PocketMine-MP/src/pocketmine/network/mcpe/PlayerNetworkSessionAdapter.php
2022-01-21 23:05:21 +00:00

322 lines
11 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\event\server\DataPacketReceiveEvent;
use pocketmine\network\mcpe\protocol\ActorEventPacket;
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\ClientToServerHandshakePacket;
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\DataPacket;
use pocketmine\network\mcpe\protocol\InteractPacket;
use pocketmine\network\mcpe\protocol\InventoryTransactionPacket;
use pocketmine\network\mcpe\protocol\ItemFrameDropItemPacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacketV1;
use pocketmine\network\mcpe\protocol\LoginPacket;
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\ResourcePackChunkRequestPacket;
use pocketmine\network\mcpe\protocol\ResourcePackClientResponsePacket;
use pocketmine\network\mcpe\protocol\RespawnPacket;
use pocketmine\network\mcpe\protocol\ServerSettingsRequestPacket;
use pocketmine\network\mcpe\protocol\SetLocalPlayerAsInitializedPacket;
use pocketmine\network\mcpe\protocol\SetPlayerGameTypePacket;
use pocketmine\network\mcpe\protocol\ShowCreditsPacket;
use pocketmine\network\mcpe\protocol\SpawnExperienceOrbPacket;
use pocketmine\network\mcpe\protocol\TextPacket;
use pocketmine\network\mcpe\protocol\types\SkinAdapterSingleton;
use pocketmine\Player;
use pocketmine\Server;
use pocketmine\timings\Timings;
use function base64_encode;
use function bin2hex;
use function implode;
use function json_decode;
use function json_last_error_msg;
use function preg_match;
use function strlen;
use function substr;
use function trim;
class PlayerNetworkSessionAdapter extends NetworkSession{
/** @var Server */
private $server;
/** @var Player */
private $player;
public function __construct(Server $server, Player $player){
$this->server = $server;
$this->player = $player;
}
public function handleDataPacket(DataPacket $packet){
if(!$this->player->isConnected()){
return;
}
$timings = Timings::getReceiveDataPacketTimings($packet);
$timings->startTiming();
$packet->decode();
if(!$packet->feof() and !$packet->mayHaveUnreadBytes()){
$remains = substr($packet->buffer, $packet->offset);
$this->server->getLogger()->debug("Still " . strlen($remains) . " bytes unread in " . $packet->getName() . ": 0x" . bin2hex($remains));
}
$ev = new DataPacketReceiveEvent($this->player, $packet);
$ev->call();
if(!$ev->isCancelled() and !$packet->handle($this)){
$this->server->getLogger()->debug("Unhandled " . $packet->getName() . " received from " . $this->player->getName() . ": " . base64_encode($packet->buffer));
}
$timings->stopTiming();
}
public function handleLogin(LoginPacket $packet) : bool{
return $this->player->handleLogin($packet);
}
public function handleClientToServerHandshake(ClientToServerHandshakePacket $packet) : bool{
return $this->player->onEncryptionHandshake();
}
public function handleResourcePackClientResponse(ResourcePackClientResponsePacket $packet) : bool{
return $this->player->handleResourcePackClientResponse($packet);
}
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{
return $this->player->handleMovePlayer($packet);
}
public function handleLevelSoundEventPacketV1(LevelSoundEventPacketV1 $packet) : bool{
return true; //useless leftover from 1.8
}
public function handleActorEvent(ActorEventPacket $packet) : bool{
return $this->player->handleEntityEvent($packet);
}
public function handleInventoryTransaction(InventoryTransactionPacket $packet) : bool{
return $this->player->handleInventoryTransaction($packet);
}
public function handleMobEquipment(MobEquipmentPacket $packet) : bool{
return $this->player->handleMobEquipment($packet);
}
public function handleMobArmorEquipment(MobArmorEquipmentPacket $packet) : bool{
return true; //Not used
