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CPacketHandler.cpp
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/*****************************************************************************
*
* PROJECT: Multi Theft Auto
* LICENSE: See LICENSE in the top level directory
* FILE: Client/mods/deathmatch/logic/CPacketHandler.cpp
* PURPOSE: Packet handling and processing
*
* Multi Theft Auto is available from https://multitheftauto.com/
*
*****************************************************************************/
#include "StdInc.h"
#include <game/CClock.h>
#include <game/CFireManager.h>
#include <game/CGarage.h>
#include <game/CGarages.h>
#include <game/CHandlingEntry.h>
#include <game/CWeapon.h>
#include <game/CWeaponStat.h>
#include <game/CWeaponStatManager.h>
#include <game/CWeather.h>
#include <game/CBuildingRemoval.h>
#include "net/SyncStructures.h"
#include "CServerInfo.h"
using std::list;
class CCore;
std::wstring utf8_mbstowcs(const std::string& str);
std::string utf8_wcstombs(const std::wstring& wstr);
// TODO: Make this independant of g_pClientGame. Just moved it here to get it out of the
// horribly big CClientGame file.
bool CPacketHandler::ProcessPacket(unsigned char ucPacketID, NetBitStreamInterface& bitStream)
{
// Can the net api handle it?
if (g_pClientGame->m_pNetAPI->ProcessPacket(ucPacketID, bitStream))
{
return true;
}
// Can we handle it?
switch (ucPacketID)
{
case PACKET_ID_SERVER_JOIN_COMPLETE:
Packet_ServerConnected(bitStream);
return true;
case PACKET_ID_SERVER_JOINEDGAME:
Packet_ServerJoined(bitStream);
return true;
case PACKET_ID_SERVER_DISCONNECTED:
Packet_ServerDisconnected(bitStream);
return true;
case PACKET_ID_PLAYER_LIST:
Packet_PlayerList(bitStream);
return true;
case PACKET_ID_PLAYER_QUIT:
Packet_PlayerQuit(bitStream);
return true;
case PACKET_ID_PLAYER_SPAWN:
Packet_PlayerSpawn(bitStream);
return true;
case PACKET_ID_PED_WASTED:
Packet_PlayerWasted(bitStream);
return true;
case PACKET_ID_PLAYER_WASTED:
Packet_PlayerWasted(bitStream);
return true;
case PACKET_ID_PLAYER_CHANGE_NICK:
Packet_PlayerChangeNick(bitStream);
return true;
case PACKET_ID_CHAT_ECHO:
Packet_ChatEcho(bitStream);
return true;
case PACKET_ID_CHAT_CLEAR:
Packet_ChatClear(bitStream);
return true;
case PACKET_ID_CONSOLE_ECHO:
Packet_ConsoleEcho(bitStream);
return true;
case PACKET_ID_DEBUG_ECHO:
Packet_DebugEcho(bitStream);
return true;
case PACKET_ID_VEHICLE_SPAWN:
Packet_VehicleSpawn(bitStream);
return true;
case PACKET_ID_VEHICLE_INOUT:
Packet_Vehicle_InOut(bitStream);
return true;
case PACKET_ID_VEHICLE_DAMAGE_SYNC:
Packet_VehicleDamageSync(bitStream);
return true;
case PACKET_ID_VEHICLE_TRAILER:
Packet_VehicleTrailer(bitStream);
return true;
// Map information packet sent when you join if a map is being played
case PACKET_ID_MAP_INFO:
Packet_MapInfo(bitStream);
return true;
// Contains info for progress of a large packet
case PACKET_ID_PACKET_PROGRESS:
Packet_PartialPacketInfo(bitStream);
return true;
case PACKET_ID_PLAYER_NETWORK_STATUS:
Packet_PlayerNetworkStatus(bitStream);
return true;
// Adds a new entity of any type to the world streamer.
