPacket pkt(TOCLIENT_SET_MOON, 0, peer_id);
pkt << params.visible << params.texture
<< params.tonemap << params.scale;
Send(&pkt);
}
void Server::SendSetStars(session_t peer_id, const StarParams &params)
{
NetworkPacket pkt(TOCLIENT_SET_STARS, 0, peer_id);
pkt << params.visible << params.count
<< params.starcolor << params.scale
<< params.day_opacity;
Send(&pkt);
}
void Server::SendCloudParams(session_t peer_id, const CloudParams &params)
2017-03-17 10:39:47 +01:00
{
NetworkPacket pkt(TOCLIENT_CLOUD_PARAMS, 0, peer_id);
pkt << params.density << params.color_bright << params.color_ambient
<< params.height << params.thickness << params.speed;
2017-03-17 10:39:47 +01:00
Send(&pkt);
}
void Server::SendOverrideDayNightRatio(session_t peer_id, bool do_override,
float ratio)
{
NetworkPacket pkt(TOCLIENT_OVERRIDE_DAY_NIGHT_RATIO,
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
1 + 2, peer_id);
pkt << do_override << (u16) (ratio * 65535);
Send(&pkt);
}
void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
{
NetworkPacket pkt(TOCLIENT_SET_LIGHTING,
4, peer_id);
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-11-03 17:35:31 +01:00
pkt << lighting.shadow_intensity;
pkt << lighting.saturation;
pkt << lighting.exposure.luminance_min
<< lighting.exposure.luminance_max
<< lighting.exposure.exposure_correction
<< lighting.exposure.speed_dark_bright
<< lighting.exposure.speed_bright_dark
<< lighting.exposure.center_weight_power;
Send(&pkt);
}
void Server::SendTimeOfDay(session_t peer_id, u16 time, f32 time_speed)
{
NetworkPacket pkt(TOCLIENT_TIME_OF_DAY, 0, peer_id);
pkt << time << time_speed;
if (peer_id == PEER_ID_INEXISTENT) {
m_clients.sendToAll(&pkt);
}
else {
Send(&pkt);
}
}
void Server::SendPlayerBreath(PlayerSAO *sao)
{
assert(sao);
m_script->player_event(sao, "breath_changed");
SendBreath(sao->getPeerID(), sao->getBreath());
}
void Server::SendMovePlayer(session_t peer_id)
{
RemotePlayer *player = m_env->getPlayer(peer_id);
assert(player);
PlayerSAO *sao = player->getPlayerSAO();
assert(sao);
// Send attachment updates instantly to the client prior updating position
sao->sendOutdatedData();
NetworkPacket pkt(TOCLIENT_MOVE_PLAYER, sizeof(v3f) + sizeof(f32) * 2, peer_id);
pkt << sao->getBasePosition() << sao->getLookPitch() << sao->getRotation().Y;
{
v3f pos = sao->getBasePosition();
verbosestream << "Server: Sending TOCLIENT_MOVE_PLAYER"
<< " pos=(" << pos.X << "," << pos.Y << "," << pos.Z << ")"
<< " pitch=" << sao->getLookPitch()
<< " yaw=" << sao->getRotation().Y
<< std::endl;
}
Send(&pkt);
}
void Server::SendPlayerFov(session_t peer_id)
{
NetworkPacket pkt(TOCLIENT_FOV, 4 + 1 + 4, peer_id);
PlayerFovSpec fov_spec = m_env->getPlayer(peer_id)->getFov();
pkt << fov_spec.fov << fov_spec.is_multiplier << fov_spec.transition_time;
Send(&pkt);
}
void Server::SendLocalPlayerAnimations(session_t peer_id, v2s32 animation_frames[4],
f32 animation_speed)
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{
NetworkPacket pkt(TOCLIENT_LOCAL_PLAYER_ANIMATIONS, 0,
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
peer_id);
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pkt << animation_frames[0] << animation_frames[1] << animation_frames[2]
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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<< animation_frames[3] << animation_speed;
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Send(&pkt);
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}
void Server::SendEyeOffset(session_t peer_id, v3f first, v3f third)
{
NetworkPacket pkt(TOCLIENT_EYE_OFFSET, 0, peer_id);
pkt << first << third;
Send(&pkt);
}
void Server::SendPlayerPrivileges(session_t peer_id)
{
RemotePlayer *player = m_env->getPlayer(peer_id);
assert(player);
if(player->getPeerId() == PEER_ID_INEXISTENT)
return;
std::set<std::string> privs;
m_script->getAuth(player->getName(), NULL, &privs);
NetworkPacket pkt(TOCLIENT_PRIVILEGES, 0, peer_id);
pkt << (u16) privs.size();
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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for (const std::string &priv : privs) {
pkt << priv;
}
Send(&pkt);
}
void Server::SendPlayerInventoryFormspec(session_t peer_id)
{
RemotePlayer *player = m_env->getPlayer(peer_id);
assert(player);
if (player->getPeerId() == PEER_ID_INEXISTENT)
return;
NetworkPacket pkt(TOCLIENT_INVENTORY_FORMSPEC, 0, peer_id);
pkt.putLongString(player->inventory_formspec);
Send(&pkt);
}
void Server::SendPlayerFormspecPrepend(session_t peer_id)
{
RemotePlayer *player = m_env->getPlayer(peer_id);
assert(player);
if (player->getPeerId() == PEER_ID_INEXISTENT)
return;
NetworkPacket pkt(TOCLIENT_FORMSPEC_PREPEND, 0, peer_id);
pkt << player->formspec_prepend;
Send(&pkt);
}
void Server::SendActiveObjectRemoveAdd(RemoteClient *client, PlayerSAO *playersao)
{
// Radius inside which objects are active
static thread_local const s16 radius =
g_settings->getS16("active_object_send_range_blocks") * MAP_BLOCKSIZE;
// Radius inside which players are active
static thread_local const bool is_transfer_limited =
g_settings->exists("unlimited_player_transfer_distance") &&
!g_settings->getBool("unlimited_player_transfer_distance");
static thread_local const s16 player_transfer_dist =
g_settings->getS16("player_transfer_distance") * MAP_BLOCKSIZE;
s16 player_radius = player_transfer_dist == 0 && is_transfer_limited ?
radius : player_transfer_dist;
s16 my_radius = MYMIN(radius, playersao->getWantedRange() * MAP_BLOCKSIZE);
if (my_radius <= 0)
my_radius = radius;
std::queue<u16> removed_objects, added_objects;
m_env->getRemovedActiveObjects(playersao, my_radius, player_radius,
client->m_known_objects, removed_objects);
m_env->getAddedActiveObjects(playersao, my_radius, player_radius,
client->m_known_objects, added_objects);
int removed_count = removed_objects.size();
int added_count = added_objects.size();
if (removed_objects.empty() && added_objects.empty())
return;
char buf[4];
std::string data;
// Handle removed objects
writeU16((u8*)buf, removed_objects.size());
data.append(buf, 2);
while (!removed_objects.empty()) {
// Get object
u16 id = removed_objects.front();
ServerActiveObject* obj = m_env->getActiveObject(id);
// Add to data buffer for sending
writeU16((u8*)buf, id);
data.append(buf, 2);
// Remove from known objects
client->m_known_objects.erase(id);
if (obj && obj->m_known_by_count > 0)
obj->m_known_by_count--;
removed_objects.pop();
}
// Handle added objects
writeU16((u8*)buf, added_objects.size());
data.append(buf, 2);
while (!added_objects.empty()) {
// Get object
u16 id = added_objects.front();
ServerActiveObject *obj = m_env->getActiveObject(id);
added_objects.pop();
if (!obj) {
warningstream << FUNCTION_NAME << ": NULL object id="
<< (int)id << std::endl;
continue;
}
// Get object type
u8 type = obj->getSendType();
// Add to data buffer for sending
writeU16((u8*)buf, id);
data.append(buf, 2);
writeU8((u8*)buf, type);
data.append(buf, 1);
data.append(serializeString32(
obj->getClientInitializationData(client->net_proto_version)));
// Add to known objects
client->m_known_objects.insert(id);
obj->m_known_by_count++;
}
NetworkPacket pkt(TOCLIENT_ACTIVE_OBJECT_REMOVE_ADD, data.size(), client->peer_id);
pkt.putRawString(data.c_str(), data.size());
Send(&pkt);
verbosestream << "Server::SendActiveObjectRemoveAdd: "
<< removed_count << " removed, " << added_count << " added, "
<< "packet size is " << pkt.getSize() << std::endl;
}
void Server::SendActiveObjectMessages(session_t peer_id, const std::string &datas,
bool reliable)
{
NetworkPacket pkt(TOCLIENT_ACTIVE_OBJECT_MESSAGES,
datas.size(), peer_id);
pkt.putRawString(datas.c_str(), datas.size());
m_clients.send(pkt.getPeerId(),
reliable ? clientCommandFactoryTable[pkt.getCommand()].channel : 1,
&pkt, reliable);
}
void Server::SendCSMRestrictionFlags(session_t peer_id)
{
NetworkPacket pkt(TOCLIENT_CSM_RESTRICTION_FLAGS,
sizeof(m_csm_restriction_flags) + sizeof(m_csm_restriction_noderange), peer_id);
pkt << m_csm_restriction_flags << m_csm_restriction_noderange;
Send(&pkt);
}
void Server::SendPlayerSpeed(session_t peer_id, const v3f &added_vel)
{
NetworkPacket pkt(TOCLIENT_PLAYER_SPEED, 0, peer_id);
pkt << added_vel;
Send(&pkt);
}
inline s32 Server::nextSoundId()
{
s32 ret = m_next_sound_id;
if (m_next_sound_id == INT32_MAX)
m_next_sound_id = 0; // signed overflow is undefined
else
m_next_sound_id++;
return ret;
}
s32 Server::playSound(ServerPlayingSound &params, bool ephemeral)
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{
// Find out initial position of sound
bool pos_exists = false;
const v3f pos = params.getPos(m_env, &pos_exists);
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// If position is not found while it should be, cancel sound
if(pos_exists != (params.type != SoundLocation::Local))
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return -1;
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// Filter destination clients
std::vector<session_t> dst_clients;
if (!params.to_player.empty()) {
RemotePlayer *player = m_env->getPlayer(params.to_player.c_str());
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if(!player){
infostream<<"Server::playSound: Player \""<<params.to_player
<<"\" not found"<<std::endl;
return -1;
}
if (player->getPeerId() == PEER_ID_INEXISTENT) {
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infostream<<"Server::playSound: Player \""<<params.to_player
<<"\" not connected"<<std::endl;
return -1;
}
dst_clients.push_back(player->getPeerId());
} else {
std::vector<session_t> clients = m_clients.getClientIDs();
for (const session_t client_id : clients) {
RemotePlayer *player = m_env->getPlayer(client_id);
if (!player)
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continue;
