Minecraft-Console-Client/MinecraftClient/Protocol/Handlers/Protocol18.cs
Pokechu22 e56997a582 Add terrainandmovements support to 1.9
This is still a bit unstable, and chunk parsing is _really_ slow, but it's a start.
2016-06-09 17:06:23 -07:00

1539 lines
66 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Threading;
using MinecraftClient.Crypto;
using MinecraftClient.Proxy;
using System.Security.Cryptography;
using MinecraftClient.Protocol.Handlers.Forge;
using MinecraftClient.Mapping;
namespace MinecraftClient.Protocol.Handlers
{
/// <summary>
/// Implementation for Minecraft 1.7.X, 1.8.X, 1.9.X, 1.10.X Protocols
/// </summary>
class Protocol18Handler : IMinecraftCom
{
private const int MC18Version = 47;
private const int MC19Version = 107;
private const int MC110Version = 210;
private int compression_treshold = 0;
private bool autocomplete_received = false;
private readonly List<string> autocomplete_result = new List<string>();
private bool login_phase = true;
private bool encrypted = false;
private int protocolversion;
// Server forge info -- may be null.
private ForgeInfo forgeInfo;
private FMLHandshakeClientState fmlHandshakeState = FMLHandshakeClientState.START;
IMinecraftComHandler handler;
Thread netRead;
IAesStream s;
TcpClient c;
public Protocol18Handler(TcpClient Client, int ProtocolVersion, IMinecraftComHandler Handler, ForgeInfo ForgeInfo)
{
ConsoleIO.SetAutoCompleteEngine(this);
ChatParser.InitTranslations();
this.c = Client;
this.protocolversion = ProtocolVersion;
this.handler = Handler;
this.forgeInfo = ForgeInfo;
}
private Protocol18Handler(TcpClient Client)
{
this.c = Client;
}
/// <summary>
/// Separate thread. Network reading loop.
/// </summary>
private void Updater()
{
try
{
do
{
Thread.Sleep(100);
}
while (Update());
}
catch (System.IO.IOException) { }
catch (SocketException) { }
catch (ObjectDisposedException) { }
handler.OnConnectionLost(ChatBot.DisconnectReason.ConnectionLost, "");
}
/// <summary>
/// Read data from the network. Should be called on a separate thread.
/// </summary>
/// <returns></returns>
private bool Update()
{
handler.OnUpdate();
if (c.Client == null || !c.Connected) { return false; }
try
{
while (c.Client.Available > 0)
{
int packetID = 0;
List<byte> packetData = new List<byte>();
readNextPacket(ref packetID, packetData);
handlePacket(packetID, new List<byte>(packetData));
}
}
catch (SocketException) { return false; }
catch (NullReferenceException) { return false; }
return true;
}
/// <summary>
/// Read the next packet from the network
/// </summary>
/// <param name="packetID">will contain packet ID</param>
/// <param name="packetData">will contain raw packet Data</param>
private void readNextPacket(ref int packetID, List<byte> packetData)
{
packetData.Clear();
int size = readNextVarIntRAW(); //Packet size
packetData.AddRange(readDataRAW(size)); //Packet contents
//Handle packet decompression
if (protocolversion >= MC18Version
&& compression_treshold > 0)
{
int sizeUncompressed = readNextVarInt(packetData);
if (sizeUncompressed != 0) // != 0 means compressed, let's decompress
{
byte[] toDecompress = packetData.ToArray();
byte[] uncompressed = ZlibUtils.Decompress(toDecompress, sizeUncompressed);
packetData.Clear();
packetData.AddRange(uncompressed);
}
}
packetID = readNextVarInt(packetData); //Packet ID
}
/// <summary>
/// Abstract incoming packet numbering
/// </summary>
private enum PacketIncomingType
{
KeepAlive,
JoinGame,
ChatMessage,
PlayerPositionAndLook,
ChunkData,
MultiBlockChange,
BlockChange,
MapChunkBulk,
UnloadChunk,
PlayerListUpdate,
TabCompleteResult,
PluginMessage,
KickPacket,
NetworkCompressionTreshold,
ResourcePackSend,
UnknownPacket
}
/// <summary>
/// Get abstract numbering ov the specified packet ID
/// </summary>
/// <param name="packetID">Packet ID</param>
/// <param name="protocol">Protocol version</param>
/// <returns>Abstract numbering</returns>
private PacketIncomingType getPacketIncomingType(int packetID, int protocol)
{
if (protocol < MC19Version)
{
switch (packetID)
{
case 0x00: return PacketIncomingType.KeepAlive;
case 0x01: return PacketIncomingType.JoinGame;
case 0x02: return PacketIncomingType.ChatMessage;
case 0x08: return PacketIncomingType.PlayerPositionAndLook;
case 0x21: return PacketIncomingType.ChunkData;
case 0x22: return PacketIncomingType.MultiBlockChange;
case 0x23: return PacketIncomingType.BlockChange;
case 0x26: return PacketIncomingType.MapChunkBulk;
//UnloadChunk does not exists prior to 1.9
case 0x38: return PacketIncomingType.PlayerListUpdate;
case 0x3A: return PacketIncomingType.TabCompleteResult;
case 0x3F: return PacketIncomingType.PluginMessage;
case 0x40: return PacketIncomingType.KickPacket;
case 0x46: return PacketIncomingType.NetworkCompressionTreshold;
case 0x48: return PacketIncomingType.ResourcePackSend;
default: return PacketIncomingType.UnknownPacket;
}
}
else
{
switch (packetID)
{
case 0x1F: return PacketIncomingType.KeepAlive;
case 0x23: return PacketIncomingType.JoinGame;
case 0x0F: return PacketIncomingType.ChatMessage;
case 0x2E: return PacketIncomingType.PlayerPositionAndLook;
case 0x20: return PacketIncomingType.ChunkData;
case 0x10: return PacketIncomingType.MultiBlockChange;
case 0x0B: return PacketIncomingType.BlockChange;
//MapChunkBulk removed in 1.9
case 0x1D: return PacketIncomingType.UnloadChunk;
case 0x2D: return PacketIncomingType.PlayerListUpdate;
case 0x0E: return PacketIncomingType.TabCompleteResult;
case 0x18: return PacketIncomingType.PluginMessage;
case 0x1A: return PacketIncomingType.KickPacket;
//NetworkCompressionTreshold removed in 1.9
case 0x32: return PacketIncomingType.ResourcePackSend;
default: return PacketIncomingType.UnknownPacket;
}
}
}
/// <summary>
/// Handle the given packet
/// </summary>
/// <param name="packetID">Packet ID</param>
/// <param name="packetData">Packet contents</param>
/// <returns>TRUE if the packet was processed, FALSE if ignored or unknown</returns>
private bool handlePacket(int packetID, List<byte> packetData)
{
if (login_phase)
{
switch (packetID) //Packet IDs are different while logging in
{
case 0x03:
if (protocolversion >= MC18Version)
compression_treshold = readNextVarInt(packetData);
break;
default:
return false; //Ignored packet
}
}
// Regular in-game packets
switch (getPacketIncomingType(packetID, protocolversion))
{
case PacketIncomingType.KeepAlive:
SendPacket(protocolversion >= MC19Version ? 0x0B : 0x00, packetData);
break;
case PacketIncomingType.JoinGame:
handler.OnGameJoined();
break;
case PacketIncomingType.ChatMessage:
string message = readNextString(packetData);
try
{
//Hide system messages or xp bar messages?
