PocketMine-MP/src/network/mcpe/handler/InGamePacketHandler.php
Dylan K. Taylor 4651bcf8c3 master: imports cleanup
it was easier to make an empty merge and re-run php-cs-fixer afterwards.
2019-12-11 23:23:03 +00:00

748 lines
25 KiB
PHP

<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\network\mcpe\handler;
use pocketmine\block\ItemFrame;
use pocketmine\block\Sign;
use pocketmine\block\utils\SignText;
use pocketmine\event\player\PlayerEditBookEvent;
use pocketmine\inventory\transaction\action\InventoryAction;
use pocketmine\inventory\transaction\CraftingTransaction;
use pocketmine\inventory\transaction\InventoryTransaction;
use pocketmine\inventory\transaction\TransactionValidationException;
use pocketmine\item\VanillaItems;
use pocketmine\item\WritableBook;
use pocketmine\item\WrittenBook;
use pocketmine\math\Vector3;
use pocketmine\nbt\NbtDataException;
use pocketmine\nbt\tag\StringTag;
use pocketmine\network\BadPacketException;
use pocketmine\network\mcpe\NetworkSession;
use pocketmine\network\mcpe\protocol\ActorEventPacket;
use pocketmine\network\mcpe\protocol\ActorFallPacket;
use pocketmine\network\mcpe\protocol\ActorPickRequestPacket;
use pocketmine\network\mcpe\protocol\AdventureSettingsPacket;
use pocketmine\network\mcpe\protocol\AnimatePacket;
use pocketmine\network\mcpe\protocol\BlockActorDataPacket;
use pocketmine\network\mcpe\protocol\BlockPickRequestPacket;
use pocketmine\network\mcpe\protocol\BookEditPacket;
use pocketmine\network\mcpe\protocol\BossEventPacket;
use pocketmine\network\mcpe\protocol\CommandBlockUpdatePacket;
use pocketmine\network\mcpe\protocol\CommandRequestPacket;
use pocketmine\network\mcpe\protocol\ContainerClosePacket;
use pocketmine\network\mcpe\protocol\CraftingEventPacket;
use pocketmine\network\mcpe\protocol\InteractPacket;
use pocketmine\network\mcpe\protocol\InventoryTransactionPacket;
use pocketmine\network\mcpe\protocol\ItemFrameDropItemPacket;
use pocketmine\network\mcpe\protocol\LabTablePacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacketV1;
use pocketmine\network\mcpe\protocol\MapInfoRequestPacket;
use pocketmine\network\mcpe\protocol\MobArmorEquipmentPacket;
use pocketmine\network\mcpe\protocol\MobEquipmentPacket;
use pocketmine\network\mcpe\protocol\ModalFormResponsePacket;
use pocketmine\network\mcpe\protocol\MovePlayerPacket;
use pocketmine\network\mcpe\protocol\NetworkStackLatencyPacket;
use pocketmine\network\mcpe\protocol\PlayerActionPacket;
use pocketmine\network\mcpe\protocol\PlayerHotbarPacket;
use pocketmine\network\mcpe\protocol\PlayerInputPacket;
use pocketmine\network\mcpe\protocol\PlayerSkinPacket;
use pocketmine\network\mcpe\protocol\RequestChunkRadiusPacket;
use pocketmine\network\mcpe\protocol\ServerSettingsRequestPacket;
use pocketmine\network\mcpe\protocol\SetPlayerGameTypePacket;
use pocketmine\network\mcpe\protocol\ShowCreditsPacket;
use pocketmine\network\mcpe\protocol\SpawnExperienceOrbPacket;
use pocketmine\network\mcpe\protocol\SubClientLoginPacket;
use pocketmine\network\mcpe\protocol\TextPacket;
use pocketmine\network\mcpe\protocol\types\inventory\ContainerIds;
use pocketmine\network\mcpe\protocol\types\inventory\MismatchTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\NetworkInventoryAction;
use pocketmine\network\mcpe\protocol\types\inventory\NormalTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\ReleaseItemTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\UseItemOnEntityTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\UseItemTransactionData;
use pocketmine\network\mcpe\protocol\types\SkinAdapterSingleton;
use pocketmine\network\mcpe\serializer\NetworkNbtSerializer;
use pocketmine\player\Player;
use function array_push;
use function base64_encode;
use function fmod;
use function implode;
use function json_decode;
use function json_encode;
use function json_last_error_msg;
use function microtime;
use function preg_match;
use function strlen;
use function strpos;
use function substr;
use function trim;
/**
* This handler handles packets related to general gameplay.