if (!params.exclude_player.empty() &&
params.exclude_player == player->getName())
continue;
PlayerSAO *sao = player->getPlayerSAO();
if (!sao)
continue;
if (pos_exists) {
if(sao->getBasePosition().getDistanceFrom(pos) >
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params.max_hear_distance)
continue;
}
dst_clients.push_back(client_id);
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}
}
if(dst_clients.empty())
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return -1;
// old clients will still use this, so pick a reserved ID (-1)
const s32 id = ephemeral ? -1 : nextSoundId();
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
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float gain = params.gain * params.spec.gain;
NetworkPacket pkt(TOCLIENT_PLAY_SOUND, 0);
pkt << id << params.spec.name << gain
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<< (u8) params.type << pos << params.object
<< params.spec.loop << params.spec.fade << params.spec.pitch
<< ephemeral << params.spec.start_time;
bool as_reliable = !ephemeral;
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for (const session_t peer_id : dst_clients) {
if (!ephemeral)
params.clients.insert(peer_id);
m_clients.send(peer_id, 0, &pkt, as_reliable);
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}
if (!ephemeral)
m_playing_sounds[id] = std::move(params);
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return id;
}
void Server::stopSound(s32 handle)
{
auto it = m_playing_sounds.find(handle);
if (it == m_playing_sounds.end())
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return;
ServerPlayingSound &psound = it->second;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
NetworkPacket pkt(TOCLIENT_STOP_SOUND, 4);
pkt << handle;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
for (session_t peer_id : psound.clients) {
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// Send as reliable
m_clients.send(peer_id, 0, &pkt, true);
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}
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// Remove sound reference
m_playing_sounds.erase(it);
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}
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void Server::fadeSound(s32 handle, float step, float gain)
{
auto it = m_playing_sounds.find(handle);
if (it == m_playing_sounds.end())
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return;
ServerPlayingSound &psound = it->second;
psound.gain = gain; // destination gain
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NetworkPacket pkt(TOCLIENT_FADE_SOUND, 4);
pkt << handle << step << gain;
for (session_t peer_id : psound.clients) {
// Send as reliable
m_clients.send(peer_id, 0, &pkt, true);
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}
// Remove sound reference
if (gain <= 0 || psound.clients.empty())
m_playing_sounds.erase(it);
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}
void Server::sendRemoveNode(v3s16 p, std::unordered_set<u16> *far_players,
float far_d_nodes)
{
v3f p_f = intToFloat(p, BS);
v3s16 block_pos = getNodeBlockPos(p);
NetworkPacket pkt(TOCLIENT_REMOVENODE, 6);
pkt << p;
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-11-03 17:35:31 +01:00
sendNodeChangePkt(pkt, block_pos, p_f, far_d_nodes, far_players);
}
void Server::sendAddNode(v3s16 p, MapNode n, std::unordered_set<u16> *far_players,
float far_d_nodes, bool remove_metadata)
{
v3f p_f = intToFloat(p, BS);
v3s16 block_pos = getNodeBlockPos(p);
NetworkPacket pkt(TOCLIENT_ADDNODE, 6 + 2 + 1 + 1 + 1);
pkt << p << n.param0 << n.param1 << n.param2
<< (u8) (remove_metadata ? 0 : 1);
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-11-03 17:35:31 +01:00
sendNodeChangePkt(pkt, block_pos, p_f, far_d_nodes, far_players);
}
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-11-03 17:35:31 +01:00
void Server::sendNodeChangePkt(NetworkPacket &pkt, v3s16 block_pos,
v3f p, float far_d_nodes, std::unordered_set<u16> *far_players)
{
float maxd = far_d_nodes * BS;
std::vector<session_t> clients = m_clients.getClientIDs();
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ClientInterface::AutoLock clientlock(m_clients);
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
for (session_t client_id : clients) {
RemoteClient *client = m_clients.lockedGetClientNoEx(client_id);
if (!client)
continue;
RemotePlayer *player = m_env->getPlayer(client_id);
PlayerSAO *sao = player ? player->getPlayerSAO() : nullptr;
// If player is far away, only set modified blocks not sent
if (!client->isBlockSent(block_pos) || (sao &&
Reduce exposure of various internals (#12885) * refactoring(StaticObjectList): don't expose m_active and m_stored anymore This prevents our old crap code where anyone can access to StaticObjectList. use proper modifiers. It also permits to do a short cleanup on MapBlock using a helper * refactoring(MapBlock): reduce a bit exposed m_active_blocks variable * refactoring: MapBlock::m_node_timers is now private We already had various helpers to perform this privatization, just use it. Also factorize the MapBlock stepping code for timers using already existing code and importing them from ServerEnvironment to MapBlock. It's currently done pretty straight forward without any inheritance as MapBlock is just used everywhere, maybe in a future we'll have ServerMapBlock over MapBlock. Currently for a simple function let's just use proper objects and add a comment warning * refactoring(Server): fix duplicated function for add/remove node * refactoring(guiFormSpecMenu): add removeAll function to prevent duplicated code * refactoring(ShadowRenderer) + perf: code quality + increase performance * All callers are already using the point and we should never test a function with nullptr node, it's a bug. Removed workaround which was hacky and fix the bug * Drop clientmap lookup from shadowrendered, just use directly its pointer and forbid to push it in the generic list * Reduce memory pressure on the renderShadowObject by preventing deallocating and reallocating multiple vectors on each node * refactoring(MapBlock): reduce exposure of MapBlock::m_static_objects It's not complete as some parts of the code are pretty nested, but it's better than before :) * fix: better working on new functions & drop unwanted 2 lines Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com> Co-authored-by: Jude Melton-Houghton <jwmhjwmh@gmail.com>
2022-11-03 17:35:31 +01:00
sao->getBasePosition().getDistanceFrom(p) > maxd)) {
if (far_players)
far_players->emplace(client_id);
else
client->SetBlockNotSent(block_pos);
continue;
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}
// Send as reliable
m_clients.send(client_id, 0, &pkt, true);
}
}
void Server::sendMetadataChanged(const std::unordered_set<v3s16> &positions, float far_d_nodes)
{
NodeMetadataList meta_updates_list(false);
std::ostringstream os(std::ios::binary);
std::vector<session_t> clients = m_clients.getClientIDs();
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ClientInterface::AutoLock clientlock(m_clients);
for (session_t i : clients) {
RemoteClient *client = m_clients.lockedGetClientNoEx(i);
if (!client)
continue;
ServerActiveObject *player = getPlayerSAO(i);
v3s16 player_pos;
if (player)
player_pos = floatToInt(player->getBasePosition(), BS);
for (const v3s16 pos : positions) {
NodeMetadata *meta = m_env->getMap().getNodeMetadata(pos);
if (!meta)
continue;
v3s16 block_pos = getNodeBlockPos(pos);
if (!client->isBlockSent(block_pos) ||
player_pos.getDistanceFrom(pos) > far_d_nodes) {
client->SetBlockNotSent(block_pos);
continue;
}
// Add the change to send list
meta_updates_list.set(pos, meta);
}
if (meta_updates_list.size() == 0)
continue;
// Send the meta changes
os.str("");
meta_updates_list.serialize(os, client->serialization_version, false, true, true);
std::string raw = os.str();
os.str("");
compressZlib(raw, os);
NetworkPacket pkt(TOCLIENT_NODEMETA_CHANGED, 0, i);
pkt.putLongString(os.str());
Send(&pkt);
meta_updates_list.clear();
}
}
void Server::SendBlockNoLock(session_t peer_id, MapBlock *block, u8 ver,
u16 net_proto_version, SerializedBlockCache *cache)
{
thread_local const int net_compression_level = rangelim(g_settings->getS16("map_compression_level_net"), -1, 9);
std::string s, *sptr = nullptr;
if (cache) {
auto it = cache->find({block->getPos(), ver});
if (it != cache->end())
sptr = &it->second;
}
// Serialize the block in the right format
if (!sptr) {
std::ostringstream os(std::ios_base::binary);
block->serialize(os, ver, false, net_compression_level);
block->serializeNetworkSpecific(os);
s = os.str();
sptr = &s;
}
NetworkPacket pkt(TOCLIENT_BLOCKDATA, 2 + 2 + 2 + sptr->size(), peer_id);
pkt << block->getPos();
pkt.putRawString(*sptr);
Send(&pkt);
// Store away in cache
if (cache && sptr == &s)
(*cache)[{block->getPos(), ver}] = std::move(s);
}
void Server::SendBlocks(float dtime)
{
MutexAutoLock envlock(m_env_mutex);
//TODO check if one big lock could be faster then multiple small ones
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std::vector<PrioritySortedBlockTransfer> queue;
u32 total_sending = 0, unique_clients = 0;
{
ScopeProfiler sp2(g_profiler, "Server::SendBlocks(): Collect list");
std::vector<session_t> clients = m_clients.getClientIDs();
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ClientInterface::AutoLock clientlock(m_clients);
for (const session_t client_id : clients) {
RemoteClient *client = m_clients.lockedGetClientNoEx(client_id, CS_Active);
if (!client)
continue;
total_sending += client->getSendingCount();
const auto old_count = queue.size();
client->GetNextBlocks(m_env,m_emerge, dtime, queue);
unique_clients += queue.size() > old_count ? 1 : 0;
}
}
// Sort.