byte messageType = readNextByte(packetData);
if ((messageType == 1 && !Settings.DisplaySystemMessages)
|| (messageType == 2 && !Settings.DisplayXPBarMessages))
break;
}
catch (ArgumentOutOfRangeException) { /* No message type */ }
handler.OnTextReceived(ChatParser.ParseText(message));
break;
case PacketIncomingType.PlayerPositionAndLook:
if (Settings.TerrainAndMovements)
{
double x = readNextDouble(packetData);
double y = readNextDouble(packetData);
double z = readNextDouble(packetData);
readData(8, packetData); //Ignore look
byte locMask = readNextByte(packetData);
Location location = handler.GetCurrentLocation();
location.X = (locMask & 1 << 0) != 0 ? location.X + x : x;
location.Y = (locMask & 1 << 1) != 0 ? location.Y + y : y;
location.Z = (locMask & 1 << 2) != 0 ? location.Z + z : z;
handler.UpdateLocation(location);
if (protocolversion >= MC19Version)
{
int teleportID = readNextVarInt(packetData);
// Teleport confirm packet
SendPacket(0x00, getVarInt(teleportID));
}
}
break;
case PacketIncomingType.ChunkData:
if (Settings.TerrainAndMovements)
{
int chunkX = readNextInt(packetData);
int chunkZ = readNextInt(packetData);
bool chunksContinuous = readNextBool(packetData);
ushort chunkMask = protocolversion >= MC19Version ? (ushort)readNextVarInt(packetData) : readNextUShort(packetData);
int dataSize = readNextVarInt(packetData);
ProcessChunkColumnData(chunkX, chunkZ, chunkMask, false, chunksContinuous, packetData);
}
break;
case PacketIncomingType.MultiBlockChange:
if (Settings.TerrainAndMovements)
{
int chunkX = readNextInt(packetData);
int chunkZ = readNextInt(packetData);
int recordCount = readNextVarInt(packetData);
for (int i = 0; i < recordCount; i++)
{
byte locationXZ = readNextByte(packetData);
int blockX = locationXZ >> 4;
int blockZ = locationXZ & 0x0F;
int blockY = (ushort)readNextByte(packetData);
Block block = new Block((ushort)readNextVarInt(packetData));
handler.GetWorld().SetBlock(new Location(chunkX, chunkZ, blockX, blockY, blockZ), block);
}
}
break;
case PacketIncomingType.BlockChange:
if (Settings.TerrainAndMovements)
handler.GetWorld().SetBlock(Location.FromLong(readNextULong(packetData)), new Block((ushort)readNextVarInt(packetData)));
break;
case PacketIncomingType.MapChunkBulk:
if (protocolversion < MC19Version && Settings.TerrainAndMovements)
{
bool hasSkyLight = readNextBool(packetData);
int chunkCount = readNextVarInt(packetData);
//Read chunk records
int[] chunkXs = new int[chunkCount];
int[] chunkZs = new int[chunkCount];
ushort[] chunkMasks = new ushort[chunkCount];
for (int chunkColumnNo = 0; chunkColumnNo < chunkCount; chunkColumnNo++)
{
chunkXs[chunkColumnNo] = readNextInt(packetData);
chunkZs[chunkColumnNo] = readNextInt(packetData);
chunkMasks[chunkColumnNo] = readNextUShort(packetData);
}
//Process chunk records
for (int chunkColumnNo = 0; chunkColumnNo < chunkCount; chunkColumnNo++)
ProcessChunkColumnData(chunkXs[chunkColumnNo], chunkZs[chunkColumnNo], chunkMasks[chunkColumnNo], hasSkyLight, true, packetData);
}
break;
case PacketIncomingType.UnloadChunk:
if (protocolversion >= MC19Version && Settings.TerrainAndMovements)
{
int chunkX = readNextInt(packetData);
int chunkZ = readNextInt(packetData);
handler.GetWorld()[chunkX, chunkZ] = null;
}
break;
case PacketIncomingType.PlayerListUpdate:
if (protocolversion >= MC18Version)
{
int action = readNextVarInt(packetData);
int numActions = readNextVarInt(packetData);
for (int i = 0; i < numActions; i++)
{
Guid uuid = readNextUUID(packetData);
switch (action)
{
case 0x00: //Player Join
string name = readNextString(packetData);
int propNum = readNextVarInt(packetData);
for (int p = 0; p < propNum; p++)
{
readNextString(packetData);
readNextString(packetData);
if (readNextBool(packetData))
readNextString(packetData);
}
readNextVarInt(packetData);
readNextVarInt(packetData);
if (readNextBool(packetData))
readNextString(packetData);
handler.OnPlayerJoin(uuid, name);
break;
case 0x01: //Update gamemode
case 0x02: //Update latency
readNextVarInt(packetData);
break;
case 0x03: //Update display name
if (readNextBool(packetData))
readNextString(packetData);
break;
case 0x04: //Player Leave
handler.OnPlayerLeave(uuid);
break;
default:
//Unknown player list item type
break;
}
}
}
else //MC 1.7.X does not provide UUID in tab-list updates
{
string name = readNextString(packetData);
bool online = readNextBool(packetData);
short ping = readNextShort(packetData);
Guid FakeUUID = new Guid(MD5.Create().ComputeHash(Encoding.UTF8.GetBytes(name)).Take(16).ToArray());
if (online)
handler.OnPlayerJoin(FakeUUID, name);
else handler.OnPlayerLeave(FakeUUID);
}
break;
case PacketIncomingType.TabCompleteResult:
int autocomplete_count = readNextVarInt(packetData);
autocomplete_result.Clear();
for (int i = 0; i < autocomplete_count; i++)
autocomplete_result.Add(readNextString(packetData));
autocomplete_received = true;
break;
case PacketIncomingType.PluginMessage:
String channel = readNextString(packetData);
if (protocolversion < MC18Version)
{
if (forgeInfo == null)
{
// 1.7 and lower prefix plugin channel packets with the length.
