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cuberite-2a/src/Protocol/Protocol18x.cpp
2014-09-08 17:02:54 +02:00

1135 lines
27 KiB
C++

// Protocol18x.cpp
/*
Implements the 1.8.x protocol classes:
- cProtocol180
- release 1.8.0 protocol (#47)
(others may be added later in the future for the 1.8 release series)
*/
#include "Globals.h"
#include "Bindings/PluginManager.h"
#include "json/json.h"
#include "ChunkDataSerializer.h"
#include "ProtocolRecognizer.h"
#include "Protocol18x.h"
#include "../ClientHandle.h"
#include "../CompositeChat.h"
#include "../Root.h"
#include "../Server.h"
#include "../World.h"
#include "../Entities/Player.h"
#include "../Entities/Painting.h"
#define HANDLE_READ(ByteBuf, Proc, Type, Var) \
Type Var; \
if (!ByteBuf.Proc(Var))\
{\
return;\
}
#define HANDLE_PACKET_READ(ByteBuf, Proc, Type, Var) \
Type Var; \
{ \
if (!ByteBuf.Proc(Var)) \
{ \
ByteBuf.CheckValid(); \
return false; \
} \
ByteBuf.CheckValid(); \
}
const int MAX_ENC_LEN = 512; // Maximum size of the encrypted message; should be 128, but who knows...
class cProtocol176;
////////////////////////////////////////////////////////////////////////////////
// cProtocol180:
cProtocol180::cProtocol180(cClientHandle * a_Client, const AString & a_ServerAddress, UInt16 a_ServerPort, UInt32 a_State) :
super(a_Client, a_ServerAddress, a_ServerPort, a_State)
{
m_ProtocolVersion = cProtocolRecognizer::PROTO_VERSION_1_8_0;
}
void cProtocol180::SendPlayerSpawn(const cPlayer & a_Player)
{
// Called to spawn another player for the client
cPacketizer Pkt(*this, 0x0c); // Spawn Player packet
Pkt.WriteVarInt(a_Player.GetUniqueID());
// Send UUID:
AString UUID = cMojangAPI::MakeUUIDShort(a_Player.GetClientHandle()->GetUUID());
Int64 MostSignificantBits = 0;
Int64 LeastSignificantBits = 0;
for (size_t i = 0; i < UUID.length(); i++)
{
MostSignificantBits += (UUID[i] & 0xff) >> 7;
LeastSignificantBits += UUID[i] & 1;
}
Pkt.WriteInt64(4053239666997989821);
Pkt.WriteInt64(-5603022497796657139);
LOG("Bits: %i, %i", (int)MostSignificantBits, (int)LeastSignificantBits);
// Pkt.WriteString(cMojangAPI::MakeUUIDDashed(a_Player.GetClientHandle()->GetUUID()));
Pkt.WriteFPInt(a_Player.GetPosX());
Pkt.WriteFPInt(a_Player.GetPosY());
Pkt.WriteFPInt(a_Player.GetPosZ());
Pkt.WriteByteAngle(a_Player.GetYaw());
Pkt.WriteByteAngle(a_Player.GetPitch());
short ItemType = a_Player.GetEquippedItem().IsEmpty() ? 0 : a_Player.GetEquippedItem().m_ItemType;
Pkt.WriteShort(ItemType);
Pkt.WriteByte((3 << 5) | 6); // Metadata: float + index 6
Pkt.WriteFloat((float)a_Player.GetHealth());
Pkt.WriteByte((4 << 5 | (2 & 0x1F)) & 0xFF);
Pkt.WriteString(a_Player.GetName());
Pkt.WriteByte(0x7f); // Metadata: end
}
void cProtocol180::SendPlayerMaxSpeed(void)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x20); // Entity Properties
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteVarInt(Player->GetUniqueID());
Pkt.WriteInt(1); // Count
Pkt.WriteString("generic.movementSpeed");
// The default game speed is 0.1, multiply that value by the relative speed:
Pkt.WriteDouble(0.1 * Player->GetNormalMaxSpeed());
if (Player->IsSprinting())
{
Pkt.WriteVarInt(1); // Modifier count
Pkt.WriteInt64(0x662a6b8dda3e4c1c);
Pkt.WriteInt64(0x881396ea6097278d); // UUID of the modifier
Pkt.WriteDouble(Player->GetSprintingMaxSpeed() - Player->GetNormalMaxSpeed());
Pkt.WriteByte(2);
}
else
{
Pkt.WriteVarInt(0); // Modifier count
}
}
void cProtocol180::SendSoundParticleEffect(int a_EffectID, int a_SrcX, int a_SrcY, int a_SrcZ, int a_Data)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x28); // Effect packet
Pkt.WriteInt(a_EffectID);
Pkt.WritePosition(a_SrcX, a_SrcY, a_SrcZ);
Pkt.WriteInt(a_Data);
Pkt.WriteBool(false);
}
void cProtocol180::SendLoginSuccess(void)
{
ASSERT(m_State == 2); // State: login?