// Lowest priority number comes first.
// Lowest is most important.
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std::sort(queue.begin(), queue.end());
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ClientInterface::AutoLock clientlock(m_clients);
// Maximal total count calculation
// The per-client block sends is halved with the maximal online users
u32 max_blocks_to_send = (m_env->getPlayerCount() + g_settings->getU32("max_users")) *
g_settings->getU32("max_simultaneous_block_sends_per_client") / 4 + 1;
ScopeProfiler sp(g_profiler, "Server::SendBlocks(): Send to clients");
Map &map = m_env->getMap();
SerializedBlockCache cache, *cache_ptr = nullptr;
if (unique_clients > 1) {
// caching is pointless with a single client
cache_ptr = &cache;
}
for (const PrioritySortedBlockTransfer &block_to_send : queue) {
if (total_sending >= max_blocks_to_send)
break;
MapBlock *block = map.getBlockNoCreateNoEx(block_to_send.pos);
if (!block)
continue;
RemoteClient *client = m_clients.lockedGetClientNoEx(block_to_send.peer_id,
CS_Active);
if (!client)
continue;
SendBlockNoLock(block_to_send.peer_id, block, client->serialization_version,
client->net_proto_version, cache_ptr);
client->SentBlock(block_to_send.pos);
total_sending++;
}
}
bool Server::SendBlock(session_t peer_id, const v3s16 &blockpos)
{
MapBlock *block = m_env->getMap().getBlockNoCreateNoEx(blockpos);
if (!block)
return false;
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ClientInterface::AutoLock clientlock(m_clients);
RemoteClient *client = m_clients.lockedGetClientNoEx(peer_id, CS_Active);
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if (!client || client->isBlockSent(blockpos))
return false;
SendBlockNoLock(peer_id, block, client->serialization_version,
client->net_proto_version);
return true;
}
bool Server::addMediaFile(const std::string &filename,
const std::string &filepath, std::string *filedata_to,
std::string *digest_to)
{
// If name contains illegal characters, ignore the file
if (!string_allowed(filename, TEXTURENAME_ALLOWED_CHARS)) {
warningstream << "Server: ignoring file as it has disallowed characters: \""
<< filename << "\"" << std::endl;
return false;
}
// If name is not in a supported format, ignore it
const char *supported_ext[] = {
".png", ".jpg", ".bmp", ".tga",
".ogg",
".x", ".b3d", ".obj",
// Custom translation file format
".tr",
NULL
};
if (removeStringEnd(filename, supported_ext).empty()) {
infostream << "Server: ignoring unsupported file extension: \""
<< filename << "\"" << std::endl;
return false;
}
// Ok, attempt to load the file and add to cache
// Read data
std::string filedata;
if (!fs::ReadFile(filepath, filedata)) {
errorstream << "Server::addMediaFile(): Failed to open \""
<< filename << "\" for reading" << std::endl;
return false;
}
if (filedata.empty()) {
errorstream << "Server::addMediaFile(): Empty file \""
<< filepath << "\"" << std::endl;
return false;
}
SHA1 sha1;
sha1.addBytes(filedata.c_str(), filedata.length());
unsigned char *digest = sha1.getDigest();
std::string sha1_base64 = base64_encode(digest, 20);
std::string sha1_hex = hex_encode((char*) digest, 20);
if (digest_to)
*digest_to = std::string((char*) digest, 20);
free(digest);
// Put in list
m_media[filename] = MediaInfo(filepath, sha1_base64);
verbosestream << "Server: " << sha1_hex << " is " << filename
<< std::endl;
if (filedata_to)
*filedata_to = std::move(filedata);
return true;
}
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void Server::fillMediaCache()
2012-03-11 03:15:45 +01:00
{
infostream << "Server: Calculating media file checksums" << std::endl;
// Collect all media file paths
std::vector<std::string> paths;
// ordered in descending priority
paths.push_back(getBuiltinLuaPath() + DIR_DELIM + "locale");
fs::GetRecursiveDirs(paths, porting::path_user + DIR_DELIM + "textures" + DIR_DELIM + "server");
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fs::GetRecursiveDirs(paths, m_gamespec.path + DIR_DELIM + "textures");
m_modmgr->getModsMediaPaths(paths);
// Collect media file information from paths into cache
for (const std::string &mediapath : paths) {
std::vector<fs::DirListNode> dirlist = fs::GetDirListing(mediapath);
for (const fs::DirListNode &dln : dirlist) {
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if (dln.dir) // Ignore dirs (already in paths)
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continue;
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const std::string &filename = dln.name;
if (m_media.find(filename) != m_media.end()) // Do not override
continue;
std::string filepath = mediapath;
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filepath.append(DIR_DELIM).append(filename);
addMediaFile(filename, filepath);
2012-03-11 03:15:45 +01:00
}
}
infostream << "Server: " << m_media.size() << " media files collected" << std::endl;
}
void Server::sendMediaAnnouncement(session_t peer_id, const std::string &lang_code)
2012-03-25 10:50:29 +02:00
{
// Make packet
NetworkPacket pkt(TOCLIENT_ANNOUNCE_MEDIA, 0, peer_id);
2017-01-31 18:05:03 +01:00
u16 media_sent = 0;
std::string lang_suffix;
lang_suffix.append(".").append(lang_code).append(".tr");
for (const auto &i : m_media) {
2021-09-09 16:51:35 +02:00
if (i.second.no_announce)
continue;
2017-01-31 18:05:03 +01:00
if (str_ends_with(i.first, ".tr") && !str_ends_with(i.first, lang_suffix))
continue;
media_sent++;
}
pkt << media_sent;
for (const auto &i : m_media) {
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if (i.second.no_announce)
continue;
2017-01-31 18:05:03 +01:00
if (str_ends_with(i.first, ".tr") && !str_ends_with(i.first, lang_suffix))
continue;
pkt << i.first << i.second.sha1_digest;
}
pkt << g_settings->get("remote_media");
Send(&pkt);
verbosestream << "Server: Announcing files to id(" << peer_id
<< "): count=" << media_sent << " size=" << pkt.getSize() << std::endl;
}
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struct SendableMedia
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{
std::string name;
std::string path;
std::string data;
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SendableMedia(const std::string &name, const std::string &path,
std::string &&data):
name(name), path(path), data(std::move(data))
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{}
};
void Server::sendRequestedMedia(session_t peer_id,
const std::vector<std::string> &tosend)
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{
verbosestream<<"Server::sendRequestedMedia(): "
<<"Sending files to client"<<std::endl;
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/* Read files */
2011-11-15 22:58:56 +01:00
// Put 5kB in one bunch (this is not accurate)
u32 bytes_per_bunch = 5000;
std::vector< std::vector<SendableMedia> > file_bunches;
file_bunches.emplace_back();
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u32 file_size_bunch_total = 0;
for (const std::string &name : tosend) {
if (m_media.find(name) == m_media.end()) {
2012-03-25 10:50:29 +02:00
errorstream<<"Server::sendRequestedMedia(): Client asked for "
Rewrite client media download and support hash-based remote download Move most of the media-related code in client.cpp into a new class ClientMediaDownloader (clientmedia.cpp, clientmedia.h). Among other things, this class does the following things: - Download [remote_server][sha1] instead of [remote_server][name]. This is to support servers that provide the same file name with different contents. - Initially fetch [remote_server]index.mth. This file should follow the Minetest Hashset format (currently version 1) and contain a list of SHA1 hashes that exist on the server. - The list of needed SHA1s is uploaded (via HTTP POST) when index.mth is requested, so servers can optionally narrow down the list to the needs of the client. - If index.mth is missing (HTTP response code 404), we enter compat mode, fetching [remote_server][name] as before this commit. - remote_server can now contain multiple servers, separated by commas. The downloader code attempts to split requests between the different servers, as permitted by each server's index.mth. If one server claims to have a file but actually doesn't (or something fails), we ask a different server that also claims to have it. - As before, when none of the remote servers provide a particular file, we download it via the conventional method, i.e. using the minetest protocol: TOSERVER_REQUEST_MEDIA / TOCLIENT_MEDIA. - Bugfix: Every downloaded file's SHA1 is now verified against the SHA1 announced by the minetest server (before loading it and inserting it into the file cache). - Bugfix: Only send TOSERVER_RECEIVED_MEDIA when we actually have all media. This should fix #863.
2013-08-29 05:22:18 +02:00
<<"unknown file \""<<(name)<<"\""<<std::endl;
2012-01-03 23:37:46 +01:00
continue;
}
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const auto &m = m_media[name];
// Read data
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std::string data;
if (!fs::ReadFile(m.path, data)) {
errorstream << "Server::sendRequestedMedia(): Failed to read \""
<< name << "\"" << std::endl;
continue;
}
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file_size_bunch_total += data.size();
// Put in list
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file_bunches.back().emplace_back(name, m.path, std::move(data));
// Start next bunch if got enough data
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
if(file_size_bunch_total >= bytes_per_bunch) {
file_bunches.emplace_back();
2012-03-25 10:50:29 +02:00
file_size_bunch_total = 0;
}
2011-11-15 10:02:47 +01:00
}
2011-11-15 22:58:56 +01:00
/* Create and send packets */
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
u16 num_bunches = file_bunches.size();
for (u16 i = 0; i < num_bunches; i++) {
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/*
u16 command
u16 total number of texture bunches
u16 index of this bunch
u32 number of files in this bunch
for each file {
u16 length of name
string name
u32 length of data
data
2011-11-15 22:58:56 +01:00
}
2012-03-25 10:50:29 +02:00
*/
2011-11-15 10:02:47 +01:00
NetworkPacket pkt(TOCLIENT_MEDIA, 4 + 0, peer_id);
pkt << num_bunches << i << (u32) file_bunches[i].size();
for (const SendableMedia &j : file_bunches[i]) {
pkt << j.name;
pkt.putLongString(j.data);
2012-03-25 10:50:29 +02:00
}
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
verbosestream << "Server::sendRequestedMedia(): bunch "
<< i << "/" << num_bunches
<< " files=" << file_bunches[i].size()
<< " size=" << pkt.getSize() << std::endl;
Send(&pkt);
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}
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}
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void Server::stepPendingDynMediaCallbacks(float dtime)
{
MutexAutoLock lock(m_env_mutex);
for (auto it = m_pending_dyn_media.begin(); it != m_pending_dyn_media.end();) {
it->second.expiry_timer -= dtime;
bool del = it->second.waiting_players.empty() || it->second.expiry_timer < 0;
if (!del) {
it++;
continue;
}
const auto &name = it->second.filename;
if (!name.empty()) {
assert(m_media.count(name));
// if no_announce isn't set we're definitely deleting the wrong file!
