PocketMine-MP/src/network/mcpe/NetworkSession.php
Dylan K. Taylor c5dcd268ad
CS
2023-02-15 15:04:41 +00:00

1187 lines
44 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;
use pocketmine\data\bedrock\EffectIdMap;
use pocketmine\entity\Attribute;
use pocketmine\entity\effect\EffectInstance;
use pocketmine\entity\Entity;
use pocketmine\entity\Human;
use pocketmine\entity\Living;
use pocketmine\event\player\PlayerDuplicateLoginEvent;
use pocketmine\event\server\DataPacketReceiveEvent;
use pocketmine\event\server\DataPacketSendEvent;
use pocketmine\form\Form;
use pocketmine\lang\KnownTranslationFactory;
use pocketmine\lang\KnownTranslationKeys;
use pocketmine\lang\Translatable;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\nbt\tag\StringTag;
use pocketmine\network\mcpe\cache\ChunkCache;
use pocketmine\network\mcpe\compression\CompressBatchPromise;
use pocketmine\network\mcpe\compression\Compressor;
use pocketmine\network\mcpe\compression\DecompressionException;
use pocketmine\network\mcpe\convert\GlobalItemTypeDictionary;
use pocketmine\network\mcpe\convert\SkinAdapterSingleton;
use pocketmine\network\mcpe\convert\TypeConverter;
use pocketmine\network\mcpe\encryption\DecryptionException;
use pocketmine\network\mcpe\encryption\EncryptionContext;
use pocketmine\network\mcpe\encryption\PrepareEncryptionTask;
use pocketmine\network\mcpe\handler\DeathPacketHandler;
use pocketmine\network\mcpe\handler\HandshakePacketHandler;
use pocketmine\network\mcpe\handler\InGamePacketHandler;
use pocketmine\network\mcpe\handler\LoginPacketHandler;
use pocketmine\network\mcpe\handler\PacketHandler;
use pocketmine\network\mcpe\handler\PreSpawnPacketHandler;
use pocketmine\network\mcpe\handler\ResourcePacksPacketHandler;
use pocketmine\network\mcpe\handler\SessionStartPacketHandler;
use pocketmine\network\mcpe\handler\SpawnResponsePacketHandler;
use pocketmine\network\mcpe\protocol\AvailableCommandsPacket;
use pocketmine\network\mcpe\protocol\ChunkRadiusUpdatedPacket;
use pocketmine\network\mcpe\protocol\ClientboundPacket;
use pocketmine\network\mcpe\protocol\DisconnectPacket;
use pocketmine\network\mcpe\protocol\EmotePacket;
use pocketmine\network\mcpe\protocol\MobArmorEquipmentPacket;
use pocketmine\network\mcpe\protocol\MobEffectPacket;
use pocketmine\network\mcpe\protocol\MobEquipmentPacket;
use pocketmine\network\mcpe\protocol\ModalFormRequestPacket;
use pocketmine\network\mcpe\protocol\MovePlayerPacket;
use pocketmine\network\mcpe\protocol\NetworkChunkPublisherUpdatePacket;
use pocketmine\network\mcpe\protocol\Packet;
use pocketmine\network\mcpe\protocol\PacketDecodeException;
use pocketmine\network\mcpe\protocol\PacketPool;
use pocketmine\network\mcpe\protocol\PlayerListPacket;
use pocketmine\network\mcpe\protocol\PlayStatusPacket;
use pocketmine\network\mcpe\protocol\RemoveActorPacket;
use pocketmine\network\mcpe\protocol\serializer\PacketBatch;
use pocketmine\network\mcpe\protocol\serializer\PacketSerializer;
use pocketmine\network\mcpe\protocol\serializer\PacketSerializerContext;
use pocketmine\network\mcpe\protocol\ServerboundPacket;
use pocketmine\network\mcpe\protocol\ServerToClientHandshakePacket;
use pocketmine\network\mcpe\protocol\SetActorDataPacket;
use pocketmine\network\mcpe\protocol\SetDifficultyPacket;
use pocketmine\network\mcpe\protocol\SetPlayerGameTypePacket;
use pocketmine\network\mcpe\protocol\SetSpawnPositionPacket;
use pocketmine\network\mcpe\protocol\SetTimePacket;
use pocketmine\network\mcpe\protocol\SetTitlePacket;
use pocketmine\network\mcpe\protocol\TakeItemActorPacket;
use pocketmine\network\mcpe\protocol\TextPacket;
use pocketmine\network\mcpe\protocol\ToastRequestPacket;
use pocketmine\network\mcpe\protocol\TransferPacket;
use pocketmine\network\mcpe\protocol\types\AbilitiesData;
use pocketmine\network\mcpe\protocol\types\AbilitiesLayer;
use pocketmine\network\mcpe\protocol\types\BlockPosition;
use pocketmine\network\mcpe\protocol\types\command\CommandData;
use pocketmine\network\mcpe\protocol\types\command\CommandEnum;
use pocketmine\network\mcpe\protocol\types\command\CommandParameter;
use pocketmine\network\mcpe\protocol\types\command\CommandPermissions;
use pocketmine\network\mcpe\protocol\types\DimensionIds;
use pocketmine\network\mcpe\protocol\types\entity\Attribute as NetworkAttribute;
use pocketmine\network\mcpe\protocol\types\entity\MetadataProperty;
use pocketmine\network\mcpe\protocol\types\entity\PropertySyncData;
use pocketmine\network\mcpe\protocol\types\inventory\ContainerIds;
use pocketmine\network\mcpe\protocol\types\inventory\ItemStackWrapper;
use pocketmine\network\mcpe\protocol\types\PlayerListEntry;
use pocketmine\network\mcpe\protocol\types\PlayerPermissions;
use pocketmine\network\mcpe\protocol\UpdateAbilitiesPacket;
use pocketmine\network\mcpe\protocol\UpdateAdventureSettingsPacket;