// Enable compression:
{
cPacketizer Pkt(*this, 0x03); // Set compression packet
Pkt.WriteVarInt(256);
}
m_State = 3; // State = Game
{
cPacketizer Pkt(*this, 0x02); // Login success packet
Pkt.WriteString(cMojangAPI::MakeUUIDDashed(m_Client->GetUUID()));
Pkt.WriteString(m_Client->GetUsername());
}
}
void cProtocol180::SendParticleEffect(const AString & a_ParticleName, float a_SrcX, float a_SrcY, float a_SrcZ, float a_OffsetX, float a_OffsetY, float a_OffsetZ, float a_ParticleData, int a_ParticleAmmount)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x2A);
Pkt.WriteString(a_ParticleName);
Pkt.WriteFloat(a_SrcX);
Pkt.WriteFloat(a_SrcY);
Pkt.WriteFloat(a_SrcZ);
Pkt.WriteFloat(a_OffsetX);
Pkt.WriteFloat(a_OffsetY);
Pkt.WriteFloat(a_OffsetZ);
Pkt.WriteFloat(a_ParticleData);
Pkt.WriteInt(a_ParticleAmmount);*/
}
void cProtocol180::SendPlayerMoveLook(void)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x08); // Player Position And Look packet
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteDouble(Player->GetPosX());
// The "+ 0.001" is there because otherwise the player falls through the block they were standing on.
Pkt.WriteDouble(Player->GetStance() + 0.001);
Pkt.WriteDouble(Player->GetPosZ());
Pkt.WriteFloat((float)Player->GetYaw());
Pkt.WriteFloat((float)Player->GetPitch());
Pkt.WriteByte(0);
}
void cProtocol180::SendUseBed(const cEntity & a_Entity, int a_BlockX, int a_BlockY, int a_BlockZ)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x0a);
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WritePosition(a_BlockX, a_BlockY, a_BlockZ);
}
void cProtocol180::SendCollectEntity(const cEntity & a_Entity, const cPlayer & a_Player)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x0d); // Collect Item packet
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteVarInt(a_Player.GetUniqueID());
}
void cProtocol180::SendEntityVelocity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x12); // Entity Velocity packet
Pkt.WriteVarInt(a_Entity.GetUniqueID());
// 400 = 8000 / 20 ... Conversion from our speed in m/s to 8000 m/tick
Pkt.WriteShort((short)(a_Entity.GetSpeedX() * 400));
Pkt.WriteShort((short)(a_Entity.GetSpeedY() * 400));
Pkt.WriteShort((short)(a_Entity.GetSpeedZ() * 400));
}
void cProtocol180::SendDestroyEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x13); // Destroy Entities packet
Pkt.WriteVarInt(1);
Pkt.WriteVarInt(a_Entity.GetUniqueID());*/
}
void cProtocol180::SendEntityRelMove(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x15); // Entity Relative Move packet
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteByte(a_RelX);
Pkt.WriteByte(a_RelY);
Pkt.WriteByte(a_RelZ);
Pkt.WriteBool(true); // TODO: IsOnGround() on entities*/
}
void cProtocol180::SendEntityRelMoveLook(const cEntity & a_Entity, char a_RelX, char a_RelY, char a_RelZ)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x17); // Entity Look And Relative Move packet
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteByte(a_RelX);
Pkt.WriteByte(a_RelY);
Pkt.WriteByte(a_RelZ);
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(true); // TODO: IsOnGround() on entities*/
}
void cProtocol180::SendEntityLook(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x16); // Entity Look packet
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(true); // TODO: IsOnGround() on entities*/
}
void cProtocol180::SendTeleportEntity(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x18);
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteFPInt(a_Entity.GetPosX());