sanity_check(m_media[name].no_announce);
fs::DeleteSingleFileOrEmptyDirectory(m_media[name].path);
m_media.erase(name);
}
getScriptIface()->freeDynamicMediaCallback(it->first);
it = m_pending_dyn_media.erase(it);
}
}
void Server::SendMinimapModes(session_t peer_id,
std::vector<MinimapMode> &modes, size_t wanted_mode)
{
RemotePlayer *player = m_env->getPlayer(peer_id);
assert(player);
if (player->getPeerId() == PEER_ID_INEXISTENT)
return;
NetworkPacket pkt(TOCLIENT_MINIMAP_MODES, 0, peer_id);
pkt << (u16)modes.size() << (u16)wanted_mode;
for (auto &mode : modes)
pkt << (u16)mode.type << mode.label << mode.size << mode.texture << mode.scale;
Send(&pkt);
}
void Server::sendDetachedInventory(Inventory *inventory, const std::string &name, session_t peer_id)
2012-07-24 19:57:17 +02:00
{
NetworkPacket pkt(TOCLIENT_DETACHED_INVENTORY, 0, peer_id);
pkt << name;
[Patch 2/4] Network rework: packet writing, sending and cleanups NetworkPacket.cpp: * Remove some deprecated functions, we must use streaming interface * m_data converted from u8* to std::vector<u8> * Add an exporter to forge packet to Connection object * implement operator << std::wstring. n * implement operator << std::string * dynamic resize when write packet content. * fix string writing and performances. * create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Reliability * Transmit channel * Implement putRawString for some ugly char (_INIT packet), and use it. * Many packet read and write migrated * Implement oldForgePacket to interface writing with current connection * fix U8/char/bool writing * fix string writing and performances. * add some missing functions * Use v3s16 read instead of reading x,y,z separately * Add irr::video::SColor support into packets * Add some missing handlers * Add a template function to increase offset * Throw a serialization error on packet reading (must be improved) PacketFactories: * Create ServerCommandFactory, used by client to get useful informations about packet processing (sending). * Create ClientCommandFactory, used by server to get useful informations about packet processing (sending). Client.cpp: * implement NetworkPacket ::Send interface. * Move packet handlers to a dedicated file * Remove Client::Send(SharedBuffer) Server.cpp: * implement NetworkPacket ::Send interface. * Rewrite all packets using NetworkPacket * Move packet handlers to a dedicated file * Remove Server::Send(SharedBuffer) ClientIface.cpp: * Remove sendToAll(SharedBuffer<u8>) Connection.hpp rework: * Remove duplicate include * Remove duplicate negation * Remove a useless variable * Improve code performance by using a m_peers_list instead of scanning m_peers map * Remove Connection::Send(SharedBuffer) * Fix useafterfree into NetworkPacket Sending * Remove unused Connection::sendToAll Test.cpp: * Remove dead code * Update tests to use NetworkPackets Misc: * add new wrappers to Send packets in client, using NetworkPacket * Add NetworkPacket methods for Connection * coding style fix * dead code since changes cleanup * Use v3s16 read instead of reading x,y,z separately in some packets * Use different files to handle packets received by client and server * Cleanup: Remove useless includes ok @Zeno- Tested by @Zeno- @VanessaE and @nerzhul on running servers
2015-01-16 11:37:49 +01:00
if (!inventory) {
pkt << false; // Remove inventory
} else {
pkt << true; // Update inventory
// Serialization & NetworkPacket isn't a love story
std::ostringstream os(std::ios_base::binary);
inventory->serialize(os);
inventory->setModified(false);
const std::string &os_str = os.str();
pkt << static_cast<u16>(os_str.size()); // HACK: to keep compatibility with 5.0.0 clients
pkt.putRawString(os_str);
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}
if (peer_id == PEER_ID_INEXISTENT)
m_clients.sendToAll(&pkt);
else
Send(&pkt);
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}
void Server::sendDetachedInventories(session_t peer_id, bool incremental)
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{
// Lookup player name, to filter detached inventories just after
std::string peer_name;
if (peer_id != PEER_ID_INEXISTENT) {
peer_name = getClient(peer_id, CS_Created)->getName();
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}
auto send_cb = [this, peer_id](const std::string &name, Inventory *inv) {
sendDetachedInventory(inv, name, peer_id);
};
m_inventory_mgr->sendDetachedInventories(peer_name, incremental, send_cb);
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}
/*
Something random
*/
void Server::HandlePlayerDeath(PlayerSAO *playersao, const PlayerHPChangeReason &reason)
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{
infostream << "Server::DiePlayer(): Player "
<< playersao->getPlayer()->getName()
<< " dies" << std::endl;
playersao->clearParentAttachment();
// Trigger scripted stuff
m_script->on_dieplayer(playersao, reason);
SendDeathscreen(playersao->getPeerID(), false, v3f(0,0,0));
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}
void Server::RespawnPlayer(session_t peer_id)
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{
PlayerSAO *playersao = getPlayerSAO(peer_id);
assert(playersao);
infostream << "Server::RespawnPlayer(): Player "
<< playersao->getPlayer()->getName()
<< " respawns" << std::endl;
const auto *prop = playersao->accessObjectProperties();
playersao->setHP(prop->hp_max,
PlayerHPChangeReason(PlayerHPChangeReason::RESPAWN));
playersao->setBreath(prop->breath_max);
bool repositioned = m_script->on_respawnplayer(playersao);
if (!repositioned) {
// setPos will send the new position to client
playersao->setPos(findSpawnPos());
}
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}
void Server::DenySudoAccess(session_t peer_id)
{
NetworkPacket pkt(TOCLIENT_DENY_SUDO_MODE, 0, peer_id);
Send(&pkt);
}
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void Server::DenyAccess(session_t peer_id, AccessDeniedCode reason,
const std::string &custom_reason, bool reconnect)
{
SendAccessDenied(peer_id, reason, custom_reason, reconnect);
m_clients.event(peer_id, CSE_SetDenied);
DisconnectPeer(peer_id);
}
void Server::DisconnectPeer(session_t peer_id)
{
m_modchannel_mgr->leaveAllChannels(peer_id);
m_con->DisconnectPeer(peer_id);
}
void Server::acceptAuth(session_t peer_id, bool forSudoMode)
{
if (!forSudoMode) {
RemoteClient* client = getClient(peer_id, CS_Invalid);
NetworkPacket resp_pkt(TOCLIENT_AUTH_ACCEPT, 1 + 6 + 8 + 4, peer_id);
// Right now, the auth mechs don't change between login and sudo mode.
u32 sudo_auth_mechs = client->allowed_auth_mechs;
client->allowed_sudo_mechs = sudo_auth_mechs;
resp_pkt << v3f(0,0,0) << (u64) m_env->getServerMap().getSeed()
<< g_settings->getFloat("dedicated_server_step")
<< sudo_auth_mechs;
Send(&resp_pkt);
m_clients.event(peer_id, CSE_AuthAccept);
} else {
NetworkPacket resp_pkt(TOCLIENT_ACCEPT_SUDO_MODE, 1 + 6 + 8 + 4, peer_id);
// We only support SRP right now
u32 sudo_auth_mechs = AUTH_MECHANISM_FIRST_SRP;
resp_pkt << sudo_auth_mechs;
Send(&resp_pkt);
m_clients.event(peer_id, CSE_SudoSuccess);
}
}
void Server::DeleteClient(session_t peer_id, ClientDeletionReason reason)
{
std::wstring message;
{
/*
Clear references to playing sounds
*/
for (std::unordered_map<s32, ServerPlayingSound>::iterator
i = m_playing_sounds.begin(); i != m_playing_sounds.end();) {
ServerPlayingSound &psound = i->second;
psound.clients.erase(peer_id);
if (psound.clients.empty())
m_playing_sounds.erase(i++);
else
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++i;
}
// clear formspec info so the next client can't abuse the current state
m_formspec_state_data.erase(peer_id);
RemotePlayer *player = m_env->getPlayer(peer_id);
/* Run scripts and remove from environment */
if (player) {
PlayerSAO *playersao = player->getPlayerSAO();
assert(playersao);
playersao->clearChildAttachments();
playersao->clearParentAttachment();
// inform connected clients
const std::string &player_name = player->getName();
NetworkPacket notice(TOCLIENT_UPDATE_PLAYER_LIST, 0, PEER_ID_INEXISTENT);
// (u16) 1 + std::string represents a vector serialization representation
notice << (u8) PLAYER_LIST_REMOVE << (u16) 1 << player_name;
m_clients.sendToAll(&notice);
// run scripts
m_script->on_leaveplayer(playersao, reason == CDR_TIMEOUT);
playersao->disconnected();
}
/*
Print out action
*/
{
if (player && reason != CDR_DENY) {
std::ostringstream os(std::ios_base::binary);
std::vector<session_t> clients = m_clients.getClientIDs();
for (const session_t client_id : clients) {
// Get player
RemotePlayer *player = m_env->getPlayer(client_id);
if (!player)
continue;
// Get name of player
os << player->getName() << " ";
}
std::string name = player->getName();
actionstream << name << " "
<< (reason == CDR_TIMEOUT ? "times out." : "leaves game.")
