PocketMine-MP/src/network/mcpe/NetworkSession.php
Dylan K. Taylor d1775030c3 Remove DataPacketBroadcastEvent, DataPacketSendEvent now supports multiple recipients & packets in one swoop
this makes it simpler to consistently process outbound packets from a plugin. Previously it was necessary to handle 2 events to do 1 job.
2019-08-10 17:59:02 +01:00

872 lines
28 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 Mdanter\Ecc\Crypto\Key\PublicKeyInterface;
use pocketmine\entity\effect\EffectInstance;
use pocketmine\entity\Human;
use pocketmine\entity\Living;
use pocketmine\event\player\PlayerCreationEvent;
use pocketmine\event\server\DataPacketSendEvent;
use pocketmine\event\server\DataPacketReceiveEvent;
use pocketmine\form\Form;
use pocketmine\math\Vector3;
use pocketmine\network\BadPacketException;
use pocketmine\network\mcpe\compression\CompressBatchPromise;
use pocketmine\network\mcpe\compression\Zlib;
use pocketmine\network\mcpe\encryption\NetworkCipher;
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\NullPacketHandler;
use pocketmine\network\mcpe\handler\PacketHandler;
use pocketmine\network\mcpe\handler\PreSpawnPacketHandler;
use pocketmine\network\mcpe\handler\ResourcePacksPacketHandler;
use pocketmine\network\mcpe\protocol\AdventureSettingsPacket;
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\GarbageServerboundPacket;
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\PlayerListPacket;
use pocketmine\network\mcpe\protocol\PlayStatusPacket;
use pocketmine\network\mcpe\protocol\ServerboundPacket;
use pocketmine\network\mcpe\protocol\ServerToClientHandshakePacket;
use pocketmine\network\mcpe\protocol\SetPlayerGameTypePacket;
use pocketmine\network\mcpe\protocol\SetSpawnPositionPacket;
use pocketmine\network\mcpe\protocol\TextPacket;
use pocketmine\network\mcpe\protocol\TransferPacket;
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\inventory\ContainerIds;
use pocketmine\network\mcpe\protocol\types\PlayerListEntry;
use pocketmine\network\mcpe\protocol\types\PlayerPermissions;
use pocketmine\network\mcpe\protocol\UpdateAttributesPacket;
use pocketmine\network\NetworkSessionManager;
use pocketmine\player\GameMode;
use pocketmine\player\Player;
use pocketmine\player\PlayerInfo;
use pocketmine\Server;
use pocketmine\timings\Timings;
use pocketmine\utils\BinaryDataException;
use pocketmine\utils\TextFormat;
use pocketmine\utils\Utils;
use pocketmine\world\Position;
use function array_map;
use function assert;
use function base64_encode;
use function bin2hex;
use function count;
use function get_class;
use function in_array;
use function json_encode;
use function json_last_error_msg;
use function strlen;
use function strtolower;
use function substr;
use function time;
use function ucfirst;
class NetworkSession{
/** @var \PrefixedLogger */
private $logger;
/** @var Server */
private $server;
/** @var Player|null */
private $player = null;
/** @var NetworkSessionManager */
private $manager;
/** @var string */
private $ip;
/** @var int */
private $port;
/** @var PlayerInfo */
private $info;
/** @var int */
private $ping;
/** @var PacketHandler */
private $handler;
/** @var bool */
private $connected = true;
/** @var bool */
private $disconnectGuard = false;
/** @var bool */
private $loggedIn = false;
/** @var bool */
private $authenticated = false;
/** @var int */
private $connectTime;
/** @var NetworkCipher */
private $cipher;
/** @var PacketBatch|null */
private $sendBuffer;
/** @var \SplQueue|CompressBatchPromise[] */
private $compressedQueue;
/** @var InventoryManager|null */
private $invManager = null;
/** @var PacketSender */
private $sender;
public function __construct(Server $server, NetworkSessionManager $manager, PacketSender $sender, string $ip, int $port){
$this->server = $server;
$this->manager = $manager;
$this->sender = $sender;
$this->ip = $ip;
$this->port = $port;
$this->logger = new \PrefixedLogger($this->server->getLogger(), $this->getLogPrefix());
