player = $player; $this->session = $session; } public function handleText(TextPacket $packet) : bool{ if($packet->type === TextPacket::TYPE_CHAT){ return $this->player->chat($packet->message); } return false; } public function handleMovePlayer(MovePlayerPacket $packet) : bool{ $yaw = fmod($packet->yaw, 360); $pitch = fmod($packet->pitch, 360); if($yaw < 0){ $yaw += 360; } $this->player->setRotation($yaw, $pitch); $this->player->updateNextPosition($packet->position->subtract(0, 1.62, 0)); return true; } public function handleLevelSoundEventPacketV1(LevelSoundEventPacketV1 $packet) : bool{ return true; //useless leftover from 1.8 } public function handleEntityEvent(EntityEventPacket $packet) : bool{ $this->player->doCloseInventory(); switch($packet->event){ case EntityEventPacket::EATING_ITEM: //TODO: ignore this and handle it server-side if($packet->data === 0){ return false; } $this->player->broadcastEntityEvent(EntityEventPacket::EATING_ITEM, $packet->data); break; default: return false; } return true; } public function handleInventoryTransaction(InventoryTransactionPacket $packet) : bool{ if($this->player->isSpectator()){ $this->player->sendAllInventories(); return true; } $result = true; if($packet->trData instanceof NormalTransactionData){ $result = $this->handleNormalTransaction($packet->trData); }elseif($packet->trData instanceof MismatchTransactionData){ $this->player->sendAllInventories(); $result = true; }elseif($packet->trData instanceof UseItemTransactionData){ $result = $this->handleUseItemTransaction($packet->trData); }elseif($packet->trData instanceof UseItemOnEntityTransactionData){ $result = $this->handleUseItemOnEntityTransaction($packet->trData); }elseif($packet->trData instanceof ReleaseItemTransactionData){ $result = $this->handleReleaseItemTransaction($packet->trData); } if(!$result){ $this->player->sendAllInventories(); } return $result; } private function handleNormalTransaction(NormalTransactionData $data) : bool{ /** @var InventoryAction[] $actions */ $actions = []; $isCrafting = false; $isFinalCraftingPart = false; foreach($data->getActions() as $networkInventoryAction){ $isCrafting = $isCrafting || $networkInventoryAction->isCraftingPart(); $isFinalCraftingPart = $isFinalCraftingPart || $networkInventoryAction->isFinalCraftingPart(); try{ $action = $networkInventoryAction->createInventoryAction($this->player); if($action !== null){ $actions[] = $action; } }catch(\UnexpectedValueException $e){ $this->player->getServer()->getLogger()->debug("Unhandled inventory action from " . $this->player->getName() . ": " . $e->getMessage()); return false; } } if($isCrafting){ //we get the actions for this in several packets, so we need to wait until we have all the pieces before //trying to execute it if($this->craftingTransaction === null){ $this->craftingTransaction = new CraftingTransaction($this->player, $actions); }else{ foreach($actions as $action){ $this->craftingTransaction->addAction($action); } } if($isFinalCraftingPart){ try{ $this->craftingTransaction->execute(); }catch(TransactionValidationException $e){ $this->player->getServer()->getLogger()->debug("Failed to execute crafting transaction for " . $this->player->getName() . ": " . $e->getMessage()); return false; }finally{ $this->craftingTransaction = null; } } }else{ //normal transaction fallthru if($this->craftingTransaction !== null){ $this->player->getServer()->getLogger()->debug("Got unexpected normal inventory action with incomplete crafting transaction from " . $this->player->getName() . ", refusing to execute crafting"); $this->craftingTransaction = null; return false; } $transaction = new InventoryTransaction($this->player, $actions); try{ $transaction->execute(); }catch(TransactionValidationException $e){ $logger = $this->player->getServer()->getLogger(); $logger->debug("Failed to execute inventory transaction from " . $this->player->getName() . ": " . $e->getMessage()); $logger->debug("Actions: " . json_encode($data->getActions())); return false; } //TODO: fix achievement for getting iron from furnace } return true; } private function handleUseItemTransaction(UseItemTransactionData $data) : bool{ switch($data->getActionType()){ case UseItemTransactionData::ACTION_CLICK_BLOCK: //TODO: start hack for client spam bug $clickPos = $data->getClickPos(); $spamBug = ($this->lastRightClickPos !