mirror of
https://github.com/mat-1/azalea.git
synced 2025-08-02 23:44:38 +00:00
281 lines
9.8 KiB
Rust
Executable file
281 lines
9.8 KiB
Rust
Executable file
use crate::Player;
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use azalea_core::resource_location::ResourceLocation;
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use azalea_protocol::{
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connect::{GameConnection, HandshakeConnection},
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packets::{
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game::{serverbound_custom_payload_packet::ServerboundCustomPayloadPacket, GamePacket},
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handshake::client_intention_packet::ClientIntentionPacket,
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login::{
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serverbound_hello_packet::ServerboundHelloPacket,
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serverbound_key_packet::ServerboundKeyPacket, LoginPacket,
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},
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ConnectionProtocol, PROTOCOL_VERSION,
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},
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resolver, ServerAddress,
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};
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use std::sync::Arc;
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use tokio::sync::mpsc::{self, UnboundedReceiver, UnboundedSender};
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use tokio::sync::Mutex;
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///! Connect to Minecraft servers.
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/// Something that can join Minecraft servers.
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pub struct Account {
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username: String,
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}
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#[derive(Default)]
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pub struct ClientState {
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// placeholder
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pub player: Player,
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}
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/// A player that you can control that is currently in a Minecraft server.
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pub struct Client {
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event_receiver: UnboundedReceiver<Event>,
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conn: Arc<Mutex<GameConnection>>,
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state: Arc<Mutex<ClientState>>,
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// game_loop
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}
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#[derive(Debug, Clone)]
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pub enum Event {
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Login,
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}
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/// Whether we should ignore errors when decoding packets.
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const IGNORE_ERRORS: bool = false;
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impl Client {
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async fn join(account: &Account, address: &ServerAddress) -> Result<Self, String> {
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let resolved_address = resolver::resolve_address(address).await?;
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let mut conn = HandshakeConnection::new(&resolved_address).await?;
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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: address.host.clone(),
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port: 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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let mut conn = conn.login();
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// login
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conn.write(
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ServerboundHelloPacket {
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username: account.username.clone(),
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}
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.get(),
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)
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.await;
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let conn = loop {
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let packet_result = conn.read().await;
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match packet_result {
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Ok(packet) => match packet {
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LoginPacket::ClientboundHelloPacket(p) => {
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println!("Got encryption request");
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let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap();
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// TODO: authenticate with the server here (authenticateServer)
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conn.write(
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ServerboundKeyPacket {
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nonce: e.encrypted_nonce,
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shared_secret: e.encrypted_public_key,
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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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LoginPacket::ClientboundLoginCompressionPacket(p) => {
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println!("Got compression request {:?}", p.compression_threshold);
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conn.set_compression_threshold(p.compression_threshold);
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}
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LoginPacket::ClientboundGameProfilePacket(p) => {
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println!("Got profile {:?}", p.game_profile);
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break conn.game();
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}
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LoginPacket::ClientboundLoginDisconnectPacket(p) => {
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println!("Got disconnect {:?}", p);
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}
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LoginPacket::ClientboundCustomQueryPacket(p) => {
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println!("Got custom query {:?}", p);
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}
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_ => panic!("Unexpected packet {:?}", packet),
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},
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Err(e) => {
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panic!("Error: {:?}", e);
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}
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}
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};
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let conn = Arc::new(Mutex::new(conn));
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let (tx, rx) = mpsc::unbounded_channel();
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// we got the GameConnection, so the server is now connected :)
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let client = Client {
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event_receiver: rx,
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conn: conn.clone(),
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state: Arc::new(Mutex::new(ClientState::default())),
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};
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// let client = Arc::new(Mutex::new(client));
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// let weak_client = Arc::<_>::downgrade(&client);
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// just start up the game loop and we're ready!