$this->compressedQueue = new \SplQueue();
$this->connectTime = time();
$this->setHandler(new LoginPacketHandler($this->server, $this));
$this->manager->add($this);
$this->logger->info("Session opened");
}
private function getLogPrefix() : string{
return "NetworkSession: " . $this->getDisplayName();
}
public function getLogger() : \Logger{
return $this->logger;
}
protected function createPlayer() : void{
$ev = new PlayerCreationEvent($this);
$ev->call();
$class = $ev->getPlayerClass();
/**
* @var Player $player
* @see Player::__construct()
*/
$this->player = new $class($this->server, $this, $this->info, $this->authenticated);
$this->invManager = new InventoryManager($this->player, $this);
$this->player->getEffects()->onEffectAdd(function(EffectInstance $effect, bool $replacesOldEffect) : void{
$this->onEntityEffectAdded($this->player, $effect, $replacesOldEffect);
});
$this->player->getEffects()->onEffectRemove(function(EffectInstance $effect) : void{
$this->onEntityEffectRemoved($this->player, $effect);
});
}
public function getPlayer() : ?Player{
return $this->player;
}
public function getPlayerInfo() : ?PlayerInfo{
return $this->info;
}
/**
* TODO: this shouldn't be accessible after the initial login phase
*
* @param PlayerInfo $info
* @throws \InvalidStateException
*/
public function setPlayerInfo(PlayerInfo $info) : void{
if($this->info !== null){
throw new \InvalidStateException("Player info has already been set");
}
$this->info = $info;
$this->logger->info("Player: " . TextFormat::AQUA . $info->getUsername() . TextFormat::RESET);
$this->logger->setPrefix($this->getLogPrefix());
}
public function isConnected() : bool{
return $this->connected;
}
/**
* @return string
*/
public function getIp() : string{
return $this->ip;
}
/**
* @return int
*/
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.
*
* @return int
*/
public function getPing() : int{
return $this->ping;
}
/**
* @internal Called by the network interface to update last recorded ping measurements.
*
* @param int $ping
*/
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;
$this->handler->setUp();
}
}
/**
* @param string $payload
*
* @throws BadPacketException
*/
public function handleEncoded(string $payload) : void{
if(!$this->connected){
return;
}
if($this->cipher !== null){
Timings::$playerNetworkReceiveDecryptTimer->startTiming();
try{
$payload = $this->cipher->decrypt($payload);
}catch(\UnexpectedValueException $e){
$this->logger->debug("Encrypted packet: " . base64_encode($payload));
throw new BadPacketException("Packet decryption error: " . $e->getMessage(), 0, $e);
}finally{
Timings::$playerNetworkReceiveDecryptTimer->stopTiming();
}
}
Timings::$playerNetworkReceiveDecompressTimer->startTiming();
try{
$stream = new PacketBatch(Zlib::decompress($payload));
}catch(\ErrorException $e){
$this->logger->debug("Failed to decompress packet: " . base64_encode($payload));
//TODO: this isn't incompatible game version if we already established protocol version
throw new BadPacketException("Compressed packet batch decode error: " . $e->getMessage(), 0, $e);
}finally{
Timings::$playerNetworkReceiveDecompressTimer->stopTiming();
}
$count = 0;
while(!$stream->feof() and $this->connected){
if($count++ >= 500){
throw new BadPacketException("Too many packets in a single batch");
}
try{
$pk = $stream->getPacket();
}catch(BinaryDataException $e){
$this->logger->debug("Packet batch: " . base64_encode($stream->getBuffer()));
throw new BadPacketException("Packet batch decode error: " . $e->getMessage(), 0, $e);
}
try{
$this->handleDataPacket($pk);
}catch(BadPacketException $e){
$this->logger->debug($pk->getName() . ": " . base64_encode($pk->getBuffer()));
throw new BadPacketException("Error processing " . $pk->getName() . ": " . $e->getMessage(), 0, $e);
}
}
}
/**
* @param Packet $packet
*
* @throws BadPacketException
*/
public function handleDataPacket(Packet $packet) : void{
if(!($packet instanceof ServerboundPacket)){