Pkt.WriteFPInt(a_Entity.GetPosY());
Pkt.WriteFPInt(a_Entity.GetPosZ());
Pkt.WriteByteAngle(a_Entity.GetYaw());
Pkt.WriteByteAngle(a_Entity.GetPitch());
Pkt.WriteBool(true); // TODO: IsOnGrond() on entities*/
}
void cProtocol180::SendEntityHeadLook(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x19); // Entity Head Look packet
Pkt.WriteVarInt((UInt32)a_Entity.GetUniqueID());
Pkt.WriteByteAngle(a_Entity.GetHeadYaw());*/
}
void cProtocol180::SendEntityMetadata(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x1c); // Entity Metadata packet
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteEntityMetadata(a_Entity);
Pkt.WriteByte(0x7f); // The termination byte*/
}
void cProtocol180::SendEntityEffect(const cEntity & a_Entity, int a_EffectID, int a_Amplifier, short a_Duration)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x1D); // Entity Effect packet
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteByte(a_EffectID);
Pkt.WriteByte(a_Amplifier);
Pkt.WriteVarInt((UInt32)a_Duration);
Pkt.WriteBool(false); // Hide particles
}
void cProtocol180::SendRemoveEntityEffect(const cEntity & a_Entity, int a_EffectID)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x1e);
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteByte(a_EffectID);
}
void cProtocol180::SendEntityProperties(const cEntity & a_Entity)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x20); // Entity Properties packet
Pkt.WriteVarInt(a_Entity.GetUniqueID());
Pkt.WriteEntityProperties(a_Entity);
}
void cProtocol180::SendKeepAlive(int a_PingID)
{
// Drop the packet if the protocol is not in the Game state yet (caused a client crash):
if (m_State != 3)
{
LOGWARNING("Trying to send a KeepAlive packet to a player who's not yet fully logged in (%d). The protocol class prevented the packet.", m_State);
return;
}
cPacketizer Pkt(*this, 0x00); // Keep Alive packet
Pkt.WriteVarInt(a_PingID);
}
void cProtocol180::SendHealth(void)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x06); // Update Health packet
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteFloat((float)Player->GetHealth());
Pkt.WriteVarInt((UInt32)Player->GetFoodLevel());
Pkt.WriteFloat((float)Player->GetFoodSaturationLevel());
}
void cProtocol180::SendExperience(void)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x1f); // Experience Packet
cPlayer * Player = m_Client->GetPlayer();
Pkt.WriteFloat(Player->GetXpPercentage());
Pkt.WriteVarInt((UInt32)Player->GetXpLevel());
Pkt.WriteVarInt((UInt32)Player->GetCurrentXp());
}
void cProtocol180::SendPaintingSpawn(const cPainting & a_Painting)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x10); // Spawn Painting packet
Pkt.WriteVarInt(a_Painting.GetUniqueID());
Pkt.WriteString(a_Painting.GetName().c_str());
Pkt.WritePosition(Vector3i(a_Painting.GetPosX(), a_Painting.GetPosY(), a_Painting.GetPosZ()));
Pkt.WriteChar(a_Painting.GetDirection());*/
}
void cProtocol180::SendPluginMessage(const AString & a_Channel, const AString & a_Message)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x3f);
Pkt.WriteString(a_Channel);
Pkt.WriteBuf(a_Message.data(), a_Message.size());
}
void cProtocol180::SendUnloadChunk(int a_ChunkX, int a_ChunkZ)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x21); // Chunk Data packet
Pkt.WriteInt(a_ChunkX);
Pkt.WriteInt(a_ChunkZ);
Pkt.WriteBool(true);
Pkt.WriteShort(0); // Primary bitmap
Pkt.WriteVarInt(0); // Data size
}
void cProtocol180::SendChunkData(int a_ChunkX, int a_ChunkZ, cChunkDataSerializer & a_Serializer)
{
ASSERT(m_State == 3); // In game mode?