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// tokio::spawn(Self::game_loop(conn, tx, handler, state))
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let game_loop_conn = conn.clone();
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let game_loop_state = client.state.clone();
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tokio::spawn(Self::game_loop(game_loop_conn, tx, game_loop_state));
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Ok(client)
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}
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async fn game_loop(
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conn: Arc<Mutex<GameConnection>>,
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tx: UnboundedSender<Event>,
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state: Arc<Mutex<ClientState>>,
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) {
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loop {
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let r = conn.lock().await.read().await;
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match r {
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Ok(packet) => Self::handle(&packet, &tx, &state, &conn).await,
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Err(e) => {
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if IGNORE_ERRORS {
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println!("Error: {:?}", e);
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if e == "length wider than 21-bit" {
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panic!();
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}
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} else {
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panic!("Error: {:?}", e);
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}
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}
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};
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}
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}
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async fn handle(
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packet: &GamePacket,
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tx: &UnboundedSender<Event>,
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state: &Arc<Mutex<ClientState>>,
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conn: &Arc<Mutex<GameConnection>>,
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) {
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match packet {
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GamePacket::ClientboundLoginPacket(p) => {
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println!("Got login packet {:?}", p);
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state.lock().await.player.entity.id = p.player_id;
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conn.lock()
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.await
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.write(
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ServerboundCustomPayloadPacket {
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identifier: ResourceLocation::new("brand").unwrap(),
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// they don't have to know :)
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data: "vanilla".into(),
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}
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.get(),
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)
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.await;
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tx.send(Event::Login).unwrap();
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}
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GamePacket::ClientboundUpdateViewDistancePacket(p) => {
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println!("Got view distance packet {:?}", p);
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}
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GamePacket::ClientboundCustomPayloadPacket(p) => {
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println!("Got custom payload packet {:?}", p);
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}
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GamePacket::ClientboundChangeDifficultyPacket(p) => {
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println!("Got difficulty packet {:?}", p);
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}
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GamePacket::ClientboundDeclareCommandsPacket(p) => {
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println!("Got declare commands packet");
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}
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GamePacket::ClientboundPlayerAbilitiesPacket(p) => {
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println!("Got player abilities packet {:?}", p);
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}
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GamePacket::ClientboundSetCarriedItemPacket(p) => {
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println!("Got set carried item packet {:?}", p);
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}
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GamePacket::ClientboundUpdateTagsPacket(p) => {
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println!("Got update tags packet");
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}
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GamePacket::ClientboundDisconnectPacket(p) => {
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println!("Got disconnect packet {:?}", p);
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}
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GamePacket::ClientboundUpdateRecipesPacket(p) => {
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println!("Got update recipes packet");
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}
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GamePacket::ClientboundEntityEventPacket(p) => {
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println!("Got entity event packet {:?}", p);
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}
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GamePacket::ClientboundRecipePacket(p) => {
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println!("Got recipe packet");
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}
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GamePacket::ClientboundPlayerPositionPacket(p) => {
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// TODO: reply with teleport confirm
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println!("Got player position packet {:?}", p);
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}
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GamePacket::ClientboundPlayerInfoPacket(p) => {
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println!("Got player info packet {:?}", p);
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}
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GamePacket::ClientboundSetChunkCacheCenterPacket(p) => {
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println!("Got chunk cache center packet {:?}", p);
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}
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GamePacket::ClientboundLevelChunkWithLightPacket(p) => {
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println!("Got chunk with light packet {} {}", p.x, p.z);
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}
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GamePacket::ClientboundLightUpdatePacket(p) => {
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println!("Got light update packet {:?}", p);
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}
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GamePacket::ClientboundAddMobPacket(p) => {
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println!("Got add mob packet {:?}", p);
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}
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GamePacket::ClientboundAddEntityPacket(p) => {
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println!("Got add entity packet {:?}", p);
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}
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GamePacket::ClientboundSetEntityDataPacket(p) => {
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println!("Got set entity data packet {:?}", p);
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}
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GamePacket::ClientboundUpdateAttributesPacket(p) => {
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println!("Got update attributes packet {:?}", p);
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}
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GamePacket::ClientboundEntityVelocityPacket(p) => {
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println!("Got entity velocity packet {:?}", p);
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}
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GamePacket::ClientboundSetEntityLinkPacket(p) => {
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println!("Got set entity link packet {:?}", p);
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}
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GamePacket::ClientboundAddPlayerPacket(p) => {
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println!("Got add player packet {:?}", p);
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}
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_ => panic!("Unexpected packet {:?}", packet),
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}
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println!();
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}
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pub async fn next(&mut self) -> Option<Event> {
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self.event_receiver.recv().await
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}
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}
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impl Account {
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pub fn offline(username: &str) -> Self {
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Self {
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username: username.to_string(),
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}
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}
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pub async fn join(&self, address: &ServerAddress) -> Result<Client, String> {
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Client::join(self, address).await
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}
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}
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