}
public function handleInteract(InteractPacket $packet) : bool{
return $this->player->handleInteract($packet);
}
public function handleBlockPickRequest(BlockPickRequestPacket $packet) : bool{
return $this->player->handleBlockPickRequest($packet);
}
public function handleActorPickRequest(ActorPickRequestPacket $packet) : bool{
return false; //TODO
}
public function handlePlayerAction(PlayerActionPacket $packet) : bool{
return $this->player->handlePlayerAction($packet);
}
public function handleAnimate(AnimatePacket $packet) : bool{
return $this->player->handleAnimate($packet);
}
public function handleRespawn(RespawnPacket $packet) : bool{
return $this->player->handleRespawn($packet);
}
public function handleContainerClose(ContainerClosePacket $packet) : bool{
return $this->player->handleContainerClose($packet);
}
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{
return $this->player->handleAdventureSettings($packet);
}
public function handleBlockActorData(BlockActorDataPacket $packet) : bool{
return $this->player->handleBlockEntityData($packet);
}
public function handlePlayerInput(PlayerInputPacket $packet) : bool{
return false; //TODO
}
public function handleSetPlayerGameType(SetPlayerGameTypePacket $packet) : bool{
return $this->player->handleSetPlayerGameType($packet);
}
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{
return $this->player->handleItemFrameDropItem($packet);
}
public function handleBossEvent(BossEventPacket $packet) : bool{
return false; //TODO
}
public function handleShowCredits(ShowCreditsPacket $packet) : bool{
return false; //TODO: handle resume
}
public function handleCommandRequest(CommandRequestPacket $packet) : bool{
return $this->player->chat($packet->command);
}
public function handleCommandBlockUpdate(CommandBlockUpdatePacket $packet) : bool{
return false; //TODO
}
public function handleResourcePackChunkRequest(ResourcePackChunkRequestPacket $packet) : bool{
return $this->player->handleResourcePackChunkRequest($packet);
}
public function handlePlayerSkin(PlayerSkinPacket $packet) : bool{
return $this->player->changeSkin(SkinAdapterSingleton::get()->fromSkinData($packet->skin), $packet->newSkinName, $packet->oldSkinName);
}
public function handleBookEdit(BookEditPacket $packet) : bool{
return $this->player->handleBookEdit($packet);
}
public function handleModalFormResponse(ModalFormResponsePacket $packet) : bool{
return $this->player->onFormSubmit($packet->formId, self::stupid_json_decode($packet->formData, true));
}
/**
* Hack to work around a stupid bug in Minecraft W10 which causes empty strings to be sent unquoted in form responses.
*
* @return mixed
*/
private static function stupid_json_decode(string $json, bool $assoc = false){
if(preg_match('/^\[(.+)\]$/s', $json, $matches) > 0){
$raw = $matches[1];
$lastComma = -1;
$newParts = [];
$inQuotes = false;
for($i = 0, $len = strlen($raw); $i <= $len; ++$i){
if($i === $len or ($raw[$i] === "," and !$inQuotes)){
$part = substr($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[$i] === '"'){
if(!$inQuotes){
$inQuotes = true;
}else{
$backslashes = 0;
for(; $backslashes < $i && $raw[$i - $backslashes - 1] === "\\"; ++$backslashes){}
if(($backslashes % 2) === 0){ //unescaped quote
$inQuotes = false;
}
}
}
}
$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 handleSetLocalPlayerAsInitialized(SetLocalPlayerAsInitializedPacket $packet) : bool{
$this->player->doFirstSpawn();
return true;
}
public function handleLevelSoundEvent(LevelSoundEventPacket $packet) : bool{
return $this->player->handleLevelSoundEvent($packet);
}
public function handleNetworkStackLatency(NetworkStackLatencyPacket $packet) : bool{
return true; //TODO: implement this properly - this is here to silence debug spam from MCPE dev builds
}
}