case PACKET_ID_ENTITY_ADD:
Packet_EntityAdd(bitStream);
return true;
// Deletes vehicles
case PACKET_ID_ENTITY_REMOVE:
Packet_EntityRemove(bitStream);
return true;
// Respawns/hides pickups
case PACKET_ID_PICKUP_HIDESHOW:
Packet_PickupHideShow(bitStream);
return true;
// Pickup hit confirmations
case PACKET_ID_PICKUP_HIT_CONFIRM:
Packet_PickupHitConfirm(bitStream);
return true;
// Functions from LUA scripts server side
case PACKET_ID_LUA:
case PACKET_ID_LUA_ELEMENT_RPC:
Packet_Lua(ucPacketID, bitStream);
return true;
case PACKET_ID_TEXT_ITEM:
Packet_TextItem(bitStream);
break;
case PACKET_ID_EXPLOSION:
Packet_ExplosionSync(bitStream);
break;
case PACKET_ID_FIRE:
Packet_FireSync(bitStream);
break;
case PACKET_ID_PROJECTILE:
Packet_ProjectileSync(bitStream);
break;
case PACKET_ID_PLAYER_STATS:
Packet_PlayerStats(bitStream);
break;
case PACKET_ID_PLAYER_CLOTHES:
Packet_PlayerClothes(bitStream);
break;
case PACKET_ID_LUA_EVENT:
Packet_LuaEvent(bitStream);
break;
case PACKET_ID_RESOURCE_START:
Packet_ResourceStart(bitStream);
return true;
case PACKET_ID_RESOURCE_STOP:
Packet_ResourceStop(bitStream);
return true;
case PACKET_ID_RESOURCE_CLIENT_SCRIPTS:
Packet_ResourceClientScripts(bitStream);
return true;
case PACKET_ID_DETONATE_SATCHELS:
Packet_DetonateSatchels(bitStream);
return true;
case PACKET_ID_DESTROY_SATCHELS:
Packet_DestroySatchels(bitStream);
return true;
case PACKET_ID_VOICE_DATA:
Packet_VoiceData(bitStream);
return true;
case PACKET_ID_UPDATE_INFO:
Packet_UpdateInfo(bitStream);
return true;
case PACKET_ID_LATENT_TRANSFER:
Packet_LatentTransfer(bitStream);
return true;
case PACKET_ID_SYNC_SETTINGS:
Packet_SyncSettings(bitStream);
return true;
case PACKET_ID_PED_TASK:
Packet_PedTask(bitStream);
return true;
case PACKET_ID_SERVER_INFO_SYNC:
Packet_ServerInfoSync(bitStream);
return true;
default:
break;
}
// See if unoccupied sync can handle it
if (g_pClientGame->GetUnoccupiedVehicleSync()->ProcessPacket(ucPacketID, bitStream))
return true;
else if (g_pClientGame->GetPedSync()->ProcessPacket(ucPacketID, bitStream))
return true;
#ifdef WITH_OBJECT_SYNC
else if (g_pClientGame->GetObjectSync()->ProcessPacket(ucPacketID, bitStream))
return true;
#endif
return false;
}
void CPacketHandler::Packet_ServerConnected(NetBitStreamInterface& bitStream)
{
// unsigned char [x] - server version string
// If we're not "connecting", we shouldn't have received this packet. Unload.
if (g_pClientGame->m_Status != CClientGame::STATUS_CONNECTING)
{
RaiseProtocolError(1);
return;
}
/*
* We *REALLY* need to use the CPlayerJoinCompletePacket class here
* instead of reading this out separately.
