52 Commits

Author SHA1 Message Date
Dylan K. Taylor
c5ca623124 Merge branch 'stable' 2019-04-25 15:27:13 +01:00
Dylan K. Taylor
209ae51a67 Merge branch 'stable' 2019-04-15 16:11:49 +01:00
Dylan K. Taylor
f332550e52 Player: move toggle* rollback handling to network session
this allows network sessions to react to it how they want, or (in the case of things like Specter) perhaps ignore it.
2019-04-02 19:49:53 +01:00
Dylan K. Taylor
e5756dbf0b Move a whole bunch of packet crap to NetworkSession 2019-04-02 18:31:16 +01:00
Dylan K. Taylor
42a263a9df GameMode is now an enum 2019-03-31 16:19:36 +01:00
Dylan K. Taylor
aff2e0c86c Merge branch '3.7' 2019-03-30 19:19:02 +00:00
Dylan K. Taylor
1045088668 Move more packet handling logic out of Player
there is now only (1) packet handler remaining in Player. The reason I haven't targeted this is because it needs improvements of its own.
2019-03-23 12:12:30 +00:00
Dylan K. Taylor
1bc37a1a8a Player: Clean up movement processing, now API-ified 2019-03-23 11:33:32 +00:00
Dylan K. Taylor
9ec62643d5 Player construction now happens when we're ready to create the player entity
this fixes a wide range of bugs with the initial spawn sequence, and allows to simplify a whole lot of player setup logic.
2019-03-23 10:13:14 +00:00
Dylan K. Taylor
8c536c248d Updating for latest PocketMine-NBT changes 2019-03-21 15:58:22 +00:00
Dylan K. Taylor
2e5ef4ba03 Merge remote-tracking branch 'origin/3.7' 2019-03-20 21:35:13 +00:00
Dylan K. Taylor
26a5d97499 Some cleanup to player net session handling for connect/disconnect 2019-03-14 14:32:43 +00:00
Dylan T
8f1bc5d497
Flatten wall_banner and wall_sign into single blocks (#2798)
This comes with some problems, but the problems are more bearable than the previous code.
2019-03-08 16:37:26 +00:00
Dylan K. Taylor
5cca4b5e31 Revamp Sign API, flatten API into blocks 2019-02-28 17:10:37 +00:00
Dylan K. Taylor
6124f93cb4 Player: Clean up item frame drop-item hack
This is now re-routed through a newly-created attack-block handler.
Closes #339
2019-02-25 18:40:04 +00:00
Dylan K. Taylor
66a1b35767 Merge branch '3.6' 2019-02-23 11:05:23 +00:00
Dylan K. Taylor
0c89159cf2 Merge branch '3.6' 2019-02-09 19:22:00 +00:00
Dylan K. Taylor
dbae667dec Silence more InteractPacket noise 2019-02-04 19:51:38 +00:00
Dylan K. Taylor
23269da1a6 Fixed the disaster of packet receive error handling 2019-01-16 19:53:48 +00:00
Dylan K. Taylor
9c53b41851 Added PlayerInfo, Player is no longer accessible during PlayerPreLoginEvent 2019-01-13 19:32:30 +00:00
Dylan K. Taylor
adc1069ed2 Merge branch '3.5' 2019-01-04 23:28:44 +00:00
Dylan K. Taylor
8ef15d728a HandshakeSessionHandler: fix a doc comment bug
thank you PHPStan ❤️
2019-01-03 22:36:31 +00:00
Dylan K. Taylor
4d15eb3327 Cleaned up the InventoryTransactionPacket decoding clusterfuck
@shoghicp, y u do dis... I almost created a sub-packet architecture to deal with this shit :(

This mess really ought to be split into multiple packets. Perhaps the PacketPool can be extended to do that in the future.
2019-01-03 17:24:30 +00:00
Dylan K. Taylor
3b183447b0 Merge branch 'release/3.5' 2018-12-31 21:52:48 +00:00
Dylan K. Taylor
ffa733fe0c Merge branch 'release/3.5' 2018-12-12 19:51:41 +00:00
Dylan K. Taylor
39808dd94f Actually merge branch 'release/3.4' this time 2018-10-19 15:35:23 +01:00
Dylan K. Taylor
c96203b528 Set immobile flag on player pre-spawn
The client likes to fall involuntarily as soon as PLAYER_SPAWN PlayStatus is sent, which causes debug spam on the PM side and then movement reversions if falling far enough. This now prevents the client moving until the server knows the client has spawned.
2018-10-12 17:08:22 +01:00
Dylan K. Taylor
f830eddd59 Merge branch 'mcpe-1.6' into mcpe-1.6-master 2018-08-21 17:55:48 +01:00
Dylan K. Taylor
9ad30e239a Merge branch 'release/3.2' 2018-08-19 10:37:20 +01:00
Dylan K. Taylor
cef1fe9524 Merge branch 'release/3.2' 2018-08-14 16:11:42 +01:00
Dylan K. Taylor
15bac8c58a
Implement send buffering and queuing for network sessions (#2358)
Async compression and broadcasts are now reliable and don't have race condition bugs.
This features improved performance and significantly reduced bandwidth wastage.

