add configuration support for /server packet

This commit is contained in:
Tnze
2023-11-19 11:25:17 +08:00
parent a5e6acea73
commit 54ffcb2bad
12 changed files with 72 additions and 2668 deletions

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// This example is a minimal minecraft 1.15.2 server allowing vanilla clients or go-mc/bot to connect.
//
// This example handles "ping and list", so you can see its motd and player count in server list.
// Players can join the server and seeing an empty world. No authentication profile is checked.
// The KeepAlive packet is not handled, so client might exit 20 seconds later.
//
// It doesn't use go-mc/server but the go-mc/net package to handle the connection and implement basic 1.15.2 protocol,
// proving that even latest go-mc also support old minecraft versions.
package main
import (
"log"
"github.com/google/uuid"
"github.com/Tnze/go-mc/net"
pk "github.com/Tnze/go-mc/net/packet"
"github.com/Tnze/go-mc/offline"
)
const (
ProtocolVersion = 578
MaxPlayer = 200
)
// Packet IDs
const (
PlayerPositionAndLookClientbound = 0x36
JoinGame = 0x26
)
func main() {
l, err := net.ListenMC(":25565")
if err != nil {
log.Fatalf("Listen error: %v", err)
}
for {
conn, err := l.Accept()
if err != nil {
log.Fatalf("Accept error: %v", err)
}
go acceptConn(conn)
}
}
func acceptConn(conn net.Conn) {
defer conn.Close()
// handshake
protocol, intention, err := handshake(conn)
if err != nil {
log.Printf("Handshake error: %v", err)
return
}
switch intention {
default: // unknown error
log.Printf("Unknown handshake intention: %v", intention)
case 1: // for status
acceptListPing(conn)
case 2: // for login
handlePlaying(conn, protocol)
}
}
func handlePlaying(conn net.Conn, protocol int32) {
// login, get player info
info, err := acceptLogin(conn)
if err != nil {
log.Print("Login failed")
return
}
// Write LoginSuccess packet
if err = loginSuccess(conn, info.Name, info.UUID); err != nil {
log.Print("Login failed on success")
return
}
if err := joinGame(conn); err != nil {
log.Print("Login failed on joinGame")
return
}
if err := conn.WritePacket(pk.Marshal(PlayerPositionAndLookClientbound,
// https://wiki.vg/index.php?title=Protocol&oldid=16067#Player_Position_And_Look_.28clientbound.29
pk.Double(0), pk.Double(0), pk.Double(0), // XYZ
pk.Float(0), pk.Float(0), // Yaw Pitch
pk.Byte(0), // flag
pk.VarInt(0), // TP ID
)); err != nil {
log.Print("Login failed on sending PlayerPositionAndLookClientbound")
return
}
// Just for block this goroutine. Keep the connection
for {
var p pk.Packet
if err := conn.ReadPacket(&p); err != nil {
log.Printf("ReadPacket error: %v", err)
break
}
// KeepAlive packet is not handled, so client might
// exit because of "time out".
}
}
type PlayerInfo struct {
Name string
UUID uuid.UUID
OPLevel int
}
// acceptLogin check player's account
func acceptLogin(conn net.Conn) (info PlayerInfo, err error) {
// login start
var p pk.Packet
err = conn.ReadPacket(&p)
if err != nil {
return
}
err = p.Scan((*pk.String)(&info.Name)) // decode username as pk.String
if err != nil {
return
}
// auth
const OnlineMode = false
if OnlineMode {
log.Panic("Not Implement")
} else {
// offline-mode UUID
info.UUID = offline.NameToUUID(info.Name)
}
return
}
// handshake receive and parse Handshake packet
func handshake(conn net.Conn) (protocol, intention int32, err error) {
var (
p pk.Packet
Protocol, Intention pk.VarInt
ServerAddress pk.String // ignored
ServerPort pk.UnsignedShort // ignored
)
// receive handshake packet
if err = conn.ReadPacket(&p); err != nil {
return
}
err = p.Scan(&Protocol, &ServerAddress, &ServerPort, &Intention)
return int32(Protocol), int32(Intention), err
}
// loginSuccess send LoginSuccess packet to client
func loginSuccess(conn net.Conn, name string, uuid uuid.UUID) error {
return conn.WritePacket(pk.Marshal(0x02,
pk.String(uuid.String()), // uuid as string with hyphens
pk.String(name),
))
}
func joinGame(conn net.Conn) error {
return conn.WritePacket(pk.Marshal(JoinGame,
pk.Int(0), // EntityID
pk.UnsignedByte(1), // Gamemode
pk.Int(0), // Dimension
pk.Long(0), // HashedSeed
pk.UnsignedByte(MaxPlayer), // MaxPlayer
pk.String("default"), // LevelType
pk.VarInt(15), // View Distance
pk.Boolean(false), // Reduced Debug Info
pk.Boolean(true), // Enable respawn screen
))
}

