mirror of
https://github.com/Pumpkin-MC/Pumpkin.git
synced 2026-08-30 20:14:23 +00:00
373 lines
13 KiB
Rust
373 lines
13 KiB
Rust
use std::{
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collections::VecDeque,
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io::{self, Write},
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net::SocketAddr,
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rc::Rc,
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};
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use crate::{
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entity::player::{ChatMode, GameMode, Hand, Player},
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server::Server,
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};
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use authentication::GameProfile;
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use mio::{event::Event, net::TcpStream, Token};
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use num_traits::ToPrimitive;
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use pumpkin_protocol::{
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bytebuf::packet_id::Packet,
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client::{
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config::CConfigDisconnect,
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login::CLoginDisconnect,
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play::{CGameEvent, CPlayDisconnect, CSyncPlayerPostion, CSystemChatMessge},
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},
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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, SClientInformation, SKnownPacks, SPluginMessage},
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handshake::SHandShake,
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login::{SEncryptionResponse, SLoginAcknowledged, SLoginPluginResponse, SLoginStart},
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play::{
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SChatCommand, SChatMessage, SConfirmTeleport, SPlayerCommand, SPlayerPosition,
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SPlayerPositionRotation, SPlayerRotation, SSwingArm,
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},
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status::{SPingRequest, SStatusRequest},
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},
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text::TextComponent,
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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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pub mod player_packet;
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pub struct PlayerConfig {
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pub locale: String, // 16
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pub view_distance: i8,
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pub chat_mode: ChatMode,
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pub chat_colors: bool,
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pub skin_parts: u8,
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pub main_hand: Hand,
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pub text_filtering: bool,
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pub server_listing: bool,
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}
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pub struct Client {
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pub player: Option<Player>,
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pub gameprofile: Option<GameProfile>,
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pub config: Option<PlayerConfig>,
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pub brand: Option<String>,
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pub connection_state: ConnectionState,
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pub encrytion: bool,
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pub closed: bool,
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pub token: Rc<Token>,
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pub connection: TcpStream,
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pub address: SocketAddr,
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enc: PacketEncoder,
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dec: PacketDecoder,
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pub client_packets_queue: VecDeque<RawPacket>,
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}
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impl Client {
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pub fn new(token: Rc<Token>, connection: TcpStream, address: SocketAddr) -> Self {
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Self {
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gameprofile: None,
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config: None,
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brand: None,
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token,
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address,
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player: None,
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connection_state: ConnectionState::HandShake,
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connection,
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enc: PacketEncoder::default(),
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dec: PacketDecoder::default(),
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encrytion: true,
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closed: false,
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client_packets_queue: VecDeque::new(),
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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(&mut self, packet: RawPacket) {
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self.client_packets_queue.push_back(packet);
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}
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/// enables encryption
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pub fn enable_encryption(
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&mut self,
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shared_secret: &[u8], // decrypted
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) -> Result<(), EncryptionError> {
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self.encrytion = true;
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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.enable_encryption(&crypt_key);
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self.enc.enable_encryption(&crypt_key);
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Ok(())
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}
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pub fn is_player(&self) -> bool {
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self.player.is_some()
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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>(&mut self, packet: P) {
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self.enc
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.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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.write_all(&self.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>(&mut self, packet: P) -> Result<(), PacketError> {
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self.enc.append_packet(packet)?;
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self.connection
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.write_all(&self.enc.take())
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.map_err(|_| PacketError::ConnectionWrite)?;
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Ok(())
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}
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pub fn teleport(&mut self, x: f64, y: f64, z: f64, yaw: f32, pitch: f32) {
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assert!(self.is_player());
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// TODO
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let id = 0;
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let player = self.player.as_mut().unwrap();
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let entity = &mut player.entity;
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entity.x = x;
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entity.y = y;
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entity.z = z;
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entity.lastx = x;
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entity.lasty = y;
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entity.lastz = z;
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entity.yaw = yaw;
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entity.pitch = pitch;
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player.awaiting_teleport = Some(id.into());
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self.send_packet(CSyncPlayerPostion::new(x, y, z, yaw, pitch, 0, id.into()));
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}
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pub fn set_gamemode(&mut self, gamemode: GameMode) {
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self.send_packet(CGameEvent::new(3, gamemode.to_f32().unwrap()));
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}
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pub async fn process_packets(&mut self, server: &mut Server) {
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let mut i = 0;
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while i < self.client_packets_queue.len() {
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let mut packet = self.client_packets_queue.remove(i).unwrap();
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self.handle_packet(server, &mut packet).await;
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i += 1;
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}
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}
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/// Handles an incoming decoded Packet
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pub async fn handle_packet(&mut self, server: &mut Server, packet: &mut RawPacket) {
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// TODO: handle each packet's Error instead of calling .unwrap()
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let bytebuf = &mut packet.bytebuf;
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match self.connection_state {
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pumpkin_protocol::ConnectionState::HandShake => match packet.id.0 {
