mirror of
https://github.com/Pumpkin-MC/Pumpkin.git
synced 2026-08-30 20:14:23 +00:00
442 lines
16 KiB
Rust
442 lines
16 KiB
Rust
use std::{
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io::{self, Write},
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net::SocketAddr,
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sync::{
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atomic::{AtomicBool, AtomicI32},
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Arc,
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},
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};
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use crate::{
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entity::player::{ChatMode, Hand},
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server::Server,
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};
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use authentication::GameProfile;
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use crossbeam::atomic::AtomicCell;
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use mio::{event::Event, net::TcpStream, Token};
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use parking_lot::Mutex;
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use pumpkin_config::compression::CompressionInfo;
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use pumpkin_core::text::TextComponent;
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use pumpkin_protocol::{
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bytebuf::{packet_id::Packet, DeserializerError},
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client::{config::CConfigDisconnect, login::CLoginDisconnect, play::CPlayDisconnect},
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packet_decoder::PacketDecoder,
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packet_encoder::PacketEncoder,
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server::{
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config::{SAcknowledgeFinishConfig, SClientInformationConfig, SKnownPacks, SPluginMessage},
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handshake::SHandShake,
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login::{SEncryptionResponse, SLoginAcknowledged, SLoginPluginResponse, SLoginStart},
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status::{SStatusPingRequest, SStatusRequest},
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},
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ClientPacket, ConnectionState, PacketError, RawPacket, ServerPacket,
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};
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use std::io::Read;
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use thiserror::Error;
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pub mod authentication;
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mod client_packet;
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mod container;
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pub mod player_packet;
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/// Represents a player's configuration settings.
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///
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/// This struct contains various options that can be customized by the player, affecting their gameplay experience.
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///
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/// **Usage:**
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///
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/// This struct is typically used to store and manage a player's preferences. It can be sent to the server when a player joins or when they change their settings.
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#[derive(Clone)]
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pub struct PlayerConfig {
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/// The player's preferred language.
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pub locale: String, // 16
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/// The maximum distance at which chunks are rendered.
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pub view_distance: i8,
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/// The player's chat mode settings
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pub chat_mode: ChatMode,
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/// Whether chat colors are enabled.
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pub chat_colors: bool,
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/// The player's skin configuration options.
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pub skin_parts: u8,
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/// The player's dominant hand (left or right).
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pub main_hand: Hand,
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/// Whether text filtering is enabled.
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pub text_filtering: bool,
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/// Whether the player wants to appear in the server list.
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pub server_listing: bool,
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}
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impl Default for PlayerConfig {
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fn default() -> Self {
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Self {
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locale: "en_us".to_string(),
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view_distance: 2,
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chat_mode: ChatMode::Enabled,
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chat_colors: true,
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skin_parts: 0,
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main_hand: Hand::Main,
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text_filtering: false,
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server_listing: false,
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}
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}
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}
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/// Everything which makes a Connection with our Server is a `Client`.
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/// Client will become Players when they reach the `Play` state
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pub struct Client {
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/// The client's game profile information.
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pub gameprofile: Mutex<Option<GameProfile>>,
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/// The client's configuration settings, Optional
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pub config: Mutex<Option<PlayerConfig>>,
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/// The client's brand or modpack information, Optional.
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pub brand: Mutex<Option<String>>,
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/// The minecraft protocol version used by the client.
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pub protocol_version: AtomicI32,
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/// The current connection state of the client (e.g., Handshaking, Status, Play).
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pub connection_state: AtomicCell<ConnectionState>,
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/// Whether encryption is enabled for the connection.
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pub encryption: AtomicBool,
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/// Indicates if the client connection is closed.
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pub closed: AtomicBool,
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/// A unique token identifying the client.
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pub token: Token,
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/// The underlying TCP connection to the client.
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pub connection: Arc<Mutex<TcpStream>>,
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/// The client's IP address.
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pub address: Mutex<SocketAddr>,
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/// The packet encoder for outgoing packets.
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enc: Arc<Mutex<PacketEncoder>>,
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/// The packet decoder for incoming packets.
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dec: Arc<Mutex<PacketDecoder>>,
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/// A queue of raw packets received from the client, waiting to be processed.
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pub client_packets_queue: Arc<Mutex<Vec<RawPacket>>>,
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/// Indicates whether the client should be converted into a player.