// We can skip it, though.
readNextShort(packetData);
}
else
{
// Forge does something even weirder with the length.
readNextVarShort(packetData);
}
}
// The remaining data in the array is the entire payload of the packet.
handler.OnPluginChannelMessage(channel, packetData.ToArray());
#region Forge Login
if (forgeInfo != null && fmlHandshakeState != FMLHandshakeClientState.DONE)
{
if (channel == "FML|HS")
{
FMLHandshakeDiscriminator discriminator = (FMLHandshakeDiscriminator)readNextByte(packetData);
if (discriminator == FMLHandshakeDiscriminator.HandshakeReset)
{
fmlHandshakeState = FMLHandshakeClientState.START;
return true;
}
switch (fmlHandshakeState)
{
case FMLHandshakeClientState.START:
if (discriminator != FMLHandshakeDiscriminator.ServerHello)
return false;
// Send the plugin channel registration.
// REGISTER is somewhat special in that it doesn't actually include length information,
// and is also \0-separated.
// Also, yes, "FML" is there twice. Don't ask me why, but that's the way forge does it.
string[] channels = { "FML|HS", "FML", "FML|MP", "FML", "FORGE" };
SendPluginChannelPacket("REGISTER", Encoding.UTF8.GetBytes(string.Join("\0", channels)));
byte fmlProtocolVersion = readNextByte(packetData);
// There's another value afterwards for the dimension, but we don't need it.
if (Settings.DebugMessages)
ConsoleIO.WriteLineFormatted("§8Forge protocol version : " + fmlProtocolVersion);
// Tell the server we're running the same version.
SendForgeHandshakePacket(FMLHandshakeDiscriminator.ClientHello, new byte[] { fmlProtocolVersion });
// Then tell the server that we're running the same mods.
if (Settings.DebugMessages)
ConsoleIO.WriteLineFormatted("§8Sending falsified mod list to server...");
byte[][] mods = new byte[forgeInfo.Mods.Count][];
for (int i = 0; i < forgeInfo.Mods.Count; i++)
{
ForgeInfo.ForgeMod mod = forgeInfo.Mods[i];
mods[i] = concatBytes(getString(mod.ModID), getString(mod.Version));
}
SendForgeHandshakePacket(FMLHandshakeDiscriminator.ModList,
concatBytes(getVarInt(forgeInfo.Mods.Count), concatBytes(mods)));
fmlHandshakeState = FMLHandshakeClientState.WAITINGSERVERDATA;
return true;
case FMLHandshakeClientState.WAITINGSERVERDATA:
if (discriminator != FMLHandshakeDiscriminator.ModList)
return false;
Thread.Sleep(2000);
if (Settings.DebugMessages)
ConsoleIO.WriteLineFormatted("§8Accepting server mod list...");
// Tell the server that yes, we are OK with the mods it has
// even though we don't actually care what mods it has.
SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck,
new byte[] { (byte)FMLHandshakeClientState.WAITINGSERVERDATA });
fmlHandshakeState = FMLHandshakeClientState.WAITINGSERVERCOMPLETE;
return false;
case FMLHandshakeClientState.WAITINGSERVERCOMPLETE:
// The server now will tell us a bunch of registry information.
// We need to read it all, though, until it says that there is no more.
if (discriminator != FMLHandshakeDiscriminator.RegistryData)
return false;
if (protocolversion < MC18Version)
{
// 1.7.10 and below have one registry
// with blocks and items.
int registrySize = readNextVarInt(packetData);
if (Settings.DebugMessages)
ConsoleIO.WriteLineFormatted("§8Received registry with " + registrySize + " entries");
fmlHandshakeState = FMLHandshakeClientState.PENDINGCOMPLETE;
}
else
{
// 1.8+ has more than one registry.
bool hasNextRegistry = readNextBool(packetData);
string registryName = readNextString(packetData);
int registrySize = readNextVarInt(packetData);
if (Settings.DebugMessages)
ConsoleIO.WriteLineFormatted("§8Received registry " + registryName + " with " + registrySize + " entries");
if (!hasNextRegistry)
fmlHandshakeState = FMLHandshakeClientState.PENDINGCOMPLETE;
}
return false;
case FMLHandshakeClientState.PENDINGCOMPLETE:
// The server will ask us to accept the registries.
// Just say yes.
if (discriminator != FMLHandshakeDiscriminator.HandshakeAck)
return false;
if (Settings.DebugMessages)
ConsoleIO.WriteLineFormatted("§8Accepting server registries...");
SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck,
new byte[] { (byte)FMLHandshakeClientState.PENDINGCOMPLETE });
fmlHandshakeState = FMLHandshakeClientState.COMPLETE;
return true;
case FMLHandshakeClientState.COMPLETE:
// One final "OK". On the actual forge source, a packet is sent from
// the client to the client saying that the connection was complete, but
// we don't need to do that.
SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck,
new byte[] { (byte)FMLHandshakeClientState.COMPLETE });
if (Settings.DebugMessages)
ConsoleIO.WriteLine("Forge server connection complete!");
fmlHandshakeState = FMLHandshakeClientState.DONE;
return true;
}
}
}
#endregion
return false;
case PacketIncomingType.KickPacket:
handler.OnConnectionLost(ChatBot.DisconnectReason.InGameKick, ChatParser.ParseText(readNextString(packetData)));
return false;
case PacketIncomingType.NetworkCompressionTreshold:
if (protocolversion >= MC18Version && protocolversion < MC19Version)
compression_treshold = readNextVarInt(packetData);
break;
case PacketIncomingType.ResourcePackSend:
string url = readNextString(packetData);
string hash = readNextString(packetData);
//Send back "accepted" and "successfully loaded" responses for plugins making use of resource pack mandatory
byte[] responseHeader = new byte[0];
if (protocolversion < MC110Version) //MC 1.10 does not include resource pack hash in responses
responseHeader = concatBytes(getVarInt(hash.Length), Encoding.UTF8.GetBytes(hash));
int packResponsePid = protocolversion >= MC19Version ? 0x16 : 0x19; //ID changed in 1.9
SendPacket(packResponsePid, concatBytes(responseHeader, getVarInt(3))); //Accepted pack
SendPacket(packResponsePid, concatBytes(responseHeader, getVarInt(0))); //Successfully loaded
break;
default:
return false; //Ignored packet
}
return true; //Packet processed
}
/// <summary>
/// Process chunk column data from the server and (un)load the chunk from the Minecraft world
/// </summary>
/// <param name="chunkX">Chunk X location</param>
/// <param name="chunkZ">Chunk Z location</param>
/// <param name="chunkMask">Chunk mask for reading data</param>
/// <param name="hasSkyLight">Contains skylight info</param>
/// <param name="chunksContinuous">Are the chunk continuous</param>
/// <param name="cache">Cache for reading chunk data</param>
private void ProcessChunkColumnData(int chunkX, int chunkZ, ushort chunkMask, bool hasSkyLight, bool chunksContinuous, List<byte> cache)
{
if (protocolversion >= MC19Version)
{
// 1.9 and above chunk format
// Unloading chunks is handled by a separate packet
for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++)
{
if ((chunkMask & (1 << chunkY)) != 0)
{
byte bitsPerBlock = readNextByte(cache);
bool usePalette = (bitsPerBlock <= 8);
int paletteLength = readNextVarInt(cache);
int[] palette = new int[paletteLength];
for (int i = 0; i < paletteLength; i++)
{
palette[i] = readNextVarInt(cache);
}
// Bit mask covering bitsPerBlock bits
// EG, if bitsPerBlock = 5, valueMask = 00011111 in binary
uint valueMask = (uint)((1 << bitsPerBlock) - 1);
ulong[] dataArray = readNextULongArray(cache);
Chunk chunk = new Chunk();
for (int blockY = 0; blockY < Chunk.SizeY; blockY++)
{
for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++)
{
for (int blockX = 0; blockX < Chunk.SizeX; blockX++)
{
int blockNumber = (blockY * Chunk.SizeZ + blockZ) * Chunk.SizeX + blockX;
int startLong = (blockNumber * bitsPerBlock) / 64;
int startOffset = (blockNumber * bitsPerBlock) % 64;
int endLong = ((blockNumber+ 1) * bitsPerBlock - 1) / 64;
// TODO: In the future a single ushort may not store the entire block id;
// the Block code may need to change.
ushort blockId;
if (startLong == endLong)
{
blockId = (ushort)((dataArray[startLong] >> startOffset) & valueMask);
}
else
{
int endOffset = 64 - startOffset;
blockId = (ushort)((dataArray[startLong] >> startOffset | dataArray[endLong] << endOffset) & valueMask);
}
if (usePalette)
{
// Get the real block ID out of the palette
blockId = (ushort)palette[blockId];
}
chunk[blockX, blockY, blockZ] = new Block(blockId);
}
}
}
//We have our chunk, save the chunk into the world
if (handler.GetWorld()[chunkX, chunkZ] == null)
handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn();
handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk;
//Skip block light
readData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache);
//Skip sky light
// TODO: handle hasSkylight check correctly (nether/nonnether)
readData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache);
}
}
// Don't worry about skipping remaining data since there is no useful data afterwards in 1.9
// (plus, it would require parsing the tile entity lists' NBT)
}
else
{
// Pre 1.9 chunk format
if (chunksContinuous && chunkMask == 0) {
//Unload the entire chunk column
handler.GetWorld()[chunkX, chunkZ] = null;
} else {
//Load chunk data from the server
for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++)
{
if ((chunkMask & (1 << chunkY)) != 0)
{
Chunk chunk = new Chunk();
//Read chunk data, all at once for performance reasons, and build the chunk object
Queue<ushort> queue = new Queue<ushort>(readNextUShortsLittleEndian(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ, cache));
for (int blockY = 0; blockY < Chunk.SizeY; blockY++)
for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++)
for (int blockX = 0; blockX < Chunk.SizeX; blockX++)
chunk[blockX, blockY, blockZ] = new Block(queue.Dequeue());
//We have our chunk, save the chunk into the world
if (handler.GetWorld()[chunkX, chunkZ] == null)
handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn();
handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk;
}
}
//Skip light information
for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++)
{
if ((chunkMask & (1 << chunkY)) != 0)
{
//Skip block light
readData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache);
//Skip sky light
if (hasSkyLight)
readData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache);
}
}
//Skip biome metadata
if (chunksContinuous)
readData(Chunk.SizeX * Chunk.SizeZ, cache);
}
}
}
/// <summary>
/// Start the updating thread. Should be called after login success.