Reduce Level broadcast latency by ticking network after levels. This ensures that session buffers get flushed as soon as possible after level tick, if level broadcasts were done.
2018-08-13 14:37:18 +01:00
Dylan K. Taylor
a5383b4a82 Use SetLocalPlayerAsInitializedPacket for spawning, fixed a bunch of bugs
this should fix forms not working during PlayerJoinEvent, and also removes the spurious PlayerItemHeldEvent firing on spawn bug.

The player MUST now send this packet. Bots take note.
2018-08-05 10:45:41 +01:00
Dylan K. Taylor
25660843c5 Player: Obliterate InventoryTransactionPacket handler, add some new methods 2018-08-04 20:01:32 +01:00
Dylan K. Taylor
1ef538b69e LoginSessionHandler: fix crash when disconnected during login handling 2018-07-31 19:40:24 +01:00
Dylan K. Taylor
2bf6764112
Implemented network encryption (#2343)
For those who fuss about performance, you can disable the `network.enable-encryption` option to use sessions without encryption.
2018-07-31 15:54:18 +01:00
Dylan K. Taylor
bdd42d6a78 Added NetworkSession->sendEncoded(), clean up some code 2018-07-27 18:39:14 +01:00
Dylan K. Taylor
85105ed066 Inseparable set of network changes - these all need each other to work
- Separated player handling and creation from network interfaces
- Rewire disconnects to make them not be recursive
- Batching now uses sessions instead of players
- Fixed DisconnectPacket getting sent to players who disconnect of their own accord
2018-07-21 20:03:05 +01:00
Dylan K. Taylor
c5bf746e4c typo 2018-07-21 14:45:22 +01:00
Dylan K. Taylor
7d8624b12f ResourcePacksSessionHandler: clean up error reporting 2018-07-21 14:44:54 +01:00
Dylan K. Taylor
da876cc8f3 ResourcePacksSessionHandler: Prevent clients requesting the same chunk more than once
Currently this can be used to attack the server by spamming requests for the same chunks forever. This commit prevents that by disconnecting the client if a chunk is requested more than 1 time. It is not necessary to allow more than 1 request per chunk, since RakNet should ensure that these are always delivered correctly.
2018-07-21 14:31:34 +01:00
Dylan K. Taylor
d6e61e3e00 ResourcePacksSessionHandler: Account for out-of-bounds chunk requests 2018-07-21 14:19:24 +01:00
Dylan K. Taylor
b9cd96f6e0 ResourcePacksSessionHandler: remove useless brackets 2018-07-21 13:36:20 +01:00
Dylan K. Taylor
c257a791e1 ResourcePacksSessionHandler: move max pack chunk size to const 2018-07-21 09:37:15 +01:00
Dylan K. Taylor
59f6821c29 Allow parameterizing ResourcePackManager to session handler
this will open the way (in the future) for custom managers to be used, instead of a global thing.
2018-07-20 20:08:12 +01:00
Dylan K. Taylor
30c044f028 Unwrap more code from packet handlers 2018-07-20 18:48:46 +01:00
Dylan K. Taylor
015ee90571 Split PlayerActionPacket handling into two classes, death is now a session state 2018-07-20 18:11:29 +01:00
Dylan K. Taylor
f626b9e8a0 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.
2018-07-20 17:09:04 +01:00
Dylan K. Taylor
57a86d9ed7 Player: remove useless InteractPacket handler
all the things we cared about in here don't exist anymore, so there's no sense in the handler still existing. It can be restored when we want to use the things it still does.
2018-07-20 12:39:48 +01:00
Dylan K. Taylor
25cfcada26 Player: clean up container close handling 2018-07-20 12:36:44 +01:00
Dylan K. Taylor
64ecc373be Split up session base logic and packet handling
this will allow for mutable packet handlers which can be used to cleanly implement multi-stage game sessions.
2018-07-20 12:36:44 +01:00