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pub make_player: AtomicBool,
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/// Sends each keep alive packet that the server receives for a player to here, which gets picked up in a tokio task
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pub keep_alive_sender: Arc<tokio::sync::mpsc::Sender<i64>>,
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/// Stores the last time it was confirmed that the client is alive
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pub last_alive_received: AtomicCell<std::time::Instant>,
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}
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impl Client {
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pub fn new(
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token: Token,
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connection: TcpStream,
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address: SocketAddr,
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keep_alive_sender: Arc<tokio::sync::mpsc::Sender<i64>>,
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) -> Self {
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Self {
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protocol_version: AtomicI32::new(0),
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gameprofile: Mutex::new(None),
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config: Mutex::new(None),
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brand: Mutex::new(None),
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token,
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address: Mutex::new(address),
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connection_state: AtomicCell::new(ConnectionState::HandShake),
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connection: Arc::new(Mutex::new(connection)),
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enc: Arc::new(Mutex::new(PacketEncoder::default())),
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dec: Arc::new(Mutex::new(PacketDecoder::default())),
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encryption: AtomicBool::new(false),
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closed: AtomicBool::new(false),
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client_packets_queue: Arc::new(Mutex::new(Vec::new())),
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make_player: AtomicBool::new(false),
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keep_alive_sender,
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last_alive_received: AtomicCell::new(std::time::Instant::now()),
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}
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}
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/// Adds a Incoming packet to the queue
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pub fn add_packet(&self, packet: RawPacket) {
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let mut client_packets_queue = self.client_packets_queue.lock();
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client_packets_queue.push(packet);
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}
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/// Sets the Packet encryption
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pub fn set_encryption(
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&self,
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shared_secret: Option<&[u8]>, // decrypted
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) -> Result<(), EncryptionError> {
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if let Some(shared_secret) = shared_secret {
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self.encryption
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.store(true, std::sync::atomic::Ordering::Relaxed);
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let crypt_key: [u8; 16] = shared_secret
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.try_into()
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.map_err(|_| EncryptionError::SharedWrongLength)?;
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self.dec.lock().set_encryption(Some(&crypt_key));
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self.enc.lock().set_encryption(Some(&crypt_key));
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} else {
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self.dec.lock().set_encryption(None);
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self.enc.lock().set_encryption(None);
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}
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Ok(())
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}
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/// Sets the Packet compression
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pub fn set_compression(&self, compression: Option<CompressionInfo>) {
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self.dec.lock().set_compression(compression.is_some());
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self.enc.lock().set_compression(compression);
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}
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/// Send a Clientbound Packet to the Client
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pub fn send_packet<P: ClientPacket>(&self, packet: &P) {
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// assert!(!self.closed);
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let mut enc = self.enc.lock();
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enc.append_packet(packet)
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.unwrap_or_else(|e| self.kick(&e.to_string()));
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self.connection
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.lock()
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.write_all(&enc.take())
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.map_err(|_| PacketError::ConnectionWrite)
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.unwrap_or_else(|e| self.kick(&e.to_string()));
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}
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pub fn try_send_packet<P: ClientPacket>(&self, packet: &P) -> Result<(), PacketError> {
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// assert!(!self.closed);
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let mut enc = self.enc.lock();
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enc.append_packet(packet)?;
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self.connection
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.lock()
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.write_all(&enc.take())
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.map_err(|_| PacketError::ConnectionWrite)?;
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Ok(())
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}
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/// Processes all packets send by the client
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pub async fn process_packets(&self, server: &Arc<Server>) {
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while let Some(mut packet) = self.client_packets_queue.lock().pop() {
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let _ = self.handle_packet(server, &mut packet).await.map_err(|e| {
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let text = format!("Error while reading incoming packet {}", e);
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log::error!("{}", text);
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self.kick(&text)
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});
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}
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}
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/// Handles an incoming decoded not Play state Packet
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pub async fn handle_packet(
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&self,
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server: &Arc<Server>,
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packet: &mut RawPacket,
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) -> Result<(), DeserializerError> {
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match self.connection_state.load() {
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pumpkin_protocol::ConnectionState::HandShake => self.handle_handshake_packet(packet),
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pumpkin_protocol::ConnectionState::Status => self.handle_status_packet(server, packet),
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// TODO: Check config if transfer is enabled
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pumpkin_protocol::ConnectionState::Login
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| pumpkin_protocol::ConnectionState::Transfer => {
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self.handle_login_packet(server, packet).await
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}
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pumpkin_protocol::ConnectionState::Config => {
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self.handle_config_packet(server, packet).await
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}
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_ => {
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log::error!("Invalid Connection state {:?}", self.connection_state);
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Ok(())
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}
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}
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}
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fn handle_handshake_packet(&self, packet: &mut RawPacket) -> Result<(), DeserializerError> {
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let bytebuf = &mut packet.bytebuf;
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match packet.id.0 {
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SHandShake::PACKET_ID => {
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self.handle_handshake(SHandShake::read(bytebuf)?);
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Ok(())
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}
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_ => {
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log::error!(
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"Failed to handle packet id {} while in Handshake state",
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packet.id.0
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);
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Ok(())
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}
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}
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}
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fn handle_status_packet(
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&self,
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server: &Arc<Server>,
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packet: &mut RawPacket,
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) -> Result<(), DeserializerError> {
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let bytebuf = &mut packet.bytebuf;
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match packet.id.0 {
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SStatusRequest::PACKET_ID => {
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self.handle_status_request(server, SStatusRequest::read(bytebuf)?);
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Ok(())
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}
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SStatusPingRequest::PACKET_ID => {
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self.handle_ping_request(SStatusPingRequest::read(bytebuf)?);
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Ok(())
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}
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_ => {
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log::error!(
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"Failed to handle packet id {} while in Status state",
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packet.id.0
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);
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Ok(())
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}
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}
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}
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async fn handle_login_packet(
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&self,
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server: &Arc<Server>,
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packet: &mut RawPacket,
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) -> Result<(), DeserializerError> {
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let bytebuf = &mut packet.bytebuf;
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match packet.id.0 {
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SLoginStart::PACKET_ID => {
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self.handle_login_start(server, SLoginStart::read(bytebuf)?);
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Ok(())
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}
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SEncryptionResponse::PACKET_ID => {
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self.handle_encryption_response(server, SEncryptionResponse::read(bytebuf)?)