// Serialize first, before creating the Packetizer (the packetizer locks a CS)
// This contains the flags and bitmasks, too
const AString & ChunkData = a_Serializer.Serialize(cChunkDataSerializer::RELEASE_1_8_0, a_ChunkX, a_ChunkZ);
cCSLock Lock(m_CSPacket);
SendData(ChunkData.data(), ChunkData.size());
}
void cProtocol180::SendBlockChange(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x23); // Block Change packet
Pkt.WritePosition(a_BlockX, a_BlockY, a_BlockZ);
UInt32 Block = ((UInt32)a_BlockType << 4) | ((UInt32)a_BlockMeta & 15);
Pkt.WriteVarInt(Block);
}
void cProtocol180::SendBlockChanges(int a_ChunkX, int a_ChunkZ, const sSetBlockVector & a_Changes)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x22); // Multi Block Change packet
Pkt.WriteInt(a_ChunkX);
Pkt.WriteInt(a_ChunkZ);
Pkt.WriteVarInt((UInt32)a_Changes.size());
for (sSetBlockVector::const_iterator itr = a_Changes.begin(), end = a_Changes.end(); itr != end; ++itr)
{
short Coords = itr->y | (itr->z << 8) | (itr->x << 12);
Pkt.WriteShort(Coords);
UInt32 Block = ((UInt32)itr->BlockType << 4) | ((UInt32)itr->BlockMeta & 15);
Pkt.WriteVarInt(Block);
} // for itr - a_Changes[]*/
}
void cProtocol180::SendChat(const AString & a_Message)
{
ASSERT(m_State == 3); // In game mode?
cPacketizer Pkt(*this, 0x02); // Chat Message packet
Pkt.WriteString(Printf("{\"text\":\"%s\"}", EscapeString(a_Message).c_str()));
Pkt.WriteChar(0);
}
void cProtocol180::SendChat(const cCompositeChat & a_Message)
{
ASSERT(m_State == 3); // In game mode?
// Compose the complete Json string to send:
Json::Value msg;
cWorld * World = m_Client->GetPlayer()->GetWorld();
msg["text"] = cClientHandle::FormatMessageType((World == NULL) ? false : World->ShouldUseChatPrefixes(), a_Message.GetMessageType(), a_Message.GetAdditionalMessageTypeData()); // The client crashes without this field being present
const cCompositeChat::cParts & Parts = a_Message.GetParts();
for (cCompositeChat::cParts::const_iterator itr = Parts.begin(), end = Parts.end(); itr != end; ++itr)
{
Json::Value Part;
switch ((*itr)->m_PartType)
{
case cCompositeChat::ptText:
{
Part["text"] = (*itr)->m_Text;
AddChatPartStyle(Part, (*itr)->m_Style);
break;
}
case cCompositeChat::ptClientTranslated:
{
const cCompositeChat::cClientTranslatedPart & p = (const cCompositeChat::cClientTranslatedPart &)**itr;
Part["translate"] = p.m_Text;
Json::Value With;
for (AStringVector::const_iterator itrW = p.m_Parameters.begin(), endW = p.m_Parameters.end(); itrW != endW; ++itr)
{
With.append(*itrW);
}
if (!p.m_Parameters.empty())
{
Part["with"] = With;
}
AddChatPartStyle(Part, p.m_Style);
break;
}
case cCompositeChat::ptUrl:
{
const cCompositeChat::cUrlPart & p = (const cCompositeChat::cUrlPart &)**itr;
Part["text"] = p.m_Text;
Json::Value Url;
Url["action"] = "open_url";
Url["value"] = p.m_Url;
Part["clickEvent"] = Url;
AddChatPartStyle(Part, p.m_Style);
break;
}
case cCompositeChat::ptSuggestCommand:
case cCompositeChat::ptRunCommand:
{
const cCompositeChat::cCommandPart & p = (const cCompositeChat::cCommandPart &)**itr;
Part["text"] = p.m_Text;
Json::Value Cmd;
Cmd["action"] = (p.m_PartType == cCompositeChat::ptRunCommand) ? "run_command" : "suggest_command";
Cmd["value"] = p.m_Command;
Part["clickEvent"] = Cmd;
AddChatPartStyle(Part, p.m_Style);
break;
}
case cCompositeChat::ptShowAchievement:
{
const cCompositeChat::cShowAchievementPart & p = (const cCompositeChat::cShowAchievementPart &)**itr;
Part["translate"] = "chat.type.achievement";
Json::Value Ach;
Ach["action"] = "show_achievement";
Ach["value"] = p.m_Text;
Json::Value AchColourAndName;
AchColourAndName["color"] = "green";
AchColourAndName["translate"] = p.m_Text;
AchColourAndName["hoverEvent"] = Ach;
Json::Value Extra;
Extra.append(AchColourAndName);
Json::Value Name;
Name["text"] = p.m_PlayerName;
Json::Value With;
With.append(Name);
With.append(Extra);
Part["with"] = With;
AddChatPartStyle(Part, p.m_Style);
break;
}
}
msg["extra"].append(Part);
} // for itr - Parts[]
// Send the message to the client:
cPacketizer Pkt(*this, 0x02);
Pkt.WriteString(msg.toStyledString());
Pkt.WriteChar(0);
}
void cProtocol180::SendEntityEquipment(const cEntity & a_Entity, short a_SlotNum, const cItem & a_Item)
{
ASSERT(m_State == 3); // In game mode?
