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