if($packet instanceof GarbageServerboundPacket){
$this->logger->debug("Garbage serverbound " . $packet->getName() . ": " . base64_encode($packet->getBuffer()));
return;
}
throw new BadPacketException("Unexpected non-serverbound packet");
}
$timings = Timings::getReceiveDataPacketTimings($packet);
$timings->startTiming();
try{
$packet->decode();
if(!$packet->feof()){
$remains = substr($packet->getBuffer(), $packet->getOffset());
$this->logger->debug("Still " . strlen($remains) . " bytes unread in " . $packet->getName() . ": " . bin2hex($remains));
}
$ev = new DataPacketReceiveEvent($this, $packet);
$ev->call();
if(!$ev->isCancelled() and !$packet->handle($this->handler)){
$this->logger->debug("Unhandled " . $packet->getName() . ": " . base64_encode($packet->getBuffer()));
}
}finally{
$timings->stopTiming();
}
}
public function sendDataPacket(ClientboundPacket $packet, bool $immediate = false) : bool{
//Basic safety restriction. TODO: improve this
if(!$this->loggedIn and !$packet->canBeSentBeforeLogin()){
throw new \InvalidArgumentException("Attempted to send " . get_class($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
* @param ClientboundPacket $packet
*/
public function addToSendBuffer(ClientboundPacket $packet) : void{
$timings = Timings::getSendDataPacketTimings($packet);
$timings->startTiming();
try{
if($this->sendBuffer === null){
$this->sendBuffer = new PacketBatch();
}
$this->sendBuffer->putPacket($packet);
$this->manager->scheduleUpdate($this); //schedule flush at end of tick
}finally{
$timings->stopTiming();
}
}
private function flushSendBuffer(bool $immediate = false) : void{
if($this->sendBuffer !== null){
$promise = $this->server->prepareBatch($this->sendBuffer, $immediate);
$this->sendBuffer = null;
$this->queueCompressed($promise, $immediate);
}
}
public function queueCompressed(CompressBatchPromise $payload, bool $immediate = false) : void{
$this->flushSendBuffer($immediate); //Maintain ordering if possible
if($immediate){
//Skips all queues
$this->sendEncoded($payload->getResult(), true);
}else{
$this->compressedQueue->enqueue($payload);
$payload->onResolve(function(CompressBatchPromise $payload) : void{
if($this->connected and $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::$playerNetworkSendEncryptTimer->startTiming();
$payload = $this->cipher->encrypt($payload);
Timings::$playerNetworkSendEncryptTimer->stopTiming();
}
$this->sender->send($payload, $immediate);
}
private function tryDisconnect(\Closure $func, string $reason) : void{
if($this->connected and !$this->disconnectGuard){
$this->disconnectGuard = true;
$func();
$this->disconnectGuard = false;
$this->setHandler(NullPacketHandler::getInstance());
$this->connected = false;
$this->manager->remove($this);
$this->logger->info("Session closed due to $reason");
$this->invManager = null; //break cycles - TODO: this really ought to be deferred until it's safe
}
}
/**
* Disconnects the session, destroying the associated player (if it exists).
*
* @param string $reason
* @param bool $notify
*/
public function disconnect(string $reason, bool $notify = true) : void{
$this->tryDisconnect(function() use ($reason, $notify){
if($this->player !== null){
$this->player->disconnect($reason, null, $notify);
}
$this->doServerDisconnect($reason, $notify);
}, $reason);
}
/**
* Instructs the remote client to connect to a different server.
*
* @param string $ip
* @param int $port
* @param string $reason
*
* @throws \UnsupportedOperationException
*/
public function transfer(string $ip, int $port, string $reason = "transfer") : void{
$this->tryDisconnect(function() use ($ip, $port, $reason){
$this->sendDataPacket(TransferPacket::create($ip, $port), true);
$this->disconnect($reason, false);
if($this->player !== null){
$this->player->disconnect($reason, null, false);
}
$this->doServerDisconnect($reason, false);
}, $reason);
}
/**
* Called by the Player when it is closed (for example due to getting kicked).
