Esempio n. 1
0
        private void SpreadBlockLightInternal(int x, int y, int z, int dist = 0)
        {
            if (dist > 0xf)
            {
                return;
            }
            Chunk chunk     = Chunk.GetChunk(x >> 4, z >> 4, this);
            var   currLight = chunk.GetBlockLight(x & 0xf, y, z & 0xf);

            if (currLight == 0)
            {
                return;
            }

            ForEveryAdjacentBlock(x, y, z, delegate(int xx, int yy, int zz)
            {
                var type  = chunk.SGB(xx & 0xf, yy, zz & 0xf);
                var light = chunk.GetBlockLight(xx & 0xf, yy, zz & 0xf);
                if (Chunk.LightOpacity[type] == 0 && light < currLight - 1)
                {
                    chunk.SetBlockLight(xx & 0xf, yy, zz & 0xf, (byte)(currLight - 1));
                    SpreadBlockLightInternal(xx, yy, zz, dist + 1);
                }
            });
        }
Esempio n. 2
0
 private void UpdateShi(Player p)
 {
     p.SendTime();
     if (Chunk.GetChunk((int)p.pos.x >> 4, (int)p.pos.z >> 4, p.level) == null)
     {
         p.level.LoadChunk((int)p.pos.x >> 4, (int)p.pos.z >> 4);
     }
 }
Esempio n. 3
0
        private void HandleLogin(byte[] message)
        {
            int   version = util.EndianBitConverter.Big.ToInt32(message, 0);
            short length  = util.EndianBitConverter.Big.ToInt16(message, 4);

            if (length > 32)
            {
                Kick("Username too long"); return;
            }
            username = Encoding.BigEndianUnicode.GetString(message, 6, (length * 2));
            Logger.Log(ip + " Logged in as " + username);

            if (Server.VerifyNames)
            {
                bool verified = false;
                try
                {
                    using (WebClient web = new WebClient())
                    {
                        string response = web.DownloadString("http://session.minecraft.net/game/checkserver.jsp?user="******"&serverId=" + randomHash);
                        verified = (response.Trim() == "YES");
                    }
                }
                catch { }
                if (!verified)
                {
                    Kick("Failed to verify username!"); return;
                }
            }

            /*if (version > Server.protocolversion)  //left commented during development
             * {
             *  Kick("Outdated server!");
             *  return;
             * }
             * if (version < Server.protocolversion)
             * {
             *  Kick("Outdated client!");
             *  return;
             * }*/

            if (!IPInPrivateRange(ip))
            {
                if (Player.players.Count >= Server.MaxPlayers)
                {
                    if (Server.useviplist && Server.VIPList.Contains(username.ToLower()))
                    {
                        for (int i = players.Count - 1; i >= 0; i--) // kick the last joined non-vip
                        {
                            if (!Server.VIPList.Contains(players[i].username.ToLower()))
                            {
                                players[i].Kick("You have been kicked for a VIP.");
                                break;
                            }
                        }
                    }
                    else if (Server.useviplist && !Server.VIPList.Contains(username.ToLower()))
                    {
                        Kick(Server.VIPListMessage);
                    }
                    else if (!Server.useviplist)
                    {
                        Kick("Server is full!");
                    }
                }

                if (Server.BanList.Contains(username.ToLower()))
                {
                    Kick(Server.BanMessage);
                }

                if (Server.usewhitelist && !Server.WhiteList.Contains(username.ToLower()))
                {
                    Kick(Server.WhiteListMessage);
                }
            }

            //TODO: load Player attributes like group, and other settings
            LoadAttributes();

            LoggedIn = true;
            SendLoginPass();

            Player.GlobalMessage(Color.Announce + username + " has joined the game!");

