mirror of
https://github.com/mat-1/azalea.git
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* Fix test and packets * Fix bug, fix a couple more packets * add tests and fix stuff * fix warnings Co-authored-by: Ubuntu <github@matdoes.dev>
456 lines
16 KiB
Rust
Executable file
456 lines
16 KiB
Rust
Executable file
//! Connect to remote servers/clients.
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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::clientbound_hello_packet::ClientboundHelloPacket;
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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, ReadPacketError};
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use crate::write::write_packet;
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use azalea_auth::game_profile::GameProfile;
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use azalea_auth::sessionserver::{ClientSessionServerError, ServerSessionServerError};
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use azalea_crypto::{Aes128CfbDec, Aes128CfbEnc};
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use bytes::BytesMut;
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use log::{error, info};
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use std::fmt::Debug;
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use std::marker::PhantomData;
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use std::net::SocketAddr;
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use thiserror::Error;
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use tokio::io::AsyncWriteExt;
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use tokio::net::tcp::{OwnedReadHalf, OwnedWriteHalf, ReuniteError};
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use tokio::net::TcpStream;
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use uuid::Uuid;
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/// The read half of a connection.
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pub struct ReadConnection<R: ProtocolPacket> {
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pub read_stream: OwnedReadHalf,
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pub buffer: BytesMut,
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pub compression_threshold: Option<u32>,
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pub dec_cipher: Option<Aes128CfbDec>,
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_reading: PhantomData<R>,
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}
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/// The write half of a connection.
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pub struct WriteConnection<W: ProtocolPacket> {
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pub write_stream: OwnedWriteHalf,
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pub compression_threshold: Option<u32>,
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pub enc_cipher: Option<Aes128CfbEnc>,
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_writing: PhantomData<W>,
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}
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/// A connection that can read and write packets.
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///
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/// # Examples
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///
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/// Join an offline-mode server and go through the handshake.
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/// ```rust,no_run
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/// use azalea_protocol::{
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/// resolver,
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/// connect::Connection,
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/// packets::{
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/// ConnectionProtocol, PROTOCOL_VERSION,
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/// login::{
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/// ClientboundLoginPacket,
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/// serverbound_hello_packet::ServerboundHelloPacket,
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/// serverbound_key_packet::ServerboundKeyPacket
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/// },
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/// handshake::client_intention_packet::ClientIntentionPacket
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/// }
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/// };
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///
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/// #[tokio::main]
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/// async fn main() -> Result<(), Box<dyn std::error::Error>> {
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/// let resolved_address = resolver::resolve_address(&"localhost".try_into().unwrap()).await?;
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/// let mut conn = Connection::new(&resolved_address).await?;
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///
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/// // handshake
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/// conn.write(
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/// ClientIntentionPacket {
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/// protocol_version: PROTOCOL_VERSION,
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/// hostname: resolved_address.ip().to_string(),
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/// port: resolved_address.port(),
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/// intention: ConnectionProtocol::Login,
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/// }
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/// .get(),
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/// )
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/// .await?;
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///
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/// let mut conn = conn.login();
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///
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/// // login
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/// conn.write(
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/// ServerboundHelloPacket {
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/// name: "bot".to_string(),
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/// profile_id: None,
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/// }
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/// .get(),
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/// )
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/// .await?;
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///
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/// let (conn, game_profile) = loop {
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/// let packet = conn.read().await?;
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/// match packet {
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/// ClientboundLoginPacket::Hello(p) => {
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/// let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap();
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///
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/// conn.write(
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/// ServerboundKeyPacket {
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/// key_bytes: e.encrypted_public_key,
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/// encrypted_challenge: e.encrypted_nonce,
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/// }
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/// .get(),
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/// )
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/// .await?;
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/// conn.set_encryption_key(e.secret_key);
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/// }
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/// ClientboundLoginPacket::LoginCompression(p) => {
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/// conn.set_compression_threshold(p.compression_threshold);
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/// }
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/// ClientboundLoginPacket::GameProfile(p) => {
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/// break (conn.game(), p.game_profile);
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/// }
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/// ClientboundLoginPacket::LoginDisconnect(p) => {
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/// eprintln!("login disconnect: {}", p.reason);
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/// return Err("login disconnect".into());
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/// }
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/// ClientboundLoginPacket::CustomQuery(p) => {}
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/// }
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/// };
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///
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/// Ok(())
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/// }
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/// ```
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pub struct Connection<R: ProtocolPacket, W: ProtocolPacket> {
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pub reader: ReadConnection<R>,
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pub writer: WriteConnection<W>,
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}
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impl<R> ReadConnection<R>
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where
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R: ProtocolPacket + Debug,
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{
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/// Read a packet from the stream.