*/
// Extract the version string
char szVersionString[128];
szVersionString[0] = '\0';
unsigned short ucSize = 0;
if (!bitStream.Read(ucSize))
{
dassert(false);
g_pCore->SetConnected(false);
return;
}
// Adjust the size to our buffer size
if (ucSize > sizeof(szVersionString) - 1)
{
ucSize = sizeof(szVersionString) - 1;
}
// Read out the reason to a buffer
bitStream.Read(szVersionString, ucSize);
if (ucSize)
szVersionString[ucSize] = '\0';
// Run it through the character filter
StripUnwantedCharacters(szVersionString, ' ');
// Echo Connected to the chatbox
if (szVersionString[0] != '\0')
{
g_pCore->ChatPrintfColor("* Connected! [%s]", false, CHATCOLOR_INFO, szVersionString);
}
else
{
g_pCore->ChatEchoColor("* Connected!", CHATCOLOR_INFO);
}
// Get the long server version
SString strServerVersionSortable;
bitStream.ReadString(strServerVersionSortable);
g_pClientGame->SetServerVersionSortable(strServerVersionSortable);
// m_Status = CClientGame::STATUS_TRANSFER;
// Tell the core we're finished
g_pCore->SetConnected(true);
g_pCore->HideMainMenu();
// We're now "Joining"
g_pClientGame->m_Status = CClientGame::STATUS_JOINING;
// If the game isn't started, start it
if (g_pGame->GetSystemState() == 7)
{
g_pGame->StartGame();
}
}
void CPacketHandler::Packet_ServerJoined(NetBitStreamInterface& bitStream)
{
// ElementID (2) - assigned player id
// unsigned char (1) - number of players in the server (including local)
// ElementID (2) - root element id
// unsigned char (1) - HTTP Download Type
// HTTP Download Type
// 0 - Disabled (0)
// 1 - Port
// unsigned short (2) - HTTP Download Port
// 2 - URL
// unsigned short (2) - HTTP Download URL Size
// unsigned char (X) - HTTP Download URL
// unsigned char (X) - Server name
// Make sure any existing messageboxes are hided
g_pCore->RemoveMessageBox();
// Are we ingame?
if (!g_pClientGame->m_bGameLoaded)
{
RaiseProtocolError(2);
return;
}
// Are we JOINING? (if not, protocol error)
if (g_pClientGame->m_Status != CClientGame::STATUS_JOINING)
{
RaiseProtocolError(3);
return;
}
// Read out our local id
bitStream.Read(g_pClientGame->m_LocalID);
if (g_pClientGame->m_LocalID == INVALID_ELEMENT_ID)
{
RaiseProtocolError(4);
return;
}
// Set our player ID
CClientPlayer* pPlayer = g_pClientGame->m_pPlayerManager->GetLocalPlayer();
if (!pPlayer)
{
RaiseProtocolError(5);
return;
}
pPlayer->SetID(g_pClientGame->m_LocalID);
// For protocol backwards compatibility: read a single byte value.
// This used to hold the number of players, it was never used on the client side,
// and caused protocol error 14 whenever the player count was narrowed down to a single byte.
uint8_t numPlayers = 0;
bitStream.Read(numPlayers);
// Read out the root element id
ElementID RootElementID;
bitStream.Read(RootElementID);
if (RootElementID == INVALID_ELEMENT_ID)
{
// Raise an error
return;
}
g_pClientGame->m_pRootEntity->SetID(RootElementID);
// Get amount of checking to do, as determined by the server
int iEnableClientChecks = -1;
bitStream.Read(iEnableClientChecks);
// Get whether or not voice is enabled, as determined by the server
bool bVoiceEnabled = true;
bitStream.ReadBit(bVoiceEnabled);
// Get the current sample rate for the voice module
SIntegerSync<unsigned char, 2> sampleRate;
bitStream.Read(&sampleRate);
// Get the current voice for the voice module
SIntegerSync<unsigned char, 4> quality;
bitStream.Read(&quality);
unsigned int iBitrate;
