コード例 #1
0
// get_player_by_name(name)
int ModApiEnvMod::l_get_player_by_name(lua_State *L)
{
	GET_ENV_PTR;

	// Do it
	const char *name = luaL_checkstring(L, 1);
	RemotePlayer *player = dynamic_cast<RemotePlayer *>(env->getPlayer(name));
	if (player == NULL){
		lua_pushnil(L);
		return 1;
	}
	PlayerSAO *sao = player->getPlayerSAO();
	if(sao == NULL){
		lua_pushnil(L);
		return 1;
	}
	// Put player on stack
	getScriptApiBase(L)->objectrefGetOrCreate(L, sao);
	return 1;
}
コード例 #2
0
ファイル: clientiface.cpp プロジェクト: Ekdohibs/minetest
void RemoteClient::GetNextBlocks (
		ServerEnvironment *env,
		EmergeManager * emerge,
		float dtime,
		std::vector<PrioritySortedBlockTransfer> &dest)
{
	DSTACK(FUNCTION_NAME);


	// Increment timers
	m_nothing_to_send_pause_timer -= dtime;
	m_nearest_unsent_reset_timer += dtime;

	if(m_nothing_to_send_pause_timer >= 0)
		return;

	RemotePlayer *player = env->getPlayer(peer_id);
	// This can happen sometimes; clients and players are not in perfect sync.
	if (!player)
		return;

	PlayerSAO *sao = player->getPlayerSAO();
	if (!sao)
		return;

	// Won't send anything if already sending
	if(m_blocks_sending.size() >= g_settings->getU16
			("max_simultaneous_block_sends_per_client"))
	{
		//infostream<<"Not sending any blocks, Queue full."<<std::endl;
		return;
	}

	v3f playerpos = sao->getBasePosition();
	const v3f &playerspeed = player->getSpeed();
	v3f playerspeeddir(0,0,0);
	if(playerspeed.getLength() > 1.0*BS)
		playerspeeddir = playerspeed / playerspeed.getLength();
	// Predict to next block
	v3f playerpos_predicted = playerpos + playerspeeddir*MAP_BLOCKSIZE*BS;

	v3s16 center_nodepos = floatToInt(playerpos_predicted, BS);

	v3s16 center = getNodeBlockPos(center_nodepos);

	// Camera position and direction
	v3f camera_pos = sao->getEyePosition();
	v3f camera_dir = v3f(0,0,1);
	camera_dir.rotateYZBy(sao->getPitch());
	camera_dir.rotateXZBy(sao->getYaw());

	/*infostream<<"camera_dir=("<<camera_dir.X<<","<<camera_dir.Y<<","
			<<camera_dir.Z<<")"<<std::endl;*/

	/*
		Get the starting value of the block finder radius.
	*/

	if(m_last_center != center)
	{
		m_nearest_unsent_d = 0;
		m_last_center = center;
	}

	/*infostream<<"m_nearest_unsent_reset_timer="
			<<m_nearest_unsent_reset_timer<<std::endl;*/

	// Reset periodically to workaround for some bugs or stuff
	if(m_nearest_unsent_reset_timer > 20.0)
	{
		m_nearest_unsent_reset_timer = 0;
		m_nearest_unsent_d = 0;
		//infostream<<"Resetting m_nearest_unsent_d for "
		//		<<server->getPlayerName(peer_id)<<std::endl;
	}

	//s16 last_nearest_unsent_d = m_nearest_unsent_d;
	s16 d_start = m_nearest_unsent_d;

	//infostream<<"d_start="<<d_start<<std::endl;

	u16 max_simul_sends_setting = g_settings->getU16
			("max_simultaneous_block_sends_per_client");
	u16 max_simul_sends_usually = max_simul_sends_setting;

	/*
		Check the time from last addNode/removeNode.

		Decrease send rate if player is building stuff.
	*/
	m_time_from_building += dtime;
	if(m_time_from_building < g_settings->getFloat(
				"full_block_send_enable_min_time_from_building"))
	{
		max_simul_sends_usually
			= LIMITED_MAX_SIMULTANEOUS_BLOCK_SENDS;
	}

	/*
		Number of blocks sending + number of blocks selected for sending
	*/
	u32 num_blocks_selected = m_blocks_sending.size();

	/*
		next time d will be continued from the d from which the nearest
		unsent block was found this time.