/*cPacketizer Pkt(*this, 0x04); // Entity Equipment packet
Pkt.WriteVarInt((UInt32)a_Entity.GetUniqueID());
Pkt.WriteShort(a_SlotNum);
Pkt.WriteItem(a_Item);*/
}
void cProtocol180::SendLogin(const cPlayer & a_Player, const cWorld & a_World)
{
// Send the Join Game packet:
{
cServer * Server = cRoot::Get()->GetServer();
cPacketizer Pkt(*this, 0x01); // Join Game packet
Pkt.WriteInt(a_Player.GetUniqueID());
Pkt.WriteByte((Byte)a_Player.GetEffectiveGameMode() | (Server->IsHardcore() ? 0x08 : 0)); // Hardcore flag bit 4
Pkt.WriteChar((char)a_World.GetDimension());
Pkt.WriteByte(2); // TODO: Difficulty (set to Normal)
Pkt.WriteByte(std::min(Server->GetMaxPlayers(), 60));
Pkt.WriteString("default"); // Level type - wtf?
Pkt.WriteBool(false); // Reduced Debug Info - wtf?
}
m_LastSentDimension = a_World.GetDimension();
// Send the spawn position:
{
cPacketizer Pkt(*this, 0x05); // Spawn Position packet
Pkt.WritePosition(a_World.GetSpawnX(), a_World.GetSpawnY(), a_World.GetSpawnZ());
}
// Send player abilities:
SendPlayerAbilities();
}
bool cProtocol180::ReadItem(cByteBuffer & a_ByteBuffer, cItem & a_Item)
{
HANDLE_PACKET_READ(a_ByteBuffer, ReadBEShort, short, ItemType);
if (ItemType == -1)
{
// The item is empty, no more data follows
a_Item.Empty();
return true;
}
a_Item.m_ItemType = ItemType;
HANDLE_PACKET_READ(a_ByteBuffer, ReadChar, char, ItemCount);
HANDLE_PACKET_READ(a_ByteBuffer, ReadBEShort, short, ItemDamage);
a_Item.m_ItemCount = ItemCount;
a_Item.m_ItemDamage = ItemDamage;
if (ItemCount <= 0)
{
a_Item.Empty();
}
HANDLE_PACKET_READ(a_ByteBuffer, ReadChar, char, FirstChar);
if (FirstChar == 0)
{
// No metadata
return true;
}
a_ByteBuffer.ReverseRead(1);
// Read the metadata
AString Metadata;
a_ByteBuffer.ReadAll(Metadata);
ParseItemMetadata(a_Item, Metadata, false);
return true;
}
void cProtocol180::HandlePacketCreativeInventoryAction(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadBEShort, short, SlotNum);
cItem Item;
if (!ReadItem(a_ByteBuffer, Item))
{
return;
}
m_Client->HandleCreativeInventory(SlotNum, Item);
}
void cProtocol180::HandlePacketClientStatus(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadChar, char, ActionID);
switch (ActionID)
{
case 0:
{
// Respawn
m_Client->HandleRespawn();
break;
}
case 1:
{
// Request stats
const cStatManager & Manager = m_Client->GetPlayer()->GetStatManager();
SendStatistics(Manager);
break;
}
case 2:
{
// Open Inventory achievement
m_Client->GetPlayer()->AwardAchievement(achOpenInv);
break;
}
}
}
void cProtocol180::HandlePacketPluginMessage(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadVarUTF8String, AString, Channel);
AString Data;
if (!a_ByteBuffer.ReadString(Data, a_ByteBuffer.GetReadableSpace() - 1))
{
return;
}
m_Client->HandlePluginMessage(Channel, Data);
}
void cProtocol180::HandlePacketStatusRequest(cByteBuffer & a_ByteBuffer)
{
cServer * Server = cRoot::Get()->GetServer();
AString ServerDescription = Server->GetDescription();
int NumPlayers = Server->GetNumPlayers();
int MaxPlayers = Server->GetMaxPlayers();
AString Favicon = Server->GetFaviconData();
cRoot::Get()->GetPluginManager()->CallHookServerPing(*m_Client, ServerDescription, NumPlayers, MaxPlayers, Favicon);
// Version:
Json::Value Version;
Version["name"] = "1.8";
Version["protocol"] = 47;
// Players:
Json::Value Players;
Players["online"] = NumPlayers;
Players["max"] = MaxPlayers;
// TODO: Add "sample"
// Description:
Json::Value Description;
