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Initial mass migration to session handlers
This introduces several new session handlers, splitting up session handling into several new states: - Login: Only allows handling the LoginPacket. This is the only time LoginPacket can be sent, and it'll be discarded when sent at any other time. - Resource packs: Handles only the resource packs sequence (downloading packs and such). This is the only time ResourcePackClientResponse and ResourcePackChunkRequest will be handled. - Pre-spawn: Only chunk radius requests are accepted during this state. SimpleNetworkHandler handles all the "rest" of the logic that hasn't yet been separated out into their own dedicated handlers. There's also a NullNetworkHandler which discards all packets while it's active. This solves a large number of issues with the security of the login sequence. It solves a range of possible DoS attacks and crashes, while also allowing great code simplification and cleanup.
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<?php
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/*
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*
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* ____ _ _ __ __ _ __ __ ____
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* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
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* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
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* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
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* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* @author PocketMine Team
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* @link http://www.pocketmine.net/
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*
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*
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*/
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declare(strict_types=1);
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namespace pocketmine\network\mcpe\handler;
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use pocketmine\network\mcpe\NetworkSession;
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use pocketmine\network\mcpe\protocol\RequestChunkRadiusPacket;
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use pocketmine\network\mcpe\protocol\StartGamePacket;
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use pocketmine\network\mcpe\protocol\types\DimensionIds;
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use pocketmine\Player;
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use pocketmine\Server;
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/**
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* Handler used for the pre-spawn phase of the session.
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*/
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class PreSpawnSessionHandler extends SessionHandler{
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/** @var Server */
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private $server;
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/** @var Player */
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private $player;
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/** @var NetworkSession */
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private $session;
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public function __construct(Server $server, Player $player, NetworkSession $session){
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$this->player = $player;
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$this->server = $server;
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$this->session = $session;
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}
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public function setUp() : void{
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$spawnPosition = $this->player->getSpawn();
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$pk = new StartGamePacket();
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$pk->entityUniqueId = $this->player->getId();
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$pk->entityRuntimeId = $this->player->getId();
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$pk->playerGamemode = Player::getClientFriendlyGamemode($this->player->getGamemode());
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$pk->playerPosition = $this->player->getOffsetPosition($this->player);
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$pk->pitch = $this->player->pitch;
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$pk->yaw = $this->player->yaw;
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$pk->seed = -1;
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$pk->dimension = DimensionIds::OVERWORLD; //TODO: implement this properly
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$pk->worldGamemode = Player::getClientFriendlyGamemode($this->server->getGamemode());
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$pk->difficulty = $this->player->getLevel()->getDifficulty();
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$pk->spawnX = $spawnPosition->getFloorX();
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$pk->spawnY = $spawnPosition->getFloorY();
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$pk->spawnZ = $spawnPosition->getFloorZ();
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$pk->hasAchievementsDisabled = true;
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$pk->time = $this->player->getLevel()->getTime();
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$pk->eduMode = false;
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$pk->rainLevel = 0; //TODO: implement these properly
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$pk->lightningLevel = 0;
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$pk->commandsEnabled = true;
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$pk->levelId = "";
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$pk->worldName = $this->server->getMotd();
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$this->session->sendDataPacket($pk);
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$this->player->getLevel()->sendTime($this->player);
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$this->player->sendAttributes(true);
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$this->player->sendCommandData();
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$this->player->sendSettings();
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$this->player->sendPotionEffects($this->player);
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$this->player->sendData($this->player);
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$this->player->sendAllInventories();
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$this->player->getInventory()->sendCreativeContents();
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$this->player->getInventory()->sendHeldItem($this->player);
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$this->session->getInterface()->putPacket($this->player, $this->server->getCraftingManager()->getCraftingDataPacket());
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$this->server->sendFullPlayerListData($this->player);
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}
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public function handleRequestChunkRadius(RequestChunkRadiusPacket $packet) : bool{
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$this->player->setViewDistance($packet->radius);
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return true;
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}
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}
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