		This is because not necessarily any of the blocks found this
		time are actually sent.
	*/
	s32 new_nearest_unsent_d = -1;

	// get view range and camera fov from the client
	s16 wanted_range = sao->getWantedRange();
	float camera_fov = sao->getFov();
	// if FOV, wanted_range are not available (old client), fall back to old default
	if (wanted_range <= 0) wanted_range = 1000;
	if (camera_fov <= 0) camera_fov = (72.0*M_PI/180) * 4./3.;

	const s16 full_d_max = MYMIN(g_settings->getS16("max_block_send_distance"), wanted_range);
	const s16 d_opt = MYMIN(g_settings->getS16("block_send_optimize_distance"), wanted_range);
	const s16 d_blocks_in_sight = full_d_max * BS * MAP_BLOCKSIZE;
	//infostream << "Fov from client " << camera_fov << " full_d_max " << full_d_max << std::endl;

	s16 d_max = full_d_max;
	s16 d_max_gen = MYMIN(g_settings->getS16("max_block_generate_distance"), wanted_range);

	// Don't loop very much at a time
	s16 max_d_increment_at_time = 2;
	if(d_max > d_start + max_d_increment_at_time)
		d_max = d_start + max_d_increment_at_time;

	s32 nearest_emerged_d = -1;
	s32 nearest_emergefull_d = -1;
	s32 nearest_sent_d = -1;
	//bool queue_is_full = false;

	const v3s16 cam_pos_nodes = floatToInt(camera_pos, BS);
	const bool occ_cull = g_settings->getBool("server_side_occlusion_culling");

	s16 d;
	for(d = d_start; d <= d_max; d++) {
		/*
			Get the border/face dot coordinates of a "d-radiused"
			box
		*/
		std::vector<v3s16> list = FacePositionCache::getFacePositions(d);

		std::vector<v3s16>::iterator li;
		for(li = list.begin(); li != list.end(); ++li) {
			v3s16 p = *li + center;

			/*
				Send throttling
				- Don't allow too many simultaneous transfers
				- EXCEPT when the blocks are very close

				Also, don't send blocks that are already flying.
			*/

			// Start with the usual maximum
			u16 max_simul_dynamic = max_simul_sends_usually;

			// If block is very close, allow full maximum
			if(d <= BLOCK_SEND_DISABLE_LIMITS_MAX_D)
				max_simul_dynamic = max_simul_sends_setting;

			// Don't select too many blocks for sending
			if (num_blocks_selected >= max_simul_dynamic) {
				//queue_is_full = true;
				goto queue_full_break;
			}

			// Don't send blocks that are currently being transferred
			if (m_blocks_sending.find(p) != m_blocks_sending.end())
				continue;

			/*
				Do not go over max mapgen limit
			*/
			if (blockpos_over_max_limit(p))
				continue;

			// If this is true, inexistent block will be made from scratch
			bool generate = d <= d_max_gen;

			/*
				Don't generate or send if not in sight
				FIXME This only works if the client uses a small enough
				FOV setting. The default of 72 degrees is fine.
			*/

			f32 dist;
			if (!isBlockInSight(p, camera_pos, camera_dir, camera_fov, d_blocks_in_sight, &dist)) {
				continue;
			}

			/*
				Don't send already sent blocks
			*/
			{
				if(m_blocks_sent.find(p) != m_blocks_sent.end())
				{
					continue;
				}
			}

			/*
				Check if map has this block
			*/
			MapBlock *block = env->getMap().getBlockNoCreateNoEx(p);

			bool surely_not_found_on_disk = false;
			bool block_is_invalid = false;
			if (block) {
				// Reset usage timer, this block will be of use in the future.
				block->resetUsageTimer();

				// Block is dummy if data doesn't exist.
				// It means it has been not found from disk and not generated
				if (block->isDummy()) {
					surely_not_found_on_disk = true;
				}

				if (!block->isGenerated())
					block_is_invalid = true;

				/*
					If block is not close, don't send it unless it is near
					ground level.