use pocketmine\network\mcpe\protocol\UpdateAttributesPacket;
use pocketmine\network\NetworkSessionManager;
use pocketmine\network\PacketHandlingException;
use pocketmine\permission\DefaultPermissionNames;
use pocketmine\permission\DefaultPermissions;
use pocketmine\player\GameMode;
use pocketmine\player\Player;
use pocketmine\player\PlayerInfo;
use pocketmine\player\UsedChunkStatus;
use pocketmine\player\XboxLivePlayerInfo;
use pocketmine\Server;
use pocketmine\timings\Timings;
use pocketmine\utils\AssumptionFailedError;
use pocketmine\utils\ObjectSet;
use pocketmine\utils\TextFormat;
use pocketmine\utils\Utils;
use pocketmine\world\Position;
use function array_map;
use function array_values;
use function base64_encode;
use function bin2hex;
use function count;
use function get_class;
use function hrtime;
use function in_array;
use function intdiv;
use function json_encode;
use function ksort;
use function min;
use function strcasecmp;
use function strlen;
use function strtolower;
use function substr;
use function time;
use function ucfirst;
use const JSON_THROW_ON_ERROR;
use const SORT_NUMERIC;
class NetworkSession{
private const INCOMING_PACKET_BATCH_PER_TICK = 2; //usually max 1 per tick, but transactions may arrive separately
private const INCOMING_PACKET_BATCH_MAX_BUDGET = 100 * self::INCOMING_PACKET_BATCH_PER_TICK; //enough to account for a 5-second lag spike
/**
* At most this many more packets can be received. If this reaches zero, any additional packets received will cause
* the player to be kicked from the server.
* This number is increased every tick up to a maximum limit.
*
* @see self::INCOMING_PACKET_BATCH_PER_TICK
* @see self::INCOMING_PACKET_BATCH_MAX_BUDGET
*/
private int $incomingPacketBatchBudget = self::INCOMING_PACKET_BATCH_MAX_BUDGET;
private int $lastPacketBudgetUpdateTimeNs;
private \PrefixedLogger $logger;
private ?Player $player = null;
private ?PlayerInfo $info = null;
private ?int $ping = null;
private ?PacketHandler $handler = null;
private bool $connected = true;
private bool $disconnectGuard = false;
private bool $loggedIn = false;
private bool $authenticated = false;
private int $connectTime;
private ?CompoundTag $cachedOfflinePlayerData = null;
private ?EncryptionContext $cipher = null;
/** @var Packet[] */
private array $sendBuffer = [];
/**
* @var \SplQueue|CompressBatchPromise[]
* @phpstan-var \SplQueue<CompressBatchPromise>
*/
private \SplQueue $compressedQueue;
private bool $forceAsyncCompression = true;
private bool $enableCompression = false; //disabled until handshake completed
private PacketSerializerContext $packetSerializerContext;
private ?InventoryManager $invManager = null;
/**
* @var \Closure[]|ObjectSet
* @phpstan-var ObjectSet<\Closure() : void>
*/
private ObjectSet $disposeHooks;
public function __construct(
private Server $server,
private NetworkSessionManager $manager,
private PacketPool $packetPool,
private PacketSender $sender,
private PacketBroadcaster $broadcaster,
private Compressor $compressor,
private string $ip,
private int $port
){
$this->logger = new \PrefixedLogger($this->server->getLogger(), $this->getLogPrefix());
$this->compressedQueue = new \SplQueue();
//TODO: allow this to be injected
$this->packetSerializerContext = new PacketSerializerContext(GlobalItemTypeDictionary::getInstance()->getDictionary());
$this->disposeHooks = new ObjectSet();
$this->connectTime = time();
$this->lastPacketBudgetUpdateTimeNs = hrtime(true);
$this->setHandler(new SessionStartPacketHandler(
$this->server,
$this,
fn() => $this->onSessionStartSuccess()
));
$this->manager->add($this);
$this->logger->info("Session opened");
}
private function getLogPrefix() : string{
return "NetworkSession: " . $this->getDisplayName();
}
public function getLogger() : \Logger{
return $this->logger;
}
private function onSessionStartSuccess() : void{
$this->logger->debug("Session start handshake completed, awaiting login packet");
$this->flushSendBuffer(true);
$this->enableCompression = true;
$this->setHandler(new LoginPacketHandler(
$this->server,
$this,
function(PlayerInfo $info) : void{
$this->info = $info;
$this->logger->info("Player: " . TextFormat::AQUA . $info->getUsername() . TextFormat::RESET);
$this->logger->setPrefix($this->getLogPrefix());
$this->manager->markLoginReceived($this);
},
function(bool $isAuthenticated, bool $authRequired, ?string $error, ?string $clientPubKey) : void{
$this->setAuthenticationStatus($isAuthenticated, $authRequired, $error, $clientPubKey);
}
));
}
protected function createPlayer() : void{
$this->server->createPlayer($this, $this->info, $this->authenticated, $this->cachedOfflinePlayerData)->onCompletion(
\Closure::fromCallable([$this, 'onPlayerCreated']),
fn() => $this->disconnect("Player creation failed") //TODO: this should never actually occur... right?