<< " List of players: " << os.str() << std::endl;
if (m_admin_chat)
m_admin_chat->outgoing_queue.push_back(
new ChatEventNick(CET_NICK_REMOVE, name));
}
}
{
MutexAutoLock env_lock(m_env_mutex);
m_clients.DeleteClient(peer_id);
}
}
// Send leave chat message to all remaining clients
if (!message.empty()) {
SendChatMessage(PEER_ID_INEXISTENT,
ChatMessage(CHATMESSAGE_TYPE_ANNOUNCE, message));
}
}
void Server::UpdateCrafting(RemotePlayer *player)
{
InventoryList *clist = player->inventory.getList("craft");
if (!clist || clist->getSize() == 0)
return;
if (!clist->checkModified())
return;
// Get a preview for crafting
ItemStack preview;
InventoryLocation loc;
loc.setPlayer(player->getName());
std::vector<ItemStack> output_replacements;
getCraftingResult(&player->inventory, preview, output_replacements, false, this);
m_env->getScriptIface()->item_CraftPredict(preview, player->getPlayerSAO(),
clist, loc);
InventoryList *plist = player->inventory.getList("craftpreview");
if (plist && plist->getSize() >= 1) {
// Put the new preview in
plist->changeItem(0, preview);
}
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}
void Server::handleChatInterfaceEvent(ChatEvent *evt)
{
if (evt->type == CET_NICK_ADD) {
// The terminal informed us of its nick choice
m_admin_nick = ((ChatEventNick *)evt)->nick;
if (!m_script->getAuth(m_admin_nick, NULL, NULL)) {
errorstream << "You haven't set up an account." << std::endl
<< "Please log in using the client as '"
<< m_admin_nick << "' with a secure password." << std::endl
<< "Until then, you can't execute admin tasks via the console," << std::endl
<< "and everybody can claim the user account instead of you," << std::endl
<< "giving them full control over this server." << std::endl;
}
} else {
assert(evt->type == CET_CHAT);
handleAdminChat((ChatEventChat *)evt);
}
}
std::wstring Server::handleChat(const std::string &name,
std::wstring wmessage, bool check_shout_priv, RemotePlayer *player)
{
// If something goes wrong, this player is to blame
RollbackScopeActor rollback_scope(m_rollback,
std::string("player:") + name);
if (g_settings->getBool("strip_color_codes"))
wmessage = unescape_enriched(wmessage);
if (player) {
switch (player->canSendChatMessage()) {
case RPLAYER_CHATRESULT_FLOODING: {
std::wstringstream ws;
ws << L"You cannot send more messages. You are limited to "
<< g_settings->getFloat("chat_message_limit_per_10sec")
<< L" messages per 10 seconds.";
return ws.str();
}
case RPLAYER_CHATRESULT_KICK:
DenyAccess(player->getPeerId(), SERVER_ACCESSDENIED_CUSTOM_STRING,
"You have been kicked due to message flooding.");
return L"";
case RPLAYER_CHATRESULT_OK:
break;
default:
FATAL_ERROR("Unhandled chat filtering result found.");
}
}
if (m_max_chatmessage_length > 0
&& wmessage.length() > m_max_chatmessage_length) {
return L"Your message exceed the maximum chat message limit set on the server. "
L"It was refused. Send a shorter message";
}
auto message = trim(wide_to_utf8(wmessage));
if (message.empty())
return L"";
if (message.find_first_of("\n\r") != std::wstring::npos) {
return L"Newlines are not permitted in chat messages";
}
// Run script hook, exit if script ate the chat message
if (m_script->on_chat_message(name, message))
return L"";
// Line to send
std::wstring line;
// Whether to send line to the player that sent the message, or to all players
bool broadcast_line = true;
if (check_shout_priv && !checkPriv(name, "shout")) {
line += L"-!- You don't have permission to shout.";
broadcast_line = false;
} else {
/*
Workaround for fixing chat on Android. Lua doesn't handle
the Cyrillic alphabet and some characters on older Android devices
*/
#ifdef __ANDROID__
line += L"<" + utf8_to_wide(name) + L"> " + wmessage;
#else
line += utf8_to_wide(m_script->formatChatMessage(name,
wide_to_utf8(wmessage)));
#endif
}
/*
Tell calling method to send the message to sender
*/
if (!broadcast_line)
return line;
/*
Send the message to others
*/
actionstream << "CHAT: " << wide_to_utf8(unescape_enriched(line)) << std::endl;
ChatMessage chatmsg(line);
std::vector<session_t> clients = m_clients.getClientIDs();
for (u16 cid : clients)
SendChatMessage(cid, chatmsg);
return L"";
}
void Server::handleAdminChat(const ChatEventChat *evt)
{
std::string name = evt->nick;
std::wstring wmessage = evt->evt_msg;
std::wstring answer = handleChat(name, wmessage);
// If asked to send answer to sender
if (!answer.empty()) {
m_admin_chat->outgoing_queue.push_back(new ChatEventChat("", answer));
}
}
RemoteClient *Server::getClient(session_t peer_id, ClientState state_min)
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{
RemoteClient *client = getClientNoEx(peer_id,state_min);
if(!client)
throw ClientNotFoundException("Client not found");
return client;
}
RemoteClient *Server::getClientNoEx(session_t peer_id, ClientState state_min)
{
return m_clients.getClientNoEx(peer_id, state_min);
2010-11-27 00:02:21 +01:00
}
std::string Server::getPlayerName(session_t peer_id)
{
RemotePlayer *player = m_env->getPlayer(peer_id);
if (!player)
return "[id="+itos(peer_id)+"]";
return player->getName();
}
PlayerSAO *Server::getPlayerSAO(session_t peer_id)
{
RemotePlayer *player = m_env->getPlayer(peer_id);
if (!player)
return NULL;
return player->getPlayerSAO();
}
std::string Server::getStatusString()
{
std::ostringstream os(std::ios_base::binary);
os << "# Server: ";
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// Version
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os << "version: " << g_version_string;
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// Game
os << " | game: " << (m_gamespec.title.empty() ? m_gamespec.id : m_gamespec.title);
// Uptime
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os << " | uptime: " << duration_to_string((int) m_uptime_counter->get());
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// Max lag estimate
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os << " | max lag: " << std::setprecision(3);
os << (m_env ? m_env->getMaxLagEstimate() : 0) << "s";
// Information about clients
bool first = true;
2021-03-17 19:03:00 +01:00
os << " | clients: ";
if (m_env) {
std::vector<session_t> clients = m_clients.getClientIDs();
for (session_t client_id : clients) {
RemotePlayer *player = m_env->getPlayer(client_id);
// Get name of player
const char *name = player ? player->getName() : "<unknown>";
// Add name to information string
if (!first)
os << ", ";
else
first = false;
os << name;
}
}
if (m_env && !((ServerMap*)(&m_env->getMap()))->isSavingEnabled())
os << std::endl << "# Server: " << " WARNING: Map saving is disabled.";
if (!g_settings->get("motd").empty())
os << std::endl << "# Server: " << g_settings->get("motd");
return os.str();
}
std::set<std::string> Server::getPlayerEffectivePrivs(const std::string &name)
{
std::set<std::string> privs;
m_script->getAuth(name, NULL, &privs);
return privs;
}
bool Server::checkPriv(const std::string &name, const std::string &priv)
{
std::set<std::string> privs = getPlayerEffectivePrivs(name);
return (privs.count(priv) != 0);
}
void Server::reportPrivsModified(const std::string &name)
{
if (name.empty()) {
std::vector<session_t> clients = m_clients.getClientIDs();
for (const session_t client_id : clients) {
RemotePlayer *player = m_env->getPlayer(client_id);
reportPrivsModified(player->getName());
}
} else {
RemotePlayer *player = m_env->getPlayer(name.c_str());
if (!player)
return;
SendPlayerPrivileges(player->getPeerId());
PlayerSAO *sao = player->getPlayerSAO();
if(!sao)
return;
sao->updatePrivileges(
getPlayerEffectivePrivs(name),
isSingleplayer());
}
}
void Server::reportInventoryFormspecModified(const std::string &name)
{
RemotePlayer *player = m_env->getPlayer(name.c_str());
if (!player)
return;
SendPlayerInventoryFormspec(player->getPeerId());
}
void Server::reportFormspecPrependModified(const std::string &name)
{
RemotePlayer *player = m_env->getPlayer(name.c_str());
if (!player)
return;
SendPlayerFormspecPrepend(player->getPeerId());
}
void Server::setIpBanned(const std::string &ip, const std::string &name)
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{
m_banmanager->add(ip, name);
}
void Server::unsetIpBanned(const std::string &ip_or_name)
{
m_banmanager->remove(ip_or_name);
}
std::string Server::getBanDescription(const std::string &ip_or_name)
{
return m_banmanager->getBanDescription(ip_or_name);
2011-10-12 12:53:38 +02:00
}
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void Server::notifyPlayer(const char *name, const std::wstring &msg)
{
// m_env will be NULL if the server is initializing
if (!m_env)
return;
if (m_admin_nick == name && !m_admin_nick.empty()) {
m_admin_chat->outgoing_queue.push_back(new ChatEventChat("", msg));
}
RemotePlayer *player = m_env->getPlayer(name);
if (!player) {
return;
}
if (player->getPeerId() == PEER_ID_INEXISTENT)
return;
SendChatMessage(player->getPeerId(), ChatMessage(msg));
}
bool Server::showFormspec(const char *playername, const std::string &formspec,
const std::string &formname)
{
// m_env will be NULL if the server is initializing
if (!m_env)
return false;
RemotePlayer *player = m_env->getPlayer(playername);
if (!player)
return false;
SendShowFormspecMessage(player->getPeerId(), formspec, formname);
return true;
}
u32 Server::hudAdd(RemotePlayer *player, HudElement *form)
{
if (!player)
return -1;
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u32 id = player->addHud(form);
SendHUDAdd(player->getPeerId(), id, form);
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return id;
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}
bool Server::hudRemove(RemotePlayer *player, u32 id) {
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if (!player)
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return false;
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HudElement* todel = player->removeHud(id);
if (!todel)
return false;
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delete todel;
SendHUDRemove(player->getPeerId(), id);
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return true;
}
bool Server::hudChange(RemotePlayer *player, u32 id, HudElementStat stat, void *data)
{
if (!player)
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return false;
SendHUDChange(player->getPeerId(), id, stat, data);
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return true;
}
bool Server::hudSetFlags(RemotePlayer *player, u32 flags, u32 mask)
{
if (!player)
return false;
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u32 new_hud_flags = (player->hud_flags & ~mask) | flags;
if (new_hud_flags == player->hud_flags) // no change
return true;
SendHUDSetFlags(player->getPeerId(), flags, mask);
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player->hud_flags = new_hud_flags;
PlayerSAO* playersao = player->getPlayerSAO();
if (!playersao)
return false;
m_script->player_event(playersao, "hud_changed");
return true;
}
bool Server::hudSetHotbarItemcount(RemotePlayer *player, s32 hotbar_itemcount)
{
if (!player)
return false;
if (hotbar_itemcount <= 0 || hotbar_itemcount > HUD_HOTBAR_ITEMCOUNT_MAX)
