/// <summary> /// Exactly what the function name is, it might be useful to change this players pos first ;) /// </summary> public void SendThisPlayerTheirOwnPos() { packet pa = new packet(); pa.Add((byte)8); pa.Add(Pos.x); pa.Add(Pos.y); pa.Add(Pos.z); pa.Add(Rot); SendPacket(pa); }
protected void CheckMotdPackets() { if (MOTD_NonAdmin.bytes == null) { MOTD_NonAdmin.Add(packet.types.MOTD); MOTD_NonAdmin.Add(ServerSettings.version); MOTD_NonAdmin.Add(ServerSettings.NAME, 64); MOTD_NonAdmin.Add(ServerSettings.MOTD, 64); MOTD_NonAdmin.Add((byte)0); MOTD_Admin = MOTD_NonAdmin; MOTD_Admin.bytes[130] = 100; } }
/// <summary> /// Kill this player for everyone. /// </summary> public void GlobalDie() { packet pa = new packet(new byte[2] { (byte)packet.types.SendDie, id }); foreach (Player p in Server.Players.ToArray()) { if (p != this) { p.SendPacket(pa); } } }
public packet(packet p) { bytes = p.bytes; }
protected void SendSpawn(Player p) { byte ID = 0xFF; if (p != this) ID = p.id; packet pa = new packet(); pa.Add(packet.types.SendSpawn); pa.Add((byte)ID); pa.Add(p.USERNAME, 64); pa.Add(p.Pos.x); pa.Add(p.Pos.y); pa.Add(p.Pos.z); pa.Add(p.Rot); SendPacket(pa); }
protected void UpdatePosition(bool ForceTp) { byte changed = 0; //Denotes what has changed (x,y,z, rotation-x, rotation-y) Point3 tempOldPos = oldPos; Point3 tempPos = Pos; byte[] tempRot = Rot; byte[] tempOldRot = oldRot; oldPos = Pos; oldRot = Rot; int diffX = tempPos.x - tempOldPos.x; int diffZ = tempPos.z - tempOldPos.z; int diffY = tempPos.y - tempOldPos.y; int diffR0 = tempRot[0] - tempRot[0]; int diffR1 = tempRot[1] - tempRot[1]; if (ForceTp) changed = 4; else { //TODO rewrite local pos change code if (diffX == 0 && diffY == 0 && diffZ == 0 && diffR0 == 0 && diffR1 == 0) { return; //No changes } if (Math.Abs(diffX) > 100 || Math.Abs(diffY) > 100 || Math.Abs(diffZ) > 100) { changed = 4; //Teleport Required } else if (diffR0 == 0 && diffR1 == 0) { changed = 1; //Pos Update Required } else { changed += 2; //Rot Update Required if (diffX != 0 || diffY != 0 || diffZ != 0) { changed += 1; } } } packet pa = new packet(); switch (changed) { case 1: //Pos Change pa.Add(packet.types.SendPosChange); pa.Add(id); pa.Add((sbyte)(diffX)); pa.Add((sbyte)(diffY)); pa.Add((sbyte)(diffZ)); break; case 2: //Rot Change pa.Add(packet.types.SendRotChange); pa.Add(id); pa.Add(new byte[2] { (byte)diffR0, (byte)diffR1 }); break; case 3: //Pos AND Rot Change pa.Add(packet.types.SendPosANDRotChange); pa.Add(id); pa.Add(diffX); pa.Add(diffY); pa.Add(diffZ); pa.Add(new byte[2] { (byte)diffR0, (byte)diffR1 }); break; case 4: //Teleport Required pa.Add(packet.types.SendTeleport); pa.Add(id); pa.Add(tempPos.x); pa.Add(tempPos.y); pa.Add(tempPos.z); pa.Add(Rot); break; } foreach (Player p in Server.Players.ToArray()) { if (p != this && p.level == level && p.isLoggedIn && !p.isLoading) { p.SendPacket(pa); } } }
protected void SendPacket(packet pa) { try { lastPacket = (packet.types)pa.bytes[0]; } catch (Exception e) { Server.Log(e); } for (int i = 0; i < 3; i++) { try { socket.BeginSend(pa.bytes, 0, pa.bytes.Length, SocketFlags.None, delegate(IAsyncResult result) { }, null); return; } catch { continue; } } CloseConnection(); }
