Commit Graph

709 Commits

Author SHA1 Message Date
3dafee6aa6 NetworkSession: explicitly unregister effect manager hooks on dispose,
close #3455
2020-05-14 10:59:10 +01:00
36c5d9117d LoginPacketHandler: properly handle failure to base64_decode stuff from JWT
previously this might just return false and blow up in your face.
I considered fixing this on stable too, but it's less useful there because so much stuff on stable just explodes at the first wrong thing anyway.
2020-05-14 09:46:44 +01:00
955b23cc8e Merge branch 'stable'
# Conflicts:
#	resources/vanilla
2020-05-14 00:23:36 +01:00
e9ecb9a9fd fixed build failure 2020-05-13 22:54:24 +01:00
84291e7980 Throw a more specific exception for JWT handling errors 2020-05-13 21:23:04 +01:00
486e0e710b JwtUtils: fix minor formatting issue 2020-05-13 20:51:24 +01:00
44a7829536 VerifyLoginException: fixed rogue usage in JwtUtils 2020-05-13 20:50:41 +01:00
d7eb4f9651 Extract more general-purpose logic to JwtUtils
this code could now be reused for creating custom login packets.
2020-05-13 20:46:01 +01:00
161ac468f3 ProcessLoginTask: properly cater for key parsing errors 2020-05-13 19:23:12 +01:00
934f85841c asserts 👏 are 👏 not 👏 error 👏 checking 2020-05-13 13:37:49 +01:00
8c2878fe5b Added JwtUtils::parse(), make ProcessLoginTask more robust 2020-05-13 13:36:42 +01:00
144a66c110 cumulative imports cleanup (again) 2020-05-12 22:38:59 +01:00
6b037d6a4c RuntimeBlockMapping: these IDs are not static any more 2020-05-11 12:40:55 +01:00
b7cf4f01f9 remove utils\UUID, switch to pocketmine/uuid package 2020-05-11 10:46:48 +01:00
a6c35cab9a JwtUtils: fix phpstan failure 2020-05-06 22:00:11 +01:00
0b6d6306cf LoginPacket: fixed error handling edge case with malformed chain data JSON 2020-05-06 21:46:35 +01:00
ed757c7207 consolidate some JWT handling into one class 2020-05-06 21:32:22 +01:00
5d154e43a9 LoginPacket: removed an old hack that's no longer used 2020-05-06 21:18:05 +01:00
a92580b993 StartGamePacket: remove unused imports 2020-05-06 21:14:57 +01:00
acd37b95b8 Merge branch 'next-minor' 2020-05-06 20:41:48 +01:00
88c6dcf46d ChunkCache: clean up handling of cache cleanup on world unload 2020-05-06 13:41:36 +01:00
e392a6a807 PrepareEncryptionTask: do not store onCompletion as a field
pthreads will screw around with it and make it do things it's not supposed to, which is the exact reason why we have thread-local storage to begin with.
2020-05-06 13:32:18 +01:00
ff53ddd3ad PrepareEncryptionTask: fix wrongly-specified nullability of serverPrivateKey 2020-05-06 13:29:58 +01:00
b4606a4cd0 remove PM resource interaction from StartGamePacket
also lose the cache, because it's not very useful ...
2020-05-06 13:17:16 +01:00
dbd51610c3 TypeConverter: use SingletonTrait 2020-05-05 19:22:20 +01:00
81f982a8d9 remove hardcoded legacy entity type ID mapping, load from resources instead 2020-05-04 13:47:39 +01:00
fcd6a69000 cleaning up NBT handling on packet decode/encode
now we always decode, because it's not safe to assume that we can just grab the rest of the bytes in the packet.
2020-05-04 13:23:29 +01:00
a73c54bdd0 making tile spawn compound cache use CacheableNbt instead of strings 2020-05-04 12:35:13 +01:00
c2857a91bd [Network]ChunkSerializer: allow injecting RuntimeBlockMapping
this will allow the same serializer to be reused with different mapping tables (will be needed for multi version).
2020-05-04 12:14:27 +01:00
d3dcb8a4e3 moving entity attack sounds to server-side 2020-05-04 11:50:42 +01:00
8682ea35f7 Introduce some (not great) API for entity animations
while this API is a bit yucky, it's a step forward for protocol isolation and offers the possibility of controlling animations by adding events.
2020-05-01 13:57:26 +01:00
2964a4be35 making BlockPunchSound server-controlled 2020-05-01 12:23:00 +01:00
1969766b70 Nix some client-sided sounds, control them from the server
this is a necessary step to knock out the implicit assumption that every player is using the same protocol.
2020-05-01 11:52:32 +01:00
b74f177958 ChunkCache: destroy cache when world is unloaded 2020-04-29 18:50:33 +01:00
bb11cbd89c World: relocate packet stuff for time and difficulty behind NetworkSession API 2020-04-29 18:31:54 +01:00
c8c0a1533c NetworkSession: seal up actor removal behind API 2020-04-29 17:00:47 +01:00
adadd5423d move force-close crafting grid hack to InGamePacketHandler
the crafting transaction implementation has no business caring about this
2020-04-29 16:54:23 +01:00
4ce6525065 NetworkSession: incomplete abstraction of SetActorDataPacket handling
this needs to have the metadata properties separated too, but that's a job that's going to get VERY messy.
2020-04-29 16:50:52 +01:00
d1b28ce17a NetworkSession: allow sending an arbitrary set of attributes for an entity 2020-04-29 16:45:09 +01:00
f6f714c158 NetworkSession: do not mark shared attributes as synchronized, they don't necessarily belong to us
if we decided to start sending entity attribute changes to viewers too, this would have caused some unexpected behaviour.
2020-04-29 16:38:10 +01:00
f35b7bf80b NetworkBinaryStream: remove stale @throws from getAttributeList() 2020-04-29 16:32:56 +01:00
ad70a9e3dc NetworkSession: allow provision of a custom list of players to syncPlayerList() 2020-04-29 16:27:34 +01:00
d8968e9e40 box up TakeItemActorPacket sending behind NetworkSession API
we need to start thinking about moving this into interfaces.
2020-04-29 16:24:04 +01:00
549940d8a7 remove NullPacketHandler
this is a waste of LOC
2020-04-29 13:14:23 +01:00
b6214744d5 NetworkSession: inject PacketPool instead of hardcoding it
this will make it slightly easier for multi version implementations, but handlers are still quite a big problem.
2020-04-29 12:48:28 +01:00
09e994a026 NetworkBinaryStream: swap BadPacketException for PacketDecodeException 2020-04-29 11:39:44 +01:00
f6f1d31112 do not mess with cached data directly in packets 2020-04-29 11:34:25 +01:00
f9a587d40e imports cleanup 2020-04-28 17:27:38 +01:00
81044d6aea updated to latest RakLib 2020-04-28 16:30:29 +01:00
3be9548b1e net: compressors are now fully dynamic (or at least the potential to be)
the compressor used by RakLibInterface when opening a session is still
hardcoded, but that's because we have no way to select the correct
compressor at that point in the login sequence, since we aren't
propagating the protocol information up from RakLib right now.
2020-04-28 16:21:18 +01:00