mirror of
https://github.com/mat-1/azalea.git
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This isn't that good of a solution but I couldn't come up with a better one and this was pretty simple to implement
135 lines
4.2 KiB
Rust
Executable file
135 lines
4.2 KiB
Rust
Executable file
//! parse sending and receiving packets with a server.
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use crate::packets::game::{ClientboundGamePacket, ServerboundGamePacket};
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use crate::packets::handshake::{ClientboundHandshakePacket, ServerboundHandshakePacket};
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use crate::packets::login::{ClientboundLoginPacket, ServerboundLoginPacket};
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use crate::packets::status::{ClientboundStatusPacket, ServerboundStatusPacket};
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use crate::packets::ProtocolPacket;
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use crate::read::read_packet;
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use crate::write::write_packet;
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use crate::ServerIpAddress;
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use azalea_crypto::{Aes128CfbDec, Aes128CfbEnc};
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use std::fmt::Debug;
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use std::marker::PhantomData;
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use tokio::net::TcpStream;
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pub struct Handshake;
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pub struct Game;
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pub struct Status;
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pub struct Login;
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pub struct Connection<R: ProtocolPacket, W: ProtocolPacket> {
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/// The buffered writer
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pub stream: TcpStream,
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pub compression_threshold: Option<u32>,
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pub enc_cipher: Option<Aes128CfbEnc>,
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pub dec_cipher: Option<Aes128CfbDec>,
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_reading: PhantomData<R>,
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_writing: PhantomData<W>,
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}
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impl<R, W> Connection<R, W>
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where
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R: ProtocolPacket + Debug,
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W: ProtocolPacket + Debug,
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{
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pub async fn read(&mut self) -> Result<R, String> {
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read_packet::<R, _>(
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&mut self.stream,
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self.compression_threshold,
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&mut self.dec_cipher,
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)
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.await
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}
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/// Write a packet to the server
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pub async fn write(&mut self, packet: W) {
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write_packet(
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packet,
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&mut self.stream,
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self.compression_threshold,
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&mut self.enc_cipher,
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)
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.await;
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}
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}
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impl Connection<ClientboundHandshakePacket, ServerboundHandshakePacket> {
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pub async fn new(address: &ServerIpAddress) -> Result<Self, String> {
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let ip = address.ip;
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let port = address.port;
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let stream = TcpStream::connect(format!("{}:{}", ip, port))
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.await
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.map_err(|_| "Failed to connect to server")?;
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// enable tcp_nodelay
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stream
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.set_nodelay(true)
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.expect("Error enabling tcp_nodelay");
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Ok(Connection {
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stream,
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compression_threshold: None,
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enc_cipher: None,
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dec_cipher: None,
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_reading: PhantomData,
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_writing: PhantomData,
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})
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}
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pub fn login(self) -> Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
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Connection {
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stream: self.stream,
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compression_threshold: self.compression_threshold,
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enc_cipher: self.enc_cipher,
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dec_cipher: self.dec_cipher,
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_reading: PhantomData,
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_writing: PhantomData,
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}
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}
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pub fn status(self) -> Connection<ClientboundStatusPacket, ServerboundStatusPacket> {
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Connection {
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stream: self.stream,
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compression_threshold: self.compression_threshold,
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enc_cipher: self.enc_cipher,
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dec_cipher: self.dec_cipher,
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_reading: PhantomData,
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_writing: PhantomData,
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}
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}
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}
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impl Connection<ClientboundGamePacket, ServerboundGamePacket> {}
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impl Connection<ClientboundStatusPacket, ServerboundStatusPacket> {}
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impl Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
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pub fn set_compression_threshold(&mut self, threshold: i32) {
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// if you pass a threshold of 0 or less, compression is disabled
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if threshold > 0 {
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self.compression_threshold = Some(threshold as u32);
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} else {
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self.compression_threshold = None;
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}
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}
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pub fn set_encryption_key(&mut self, key: [u8; 16]) {
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// minecraft has a cipher decoder and encoder, i don't think it matters though?
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let (enc_cipher, dec_cipher) = azalea_crypto::create_cipher(&key);
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self.enc_cipher = Some(enc_cipher);
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self.dec_cipher = Some(dec_cipher);
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}
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pub fn game(self) -> Connection<ClientboundGamePacket, ServerboundGamePacket> {
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Connection {
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stream: self.stream,
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compression_threshold: self.compression_threshold,
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enc_cipher: self.enc_cipher,
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dec_cipher: self.dec_cipher,
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_reading: PhantomData,
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_writing: PhantomData,
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}
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}
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}
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