return false;
player->setHotbarItemcount(hotbar_itemcount);
std::ostringstream os(std::ios::binary);
writeS32(os, hotbar_itemcount);
SendHUDSetParam(player->getPeerId(), HUD_PARAM_HOTBAR_ITEMCOUNT, os.str());
return true;
}
Optimize string (mis)handling (#8128) * Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
2019-05-18 17:19:13 +02:00
void Server::hudSetHotbarImage(RemotePlayer *player, const std::string &name)
{
if (!player)
return;
player->setHotbarImage(name);
SendHUDSetParam(player->getPeerId(), HUD_PARAM_HOTBAR_IMAGE, name);
}
Optimize string (mis)handling (#8128) * Optimize statbar drawing The texture name of the statbar is a string passed by value. That slows down the client and creates litter in the heap as the content of the string is allocated there. Convert the offending parameter to a const reference to avoid the performance hit. * Optimize texture cache There is an unnecessary temporary created when the texture path is being generated. This slows down the cache each time a new texture is encountered and it needs to be loaded into the cache. Additionally, the heap litter created by this unnecessary temporary is particularly troublesome here as the following code then piles another string (the resulting full path of the texture) on top of it, followed by the texture itself, which both are quite long term objects as they are subsequently inserted into the cache where they can remain for quite a while (especially if the texture turns out to be a common one like dirt, grass or stone). Use std::string.append to get rid of the temporary which solves both issues (speed and heap fragmentation). * Optimize animations in client Each time an animated node is updated, an unnecessary copy of the texture name is created, littering the heap with lots of fragments. This can be specifically troublesome when looking at oceans or large lava lakes as both of these nodes are usually animated (the lava animation is pretty visible). Convert the parameter of GenericCAO::updateTextures to a const reference to get rid of the unnecessary copy. There is a comment stating "std::string copy is mandatory as mod can be a class member and there is a swap on those class members ... do NOT pass by reference", reinforcing the belief that the unnecessary copy is in fact necessary. However one of the first things the code of the method does is to assign the parameter to its class member, creating another copy. By rearranging the code a little bit this "another copy" can then be used by the subsequent code, getting rid of the need to pass the parameter by value and thus saving that copying effort. * Optimize chat console history handling The GUIChatConsole::replaceAndAddToHistory was getting the line to work on by value which turns out to be unnecessary. Get rid of that unnecessary copy by converting the parameter to a const reference. * Optimize gui texture setting The code used to set the texture for GUI components was getting the name of the texture by value, creating unnecessary performance bottleneck for mods/games with heavily textured GUIs. Get rid of the bottleneck by passing the texture name as a const reference. * Optimize sound playing code in GUIEngine The GUIEngine's code receives the specification of the sound to be played by value, which turns out to be most likely a mistake as the underlying sound manager interface receives the same thing by reference. Convert the offending parameter to a const reference to get rid of the rather bulky copying effort and the associated performance hit. * Silence CLANG TIDY warnings for unit tests Change "std::string" to "const std::string &" to avoid an unnecessary local value copy, silencing the CLANG TIDY process. * Optimize formspec handling The "formspec prepend" parameter was passed to the formspec handling code by value, creating unnecessary copy of std::string and slowing down the game if mods add things like textured backgrounds for the player inventory and/or other forms. Get rid of that performance bottleneck by converting the parameter to a const reference. * Optimize hotbar image handling The code that sets the background images for the hotbar is getting the name of the image by value, creating an unnecessary std::string copying effort. Fix that by converting the relevant parameters to const references. * Optimize inventory deserialization The inventory manager deserialization code gets the serialized version of the inventory by value, slowing the server and the client down when there are inventory updates. This can get particularly troublesome with pipeworks which adds nodes that can mess around with inventories automatically or with mods that have mobs with inventories that actively use them. * Optimize texture scaling cache There is an io::path parameter passed by value in the procedure used to add images converted from textures, leading to slowdown when the image is not yet created and the conversion is thus needed. The performance hit is quite significant as io::path is similar to std::string so convert the parameter to a const reference to get rid of it. * Optimize translation file loader Use "std::string::append" when calculating the final index for the translation table to avoid unnecessary temporary strings. This speeds the translation file loader up significantly as std::string uses heap allocation which tends to be rather slow. Additionally, the heap is no longer being littered by these unnecessary string temporaries, increasing performance of code that gets executed after the translation file loader finishes. * Optimize server map saving When the directory structure for the world data is created during server map saving, an unnecessary value passing of the directory name slows things down. Remove that overhead by converting the offending parameter to a const reference.
2019-05-18 17:19:13 +02:00
void Server::hudSetHotbarSelectedImage(RemotePlayer *player, const std::string &name)
{
if (!player)
return;
player->setHotbarSelectedImage(name);
SendHUDSetParam(player->getPeerId(), HUD_PARAM_HOTBAR_SELECTED_IMAGE, name);
}
Address Server::getPeerAddress(session_t peer_id)
{
// Note that this is only set after Init was received in Server::handleCommand_Init
return getClient(peer_id, CS_Invalid)->getAddress();
}
void Server::setLocalPlayerAnimations(RemotePlayer *player,
v2s32 animation_frames[4], f32 frame_speed)
2014-01-08 13:47:53 +01:00
{
sanity_check(player);
player->setLocalAnimations(animation_frames, frame_speed);
SendLocalPlayerAnimations(player->getPeerId(), animation_frames, frame_speed);
2014-01-08 13:47:53 +01:00
}
void Server::setPlayerEyeOffset(RemotePlayer *player, const v3f &first, const v3f &third)
{
sanity_check(player);
player->eye_offset_first = first;
player->eye_offset_third = third;
SendEyeOffset(player->getPeerId(), first, third);
}
void Server::setSky(RemotePlayer *player, const SkyboxParams &params)
{
sanity_check(player);
player->setSky(params);
SendSetSky(player->getPeerId(), params);
}
void Server::setSun(RemotePlayer *player, const SunParams &params)
{
sanity_check(player);
player->setSun(params);
SendSetSun(player->getPeerId(), params);
}
void Server::setMoon(RemotePlayer *player, const MoonParams &params)
{
sanity_check(player);
player->setMoon(params);
SendSetMoon(player->getPeerId(), params);
}
void Server::setStars(RemotePlayer *player, const StarParams &params)
{
sanity_check(player);
player->setStars(params);
SendSetStars(player->getPeerId(), params);
}
void Server::setClouds(RemotePlayer *player, const CloudParams &params)
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{
sanity_check(player);
player->setCloudParams(params);
SendCloudParams(player->getPeerId(), params);
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}
void Server::overrideDayNightRatio(RemotePlayer *player, bool do_override,
float ratio)
{
sanity_check(player);
player->overrideDayNightRatio(do_override, ratio);
SendOverrideDayNightRatio(player->getPeerId(), do_override, ratio);
}
void Server::setLighting(RemotePlayer *player, const Lighting &lighting)
{
sanity_check(player);
player->setLighting(lighting);
SendSetLighting(player->getPeerId(), lighting);
}
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void Server::notifyPlayers(const std::wstring &msg)
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{
SendChatMessage(PEER_ID_INEXISTENT, ChatMessage(msg));
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}
void Server::spawnParticle(const std::string &playername,
const ParticleParameters &p)
{
// m_env will be NULL if the server is initializing
if (!m_env)
return;
session_t peer_id = PEER_ID_INEXISTENT;
u16 proto_ver = 0;
if (!playername.empty()) {
RemotePlayer *player = m_env->getPlayer(playername.c_str());
if (!player)
return;
peer_id = player->getPeerId();
proto_ver = player->protocol_version;
}
SendSpawnParticle(peer_id, proto_ver, p);
}
u32 Server::addParticleSpawner(const ParticleSpawnerParameters &p,
ServerActiveObject *attached, const std::string &playername)
{
// m_env will be NULL if the server is initializing
if (!m_env)
return -1;
session_t peer_id = PEER_ID_INEXISTENT;
u16 proto_ver = 0;
if (!playername.empty()) {
RemotePlayer *player = m_env->getPlayer(playername.c_str());
if (!player)
return -1;
peer_id = player->getPeerId();
proto_ver = player->protocol_version;
}
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u16 attached_id = attached ? attached->getId() : 0;
u32 id;
if (attached_id == 0)
id = m_env->addParticleSpawner(p.time);
2016-08-04 22:09:21 +02:00
else
id = m_env->addParticleSpawner(p.time, attached_id);
SendAddParticleSpawner(peer_id, proto_ver, p, attached_id, id);
return id;
}
void Server::deleteParticleSpawner(const std::string &playername, u32 id)
{
// m_env will be NULL if the server is initializing
if (!m_env)
throw ServerError("Can't delete particle spawners during initialisation!");
session_t peer_id = PEER_ID_INEXISTENT;
if (!playername.empty()) {
RemotePlayer *player = m_env->getPlayer(playername.c_str());
if (!player)
return;
peer_id = player->getPeerId();
}
m_env->deleteParticleSpawner(id);
SendDeleteParticleSpawner(peer_id, id);
}
2021-09-09 16:51:35 +02:00
bool Server::dynamicAddMedia(std::string filepath,
const u32 token, const std::string &to_player, bool ephemeral)
{
std::string filename = fs::GetFilenameFromPath(filepath.c_str());
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auto it = m_media.find(filename);
if (it != m_media.end()) {
// Allow the same path to be "added" again in certain conditions
if (ephemeral || it->second.path != filepath) {
errorstream << "Server::dynamicAddMedia(): file \"" << filename
<< "\" already exists in media cache" << std::endl;
return false;
}
}
// Load the file and add it to our media cache
std::string filedata, raw_hash;
bool ok = addMediaFile(filename, filepath, &filedata, &raw_hash);
if (!ok)
return false;
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if (ephemeral) {
// Create a copy of the file and swap out the path, this removes the
// requirement that mods keep the file accessible at the original path.
