mirror of
https://github.com/pmmp/PocketMine-MP.git
synced 2025-04-19 07:26:00 +00:00
1035 lines
41 KiB
PHP
1035 lines
41 KiB
PHP
<?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\block\BaseSign;
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use pocketmine\block\Lectern;
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use pocketmine\block\tile\Sign;
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use pocketmine\block\utils\SignText;
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use pocketmine\entity\animation\ConsumingItemAnimation;
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use pocketmine\entity\Attribute;
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use pocketmine\entity\InvalidSkinException;
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use pocketmine\event\player\PlayerEditBookEvent;
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use pocketmine\inventory\transaction\action\DropItemAction;
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use pocketmine\inventory\transaction\InventoryTransaction;
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use pocketmine\inventory\transaction\TransactionBuilder;
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use pocketmine\inventory\transaction\TransactionCancelledException;
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use pocketmine\inventory\transaction\TransactionValidationException;
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use pocketmine\item\VanillaItems;
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use pocketmine\item\WritableBook;
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use pocketmine\item\WritableBookPage;
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use pocketmine\item\WrittenBook;
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use pocketmine\math\Facing;
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use pocketmine\math\Vector3;
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use pocketmine\nbt\tag\CompoundTag;
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use pocketmine\nbt\tag\StringTag;
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use pocketmine\network\mcpe\InventoryManager;
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use pocketmine\network\mcpe\NetworkSession;
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use pocketmine\network\mcpe\protocol\ActorEventPacket;
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use pocketmine\network\mcpe\protocol\ActorPickRequestPacket;
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use pocketmine\network\mcpe\protocol\AnimatePacket;
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use pocketmine\network\mcpe\protocol\BlockActorDataPacket;
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use pocketmine\network\mcpe\protocol\BlockPickRequestPacket;
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use pocketmine\network\mcpe\protocol\BookEditPacket;
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use pocketmine\network\mcpe\protocol\BossEventPacket;
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use pocketmine\network\mcpe\protocol\CommandBlockUpdatePacket;
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use pocketmine\network\mcpe\protocol\CommandRequestPacket;
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use pocketmine\network\mcpe\protocol\ContainerClosePacket;
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use pocketmine\network\mcpe\protocol\EmotePacket;
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use pocketmine\network\mcpe\protocol\InteractPacket;
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use pocketmine\network\mcpe\protocol\InventoryTransactionPacket;
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use pocketmine\network\mcpe\protocol\ItemStackRequestPacket;
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use pocketmine\network\mcpe\protocol\ItemStackResponsePacket;
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use pocketmine\network\mcpe\protocol\LabTablePacket;
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use pocketmine\network\mcpe\protocol\LecternUpdatePacket;
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use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
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use pocketmine\network\mcpe\protocol\LevelSoundEventPacketV1;
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use pocketmine\network\mcpe\protocol\MapInfoRequestPacket;
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use pocketmine\network\mcpe\protocol\MobArmorEquipmentPacket;
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use pocketmine\network\mcpe\protocol\MobEquipmentPacket;
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use pocketmine\network\mcpe\protocol\ModalFormResponsePacket;
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use pocketmine\network\mcpe\protocol\MovePlayerPacket;
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use pocketmine\network\mcpe\protocol\NetworkStackLatencyPacket;
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use pocketmine\network\mcpe\protocol\PlayerActionPacket;
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use pocketmine\network\mcpe\protocol\PlayerAuthInputPacket;
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use pocketmine\network\mcpe\protocol\PlayerHotbarPacket;
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use pocketmine\network\mcpe\protocol\PlayerInputPacket;
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use pocketmine\network\mcpe\protocol\PlayerSkinPacket;
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use pocketmine\network\mcpe\protocol\RequestChunkRadiusPacket;
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use pocketmine\network\mcpe\protocol\serializer\BitSet;
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use pocketmine\network\mcpe\protocol\ServerSettingsRequestPacket;
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use pocketmine\network\mcpe\protocol\SetActorMotionPacket;
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use pocketmine\network\mcpe\protocol\SetPlayerGameTypePacket;
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use pocketmine\network\mcpe\protocol\ShowCreditsPacket;
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use pocketmine\network\mcpe\protocol\SpawnExperienceOrbPacket;
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use pocketmine\network\mcpe\protocol\SubClientLoginPacket;
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use pocketmine\network\mcpe\protocol\TextPacket;
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use pocketmine\network\mcpe\protocol\types\ActorEvent;
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use pocketmine\network\mcpe\protocol\types\BlockPosition;
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use pocketmine\network\mcpe\protocol\types\inventory\ContainerIds;
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use pocketmine\network\mcpe\protocol\types\inventory\MismatchTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\NetworkInventoryAction;
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use pocketmine\network\mcpe\protocol\types\inventory\NormalTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\ReleaseItemTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\stackrequest\ItemStackRequest;
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use pocketmine\network\mcpe\protocol\types\inventory\stackresponse\ItemStackResponse;
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use pocketmine\network\mcpe\protocol\types\inventory\UseItemOnEntityTransactionData;
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use pocketmine\network\mcpe\protocol\types\inventory\UseItemTransactionData;
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use pocketmine\network\mcpe\protocol\types\PlayerAction;
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use pocketmine\network\mcpe\protocol\types\PlayerAuthInputFlags;
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use pocketmine\network\mcpe\protocol\types\PlayerBlockActionStopBreak;
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use pocketmine\network\mcpe\protocol\types\PlayerBlockActionWithBlockInfo;
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use pocketmine\network\PacketHandlingException;
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use pocketmine\player\Player;
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use pocketmine\utils\AssumptionFailedError;
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use pocketmine\utils\Limits;
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use pocketmine\utils\TextFormat;
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use pocketmine\utils\Utils;
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use pocketmine\world\format\Chunk;
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use function array_push;
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use function count;
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use function fmod;
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use function get_debug_type;
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use function implode;
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use function in_array;
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use function is_infinite;
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use function is_nan;
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use function json_decode;
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use function max;
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use function mb_strlen;
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use function microtime;
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use function sprintf;
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use function str_starts_with;
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use function strlen;
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use const JSON_THROW_ON_ERROR;
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/**
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* This handler handles packets related to general gameplay.