					Block is near ground level if night-time mesh
					differs from day-time mesh.
				*/
				if (d >= d_opt) {
					if (!block->getDayNightDiff())
						continue;
				}

				if (occ_cull && !block_is_invalid &&
						env->getMap().isBlockOccluded(block, cam_pos_nodes)) {
					continue;
				}
			}

			/*
				If block has been marked to not exist on disk (dummy)
				and generating new ones is not wanted, skip block.
			*/
			if (!generate && surely_not_found_on_disk) {
				// get next one.
				continue;
			}

			/*
				Add inexistent block to emerge queue.
			*/
			if(block == NULL || surely_not_found_on_disk || block_is_invalid)
			{
				if (emerge->enqueueBlockEmerge(peer_id, p, generate)) {
					if (nearest_emerged_d == -1)
						nearest_emerged_d = d;
				} else {
					if (nearest_emergefull_d == -1)
						nearest_emergefull_d = d;
					goto queue_full_break;
				}

				// get next one.
				continue;
			}

			if(nearest_sent_d == -1)
				nearest_sent_d = d;

			/*
				Add block to send queue
			*/
			PrioritySortedBlockTransfer q((float)dist, p, peer_id);

			dest.push_back(q);

			num_blocks_selected += 1;
		}
	}
queue_full_break:

	// If nothing was found for sending and nothing was queued for
	// emerging, continue next time browsing from here
	if(nearest_emerged_d != -1){
		new_nearest_unsent_d = nearest_emerged_d;
	} else if(nearest_emergefull_d != -1){
		new_nearest_unsent_d = nearest_emergefull_d;
	} else {
		if(d > full_d_max){
			new_nearest_unsent_d = 0;
			m_nothing_to_send_pause_timer = 2.0;
		} else {
			if(nearest_sent_d != -1)
				new_nearest_unsent_d = nearest_sent_d;
			else
				new_nearest_unsent_d = d;
		}
	}

	if(new_nearest_unsent_d != -1)
		m_nearest_unsent_d = new_nearest_unsent_d;
}
コード例 #3
0
void Server::handleCommand_Init_Legacy(NetworkPacket* pkt) {
	const auto peer_id = pkt->getPeerId();
	auto & packet = *(pkt->packet);

	RemoteClient* client = getClient(pkt->getPeerId(), CS_Created);

	std::string addr_s;
	try {
		addr_s = getPeerAddress(pkt->getPeerId()).serializeString();
	} catch (std::exception &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 "
		           << pkt->getPeerId() << " not found : " << e.what() << std::endl;
		return;
	}

	// If net_proto_version is set, this client has already been handled
	if(client->getState() > CS_Created) {
		verbosestream << "Server: Ignoring multiple TOSERVER_INITs from "
		              << addr_s << " (peer_id=" << peer_id << ")" << std::endl;
		return;
	}

	verbosestream << "Server: Got TOSERVER_INIT from " << addr_s << " (peer_id="
	              << peer_id << ")" << std::endl;

	// Do not allow multiple players in simple singleplayer mode.
	// This isn't a perfect way to do it, but will suffice for now
	if(m_simple_singleplayer_mode && m_clients.getClientIDs().size() > 1) {
		infostream << "Server: Not allowing another client (" << addr_s
		           << ") to connect in simple singleplayer mode" << std::endl;
		DenyAccess(peer_id, "Running in simple singleplayer mode.");
		return;
	}

	// First byte after command is maximum supported
	// serialization version
	u8 client_max;
	packet[TOSERVER_INIT_LEGACY_FMT].convert(client_max);
	u8 our_max = SER_FMT_VER_HIGHEST_READ;
	// Use the highest version supported by both
	int deployed = std::min(client_max, our_max);
	// If it's lower than the lowest supported, give up.
	if (deployed < SER_FMT_VER_LOWEST_READ)
		deployed = SER_FMT_VER_INVALID;

	if (deployed == SER_FMT_VER_INVALID) {
		actionstream << "Server: A mismatched client tried to connect from "
		             << addr_s << std::endl;
		infostream << "Server: Cannot negotiate serialization version with "
		           << addr_s << std::endl;
		DenyAccess(peer_id, std::string(
		               "Your client's version is not supported.\n"
		               "Server version is ")
		           + (g_version_string) + "."
		          );
		return;
	}

	client->setPendingSerializationVersion(deployed);