*
* @param string $reason
* @param bool $notify
*/
public function onPlayerDestroyed(string $reason, bool $notify = true) : void{
$this->tryDisconnect(function() use ($reason, $notify){
$this->doServerDisconnect($reason, $notify);
}, $reason);
}
/**
* Internal helper function used to handle server disconnections.
*
* @param string $reason
* @param bool $notify
*/
private function doServerDisconnect(string $reason, bool $notify = true) : void{
if($notify){
$this->sendDataPacket($reason === "" ? DisconnectPacket::silent() : DisconnectPacket::message($reason), true);
}
$this->sender->close($notify ? $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.
*
* @param string $reason
*/
public function onClientDisconnect(string $reason) : void{
$this->tryDisconnect(function() use ($reason){
if($this->player !== null){
$this->player->disconnect($reason, null, false);
}
}, $reason);
}
public function setAuthenticationStatus(bool $authenticated, bool $authRequired, ?string $error, ?PublicKeyInterface $clientPubKey) : void{
if(!$this->connected){
return;
}
if($error === null){
if($authenticated and $this->info->getXuid() === ""){
$error = "Expected XUID but none found";
}elseif(!$authenticated and $this->info->getXuid() !== ""){
$error = "Unexpected XUID for non-XBOX-authenticated player";
}elseif($clientPubKey === null){
$error = "Missing client public key"; //failsafe
}
}
if($error !== null){
$this->disconnect($this->server->getLanguage()->translateString("pocketmine.disconnect.invalidSession", [$error]));
return;
}
$this->authenticated = $authenticated;
if(!$this->authenticated and $authRequired){
$this->disconnect("disconnectionScreen.notAuthenticated");
return;
}
$this->logger->debug("Xbox Live authenticated: " . ($this->authenticated ? "YES" : "NO"));
if($this->manager->kickDuplicates($this)){
if(NetworkCipher::$ENABLED){
$this->server->getAsyncPool()->submitTask(new PrepareEncryptionTask($this, $clientPubKey));
}else{
$this->onLoginSuccess();
}
}
}
public function enableEncryption(string $encryptionKey, string $handshakeJwt) : void{
if(!$this->connected){
return;
}
$this->sendDataPacket(ServerToClientHandshakePacket::create($handshakeJwt), true); //make sure this gets sent before encryption is enabled
$this->cipher = new NetworkCipher($encryptionKey);
$this->setHandler(new HandshakePacketHandler($this));
$this->logger->debug("Enabled encryption");
}
public function onLoginSuccess() : 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()));
}
public function onResourcePacksDone() : void{
$this->createPlayer();
$this->setHandler(new PreSpawnPacketHandler($this->server, $this->player, $this));
$this->logger->debug("Waiting for spawn chunks");
}
public function onTerrainReady() : void{
$this->logger->debug("Sending spawn notification, waiting for spawn response");
$this->sendDataPacket(PlayStatusPacket::create(PlayStatusPacket::PLAYER_SPAWN));
}
public function onSpawn() : void{
$this->logger->debug("Received spawn response, entering in-game phase");
$this->player->doFirstSpawn();
$this->setHandler(new InGamePacketHandler($this->player, $this));
}
public function onDeath() : void{
$this->setHandler(new DeathPacketHandler($this->player, $this));
}
public function onRespawn() : void{
$this->player->sendData($this->player);
$this->player->sendData($this->player->getViewers());
$this->syncAdventureSettings($this->player);
$this->invManager->syncAll();
$this->setHandler(new InGamePacketHandler($this->player, $this));
}
public function syncMovement(Vector3 $pos, ?float $yaw = null, ?float $pitch = null, int $mode = MovePlayerPacket::MODE_NORMAL) : void{
$yaw = $yaw ?? $this->player->getYaw();
$pitch = $pitch ?? $this->player->getPitch();
$pk = new MovePlayerPacket();
$pk->entityRuntimeId = $this->player->getId();
$pk->position = $this->player->getOffsetPosition($pos);
$pk->pitch = $pitch;
$pk->headYaw = $yaw;
$pk->yaw = $yaw;
$pk->mode = $mode;
$this->sendDataPacket($pk);
}
public function syncViewAreaRadius(int $distance) : void{
$this->sendDataPacket(ChunkRadiusUpdatedPacket::create($distance));