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*/
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class InGamePacketHandler extends PacketHandler{
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private const MAX_FORM_RESPONSE_DEPTH = 2; //modal/simple will be 1, custom forms 2 - they will never contain anything other than string|int|float|bool|null
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protected float $lastRightClickTime = 0.0;
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protected ?UseItemTransactionData $lastRightClickData = null;
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protected ?Vector3 $lastPlayerAuthInputPosition = null;
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protected ?float $lastPlayerAuthInputYaw = null;
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protected ?float $lastPlayerAuthInputPitch = null;
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protected ?BitSet $lastPlayerAuthInputFlags = null;
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public bool $forceMoveSync = false;
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protected ?string $lastRequestedFullSkinId = null;
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public function __construct(
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private Player $player,
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private NetworkSession $session,
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private InventoryManager $inventoryManager
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){}
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public function handleText(TextPacket $packet) : bool{
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if($packet->type === TextPacket::TYPE_CHAT){
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return $this->player->chat($packet->message);
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}
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return false;
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}
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public function handleMovePlayer(MovePlayerPacket $packet) : bool{
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//The client sends this every time it lands on the ground, even when using PlayerAuthInputPacket.
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//Silence the debug spam that this causes.
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return true;
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}
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private function resolveOnOffInputFlags(BitSet $inputFlags, int $startFlag, int $stopFlag) : ?bool{
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$enabled = $inputFlags->get($startFlag);
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$disabled = $inputFlags->get($stopFlag);
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if($enabled !== $disabled){
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return $enabled;
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}
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//neither flag was set, or both were set
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return null;
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}
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public function handlePlayerAuthInput(PlayerAuthInputPacket $packet) : bool{
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$rawPos = $packet->getPosition();
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$rawYaw = $packet->getYaw();
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$rawPitch = $packet->getPitch();
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foreach([$rawPos->x, $rawPos->y, $rawPos->z, $rawYaw, $packet->getHeadYaw(), $rawPitch] as $float){
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if(is_infinite($float) || is_nan($float)){
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$this->session->getLogger()->debug("Invalid movement received, contains NAN/INF components");
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return false;
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}
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}
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if($rawYaw !== $this->lastPlayerAuthInputYaw || $rawPitch !== $this->lastPlayerAuthInputPitch){
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$this->lastPlayerAuthInputYaw = $rawYaw;
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$this->lastPlayerAuthInputPitch = $rawPitch;
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$yaw = fmod($rawYaw, 360);
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$pitch = fmod($rawPitch, 360);
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if($yaw < 0){
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$yaw += 360;
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}
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$this->player->setRotation($yaw, $pitch);
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}
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$hasMoved = $this->lastPlayerAuthInputPosition === null || !$this->lastPlayerAuthInputPosition->equals($rawPos);
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$newPos = $rawPos->subtract(0, 1.62, 0)->round(4);
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if($this->forceMoveSync && $hasMoved){
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$curPos = $this->player->getLocation();
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if($newPos->distanceSquared($curPos) > 1){ //Tolerate up to 1 block to avoid problems with client-sided physics when spawning in blocks
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$this->session->getLogger()->debug("Got outdated pre-teleport movement, received " . $newPos . ", expected " . $curPos);
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//Still getting movements from before teleport, ignore them
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return true;
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}
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// Once we get a movement within a reasonable distance, treat it as a teleport ACK and remove position lock
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$this->forceMoveSync = false;
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}
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$inputFlags = $packet->getInputFlags();
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if($inputFlags !== $this->lastPlayerAuthInputFlags){
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$this->lastPlayerAuthInputFlags = $inputFlags;
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$sneaking = $inputFlags->get(PlayerAuthInputFlags::SNEAKING);
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if($this->player->isSneaking() === $sneaking){
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$sneaking = null;
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}
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$sprinting = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_SPRINTING, PlayerAuthInputFlags::STOP_SPRINTING);
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$swimming = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_SWIMMING, PlayerAuthInputFlags::STOP_SWIMMING);
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$gliding = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_GLIDING, PlayerAuthInputFlags::STOP_GLIDING);
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$flying = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_FLYING, PlayerAuthInputFlags::STOP_FLYING);
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$mismatch =
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($sneaking !== null && !$this->player->toggleSneak($sneaking)) |
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($sprinting !== null && !$this->player->toggleSprint($sprinting)) |
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($swimming !== null && !$this->player->toggleSwim($swimming)) |
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($gliding !== null && !$this->player->toggleGlide($gliding)) |
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($flying !== null && !$this->player->toggleFlight($flying));
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if((bool) $mismatch){
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$this->player->sendData([$this->player]);
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}
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if($inputFlags->get(PlayerAuthInputFlags::START_JUMPING)){
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$this->player->jump();
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}
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if($inputFlags->get(PlayerAuthInputFlags::MISSED_SWING)){
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$this->player->missSwing();
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}
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}
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if(!$this->forceMoveSync && $hasMoved){
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$this->lastPlayerAuthInputPosition = $rawPos;
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//TODO: this packet has WAYYYYY more useful information that we're not using
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$this->player->handleMovement($newPos);
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}
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$packetHandled = true;
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$blockActions = $packet->getBlockActions();
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if($blockActions !== null){
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if(count($blockActions) > 100){
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throw new PacketHandlingException("Too many block actions in PlayerAuthInputPacket");
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}
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foreach(Utils::promoteKeys($blockActions) as $k => $blockAction){
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$actionHandled = false;
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if($blockAction instanceof PlayerBlockActionStopBreak){
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$actionHandled = $this->handlePlayerActionFromData($blockAction->getActionType(), new BlockPosition(0, 0, 0), Facing::DOWN);
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}elseif($blockAction instanceof PlayerBlockActionWithBlockInfo){
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$actionHandled = $this->handlePlayerActionFromData($blockAction->getActionType(), $blockAction->getBlockPosition(), $blockAction->getFace());
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}
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if(!$actionHandled){