/// </summary>
private void StartUpdating()
{
netRead = new Thread(new ThreadStart(Updater));
netRead.Name = "ProtocolPacketHandler";
netRead.Start();
}
/// <summary>
/// Disconnect from the server, cancel network reading.
/// </summary>
public void Dispose()
{
try
{
if (netRead != null)
{
netRead.Abort();
c.Close();
}
}
catch { }
}
/// <summary>
/// Read some data directly from the network
/// </summary>
/// <param name="offset">Amount of bytes to read</param>
/// <returns>The data read from the network as an array</returns>
private byte[] readDataRAW(int offset)
{
if (offset > 0)
{
try
{
byte[] cache = new byte[offset];
Receive(cache, 0, offset, SocketFlags.None);
return cache;
}
catch (OutOfMemoryException) { }
}
return new byte[] { };
}
/// <summary>
/// Read some data from a cache of bytes and remove it from the cache
/// </summary>
/// <param name="offset">Amount of bytes to read</param>
/// <param name="cache">Cache of bytes to read from</param>
/// <returns>The data read from the cache as an array</returns>
private static byte[] readData(int offset, List<byte> cache)
{
byte[] result = cache.Take(offset).ToArray();
cache.RemoveRange(0, offset);
return result;
}
/// <summary>
/// Read a string from a cache of bytes and remove it from the cache
/// </summary>
/// <param name="cache">Cache of bytes to read from</param>
/// <returns>The string</returns>
private static string readNextString(List<byte> cache)
{
int length = readNextVarInt(cache);
if (length > 0)
{
return Encoding.UTF8.GetString(readData(length, cache));
}
else return "";
}
/// <summary>
/// Read a boolean from a cache of bytes and remove it from the cache
/// </summary>
/// <returns>The boolean value</returns>
private static bool readNextBool(List<byte> cache)
{
return readNextByte(cache) != 0x00;
}
/// <summary>
/// Read a short integer from a cache of bytes and remove it from the cache
/// </summary>
/// <returns>The short integer value</returns>
private static short readNextShort(List<byte> cache)
{
byte[] rawValue = readData(2, cache);
Array.Reverse(rawValue); //Endianness
return BitConverter.ToInt16(rawValue, 0);
}
/// <summary>
/// Read an integer from a cache of bytes and remove it from the cache
/// </summary>
/// <returns>The integer value</returns>
private static int readNextInt(List<byte> cache)
{
byte[] rawValue = readData(4, cache);
Array.Reverse(rawValue); //Endianness
return BitConverter.ToInt32(rawValue, 0);
}
/// <summary>
/// Read an unsigned short integer from a cache of bytes and remove it from the cache
/// </summary>
/// <returns>The unsigned short integer value</returns>
private static ushort readNextUShort(List<byte> cache)
{
byte[] rawValue = readData(2, cache);
Array.Reverse(rawValue); //Endianness
return BitConverter.ToUInt16(rawValue, 0);
}
/// <summary>
/// Read an unsigned long integer from a cache of bytes and remove it from the cache
/// </summary>
/// <returns>The unsigned long integer value</returns>
private static ulong readNextULong(List<byte> cache)
{
byte[] rawValue = readData(8, cache);
Array.Reverse(rawValue); //Endianness
return BitConverter.ToUInt64(rawValue, 0);
}
/// <summary>
/// Read several little endian unsigned short integers at once from a cache of bytes and remove them from the cache
/// </summary>
/// <returns>The unsigned short integer value</returns>
private static ushort[] readNextUShortsLittleEndian(int amount, List<byte> cache)
{
byte[] rawValues = readData(2 * amount, cache);
ushort[] result = new ushort[amount];
for (int i = 0; i < amount; i++)
result[i] = BitConverter.ToUInt16(rawValues, i * 2);
return result;
}
/// <summary>
/// Read a uuid from a cache of bytes and remove it from the cache
/// </summary>
/// <param name="cache">Cache of bytes to read from</param>
/// <returns>The uuid</returns>
private static Guid readNextUUID(List<byte> cache)
{
return new Guid(readData(16, cache));
}
/// <summary>
/// Read a byte array from a cache of bytes and remove it from the cache
/// </summary>
/// <param name="cache">Cache of bytes to read from</param>
/// <returns>The byte array</returns>
private byte[] readNextByteArray(List<byte> cache)
{
int len = protocolversion >= MC18Version
? readNextVarInt(cache)
: readNextShort(cache);
return readData(len, cache);
}
/// <summary>
/// Reads a length-prefixed array of unsigned long integers and removes it from the cache
/// </summary>
/// <returns>The unsigned long integer values</returns>
private static ulong[] readNextULongArray(List<byte> cache)
{
int len = readNextVarInt(cache);
ulong[] result = new ulong[len];
for (int i = 0; i < len; i++)
result[i] = readNextULong(cache);
return result;
}
/// <summary>
/// Read a double from a cache of bytes and remove it from the cache
/// </summary>
/// <returns>The double value</returns>
private static double readNextDouble(List<byte> cache)
{
byte[] rawValue = readData(8, cache);
Array.Reverse(rawValue); //Endianness
return BitConverter.ToDouble(rawValue, 0);
}
/// <summary>
/// Read an integer from the network
/// </summary>
/// <returns>The integer</returns>
private int readNextVarIntRAW()
{
int i = 0;
int j = 0;
int k = 0;
byte[] tmp = new byte[1];
while (true)
{
Receive(tmp, 0, 1, SocketFlags.None);
k = tmp[0];
i |= (k & 0x7F) << j++ * 7;
if (j > 5) throw new OverflowException("VarInt too big");
if ((k & 0x80) != 128) break;
}
return i;
}
/// <summary>
/// Read an integer from a cache of bytes and remove it from the cache
/// </summary>
/// <param name="cache">Cache of bytes to read from</param>
/// <returns>The integer</returns>
private static int readNextVarInt(List<byte> cache)
{
int i = 0;
int j = 0;
int k = 0;
while (true)
{
k = readNextByte(cache);
i |= (k & 0x7F) << j++ * 7;
if (j > 5) throw new OverflowException("VarInt too big");
if ((k & 0x80) != 128) break;
}
return i;
}
/// <summary>
/// Read an "extended short", which is actually an int of some kind, from the cache of bytes.