filepath = fs::CreateTempFile();
bool ok = ([&] () -> bool {
if (filepath.empty())
return false;
std::ofstream os(filepath.c_str(), std::ios::binary);
if (!os.good())
return false;
os << filedata;
os.close();
return !os.fail();
})();
if (!ok) {
errorstream << "Server: failed to create a copy of media file "
<< "\"" << filename << "\"" << std::endl;
m_media.erase(filename);
return false;
}
verbosestream << "Server: \"" << filename << "\" temporarily copied to "
<< filepath << std::endl;
m_media[filename].path = filepath;
m_media[filename].no_announce = true;
// stepPendingDynMediaCallbacks will clean this up later.
} else if (!to_player.empty()) {
m_media[filename].no_announce = true;
}
// Push file to existing clients
NetworkPacket pkt(TOCLIENT_MEDIA_PUSH, 0);
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pkt << raw_hash << filename << (bool)ephemeral;
NetworkPacket legacy_pkt = pkt;
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// Newer clients get asked to fetch the file (asynchronous)
pkt << token;
// Older clients have an awful hack that just throws the data at them
legacy_pkt.putLongString(filedata);
std::unordered_set<session_t> delivered, waiting;
2022-02-02 02:49:19 +01:00
{
ClientInterface::AutoLock clientlock(m_clients);
for (auto &pair : m_clients.getClientList()) {
if (pair.second->getState() == CS_DefinitionsSent && !ephemeral) {
/*
If a client is in the DefinitionsSent state it is too late to
transfer the file via sendMediaAnnouncement() but at the same
time the client cannot accept a media push yet.
Short of artificially delaying the joining process there is no
way for the server to resolve this so we (currently) opt not to.
*/
warningstream << "The media \"" << filename << "\" (dynamic) could "
"not be delivered to " << pair.second->getName()
<< " due to a race condition." << std::endl;
continue;
}
if (pair.second->getState() < CS_Active)
continue;
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const auto proto_ver = pair.second->net_proto_version;
if (proto_ver < 39)
continue;
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const session_t peer_id = pair.second->peer_id;
if (!to_player.empty() && getPlayerName(peer_id) != to_player)
continue;
2021-09-09 16:51:35 +02:00
2022-02-02 02:49:19 +01:00
if (proto_ver < 40) {
delivered.emplace(peer_id);
/*
The network layer only guarantees ordered delivery inside a channel.
Since the very next packet could be one that uses the media, we have
to push the media over ALL channels to ensure it is processed before
it is used. In practice this means channels 1 and 0.
*/
m_clients.send(peer_id, 1, &legacy_pkt, true);
m_clients.send(peer_id, 0, &legacy_pkt, true);
} else {
waiting.emplace(peer_id);
Send(peer_id, &pkt);
}
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}
}
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// Run callback for players that already had the file delivered (legacy-only)
for (session_t peer_id : delivered) {
if (auto player = m_env->getPlayer(peer_id))
getScriptIface()->on_dynamic_media_added(token, player->getName());
}
// Save all others in our pending state
auto &state = m_pending_dyn_media[token];
state.waiting_players = std::move(waiting);
// regardless of success throw away the callback after a while
state.expiry_timer = 60.0f;
if (ephemeral)
state.filename = filename;
return true;
}
// actions: time-reversed list
// Return value: success/failure
bool Server::rollbackRevertActions(const std::list<RollbackAction> &actions,
std::list<std::string> *log)
{
infostream<<"Server::rollbackRevertActions(len="<<actions.size()<<")"<<std::endl;
ServerMap *map = (ServerMap*)(&m_env->getMap());
// Fail if no actions to handle
if (actions.empty()) {
assert(log);
log->push_back("Nothing to do.");
return false;
}
int num_tried = 0;
int num_failed = 0;
for (const RollbackAction &action : actions) {
num_tried++;
bool success = action.applyRevert(map, m_inventory_mgr.get(), this);
if(!success){
num_failed++;
std::ostringstream os;
os<<"Revert of step ("<<num_tried<<") "<<action.toString()<<" failed";
infostream<<"Map::rollbackRevertActions(): "<<os.str()<<std::endl;
if (log)
log->push_back(os.str());
}else{
std::ostringstream os;
os<<"Successfully reverted step ("<<num_tried<<") "<<action.toString();
infostream<<"Map::rollbackRevertActions(): "<<os.str()<<std::endl;
if (log)
log->push_back(os.str());
}
}
infostream<<"Map::rollbackRevertActions(): "<<num_failed<<"/"<<num_tried
<<" failed"<<std::endl;
// Call it done if less than half failed
return num_failed <= num_tried/2;
}
2011-11-14 20:41:30 +01:00
// IGameDef interface
// Under envlock
IItemDefManager *Server::getItemDefManager()
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{
return m_itemdef;
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}
const NodeDefManager *Server::getNodeDefManager()
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{
return m_nodedef;
2011-11-14 20:41:30 +01:00
}
ICraftDefManager *Server::getCraftDefManager()
2011-11-17 01:28:46 +01:00
{
return m_craftdef;
}
2011-11-16 12:03:28 +01:00
u16 Server::allocateUnknownNodeId(const std::string &name)
{
return m_nodedef->allocateDummy(name);
2011-11-16 12:03:28 +01:00
}
IWritableItemDefManager *Server::getWritableItemDefManager()
2011-11-15 01:03:28 +01:00
{
return m_itemdef;
2011-11-15 01:03:28 +01:00
}
NodeDefManager *Server::getWritableNodeDefManager()
2011-11-15 01:03:28 +01:00
{
return m_nodedef;
2011-11-15 01:03:28 +01:00
}
IWritableCraftDefManager *Server::getWritableCraftDefManager()
2011-11-17 01:28:46 +01:00
{
return m_craftdef;
}
2011-11-15 01:03:28 +01:00
const std::vector<ModSpec> & Server::getMods() const
{
return m_modmgr->getMods();
}
const ModSpec *Server::getModSpec(const std::string &modname) const
2011-12-11 15:49:40 +01:00
{
return m_modmgr->getModSpec(modname);
2011-12-11 15:49:40 +01:00
}
2017-01-28 18:31:23 +01:00
std::string Server::getBuiltinLuaPath()
{
return porting::path_share + DIR_DELIM + "builtin";
}
2011-12-11 15:49:40 +01:00
// Not thread-safe.
void Server::addShutdownError(const ModError &e)
{
// DO NOT TRANSLATE the `ModError`, it's used by `ui.lua`
std::string msg = fmtgettext("%s while shutting down: ", "ModError") +
e.what() + strgettext("\nCheck debug.txt for details.");
errorstream << msg << std::endl;
if (m_shutdown_errmsg) {
if (m_shutdown_errmsg->empty()) {
*m_shutdown_errmsg = msg;
} else {
*m_shutdown_errmsg += "\n\n" + msg;
}
}
}
v3f Server::findSpawnPos()
{
ServerMap &map = m_env->getServerMap();
v3f nodeposf;
if (g_settings->getV3FNoEx("static_spawnpoint", nodeposf))
return nodeposf * BS;
bool is_good = false;
// Limit spawn range to mapgen edges (determined by 'mapgen_limit')
s32 range_max = map.getMapgenParams()->getSpawnRangeMax();
// Try to find a good place a few times
for (s32 i = 0; i < 4000 && !is_good; i++) {
s32 range = MYMIN(1 + i, range_max);
// We're going to try to throw the player to this position
2013-04-21 21:39:34 +02:00
v2s16 nodepos2d = v2s16(
-range + myrand_range(0, range*2),
-range + myrand_range(0, range*2));
// Get spawn level at point
s16 spawn_level = m_emerge->getSpawnLevelAtPoint(nodepos2d);
// Continue if MAX_MAP_GENERATION_LIMIT was returned by the mapgen to
// signify an unsuitable spawn position, or if outside limits.
if (spawn_level >= MAX_MAP_GENERATION_LIMIT ||
spawn_level <= -MAX_MAP_GENERATION_LIMIT)
continue;
v3s16 nodepos(nodepos2d.X, spawn_level, nodepos2d.Y);
// Consecutive empty nodes
s32 air_count = 0;
// Search upwards from 'spawn level' for 2 consecutive empty nodes, to
// avoid obstructions in already-generated mapblocks.
// In ungenerated mapblocks consisting of 'ignore' nodes, there will be
// no obstructions, but mapgen decorations are generated after spawn so
// the player may end up inside one.
for (s32 i = 0; i < 8; i++) {
v3s16 blockpos = getNodeBlockPos(nodepos);
map.emergeBlock(blockpos, true);
content_t c = map.getNode(nodepos).getContent();
// In generated mapblocks allow spawn in all 'airlike' drawtype nodes.