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$packetHandled = false;
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$this->session->getLogger()->debug("Unhandled player block action at offset $k in PlayerAuthInputPacket");
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}
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}
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}
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$useItemTransaction = $packet->getItemInteractionData();
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if($useItemTransaction !== null){
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if(count($useItemTransaction->getTransactionData()->getActions()) > 100){
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throw new PacketHandlingException("Too many actions in item use transaction");
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}
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$this->inventoryManager->setCurrentItemStackRequestId($useItemTransaction->getRequestId());
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$this->inventoryManager->addRawPredictedSlotChanges($useItemTransaction->getTransactionData()->getActions());
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if(!$this->handleUseItemTransaction($useItemTransaction->getTransactionData())){
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$packetHandled = false;
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$this->session->getLogger()->debug("Unhandled transaction in PlayerAuthInputPacket (type " . $useItemTransaction->getTransactionData()->getActionType() . ")");
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}else{
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$this->inventoryManager->syncMismatchedPredictedSlotChanges();
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}
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$this->inventoryManager->setCurrentItemStackRequestId(null);
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}
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$itemStackRequest = $packet->getItemStackRequest();
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if($itemStackRequest !== null){
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$result = $this->handleSingleItemStackRequest($itemStackRequest);
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$this->session->sendDataPacket(ItemStackResponsePacket::create([$result]));
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}
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return $packetHandled;
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}
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public function handleLevelSoundEventPacketV1(LevelSoundEventPacketV1 $packet) : bool{
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return true; //useless leftover from 1.8
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}
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public function handleActorEvent(ActorEventPacket $packet) : bool{
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if($packet->actorRuntimeId !== $this->player->getId()){
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//TODO HACK: EATING_ITEM is sent back to the server when the server sends it for other players (1.14 bug, maybe earlier)
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return $packet->actorRuntimeId === ActorEvent::EATING_ITEM;
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}
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switch($packet->eventId){
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case ActorEvent::EATING_ITEM: //TODO: ignore this and handle it server-side
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$item = $this->player->getInventory()->getItemInHand();
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if($item->isNull()){
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return false;
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}
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$this->player->broadcastAnimation(new ConsumingItemAnimation($this->player, $this->player->getInventory()->getItemInHand()));
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break;
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default:
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return false;
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}
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return true;
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}
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public function handleInventoryTransaction(InventoryTransactionPacket $packet) : bool{
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$result = true;
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if(count($packet->trData->getActions()) > 50){
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throw new PacketHandlingException("Too many actions in inventory transaction");
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}
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if(count($packet->requestChangedSlots) > 10){
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throw new PacketHandlingException("Too many slot sync requests in inventory transaction");
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}
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$this->inventoryManager->setCurrentItemStackRequestId($packet->requestId);
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$this->inventoryManager->addRawPredictedSlotChanges($packet->trData->getActions());
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if($packet->trData instanceof NormalTransactionData){
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$result = $this->handleNormalTransaction($packet->trData, $packet->requestId);
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}elseif($packet->trData instanceof MismatchTransactionData){
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$this->session->getLogger()->debug("Mismatch transaction received");
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$this->inventoryManager->requestSyncAll();
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$result = true;
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}elseif($packet->trData instanceof UseItemTransactionData){
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$result = $this->handleUseItemTransaction($packet->trData);
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}elseif($packet->trData instanceof UseItemOnEntityTransactionData){
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$result = $this->handleUseItemOnEntityTransaction($packet->trData);
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}elseif($packet->trData instanceof ReleaseItemTransactionData){
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$result = $this->handleReleaseItemTransaction($packet->trData);
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}
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$this->inventoryManager->syncMismatchedPredictedSlotChanges();
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//requestChangedSlots asks the server to always send out the contents of the specified slots, even if they
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//haven't changed. Handling these is necessary to ensure the client inventory stays in sync if the server
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//rejects the transaction. The most common example of this is equipping armor by right-click, which doesn't send
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//a legacy prediction action for the destination armor slot.
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foreach($packet->requestChangedSlots as $containerInfo){
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foreach($containerInfo->getChangedSlotIndexes() as $netSlot){
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[$windowId, $slot] = ItemStackContainerIdTranslator::translate($containerInfo->getContainerId(), $this->inventoryManager->getCurrentWindowId(), $netSlot);
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$inventoryAndSlot = $this->inventoryManager->locateWindowAndSlot($windowId, $slot);
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if($inventoryAndSlot !== null){ //trigger the normal slot sync logic
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$this->inventoryManager->onSlotChange($inventoryAndSlot[0], $inventoryAndSlot[1]);
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}
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}
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}
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$this->inventoryManager->setCurrentItemStackRequestId(null);
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return $result;
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}
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private function executeInventoryTransaction(InventoryTransaction $transaction, int $requestId) : bool{
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$this->player->setUsingItem(false);
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$this->inventoryManager->setCurrentItemStackRequestId($requestId);
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$this->inventoryManager->addTransactionPredictedSlotChanges($transaction);
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try{
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$transaction->execute();
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}catch(TransactionValidationException $e){
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$this->inventoryManager->requestSyncAll();
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$logger = $this->session->getLogger();
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$logger->debug("Invalid inventory transaction $requestId: " . $e->getMessage());
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return false;
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}catch(TransactionCancelledException){
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$this->session->getLogger()->debug("Inventory transaction $requestId cancelled by a plugin");
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return false;
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}finally{
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$this->inventoryManager->syncMismatchedPredictedSlotChanges();
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$this->inventoryManager->setCurrentItemStackRequestId(null);
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}
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return true;
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}
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private function handleNormalTransaction(NormalTransactionData $data, int $itemStackRequestId) : bool{
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//When the ItemStackRequest system is used, this transaction type is used for dropping items by pressing Q.