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pub async fn read(&mut self) -> Result<R, Box<ReadPacketError>> {
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read_packet::<R, _>(
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&mut self.read_stream,
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&mut self.buffer,
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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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}
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impl<W> WriteConnection<W>
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where
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W: ProtocolPacket + Debug,
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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) -> std::io::Result<()> {
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if let Err(e) = write_packet(
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&packet,
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&mut self.write_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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// detect broken pipe
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if e.kind() == std::io::ErrorKind::BrokenPipe {
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info!("Broken pipe, shutting down connection.");
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if let Err(e) = self.shutdown().await {
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error!("Couldn't shut down: {}", e);
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}
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}
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return Err(e);
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}
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Ok(())
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}
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/// End the connection.
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pub async fn shutdown(&mut self) -> std::io::Result<()> {
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self.write_stream.shutdown().await
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}
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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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/// Read a packet from the other side of the connection.
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pub async fn read(&mut self) -> Result<R, Box<ReadPacketError>> {
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self.reader.read().await
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}
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/// Write a packet to the other side of the connection.
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pub async fn write(&mut self, packet: W) -> std::io::Result<()> {
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self.writer.write(packet).await
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}
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/// Split the reader and writer into two objects. This doesn't allocate.
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pub fn into_split(self) -> (ReadConnection<R>, WriteConnection<W>) {
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(self.reader, self.writer)
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}
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}
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#[derive(Error, Debug)]
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pub enum ConnectionError {
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#[error("{0}")]
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Io(#[from] std::io::Error),
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}
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impl Connection<ClientboundHandshakePacket, ServerboundHandshakePacket> {
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/// Create a new connection to the given address.
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pub async fn new(address: &SocketAddr) -> Result<Self, ConnectionError> {
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let stream = TcpStream::connect(address).await?;
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// enable tcp_nodelay
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stream.set_nodelay(true)?;
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let (read_stream, write_stream) = stream.into_split();
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Ok(Connection {
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reader: ReadConnection {
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read_stream,
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buffer: BytesMut::new(),
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compression_threshold: None,
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dec_cipher: None,
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_reading: PhantomData,
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},
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writer: WriteConnection {
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write_stream,
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compression_threshold: None,
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enc_cipher: None,
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_writing: PhantomData,
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},
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})
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}
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/// Change our state from handshake to login. This is the state that is used
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/// for logging in.
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pub fn login(self) -> Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
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Connection::from(self)
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}
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/// Change our state from handshake to status. This is the state that is
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/// used for pinging the server.
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pub fn status(self) -> Connection<ClientboundStatusPacket, ServerboundStatusPacket> {
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Connection::from(self)
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}
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}
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impl Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
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/// Set our compression threshold, i.e. the maximum size that a packet is
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/// allowed to be without getting compressed. If you set it to less than 0
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/// then compression gets disabled.
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pub fn set_compression_threshold(&mut self, threshold: i32) {
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// if you pass a threshold of less than 0, compression is disabled
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if threshold >= 0 {
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self.reader.compression_threshold = Some(threshold as u32);
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self.writer.compression_threshold = Some(threshold as u32);
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} else {
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self.reader.compression_threshold = None;
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self.writer.compression_threshold = None;
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}
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}
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/// Set the encryption key that is used to encrypt and decrypt packets. It's
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/// the same for both reading and writing.
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pub fn set_encryption_key(&mut self, key: [u8; 16]) {
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let (enc_cipher, dec_cipher) = azalea_crypto::create_cipher(&key);
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self.reader.dec_cipher = Some(dec_cipher);
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self.writer.enc_cipher = Some(enc_cipher);
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}
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/// Change our state from login to game. This is the state that's used when
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/// you're actually in the game.
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pub fn game(self) -> Connection<ClientboundGamePacket, ServerboundGamePacket> {
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Connection::from(self)
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}
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/// Authenticate with Minecraft's servers, which is required to join
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/// online-mode servers. This must happen when you get a
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/// `ClientboundLoginPacket::Hello` packet.
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///
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/// # Examples
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///
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/// ```rust,no_run
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/// use azalea_auth::AuthResult;
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/// use azalea_protocol::connect::Connection;
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/// use azalea_protocol::packets::login::{
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/// ClientboundLoginPacket,
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/// serverbound_key_packet::ServerboundKeyPacket
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/// };
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/// use uuid::Uuid;
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/// # use azalea_protocol::ServerAddress;
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///
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/// # async fn example() -> Result<(), Box<dyn std::error::Error>> {
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/// let AuthResult { access_token, profile } = azalea_auth::auth(
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/// "example@example.com",
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/// azalea_auth::AuthOpts::default()
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/// ).await.expect("Couldn't authenticate");
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/// #
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/// # let address = ServerAddress::try_from("example@example.com").unwrap();
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/// # let resolved_address = azalea_protocol::resolver::resolve_address(&address).await?;
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///
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/// let mut conn = Connection::new(&resolved_address).await?;
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///
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/// // transition to the login state, in a real program we would have done a handshake first
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/// let mut conn = conn.login();
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///
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/// match conn.read().await? {
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/// ClientboundLoginPacket::Hello(p) => {
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/// // tell Mojang we're joining the server & enable encryption
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/// let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap();
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/// conn.authenticate(
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/// &access_token,
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/// &profile.id,
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/// e.secret_key,
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/// &p
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/// ).await?;
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/// conn.write(
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/// ServerboundKeyPacket {
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/// key_bytes: e.encrypted_public_key,
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/// encrypted_challenge: e.encrypted_nonce,
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/// }.get()
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/// ).await?;
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/// conn.set_encryption_key(e.secret_key);
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/// }
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/// _ => {}
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/// }
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/// # Ok(())
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/// # }
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/// ```
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pub async fn authenticate(
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&self,
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access_token: &str,
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uuid: &Uuid,
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private_key: [u8; 16],
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packet: &ClientboundHelloPacket,
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) -> Result<(), ClientSessionServerError> {
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azalea_auth::sessionserver::join(
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access_token,
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&packet.public_key,
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&private_key,
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uuid,
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&packet.server_id,
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)
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.await
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}
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}
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impl Connection<ServerboundHandshakePacket, ClientboundHandshakePacket> {
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/// Change our state from handshake to login. This is the state that is used
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/// for logging in.
