/* * ===================================================================================== * * OpenMiner * Copyright (C) 2018-2020 Unarelith, Quentin Bazin * * 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 * * ===================================================================================== */ #include "BlockData.hpp" #include "Registry.hpp" #include "ScriptEngine.hpp" #include "Server.hpp" #include "ServerBlock.hpp" #include "ServerPlayer.hpp" #include "ServerWorld.hpp" #include "ServerCommandHandler.hpp" void ServerCommandHandler::sendBlockDataUpdate(s32 x, s32 y, s32 z, const BlockData *blockData, const Client *client) const { sf::Packet packet; packet << Network::Command::BlockDataUpdate << x << y << z << blockData->meta << blockData->useAltTiles; if (!client) m_server.sendToAllClients(packet); else client->tcpSocket->send(packet); } void ServerCommandHandler::sendBlockInvUpdate(s32 x, s32 y, s32 z, const Inventory &inventory, const Client *client) const { sf::Packet packet; packet << Network::Command::BlockInvUpdate << x << y << z << inventory; if (!client) m_server.sendToAllClients(packet); else client->tcpSocket->send(packet); } void ServerCommandHandler::sendPlayerPosUpdate(u16 clientID, const ServerPlayer &player, const Client *client) const { sf::Packet packet; packet << Network::Command::PlayerPosUpdate; packet << clientID; packet << player.x() << player.y() << player.z(); if (!client) m_server.sendToAllClients(packet); else client->tcpSocket->send(packet); } void ServerCommandHandler::setupCallbacks() { m_server.setConnectionCallback([this](Client &client) { sf::Packet packet; packet << Network::Command::RegistryData; m_registry.serialize(packet); client.tcpSocket->send(packet); // FIXME: Duplicated below, why? // Here the new client is not part of m_players though for (auto &it : m_players) { sf::Packet spawnPacket; spawnPacket << Network::Command::PlayerSpawn << it.first; spawnPacket << it.second.x() << it.second.y() << it.second.z(); client.tcpSocket->send(spawnPacket); } m_players.emplace(client.id, client); auto &player = m_players.at(client.id); player.setPosition(m_spawnPosition.x, m_spawnPosition.y, m_spawnPosition.z); // FIXME: Find a better way to give starting items m_scriptEngine.lua()["init"](player); sf::Packet invPacket; invPacket << Network::Command::PlayerInvUpdate << client.id; invPacket << m_players.at(client.id).inventory(); client.tcpSocket->send(invPacket); // FIXME: Duplicated above, why? sf::Packet spawnPacket; spawnPacket << Network::Command::PlayerSpawn << client.id; spawnPacket << m_spawnPosition.x << m_spawnPosition.y << m_spawnPosition.z; m_server.sendToAllClients(spawnPacket); // m_world.sendSpawnData(client, player); }); m_server.setCommandCallback(Network::Command::ChunkRequest, [this](Client &client, sf::Packet &packet) { s32 cx, cy, cz; packet >> cx >> cy >> cz; m_world.sendRequestedData(client, cx, cy, cz); }); m_server.setCommandCallback(Network::Command::PlayerInvUpdate, [this](Client &client, sf::Packet &packet) { u16 clientId; packet >> clientId; if (clientId == client.id) { packet >> m_players.at(client.id).inventory(); } }); m_server.setCommandCallback(Network::Command::PlayerPosUpdate, [this](Client &client, sf::Packet &packet) { s32 x, y, z; u16 clientId; packet >> clientId; packet >> x >> y >> z; if (clientId == client.id) m_players.at(client.id).setPosition(x, y, z); }); m_server.setCommandCallback(Network::Command::PlayerPlaceBlock, [this](Client &, sf::Packet &packet) { s32 x, y, z; u32 block; packet >> x >> y >> z >> block; m_world.setBlock(x, y, z, block); sf::Packet answer; answer << Network::Command::BlockUpdate << x << y << z << block; m_server.sendToAllClients(answer); }); m_server.setCommandCallback(Network::Command::PlayerDigBlock, [this](Client &, sf::Packet &packet) { s32 x, y, z; packet >> x >> y >> z; m_world.setBlock(x, y, z, 0); sf::Packet answer; answer << Network::Command::BlockUpdate << x << y << z << u32(0); m_server.sendToAllClients(answer); }); m_server.setCommandCallback(Network::Command::PlayerInventory, [this](Client &client, sf::Packet &packet) { u16 screenWidth, screenHeight; u8 guiScale; packet >> screenWidth >> screenHeight >> guiScale; m_scriptEngine.lua()["show_inventory"](client, screenWidth, screenHeight, guiScale); }); m_server.setCommandCallback(Network::Command::BlockActivated, [this](Client &client, sf::Packet &packet) { s32 x, y, z; u16 screenWidth, screenHeight; u8 guiScale; packet >> x >> y >> z >> screenWidth >> screenHeight >> guiScale; u16 id = m_world.getBlock(x, y, z); ((ServerBlock &)(m_registry.getBlock(id))).onBlockActivated({x, y, z}, m_players.at(client.id), m_world, client, screenWidth, screenHeight, guiScale); }); m_server.setCommandCallback(Network::Command::BlockInvUpdate, [this](Client &, sf::Packet &packet) { gk::Vector3 pos; packet >> pos.x >> pos.y >> pos.z; BlockData *data = m_world.getBlockData(pos.x, pos.y, pos.z); if (data) packet >> data->inventory; else DEBUG("BlockInvUpdate: No block data found at", pos.x, pos.y, pos.z); }); m_server.setCommandCallback(Network::Command::BlockDataUpdate, [this](Client &, sf::Packet &packet) { gk::Vector3 pos; packet >> pos.x >> pos.y >> pos.z; BlockData *data = m_world.getBlockData(pos.x, pos.y, pos.z); if (data) { packet >> data->meta >> data->useAltTiles; } }); m_server.setCommandCallback(Network::Command::ChatMessage, [this](Client &, sf::Packet &packet) { // u16 id; // std::string message; // packet >> id >> message; m_server.sendToAllClients(packet); }); }