            UpdateShi(this);

            int tries = 0;

            while (tries < 100 && Chunk.GetChunk((int)pos.x >> 4, (int)pos.z >> 4, level) == null)
            {
                tries++;
                System.Threading.Thread.Sleep(50);
            }

            if (Chunk.GetChunk((int)pos.x >> 4, (int)pos.z >> 4, level) == null)
            {
                Kick("Chunk missing: " + ((int)pos.x >> 4) + "," + ((int)pos.z >> 4));
            }

            if (PlayerAuth != null)
            {
                PlayerAuth(this);
            }
            if (OnAuth != null)
            {
                OnAuth(this);
            }
        }
Esempio n. 4
0
        public void DoExplosionB(/*bool flag*/)
        {
            Player.players.ForEach(delegate(Player pl)
            {
                if (pl.MapLoaded && pl.level == worldObj && pl.VisibleChunks.Contains(Chunk.GetChunk((int)explosionX >> 4, (int)explosionZ >> 4, pl.level).point))
                {
                    pl.SendExplosion((int)explosionX, (int)explosionY, (int)explosionZ, explosionSize, destroyedBlockPositions.ToArray());
                }
            });

            List <Point3> arraylist = new List <Point3>();

            arraylist.AddRange(destroyedBlockPositions);
            for (int i = arraylist.Count - 1; i >= 0; i--)
            {
                Point3 chunkposition = arraylist[i];
                int    j             = (int)chunkposition.x;
                int    k             = (int)chunkposition.y;
                int    l             = (int)chunkposition.z;
                int    i1            = worldObj.GetBlock(j, k, l);
                // This is particle code, and isn't needed here.

                /*if (flag)
                 * {
                 *  double d = (float)j + worldObj.rand.nextFloat();
                 *  double d1 = (float)k + worldObj.rand.nextFloat();
                 *  double d2 = (float)l + worldObj.rand.nextFloat();
                 *  double d3 = d - explosionX;
                 *  double d4 = d1 - explosionY;
                 *  double d5 = d2 - explosionZ;
                 *  double d6 = MathHelper.sqrt_double(d3 * d3 + d4 * d4 + d5 * d5);
                 *  d3 /= d6;
                 *  d4 /= d6;
                 *  d5 /= d6;
                 *  double d7 = 0.5D / (d6 / (double)explosionSize + 0.10000000000000001D);
                 *  d7 *= worldObj.rand.nextFloat() * worldObj.rand.nextFloat() + 0.3F;
                 *  d3 *= d7;
                 *  d4 *= d7;
                 *  d5 *= d7;
                 *  worldObj.spawnParticle("explode", (d + explosionX * 1.0D) / 2D, (d1 + explosionY * 1.0D) / 2D, (d2 + explosionZ * 1.0D) / 2D, d3, d4, d5);
                 *  worldObj.spawnParticle("smoke", d, d1, d2, d3, d4, d5);
                 * }*/
                if (i1 > 0)
                {
                    if (ExplosionRNG.Next(10) < 3)
                    {
                        short block = Player.BlockDropSwitch((short)i1);
                        if (block != 0)
                        {
                            worldObj.DropItem(j, k, l, block);
                        }
                    }
                    worldObj.BlockChange(j, k, l, 0, 0);
                }
            }

            if (isFlaming)
            {
                for (int l2 = arraylist.Count - 1; l2 >= 0; l2--)
                {
                    Point3 chunkposition = arraylist[l2];
                    int    i3            = (int)chunkposition.x;
                    int    j3            = (int)chunkposition.y;
                    int    k3            = (int)chunkposition.z;
                    int    l3            = worldObj.GetBlock(i3, j3, k3);
                    int    i4            = worldObj.GetBlock(i3, j3 - 1, k3);
                    if (l3 == 0 && i4 != 20 && BlockData.CanPlaceAgainst((byte)i4) && ExplosionRNG.Next(3) == 0)
                    {
                        worldObj.BlockChange(i3, j3, k3, (byte)Blocks.Fire, 0);
                    }
                }
            }
        }