bitStream.ReadCompressed(iBitrate);
g_pClientGame->InitVoice(bVoiceEnabled, (unsigned int)sampleRate, quality, iBitrate);
// Get fakelag command enabled
if (bitStream.Can(eBitStreamVersion::FakeLagCommand))
{
if (bitStream.ReadBit())
g_pCore->SetFakeLagCommandEnabled(true);
}
// Limit number of http request if required by the server
int iHTTPMaxConnectionsPerClient = 4;
bitStream.Read(iHTTPMaxConnectionsPerClient);
// HTTP Download Type
unsigned char ucHTTPDownloadType;
bitStream.Read(ucHTTPDownloadType);
ushort usHTTPDownloadPort;
bitStream.Read(usHTTPDownloadPort);
SString strExternalHTTPDownloadURL;
if (ucHTTPDownloadType == HTTP_DOWNLOAD_ENABLED_URL)
{
bitStream.ReadString(strExternalHTTPDownloadURL);
}
//
// Add servers to use
//
// Allow forcing of SingleDownloadOption with core config option <single_download>1</single_download>
if (g_pCore->GetCVars()->GetValue("single_download", 0) == 1)
iHTTPMaxConnectionsPerClient = 1;
// First HTTP server is external if present
if (!strExternalHTTPDownloadURL.empty())
{
g_pClientGame->GetResourceFileDownloadManager()->AddServer(strExternalHTTPDownloadURL, iHTTPMaxConnectionsPerClient,
EDownloadMode::RESOURCE_INITIAL_FILES_EXTERNAL, 3, 6000);
}
// Last (or only) HTTP server is internal
SString strInternalHTTPDownloadURL = SString("http://%s:%d", g_pNet->GetConnectedServer(), usHTTPDownloadPort);
g_pClientGame->GetResourceFileDownloadManager()->AddServer(strInternalHTTPDownloadURL, 1, EDownloadMode::RESOURCE_INITIAL_FILES_INTERNAL, 10, 10000);
// Set appropriate server for stupid SingularFileDownloadManager
g_pClientGame->m_strHTTPDownloadURL = !strExternalHTTPDownloadURL.empty() ? strExternalHTTPDownloadURL : strInternalHTTPDownloadURL;
// Make the camera black until we spawn
// Anyone want to document wtf these values are? Why are we putting seemingly "random"
// numbers everywhere? --slush.
CVector vecPos(-2377, -1636, 700);
/*m_pCamera->SetFocus ( m_pLocalPlayer, MODE_FIXED, false );
m_pCamera->SetFocus ( &vecPos, false );*/
g_pClientGame->m_pCamera->ToggleCameraFixedMode(true);
g_pClientGame->m_pCamera->SetPosition(vecPos);
g_pClientGame->m_pCamera->SetFixedTarget(CVector(0, 0, 720));
// We're now joined
g_pClientGame->m_Status = CClientGame::STATUS_JOINED;
// Request the on join stuff
g_pClientGame->GetNetAPI()->RPC(INITIAL_DATA_STREAM);
// Call the onClientPlayerJoin event for ourselves
CLuaArguments Arguments;
g_pClientGame->m_pLocalPlayer->CallEvent("onClientPlayerJoin", Arguments, true);
g_pCore->UpdateRecentlyPlayed();
if (g_pNet->CanServerBitStream((eBitStreamVersion::CPlayerJoinCompletePacket_ServerName)))
{
auto discord = g_pCore->GetDiscord();
if (discord && discord->IsDiscordRPCEnabled())
{
std::string serverName;
bitStream.ReadString(serverName);
if (serverName.length() > 0)
{
g_pCore->SetLastConnectedServerName(serverName);
discord->SetPresenceDetails(serverName.c_str(), false);
}
}
}
}
void CPacketHandler::Packet_ServerDisconnected(NetBitStreamInterface& bitStream)
{
// unsigned char [x] - disconnect reason
char ucType;
// Adjust the size to our buffer size
SString strDuration;
SString strReason;
SString strErrorCode;
bool bShowMessageBox = true;
bool bExpectExtraString = false;
bitStream.ReadBits(&ucType, 5);
switch (ucType)
{
case ePlayerDisconnectType::INVALID_NICKNAME:
strReason = _("Disconnected: Invalid nickname");
strErrorCode = _E("CD30");
break;
case ePlayerDisconnectType::NO_REASON:
strReason = _("Disconnect from server");
strErrorCode = _E("CD31");
break;
case ePlayerDisconnectType::BANNED_SERIAL:
strReason = _("Disconnected: Serial is banned.\nReason: %s");
strErrorCode = _E("CD32");
bExpectExtraString = true;
bitStream.ReadString(strDuration);
break;
case ePlayerDisconnectType::BANNED_IP:
strReason = _("Disconnected: You are banned.\nReason: %s");
strErrorCode = _E("CD33");
bExpectExtraString = true;
bitStream.ReadString(strDuration);
break;
case ePlayerDisconnectType::BANNED_ACCOUNT:
strReason = _("Disconnected: Account is banned.\nReason: %s");
strErrorCode = _E("CD34");
bExpectExtraString = true;
break;
case ePlayerDisconnectType::VERSION_MISMATCH:
strReason = _("Disconnected: Version mismatch");
strErrorCode = _E("CD35");
break;
case ePlayerDisconnectType::JOIN_FLOOD:
strReason = _("Disconnected: Join flood. Please wait a minute, then reconnect.");
strErrorCode = _E("CD36");
break;
case ePlayerDisconnectType::DIFFERENT_BRANCH:
strReason = _("Disconnected: Server from different branch.\nInformation: %s");
strErrorCode = _E("CD37");
bExpectExtraString = true;
break;
case ePlayerDisconnectType::BAD_VERSION:
strReason = _("Disconnected: Bad version.\nInformation: %s");
strErrorCode = _E("CD38");
bExpectExtraString = true;
break;
case ePlayerDisconnectType::SERVER_NEWER:
strReason = _("Disconnected: Server is running a newer build.\nInformation: %s");
strErrorCode = _E("CD39");
bExpectExtraString = true;
break;
case ePlayerDisconnectType::SERVER_OLDER:
strReason = _("Disconnected: Server is running an older build.\nInformation: %s");
strErrorCode = _E("CD40");
bExpectExtraString = true;
break;
case ePlayerDisconnectType::NICK_CLASH:
strReason = _("Disconnected: Nick already in use");
strErrorCode = _E("CD41");
break;
case ePlayerDisconnectType::ELEMENT_FAILURE:
strReason = _("Disconnected: Player element could not be created.");
strErrorCode = _E("CD42");
break;
case ePlayerDisconnectType::GENERAL_REFUSED:
strReason = _("Disconnected: Server refused the connection: %s");
strErrorCode = _E("CD43");
bExpectExtraString = true;
break;
case ePlayerDisconnectType::SERIAL_VERIFICATION:
strReason = _("Disconnected: Serial verification failed");
strErrorCode = _E("CD44");
break;
case ePlayerDisconnectType::SERIAL_DUPLICATE:
strReason = _("Disconnected: Serial already in use");
strErrorCode = _E("CD50");
break;
case ePlayerDisconnectType::CONNECTION_DESYNC:
strReason = _("Disconnected: Connection desync %s");
strErrorCode = _E("CD45");
bExpectExtraString = true;
break;
case ePlayerDisconnectType::INVALID_PASSWORD:
g_pCore->ShowServerInfo(2);
bShowMessageBox = false;
break;
case ePlayerDisconnectType::KICK:
strReason = _("Disconnected: You were kicked by %s");
strErrorCode = _E("CD46");
bExpectExtraString = true;
break;
case ePlayerDisconnectType::BAN:
strReason = _("Disconnected: You were banned by %s");
strErrorCode = _E("CD47");
bExpectExtraString = true;
bitStream.ReadString(strDuration);
break;
case ePlayerDisconnectType::CUSTOM:
strReason = "%s";
strErrorCode = _E("CD48"); // Custom disconnect reason
bExpectExtraString = true;
break;
case ePlayerDisconnectType::SHUTDOWN:
strReason = _("Disconnected: Server shutdown or restarting");
strErrorCode = _E("CD49");
break;
default:
break;
}
if (bShowMessageBox)
{
// Read and insert extra string if required
SString strMessage, strTroubleLink;
bitStream.ReadString(strMessage);