Description["text"] = ServerDescription.c_str();
// Create the response:
Json::Value ResponseValue;
ResponseValue["version"] = Version;
ResponseValue["players"] = Players;
ResponseValue["description"] = Description;
if (!Favicon.empty())
{
ResponseValue["favicon"] = Printf("data:image/png;base64,%s", Favicon.c_str());
}
Json::StyledWriter Writer;
AString Response = Writer.write(ResponseValue);
cPacketizer Pkt(*this, 0x00); // Response packet
Pkt.WriteString(Response);
}
void cProtocol180::HandlePacketLoginStart(cByteBuffer & a_ByteBuffer)
{
AString Username;
if (!a_ByteBuffer.ReadVarUTF8String(Username))
{
m_Client->Kick("Bad username");
return;
}
if (!m_Client->HandleHandshake(Username))
{
// The client is not welcome here, they have been sent a Kick packet already
return;
}
cServer * Server = cRoot::Get()->GetServer();
// If auth is required, then send the encryption request:
if (Server->ShouldAuthenticate())
{
cPacketizer Pkt(*this, 0x01);
Pkt.WriteString(Server->GetServerID());
const AString & PubKeyDer = Server->GetPublicKeyDER();
Pkt.WriteVarInt((short)PubKeyDer.size());
Pkt.WriteBuf(PubKeyDer.data(), PubKeyDer.size());
Pkt.WriteVarInt(4);
Pkt.WriteInt((int)(intptr_t)this); // Using 'this' as the cryptographic nonce, so that we don't have to generate one each time :)
m_Client->SetUsername(Username);
return;
}
m_Client->HandleLogin(4, Username);
}
void cProtocol180::HandlePacketLoginEncryptionResponse(cByteBuffer & a_ByteBuffer)
{
UInt32 EncKeyLength, EncNonceLength;
a_ByteBuffer.ReadVarInt(EncKeyLength);
AString EncKey;
if (!a_ByteBuffer.ReadString(EncKey, EncKeyLength))
{
return;
}
a_ByteBuffer.ReadVarInt(EncNonceLength);
AString EncNonce;
if (!a_ByteBuffer.ReadString(EncNonce, EncNonceLength))
{
return;
}
if ((EncKeyLength > MAX_ENC_LEN) || (EncNonceLength > MAX_ENC_LEN))
{
LOGD("Too long encryption");
m_Client->Kick("Hacked client");
return;
}
// Decrypt EncNonce using privkey
cRsaPrivateKey & rsaDecryptor = cRoot::Get()->GetServer()->GetPrivateKey();
Int32 DecryptedNonce[MAX_ENC_LEN / sizeof(Int32)];
int res = rsaDecryptor.Decrypt((const Byte *)EncNonce.data(), EncNonce.size(), (Byte *)DecryptedNonce, sizeof(DecryptedNonce));
if (res != 4)
{
LOGD("Bad nonce length: got %d, exp %d", res, 4);
m_Client->Kick("Hacked client");
return;
}
if (ntohl(DecryptedNonce[0]) != (unsigned)(uintptr_t)this)
{
LOGD("Bad nonce value");
m_Client->Kick("Hacked client");
return;
}
// Decrypt the symmetric encryption key using privkey:
Byte DecryptedKey[MAX_ENC_LEN];
res = rsaDecryptor.Decrypt((const Byte *)EncKey.data(), EncKey.size(), DecryptedKey, sizeof(DecryptedKey));
if (res != 16)
{
LOGD("Bad key length");
m_Client->Kick("Hacked client");
return;
}
StartEncryption(DecryptedKey);
m_Client->HandleLogin(4, m_Client->GetUsername());
}
void cProtocol180::HandlePacketSteerVehicle(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, Forward);
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, Sideways);
HANDLE_READ(a_ByteBuffer, ReadChar, char, Flags);
if ((Flags & 0x2) != 0)
{
m_Client->HandleUnmount();
}
else if ((Flags & 0x1) != 0)
{
m_Client->HandleSteerVehicle(Forward, Sideways);
}
}
void cProtocol180::HandlePacketEntityAction(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadVarInt, UInt32, PlayerID);
HANDLE_READ(a_ByteBuffer, ReadChar, char, Action);
HANDLE_READ(a_ByteBuffer, ReadVarInt, UInt32, JumpBoost);
switch (Action)
{