}
public function syncViewAreaCenterPoint(Vector3 $newPos, int $viewDistance) : void{
$this->sendDataPacket(NetworkChunkPublisherUpdatePacket::create($newPos->getFloorX(), $newPos->getFloorY(), $newPos->getFloorZ(), $viewDistance * 16)); //blocks, not chunks >.>
}
public function syncPlayerSpawnPoint(Position $newSpawn) : void{
$this->sendDataPacket(SetSpawnPositionPacket::playerSpawn($newSpawn->getFloorX(), $newSpawn->getFloorY(), $newSpawn->getFloorZ(), false)); //TODO: spawn forced
}
public function syncGameMode(GameMode $mode, bool $isRollback = false) : void{
$this->sendDataPacket(SetPlayerGameTypePacket::create(self::getClientFriendlyGamemode($mode)));
$this->syncAdventureSettings($this->player);
if(!$isRollback){
$this->invManager->syncCreative();
}
}
/**
* TODO: make this less specialized
*
* @param Player $for
*/
public function syncAdventureSettings(Player $for) : void{
$pk = new AdventureSettingsPacket();
$pk->setFlag(AdventureSettingsPacket::WORLD_IMMUTABLE, $for->isSpectator());
$pk->setFlag(AdventureSettingsPacket::NO_PVP, $for->isSpectator());
$pk->setFlag(AdventureSettingsPacket::AUTO_JUMP, $for->hasAutoJump());
$pk->setFlag(AdventureSettingsPacket::ALLOW_FLIGHT, $for->getAllowFlight());
$pk->setFlag(AdventureSettingsPacket::NO_CLIP, $for->isSpectator());
$pk->setFlag(AdventureSettingsPacket::FLYING, $for->isFlying());
//TODO: permission flags
$pk->commandPermission = ($for->isOp() ? AdventureSettingsPacket::PERMISSION_OPERATOR : AdventureSettingsPacket::PERMISSION_NORMAL);
$pk->playerPermission = ($for->isOp() ? PlayerPermissions::OPERATOR : PlayerPermissions::MEMBER);
$pk->entityUniqueId = $for->getId();
$this->sendDataPacket($pk);
}
public function syncAttributes(Living $entity, bool $sendAll = false){
$entries = $sendAll ? $entity->getAttributeMap()->getAll() : $entity->getAttributeMap()->needSend();
if(count($entries) > 0){
$this->sendDataPacket(UpdateAttributesPacket::create($entity->getId(), $entries));
foreach($entries as $entry){
$entry->markSynchronized();
}
}
}
public function onEntityEffectAdded(Living $entity, EffectInstance $effect, bool $replacesOldEffect) : void{
$this->sendDataPacket(MobEffectPacket::add($entity->getId(), $replacesOldEffect, $effect->getId(), $effect->getAmplifier(), $effect->isVisible(), $effect->getDuration()));
}
public function onEntityEffectRemoved(Living $entity, EffectInstance $effect) : void{
$this->sendDataPacket(MobEffectPacket::remove($entity->getId(), $effect->getId()));
}
public function syncAvailableCommands() : void{
$pk = new AvailableCommandsPacket();
foreach($this->server->getCommandMap()->getCommands() as $name => $command){
if(isset($pk->commandData[$command->getName()]) or $command->getName() === "help" or !$command->testPermissionSilent($this->player)){
continue;
}
$lname = strtolower($command->getName());
$aliases = $command->getAliases();
$aliasObj = null;
if(!empty($aliases)){
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->getName()) . "Aliases", $aliases);
}
$data = new CommandData(
$lname, //TODO: commands containing uppercase letters in the name crash 1.9.0 client
$this->server->getLanguage()->translateString($command->getDescription()),
0,
0,
$aliasObj,
[
[CommandParameter::standard("args", AvailableCommandsPacket::ARG_TYPE_RAWTEXT, true)]
]
);
$pk->commandData[$command->getName()] = $data;
}
$this->sendDataPacket($pk);
}
public function onRawChatMessage(string $message) : void{
$this->sendDataPacket(TextPacket::raw($message));
}
public function onTranslatedChatMessage(string $key, array $parameters) : void{
$this->sendDataPacket(TextPacket::translation($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{
$formData = json_encode($form);
if($formData === false){
throw new \InvalidArgumentException("Failed to encode form JSON: " . json_last_error_msg());
}
return $this->sendDataPacket(ModalFormRequestPacket::create($id, $formData));
}
/**
* Instructs the networksession to start using the chunk at the given coordinates. This may occur asynchronously.