// In ungenerated mapblocks allow spawn in 'ignore' nodes.
if (m_nodedef->get(c).drawtype == NDT_AIRLIKE || c == CONTENT_IGNORE) {
air_count++;
if (air_count >= 2) {
// Spawn in lower empty node
nodepos.Y--;
nodeposf = intToFloat(nodepos, BS);
// Don't spawn the player outside map boundaries
if (objectpos_over_limit(nodeposf))
// Exit this loop, positions above are probably over limit
break;
// Good position found, cause an exit from main loop
is_good = true;
break;
}
} else {
air_count = 0;
}
nodepos.Y++;
}
}
if (is_good)
return nodeposf;
// No suitable spawn point found, return fallback 0,0,0
return v3f(0.0f, 0.0f, 0.0f);
}
void Server::requestShutdown(const std::string &msg, bool reconnect, float delay)
{
if (delay == 0.0f) {
// No delay, shutdown immediately
m_shutdown_state.is_requested = true;
// only print to the infostream, a chat message saying
// "Server Shutting Down" is sent when the server destructs.
infostream << "*** Immediate Server shutdown requested." << std::endl;
} else if (delay < 0.0f && m_shutdown_state.isTimerRunning()) {
// Negative delay, cancel shutdown if requested
m_shutdown_state.reset();
std::wstringstream ws;
ws << L"*** Server shutdown canceled.";
infostream << wide_to_utf8(ws.str()).c_str() << std::endl;
SendChatMessage(PEER_ID_INEXISTENT, ws.str());
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// m_shutdown_* are already handled, skip.
return;
} else if (delay > 0.0f) {
// Positive delay, tell the clients when the server will shut down
std::wstringstream ws;
ws << L"*** Server shutting down in "
2018-06-11 13:43:12 +02:00
<< duration_to_string(myround(delay)).c_str()
<< ".";
infostream << wide_to_utf8(ws.str()).c_str() << std::endl;
SendChatMessage(PEER_ID_INEXISTENT, ws.str());
}
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m_shutdown_state.trigger(delay, msg, reconnect);
}
PlayerSAO* Server::emergePlayer(const char *name, session_t peer_id, u16 proto_version)
{
/*
Try to get an existing player
*/
RemotePlayer *player = m_env->getPlayer(name);
// If player is already connected, cancel
if (player && player->getPeerId() != PEER_ID_INEXISTENT) {
infostream<<"emergePlayer(): Player already connected"<<std::endl;
return NULL;
}
/*
If player with the wanted peer_id already exists, cancel.
*/
if (m_env->getPlayer(peer_id)) {
infostream<<"emergePlayer(): Player with wrong name but same"
" peer_id already exists"<<std::endl;
return NULL;
}
if (!player) {
player = new RemotePlayer(name, idef());
}
bool newplayer = false;
// Load player
PlayerSAO *playersao = m_env->loadPlayer(player, &newplayer, peer_id, isSingleplayer());
// Complete init with server parts
playersao->finalize(player, getPlayerEffectivePrivs(player->getName()));
player->protocol_version = proto_version;
/* Run scripts */
if (newplayer) {
m_script->on_newplayer(playersao);
}
return playersao;
}
void dedicated_server_loop(Server &server, bool &kill)
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{
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verbosestream<<"dedicated_server_loop()"<<std::endl;
IntervalLimiter m_profiler_interval;
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static thread_local const float steplen =
g_settings->getFloat("dedicated_server_step");
static thread_local const float profiler_print_interval =
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g_settings->getFloat("profiler_print_interval");
/*
* The dedicated server loop only does time-keeping (in Server::step) and
* provides a way to main.cpp to kill the server externally (bool &kill).
*/
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for(;;) {
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// This is kind of a hack but can be done like this
// because server.step() is very light
sleep_ms((int)(steplen*1000.0));
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server.step(steplen);
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if (server.isShutdownRequested() || kill)
break;
/*
Profiler
*/
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if (profiler_print_interval != 0) {
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if(m_profiler_interval.step(steplen, profiler_print_interval))
{
infostream<<"Profiler:"<<std::endl;
g_profiler->print(infostream);
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g_profiler->clear();
}
}
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}
infostream << "Dedicated server quitting" << std::endl;
#if USE_CURL
if (g_settings->getBool("server_announce"))
ServerList::sendAnnounce(ServerList::AA_DELETE,
server.m_bind_addr.getPort());
#endif
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}
/*
* Mod channels
*/
bool Server::joinModChannel(const std::string &channel)
{
return m_modchannel_mgr->joinChannel(channel, PEER_ID_SERVER) &&
m_modchannel_mgr->setChannelState(channel, MODCHANNEL_STATE_READ_WRITE);
}
bool Server::leaveModChannel(const std::string &channel)
{
return m_modchannel_mgr->leaveChannel(channel, PEER_ID_SERVER);
}
bool Server::sendModChannelMessage(const std::string &channel, const std::string &message)
{
if (!m_modchannel_mgr->canWriteOnChannel(channel))
return false;
broadcastModChannelMessage(channel, message, PEER_ID_SERVER);
return true;
}
ModChannel* Server::getModChannel(const std::string &channel)
{
return m_modchannel_mgr->getModChannel(channel);
}
void Server::broadcastModChannelMessage(const std::string &channel,
const std::string &message, session_t from_peer)
{
const std::vector<u16> &peers = m_modchannel_mgr->getChannelPeers(channel);
if (peers.empty())
return;
if (message.size() > STRING_MAX_LEN) {
warningstream << "ModChannel message too long, dropping before sending "
<< " (" << message.size() << " > " << STRING_MAX_LEN << ", channel: "
<< channel << ")" << std::endl;
return;
}
std::string sender;
if (from_peer != PEER_ID_SERVER) {
sender = getPlayerName(from_peer);
}
NetworkPacket resp_pkt(TOCLIENT_MODCHANNEL_MSG,
2 + channel.size() + 2 + sender.size() + 2 + message.size());
resp_pkt << channel << sender << message;
for (session_t peer_id : peers) {
// Ignore sender
if (peer_id == from_peer)
continue;
Send(peer_id, &resp_pkt);
}
if (from_peer != PEER_ID_SERVER) {
m_script->on_modchannel_message(channel, sender, message);
}
}
Translations *Server::getTranslationLanguage(const std::string &lang_code)
{
if (lang_code.empty())
return nullptr;
auto it = server_translations.find(lang_code);
if (it != server_translations.end())
return &it->second; // Already loaded
// [] will create an entry
auto *translations = &server_translations[lang_code];
std::string suffix = "." + lang_code + ".tr";
for (const auto &i : m_media) {
if (str_ends_with(i.first, suffix)) {
std::string data;
if (fs::ReadFile(i.second.path, data)) {
translations->loadTranslation(data);
}
}
}
return translations;
}
ModStorageDatabase *Server::openModStorageDatabase(const std::string &world_path)
{
std::string world_mt_path = world_path + DIR_DELIM + "world.mt";
Settings world_mt;
if (!world_mt.readConfigFile(world_mt_path.c_str()))
throw BaseException("Cannot read world.mt!");
std::string backend = world_mt.exists("mod_storage_backend") ?
world_mt.get("mod_storage_backend") : "files";
if (backend == "files")
warningstream << "/!\\ You are using the old mod storage files backend. "
<< "This backend is deprecated and may be removed in a future release /!\\"
<< std::endl << "Switching to SQLite3 is advised, "
<< "please read http://wiki.minetest.net/Database_backends." << std::endl;
return openModStorageDatabase(backend, world_path, world_mt);
}
ModStorageDatabase *Server::openModStorageDatabase(const std::string &backend,
const std::string &world_path, const Settings &world_mt)
{
if (backend == "sqlite3")
return new ModStorageDatabaseSQLite3(world_path);
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#if USE_POSTGRESQL
if (backend == "postgresql") {
std::string connect_string;
world_mt.getNoEx("pgsql_mod_storage_connection", connect_string);
return new ModStorageDatabasePostgreSQL(connect_string);
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}
#endif // USE_POSTGRESQL
if (backend == "files")
return new ModStorageDatabaseFiles(world_path);
if (backend == "dummy")
return new Database_Dummy();
throw BaseException("Mod storage database backend " + backend + " not supported");
}
bool Server::migrateModStorageDatabase(const GameParams &game_params, const Settings &cmd_args)
{
std::string migrate_to = cmd_args.get("migrate-mod-storage");
Settings world_mt;
std::string world_mt_path = game_params.world_path + DIR_DELIM + "world.mt";
if (!world_mt.readConfigFile(world_mt_path.c_str())) {
errorstream << "Cannot read world.mt!" << std::endl;
return false;
}
std::string backend = world_mt.exists("mod_storage_backend") ?
world_mt.get("mod_storage_backend") : "files";
if (backend == migrate_to) {
errorstream << "Cannot migrate: new backend is same"
<< " as the old one" << std::endl;
return false;
}
ModStorageDatabase *srcdb = nullptr;
ModStorageDatabase *dstdb = nullptr;
bool succeeded = false;
try {
srcdb = Server::openModStorageDatabase(backend, game_params.world_path, world_mt);
dstdb = Server::openModStorageDatabase(migrate_to, game_params.world_path, world_mt);
dstdb->beginSave();
std::vector<std::string> mod_list;
srcdb->listMods(&mod_list);
for (const std::string &modname : mod_list) {
StringMap meta;
srcdb->getModEntries(modname, &meta);
for (const auto &pair : meta) {
dstdb->setModEntry(modname, pair.first, pair.second);
}
}
dstdb->endSave();
succeeded = true;
actionstream << "Successfully migrated the metadata of "
<< mod_list.size() << " mods" << std::endl;
world_mt.set("mod_storage_backend", migrate_to);
if (!world_mt.updateConfigFile(world_mt_path.c_str()))
errorstream << "Failed to update world.mt!" << std::endl;
else
actionstream << "world.mt updated" << std::endl;
} catch (BaseException &e) {
errorstream << "An error occurred during migration: " << e.what() << std::endl;
}
delete srcdb;
delete dstdb;
if (succeeded && backend == "files") {
// Back up files
const std::string storage_path = game_params.world_path + DIR_DELIM + "mod_storage";
const std::string backup_path = game_params.world_path + DIR_DELIM + "mod_storage.bak";
if (!fs::Rename(storage_path, backup_path))
warningstream << "After migration, " << storage_path
<< " could not be renamed to " << backup_path << std::endl;
}
return succeeded;
}