/// This is only done with forge. It looks like it's a normal short, except that if the high
/// bit is set, it has an extra byte.
/// </summary>
/// <param name="cache">Cache of bytes to read from</param>
/// <returns>The int</returns>
private static int readNextVarShort(List<byte> cache)
{
ushort low = readNextUShort(cache);
byte high = 0;
if ((low & 0x8000) != 0)
{
low &= 0x7FFF;
high = readNextByte(cache);
}
return ((high & 0xFF) << 15) | low;
}
/// <summary>
/// Read a single byte from a cache of bytes and remove it from the cache
/// </summary>
/// <returns>The byte that was read</returns>
private static byte readNextByte(List<byte> cache)
{
byte result = cache[0];
cache.RemoveAt(0);
return result;
}
/// <summary>
/// Build an integer for sending over the network
/// </summary>
/// <param name="paramInt">Integer to encode</param>
/// <returns>Byte array for this integer</returns>
private static byte[] getVarInt(int paramInt)
{
List<byte> bytes = new List<byte>();
while ((paramInt & -128) != 0)
{
bytes.Add((byte)(paramInt & 127 | 128));
paramInt = (int)(((uint)paramInt) >> 7);
}
bytes.Add((byte)paramInt);
return bytes.ToArray();
}
/// <summary>
/// Get byte array representing a double
/// </summary>
/// <param name="array">Array to process</param>
/// <returns>Array ready to send</returns>
private byte[] getDouble(double number)
{
byte[] theDouble = BitConverter.GetBytes(number);
Array.Reverse(theDouble); //Endianness
return theDouble;
}
/// <summary>
/// Get byte array with length information prepended to it
/// </summary>
/// <param name="array">Array to process</param>
/// <returns>Array ready to send</returns>
private byte[] getArray(byte[] array)
{
if (protocolversion < MC18Version)
{
byte[] length = BitConverter.GetBytes((short)array.Length);
Array.Reverse(length);
return concatBytes(length, array);
}
else return concatBytes(getVarInt(array.Length), array);
}
/// <summary>
/// Get a byte array from the given string for sending over the network, with length information prepended.
/// </summary>
/// <param name="array">String to process</param>
/// <returns>Array ready to send</returns>
private byte[] getString(string text)
{
byte[] bytes = Encoding.UTF8.GetBytes(text);
return concatBytes(getVarInt(bytes.Length), bytes);
}
/// <summary>
/// Easily append several byte arrays
/// </summary>
/// <param name="bytes">Bytes to append</param>
/// <returns>Array containing all the data</returns>
private static byte[] concatBytes(params byte[][] bytes)
{
List<byte> result = new List<byte>();
foreach (byte[] array in bytes)
result.AddRange(array);
return result.ToArray();
}
/// <summary>
/// C-like atoi function for parsing an int from string
/// </summary>
/// <param name="str">String to parse</param>
/// <returns>Int parsed</returns>
private static int atoi(string str)
{
return int.Parse(new string(str.Trim().TakeWhile(char.IsDigit).ToArray()));
}
/// <summary>
/// Network reading method. Read bytes from the socket or encrypted socket.
/// </summary>
private void Receive(byte[] buffer, int start, int offset, SocketFlags f)
{
int read = 0;
while (read < offset)
{
if (encrypted)
{
read += s.Read(buffer, start + read, offset - read);
}
else read += c.Client.Receive(buffer, start + read, offset - read, f);
}
}
/// <summary>
/// Send a forge plugin channel packet ("FML|HS"). Compression and encryption will be handled automatically
/// </summary>
/// <param name="discriminator">Discriminator to use.</param>
/// <param name="data">packet Data</param>
private void SendForgeHandshakePacket(FMLHandshakeDiscriminator discriminator, byte[] data)
{
SendPluginChannelPacket("FML|HS", concatBytes(new byte[] { (byte)discriminator }, data));
}
/// <summary>
/// Send a packet to the server, compression and encryption will be handled automatically
/// </summary>
/// <param name="packetID">packet ID</param>
/// <param name="packetData">packet Data</param>
private void SendPacket(int packetID, IEnumerable<byte> packetData)
{
//The inner packet
byte[] the_packet = concatBytes(getVarInt(packetID), packetData.ToArray());
if (compression_treshold > 0) //Compression enabled?
{
if (the_packet.Length > compression_treshold) //Packet long enough for compressing?
{
byte[] uncompressed_length = getVarInt(the_packet.Length);
byte[] compressed_packet = ZlibUtils.Compress(the_packet);
byte[] compressed_packet_length = getVarInt(compressed_packet.Length);
the_packet = concatBytes(compressed_packet_length, compressed_packet);
}
else
{
byte[] uncompressed_length = getVarInt(0); //Not compressed (short packet)
the_packet = concatBytes(uncompressed_length, the_packet);
}
}
SendRAW(concatBytes(getVarInt(the_packet.Length), the_packet));
}
/// <summary>
/// Send raw data to the server. Encryption will be handled automatically.
/// </summary>
/// <param name="buffer">data to send</param>
private void SendRAW(byte[] buffer)
{
if (encrypted)
{
s.Write(buffer, 0, buffer.Length);
}
else c.Client.Send(buffer);
}
/// <summary>
/// Do the Minecraft login.