== null and microtime(true) - $this->lastRightClickTime < 0.1 and //100ms $this->lastRightClickPos->distanceSquared($clickPos) < 0.00001 //signature spam bug has 0 distance, but allow some error ); //get rid of continued spam if the player clicks and holds right-click $this->lastRightClickPos = clone $clickPos; $this->lastRightClickTime = microtime(true); if($spamBug){ return true; } //TODO: end hack for client spam bug $this->player->interactBlock($data->getBlockPos(), $data->getFace(), $clickPos); return true; case UseItemTransactionData::ACTION_BREAK_BLOCK: $this->player->breakBlock($data->getBlockPos()); return true; case UseItemTransactionData::ACTION_CLICK_AIR: $this->player->useHeldItem(); return true; } return false; } private function handleUseItemOnEntityTransaction(UseItemOnEntityTransactionData $data) : bool{ $target = $this->player->getLevel()->getEntity($data->getEntityRuntimeId()); if($target === null){ return false; } switch($data->getActionType()){ case UseItemOnEntityTransactionData::ACTION_INTERACT: $this->player->interactEntity($target, $data->getClickPos()); return true; case UseItemOnEntityTransactionData::ACTION_ATTACK: $this->player->attackEntity($target); return true; } return false; } private function handleReleaseItemTransaction(ReleaseItemTransactionData $data) : bool{ switch($data->getActionType()){ case ReleaseItemTransactionData::ACTION_RELEASE: $this->player->releaseHeldItem(); return true; case ReleaseItemTransactionData::ACTION_CONSUME: $this->player->consumeHeldItem(); return true; } return false; } public function handleMobEquipment(MobEquipmentPacket $packet) : bool{ return $this->player->equipItem($packet->hotbarSlot); } public function handleMobArmorEquipment(MobArmorEquipmentPacket $packet) : bool{ return true; //Not used } public function handleInteract(InteractPacket $packet) : bool{ if($packet->action === InteractPacket::ACTION_MOUSEOVER){ //TODO HACK: silence useless spam (MCPE 1.8) //due to some messy Mojang hacks, it sends this when changing the held item now, which causes us to think //the inventory was closed when it wasn't. //this is also sent whenever entity metadata updates, which can get really spammy. //TODO: implement handling for this where it matters return true; } return false; //TODO } public function handleBlockPickRequest(BlockPickRequestPacket $packet) : bool{ return $this->player->pickBlock(new Vector3($packet->blockX, $packet->blockY, $packet->blockZ), $packet->addUserData); } public function handleEntityPickRequest(EntityPickRequestPacket $packet) : bool{ return false; //TODO } public function handlePlayerAction(PlayerActionPacket $packet) : bool{ $pos = new Vector3($packet->x, $packet->y, $packet->z); switch($packet->action){ case PlayerActionPacket::ACTION_START_BREAK: $this->player->attackBlock($pos, $packet->face); break; case PlayerActionPacket::ACTION_ABORT_BREAK: case PlayerActionPacket::ACTION_STOP_BREAK: $this->player->stopBreakBlock($pos); break; case PlayerActionPacket::ACTION_START_SLEEPING: //unused break; case PlayerActionPacket::ACTION_STOP_SLEEPING: $this->player->stopSleep(); break; case PlayerActionPacket::ACTION_JUMP: $this->player->jump(); return true; case PlayerActionPacket::ACTION_START_SPRINT: if(!$this->player->toggleSprint(true)){ $this->player->sendData($this->player); } return true; case PlayerActionPacket::ACTION_STOP_SPRINT: if(!$this->player->toggleSprint(false)){ $this->player->sendData($this->player); } return true; case PlayerActionPacket::ACTION_START_SNEAK: if(!$this->player->toggleSneak(true)){ $this->player->sendData($this->player); } return true; case PlayerActionPacket::ACTION_STOP_SNEAK: if(!$this->player->toggleSneak(false)){ $this->player->sendData($this->player); } return true; case PlayerActionPacket::ACTION_START_GLIDE: case PlayerActionPacket::ACTION_STOP_GLIDE: break; //TODO case PlayerActionPacket::ACTION_CONTINUE_BREAK: $this->player->continueBreakBlock($pos, $packet->face); break; case PlayerActionPacket::ACTION_START_SWIMMING: break; //TODO case PlayerActionPacket::ACTION_STOP_SWIMMING: //TODO: handle this when it doesn't spam every damn tick (yet another spam bug!!) break; default: $this->player->getServer()->getLogger()->debug("Unhandled/unknown player action type " . $packet->action . " from " . $this->player->getName()); return false; } $this->player->setUsingItem(false); return true; } public function handleEntityFall(EntityFallPacket $packet) : bool{ return true; //Not used } public function handleAnimate(AnimatePacket $packet) : bool{ return $this->player->animate($packet->action); } public function handleContainerClose(ContainerClosePacket $packet) : bool{ return $this->player->doCloseWindow($packet->windowId); } public function handlePlayerHotbar(PlayerHotbarPacket $packet) : bool{ return true; //this packet is useless } public function handleCraftingEvent(CraftingEventPacket $packet) : bool{ return true; //this is a broken useless packet, so we don't use it } public function handleAdventureSettings(AdventureSettingsPacket $packet) : bool{ if($packet->entityUniqueId !== $this->player->getId()){ return false; //TODO: operators can change other people's permissions using this } $handled = false; $isFlying = $packet->getFlag(AdventureSettingsPacket::FLYING); if($isFlying !== $this->player->isFlying()){ if(!