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SHandShake::PACKET_ID => {
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self.handle_handshake(server, SHandShake::read(bytebuf).unwrap())
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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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},
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pumpkin_protocol::ConnectionState::Status => match packet.id.0 {
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SStatusRequest::PACKET_ID => {
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self.handle_status_request(server, SStatusRequest::read(bytebuf).unwrap())
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}
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SPingRequest::PACKET_ID => {
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self.handle_ping_request(server, SPingRequest::read(bytebuf).unwrap())
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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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},
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pumpkin_protocol::ConnectionState::Login => match packet.id.0 {
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SLoginStart::PACKET_ID => {
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self.handle_login_start(server, SLoginStart::read(bytebuf).unwrap())
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}
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SEncryptionResponse::PACKET_ID => {
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self.handle_encryption_response(
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server,
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SEncryptionResponse::read(bytebuf).unwrap(),
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)
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.await
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}
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SLoginPluginResponse::PACKET_ID => self
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.handle_plugin_response(server, SLoginPluginResponse::read(bytebuf).unwrap()),
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SLoginAcknowledged::PACKET_ID => self
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.handle_login_acknowledged(server, SLoginAcknowledged::read(bytebuf).unwrap()),
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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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},
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pumpkin_protocol::ConnectionState::Config => match packet.id.0 {
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SClientInformation::PACKET_ID => self
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.handle_client_information(server, SClientInformation::read(bytebuf).unwrap()),
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SPluginMessage::PACKET_ID => {
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self.handle_plugin_message(server, SPluginMessage::read(bytebuf).unwrap())
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}
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SAcknowledgeFinishConfig::PACKET_ID => self.handle_config_acknowledged(
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server,
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SAcknowledgeFinishConfig::read(bytebuf).unwrap(),
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),
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SKnownPacks::PACKET_ID => {
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self.handle_known_packs(server, SKnownPacks::read(bytebuf).unwrap())
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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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},
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pumpkin_protocol::ConnectionState::Play => {
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if self.player.is_some() {
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self.handle_play_packet(server, packet);
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} else {
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// should be impossible
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self.kick("no player in play state?")
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}
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}
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_ => log::error!("Invalid Connection state {:?}", self.connection_state),
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}
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}
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pub fn handle_play_packet(&mut self, server: &mut Server, packet: &mut RawPacket) {
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let bytebuf = &mut packet.bytebuf;
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match packet.id.0 {
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SConfirmTeleport::PACKET_ID => {
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self.handle_confirm_teleport(server, SConfirmTeleport::read(bytebuf).unwrap())
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}
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SChatCommand::PACKET_ID => {
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self.handle_chat_command(server, SChatCommand::read(bytebuf).unwrap())
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}
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SPlayerPosition::PACKET_ID => {
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self.handle_position(server, SPlayerPosition::read(bytebuf).unwrap())
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}
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SPlayerPositionRotation::PACKET_ID => self
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.handle_position_rotation(server, SPlayerPositionRotation::read(bytebuf).unwrap()),
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SPlayerRotation::PACKET_ID => {
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self.handle_rotation(server, SPlayerRotation::read(bytebuf).unwrap())
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}
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SPlayerCommand::PACKET_ID => {
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self.handle_player_command(server, SPlayerCommand::read(bytebuf).unwrap())
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}
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SSwingArm::PACKET_ID => {
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self.handle_swing_arm(server, SSwingArm::read(bytebuf).unwrap())
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}
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SChatMessage::PACKET_ID => {
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self.handle_chat_message(server, SChatMessage::read(bytebuf).unwrap())
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}
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_ => log::error!("Failed to handle player packet id {}", packet.id.0),
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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
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pub async fn poll(&mut self, server: &mut Server, event: &Event) {
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if event.is_readable() {
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let mut received_data = vec![0; 4096];
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let mut bytes_read = 0;
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// We can (maybe) read from the connection.
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loop {
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match self.connection.read(&mut received_data[bytes_read..]) {
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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) => {
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bytes_read += n;
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if bytes_read == received_data.len() {
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received_data.resize(received_data.len() + 1024, 0);
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}
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}
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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 bytes_read != 0 {
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self.dec.reserve(4096);
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self.dec.queue_slice(&received_data[..bytes_read]);
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match self.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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self.process_packets(server).await;
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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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self.dec.clear();
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}
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}
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}
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pub fn send_system_message(&mut self, text: TextComponent) {
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self.send_packet(CSystemChatMessge::new(text, false));
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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(&mut self, reason: &str) {
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dbg!(reason);
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match self.connection_state {
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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(),
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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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ConnectionState::Play => {
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self.try_send_packet(CPlayDisconnect::new(TextComponent {
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text: reason.to_string(),
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}))
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.unwrap_or_else(|_| self.close());
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}
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_ => {
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log::warn!("Cant'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(&mut self) {
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self.closed = true;
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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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