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ExistingPlayer.c
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ExistingPlayer.c
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#include "Util/Uthash.h"
#include <Server/Packets/Packets.h>
#include <Server/ParseConvert.h>
#include <Server/Server.h>
#include <Util/Checks/PlayerChecks.h>
#include <Util/Log.h>
#include <Util/Notice.h>
#include <Util/Utlist.h>
#include <ctype.h>
#ifdef _WIN32
#define strlcat(dst, src, siz) strcat_s(dst, siz, src)
#else
#include <bsd/string.h>
#endif
void send_existing_player(server_t* server, player_t* receiver, player_t* existing_player)
{
if (server->protocol.num_players == 0) {
return;
}
ENetPacket* packet = enet_packet_create(NULL, 28, ENET_PACKET_FLAG_RELIABLE);
stream_t stream = {packet->data, packet->dataLength, 0};
stream_write_u8(&stream, PACKET_TYPE_EXISTING_PLAYER);
stream_write_u8(&stream, existing_player->id); // ID
stream_write_u8(&stream, existing_player->team); // TEAM
stream_write_u8(&stream, existing_player->weapon); // WEAPON
stream_write_u8(&stream, existing_player->item); // HELD ITEM
stream_write_u32(&stream, existing_player->kills); // KILLS
stream_write_color_rgb(&stream, existing_player->color); // COLOR
stream_write_array(&stream, existing_player->name, 16); // NAME
if (enet_peer_send(receiver->peer, 0, packet) != 0) {
LOG_WARNING("Failed to send player state");
enet_packet_destroy(packet);
}
}
void receive_existing_player(server_t* server, player_t* player, stream_t* data)
{
stream_skip(data, 1); // Clients always send a "dumb" ID here since server has not sent them their ID yet
player->team = stream_read_u8(data);
player->weapon = stream_read_u8(data);
player->item = stream_read_u8(data);
player->kills = stream_read_u32(data);
if (player->team != 0 && player->team != 1 && player->team != 255) {
LOG_WARNING("Player %s (#%hhu) sent invalid team. Switching them to Spectator", player->name, player->id);
player->team = 255;
}
server->protocol.num_team_users[player->team]++;
stream_read_color_rgb(data);
player->ups = 60;
uint32_t length = stream_left(data);
uint8_t invName = 0;
if (length > 16) {
LOG_WARNING("Name of player %d is too long. Cutting", player->id);
length = 16;
} else {
player->name[length] = '\0';
stream_read_array(data, player->name, length);
if (strlen(player->name) == 0) {
snprintf(player->name, strlen("Deuce") + 1, "Deuce");
length = 5;
invName = 1;
} else if (player->name[0] == '#') {
snprintf(player->name, strlen("Deuce") + 1, "Deuce");
length = 5;
invName = 1;
}
char* lowerCaseName = malloc((strlen(player->name) + 1) * sizeof(char));
snprintf(lowerCaseName, strlen(player->name), "%s", player->name);
for (uint32_t i = 0; i < strlen(player->name); ++i)
lowerCaseName[i] = tolower(lowerCaseName[i]);
char* unwantedNames[] = {"igger", "1gger", "igg3r", "1gg3r", NULL};
int index = 0;
while (unwantedNames[index] != NULL) {
if (strstr(lowerCaseName, unwantedNames[index]) != NULL &&
strcmp(unwantedNames[index], strstr(lowerCaseName, unwantedNames[index])) == 0)
{
snprintf(player->name, strlen("Deuce") + 1, "Deuce");
length = 5;
invName = 1;
free(lowerCaseName);
return;
}
index++;
}
free(lowerCaseName);
int count = 0;
player_t *connected_player, *tmp;
HASH_ITER(hh, server->players, connected_player, tmp)
{
if (is_past_join_screen(connected_player) && connected_player->id != player->id) {
if (strcmp(player->name, connected_player->name) == 0) {
count++;
}
}
}
if (count > 0) {
char idChar[4];
snprintf(idChar, 4, "%d", player->id);
strlcat(player->name, idChar, 17);
}
}
switch (player->weapon) {
case 0:
player->weapon_reserve = 50;
player->weapon_clip = 10;
player->default_clip = RIFLE_DEFAULT_CLIP;
player->default_reserve = RIFLE_DEFAULT_RESERVE;
break;
case 1:
player->weapon_reserve = 120;
player->weapon_clip = 30;
player->default_clip = SMG_DEFAULT_CLIP;
player->default_reserve = SMG_DEFAULT_RESERVE;
break;
case 2:
player->weapon_reserve = 48;
player->weapon_clip = 6;
player->default_clip = SHOTGUN_DEFAULT_CLIP;
player->default_reserve = SHOTGUN_DEFAULT_RESERVE;
break;
}
player->state = STATE_SPAWNING;
char IP[17];
format_ip_to_str(IP, player->ip);
char team[15];
team_id_to_str(server, team, player->team);
LOG_INFO("Player %s (%s, #%hhu) joined %s", player->name, IP, player->id, team);
if (player->welcome_sent == 0) {
string_node_t* welcomeMessage;
DL_FOREACH(server->welcome_messages, welcomeMessage)
{
send_server_notice(player, 0, welcomeMessage->string);
}
if (invName) {
send_server_notice(
player,
0,
"Your name was either empty, had # in front of it or contained something nasty. Your name "
"has been set to %s",
player->name);
}
player->welcome_sent = 1; // So we dont send the message to the player on each time they spawn.
}
if (server->protocol.gamemode.intel_held[0] == 0) {
send_move_object(server, 0, 0, server->protocol.gamemode.intel[0]);
}
if (server->protocol.gamemode.intel_held[1] == 0) {
send_move_object(server, 1, 1, server->protocol.gamemode.intel[1]);
}
}