$this->player->toggleFlight($isFlying)){ $this->session->syncAdventureSettings($this->player); } $handled = true; } //TODO: check for other changes return $handled; } public function handleBlockEntityData(BlockEntityDataPacket $packet) : bool{ $pos = new Vector3($packet->x, $packet->y, $packet->z); if($pos->distanceSquared($this->player) > 10000){ return false; } $block = $this->player->getLevel()->getBlock($pos); try{ $offset = 0; $nbt = (new NetworkNbtSerializer())->read($packet->namedtag, $offset, 512)->getTag(); }catch(NbtDataException $e){ throw new BadPacketException($e->getMessage(), 0, $e); } if($block instanceof Sign){ if($nbt->hasTag("Text", StringTag::class)){ try{ $text = SignText::fromBlob($nbt->getString("Text")); }catch(\InvalidArgumentException $e){ throw new BadPacketException("Invalid sign text update: " . $e->getMessage(), 0, $e); } try{ if(!$block->updateText($this->player, $text)){ $this->player->getLevel()->sendBlocks([$this->player], [$block]); } }catch(\UnexpectedValueException $e){ throw new BadPacketException($e->getMessage(), 0, $e); } return true; } $this->player->getServer()->getLogger()->debug("Invalid sign update data from " . $this->player->getName() . ": " . base64_encode($packet->namedtag)); } return false; } public function handlePlayerInput(PlayerInputPacket $packet) : bool{ return false; //TODO } public function handleSetPlayerGameType(SetPlayerGameTypePacket $packet) : bool{ if($packet->gamemode !== $this->player->getGamemode()->getMagicNumber()){ //Set this back to default. TODO: handle this properly $this->session->syncGameMode($this->player->getGamemode()); $this->session->syncAdventureSettings($this->player); } return true; } public function handleSpawnExperienceOrb(SpawnExperienceOrbPacket $packet) : bool{ return false; //TODO } public function handleMapInfoRequest(MapInfoRequestPacket $packet) : bool{ return false; //TODO } public function handleRequestChunkRadius(RequestChunkRadiusPacket $packet) : bool{ $this->player->setViewDistance($packet->radius); return true; } public function handleItemFrameDropItem(ItemFrameDropItemPacket $packet) : bool{ $block = $this->player->getLevel()->getBlockAt($packet->x, $packet->y, $packet->z); if($block instanceof ItemFrame and $block->getFramedItem() !== null){ return $this->player->attackBlock(new Vector3($packet->x, $packet->y, $packet->z), $block->getFacing()); } return false; } public function handleBossEvent(BossEventPacket $packet) : bool{ return false; //TODO } public function handleShowCredits(ShowCreditsPacket $packet) : bool{ return false; //TODO: handle resume } public function handleCommandRequest(CommandRequestPacket $packet) : bool{ return $this->player->chat($packet->command); } public function handleCommandBlockUpdate(CommandBlockUpdatePacket $packet) : bool{ return false; //TODO } public function handlePlayerSkin(PlayerSkinPacket $packet) : bool{ return $this->player->changeSkin($packet->skin, $packet->newSkinName, $packet->oldSkinName); } public function handleSubClientLogin(SubClientLoginPacket $packet) : bool{ return false; //TODO } public function handleBookEdit(BookEditPacket $packet) : bool{ return $this->player->handleBookEdit($packet); } public function handleModalFormResponse(ModalFormResponsePacket $packet) : bool{ return $this->player->onFormSubmit($packet->formId, self::stupid_json_decode($packet->formData, true)); } /** * Hack to work around a stupid bug in Minecraft W10 which causes empty strings to be sent unquoted in form responses. * * @param string $json * @param bool $assoc * * @return mixed * @throws BadPacketException */ private static function stupid_json_decode(string $json, bool $assoc = false){ if(preg_match('/^\[(.+)\]$/s', $json, $matches) > 0){ $parts = preg_split('/(?:"(?:\\"|[^"])*"|)\K(,)/', $matches[1]); //Splits on commas not inside quotes, ignoring escaped quotes foreach($parts as $k => $part){ $part = trim($part); if($part === ""){ $part = "\"\""; } $parts[$k] = $part; } $fixed = "[" . implode(",", $parts) . "]"; if(($ret = json_decode($fixed, $assoc)) === null){ throw new BadPacketException("Failed to fix JSON: " . json_last_error_msg() . "(original: $json, modified: $fixed)"); } return $ret; } return json_decode($json, $assoc); } public function handleServerSettingsRequest(ServerSettingsRequestPacket $packet) : bool{ return false; //TODO: GUI stuff } public function handleLabTable(LabTablePacket $packet) : bool{ return false; //TODO } public function handleLevelSoundEvent(LevelSoundEventPacket $packet) : bool{ $this->player->getLevel()->broadcastPacketToViewers($this->player->asVector3(), $packet); return true; } public function handleNetworkStackLatency(NetworkStackLatencyPacket $packet) : bool{ return true; //TODO: implement this properly - this is here to silence debug spam from MCPE dev builds } }