Add documents for /server
This commit is contained in:
@ -20,7 +20,6 @@ type MyServer struct {
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playerList *server.PlayerList
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playerList *server.PlayerList
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}
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}
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const ServerName = "MyServer"
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const MaxPlayer = 20
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const MaxPlayer = 20
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const IconPath = "./server-icon.png"
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const IconPath = "./server-icon.png"
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@ -28,7 +27,7 @@ var motd = chat.Message{Text: "A Minecraft Server ", Extra: []chat.Message{{Text
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func main() {
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func main() {
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playerList := server.NewPlayerList(MaxPlayer)
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playerList := server.NewPlayerList(MaxPlayer)
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serverInfo, err := server.NewPingInfo(playerList, ServerName, server.ProtocolVersion, motd, readIcon())
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serverInfo, err := server.NewPingInfo(playerList, server.ProtocolName, server.ProtocolVersion, motd, readIcon())
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if err != nil {
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if err != nil {
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log.Fatalf("Set server info error: %v", err)
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log.Fatalf("Set server info error: %v", err)
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}
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}
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@ -27,7 +27,7 @@ func TestColumn(t *testing.T) {
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}
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}
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func BenchmarkColumn_Load(b *testing.B) {
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func BenchmarkColumn_Load(b *testing.B) {
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// Test how many time we load a chunk
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// Test how many times we load a chunk
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var c Column
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var c Column
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r, err := region.Open("testdata/region/r.-1.-1.mca")
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r, err := region.Open("testdata/region/r.-1.-1.mca")
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if err != nil {
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if err != nil {
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@ -13,8 +13,8 @@ type BlockState interface {
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type palette interface {
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type palette interface {
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id(v BlockState) int
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id(v BlockState) int
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value(i int) BlockState
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value(i int) BlockState
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io.ReaderFrom
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pk.FieldEncoder
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io.WriterTo
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pk.FieldDecoder
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read(r nbt.DecoderReader) (int, error)
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read(r nbt.DecoderReader) (int, error)
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}
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}
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@ -59,7 +59,7 @@ func Encrypt(conn *net.Conn, name string) (*Resp, error) {
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return nil, err
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return nil, err
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}
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}
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//confirm the verify token
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//confirm to verify token
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if !bytes.Equal(VT1, VT2) {
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if !bytes.Equal(VT1, VT2) {
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return nil, errors.New("verify token not match")
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return nil, errors.New("verify token not match")
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}
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}
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@ -6,5 +6,9 @@ import (
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)
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)
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type GamePlay interface {
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type GamePlay interface {
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// AcceptPlayer handle everything after "LoginSuccess" is sent.
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//
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// Note: the connection will be closed after this function returned.
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// You don't need to close the connection, but to keep not returning while the player is playing.
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AcceptPlayer(name string, id uuid.UUID, protocol int32, conn *net.Conn)
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AcceptPlayer(name string, id uuid.UUID, protocol int32, conn *net.Conn)
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}
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}
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@ -3,23 +3,49 @@ package server
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import (
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import (
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"fmt"
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"fmt"
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"github.com/google/uuid"
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"github.com/Tnze/go-mc/chat"
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"github.com/Tnze/go-mc/data/packetid"
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"github.com/Tnze/go-mc/data/packetid"
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"github.com/Tnze/go-mc/net"
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"github.com/Tnze/go-mc/net"
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pk "github.com/Tnze/go-mc/net/packet"
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pk "github.com/Tnze/go-mc/net/packet"
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"github.com/Tnze/go-mc/offline"
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"github.com/Tnze/go-mc/offline"
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"github.com/Tnze/go-mc/server/auth"
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"github.com/Tnze/go-mc/server/auth"
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"github.com/google/uuid"
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)
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)
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// LoginHandler is used to handle player login process, that is,
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// from clientbound "LoginStart" packet to serverbound "LoginSuccess" packet.
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type LoginHandler interface {
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type LoginHandler interface {
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AcceptLogin(conn *net.Conn, protocol int32) (name string, id uuid.UUID, err error)
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AcceptLogin(conn *net.Conn, protocol int32) (name string, id uuid.UUID, err error)
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}
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}
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type MojangLoginHandler struct {
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// LoginChecker is the interface to check if a player is allowed to log in the server.
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OnlineMode bool
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// The checking could be anything, server player number, blacklist or whitelist.
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Threshold int
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// If a player is not allowed to, the reason should be returned and will be sent to client by "LoginDisconnect" packet.
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type LoginChecker interface {
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CheckPlayer(name string, id uuid.UUID) (ok bool, reason chat.Message)
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}
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}
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// MojangLoginHandler is a standard LoginHandler that implement both online and offline login progress.
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// This implementation also support custom LoginChecker.
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// None of Custom login packet (also called LoginPluginRequest/Response) is support by this implementation.
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// To do that, implement your own LoginHandler imitate this code.
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type MojangLoginHandler struct {
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// OnlineMode enables to check player's account.
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// And also encrypt the connection after login.
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OnlineMode bool
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// Threshold set the smallest size of raw network payload to compress.
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// Set to 0 to compress all packets. Set to -1 to disable compression.
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Threshold int
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// LoginChecker is used to apply some checks before sending "LoginSuccess" packet
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// (e.g. blacklist or is server full).