);
}
private function onPlayerCreated(Player $player) : void{
if(!$this->isConnected()){
//the remote player might have disconnected before spawn terrain generation was finished
return;
}
$this->player = $player;
if(!$this->server->addOnlinePlayer($player)){
return;
}
$this->invManager = new InventoryManager($this->player, $this);
$effectManager = $this->player->getEffects();
$effectManager->getEffectAddHooks()->add($effectAddHook = function(EffectInstance $effect, bool $replacesOldEffect) : void{
$this->onEntityEffectAdded($this->player, $effect, $replacesOldEffect);
});
$effectManager->getEffectRemoveHooks()->add($effectRemoveHook = function(EffectInstance $effect) : void{
$this->onEntityEffectRemoved($this->player, $effect);
});
$this->disposeHooks->add(static function() use ($effectManager, $effectAddHook, $effectRemoveHook) : void{
$effectManager->getEffectAddHooks()->remove($effectAddHook);
$effectManager->getEffectRemoveHooks()->remove($effectRemoveHook);
});
$permissionHooks = $this->player->getPermissionRecalculationCallbacks();
$permissionHooks->add($permHook = function() : void{
$this->logger->debug("Syncing available commands and abilities/permissions due to permission recalculation");
$this->syncAbilities($this->player);
$this->syncAvailableCommands();
});
$this->disposeHooks->add(static function() use ($permissionHooks, $permHook) : void{
$permissionHooks->remove($permHook);
});
$this->beginSpawnSequence();
}
public function getPlayer() : ?Player{
return $this->player;
}
public function getPlayerInfo() : ?PlayerInfo{
return $this->info;
}
public function isConnected() : bool{
return $this->connected && !$this->disconnectGuard;
}
public function getIp() : string{
return $this->ip;
}
public function getPort() : int{
return $this->port;
}
public function getDisplayName() : string{
return $this->info !== null ? $this->info->getUsername() : $this->ip . " " . $this->port;
}
/**
* Returns the last recorded ping measurement for this session, in milliseconds, or null if a ping measurement has not yet been recorded.
*/
public function getPing() : ?int{
return $this->ping;
}
/**
* @internal Called by the network interface to update last recorded ping measurements.
*/
public function updatePing(int $ping) : void{
$this->ping = $ping;
}
public function getHandler() : ?PacketHandler{
return $this->handler;
}
public function setHandler(?PacketHandler $handler) : void{
if($this->connected){ //TODO: this is fine since we can't handle anything from a disconnected session, but it might produce surprises in some cases
$this->handler = $handler;
if($this->handler !== null){
$this->handler->setUp();
}
}
}
/**
* @throws PacketHandlingException
*/
public function handleEncoded(string $payload) : void{
if(!$this->connected){
return;
}
if($this->incomingPacketBatchBudget <= 0){
$this->updatePacketBudget();
if($this->incomingPacketBatchBudget <= 0){
throw new PacketHandlingException("Receiving packets too fast");
}
}
$this->incomingPacketBatchBudget--;
if($this->cipher !== null){
Timings::$playerNetworkReceiveDecrypt->startTiming();
try{
$payload = $this->cipher->decrypt($payload);
}catch(DecryptionException $e){
$this->logger->debug("Encrypted packet: " . base64_encode($payload));
throw PacketHandlingException::wrap($e, "Packet decryption error");
}finally{
Timings::$playerNetworkReceiveDecrypt->stopTiming();
}
}
if($this->enableCompression){
Timings::$playerNetworkReceiveDecompress->startTiming();
try{
$decompressed = $this->compressor->decompress($payload);
}catch(DecompressionException $e){
$this->logger->debug("Failed to decompress packet: " . base64_encode($payload));
throw PacketHandlingException::wrap($e, "Compressed packet batch decode error");
}finally{
Timings::$playerNetworkReceiveDecompress->stopTiming();
}
}else{
$decompressed = $payload;
}
try{
foreach((new PacketBatch($decompressed))->getPackets($this->packetPool, $this->packetSerializerContext, 1300) as [$packet, $buffer]){
if($packet === null){
$this->logger->debug("Unknown packet: " . base64_encode($buffer));
throw new PacketHandlingException("Unknown packet received");
}
try{
$this->handleDataPacket($packet, $buffer);
}catch(PacketHandlingException $e){
$this->logger->debug($packet->getName() . ": " . base64_encode($buffer));
throw PacketHandlingException::wrap($e, "Error processing " . $packet->getName());
}
}
}catch(PacketDecodeException $e){
$this->logger->logException($e);
throw PacketHandlingException::wrap($e, "Packet batch decode error");
}
}
/**
* @throws PacketHandlingException
*/
public function handleDataPacket(Packet $packet, string $buffer) : void{
if(!($packet instanceof ServerboundPacket)){
throw new PacketHandlingException("Unexpected non-serverbound packet");
}
$timings = Timings::getDecodeDataPacketTimings($packet);
$timings->startTiming();
try{
$stream = PacketSerializer::decoder($buffer, 0, $this->packetSerializerContext);
try{
$packet->decode($stream);
}catch(PacketDecodeException $e){
throw PacketHandlingException::wrap($e);
}
if(!$stream->feof()){
$remains = substr($stream->getBuffer(), $stream->getOffset());
$this->logger->debug("Still " . strlen($remains) . " bytes unread in " . $packet->getName() . ": " . bin2hex($remains));
}
}finally{
$timings->stopTiming();
}
$timings = Timings::getHandleDataPacketTimings($packet);
$timings->startTiming();
try{
//TODO: I'm not sure DataPacketReceiveEvent should be included in the handler timings, but it needs to be