case 0: m_Client->HandleEntityCrouch(PlayerID, true); break; // Crouch
case 1: m_Client->HandleEntityCrouch(PlayerID, false); break; // Uncrouch
case 2: m_Client->HandleEntityLeaveBed(PlayerID); break; // Leave Bed
case 3: m_Client->HandleEntitySprinting(PlayerID, true); break; // Start sprinting
case 4: m_Client->HandleEntitySprinting(PlayerID, false); break; // Stop sprinting
}
}
void cProtocol180::HandlePacketUseEntity(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadVarInt, UInt32, EntityID);
HANDLE_READ(a_ByteBuffer, ReadVarInt, UInt32, Type);
switch (Type)
{
case 0:
{
m_Client->HandleUseEntity((int)EntityID, false);
break;
}
case 1:
{
m_Client->HandleUseEntity((int)EntityID, true);
break;
}
case 2:
{
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, TargetX);
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, TargetY);
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, TargetZ);
// TODO: Do anything
break;
}
default:
{
ASSERT(!"Unhandled use entity type!");
return;
}
}
}
void cProtocol180::HandlePacketKeepAlive(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadVarInt, UInt32, KeepAliveID);
m_Client->HandleKeepAlive((int)KeepAliveID);
}
void cProtocol180::HandlePacketPlayerPos(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadBEDouble, double, PosX);
HANDLE_READ(a_ByteBuffer, ReadBEDouble, double, PosY);
HANDLE_READ(a_ByteBuffer, ReadBEDouble, double, PosZ);
HANDLE_READ(a_ByteBuffer, ReadBool, bool, IsOnGround);
m_Client->HandlePlayerPos(PosX, PosY, PosZ, PosY + 1.62, IsOnGround);
}
void cProtocol180::HandlePacketPlayerPosLook(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadBEDouble, double, PosX);
HANDLE_READ(a_ByteBuffer, ReadBEDouble, double, PosY);
HANDLE_READ(a_ByteBuffer, ReadBEDouble, double, PosZ);
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, Yaw);
HANDLE_READ(a_ByteBuffer, ReadBEFloat, float, Pitch);
HANDLE_READ(a_ByteBuffer, ReadBool, bool, IsOnGround);
m_Client->HandlePlayerMoveLook(PosX, PosY, PosZ, PosY + 1.62, Yaw, Pitch, IsOnGround);
}
void cProtocol180::HandlePacketClientSettings(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadVarUTF8String, AString, Locale);
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, ViewDistance);
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, ChatFlags);
HANDLE_READ(a_ByteBuffer, ReadBool, bool, ChatColors);
HANDLE_READ(a_ByteBuffer, ReadChar, char, SkinFlags);
m_Client->SetLocale(Locale);
// TODO: Handle other values
}
void cProtocol180::HandlePacketBlockPlace(cByteBuffer & a_ByteBuffer)
{
int BlockX, BlockY, BlockZ;
if (!a_ByteBuffer.ReadPosition(BlockX, BlockY, BlockZ))
{
return;
}
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, Face);
cItem Item;
ReadItem(a_ByteBuffer, Item);
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, CursorX);
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, CursorY);
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, CursorZ);
m_Client->HandleRightClick(BlockX, BlockY, BlockZ, static_cast<eBlockFace>(Face), CursorX, CursorY, CursorZ, m_Client->GetPlayer()->GetEquippedItem());
}
void cProtocol180::HandlePacketBlockDig(cByteBuffer & a_ByteBuffer)
{
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, Status);
int BlockX, BlockY, BlockZ;
if (!a_ByteBuffer.ReadPosition(BlockX, BlockY, BlockZ))
{
return;
}
HANDLE_READ(a_ByteBuffer, ReadByte, Byte, Face);
m_Client->HandleLeftClick(BlockX, BlockY, BlockZ, static_cast<eBlockFace>(Face), Status);
}