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package main
import (
"encoding/json"
"log"
"github.com/google/uuid"
"github.com/Tnze/go-mc/chat"
"github.com/Tnze/go-mc/net"
pk "github.com/Tnze/go-mc/net/packet"
)
func acceptListPing(conn net.Conn) {
var p pk.Packet
for i := 0; i < 2; i++ { // ping or list. Only accept twice
err := conn.ReadPacket(&p)
if err != nil {
return
}
switch p.ID {
case 0x00: // List
err = conn.WritePacket(pk.Marshal(0x00, pk.String(listResp())))
case 0x01: // Ping
err = conn.WritePacket(p)
}
if err != nil {
return
}
}
}
type player struct {
Name string `json:"name"`
ID uuid.UUID `json:"id"`
}
// listResp return server status as JSON string
func listResp() string {
var list struct {
Version struct {
Name string `json:"name"`
Protocol int `json:"protocol"`
} `json:"version"`
Players struct {
Max int `json:"max"`
Online int `json:"online"`
Sample []player `json:"sample"`
} `json:"players"`
Description chat.Message `json:"description"`
FavIcon string `json:"favicon,omitempty"`
}
list.Version.Name = "Chat Server"
list.Version.Protocol = ProtocolVersion
list.Players.Max = MaxPlayer
list.Players.Online = 123
list.Players.Sample = []player{} // must init. can't be nil
list.Description = chat.Message{Text: "Powered by go-mc", Color: "blue"}
data, err := json.Marshal(list)
if err != nil {
log.Panic("Marshal JSON for status checking fail")
}
return string(data)
}

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{
piglin_safe: 0b,
natural: 1b,
ambient_light: 0.0f,
infiniburn: "minecraft:infiniburn_overworld",
respawn_anchor_works: 0b,
has_skylight: 1b,
bed_works: 1b,
effects: "minecraft:overworld",
has_raids: 1b,
min_y: 0,
height: 256,
logical_height: 256,
coordinate_scale: 1.0d,
ultrawarm: 0b,
has_ceiling: 0b
}