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//I don't know why they don't just use ItemStackRequest for that too, which already supports dropping items by
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//clicking them outside an open inventory menu, but for now it is what it is.
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//Fortunately, this means we can be much stricter about the validation criteria.
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$actionCount = count($data->getActions());
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if($actionCount > 2){
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if($actionCount > 5){
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throw new PacketHandlingException("Too many actions ($actionCount) in normal inventory transaction");
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}
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//Due to a bug in the game, this transaction type is still sent when a player edits a book. We don't need
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//these transactions for editing books, since we have BookEditPacket, so we can just ignore them.
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$this->session->getLogger()->debug("Ignoring normal inventory transaction with $actionCount actions (drop-item should have exactly 2 actions)");
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return false;
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}
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$sourceSlot = null;
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$clientItemStack = null;
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$droppedCount = null;
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foreach($data->getActions() as $networkInventoryAction){
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if($networkInventoryAction->sourceType === NetworkInventoryAction::SOURCE_WORLD && $networkInventoryAction->inventorySlot === NetworkInventoryAction::ACTION_MAGIC_SLOT_DROP_ITEM){
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$droppedCount = $networkInventoryAction->newItem->getItemStack()->getCount();
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if($droppedCount <= 0){
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throw new PacketHandlingException("Expected positive count for dropped item");
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}
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}elseif($networkInventoryAction->sourceType === NetworkInventoryAction::SOURCE_CONTAINER && $networkInventoryAction->windowId === ContainerIds::INVENTORY){
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//mobile players can drop an item from a non-selected hotbar slot
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$sourceSlot = $networkInventoryAction->inventorySlot;
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$clientItemStack = $networkInventoryAction->oldItem->getItemStack();
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}else{
|
|
$this->session->getLogger()->debug("Unexpected inventory action type $networkInventoryAction->sourceType in drop item transaction");
|
|
return false;
|
|
}
|
|
}
|
|
if($sourceSlot === null || $clientItemStack === null || $droppedCount === null){
|
|
$this->session->getLogger()->debug("Missing information in drop item transaction, need source slot, client item stack and dropped count");
|
|
return false;
|
|
}
|
|
|
|
$inventory = $this->player->getInventory();
|
|
|
|
if(!$inventory->slotExists($sourceSlot)){
|
|
return false; //TODO: size desync??
|
|
}
|
|
|
|
$sourceSlotItem = $inventory->getItem($sourceSlot);
|
|
if($sourceSlotItem->getCount() < $droppedCount){
|
|
return false;
|
|
}
|
|
$serverItemStack = $this->session->getTypeConverter()->coreItemStackToNet($sourceSlotItem);
|
|
//Sadly we don't have itemstack IDs here, so we have to compare the basic item properties to ensure that we're
|
|
//dropping the item the client expects (inventory might be out of sync with the client).
|
|
if(
|
|
$serverItemStack->getId() !== $clientItemStack->getId() ||
|
|
$serverItemStack->getMeta() !== $clientItemStack->getMeta() ||
|
|
$serverItemStack->getCount() !== $clientItemStack->getCount() ||
|
|
$serverItemStack->getBlockRuntimeId() !== $clientItemStack->getBlockRuntimeId()
|
|
//Raw extraData may not match because of TAG_Compound key ordering differences, and decoding it to compare
|
|
//is costly. Assume that we're in sync if id+meta+count+runtimeId match.
|
|
//NB: Make sure $clientItemStack isn't used to create the dropped item, as that would allow the client
|
|
//to change the item NBT since we're not validating it.
|
|
){
|
|
return false;
|
|
}
|
|
|
|
//this modifies $sourceSlotItem
|
|
$droppedItem = $sourceSlotItem->pop($droppedCount);
|
|
|
|
$builder = new TransactionBuilder();
|
|
$builder->getInventory($inventory)->setItem($sourceSlot, $sourceSlotItem);
|
|
$builder->addAction(new DropItemAction($droppedItem));
|
|
|
|
$transaction = new InventoryTransaction($this->player, $builder->generateActions());
|
|
return $this->executeInventoryTransaction($transaction, $itemStackRequestId);
|
|
}
|
|
|
|
private function handleUseItemTransaction(UseItemTransactionData $data) : bool{
|
|
$this->player->selectHotbarSlot($data->getHotbarSlot());
|
|
|
|
switch($data->getActionType()){
|
|
case UseItemTransactionData::ACTION_CLICK_BLOCK:
|
|
//TODO: start hack for client spam bug
|
|
$clickPos = $data->getClickPosition();
|
|
$spamBug = ($this->lastRightClickData !== null &&
|
|
microtime(true) - $this->lastRightClickTime < 0.1 && //100ms
|
|
$this->lastRightClickData->getPlayerPosition()->distanceSquared($data->getPlayerPosition()) < 0.00001 &&
|
|
$this->lastRightClickData->getBlockPosition()->equals($data->getBlockPosition()) &&
|
|
$this->lastRightClickData->getClickPosition()->distanceSquared($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->lastRightClickData = $data;
|
|
$this->lastRightClickTime = microtime(true);
|
|
if($spamBug){
|
|
return true;
|
|
}
|
|
//TODO: end hack for client spam bug
|
|
|
|
self::validateFacing($data->getFace());
|
|
|
|
$blockPos = $data->getBlockPosition();
|
|
$vBlockPos = new Vector3($blockPos->getX(), $blockPos->getY(), $blockPos->getZ());
|
|
$this->player->interactBlock($vBlockPos, $data->getFace(), $clickPos);
|
|
//always sync this in case plugins caused a different result than the client expected
|
|
//we *could* try to enhance detection of plugin-altered behaviour, but this would require propagating
|
|
//more information up the stack. For now I think this is good enough.
|
|
//if only the client would tell us what blocks it thinks changed...