*/
class InGamePacketHandler extends PacketHandler{
/** @var Player */
private $player;
/** @var NetworkSession */
private $session;
/** @var CraftingTransaction|null */
protected $craftingTransaction = null;
/** @var float */
protected $lastRightClickTime = 0.0;
/** @var Vector3|null */
protected $lastRightClickPos = null;
public function __construct(Player $player, NetworkSession $session){
$this->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 handleActorEvent(ActorEventPacket $packet) : bool{
$this->player->doCloseInventory();
switch($packet->event){
case ActorEventPacket::EATING_ITEM: //TODO: ignore this and handle it server-side
if($packet->data === 0){
return false;
}
$this->player->broadcastEntityEvent(ActorEventPacket::EATING_ITEM, $packet->data);
break;
default:
return false;
}
return true;
}
public function handleInventoryTransaction(InventoryTransactionPacket $packet) : bool{
if($this->player->isSpectator()){
$this->session->getInvManager()->syncAll();
return true;
}
$result = true;
if($packet->trData instanceof NormalTransactionData){
$result = $this->handleNormalTransaction($packet->trData);
}elseif($packet->trData instanceof MismatchTransactionData){
$this->session->getLogger()->debug("Mismatch transaction received");
$this->session->getInvManager()->syncAll();
$result = true;
}elseif($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->session->getInvManager()->syncAll();
}
return $result;
}
private function handleNormalTransaction(NormalTransactionData $data) : bool{
/** @var InventoryAction[] $actions */
$actions = [];
$isCrafting = false;
$isFinalCraftingPart = false;
foreach($data->getActions() as $networkInventoryAction){
if(
$networkInventoryAction->sourceType === NetworkInventoryAction::SOURCE_CONTAINER and
$networkInventoryAction->windowId === ContainerIds::UI and
$networkInventoryAction->inventorySlot === 50 and
!$networkInventoryAction->oldItem->equalsExact($networkInventoryAction->newItem)
){
$isCrafting = true;
if(!$networkInventoryAction->oldItem->isNull() and $networkInventoryAction->newItem->isNull()){
$isFinalCraftingPart = true;
}
}elseif(
$networkInventoryAction->sourceType === NetworkInventoryAction::SOURCE_TODO and (
$networkInventoryAction->windowId === NetworkInventoryAction::SOURCE_TYPE_CRAFTING_RESULT or
$networkInventoryAction->windowId === NetworkInventoryAction::SOURCE_TYPE_CRAFTING_USE_INGREDIENT
)
){
$isCrafting = true;
}
try{
$action = $networkInventoryAction->createInventoryAction($this->player);
if($action !== null){
$actions[] = $action;
}
}catch(\UnexpectedValueException $e){
$this->session->getLogger()->debug("Unhandled inventory action: " . $e->getMessage());
return false;
}
}
if($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->session->getLogger()->debug("Failed to execute crafting transaction: " . $e->getMessage());
return false;
}finally{
$this->craftingTransaction = null;
}
}
}else{
//normal transaction fallthru
if($this->craftingTransaction !== null){
$this->session->getLogger()->debug("Got unexpected normal inventory action with incomplete crafting transaction, refusing to execute crafting");
$this->craftingTransaction = null;
return false;
}
$transaction = new InventoryTransaction($this->player, $actions);
try{
$transaction->execute();
}catch(TransactionValidationException $e){
$logger = $this->session->getLogger();
$logger->debug("Failed to execute inventory transaction: " . $e->getMessage());
$logger->debug("Actions: " . json_encode($data->getActions()));
return false;
}
}
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
$blockPos = $data->getBlockPos();
if(!$this->player->interactBlock($blockPos, $data->getFace(), $clickPos)){
$this->onFailedBlockAction($blockPos, $data->getFace());
}
return true;
case UseItemTransactionData::ACTION_BREAK_BLOCK:
$blockPos = $data->getBlockPos();
if(!$this->player->breakBlock($blockPos)){
$this->onFailedBlockAction($blockPos, null);
}
return true;
case UseItemTransactionData::ACTION_CLICK_AIR:
if($this->player->isUsingItem() and !$this->player->consumeHeldItem()){
$this->session->getInvManager()->syncSlot($this->player->getInventory(), $this->player->getInventory()->getHeldItemIndex());
return true;
}
if(!$this->player->useHeldItem()){
$this->session->getInvManager()->syncSlot($this->player->getInventory(), $this->player->getInventory()->getHeldItemIndex());
}
return true;
}
return false;
}
/**
* Internal function used to execute rollbacks when an action fails on a block.