//included for now to ensure the receivePacket timings are counted the way they were before
$ev = new DataPacketReceiveEvent($this, $packet);
$ev->call();
if(!$ev->isCancelled() && ($this->handler === null || !$packet->handle($this->handler))){
$this->logger->debug("Unhandled " . $packet->getName() . ": " . base64_encode($stream->getBuffer()));
}
}finally{
$timings->stopTiming();
}
}
public function sendDataPacket(ClientboundPacket $packet, bool $immediate = false) : bool{
if(!$this->connected){
return false;
}
//Basic safety restriction. TODO: improve this
if(!$this->loggedIn && !$packet->canBeSentBeforeLogin()){
throw new \InvalidArgumentException("Attempted to send " . get_class($packet) . " to " . $this->getDisplayName() . " too early");
}
$timings = Timings::getSendDataPacketTimings($packet);
$timings->startTiming();
try{
$ev = new DataPacketSendEvent([$this], [$packet]);
$ev->call();
if($ev->isCancelled()){
return false;
}
$this->addToSendBuffer($packet);
if($immediate){
$this->flushSendBuffer(true);
}
return true;
}finally{
$timings->stopTiming();
}
}
/**
* @internal
*/
public function addToSendBuffer(ClientboundPacket $packet) : void{
$timings = Timings::getSendDataPacketTimings($packet);
$timings->startTiming();
try{
$this->sendBuffer[] = $packet;
}finally{
$timings->stopTiming();
}
}
private function flushSendBuffer(bool $immediate = false) : void{
if(count($this->sendBuffer) > 0){
$syncMode = null; //automatic
if($immediate){
$syncMode = true;
}elseif($this->forceAsyncCompression){
$syncMode = false;
}
$batch = PacketBatch::fromPackets($this->packetSerializerContext, ...$this->sendBuffer);
if($this->enableCompression){
$promise = $this->server->prepareBatch($batch, $this->compressor, $syncMode);
}else{
$promise = new CompressBatchPromise();
$promise->resolve($batch->getBuffer());
}
$this->sendBuffer = [];
$this->queueCompressedNoBufferFlush($promise, $immediate);
}
}
public function getPacketSerializerContext() : PacketSerializerContext{ return $this->packetSerializerContext; }
public function getBroadcaster() : PacketBroadcaster{ return $this->broadcaster; }
public function getCompressor() : Compressor{
return $this->compressor;
}
public function queueCompressed(CompressBatchPromise $payload, bool $immediate = false) : void{
$this->flushSendBuffer($immediate); //Maintain ordering if possible
$this->queueCompressedNoBufferFlush($payload, $immediate);
}
private function queueCompressedNoBufferFlush(CompressBatchPromise $payload, bool $immediate = false) : void{
if($immediate){
//Skips all queues
$this->sendEncoded($payload->getResult(), true);
}else{
$this->compressedQueue->enqueue($payload);
$payload->onResolve(function(CompressBatchPromise $payload) : void{
if($this->connected && $this->compressedQueue->bottom() === $payload){
$this->compressedQueue->dequeue(); //result unused
$this->sendEncoded($payload->getResult());
while(!$this->compressedQueue->isEmpty()){
/** @var CompressBatchPromise $current */
$current = $this->compressedQueue->bottom();
if($current->hasResult()){
$this->compressedQueue->dequeue();
$this->sendEncoded($current->getResult());
}else{
//can't send any more queued until this one is ready
break;
}
}
}
});
}
}
private function sendEncoded(string $payload, bool $immediate = false) : void{
if($this->cipher !== null){
Timings::$playerNetworkSendEncrypt->startTiming();
$payload = $this->cipher->encrypt($payload);
Timings::$playerNetworkSendEncrypt->stopTiming();
}
$this->sender->send($payload, $immediate);
}
/**
* @phpstan-param \Closure() : void $func
*/
private function tryDisconnect(\Closure $func, string $reason) : void{
if($this->connected && !$this->disconnectGuard){
$this->disconnectGuard = true;
$func();
$this->disconnectGuard = false;
$this->flushSendBuffer(true);
$this->sender->close("");
foreach($this->disposeHooks as $callback){
$callback();
}
$this->disposeHooks->clear();
$this->setHandler(null);
$this->connected = false;
$this->logger->info("Session closed due to $reason");
}
}
/**
* Performs actions after the session has been disconnected. By this point, nothing should be interacting with the
* session, so it's safe to destroy any cycles and perform destructive cleanup.
*/
private function dispose() : void{
$this->invManager = null;
}
/**
* Disconnects the session, destroying the associated player (if it exists).
*/
public function disconnect(string $reason, bool $notify = true) : void{
$this->tryDisconnect(function() use ($reason, $notify) : void{
if($notify){
$this->sendDataPacket(DisconnectPacket::create($reason));
}
if($this->player !== null){
$this->player->onPostDisconnect($reason, null);
}
}, $reason);
}
/**
* Instructs the remote client to connect to a different server.
*/
public function transfer(string $ip, int $port, string $reason = "transfer") : void{
$this->tryDisconnect(function() use ($ip, $port, $reason) : void{
$this->sendDataPacket(TransferPacket::create($ip, $port), true);
if($this->player !== null){
$this->player->onPostDisconnect($reason, null);
}
}, $reason);
}
/**
* Called by the Player when it is closed (for example due to getting kicked).
*/
public function onPlayerDestroyed(string $reason) : void{
$this->tryDisconnect(function() use ($reason) : void{
$this->sendDataPacket(DisconnectPacket::create($reason));
}, $reason);
}
/**
* Called by the network interface to close the session when the client disconnects without server input, for
* example in a timeout condition or voluntary client disconnect.