bitStream.ReadString(strTroubleLink);
if (bExpectExtraString)
{
strReason = SString(strReason, strMessage.c_str());
}
// Localize additional server messages
std::vector<const char*> snippetList = {
{_td("You were kicked from the game")},
{_td("This server requires a non-modifed gta_sa.exe")},
{_td("Please replace gta_sa.exe")},
{_td("This server does not allow custom D3D9.DLLs")},
{_td("Remove D3D9.DLL from your GTA install directory and restart MTA")},
{_td("This server does not allow virtual machines")},
{_td("This server requires driver signing to be enabled")},
{_td("Please restart your PC")},
{_td("This server has detected missing anti-cheat components")},
{_td("Try restarting MTA")},
{_td("This server requires a non-modifed gta3.img and gta_int.img")},
{_td("Please replace gta3.img or gta_int.img")},
{_td("This server requires a non-modifed gta_sa.exe")},
{_td("Please replace gta_sa.exe")},
{_td("This server does not allow Wine")},
{_td("Ensure no other program is modifying MTA:SA")},
};
for (auto szSnippet : snippetList)
{
if (strReason.Contains(szSnippet))
strReason = strReason.Replace(szSnippet, g_pLocalization->Translate(szSnippet));
}
// Append duration infomation if required
if (!strDuration.empty() && strDuration != "0")
{
time_t Duration;
std::istringstream(strDuration) >> Duration;
strReason += "\n";
strReason += _("Time Remaining: ");
int iDays = static_cast<int>(Duration / 86400);
Duration = Duration % 86400;
int iHours = static_cast<int>(Duration / 3600);
Duration = Duration % 3600;
int iMins = static_cast<int>(Duration / 60);
Duration = Duration % 60;
int iSeconds = static_cast<int>(Duration);
if (iDays)
strReason += SString(_tn("%d day", "%d days", iDays), iDays) += (iHours || iMins) ? " " : "";
if (iHours)
strReason += SString(_tn("%d hour", "%d hours", iHours), iHours) += iMins ? " " : "";
if (iMins)
strReason += SString(_tn("%d minute", "%d minutes", iMins), iMins) += iSeconds ? " " : "";
if (!iDays && !iHours && iSeconds)
strReason += SString(_tn("%d second", "%d seconds", iSeconds), iSeconds);
}
// Display the error
g_pCore->ShowErrorMessageBox(_("Disconnected") + strErrorCode, strReason, strTroubleLink);
}
AddReportLog(7107, SString("Game - Disconnected (%s) (%s)", *strErrorCode, *strReason.Replace("\n", " ")));
// Terminate the mod (disconnect first in case there were more packets after this one)
g_pClientGame->m_bGracefulDisconnect = true;
g_pNet->StopNetwork();
g_pCore->GetModManager()->RequestUnload();
g_pClientGame->GetManager()->SetGameUnloadedFlag();
}
void CPacketHandler::Packet_PlayerList(NetBitStreamInterface& bitStream)
{
// string (X) - AC info
// string (X) - SD info
// bool (1) - whether these are new players that have just joined
// x ProtocolError(8)
//
// [ following repeats <number of players joined> times ]
//
// unsigned char (1) - assigned player id
// x ProtocolError(8)
// unsigned char (1) - time sync context
// unsigned char (1) - player nick length
// x ProtocolError(9)
// unsigned char (X) - player nick (X = player nick length)
//
// if bitStream version >= 0x34
// | unsigned short(2) - bitStream version
// | unsigned int (1) - build number
//
// bool (1) - is he dead?
// bool (1) - spawned? (*)
// bool (1) - in a vehicle? (**)
// bool (1) - has a jetpack?
// bool (1) - nametag showing
// bool (1) - nametag color overridden (***)
// bool (1) - headless?
// bool (1) - frozen?