|
|
$this->syncBlocksNearby($vBlockPos, $data->getFace());
|
|
return true;
|
|
case UseItemTransactionData::ACTION_BREAK_BLOCK:
|
|
$blockPos = $data->getBlockPosition();
|
|
$vBlockPos = new Vector3($blockPos->getX(), $blockPos->getY(), $blockPos->getZ());
|
|
if(!$this->player->breakBlock($vBlockPos)){
|
|
$this->syncBlocksNearby($vBlockPos, null);
|
|
}
|
|
return true;
|
|
case UseItemTransactionData::ACTION_CLICK_AIR:
|
|
if($this->player->isUsingItem()){
|
|
if(!$this->player->consumeHeldItem()){
|
|
$hungerAttr = $this->player->getAttributeMap()->get(Attribute::HUNGER) ?? throw new AssumptionFailedError();
|
|
$hungerAttr->markSynchronized(false);
|
|
}
|
|
return true;
|
|
}
|
|
$this->player->useHeldItem();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
/**
|
|
* @throws PacketHandlingException
|
|
*/
|
|
private static function validateFacing(int $facing) : void{
|
|
if(!in_array($facing, Facing::ALL, true)){
|
|
throw new PacketHandlingException("Invalid facing value $facing");
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Syncs blocks nearby to ensure that the client and server agree on the world's blocks after a block interaction.
|
|
*/
|
|
private function syncBlocksNearby(Vector3 $blockPos, ?int $face) : void{
|
|
if($blockPos->distanceSquared($this->player->getLocation()) < 10000){
|
|
$blocks = $blockPos->sidesArray();
|
|
if($face !== null){
|
|
$sidePos = $blockPos->getSide($face);
|
|
|
|
/** @var Vector3[] $blocks */
|
|
array_push($blocks, ...$sidePos->sidesArray()); //getAllSides() on each of these will include $blockPos and $sidePos because they are next to each other
|
|
}else{
|
|
$blocks[] = $blockPos;
|
|
}
|
|
foreach($this->player->getWorld()->createBlockUpdatePackets($blocks) as $packet){
|
|
$this->session->sendDataPacket($packet);
|
|
}
|
|
}
|
|
}
|
|
|
|
private function handleUseItemOnEntityTransaction(UseItemOnEntityTransactionData $data) : bool{
|
|
$target = $this->player->getWorld()->getEntity($data->getActorRuntimeId());
|
|
if($target === null){
|
|
return false;
|
|
}
|
|
|
|
$this->player->selectHotbarSlot($data->getHotbarSlot());
|
|
|
|
switch($data->getActionType()){
|
|
case UseItemOnEntityTransactionData::ACTION_INTERACT:
|
|
$this->player->interactEntity($target, $data->getClickPosition());
|
|
return true;
|
|
case UseItemOnEntityTransactionData::ACTION_ATTACK:
|
|
$this->player->attackEntity($target);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private function handleReleaseItemTransaction(ReleaseItemTransactionData $data) : bool{
|
|
$this->player->selectHotbarSlot($data->getHotbarSlot());
|
|
|
|
if($data->getActionType() === ReleaseItemTransactionData::ACTION_RELEASE){
|
|
$this->player->releaseHeldItem();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
private function handleSingleItemStackRequest(ItemStackRequest $request) : ItemStackResponse{
|
|
if(count($request->getActions()) > 60){
|
|
//recipe book auto crafting can affect all slots of the inventory when consuming inputs or producing outputs
|
|
//this means there could be as many as 50 CraftingConsumeInput actions or Place (taking the result) actions
|
|
//in a single request (there are certain ways items can be arranged which will result in the same stack
|
|
//being taken from multiple times, but this is behaviour with a calculable limit)
|
|
//this means there SHOULD be AT MOST 53 actions in a single request, but 60 is a nice round number.
|
|
//n64Stacks = ?
|
|
//n1Stacks = 45 - n64Stacks
|
|
//nItemsRequiredFor1Craft = 9
|
|
//nResults = floor((n1Stacks + (n64Stacks * 64)) / nItemsRequiredFor1Craft)
|
|
//nTakeActionsTotal = floor(64 / nResults) + max(1, 64 % nResults) + ((nResults * nItemsRequiredFor1Craft) - (n64Stacks * 64))
|
|
throw new PacketHandlingException("Too many actions in ItemStackRequest");
|
|
}
|
|
$executor = new ItemStackRequestExecutor($this->player, $this->inventoryManager, $request);
|
|
try{
|
|
$transaction = $executor->generateInventoryTransaction();
|
|
$result = $this->executeInventoryTransaction($transaction, $request->getRequestId());
|
|
}catch(ItemStackRequestProcessException $e){
|
|
$result = false;
|
|
$this->session->getLogger()->debug("ItemStackRequest #" . $request->getRequestId() . " failed: " . $e->getMessage());
|
|
$this->session->getLogger()->debug(implode("\n", Utils::printableExceptionInfo($e)));
|
|
$this->inventoryManager->requestSyncAll();
|
|
}
|
|
|
|
if(!$result){
|
|
return new ItemStackResponse(ItemStackResponse::RESULT_ERROR, $request->getRequestId());
|
|
}
|
|
return $executor->buildItemStackResponse();
|
|
}
|
|
|
|
public function handleItemStackRequest(ItemStackRequestPacket $packet) : bool{
|
|
$responses = [];
|
|
if(count($packet->getRequests()) > 80){
|
|
//TODO: we can probably lower this limit, but this will do for now
|
|
throw new PacketHandlingException("Too many requests in ItemStackRequestPacket");
|
|
}
|
|
foreach($packet->getRequests() as $request){