*/
public function onClientDisconnect(string $reason) : void{
$this->tryDisconnect(function() use ($reason) : void{
if($this->player !== null){
$this->player->onPostDisconnect($reason, null);
}
}, $reason);
}
private function setAuthenticationStatus(bool $authenticated, bool $authRequired, ?string $error, ?string $clientPubKey) : void{
if(!$this->connected){
return;
}
if($error === null){
if($authenticated && !($this->info instanceof XboxLivePlayerInfo)){
$error = "Expected XUID but none found";
}elseif($clientPubKey === null){
$error = "Missing client public key"; //failsafe
}
}
if($error !== null){
$this->disconnect($this->server->getLanguage()->translate(KnownTranslationFactory::pocketmine_disconnect_invalidSession($this->server->getLanguage()->translateString($error))));
return;
}
$this->authenticated = $authenticated;
if(!$this->authenticated){
if($authRequired){
$this->disconnect(KnownTranslationKeys::DISCONNECTIONSCREEN_NOTAUTHENTICATED);
return;
}
if($this->info instanceof XboxLivePlayerInfo){
$this->logger->warning("Discarding unexpected XUID for non-authenticated player");
$this->info = $this->info->withoutXboxData();
}
}
$this->logger->debug("Xbox Live authenticated: " . ($this->authenticated ? "YES" : "NO"));
$checkXUID = $this->server->getConfigGroup()->getPropertyBool("player.verify-xuid", true);
$myXUID = $this->info instanceof XboxLivePlayerInfo ? $this->info->getXuid() : "";
$kickForXUIDMismatch = function(string $xuid) use ($checkXUID, $myXUID) : bool{
if($checkXUID && $myXUID !== $xuid){
$this->logger->debug("XUID mismatch: expected '$xuid', but got '$myXUID'");
//TODO: Longer term, we should be identifying playerdata using something more reliable, like XUID or UUID.
//However, that would be a very disruptive change, so this will serve as a stopgap for now.
//Side note: this will also prevent offline players hijacking XBL playerdata on online servers, since their
//XUID will always be empty.
$this->disconnect("XUID does not match (possible impersonation attempt)");
return true;
}
return false;
};
foreach($this->manager->getSessions() as $existingSession){
if($existingSession === $this){
continue;
}
$info = $existingSession->getPlayerInfo();
if($info !== null && (strcasecmp($info->getUsername(), $this->info->getUsername()) === 0 || $info->getUuid()->equals($this->info->getUuid()))){
if($kickForXUIDMismatch($info instanceof XboxLivePlayerInfo ? $info->getXuid() : "")){
return;
}
$ev = new PlayerDuplicateLoginEvent($this, $existingSession);
$ev->call();
if($ev->isCancelled()){
$this->disconnect($ev->getDisconnectMessage());
return;
}
$existingSession->disconnect($ev->getDisconnectMessage());
}
}
//TODO: make player data loading async
//TODO: we shouldn't be loading player data here at all, but right now we don't have any choice :(
$this->cachedOfflinePlayerData = $this->server->getOfflinePlayerData($this->info->getUsername());
if($checkXUID){
$recordedXUID = $this->cachedOfflinePlayerData !== null ? $this->cachedOfflinePlayerData->getTag(Player::TAG_LAST_KNOWN_XUID) : null;
if(!($recordedXUID instanceof StringTag)){
$this->logger->debug("No previous XUID recorded, no choice but to trust this player");
}elseif(!$kickForXUIDMismatch($recordedXUID->getValue())){
$this->logger->debug("XUID match");
}
}
if(EncryptionContext::$ENABLED){
$this->server->getAsyncPool()->submitTask(new PrepareEncryptionTask($clientPubKey, function(string $encryptionKey, string $handshakeJwt) : void{
if(!$this->connected){
return;
}
$this->sendDataPacket(ServerToClientHandshakePacket::create($handshakeJwt), true); //make sure this gets sent before encryption is enabled
$this->cipher = EncryptionContext::fakeGCM($encryptionKey);
$this->setHandler(new HandshakePacketHandler(function() : void{
$this->onServerLoginSuccess();
}));
$this->logger->debug("Enabled encryption");
}));
}else{
$this->onServerLoginSuccess();
}
}
private function onServerLoginSuccess() : void{
$this->loggedIn = true;
$this->sendDataPacket(PlayStatusPacket::create(PlayStatusPacket::LOGIN_SUCCESS));
$this->logger->debug("Initiating resource packs phase");
$this->setHandler(new ResourcePacksPacketHandler($this, $this->server->getResourcePackManager(), function() : void{
$this->createPlayer();
}));
}
private function beginSpawnSequence() : void{
$this->setHandler(new PreSpawnPacketHandler($this->server, $this->player, $this, $this->invManager));
$this->player->setImmobile(); //TODO: HACK: fix client-side falling pre-spawn
$this->logger->debug("Waiting for chunk radius request");
}
public function notifyTerrainReady() : void{
$this->logger->debug("Sending spawn notification, waiting for spawn response");