*
* @param Vector3 $blockPos
* @param int|null $face
*/
private function onFailedBlockAction(Vector3 $blockPos, ?int $face) : void{
$this->session->getInvManager()->syncSlot($this->player->getInventory(), $this->player->getInventory()->getHeldItemIndex());
if($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;
}
$this->player->getLocation()->getWorld()->sendBlocks([$this->player], $blocks);
}
}
private function handleUseItemOnEntityTransaction(UseItemOnEntityTransactionData $data) : bool{
$target = $this->player->getWorld()->getEntity($data->getEntityRuntimeId());
if($target === null){
return false;
}
//TODO: use transactiondata for rollbacks here
switch($data->getActionType()){
case UseItemOnEntityTransactionData::ACTION_INTERACT:
if(!$this->player->interactEntity($target, $data->getClickPos())){
$this->session->getInvManager()->syncSlot($this->player->getInventory(), $this->player->getInventory()->getHeldItemIndex());
}
return true;
case UseItemOnEntityTransactionData::ACTION_ATTACK:
if(!$this->player->attackEntity($target)){
$this->session->getInvManager()->syncSlot($this->player->getInventory(), $this->player->getInventory()->getHeldItemIndex());
}
return true;
}
return false;
}
private function handleReleaseItemTransaction(ReleaseItemTransactionData $data) : bool{
//TODO: use transactiondata for rollbacks here (resending entire inventory is very wasteful)
switch($data->getActionType()){
case ReleaseItemTransactionData::ACTION_RELEASE:
if(!$this->player->releaseHeldItem()){
$this->session->getInvManager()->syncContents($this->player->getInventory());
}
return true;
}
return false;
}
public function handleMobEquipment(MobEquipmentPacket $packet) : bool{
if(!$this->player->selectHotbarSlot($packet->hotbarSlot)){
$this->session->getInvManager()->syncSelectedHotbarSlot();
}
return true;
}
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 handleActorPickRequest(ActorPickRequestPacket $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:
if(!$this->player->attackBlock($pos, $packet->face)){
$this->onFailedBlockAction($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;
case PlayerActionPacket::ACTION_INTERACT_BLOCK: //ignored (for now)
break;
default:
$this->session->getLogger()->debug("Unhandled/unknown player action type " . $packet->action);
return false;
}
$this->player->setUsingItem(false);
return true;
}
public function handleActorFall(ActorFallPacket $packet) : bool{
return true; //Not used
}
public function handleAnimate(AnimatePacket $packet) : bool{
return true; //Not used
}
public function handleContainerClose(ContainerClosePacket $packet) : bool{
$this->player->doCloseInventory();
if($packet->windowId === 255){
//Closed a fake window
return true;
}
$window = $this->player->getCurrentWindow();
if($window !== null and $packet->windowId === $this->session->getInvManager()->getCurrentWindowId()){
$this->player->removeCurrentWindow();
return true;
}
$this->session->getLogger()->debug("Attempted to close inventory with network ID $packet->windowId, but current is " . $this->session->getInvManager()->getCurrentWindowId());
return false;
}
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 handleBlockActorData(BlockActorDataPacket $packet) : bool{
$pos = new Vector3($packet->x, $packet->y, $packet->z);
if($pos->distanceSquared($this->player->getLocation()) > 10000){
return false;
}
$block = $this->player->getLocation()->getWorld()->getBlock($pos);
try{
$offset = 0;
$nbt = (new NetworkNbtSerializer())->read($packet->namedtag, $offset, 512)->mustGetCompoundTag();
}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)){