|
|
$responses[] = $this->handleSingleItemStackRequest($request);
|
|
}
|
|
|
|
$this->session->sendDataPacket(ItemStackResponsePacket::create($responses));
|
|
|
|
return true;
|
|
}
|
|
|
|
public function handleMobEquipment(MobEquipmentPacket $packet) : bool{
|
|
if($packet->windowId === ContainerIds::OFFHAND){
|
|
return true; //this happens when we put an item into the offhand
|
|
}
|
|
if($packet->windowId === ContainerIds::INVENTORY){
|
|
$this->inventoryManager->onClientSelectHotbarSlot($packet->hotbarSlot);
|
|
if(!$this->player->selectHotbarSlot($packet->hotbarSlot)){
|
|
$this->inventoryManager->syncSelectedHotbarSlot();
|
|
}
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
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;
|
|
}
|
|
$target = $this->player->getWorld()->getEntity($packet->targetActorRuntimeId);
|
|
if($target === null){
|
|
return false;
|
|
}
|
|
if($packet->action === InteractPacket::ACTION_OPEN_INVENTORY && $target === $this->player){
|
|
$this->inventoryManager->onClientOpenMainInventory();
|
|
return true;
|
|
}
|
|
return false; //TODO
|
|
}
|
|
|
|
public function handleBlockPickRequest(BlockPickRequestPacket $packet) : bool{
|
|
return $this->player->pickBlock(new Vector3($packet->blockPosition->getX(), $packet->blockPosition->getY(), $packet->blockPosition->getZ()), $packet->addUserData);
|
|
}
|
|
|
|
public function handleActorPickRequest(ActorPickRequestPacket $packet) : bool{
|
|
return $this->player->pickEntity($packet->actorUniqueId);
|
|
}
|
|
|
|
public function handlePlayerAction(PlayerActionPacket $packet) : bool{
|
|
return $this->handlePlayerActionFromData($packet->action, $packet->blockPosition, $packet->face);
|
|
}
|
|
|
|
private function handlePlayerActionFromData(int $action, BlockPosition $blockPosition, int $face) : bool{
|
|
$pos = new Vector3($blockPosition->getX(), $blockPosition->getY(), $blockPosition->getZ());
|
|
|
|
switch($action){
|
|
case PlayerAction::START_BREAK:
|
|
self::validateFacing($face);
|
|
if(!$this->player->attackBlock($pos, $face)){
|
|
$this->syncBlocksNearby($pos, $face);
|
|
}
|
|
|
|
break;
|
|
|
|
case PlayerAction::ABORT_BREAK:
|
|
case PlayerAction::STOP_BREAK:
|
|
$this->player->stopBreakBlock($pos);
|
|
break;
|
|
case PlayerAction::START_SLEEPING:
|
|
//unused
|
|
break;
|
|
case PlayerAction::STOP_SLEEPING:
|
|
$this->player->stopSleep();
|
|
break;
|
|
case PlayerAction::CRACK_BREAK:
|
|
self::validateFacing($face);
|
|
$this->player->continueBreakBlock($pos, $face);
|
|
break;
|
|
case PlayerAction::INTERACT_BLOCK: //TODO: ignored (for now)
|
|
break;
|
|
case PlayerAction::CREATIVE_PLAYER_DESTROY_BLOCK:
|
|
//TODO: do we need to handle this?
|
|
break;
|
|
case PlayerAction::START_ITEM_USE_ON:
|
|
case PlayerAction::STOP_ITEM_USE_ON:
|
|
//TODO: this has no obvious use and seems only used for analytics in vanilla - ignore it
|
|
break;
|
|
default:
|
|
$this->session->getLogger()->debug("Unhandled/unknown player action type " . $action);
|
|
return false;
|
|
}
|
|
|
|
$this->player->setUsingItem(false);
|
|
|
|
return true;
|
|
}
|
|
|
|
public function handleSetActorMotion(SetActorMotionPacket $packet) : bool{
|
|
return true; //Not used: This packet is (erroneously) sent to the server when the client is riding a vehicle.
|
|
}
|
|
|
|
public function handleAnimate(AnimatePacket $packet) : bool{
|
|
return true; //Not used
|
|
}
|
|
|
|
public function handleContainerClose(ContainerClosePacket $packet) : bool{
|
|
$this->inventoryManager->onClientRemoveWindow($packet->windowId);
|
|
return true;
|
|
}
|
|
|
|
public function handlePlayerHotbar(PlayerHotbarPacket $packet) : bool{
|
|
return true; //this packet is useless
|
|
}
|
|
|
|
public function handleBlockActorData(BlockActorDataPacket $packet) : bool{
|
|
$pos = new Vector3($packet->blockPosition->getX(), $packet->blockPosition->getY(), $packet->blockPosition->getZ());
|
|
if($pos->distanceSquared($this->player->getLocation()) > 10000){
|
|
return false;
|
|
}
|
|
|
|
$block = $this->player->getLocation()->getWorld()->getBlock($pos);
|
|
$nbt = $packet->nbt->getRoot();
|
|
if(!($nbt instanceof CompoundTag)) throw new AssumptionFailedError("PHPStan should ensure this is a CompoundTag"); //for phpstorm's benefit
|
|
|
|
if($block instanceof BaseSign){
|
|
$frontTextTag = $nbt->getTag(Sign::TAG_FRONT_TEXT);
|
|
if(!$frontTextTag instanceof CompoundTag){
|
|
throw new PacketHandlingException("Invalid tag type " . get_debug_type($frontTextTag) . " for tag \"" . Sign::TAG_FRONT_TEXT . "\" in sign update data");
|
|
}
|
|
$textBlobTag = $frontTextTag->getTag(Sign::TAG_TEXT_BLOB);
|
|
if(!$textBlobTag instanceof StringTag){
|
|
throw new PacketHandlingException("Invalid tag type " . get_debug_type($textBlobTag) . " for tag \"" . Sign::TAG_TEXT_BLOB . "\" in sign update data");
|
|
}
|
|
|
|
try{
|
|
$text = SignText::fromBlob($textBlobTag->getValue());
|
|