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// This is optional field and can be set to nil.
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LoginChecker
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}
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// AcceptLogin implement LoginHandler for MojangLoginHandler
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func (d *MojangLoginHandler) AcceptLogin(conn *net.Conn, protocol int32) (name string, id uuid.UUID, err error) {
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func (d *MojangLoginHandler) AcceptLogin(conn *net.Conn, protocol int32) (name string, id uuid.UUID, err error) {
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//login start
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//login start
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var p pk.Packet
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var p pk.Packet
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@ -55,7 +81,8 @@ func (d *MojangLoginHandler) AcceptLogin(conn *net.Conn, protocol int32) (name s
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//set compression
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//set compression
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if d.Threshold >= 0 {
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if d.Threshold >= 0 {
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err = conn.WritePacket(pk.Marshal(
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err = conn.WritePacket(pk.Marshal(
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packetid.SetCompression, pk.VarInt(d.Threshold),
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packetid.SetCompression,
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pk.VarInt(d.Threshold),
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))
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))
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if err != nil {
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if err != nil {
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return
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return
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@ -63,8 +90,25 @@ func (d *MojangLoginHandler) AcceptLogin(conn *net.Conn, protocol int32) (name s
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conn.SetThreshold(d.Threshold)
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conn.SetThreshold(d.Threshold)
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}
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}
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// check if player can join (whitelist, blacklist, server full or something else)
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if d.LoginChecker != nil {
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if ok, result := d.CheckPlayer(name, id); !ok {
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// player is not allowed to join the server
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err = conn.WritePacket(pk.Marshal(
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packetid.LoginDisconnect,
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result,
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))
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if err != nil {
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return
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}
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err = loginFailErr{reason: result}
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return
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}
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}
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// send login success
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// send login success
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err = conn.WritePacket(pk.Marshal(packetid.LoginSuccess,
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err = conn.WritePacket(pk.Marshal(
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packetid.LoginSuccess,
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pk.UUID(id),
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pk.UUID(id),
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pk.String(name),
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pk.String(name),
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))
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))
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@ -78,3 +122,11 @@ type wrongPacketErr struct {
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func (w wrongPacketErr) Error() string {
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func (w wrongPacketErr) Error() string {
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return fmt.Sprintf("wrong packet id: expect %#02X, get %#02X", w.expect, w.get)
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return fmt.Sprintf("wrong packet id: expect %#02X, get %#02X", w.expect, w.get)
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}
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}
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type loginFailErr struct {
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reason chat.Message
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}
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func (l loginFailErr) Error() string {
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return "login error: " + l.reason.ClearString()
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}
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@ -14,14 +14,24 @@ import (
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"strings"
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"strings"
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)
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)
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// ListPingHandler collect server running status info
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// which is used to handle client ping and list progress.
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type ListPingHandler interface {
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type ListPingHandler interface {
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// Name of the server version
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Name() string
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Name() string
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// Protocol number
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Protocol() int
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Protocol() int
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MaxPlayer() int
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MaxPlayer() int
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OnlinePlayer() int
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OnlinePlayer() int
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// PlayerSamples is a short list of some player in the server
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PlayerSamples() []PlayerSample
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PlayerSamples() []PlayerSample
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Description() *chat.Message
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Description() *chat.Message
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// FavIcon should be a PNG image that is Base64 encoded
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// (without newlines: \n, new lines no longer work since 1.13)
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// and prepended with "data:image/png;base64,".
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//
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// This method can return empty string if no icon is set.
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FavIcon() string
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FavIcon() string
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}
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}
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@ -1,36 +0,0 @@
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package server
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import (
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"github.com/Tnze/go-mc/chat"
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"image"
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"os"
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)
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func ExamplePingInfo_standardUsage() {
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// Read server icon
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f, err := os.Open("./server-icon.png")
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if err != nil {
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panic(err)
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}
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defer f.Close()
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icon, _, err := image.Decode(f)
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if err != nil {
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panic(err)
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}
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// Set server info
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playerList := NewPlayerList(20)
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pingInfo, err := NewPingInfo(playerList, "1.18", 757, chat.Text("A Minecraft Server"), icon)
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if err != nil {
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panic(err)
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}
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// Start listening
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s := Server{
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ListPingHandler: pingInfo,
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LoginHandler: nil,
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GamePlay: nil,
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}
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err = s.Listen("0.0.0.0:25565")
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if err != nil {
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return
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}
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}
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@ -2,7 +2,7 @@
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// You can build the server you want by combining the various functional modules provided here.
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// You can build the server you want by combining the various functional modules provided here.
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// An example can be found in examples/frameworkServer.
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// An example can be found in examples/frameworkServer.
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//
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//
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// A server is roughly divided into two parts:
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// A server is roughly divided into two parts: Gate and GamePlay
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//
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//
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// +-----------------------------------------------------------------+
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// +-----------------------------------------------------------------+
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// | Go-MC Server Framework |
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// | Go-MC Server Framework |
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@ -26,6 +26,7 @@ package server
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import "github.com/Tnze/go-mc/net"
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import "github.com/Tnze/go-mc/net"
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const ProtocolName = "1.18.1"
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const ProtocolVersion = 757
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const ProtocolVersion = 757
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type Server struct {
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type Server struct {
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Reference in New Issue
Block a user