// unsigned char (1) - nametag text length
// unsigned char (X) - nametag text (X = nametag text length)
//
// if (***) nametag color overridden TRUE
// | unsigned char (3) - nametag color (RGB)
//
// if bitStream version > 0x4B
// | unsigned char (1) - movement anim (default = MOVE_DEFAULT)
//
// --------------------------------------
// (*) ALL following data only if SPAWNED
// Always true for new server builds
// --------------------------------------
//
// unsigned char (1) - model id
// x ProtocolError(10)
// bool (1) - has team
// if has team
// | ElementID (2) - team id
// | x ProtocolError(10)
//
// if (**) inside vehicle
// | ElementID (2) - vehicle id
// | unsigned char (4) - vehicle seat
// | x ProtocolError(11)
// else (on foot)
// | CVector (12) - position
// | float (4) - rotation
// unsigned short (2) - dimension
// unsigned char (1) - fighting style
// unsigned char (1) - alpha
// unsigned char (1) - interior
//
// ---------------------------------
// 16 reads of the following (0..15)
// ---------------------------------
// bool (1) - if player has this weapon id
// if player has this weapon
// | unsigned char (6) - weapon type of this id
//
// Thank the old gods and the new that issue #7376 is fixed
// The game must be loaded or the game will crash
if (g_pClientGame->m_Status != CClientGame::STATUS_JOINED)
{
RaiseProtocolError(7);
return;
}
SString strACInfo;
SString strSDInfo;
bitStream.ReadString(strACInfo);
bitStream.ReadString(strSDInfo);
// Grab the flags
bool bJustJoined;
if (!bitStream.ReadBit(bJustJoined))
{
RaiseProtocolError(8);
return;
}
if (!bJustJoined)
{
SString strInfo = CAntiCheat::GetInfo(strACInfo, strSDInfo);
g_pCore->GetConsole()->Print(SString("Server AC info: %s", *strInfo));
g_pClientGame->m_strACInfo = strInfo;
}
// While there are bytes left, parse player list items
char szNickBuffer[MAX_PLAYER_NICK_LENGTH + 1];
while (bitStream.GetNumberOfUnreadBits() >= 8)
{
// Read out the assigned player id
ElementID PlayerID;
if (!bitStream.Read(PlayerID))
{
RaiseProtocolError(8);
return;
}
unsigned char ucTimeContext = 255;
bitStream.Read(ucTimeContext);
// Player nick length
unsigned char ucPlayerNickLength = 255;
if (!bitStream.Read(ucPlayerNickLength) || ucPlayerNickLength < MIN_PLAYER_NICK_LENGTH || ucPlayerNickLength > MAX_PLAYER_NICK_LENGTH)
{
/*
* So what happens if someone is able to fake a packet with the nick len < MIN_PLAYER_NICK_LENGTH?
* This is what you call a DoS...
*
* --slush
*/
RaiseProtocolError(9);
return;
}
// Read out the nick
bitStream.Read(szNickBuffer, ucPlayerNickLength);
szNickBuffer[ucPlayerNickLength] = '\0';
// Strip the nick from any unwanted characters
StripUnwantedCharacters(szNickBuffer, '_');
// Read version info
ushort usBitStreamVersion = 0;
uint uiBuildNumber = 0;
if (bitStream.Version() >= 0x34)
{
bitStream.Read(usBitStreamVersion);
bitStream.Read(uiBuildNumber);
}
// Player flags
bool bIsDead = bitStream.ReadBit();
bool bIsSpawned = bitStream.ReadBit(); // Indicates extra info in packet. Always true for newer server builds.
bool bInVehicle = bitStream.ReadBit();
bool bHasJetPack = bitStream.ReadBit();
bool bNametagShowing = bitStream.ReadBit();
bool bHasNametagColorOverridden = bitStream.ReadBit();
bool bIsHeadless = bitStream.ReadBit();
bool bIsFrozen = bitStream.ReadBit();
// Player nametag text
uchar ucNametagTextLength = 0;
bitStream.Read(ucNametagTextLength);
SString strNametagText;
bitStream.ReadStringCharacters(strNametagText, ucNametagTextLength);
// Read out the nametag override color if it's overridden
unsigned char ucNametagR, ucNametagG, ucNametagB;
if (bHasNametagColorOverridden)
{
bitStream.Read(ucNametagR);
bitStream.Read(ucNametagG);
bitStream.Read(ucNametagB);
}
// Move anim
uchar ucMoveAnim = MOVE_DEFAULT;
if (bitStream.Version() > 0x4B)
bitStream.Read(ucMoveAnim);
// Read out the spawndata if he has spawned
unsigned short usPlayerModelID;
ElementID TeamID = INVALID_ELEMENT_ID;
ElementID ID = INVALID_ELEMENT_ID;
unsigned char ucVehicleSeat = 0xFF;
SPositionSync position(false);
SPedRotationSync rotation;
unsigned short usDimension = 0;
unsigned char ucFightingStyle = 0;
SEntityAlphaSync alpha;
unsigned char ucInterior = 0;
if (bIsSpawned) // Always true for newer server builds.
