minecraft-log4j-honeypot/minecraft/server.go

208 lines
5.1 KiB
Go

package minecraft
import (
_ "embed"
"fmt"
"github.com/Tnze/go-mc/data/packetid"
"github.com/Tnze/go-mc/nbt"
"github.com/Tnze/go-mc/net"
pk "github.com/Tnze/go-mc/net/packet"
"github.com/Tnze/go-mc/offline"
"github.com/google/uuid"
"log"
)
const (
PlayerPositionAndLookClientbound = 0x38
JoinGame = 0x26
ProtocolVersion = 756
MaxPlayer = 50
)
type Server struct {
Address string
AcceptLoginCallback func(userName string)
ChatMessageCallback func(text string)
}
func NewServer(address string) *Server {
return &Server{
Address: address,
}
}
func (s *Server) Run() error {
listener, err := net.ListenMC(s.Address)
if err != nil {
return fmt.Errorf("failed to open server socket: %v", err)
}
for {
conn, err := listener.Accept()
if err != nil {
log.Fatalf("Accept error: %v", err)
}
go s.acceptConn(conn)
}
}
func (s *Server) acceptConn(conn net.Conn) {
defer conn.Close()
defer func() {
if err := recover(); err != nil {
log.Printf("catching panic: %v", err)
}
}()
// handshake
protocol, intention, err := s.handshake(conn)
if err != nil {
log.Printf("Handshake error: %v", err)
return
}
switch intention {
default: //unknown error
log.Printf("Unknown handshake intention: %v", intention)
case 1: //for status
s.acceptListPing(conn)
case 2: //for login
s.handlePlaying(conn, protocol)
}
}
func (s *Server) handlePlaying(conn net.Conn, protocol int32) {
// login, get player info
info, err := s.acceptLogin(conn)
if err != nil {
log.Print("Login failed")
return
}
// Write LoginSuccess packet
if err = s.loginSuccess(conn, info.Name, info.UUID); err != nil {
log.Print("Login failed on success")
return
}
if err := s.joinGame(conn); err != nil {
log.Print("Login failed on joinGame")
return
}
if err := conn.WritePacket(pk.Marshal(PlayerPositionAndLookClientbound,
pk.Double(0), pk.Double(0), pk.Double(0), // XYZ
pk.Float(0), pk.Float(0), // Yaw Pitch
pk.Byte(0), // flag
pk.VarInt(0), // TP ID
pk.Boolean(false), // Dismount vehicle
)); err != nil {
log.Printf("Login failed on sending PlayerPositionAndLookClientbound: %v", err)
return
}
log.Printf("%s joined the server\n", info.Name)
// Just for block this goroutine. Keep the connection
for {
var p pk.Packet
if err := conn.ReadPacket(&p); err != nil {
log.Printf("ReadPacket error: %v", err)
break
}
if p.ID == packetid.ChatServerbound {
var message pk.String
if err := p.Scan(&message); err != nil {
continue
}
if s.ChatMessageCallback != nil {
s.ChatMessageCallback(string(message))
}
}
// KeepAlive packet is not handled, so client might
// exit because of "time out".
}
}
type PlayerInfo struct {
Name string
UUID uuid.UUID
OPLevel int
}
// acceptLogin check player's account
func (s *Server) acceptLogin(conn net.Conn) (info PlayerInfo, err error) {
//login start
var p pk.Packet
err = conn.ReadPacket(&p)
if err != nil {
return
}
err = p.Scan((*pk.String)(&info.Name)) //decode username as pk.String
if err != nil {
return
}
info.UUID = offline.NameToUUID(info.Name)
if s.AcceptLoginCallback != nil {
s.AcceptLoginCallback(info.Name)
}
return
}
// handshake receive and parse Handshake packet
func (s *Server) handshake(conn net.Conn) (protocol, intention int32, err error) {
var (
p pk.Packet
Protocol, Intention pk.VarInt
ServerAddress pk.String // ignored
ServerPort pk.UnsignedShort // ignored
)
// receive handshake packet
if err = conn.ReadPacket(&p); err != nil {
return
}
err = p.Scan(&Protocol, &ServerAddress, &ServerPort, &Intention)
return int32(Protocol), int32(Intention), err
}
// loginSuccess send LoginSuccess packet to client
func (s *Server) loginSuccess(conn net.Conn, name string, uuid uuid.UUID) error {
return conn.WritePacket(pk.Marshal(0x02,
pk.UUID(uuid),
pk.String(name),
))
}
//go:embed DimensionCodec.snbt
var dimensionCodecSNBT string
//go:embed Dimension.snbt
var dimensionSNBT string
func (s *Server) joinGame(conn net.Conn) error {
return conn.WritePacket(pk.Marshal(JoinGame,
pk.Int(0), // EntityID
pk.Boolean(false), // Is hardcore
pk.UnsignedByte(1), // Gamemode
pk.Byte(1), // Previous Gamemode
pk.VarInt(1), // World Count
pk.Ary{Len: 1, Ary: []pk.Identifier{"world"}}, // World Names
pk.NBT(nbt.StringifiedMessage(dimensionCodecSNBT)), // Dimension codec
pk.NBT(nbt.StringifiedMessage(dimensionSNBT)), // Dimension
pk.Identifier("world"), // World Name
pk.Long(0), // Hashed Seed
pk.VarInt(MaxPlayer), // Max Players
pk.VarInt(15), // View Distance
pk.Boolean(false), // Reduced Debug Info
pk.Boolean(true), // Enable respawn screen
pk.Boolean(false), // Is Debug
pk.Boolean(true), // Is Flat
))
}