}catch(\InvalidArgumentException $e){
|
|
throw PacketHandlingException::wrap($e, "Invalid sign text update");
|
|
}
|
|
|
|
try{
|
|
if(!$block->updateText($this->player, $text)){
|
|
foreach($this->player->getWorld()->createBlockUpdatePackets([$pos]) as $updatePacket){
|
|
$this->session->sendDataPacket($updatePacket);
|
|
}
|
|
}
|
|
}catch(\UnexpectedValueException $e){
|
|
throw PacketHandlingException::wrap($e);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public function handlePlayerInput(PlayerInputPacket $packet) : bool{
|
|
return false; //TODO
|
|
}
|
|
|
|
public function handleSetPlayerGameType(SetPlayerGameTypePacket $packet) : bool{
|
|
$gameMode = $this->session->getTypeConverter()->protocolGameModeToCore($packet->gamemode);
|
|
if($gameMode !== $this->player->getGamemode()){
|
|
//Set this back to default. TODO: handle this properly
|
|
$this->session->syncGameMode($this->player->getGamemode(), true);
|
|
}
|
|
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 handleBossEvent(BossEventPacket $packet) : bool{
|
|
return false; //TODO
|
|
}
|
|
|
|
public function handleShowCredits(ShowCreditsPacket $packet) : bool{
|
|
return false; //TODO: handle resume
|
|
}
|
|
|
|
public function handleCommandRequest(CommandRequestPacket $packet) : bool{
|
|
if(str_starts_with($packet->command, '/')){
|
|
$this->player->chat($packet->command);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
public function handleCommandBlockUpdate(CommandBlockUpdatePacket $packet) : bool{
|
|
return false; //TODO
|
|
}
|
|
|
|
public function handlePlayerSkin(PlayerSkinPacket $packet) : bool{
|
|
if($packet->skin->getFullSkinId() === $this->lastRequestedFullSkinId){
|
|
//TODO: HACK! In 1.19.60, the client sends its skin back to us if we sent it a skin different from the one
|
|
//it's using. We need to prevent this from causing a feedback loop.
|
|
$this->session->getLogger()->debug("Refused duplicate skin change request");
|
|
return true;
|
|
}
|
|
$this->lastRequestedFullSkinId = $packet->skin->getFullSkinId();
|
|
|
|
$this->session->getLogger()->debug("Processing skin change request");
|
|
try{
|
|
$skin = $this->session->getTypeConverter()->getSkinAdapter()->fromSkinData($packet->skin);
|
|
}catch(InvalidSkinException $e){
|
|
throw PacketHandlingException::wrap($e, "Invalid skin in PlayerSkinPacket");
|
|
}
|
|
return $this->player->changeSkin($skin, $packet->newSkinName, $packet->oldSkinName);
|
|
}
|
|
|
|
public function handleSubClientLogin(SubClientLoginPacket $packet) : bool{
|
|
return false; //TODO
|
|
}
|
|
|
|
/**
|
|
* @throws PacketHandlingException
|
|
*/
|
|
private function checkBookText(string $string, string $fieldName, int $softLimit, int $hardLimit, bool &$cancel) : string{
|
|
if(strlen($string) > $hardLimit){
|
|
throw new PacketHandlingException(sprintf("Book %s must be at most %d bytes, but have %d bytes", $fieldName, $hardLimit, strlen($string)));
|
|
}
|
|
|
|
$result = TextFormat::clean($string, false);
|
|
//strlen() is O(1), mb_strlen() is O(n)
|
|
if(strlen($result) > $softLimit * 4 || mb_strlen($result, 'UTF-8') > $softLimit){
|
|
$cancel = true;
|
|
$this->session->getLogger()->debug("Cancelled book edit due to $fieldName exceeded soft limit of $softLimit chars");
|
|
}
|
|
|
|
return $result;
|
|
}
|
|
|
|
public function handleBookEdit(BookEditPacket $packet) : bool{
|
|
$inventory = $this->player->getInventory();
|
|
if(!$inventory->slotExists($packet->inventorySlot)){
|
|
return false;
|
|
}
|
|
//TODO: break this up into book API things
|
|
$oldBook = $inventory->getItem($packet->inventorySlot);
|
|
if(!($oldBook instanceof WritableBook)){
|
|
return false;
|
|
}
|
|
|
|
$newBook = clone $oldBook;
|
|
$modifiedPages = [];
|
|
$cancel = false;
|
|
switch($packet->type){
|
|
case BookEditPacket::TYPE_REPLACE_PAGE:
|
|
$text = self::checkBookText($packet->text, "page text", 256, WritableBookPage::PAGE_LENGTH_HARD_LIMIT_BYTES, $cancel);
|
|
$newBook->setPageText($packet->pageNumber, $text);
|
|
$modifiedPages[] = $packet->pageNumber;
|
|
break;
|
|
case BookEditPacket::TYPE_ADD_PAGE:
|
|
if(!$newBook->pageExists($packet->pageNumber)){
|
|
//this may only come before a page which already exists
|
|
//TODO: the client can send insert-before actions on trailing client-side pages which cause odd behaviour on the server
|
|
return false;
|
|
}
|
|
$text = self::checkBookText($packet->text, "page text", 256, WritableBookPage::PAGE_LENGTH_HARD_LIMIT_BYTES, $cancel);
|
|
$newBook->insertPage($packet->pageNumber, $text);
|
|
$modifiedPages[] = $packet->pageNumber;
|
|
break;
|
|
case BookEditPacket::TYPE_DELETE_PAGE:
|
|
if(!$newBook->pageExists($packet->pageNumber)){
|
|
return false;
|
|
}
|
|
$newBook->deletePage($packet->pageNumber);
|
|
$modifiedPages[] = $packet->pageNumber;
|
|
break;
|
|
case BookEditPacket::TYPE_SWAP_PAGES:
|
|
if(!$newBook->pageExists($packet->pageNumber) || !$newBook->pageExists($packet->secondaryPageNumber)){