protected void SendMessage(byte PlayerID, string message) { packet pa = new packet(); for (int i = 0; i < 10; i++) { message = message.Replace("%" + i, "&" + i); message = message.Replace("&" + i + " &", "&"); } for (char ch = 'a'; ch <= 'f'; ch++) { message = message.Replace("%" + ch, "&" + ch); message = message.Replace("&" + ch + " &", "&"); } for (int i = 0; i < 10; i++) { message = message.Replace("%" + i, "&" + i); message = message.Replace("&" + i + " &", "&"); } for (char ch = 'a'; ch <= 'f'; ch++) { message = message.Replace("%" + ch, "&" + ch); message = message.Replace("&" + ch + " &", "&"); } pa.Add(packet.types.Message); pa.Add(PlayerID); try { foreach (string line in LineWrapping(message)) { if (pa.bytes.Length < 64) pa.Add(line, 64); else pa.Set(2, line, 64); SendPacket(pa); } } catch (Exception e) { Server.Log(e); } }
protected void SendMap() { try { SendPacket(mapSendStartPacket); //Send the pre-fab map start packet packet pa = new packet(); //Create a packet to handle the data for the map pa.Add(level.TotalBlocks); //Add the total amount of blocks to the packet byte[] blocks = new byte[level.TotalBlocks]; //Temporary byte array so we dont have to keep modding the packet array byte block; //A block byte outside the loop, we save cycles by not making this for every loop iteration level.ForEachBlock(delegate(int pos) { //Here we loop through the whole map and check/convert the blocks as necesary //We then add them to our blocks array so we can send them to the player block = level.data[pos]; if (block < 50) blocks[pos] = block; else blocks[pos] = Blocks.CustomBlocks[block].VisibleType; }); pa.Add(blocks); //add the blocks to the packet pa.GZip(); //GZip the packet int number = (int)Math.Ceiling(((double)(pa.bytes.Length)) / 1024); //The magic number for this packet for (int i = 1; pa.bytes.Length > 0; ++i) { short length = (short)Math.Min(pa.bytes.Length, 1024); byte[] send = new byte[1027]; packet.HTNO(length).CopyTo(send, 0); Buffer.BlockCopy(pa.bytes, 0, send, 2, length); byte[] tempbuffer = new byte[pa.bytes.Length - length]; Buffer.BlockCopy(pa.bytes, length, tempbuffer, 0, pa.bytes.Length - length); pa.bytes = tempbuffer; send[1026] = (byte)(i * 100 / number); packet Send = new packet(send); Send.AddStart(new byte[1] { (byte)packet.types.MapData }); SendPacket(Send); } pa = new packet(); pa.Add(packet.types.MapEnd); pa.Add((short)level.Size.x); pa.Add((short)level.Size.y); pa.Add((short)level.Size.z); SendPacket(pa); isLoading = false; } catch (Exception e) { Server.Log(e); } }
protected void SendKick(string message) { packet pa = new packet(); pa.Add(packet.types.SendKick); pa.Add(message, 64); SendPacket(pa); }
protected void SendBlockChange(ushort x, ushort z, ushort y, byte type) { if (x < 0 || y < 0 || z < 0 || x >= level.Size.x || y >= level.Size.y || z >= level.Size.z) return; packet pa = new packet(); pa.Add(packet.types.SendBlockchange); pa.Add(x); pa.Add(y); pa.Add(z); if (type > 49) type = Blocks.CustomBlocks[type].VisibleType; pa.Add(type); SendPacket(pa); }