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// This example is a minimal minecraft 1.17.1 server allowing vanilla clients or go-mc/bot to connect.
// Has the same functionality as "simpleServer1.15.2", but with 1.17.1 protocol.
//
// It is used to test DimensionCodec stuffs during go-mc development.
package main
import (
_ "embed"
"log"
"github.com/google/uuid"
"github.com/Tnze/go-mc/nbt"
"github.com/Tnze/go-mc/net"
pk "github.com/Tnze/go-mc/net/packet"
"github.com/Tnze/go-mc/offline"
)
const (
ProtocolVersion = 756
MaxPlayer = 200
)
// Packet IDs
const (
PlayerPositionAndLookClientbound = 0x38
JoinGame = 0x26
)
func main() {
l, err := net.ListenMC(":25565")
if err != nil {
log.Fatalf("Listen error: %v", err)
}
for {
conn, err := l.Accept()
if err != nil {
log.Fatalf("Accept error: %v", err)
}
go acceptConn(conn)
}
}
func acceptConn(conn net.Conn) {
defer conn.Close()
// handshake
protocol, intention, err := handshake(conn)
if err != nil {
log.Printf("Handshake error: %v", err)
return
}
switch intention {
default: // unknown error
log.Printf("Unknown handshake intention: %v", intention)
case 1: // for status
acceptListPing(conn)
case 2: // for login
handlePlaying(conn, protocol)
}
}
func handlePlaying(conn net.Conn, protocol int32) {
// login, get player info
info, err := acceptLogin(conn)
if err != nil {
log.Print("Login failed")
return
}
// Write LoginSuccess packet
if err = loginSuccess(conn, info.Name, info.UUID); err != nil {
log.Print("Login failed on success")
return
}
if err := joinGame(conn); err != nil {
log.Print("Login failed on joinGame")
return
}
if err := conn.WritePacket(pk.Marshal(PlayerPositionAndLookClientbound,
// https://wiki.vg/index.php?title=Protocol&oldid=16067#Player_Position_And_Look_.28clientbound.29
pk.Double(0), pk.Double(0), pk.Double(0), // XYZ
pk.Float(0), pk.Float(0), // Yaw Pitch
pk.Byte(0), // flag
pk.VarInt(0), // TP ID
pk.Boolean(false), // Dismount vehicle
)); err != nil {
log.Printf("Login failed on sending PlayerPositionAndLookClientbound: %v", err)
return
}
// Just for block this goroutine. Keep the connection
for {
var p pk.Packet
if err := conn.ReadPacket(&p); err != nil {
log.Printf("ReadPacket error: %v", err)
break
}
// KeepAlive packet is not handled, so client might
// exit because of "time out".
}
}
type PlayerInfo struct {
Name string
UUID uuid.UUID
OPLevel int
}
// acceptLogin check player's account
func acceptLogin(conn net.Conn) (info PlayerInfo, err error) {
// login start
var p pk.Packet
err = conn.ReadPacket(&p)
if err != nil {
return
}
err = p.Scan((*pk.String)(&info.Name)) // decode username as pk.String
if err != nil {
return
}
// auth
const OnlineMode = false
if OnlineMode {
log.Panic("Not Implement")
} else {
// offline-mode UUID
info.UUID = offline.NameToUUID(info.Name)
}
return
}
// handshake receive and parse Handshake packet
func handshake(conn net.Conn) (protocol, intention int32, err error) {
var (
p pk.Packet
Protocol, Intention pk.VarInt
ServerAddress pk.String // ignored
ServerPort pk.UnsignedShort // ignored
)
// receive handshake packet
if err = conn.ReadPacket(&p); err != nil {
return
}
err = p.Scan(&Protocol, &ServerAddress, &ServerPort, &Intention)
return int32(Protocol), int32(Intention), err
}
// loginSuccess send LoginSuccess packet to client
func loginSuccess(conn net.Conn, name string, uuid uuid.UUID) error {
return conn.WritePacket(pk.Marshal(0x02,
pk.UUID(uuid),
pk.String(name),
))
}
//go:embed DimensionCodec.snbt
var dimensionCodecSNBT string
//go:embed Dimension.snbt
var dimensionSNBT string
func joinGame(conn net.Conn) error {
return conn.WritePacket(pk.Marshal(JoinGame,
pk.Int(0), // EntityID
pk.Boolean(false), // Is hardcore
pk.UnsignedByte(1), // Gamemode
pk.Byte(1), // Previous Gamemode
pk.Array([]pk.Identifier{"world"}), // World Names
pk.NBT(nbt.StringifiedMessage(dimensionCodecSNBT)), // Dimension codec
pk.NBT(nbt.StringifiedMessage(dimensionSNBT)), // Dimension
pk.Identifier("world"), // World Name
pk.Long(0), // Hashed Seed
pk.VarInt(MaxPlayer), // Max Players
pk.VarInt(15), // View Distance
pk.Boolean(false), // Reduced Debug Info
pk.Boolean(true), // Enable respawn screen
pk.Boolean(false), // Is Debug
pk.Boolean(true), // Is Flat
))
}