	/*
		Read and check network protocol version
	*/

	u16 min_net_proto_version = 0;
	packet[TOSERVER_INIT_LEGACY_PROTOCOL_VERSION_MIN].convert(min_net_proto_version);
	u16 max_net_proto_version = min_net_proto_version;
	packet[TOSERVER_INIT_LEGACY_PROTOCOL_VERSION_MAX].convert(max_net_proto_version);

	packet.convert_safe(TOSERVER_INIT_LEGACY_PROTOCOL_VERSION_FM, client->net_proto_version_fm);

	// Start with client's maximum version
	u16 net_proto_version = max_net_proto_version;

	// Figure out a working version if it is possible at all
	if(max_net_proto_version >= SERVER_PROTOCOL_VERSION_MIN ||
	        min_net_proto_version <= SERVER_PROTOCOL_VERSION_MAX) {
		// If maximum is larger than our maximum, go with our maximum
		if(max_net_proto_version > SERVER_PROTOCOL_VERSION_MAX)
			net_proto_version = SERVER_PROTOCOL_VERSION_MAX;
		// Else go with client's maximum
		else
			net_proto_version = max_net_proto_version;
	}

	verbosestream << "Server: " << addr_s << ": Protocol version: min: "
	              << min_net_proto_version << ", max: " << max_net_proto_version
	              << ", chosen: " << net_proto_version << std::endl;

	client->net_proto_version = net_proto_version;

	if(net_proto_version < SERVER_PROTOCOL_VERSION_MIN ||
	        net_proto_version > SERVER_PROTOCOL_VERSION_MAX) {
		actionstream << "Server: A mismatched client tried to connect from "
		             << addr_s << std::endl;
		DenyAccess(peer_id, std::string(
		               "Your client's version is not supported.\n"
		               "Server version is ")
		           + (g_version_string) + ",\n"
		           + "server's PROTOCOL_VERSION is "
		           + itos(SERVER_PROTOCOL_VERSION_MIN)
		           + "..."
		           + itos(SERVER_PROTOCOL_VERSION_MAX)
		           + ", client's PROTOCOL_VERSION is "
		           + itos(min_net_proto_version)
		           + "..."
		           + itos(max_net_proto_version)
		          );
		return;
	}

	if(g_settings->getBool("strict_protocol_version_checking")) {
		if(net_proto_version != LATEST_PROTOCOL_VERSION) {
			actionstream << "Server: A mismatched (strict) client tried to "
			             << "connect from " << addr_s << std::endl;
			DenyAccess(peer_id, std::string(
			               "Your client's version is not supported.\n"
			               "Server version is ")
			           + (g_version_string) + ",\n"
			           + "server's PROTOCOL_VERSION (strict) is "
			           + itos(LATEST_PROTOCOL_VERSION)
			           + ", client's PROTOCOL_VERSION is "
			           + itos(min_net_proto_version)
			           + "..."
			           + itos(max_net_proto_version)
			          );
			return;
		}
	}

	/*
		Set up player
	*/

	// Get player name
	std::string playername;
	packet[TOSERVER_INIT_LEGACY_NAME].convert(playername);

	if(playername.empty()) {
		actionstream << "Server: Player with an empty name "
		             << "tried to connect from " << addr_s << std::endl;
		DenyAccess(peer_id, "Empty name");
		return;
	}

	if(!g_settings->getBool("enable_any_name") && string_allowed(playername, PLAYERNAME_ALLOWED_CHARS) == false) {
		actionstream << "Server: Player with an invalid name [" << playername
		             << "] tried to connect from " << addr_s << std::endl;
		DenyAccess(peer_id, "Name contains unallowed characters");
		return;
	}

	if(!isSingleplayer() && playername == "singleplayer") {
		actionstream << "Server: Player with the name \"singleplayer\" "
		             << "tried to connect from " << addr_s << std::endl;
		DenyAccess(peer_id, "Name is not allowed");
		return;
	}

	{
		std::string reason;
		if(m_script->on_prejoinplayer(playername, addr_s, &reason)) {
			actionstream << "Server: Player with the name \"" << playername << "\" "
			             << "tried to connect from " << addr_s << " "
			             << "but it was disallowed for the following reason: "
			             << reason << std::endl;
			DenyAccess(peer_id, reason);
			return;
		}
	}

	infostream << "Server: New connection: \"" << playername << "\" from "
	           << addr_s << " (peer_id=" << peer_id << ")" << std::endl;