/// </summary>
/// <returns>True if login successful</returns>
public bool Login()
{
byte[] protocol_version = getVarInt(protocolversion);
byte[] server_adress_val = Encoding.UTF8.GetBytes(handler.GetServerHost() + (forgeInfo != null ? "\0FML\0" : ""));
byte[] server_adress_len = getVarInt(server_adress_val.Length);
byte[] server_port = BitConverter.GetBytes((ushort)handler.GetServerPort()); Array.Reverse(server_port);
byte[] next_state = getVarInt(2);
byte[] handshake_packet = concatBytes(protocol_version, server_adress_len, server_adress_val, server_port, next_state);
SendPacket(0x00, handshake_packet);
byte[] username_val = Encoding.UTF8.GetBytes(handler.GetUsername());
byte[] username_len = getVarInt(username_val.Length);
byte[] login_packet = concatBytes(username_len, username_val);
SendPacket(0x00, login_packet);
int packetID = -1;
List<byte> packetData = new List<byte>();
while (true)
{
readNextPacket(ref packetID, packetData);
if (packetID == 0x00) //Login rejected
{
handler.OnConnectionLost(ChatBot.DisconnectReason.LoginRejected, ChatParser.ParseText(readNextString(packetData)));
return false;
}
else if (packetID == 0x01) //Encryption request
{
string serverID = readNextString(packetData);
byte[] Serverkey = readNextByteArray(packetData);
byte[] token = readNextByteArray(packetData);
return StartEncryption(handler.GetUserUUID(), handler.GetSessionID(), token, serverID, Serverkey);
}
else if (packetID == 0x02) //Login successful
{
ConsoleIO.WriteLineFormatted("§8Server is in offline mode.");
login_phase = false;
if (forgeInfo != null)
{
// Do the forge handshake.
if (!CompleteForgeHandshake())
{
return false;
}
}
StartUpdating();
return true; //No need to check session or start encryption
}
else handlePacket(packetID, packetData);
}
}
/// <summary>
/// Completes the Minecraft Forge handshake.
/// </summary>
/// <returns>Whether the handshake was successful.</returns>
private bool CompleteForgeHandshake()
{
int packetID = -1;
List<byte> packetData = new List<byte>();
while (fmlHandshakeState != FMLHandshakeClientState.DONE)
{
readNextPacket(ref packetID, packetData);
if (packetID == 0x40) // Disconnect
{
handler.OnConnectionLost(ChatBot.DisconnectReason.LoginRejected, ChatParser.ParseText(readNextString(packetData)));
return false;
}
else
{
handlePacket(packetID, packetData);
}
}
return true;
}
/// <summary>
/// Start network encryption. Automatically called by Login() if the server requests encryption.
/// </summary>
/// <returns>True if encryption was successful</returns>
private bool StartEncryption(string uuid, string sessionID, byte[] token, string serverIDhash, byte[] serverKey)
{
System.Security.Cryptography.RSACryptoServiceProvider RSAService = CryptoHandler.DecodeRSAPublicKey(serverKey);
byte[] secretKey = CryptoHandler.GenerateAESPrivateKey();
if (Settings.DebugMessages)
ConsoleIO.WriteLineFormatted("§8Crypto keys & hash generated.");
if (serverIDhash != "-")
{
Console.WriteLine("Checking Session...");
if (!ProtocolHandler.SessionCheck(uuid, sessionID, CryptoHandler.getServerHash(serverIDhash, serverKey, secretKey)))
{
handler.OnConnectionLost(ChatBot.DisconnectReason.LoginRejected, "Failed to check session.");
return false;
}
}
//Encrypt the data
byte[] key_enc = getArray(RSAService.Encrypt(secretKey, false));
byte[] token_enc = getArray(RSAService.Encrypt(token, false));
//Encryption Response packet
SendPacket(0x01, concatBytes(key_enc, token_enc));
//Start client-side encryption
s = CryptoHandler.getAesStream(c.GetStream(), secretKey);
encrypted = true;
//Process the next packet
int packetID = -1;
List<byte> packetData = new List<byte>();
while (true)
{
readNextPacket(ref packetID, packetData);
if (packetID == 0x00) //Login rejected
{
handler.OnConnectionLost(ChatBot.DisconnectReason.LoginRejected, ChatParser.ParseText(readNextString(packetData)));
return false;
}
else if (packetID == 0x02) //Login successful
{
login_phase = false;
if (forgeInfo != null)
{
// Do the forge handshake.
if (!CompleteForgeHandshake())
{
return false;
}
}
StartUpdating();
return true;
}
else handlePacket(packetID, packetData);
}
}
/// <summary>
/// Send a chat message to the server
/// </summary>
/// <param name="message">Message</param>
/// <returns>True if properly sent</returns>
public bool SendChatMessage(string message)
{
if (String.IsNullOrEmpty(message))
return true;
try
{
byte[] message_val = Encoding.UTF8.GetBytes(message);
byte[] message_len = getVarInt(message_val.Length);
byte[] message_packet = concatBytes(message_len, message_val);
SendPacket(protocolversion >= MC19Version ? 0x02 : 0x01, message_packet);
return true;
}
catch (SocketException) { return false; }
catch (System.IO.IOException) { return false; }
}
/// <summary>
/// Send a respawn packet to the server
/// </summary>
/// <param name="message">Message</param>
/// <returns>True if properly sent</returns>
public bool SendRespawnPacket()
{
try
{
SendPacket(protocolversion >= MC19Version ? 0x03 : 0x16, new byte[] { 0 });
return true;
}
catch (SocketException) { return false; }
}
/// <summary>
/// Tell the server what client is being used to connect to the server
/// </summary>
/// <param name="brandInfo">Client string describing the client</param>
/// <returns>True if brand info was successfully sent</returns>
public bool SendBrandInfo(string brandInfo)
{
if (String.IsNullOrEmpty(brandInfo))
return false;
return SendPluginChannelPacket("MC|Brand", getString(brandInfo));
}
/// <summary>
/// Send a location update to the server
/// </summary>
/// <param name="location">The new location of the player</param>
/// <param name="onGround">True if the player is on the ground</param>
/// <returns>True if the location update was successfully sent</returns>
public bool SendLocationUpdate(Location location, bool onGround)
{
if (Settings.TerrainAndMovements)
{
try
{
SendPacket(protocolversion >= MC19Version ? 0x0C : 0x04, concatBytes(
getDouble(location.X), getDouble(location.Y), getDouble(location.Z),
new byte[] { onGround ? (byte)1 : (byte)0 }));
return true;
}
catch (SocketException) { return false; }
}
else return false;
}
/// <summary>
/// Send a plugin channel packet (0x17) to the server, compression and encryption will be handled automatically
/// </summary>
/// <param name="channel">Channel to send packet on</param>
/// <param name="data">packet Data</param>
public bool SendPluginChannelPacket(string channel, byte[] data)
{
try
{
// In 1.7, length needs to be included.