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pub fn login(self) -> Connection<ServerboundLoginPacket, ClientboundLoginPacket> {
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Connection::from(self)
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}
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/// Change our state from handshake to status. This is the state that is
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/// used for pinging the server.
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pub fn status(self) -> Connection<ServerboundStatusPacket, ClientboundStatusPacket> {
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Connection::from(self)
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}
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}
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impl Connection<ServerboundLoginPacket, ClientboundLoginPacket> {
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/// Set our compression threshold, i.e. the maximum size that a packet is
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/// allowed to be without getting compressed. If you set it to less than 0
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/// then compression gets disabled.
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pub fn set_compression_threshold(&mut self, threshold: i32) {
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// if you pass a threshold of less than 0, compression is disabled
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if threshold >= 0 {
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self.reader.compression_threshold = Some(threshold as u32);
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self.writer.compression_threshold = Some(threshold as u32);
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} else {
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self.reader.compression_threshold = None;
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self.writer.compression_threshold = None;
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}
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}
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/// Set the encryption key that is used to encrypt and decrypt packets. It's
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/// the same for both reading and writing.
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pub fn set_encryption_key(&mut self, key: [u8; 16]) {
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let (enc_cipher, dec_cipher) = azalea_crypto::create_cipher(&key);
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self.reader.dec_cipher = Some(dec_cipher);
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self.writer.enc_cipher = Some(enc_cipher);
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}
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/// Change our state from login to game. This is the state that's used when
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/// the client is actually in the game.
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pub fn game(self) -> Connection<ServerboundGamePacket, ClientboundGamePacket> {
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Connection::from(self)
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}
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/// Verify connecting clients have authenticated with Minecraft's servers.
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/// This must happen after the client sends a `ServerboundLoginPacket::Key`
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/// packet.
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pub async fn authenticate(
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&self,
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username: &str,
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public_key: &[u8],
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private_key: &[u8; 16],
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ip: Option<&str>,
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) -> Result<GameProfile, ServerSessionServerError> {
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azalea_auth::sessionserver::serverside_auth(username, public_key, private_key, ip).await
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}
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}
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// rust doesn't let us implement From because allegedly it conflicts with
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// `core`'s "impl<T> From<T> for T" so we do this instead
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impl<R1, W1> Connection<R1, W1>
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where
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R1: ProtocolPacket + Debug,
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W1: ProtocolPacket + Debug,
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{
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/// Creates a `Connection` of a type from a `Connection` of another type.
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/// Useful for servers or custom packets.
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pub fn from<R2, W2>(connection: Connection<R1, W1>) -> Connection<R2, W2>
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where
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R2: ProtocolPacket + Debug,
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W2: ProtocolPacket + Debug,
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{
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Connection {
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reader: ReadConnection {
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read_stream: connection.reader.read_stream,
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buffer: connection.reader.buffer,
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compression_threshold: connection.reader.compression_threshold,
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dec_cipher: connection.reader.dec_cipher,
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_reading: PhantomData,
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},
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writer: WriteConnection {
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compression_threshold: connection.writer.compression_threshold,
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write_stream: connection.writer.write_stream,
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enc_cipher: connection.writer.enc_cipher,
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_writing: PhantomData,
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},
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}
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}
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/// Convert an existing `TcpStream` into a `Connection`. Useful for servers.
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pub fn wrap(stream: TcpStream) -> Connection<R1, W1> {
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let (read_stream, write_stream) = stream.into_split();
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Connection {
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reader: ReadConnection {
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read_stream,
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buffer: BytesMut::new(),
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compression_threshold: None,
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dec_cipher: None,
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_reading: PhantomData,
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},
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writer: WriteConnection {
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write_stream,
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compression_threshold: None,
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enc_cipher: None,
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_writing: PhantomData,
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},
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}
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}
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/// Convert from a `Connection` into a `TcpStream`. Useful for servers.
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pub fn unwrap(self) -> Result<TcpStream, ReuniteError> {
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self.reader.read_stream.reunite(self.writer.write_stream)
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}
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}
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