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azalea/azalea-client/src/connect.rs
2022-05-07 11:22:03 -05:00

281 lines
9.8 KiB
Rust
Executable file

use crate::Player;
use azalea_core::resource_location::ResourceLocation;
use azalea_protocol::{
connect::{GameConnection, HandshakeConnection},
packets::{
game::{serverbound_custom_payload_packet::ServerboundCustomPayloadPacket, GamePacket},
handshake::client_intention_packet::ClientIntentionPacket,
login::{
serverbound_hello_packet::ServerboundHelloPacket,
serverbound_key_packet::ServerboundKeyPacket, LoginPacket,
},
ConnectionProtocol, PROTOCOL_VERSION,
},
resolver, ServerAddress,
};
use std::sync::Arc;
use tokio::sync::mpsc::{self, UnboundedReceiver, UnboundedSender};
use tokio::sync::Mutex;
///! Connect to Minecraft servers.
/// Something that can join Minecraft servers.
pub struct Account {
username: String,
}
#[derive(Default)]
pub struct ClientState {
// placeholder
pub player: Player,
}
/// A player that you can control that is currently in a Minecraft server.
pub struct Client {
event_receiver: UnboundedReceiver<Event>,
conn: Arc<Mutex<GameConnection>>,
state: Arc<Mutex<ClientState>>,
// game_loop
}
#[derive(Debug, Clone)]
pub enum Event {
Login,
}
/// Whether we should ignore errors when decoding packets.
const IGNORE_ERRORS: bool = false;
impl Client {
async fn join(account: &Account, address: &ServerAddress) -> Result<Self, String> {
let resolved_address = resolver::resolve_address(address).await?;
let mut conn = HandshakeConnection::new(&resolved_address).await?;
// handshake
conn.write(
ClientIntentionPacket {
protocol_version: PROTOCOL_VERSION,
hostname: address.host.clone(),
port: address.port,
intention: ConnectionProtocol::Login,
}
.get(),
)
.await;
let mut conn = conn.login();
// login
conn.write(
ServerboundHelloPacket {
username: account.username.clone(),
}
.get(),
)
.await;
let conn = loop {
let packet_result = conn.read().await;
match packet_result {
Ok(packet) => match packet {
LoginPacket::ClientboundHelloPacket(p) => {
println!("Got encryption request");
let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap();
// TODO: authenticate with the server here (authenticateServer)
conn.write(
ServerboundKeyPacket {
nonce: e.encrypted_nonce,
shared_secret: e.encrypted_public_key,
}
.get(),
)
.await;
conn.set_encryption_key(e.secret_key);
}
LoginPacket::ClientboundLoginCompressionPacket(p) => {
println!("Got compression request {:?}", p.compression_threshold);
conn.set_compression_threshold(p.compression_threshold);
}
LoginPacket::ClientboundGameProfilePacket(p) => {
println!("Got profile {:?}", p.game_profile);
break conn.game();
}
LoginPacket::ClientboundLoginDisconnectPacket(p) => {
println!("Got disconnect {:?}", p);
}
LoginPacket::ClientboundCustomQueryPacket(p) => {
println!("Got custom query {:?}", p);
}
_ => panic!("Unexpected packet {:?}", packet),
},
Err(e) => {
panic!("Error: {:?}", e);
}
}
};
let conn = Arc::new(Mutex::new(conn));
let (tx, rx) = mpsc::unbounded_channel();
// we got the GameConnection, so the server is now connected :)
let client = Client {
event_receiver: rx,
conn: conn.clone(),
state: Arc::new(Mutex::new(ClientState::default())),
};
// let client = Arc::new(Mutex::new(client));
// let weak_client = Arc::<_>::downgrade(&client);
// just start up the game loop and we're ready!