$this->sendDataPacket(PlayStatusPacket::create(PlayStatusPacket::PLAYER_SPAWN));
$this->setHandler(new SpawnResponsePacketHandler(function() : void{
$this->onClientSpawnResponse();
}));
}
private function onClientSpawnResponse() : void{
$this->logger->debug("Received spawn response, entering in-game phase");
$this->player->setImmobile(false); //TODO: HACK: we set this during the spawn sequence to prevent the client sending junk movements
$this->player->doFirstSpawn();
$this->forceAsyncCompression = false;
$this->setHandler(new InGamePacketHandler($this->player, $this, $this->invManager));
}
public function onServerDeath(Translatable|string $deathMessage) : void{
if($this->handler instanceof InGamePacketHandler){ //TODO: this is a bad fix for pre-spawn death, this shouldn't be reachable at all at this stage :(
$this->setHandler(new DeathPacketHandler($this->player, $this, $this->invManager ?? throw new AssumptionFailedError(), $deathMessage));
}
}
public function onServerRespawn() : void{
$this->syncAttributes($this->player, $this->player->getAttributeMap()->getAll());
$this->player->sendData(null);
$this->syncAbilities($this->player);
$this->invManager->syncAll();
$this->setHandler(new InGamePacketHandler($this->player, $this, $this->invManager));
}
public function syncMovement(Vector3 $pos, ?float $yaw = null, ?float $pitch = null, int $mode = MovePlayerPacket::MODE_NORMAL) : void{
if($this->player !== null){
$location = $this->player->getLocation();
$yaw = $yaw ?? $location->getYaw();
$pitch = $pitch ?? $location->getPitch();
$this->sendDataPacket(MovePlayerPacket::simple(
$this->player->getId(),
$this->player->getOffsetPosition($pos),
$pitch,
$yaw,
$yaw, //TODO: head yaw
$mode,
$this->player->onGround,
0, //TODO: riding entity ID
0 //TODO: tick
));
if($this->handler instanceof InGamePacketHandler){
$this->handler->forceMoveSync = true;
}
}
}
public function syncViewAreaRadius(int $distance) : void{
$this->sendDataPacket(ChunkRadiusUpdatedPacket::create($distance));
}
public function syncViewAreaCenterPoint(Vector3 $newPos, int $viewDistance) : void{
$this->sendDataPacket(NetworkChunkPublisherUpdatePacket::create(BlockPosition::fromVector3($newPos), $viewDistance * 16, [])); //blocks, not chunks >.>
}
public function syncPlayerSpawnPoint(Position $newSpawn) : void{
$newSpawnBlockPosition = BlockPosition::fromVector3($newSpawn);
//TODO: respawn causing block position (bed, respawn anchor)
$this->sendDataPacket(SetSpawnPositionPacket::playerSpawn($newSpawnBlockPosition, DimensionIds::OVERWORLD, $newSpawnBlockPosition));
}
public function syncWorldSpawnPoint(Position $newSpawn) : void{
$this->sendDataPacket(SetSpawnPositionPacket::worldSpawn(BlockPosition::fromVector3($newSpawn), DimensionIds::OVERWORLD));
}
public function syncGameMode(GameMode $mode, bool $isRollback = false) : void{
$this->sendDataPacket(SetPlayerGameTypePacket::create(TypeConverter::getInstance()->coreGameModeToProtocol($mode)));
if($this->player !== null){
$this->syncAbilities($this->player);
$this->syncAdventureSettings(); //TODO: we might be able to do this with the abilities packet alone
}
if(!$isRollback && $this->invManager !== null){
$this->invManager->syncCreative();
}
}
public function syncAbilities(Player $for) : void{
$isOp = $for->hasPermission(DefaultPermissions::ROOT_OPERATOR);
//ALL of these need to be set for the base layer, otherwise the client will cry
$boolAbilities = [
AbilitiesLayer::ABILITY_ALLOW_FLIGHT => $for->getAllowFlight(),
AbilitiesLayer::ABILITY_FLYING => $for->isFlying(),
AbilitiesLayer::ABILITY_NO_CLIP => !$for->hasBlockCollision(),
AbilitiesLayer::ABILITY_OPERATOR => $isOp,
AbilitiesLayer::ABILITY_TELEPORT => $for->hasPermission(DefaultPermissionNames::COMMAND_TELEPORT_SELF),
AbilitiesLayer::ABILITY_INVULNERABLE => $for->isCreative(),
AbilitiesLayer::ABILITY_MUTED => false,
AbilitiesLayer::ABILITY_WORLD_BUILDER => false,
AbilitiesLayer::ABILITY_INFINITE_RESOURCES => !$for->hasFiniteResources(),
AbilitiesLayer::ABILITY_LIGHTNING => false,
AbilitiesLayer::ABILITY_BUILD => !$for->isSpectator(),
AbilitiesLayer::ABILITY_MINE => !$for->isSpectator(),
AbilitiesLayer::ABILITY_DOORS_AND_SWITCHES => !$for->isSpectator(),
AbilitiesLayer::ABILITY_OPEN_CONTAINERS => !$for->isSpectator(),
AbilitiesLayer::ABILITY_ATTACK_PLAYERS => !$for->isSpectator(),
AbilitiesLayer::ABILITY_ATTACK_MOBS => !$for->isSpectator(),
];
$this->sendDataPacket(UpdateAbilitiesPacket::create(new AbilitiesData(
$isOp ? CommandPermissions::OPERATOR : CommandPermissions::NORMAL,
$isOp ? PlayerPermissions::OPERATOR : PlayerPermissions::MEMBER,
$for->getId(),
[
//TODO: dynamic flying speed! FINALLY!!!!!!!!!!!!!!!!!