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.await;
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Ok(())
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}
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SLoginPluginResponse::PACKET_ID => {
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self.handle_plugin_response(SLoginPluginResponse::read(bytebuf)?);
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Ok(())
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}
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SLoginAcknowledged::PACKET_ID => {
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self.handle_login_acknowledged(server, SLoginAcknowledged::read(bytebuf)?);
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Ok(())
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}
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_ => {
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log::error!(
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"Failed to handle packet id {} while in Login state",
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packet.id.0
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);
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Ok(())
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}
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}
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}
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async fn handle_config_packet(
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&self,
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server: &Arc<Server>,
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packet: &mut RawPacket,
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) -> Result<(), DeserializerError> {
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let bytebuf = &mut packet.bytebuf;
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match packet.id.0 {
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SClientInformationConfig::PACKET_ID => {
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self.handle_client_information_config(SClientInformationConfig::read(bytebuf)?);
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Ok(())
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}
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SPluginMessage::PACKET_ID => {
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self.handle_plugin_message(SPluginMessage::read(bytebuf)?);
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Ok(())
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}
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SAcknowledgeFinishConfig::PACKET_ID => {
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self.handle_config_acknowledged(SAcknowledgeFinishConfig::read(bytebuf)?)
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.await;
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Ok(())
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}
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SKnownPacks::PACKET_ID => {
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self.handle_known_packs(server, SKnownPacks::read(bytebuf)?);
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Ok(())
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}
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_ => {
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log::error!(
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"Failed to handle packet id {} while in Config state",
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packet.id.0
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);
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Ok(())
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}
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}
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}
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/// Reads the connection until our buffer of len 4096 is full, then decode
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/// Close connection when an error occurs or when the Client closed the connection
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pub async fn poll(&self, event: &Event) {
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if event.is_readable() {
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let mut received_data = vec![];
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let mut buf = [0; 4096];
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loop {
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let connection = self.connection.clone();
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let mut connection = connection.lock();
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match connection.read(&mut buf) {
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Ok(0) => {
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// Reading 0 bytes means the other side has closed the
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// connection or is done writing, then so are we.
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self.close();
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break;
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}
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Ok(n) => received_data.extend(&buf[..n]),
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// Would block "errors" are the OS's way of saying that the
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// connection is not actually ready to perform this I/O operation.
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Err(ref err) if would_block(err) => break,
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Err(ref err) if interrupted(err) => continue,
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// Other errors we'll consider fatal.
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Err(_) => self.close(),
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}
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}
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if !received_data.is_empty() {
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let mut dec = self.dec.lock();
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dec.queue_slice(&received_data);
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match dec.decode() {
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Ok(packet) => {
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if let Some(packet) = packet {
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self.add_packet(packet);
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}
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}
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Err(err) => self.kick(&err.to_string()),
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}
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dec.clear();
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}
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}
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}
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/// Kicks the Client with a reason depending on the connection state
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pub fn kick(&self, reason: &str) {
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dbg!(reason);
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match self.connection_state.load() {
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ConnectionState::Login => {
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self.try_send_packet(&CLoginDisconnect::new(
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&serde_json::to_string_pretty(&reason).unwrap_or_else(|_| "".into()),
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))
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.unwrap_or_else(|_| self.close());
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}
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ConnectionState::Config => {
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self.try_send_packet(&CConfigDisconnect::new(reason))
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.unwrap_or_else(|_| self.close());
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}
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// This way players get kicked when players using client functions (e.g. poll, send_packet)
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ConnectionState::Play => {
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self.try_send_packet(&CPlayDisconnect::new(&TextComponent::text(reason)))
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.unwrap_or_else(|_| self.close());
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}
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_ => {
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log::warn!("Can't kick in {:?} State", self.connection_state)
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}
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}
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self.close()
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}
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/// You should prefer to use `kick` when you can
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pub fn close(&self) {
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self.closed
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.store(true, std::sync::atomic::Ordering::Relaxed);
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}
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}
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#[derive(Error, Debug)]
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pub enum EncryptionError {
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#[error("failed to decrypt shared secret")]
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FailedDecrypt,
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#[error("shared secret has the wrong length")]
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SharedWrongLength,
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}
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fn would_block(err: &io::Error) -> bool {
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err.kind() == io::ErrorKind::WouldBlock
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}
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pub fn interrupted(err: &io::Error) -> bool {
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err.kind() == io::ErrorKind::Interrupted
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}
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