|
|
//the client will create pages on its own without telling us until it tries to switch them
|
|
$newBook->addPage(max($packet->pageNumber, $packet->secondaryPageNumber));
|
|
}
|
|
$newBook->swapPages($packet->pageNumber, $packet->secondaryPageNumber);
|
|
$modifiedPages = [$packet->pageNumber, $packet->secondaryPageNumber];
|
|
break;
|
|
case BookEditPacket::TYPE_SIGN_BOOK:
|
|
$title = self::checkBookText($packet->title, "title", 16, Limits::INT16_MAX, $cancel);
|
|
//this one doesn't have a limit in vanilla, so we have to improvise
|
|
$author = self::checkBookText($packet->author, "author", 256, Limits::INT16_MAX, $cancel);
|
|
|
|
$newBook = VanillaItems::WRITTEN_BOOK()
|
|
->setPages($oldBook->getPages())
|
|
->setAuthor($author)
|
|
->setTitle($title)
|
|
->setGeneration(WrittenBook::GENERATION_ORIGINAL);
|
|
break;
|
|
default:
|
|
return false;
|
|
}
|
|
|
|
//for redundancy, in case of protocol changes, we don't want to pass these directly
|
|
$action = match($packet->type){
|
|
BookEditPacket::TYPE_REPLACE_PAGE => PlayerEditBookEvent::ACTION_REPLACE_PAGE,
|
|
BookEditPacket::TYPE_ADD_PAGE => PlayerEditBookEvent::ACTION_ADD_PAGE,
|
|
BookEditPacket::TYPE_DELETE_PAGE => PlayerEditBookEvent::ACTION_DELETE_PAGE,
|
|
BookEditPacket::TYPE_SWAP_PAGES => PlayerEditBookEvent::ACTION_SWAP_PAGES,
|
|
BookEditPacket::TYPE_SIGN_BOOK => PlayerEditBookEvent::ACTION_SIGN_BOOK,
|
|
default => throw new AssumptionFailedError("We already filtered unknown types in the switch above")
|
|
};
|
|
|
|
/*
|
|
* Plugins may have created books with more than 50 pages; we allow plugins to do this, but not players.
|
|
* Don't allow the page count to grow past 50, but allow deleting, swapping or altering text of existing pages.
|
|
*/
|
|
$oldPageCount = count($oldBook->getPages());
|
|
$newPageCount = count($newBook->getPages());
|
|
if(($newPageCount > $oldPageCount && $newPageCount > 50)){
|
|
$this->session->getLogger()->debug("Cancelled book edit due to adding too many pages (new page count would be $newPageCount)");
|
|
$cancel = true;
|
|
}
|
|
|
|
$event = new PlayerEditBookEvent($this->player, $oldBook, $newBook, $action, $modifiedPages);
|
|
if($cancel){
|
|
$event->cancel();
|
|
}
|
|
|
|
$event->call();
|
|
if($event->isCancelled()){
|
|
return true;
|
|
}
|
|
|
|
$this->player->getInventory()->setItem($packet->inventorySlot, $event->getNewBook());
|
|
|
|
return true;
|
|
}
|
|
|
|
public function handleModalFormResponse(ModalFormResponsePacket $packet) : bool{
|
|
if($packet->cancelReason !== null){
|
|
//TODO: make APIs for this to allow plugins to use this information
|
|
return $this->player->onFormSubmit($packet->formId, null);
|
|
}elseif($packet->formData !== null){
|
|
try{
|
|
$responseData = json_decode($packet->formData, true, self::MAX_FORM_RESPONSE_DEPTH, JSON_THROW_ON_ERROR);
|
|
}catch(\JsonException $e){
|
|
throw PacketHandlingException::wrap($e, "Failed to decode form response data");
|
|
}
|
|
return $this->player->onFormSubmit($packet->formId, $responseData);
|
|
}else{
|
|
throw new PacketHandlingException("Expected either formData or cancelReason to be set in ModalFormResponsePacket");
|
|
}
|
|
}
|
|
|
|
public function handleServerSettingsRequest(ServerSettingsRequestPacket $packet) : bool{
|
|
return false; //TODO: GUI stuff
|
|
}
|
|
|
|
public function handleLabTable(LabTablePacket $packet) : bool{
|
|
return false; //TODO
|
|
}
|
|
|
|
public function handleLecternUpdate(LecternUpdatePacket $packet) : bool{
|
|
$pos = $packet->blockPosition;
|
|
$chunkX = $pos->getX() >> Chunk::COORD_BIT_SIZE;
|
|
$chunkZ = $pos->getZ() >> Chunk::COORD_BIT_SIZE;
|
|
$world = $this->player->getWorld();
|
|
if(!$world->isChunkLoaded($chunkX, $chunkZ) || $world->isChunkLocked($chunkX, $chunkZ)){
|
|
return false;
|
|
}
|
|
|
|
$lectern = $world->getBlockAt($pos->getX(), $pos->getY(), $pos->getZ());
|
|
if($lectern instanceof Lectern && $this->player->canInteract($lectern->getPosition(), 15)){
|
|
if(!$lectern->onPageTurn($packet->page)){
|
|
$this->syncBlocksNearby($lectern->getPosition(), null);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
public function handleNetworkStackLatency(NetworkStackLatencyPacket $packet) : bool{
|
|
return true; //TODO: implement this properly - this is here to silence debug spam from MCPE dev builds
|
|
}
|
|
|
|
public function handleLevelSoundEvent(LevelSoundEventPacket $packet) : bool{
|
|
/*
|
|
* We don't handle this - all sounds are handled by the server now.
|
|
* However, some plugins find this useful to detect events like left-click-air, which doesn't have any other
|
|
* action bound to it.
|
|
* In addition, we use this handler to silence debug noise, since this packet is frequently sent by the client.
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
public function handleEmote(EmotePacket $packet) : bool{
|
|
$this->player->emote($packet->getEmoteId());
|
|
return true;
|
|
}
|
|
}
|