{
// Read out the player model id
bitStream.ReadCompressed(usPlayerModelID);
if (!CClientPlayerManager::IsValidModel(usPlayerModelID))
{
RaiseProtocolError(10);
return;
}
// Team?
bool bHasTeam;
if (!bitStream.ReadBit(bHasTeam))
{
RaiseProtocolError(10);
return;
}
if (bHasTeam)
bitStream.Read(TeamID);
// In vehicle?
if (bInVehicle)
{
// Read out the vehicle id
bitStream.Read(ID);
SOccupiedSeatSync seat;
if (!bitStream.Read(&seat))
{
RaiseProtocolError(11);
return;
}
ucVehicleSeat = seat.data.ucSeat;
// Valid seat?
if (ucVehicleSeat == 0xFF)
{
RaiseProtocolError(11);
return;
}
}
else // On foot?
{
// Set the vehicle id to 0 to indicate we're on foot
ID = INVALID_ELEMENT_ID;
// Read out the position
bitStream.Read(&position);
// Read out the rotation float
bitStream.Read(&rotation);
}
bitStream.ReadCompressed(usDimension);
bitStream.Read(ucFightingStyle);
bitStream.Read(&alpha);
bitStream.Read(ucInterior);
}
// Create the player
CClientPlayer* pPlayer = new CClientPlayer(g_pClientGame->m_pManager, PlayerID);
if (!pPlayer)
{
RaiseFatalError(5);
return;
}
// Set version info
pPlayer->SetRemoteVersionInfo(usBitStreamVersion, uiBuildNumber);
// Set its parent the root entity
pPlayer->SetSyncTimeContext(ucTimeContext);
pPlayer->SetParent(g_pClientGame->m_pRootEntity);
// Store the nick and if he's dead
pPlayer->SetNick(szNickBuffer);
pPlayer->SetDeadOnNetwork(bIsDead);
pPlayer->SetIsDead(bIsDead);
if (bIsDead)
{
pPlayer->LockHealth(0.0f);
pPlayer->LockArmor(0.0f);
}
if (!strNametagText.empty())
pPlayer->SetNametagText(strNametagText);
// Set the nametag override color if it's overridden
if (bHasNametagColorOverridden)
{
pPlayer->SetNametagOverrideColor(ucNametagR, ucNametagG, ucNametagB);
}
pPlayer->SetNametagShowing(bNametagShowing);
CClientTeam* pTeam = NULL;
if (TeamID != INVALID_ELEMENT_ID)
pTeam = g_pClientGame->m_pTeamManager->GetTeam(TeamID);
if (pTeam)
pPlayer->SetTeam(pTeam, true);
// If the player has spawned
if (bIsSpawned) // Always true for newer server builds.
{
// Give him the correct skin
pPlayer->SetModel(usPlayerModelID);
// Not in a vehicle?
if (ID == INVALID_ELEMENT_ID)
{
pPlayer->SetPosition(position.data.vecPosition);
pPlayer->SetCurrentRotation(rotation.data.fRotation);
pPlayer->SetCameraRotation(rotation.data.fRotation);
pPlayer->ResetInterpolation();
pPlayer->SetHasJetPack(bHasJetPack);
}
else // In a vehicle
{
// Grab the vehicle and warp him into it
CClientVehicle* pVehicle = g_pClientGame->m_pVehicleManager->Get(ID);
if (pVehicle)
{
pPlayer->WarpIntoVehicle(pVehicle, ucVehicleSeat);
}
}
pPlayer->SetHeadless(bIsHeadless);
pPlayer->SetFrozen(bIsFrozen);
pPlayer->SetDimension(usDimension);
pPlayer->SetFightingStyle((eFightingStyle)ucFightingStyle);