// In 1.8, it must not be.
if (protocolversion < MC18Version)
{
byte[] length = BitConverter.GetBytes((short)data.Length);
Array.Reverse(length);
SendPacket(0x17, concatBytes(getString(channel), length, data));
}
else
{
SendPacket(protocolversion >= MC19Version ? 0x09 : 0x17, concatBytes(getString(channel), data));
}
return true;
}
catch (SocketException) { return false; }
catch (System.IO.IOException) { return false; }
}
/// <summary>
/// Disconnect from the server
/// </summary>
public void Disconnect()
{
try
{
c.Close();
}
catch (SocketException) { }
catch (System.IO.IOException) { }
catch (NullReferenceException) { }
catch (ObjectDisposedException) { }
}
/// <summary>
/// Autocomplete text while typing username or command
/// </summary>
/// <param name="BehindCursor">Text behind cursor</param>
/// <returns>Completed text</returns>
IEnumerable<string> IAutoComplete.AutoComplete(string BehindCursor)
{
if (String.IsNullOrEmpty(BehindCursor))
return new string[] { };
byte[] tocomplete_val = Encoding.UTF8.GetBytes(BehindCursor);
byte[] tocomplete_len = getVarInt(tocomplete_val.Length);
byte[] assume_command = new byte[] { 0x00 };
byte[] has_position = new byte[] { 0x00 };
byte[] tabcomplete_packet = protocolversion >= MC18Version
? protocolversion >= MC19Version
? concatBytes(tocomplete_len, tocomplete_val, assume_command, has_position)
: concatBytes(tocomplete_len, tocomplete_val, has_position)
: concatBytes(tocomplete_len, tocomplete_val);
autocomplete_received = false;
autocomplete_result.Clear();
autocomplete_result.Add(BehindCursor);
SendPacket(protocolversion >= MC19Version ? 0x01 : 0x14, tabcomplete_packet);
int wait_left = 50; //do not wait more than 5 seconds (50 * 100 ms)
while (wait_left > 0 && !autocomplete_received) { System.Threading.Thread.Sleep(100); wait_left--; }
if (autocomplete_result.Count > 0)
ConsoleIO.WriteLineFormatted("§8" + String.Join(" ", autocomplete_result), false);
return autocomplete_result;
}
/// <summary>
/// Ping a Minecraft server to get information about the server
/// </summary>
/// <returns>True if ping was successful</returns>
public static bool doPing(string host, int port, ref int protocolversion, ref ForgeInfo forgeInfo)
{
string version = "";
TcpClient tcp = ProxyHandler.newTcpClient(host, port);
tcp.ReceiveBufferSize = 1024 * 1024;
byte[] packet_id = getVarInt(0);
byte[] protocol_version = getVarInt(4);
byte[] server_adress_val = Encoding.UTF8.GetBytes(host);
byte[] server_adress_len = getVarInt(server_adress_val.Length);
byte[] server_port = BitConverter.GetBytes((ushort)port); Array.Reverse(server_port);
byte[] next_state = getVarInt(1);
byte[] packet = concatBytes(packet_id, protocol_version, server_adress_len, server_adress_val, server_port, next_state);
byte[] tosend = concatBytes(getVarInt(packet.Length), packet);
tcp.Client.Send(tosend, SocketFlags.None);
byte[] status_request = getVarInt(0);
byte[] request_packet = concatBytes(getVarInt(status_request.Length), status_request);
tcp.Client.Send(request_packet, SocketFlags.None);
Protocol18Handler ComTmp = new Protocol18Handler(tcp);
int packetLength = ComTmp.readNextVarIntRAW();
if (packetLength > 0) //Read Response length
{
List<byte> packetData = new List<byte>(ComTmp.readDataRAW(packetLength));
if (readNextVarInt(packetData) == 0x00) //Read Packet ID
{
string result = readNextString(packetData); //Get the Json data
if (!String.IsNullOrEmpty(result) && result.StartsWith("{") && result.EndsWith("}"))
{
Json.JSONData jsonData = Json.ParseJson(result);
if (jsonData.Type == Json.JSONData.DataType.Object && jsonData.Properties.ContainsKey("version"))
{
Json.JSONData versionData = jsonData.Properties["version"];
//Retrieve display name of the Minecraft version
if (versionData.Properties.ContainsKey("name"))
version = versionData.Properties["name"].StringValue;
//Retrieve protocol version number for handling this server
if (versionData.Properties.ContainsKey("protocol"))
protocolversion = atoi(versionData.Properties["protocol"].StringValue);
//Automatic fix for BungeeCord 1.8 reporting itself as 1.7...
if (protocolversion < 47 && version.Split(' ', '/').Contains("1.8"))
protocolversion = ProtocolHandler.MCVer2ProtocolVersion("1.8.0");
// Check for forge on the server.
if (jsonData.Properties.ContainsKey("modinfo") && jsonData.Properties["modinfo"].Type == Json.JSONData.DataType.Object)
{
Json.JSONData modData = jsonData.Properties["modinfo"];
if (modData.Properties.ContainsKey("type") && modData.Properties["type"].StringValue == "FML")
{
forgeInfo = new ForgeInfo(modData);
if (forgeInfo.Mods.Any())
{
if (Settings.DebugMessages)
{
ConsoleIO.WriteLineFormatted("§8Server is running Forge. Mod list:");
foreach (ForgeInfo.ForgeMod mod in forgeInfo.Mods)
{
ConsoleIO.WriteLineFormatted("§8 " + mod.ToString());
}
}
else ConsoleIO.WriteLineFormatted("§8Server is running Forge.");
}
else forgeInfo = null;
}
}
ConsoleIO.WriteLineFormatted("§8Server version : " + version + " (protocol v" + protocolversion + (forgeInfo != null ? ", with Forge)." : ")."));
return true;
}
}
}
}
return false;
}
}
}