new AbilitiesLayer(AbilitiesLayer::LAYER_BASE, $boolAbilities, 0.05, 0.1),
]
)));
}
public function syncAdventureSettings() : void{
if($this->player === null){
throw new \LogicException("Cannot sync adventure settings for a player that is not yet created");
}
//everything except auto jump is handled via UpdateAbilitiesPacket
$this->sendDataPacket(UpdateAdventureSettingsPacket::create(
noAttackingMobs: false,
noAttackingPlayers: false,
worldImmutable: false,
showNameTags: true,
autoJump: $this->player->hasAutoJump()
));
}
/**
* @param Attribute[] $attributes
*/
public function syncAttributes(Living $entity, array $attributes) : void{
if(count($attributes) > 0){
$this->sendDataPacket(UpdateAttributesPacket::create($entity->getId(), array_map(function(Attribute $attr) : NetworkAttribute{
return new NetworkAttribute($attr->getId(), $attr->getMinValue(), $attr->getMaxValue(), $attr->getValue(), $attr->getDefaultValue(), []);
}, $attributes), 0));
}
}
/**
* @param MetadataProperty[] $properties
* @phpstan-param array<int, MetadataProperty> $properties
*/
public function syncActorData(Entity $entity, array $properties) : void{
//TODO: HACK! as of 1.18.10, the client responds differently to the same data ordered in different orders - for
//example, sending HEIGHT in the list before FLAGS when unsetting the SWIMMING flag results in a hitbox glitch
ksort($properties, SORT_NUMERIC);
$this->sendDataPacket(SetActorDataPacket::create($entity->getId(), $properties, new PropertySyncData([], []), 0));
}
public function onEntityEffectAdded(Living $entity, EffectInstance $effect, bool $replacesOldEffect) : void{
//TODO: we may need yet another effect <=> ID map in the future depending on protocol changes
$this->sendDataPacket(MobEffectPacket::add($entity->getId(), $replacesOldEffect, EffectIdMap::getInstance()->toId($effect->getType()), $effect->getAmplifier(), $effect->isVisible(), $effect->getDuration()));
}
public function onEntityEffectRemoved(Living $entity, EffectInstance $effect) : void{
$this->sendDataPacket(MobEffectPacket::remove($entity->getId(), EffectIdMap::getInstance()->toId($effect->getType())));
}
public function onEntityRemoved(Entity $entity) : void{
$this->sendDataPacket(RemoveActorPacket::create($entity->getId()));
}
public function syncAvailableCommands() : void{
$commandData = [];
foreach($this->server->getCommandMap()->getCommands() as $name => $command){
if(isset($commandData[$command->getLabel()]) || $command->getLabel() === "help" || !$command->testPermissionSilent($this->player)){
continue;
}
$lname = strtolower($command->getLabel());
$aliases = $command->getAliases();
$aliasObj = null;
if(count($aliases) > 0){
if(!in_array($lname, $aliases, true)){
//work around a client bug which makes the original name not show when aliases are used
$aliases[] = $lname;
}
$aliasObj = new CommandEnum(ucfirst($command->getLabel()) . "Aliases", array_values($aliases));
}
$description = $command->getDescription();
$data = new CommandData(
$lname, //TODO: commands containing uppercase letters in the name crash 1.9.0 client
$description instanceof Translatable ? $this->player->getLanguage()->translate($description) : $description,
0,
0,
$aliasObj,
[
[CommandParameter::standard("args", AvailableCommandsPacket::ARG_TYPE_RAWTEXT, 0, true)]
]
);
$commandData[$command->getLabel()] = $data;
}
$this->sendDataPacket(AvailableCommandsPacket::create($commandData, [], [], []));
}
public function onChatMessage(Translatable|string $message) : void{
if($message instanceof Translatable){
$language = $this->player->getLanguage();
if(!$this->server->isLanguageForced()){
//we can't send nested translations to the client, so make sure they are always pre-translated by the server
$parameters = array_map(fn(string|Translatable $p) => $p instanceof Translatable ? $language->translate($p) : $p, $message->getParameters());
$this->sendDataPacket(TextPacket::translation($language->translateString($message->getText(), $parameters, "pocketmine."), $parameters));
}else{
$this->sendDataPacket(TextPacket::raw($language->translate($message)));
}
}else{
$this->sendDataPacket(TextPacket::raw($message));
}
}
/**
* @param string[] $parameters
*/
public function onJukeboxPopup(string $key, array $parameters) : void{
$this->sendDataPacket(TextPacket::jukeboxPopup($key, $parameters));
}
public function onPopup(string $message) : void{
$this->sendDataPacket(TextPacket::popup($message));
}
public function onTip(string $message) : void{
$this->sendDataPacket(TextPacket::tip($message));
}
public function onFormSent(int $id, Form $form) : bool{
return $this->sendDataPacket(ModalFormRequestPacket::create($id, json_encode($form, JSON_THROW_ON_ERROR)));
}
/**
* Instructs the networksession to start using the chunk at the given coordinates. This may occur asynchronously.
* @param \Closure $onCompletion To be called when chunk sending has completed.
* @phpstan-param \Closure() : void $onCompletion
*/
public function startUsingChunk(int $chunkX, int $chunkZ, \Closure $onCompletion) : void{
Utils::validateCallableSignature(function() : void{}, $onCompletion);
$world = $this->player->getLocation()->getWorld();
ChunkCache::getInstance($world, $this->compressor)->request($chunkX, $chunkZ)->onResolve(
//this callback may be called synchronously or asynchronously, depending on whether the promise is resolved yet
function(CompressBatchPromise $promise) use ($world, $onCompletion, $chunkX, $chunkZ) : void{
if(!$this->isConnected()){
return;
}
$currentWorld = $this->player->getLocation()->getWorld();
if($world !== $currentWorld || ($status = $this->player->getUsedChunkStatus($chunkX, $chunkZ)) === null){
$this->logger->debug("Tried to send no-longer-active chunk $chunkX $chunkZ in world " . $world->getFolderName());
return;
}
if(!$status->equals(UsedChunkStatus::REQUESTED_SENDING())){
//TODO: make this an error
//this could be triggered due to the shitty way that chunk resends are handled
//right now - not because of the spammy re-requesting, but because the chunk status reverts
//to NEEDED if they want to be resent.