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package main
import (
"encoding/json"
"log"
"github.com/Tnze/go-mc/chat"
"github.com/Tnze/go-mc/net"
pk "github.com/Tnze/go-mc/net/packet"
"github.com/google/uuid"
)
func acceptListPing(conn net.Conn) {
var p pk.Packet
for i := 0; i < 2; i++ { // ping or list. Only accept twice
err := conn.ReadPacket(&p)
if err != nil {
return
}
switch p.ID {
case 0x00: // List
err = conn.WritePacket(pk.Marshal(0x00, pk.String(listResp())))
case 0x01: // Ping
err = conn.WritePacket(p)
}
if err != nil {
return
}
}
}
type player struct {
Name string `json:"name"`
ID uuid.UUID `json:"id"`
}
// listResp return server status as JSON string
func listResp() string {
var list struct {
Version struct {
Name string `json:"name"`
Protocol int `json:"protocol"`
} `json:"version"`
Players struct {
Max int `json:"max"`
Online int `json:"online"`
Sample []player `json:"sample"`
} `json:"players"`
Description chat.Message `json:"description"`
FavIcon string `json:"favicon,omitempty"`
}
list.Version.Name = "Chat Server"
list.Version.Protocol = ProtocolVersion
list.Players.Max = MaxPlayer
list.Players.Online = 123
list.Players.Sample = []player{} // must init. can't be nil
list.Description = chat.Message{Text: "Powered by go-mc", Color: "blue"}
data, err := json.Marshal(list)
if err != nil {
log.Panic("Marshal JSON for status checking fail")
}
return string(data)
}

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// sniffRegistryCodec is an example that acts as a client,
// connects to the server and saves its RegistryCodec to a .nbt file.
package main
import (
"flag"
"log"
"os"
//"github.com/mattn/go-colorable"
"github.com/Tnze/go-mc/bot"
"github.com/Tnze/go-mc/bot/basic"
_ "github.com/Tnze/go-mc/data/lang/zh-cn"
"github.com/Tnze/go-mc/data/packetid"
"github.com/Tnze/go-mc/nbt"
pk "github.com/Tnze/go-mc/net/packet"
)
var (
address = flag.String("address", "127.0.0.1", "The server address")
client *bot.Client
player *basic.Player
)
func main() {
flag.Parse()
// log.SetOutput(colorable.NewColorableStdout())
client = bot.NewClient()
client.Auth.Name = "Daze"
player = basic.NewPlayer(client, basic.DefaultSettings, basic.EventsListener{})
// To receive the raw NBT data, create a new packet handler
// instead of just reading player.RegistryCodec in GameStart event.
client.Events.AddListener(bot.PacketHandler{
ID: packetid.ClientboundLogin,
Priority: 50,
F: onLogin,
})
// Login
err := client.JoinServer(*address)
if err != nil {
log.Fatal(err)
}
log.Println("Login success")
// JoinGame
for {
if err = client.HandleGame(); err == nil {
panic("HandleGame never return nil")
}
log.Fatal(err)
}
}
func onLogin(p pk.Packet) error {
var DimensionNames []pk.Identifier
var RegistryCodec nbt.RawMessage
err := p.Scan(
new(pk.Int), // Entity ID
new(pk.Boolean), // Is hardcore
new(pk.Byte), // Gamemode
new(pk.Byte), // Previous Gamemode
pk.Array(&DimensionNames), // Dimension Names
pk.NBT(&RegistryCodec), // Registry Codec (Only care about this)
// ...Ignored
)
if err != nil {
return err
}
err = saveToFile("RegistryCodec.nbt", RegistryCodec)
if err != nil {
return err
}
log.Print("Successfully written RegistryCodec.nbt")
return nil
}
func saveToFile(filename string, value any) (err error) {
f, err := os.Create(filename)
if err != nil {
return nil
}
defer func(f *os.File) {
if err2 := f.Close(); err == nil {
err = err2
}
}(f)
return nbt.NewEncoder(f).Encode(value, "")
}

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// This example used to act as a launcher, log in and obtain the access token.
// The Yggdrasil Authentication is no longer available. This example doesn't work now.
//
// For now, you should use Microsoft Authentication. The description and example code can be found here:
// https://wiki.vg/Microsoft_Authentication_Scheme
package main
import (
"flag"
"fmt"
"os"
"github.com/Tnze/go-mc/yggdrasil"
)
var (
user = flag.String("user", "", "Can be an email address or player name for unmigrated accounts")
pswd = flag.String("password", "", "Your password")
)
func main() {
flag.Parse()
resp, err := yggdrasil.Authenticate(*user, *pswd)
if err != nil {
fmt.Println(err)
os.Exit(1)
}
id, name := resp.SelectedProfile()
fmt.Println("user:", name)
fmt.Println("uuid:", id)
fmt.Println("astk:", resp.AccessToken())
}