// tokio::spawn(Self::game_loop(conn, tx, handler, state))
let game_loop_conn = conn.clone();
let game_loop_state = client.state.clone();
tokio::spawn(Self::game_loop(game_loop_conn, tx, game_loop_state));
Ok(client)
}
async fn game_loop(
conn: Arc<Mutex<GameConnection>>,
tx: UnboundedSender<Event>,
state: Arc<Mutex<ClientState>>,
) {
loop {
let r = conn.lock().await.read().await;
match r {
Ok(packet) => Self::handle(&packet, &tx, &state, &conn).await,
Err(e) => {
if IGNORE_ERRORS {
println!("Error: {:?}", e);
if e == "length wider than 21-bit" {
panic!();
}
} else {
panic!("Error: {:?}", e);
}
}
};
}
}
async fn handle(
packet: &GamePacket,
tx: &UnboundedSender<Event>,
state: &Arc<Mutex<ClientState>>,
conn: &Arc<Mutex<GameConnection>>,
) {
match packet {
GamePacket::ClientboundLoginPacket(p) => {
println!("Got login packet {:?}", p);
state.lock().await.player.entity.id = p.player_id;
conn.lock()
.await
.write(
ServerboundCustomPayloadPacket {
identifier: ResourceLocation::new("brand").unwrap(),
// they don't have to know :)
data: "vanilla".into(),
}
.get(),
)
.await;
tx.send(Event::Login).unwrap();
}
GamePacket::ClientboundUpdateViewDistancePacket(p) => {
println!("Got view distance packet {:?}", p);
}
GamePacket::ClientboundCustomPayloadPacket(p) => {
println!("Got custom payload packet {:?}", p);
}
GamePacket::ClientboundChangeDifficultyPacket(p) => {
println!("Got difficulty packet {:?}", p);
}
GamePacket::ClientboundDeclareCommandsPacket(p) => {
println!("Got declare commands packet");
}
GamePacket::ClientboundPlayerAbilitiesPacket(p) => {
println!("Got player abilities packet {:?}", p);
}
GamePacket::ClientboundSetCarriedItemPacket(p) => {
println!("Got set carried item packet {:?}", p);
}
GamePacket::ClientboundUpdateTagsPacket(p) => {
println!("Got update tags packet");
}
GamePacket::ClientboundDisconnectPacket(p) => {
println!("Got disconnect packet {:?}", p);
}
GamePacket::ClientboundUpdateRecipesPacket(p) => {
println!("Got update recipes packet");
}
GamePacket::ClientboundEntityEventPacket(p) => {
println!("Got entity event packet {:?}", p);
}
GamePacket::ClientboundRecipePacket(p) => {
println!("Got recipe packet");
}
GamePacket::ClientboundPlayerPositionPacket(p) => {
// TODO: reply with teleport confirm
println!("Got player position packet {:?}", p);
}
GamePacket::ClientboundPlayerInfoPacket(p) => {
println!("Got player info packet {:?}", p);
}
GamePacket::ClientboundSetChunkCacheCenterPacket(p) => {
println!("Got chunk cache center packet {:?}", p);
}
GamePacket::ClientboundLevelChunkWithLightPacket(p) => {
println!("Got chunk with light packet {} {}", p.x, p.z);
}
GamePacket::ClientboundLightUpdatePacket(p) => {
println!("Got light update packet {:?}", p);
}
GamePacket::ClientboundAddMobPacket(p) => {
println!("Got add mob packet {:?}", p);
}
GamePacket::ClientboundAddEntityPacket(p) => {
println!("Got add entity packet {:?}", p);
}
GamePacket::ClientboundSetEntityDataPacket(p) => {
println!("Got set entity data packet {:?}", p);
}
GamePacket::ClientboundUpdateAttributesPacket(p) => {
println!("Got update attributes packet {:?}", p);
}
GamePacket::ClientboundEntityVelocityPacket(p) => {
println!("Got entity velocity packet {:?}", p);
}
GamePacket::ClientboundSetEntityLinkPacket(p) => {
println!("Got set entity link packet {:?}", p);
}
GamePacket::ClientboundAddPlayerPacket(p) => {
println!("Got add player packet {:?}", p);
}
_ => panic!("Unexpected packet {:?}", packet),
}
println!();
}
pub async fn next(&mut self) -> Option<Event> {
self.event_receiver.recv().await
}
}
impl Account {
pub fn offline(username: &str) -> Self {
Self {
username: username.to_string(),
}
}
pub async fn join(&self, address: &ServerAddress) -> Result<Client, String> {
Client::join(self, address).await
}
}