return;
}
$world->timings->syncChunkSend->startTiming();
try{
$this->queueCompressed($promise);
$onCompletion();
}finally{
$world->timings->syncChunkSend->stopTiming();
}
}
);
}
public function stopUsingChunk(int $chunkX, int $chunkZ) : void{
}
public function onEnterWorld() : void{
if($this->player !== null){
$world = $this->player->getWorld();
$this->syncWorldTime($world->getTime());
$this->syncWorldDifficulty($world->getDifficulty());
$this->syncWorldSpawnPoint($world->getSpawnLocation());
//TODO: weather needs to be synced here (when implemented)
}
}
public function syncWorldTime(int $worldTime) : void{
$this->sendDataPacket(SetTimePacket::create($worldTime));
}
public function syncWorldDifficulty(int $worldDifficulty) : void{
$this->sendDataPacket(SetDifficultyPacket::create($worldDifficulty));
}
public function getInvManager() : ?InventoryManager{
return $this->invManager;
}
/**
* TODO: expand this to more than just humans
*/
public function onMobMainHandItemChange(Human $mob) : void{
//TODO: we could send zero for slot here because remote players don't need to know which slot was selected
$inv = $mob->getInventory();
$this->sendDataPacket(MobEquipmentPacket::create($mob->getId(), ItemStackWrapper::legacy(TypeConverter::getInstance()->coreItemStackToNet($inv->getItemInHand())), $inv->getHeldItemIndex(), $inv->getHeldItemIndex(), ContainerIds::INVENTORY));
}
public function onMobOffHandItemChange(Human $mob) : void{
$inv = $mob->getOffHandInventory();
$this->sendDataPacket(MobEquipmentPacket::create($mob->getId(), ItemStackWrapper::legacy(TypeConverter::getInstance()->coreItemStackToNet($inv->getItem(0))), 0, 0, ContainerIds::OFFHAND));
}
public function onMobArmorChange(Living $mob) : void{
$inv = $mob->getArmorInventory();
$converter = TypeConverter::getInstance();
$this->sendDataPacket(MobArmorEquipmentPacket::create(
$mob->getId(),
ItemStackWrapper::legacy($converter->coreItemStackToNet($inv->getHelmet())),
ItemStackWrapper::legacy($converter->coreItemStackToNet($inv->getChestplate())),
ItemStackWrapper::legacy($converter->coreItemStackToNet($inv->getLeggings())),
ItemStackWrapper::legacy($converter->coreItemStackToNet($inv->getBoots()))
));
}
public function onPlayerPickUpItem(Player $collector, Entity $pickedUp) : void{
$this->sendDataPacket(TakeItemActorPacket::create($collector->getId(), $pickedUp->getId()));
}
/**
* @param Player[] $players
*/
public function syncPlayerList(array $players) : void{
$this->sendDataPacket(PlayerListPacket::add(array_map(function(Player $player) : PlayerListEntry{
return PlayerListEntry::createAdditionEntry($player->getUniqueId(), $player->getId(), $player->getDisplayName(), SkinAdapterSingleton::get()->toSkinData($player->getSkin()), $player->getXuid());
}, $players)));
}
public function onPlayerAdded(Player $p) : void{
$this->sendDataPacket(PlayerListPacket::add([PlayerListEntry::createAdditionEntry($p->getUniqueId(), $p->getId(), $p->getDisplayName(), SkinAdapterSingleton::get()->toSkinData($p->getSkin()), $p->getXuid())]));
}
public function onPlayerRemoved(Player $p) : void{
if($p !== $this->player){
$this->sendDataPacket(PlayerListPacket::remove([PlayerListEntry::createRemovalEntry($p->getUniqueId())]));
}
}
public function onTitle(string $title) : void{
$this->sendDataPacket(SetTitlePacket::title($title));
}
public function onSubTitle(string $subtitle) : void{
$this->sendDataPacket(SetTitlePacket::subtitle($subtitle));
}
public function onActionBar(string $actionBar) : void{
$this->sendDataPacket(SetTitlePacket::actionBarMessage($actionBar));
}
public function onClearTitle() : void{
$this->sendDataPacket(SetTitlePacket::clearTitle());
}
public function onResetTitleOptions() : void{
$this->sendDataPacket(SetTitlePacket::resetTitleOptions());
}
public function onTitleDuration(int $fadeIn, int $stay, int $fadeOut) : void{
$this->sendDataPacket(SetTitlePacket::setAnimationTimes($fadeIn, $stay, $fadeOut));
}
public function onEmote(Human $from, string $emoteId) : void{
$this->sendDataPacket(EmotePacket::create($from->getId(), $emoteId, EmotePacket::FLAG_SERVER));
}
public function onToastNotification(string $title, string $body) : void{
$this->sendDataPacket(ToastRequestPacket::create($title, $body));
}
private function updatePacketBudget() : void{
$nowNs = hrtime(true);
$timeSinceLastUpdateNs = $nowNs - $this->lastPacketBudgetUpdateTimeNs;
if($timeSinceLastUpdateNs > 50_000_000){
$ticksSinceLastUpdate = intdiv($timeSinceLastUpdateNs, 50_000_000);
/*
* If the server takes an abnormally long time to process a tick, add the budget for time difference to
* compensate. This extra budget may be very large, but it will disappear the next time a normal update
* occurs. This ensures that backlogs during a large lag spike don't cause everyone to get kicked.
* As long as all the backlogged packets are processed before the next tick, everything should be OK for
* clients behaving normally.
*/
$this->incomingPacketBatchBudget = min($this->incomingPacketBatchBudget, self::INCOMING_PACKET_BATCH_MAX_BUDGET) + (self::INCOMING_PACKET_BATCH_PER_TICK * 2 * $ticksSinceLastUpdate);
$this->lastPacketBudgetUpdateTimeNs = $nowNs;
}
}
public function tick() : void{
if(!$this->isConnected()){
$this->dispose();
return;
}
if($this->info === null){
if(time() >= $this->connectTime + 10){
$this->disconnect("Login timeout");
}
return;
}
if($this->player !== null){
$this->player->doChunkRequests();
$dirtyAttributes = $this->player->getAttributeMap()->needSend();
$this->syncAttributes($this->player, $dirtyAttributes);
foreach($dirtyAttributes as $attribute){
//TODO: we might need to send these to other players in the future
//if that happens, this will need to become more complex than a flag on the attribute itself
$attribute->markSynchronized();
}
}
$this->flushSendBuffer();
}
}