	// Get password
	std::string given_password;
	packet[TOSERVER_INIT_LEGACY_PASSWORD].convert(given_password);

	if(!base64_is_valid(given_password.c_str())) {
		actionstream << "Server: " << playername
		             << " supplied invalid password hash" << std::endl;
		DenyAccess(peer_id, "Invalid password hash");
		return;
	}

	// Enforce user limit.
	// Don't enforce for users that have some admin right
	if(m_clients.getClientIDs(CS_Created).size() >= g_settings->getU16("max_users") &&
	        !checkPriv(playername, "server") &&
	        !checkPriv(playername, "ban") &&
	        !checkPriv(playername, "privs") &&
	        !checkPriv(playername, "password") &&
	        playername != g_settings->get("name")) {
		actionstream << "Server: " << playername << " tried to join, but there"
		             << " are already max_users="
		             << g_settings->getU16("max_users") << " players." << std::endl;
		DenyAccess(peer_id, "Too many users.");
		return;
	}

	std::string checkpwd; // Password hash to check against
	bool has_auth = m_script->getAuth(playername, &checkpwd, NULL);

	// If no authentication info exists for user, create it
	if(!has_auth) {
		if(!isSingleplayer() &&
		        g_settings->getBool("disallow_empty_password") &&
		        given_password == "") {
			actionstream << "Server: " << playername
			             << " supplied empty password" << std::endl;
			DenyAccess(peer_id, "Empty passwords are "
			           "disallowed. Set a password and try again.");
			return;
		}
		std::string raw_default_password = g_settings->get("default_password");
		std::string initial_password =
		    translate_password(playername, raw_default_password);

		// If default_password is empty, allow any initial password
		if (raw_default_password.length() == 0)
			initial_password = given_password;

		m_script->createAuth(playername, initial_password);
	}

	has_auth = m_script->getAuth(playername, &checkpwd, NULL);

	if(!has_auth) {
		actionstream << "Server: " << playername << " cannot be authenticated"
		             << " (auth handler does not work?)" << std::endl;
		DenyAccess(peer_id, "Not allowed to login");
		return;
	}

	if(given_password != checkpwd) {
		actionstream << "Server: " << playername << " supplied wrong password"
		             << " at " << addr_s
		             << std::endl;
		DenyAccess(peer_id, "Wrong password");
		return;
	}

	RemotePlayer *player =
	    static_cast<RemotePlayer*>(m_env->getPlayer(playername.c_str()));

	if (player && player->peer_id != 0) {

		if (given_password.size()) {
			actionstream << "Server: " << playername << " rejoining" << std::endl;
			DenyAccessVerCompliant(player->peer_id, player->protocol_version, SERVER_ACCESSDENIED_ALREADY_CONNECTED);
			player->getPlayerSAO()->removingFromEnvironment();
			m_env->removePlayer(player);
			player = nullptr;
		} else {
			errorstream << "Server: " << playername << ": Failed to emerge player" << " (player allocated to an another client)" << std::endl;
			DenyAccess(peer_id, "Another client is connected with this "
			           "name. If your client closed unexpectedly, try again in "
			           "a minute.");
		}
	}

	m_clients.setPlayerName(peer_id, playername);

	/*
		Answer with a TOCLIENT_INIT
	*/
	{
		MSGPACK_PACKET_INIT(TOCLIENT_INIT_LEGACY, 6);
		PACK(TOCLIENT_INIT_DEPLOYED, deployed);
		PACK(TOCLIENT_INIT_SEED, m_env->getServerMap().getSeed());
		PACK(TOCLIENT_INIT_STEP, g_settings->getFloat("dedicated_server_step"));

		//if (player) //todo : remake me
		//	PACK(TOCLIENT_INIT_POS, player->getPosition());

		Settings params;
		m_emerge->params.save(params);
		PACK(TOCLIENT_INIT_MAP_PARAMS, params);

		PACK(TOCLIENT_INIT_PROTOCOL_VERSION_FM, SERVER_PROTOCOL_VERSION_FM);

		PACK(TOCLIENT_INIT_WEATHER, g_settings->getBool("weather"));

		// Send as reliable
		m_clients.send(peer_id, 0, buffer, true);
		m_clients.event(peer_id, CSE_InitLegacy);
	}

	return;
}