$this->player->getWorld()->sendBlocks([$this->player], [$pos]);
}
}catch(\UnexpectedValueException $e){
throw new BadPacketException($e->getMessage(), 0, $e);
}
return true;
}
$this->session->getLogger()->debug("Invalid sign update data: " . base64_encode($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(), 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 handleItemFrameDropItem(ItemFrameDropItemPacket $packet) : bool{
$block = $this->player->getWorld()->getBlockAt($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 $packet) : bool{
if(strpos($packet->command, '/') === 0){
$this->player->chat($packet->command);
return true;
}
return false;
}
public function handleCommandBlockUpdate(CommandBlockUpdatePacket $packet) : bool{
return false; //TODO
}
public function handlePlayerSkin(PlayerSkinPacket $packet) : bool{
return $this->player->changeSkin(SkinAdapterSingleton::get()->fromSkinData($packet->skin), $packet->newSkinName, $packet->oldSkinName);
}
public function handleSubClientLogin(SubClientLoginPacket $packet) : bool{
return false; //TODO
}
public function handleBookEdit(BookEditPacket $packet) : bool{
//TODO: break this up into book API things
$oldBook = $this->player->getInventory()->getItem($packet->inventorySlot);
if(!($oldBook instanceof WritableBook)){
return false;
}
$newBook = clone $oldBook;
$modifiedPages = [];
switch($packet->type){
case BookEditPacket::TYPE_REPLACE_PAGE:
$newBook->setPageText($packet->pageNumber, $packet->text);
$modifiedPages[] = $packet->pageNumber;
break;
case BookEditPacket::TYPE_ADD_PAGE:
$newBook->insertPage($packet->pageNumber, $packet->text);
$modifiedPages[] = $packet->pageNumber;
break;
case BookEditPacket::TYPE_DELETE_PAGE:
$newBook->deletePage($packet->pageNumber);
$modifiedPages[] = $packet->pageNumber;
break;
case BookEditPacket::TYPE_SWAP_PAGES:
$newBook->swapPages($packet->pageNumber, $packet->secondaryPageNumber);
$modifiedPages = [$packet->pageNumber, $packet->secondaryPageNumber];
break;
case BookEditPacket::TYPE_SIGN_BOOK:
/** @var WrittenBook $newBook */
$newBook = VanillaItems::WRITTEN_BOOK()
->setPages($oldBook->getPages())
->setAuthor($packet->author)
->setTitle($packet->title)
->setGeneration(WrittenBook::GENERATION_ORIGINAL);
break;
default:
return false;
}
$event = new PlayerEditBookEvent($this->player, $oldBook, $newBook, $packet->type, $modifiedPages);
$event->call();
if($event->isCancelled()){
return true;
}
$this->player->getInventory()->setItem($packet->inventorySlot, $event->getNewBook());
return true;
}
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){
$raw = $matches[1];
$lastComma = -1;
$newParts = [];
$quoteType = null;
for($i = 0, $len = strlen($raw); $i <= $len; ++$i){
if($i === $len or ($raw[$i] === "," and $quoteType === null)){
$part = substr($raw, $lastComma + 1, $i - ($lastComma + 1));
if(trim($part) === ""){ //regular parts will have quotes or something else that makes them non-empty
$part = '""';
}
$newParts[] = $part;
$lastComma = $i;
}elseif($raw[$i] === '"'){
if($quoteType === null){
$quoteType = $raw[$i];
}elseif($raw[$i] === $quoteType){
for($backslashes = 0; $backslashes < $i && $raw[$i - $backslashes - 1] === "\\"; ++$backslashes){}
if(($backslashes % 2) === 0){ //unescaped quote
$quoteType = null;
}
}
}
}
$fixed = "[" . implode(",", $newParts) . "]";
if(($ret = json_decode($fixed, $assoc)) === null){
throw new \InvalidArgumentException("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{
$this->player->getWorld()->broadcastPacketToViewers($this->player->getPosition(), $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
}
}