* @param int $chunkX
* @param int $chunkZ
* @param \Closure $onCompletion To be called when chunk sending has completed.
*/
public function startUsingChunk(int $chunkX, int $chunkZ, \Closure $onCompletion) : void{
Utils::validateCallableSignature(function(int $chunkX, int $chunkZ){}, $onCompletion);
$world = $this->player->getWorld();
assert($world !== null);
ChunkCache::getInstance($world)->request($chunkX, $chunkZ)->onResolve(
//this callback may be called synchronously or asynchronously, depending on whether the promise is resolved yet
function(CompressBatchPromise $promise) use ($world, $chunkX, $chunkZ, $onCompletion){
if(!$this->isConnected()){
return;
}
if($world !== $this->player->getWorld() or !$this->player->isUsingChunk($chunkX, $chunkZ)){
$this->logger->debug("Tried to send no-longer-active chunk $chunkX $chunkZ in world " . $world->getFolderName());
return;
}
$this->player->world->timings->syncChunkSendTimer->startTiming();
try{
$this->queueCompressed($promise);
$onCompletion($chunkX, $chunkZ);
}finally{
$this->player->world->timings->syncChunkSendTimer->stopTiming();
}
}
);
}
public function stopUsingChunk(int $chunkX, int $chunkZ) : void{
}
/**
* @return InventoryManager
*/
public function getInvManager() : InventoryManager{
return $this->invManager;
}
/**
* TODO: expand this to more than just humans
* TODO: offhand
*
* @param Human $mob
*/
public function onMobEquipmentChange(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(), $inv->getItemInHand(), $inv->getHeldItemIndex(), ContainerIds::INVENTORY));
}
public function onMobArmorChange(Living $mob) : void{
$inv = $mob->getArmorInventory();
$this->sendDataPacket(MobArmorEquipmentPacket::create($mob->getId(), $inv->getHelmet(), $inv->getChestplate(), $inv->getLeggings(), $inv->getBoots()));
}
public function syncPlayerList() : void{
$this->sendDataPacket(PlayerListPacket::add(array_map(function(Player $player){
return PlayerListEntry::createAdditionEntry($player->getUniqueId(), $player->getId(), $player->getDisplayName(), $player->getSkin(), $player->getXuid());
}, $this->server->getOnlinePlayers())));
}
public function onPlayerAdded(Player $p) : void{
$this->sendDataPacket(PlayerListPacket::add([PlayerListEntry::createAdditionEntry($p->getUniqueId(), $p->getId(), $p->getDisplayName(), $p->getSkin(), $p->getXuid())]));
}
public function onPlayerRemoved(Player $p) : void{
if($p !== $this->player){
$this->sendDataPacket(PlayerListPacket::remove([PlayerListEntry::createRemovalEntry($p->getUniqueId())]));
}
}
public function tick() : bool{
if($this->info === null){
if(time() >= $this->connectTime + 10){
$this->disconnect("Login timeout");
return false;
}
return true; //keep ticking until timeout
}
if($this->sendBuffer !== null){
$this->flushSendBuffer();
}
return false;
}
/**
* Returns a client-friendly gamemode of the specified real gamemode
* This function takes care of handling gamemodes known to MCPE (as of 1.1.0.3, that includes Survival, Creative and Adventure)
*
* @internal
* @param GameMode $gamemode
*
* @return int
*/
public static function getClientFriendlyGamemode(GameMode $gamemode) : int{
if($gamemode->equals(GameMode::SPECTATOR())){
return GameMode::CREATIVE()->getMagicNumber();
}
return $gamemode->getMagicNumber();
}
}