use std::{f32::consts::PI, sync::Arc}; use crate::{ commands::CommandSender, entity::player::{ChatMode, Hand, Player}, server::Server, world::player_chunker, }; use num_traits::FromPrimitive; use pumpkin_config::ADVANCED_CONFIG; use pumpkin_core::math::position::WorldPosition; use pumpkin_core::{ math::{vector3::Vector3, wrap_degrees}, text::TextComponent, GameMode, }; use pumpkin_entity::EntityId; use pumpkin_inventory::{InventoryError, WindowType}; use pumpkin_protocol::server::play::{SCloseContainer, SKeepAlive, SSetPlayerGround, SUseItem}; use pumpkin_protocol::{ client::play::{ Animation, CAcknowledgeBlockChange, CEntityAnimation, CEntityVelocity, CHeadRot, CHurtAnimation, CPingResponse, CPlayerChatMessage, CUpdateEntityPos, CUpdateEntityPosRot, CUpdateEntityRot, FilterType, }, server::play::{ Action, ActionType, SChatCommand, SChatMessage, SClientInformationPlay, SConfirmTeleport, SInteract, SPlayPingRequest, SPlayerAbilities, SPlayerAction, SPlayerCommand, SPlayerPosition, SPlayerPositionRotation, SPlayerRotation, SSetCreativeSlot, SSetHeldItem, SSwingArm, SUseItemOn, Status, }, }; use pumpkin_world::block::{BlockFace, BlockId, BlockState}; use pumpkin_world::global_registry; use super::PlayerConfig; fn modulus(a: f32, b: f32) -> f32 { ((a % b) + b) % b } /// Handles all Play Packets send by a real Player /// NEVER TRUST THE CLIENT. HANDLE EVERY ERROR, UNWRAP/EXPECT ARE FORBIDDEN impl Player { pub async fn handle_confirm_teleport(&self, confirm_teleport: SConfirmTeleport) { let mut awaiting_teleport = self.awaiting_teleport.lock().await; if let Some((id, position)) = awaiting_teleport.as_ref() { if id == &confirm_teleport.teleport_id { // we should set the pos now to that we requested in the teleport packet, Is may fixed issues when the client sended position packets while being teleported self.living_entity .entity .set_pos(position.x, position.y, position.z); *awaiting_teleport = None; } else { self.kick(TextComponent::text("Wrong teleport id")).await; } } else { self.kick(TextComponent::text( "Send Teleport confirm, but we did not teleport", )) .await; } } fn clamp_horizontal(pos: f64) -> f64 { pos.clamp(-3.0E7, 3.0E7) } fn clamp_vertical(pos: f64) -> f64 { pos.clamp(-2.0E7, 2.0E7) } pub async fn handle_position(&self, position: SPlayerPosition) { if position.x.is_nan() || position.feet_y.is_nan() || position.z.is_nan() { self.kick(TextComponent::text("Invalid movement")).await; return; } let entity = &self.living_entity.entity; entity.set_pos( Self::clamp_horizontal(position.x), Self::clamp_vertical(position.feet_y), Self::clamp_horizontal(position.z), ); let pos = entity.pos.load(); let last_position = self.last_position.load(); self.last_position.store(pos); entity .on_ground .store(position.ground, std::sync::atomic::Ordering::Relaxed); let entity_id = entity.entity_id; let Vector3 { x, y, z } = pos; let (last_x, last_y, last_z) = (last_position.x, last_position.y, last_position.z); let world = &entity.world; // let delta = Vector3::new(x - lastx, y - lasty, z - lastz); // let velocity = self.velocity; // // Player is falling down fast, we should account for that // let max_speed = if self.fall_flying { 300.0 } else { 100.0 }; // teleport when more than 8 blocks (i guess 8 blocks) // TODO: REPLACE * 2.0 by movement packets. see vanilla for details // if delta.length_squared() - velocity.length_squared() > max_speed * 2.0 { // self.teleport(x, y, z, self.entity.yaw, self.entity.pitch); // return; // } // send new position to all other players world .broadcast_packet_expect( &[self.client.id], &CUpdateEntityPos::new( entity_id.into(), x.mul_add(4096.0, -(last_x * 4096.0)) as i16, y.mul_add(4096.0, -(last_y * 4096.0)) as i16, z.mul_add(4096.0, -(last_z * 4096.0)) as i16, position.ground, ), ) .await; player_chunker::update_position(self).await; } pub async fn handle_position_rotation(&self, position_rotation: SPlayerPositionRotation) { if position_rotation.x.is_nan() || position_rotation.feet_y.is_nan() || position_rotation.z.is_nan() { self.kick(TextComponent::text("Invalid movement")).await; return; } if position_rotation.yaw.is_infinite() || position_rotation.pitch.is_infinite() { self.kick(TextComponent::text("Invalid rotation")).await; return; } let entity = &self.living_entity.entity; entity.set_pos( Self::clamp_horizontal(position_rotation.x), Self::clamp_vertical(position_rotation.feet_y), Self::clamp_horizontal(position_rotation.z), ); let pos = entity.pos.load(); let last_position = self.last_position.load(); self.last_position.store(pos); entity.on_ground.store( position_rotation.ground, std::sync::atomic::Ordering::Relaxed, ); entity.set_rotation( wrap_degrees(position_rotation.yaw) % 360.0, wrap_degrees(position_rotation.pitch).clamp(-90.0, 90.0) % 360.0, ); let entity_id = entity.entity_id; let Vector3 { x, y, z } = pos; let (last_x, last_y, last_z) = (last_position.x, last_position.y, last_position.z); let yaw = modulus(entity.yaw.load() * 256.0 / 360.0, 256.0); let pitch = modulus(entity.pitch.load() * 256.0 / 360.0, 256.0); // let head_yaw = (entity.head_yaw * 256.0 / 360.0).floor(); let world = &entity.world; // let delta = Vector3::new(x - lastx, y - lasty, z - lastz); // let velocity = self.velocity; // // Player is falling down fast, we should account for that // let max_speed = if self.fall_flying { 300.0 } else { 100.0 }; // // teleport when more than 8 blocks (i guess 8 blocks) // // TODO: REPLACE * 2.0 by movement packets. see vanilla for details // if delta.length_squared() - velocity.length_squared() > max_speed * 2.0 { // self.teleport(x, y, z, yaw, pitch); // return; // } // send new position to all other players world .broadcast_packet_expect( &[self.client.id], &CUpdateEntityPosRot::new( entity_id.into(), x.mul_add(4096.0, -(last_x * 4096.0)) as i16, y.mul_add(4096.0, -(last_y * 4096.0)) as i16, z.mul_add(4096.0, -(last_z * 4096.0)) as i16, yaw as u8, pitch as u8, position_rotation.ground, ), ) .await; world .broadcast_packet_expect( &[self.client.id], &CHeadRot::new(entity_id.into(), yaw as u8), ) .await; player_chunker::update_position(self).await; } pub async fn handle_rotation(&self, rotation: SPlayerRotation) { if !rotation.yaw.is_finite() || !rotation.pitch.is_finite() { self.kick(TextComponent::text("Invalid rotation")).await; return; } let entity = &self.living_entity.entity; entity .on_ground .store(rotation.ground, std::sync::atomic::Ordering::Relaxed); entity.set_rotation( wrap_degrees(rotation.yaw) % 360.0, wrap_degrees(rotation.pitch).clamp(-90.0, 90.0) % 360.0, ); // send new position to all other players let entity_id = entity.entity_id; let yaw = modulus(entity.yaw.load() * 256.0 / 360.0, 256.0); let pitch = modulus(entity.pitch.load() * 256.0 / 360.0, 256.0); // let head_yaw = modulus(entity.head_yaw * 256.0 / 360.0, 256.0); let world = &entity.world; let packet = CUpdateEntityRot::new(entity_id.into(), yaw as u8, pitch as u8, rotation.ground); world .broadcast_packet_expect(&[self.client.id], &packet) .await; let packet = CHeadRot::new(entity_id.into(), yaw as u8); world .broadcast_packet_expect(&[self.client.id], &packet) .await; } pub async fn handle_chat_command(self: &Arc, server: &Server, command: SChatCommand) { let dispatcher = server.command_dispatcher.clone(); dispatcher .handle_command( &mut CommandSender::Player(self.clone()), server, &command.command, ) .await; if ADVANCED_CONFIG.commands.log_console { log::info!( "Player ({}): executed command /{}", self.gameprofile.name, command.command ); } } pub fn handle_player_ground(&self, ground: &SSetPlayerGround) { self.living_entity .entity .on_ground .store(ground.on_ground, std::sync::atomic::Ordering::Relaxed); } pub async fn handle_player_command(&self, command: SPlayerCommand) { if command.entity_id != self.entity_id().into() { return; } if let Some(action) = Action::from_i32(command.action.0) { let entity = &self.living_entity.entity; match action { pumpkin_protocol::server::play::Action::StartSneaking => { if !entity.sneaking.load(std::sync::atomic::Ordering::Relaxed) { entity.set_sneaking(true).await; } } pumpkin_protocol::server::play::Action::StopSneaking => { if entity.sneaking.load(std::sync::atomic::Ordering::Relaxed) { entity.set_sneaking(false).await; } } pumpkin_protocol::server::play::Action::StartSprinting => { if !entity.sprinting.load(std::sync::atomic::Ordering::Relaxed) { entity.set_sprinting(true).await; } } pumpkin_protocol::server::play::Action::StopSprinting => { if entity.sprinting.load(std::sync::atomic::Ordering::Relaxed) { entity.set_sprinting(false).await; } } pumpkin_protocol::server::play::Action::LeaveBed | pumpkin_protocol::server::play::Action::StartHorseJump | pumpkin_protocol::server::play::Action::StopHorseJump | pumpkin_protocol::server::play::Action::OpenVehicleInventory => { log::debug!("todo"); } pumpkin_protocol::server::play::Action::StartFlyingElytra => { let fall_flying = entity.check_fall_flying(); if entity .fall_flying .load(std::sync::atomic::Ordering::Relaxed) != fall_flying { entity.set_fall_flying(fall_flying).await; } } // TODO } } else { self.kick(TextComponent::text("Invalid player command")) .await; } } pub async fn handle_swing_arm(&self, swing_arm: SSwingArm) { match Hand::from_i32(swing_arm.hand.0) { Some(hand) => { let animation = match hand { Hand::Main => Animation::SwingMainArm, Hand::Off => Animation::SwingOffhand, }; let id = self.entity_id(); let world = &self.living_entity.entity.world; world .broadcast_packet_expect( &[self.client.id], &CEntityAnimation::new(id.into(), animation as u8), ) .await; } None => { self.kick(TextComponent::text("Invalid hand")).await; } }; } pub async fn handle_chat_message(&self, chat_message: SChatMessage) { log::debug!("Received chat message"); let message = chat_message.message; if message.len() > 256 { self.kick(TextComponent::text("Oversized message")).await; return; } // TODO: filter message & validation let gameprofile = &self.gameprofile; let entity = &self.living_entity.entity; let world = &entity.world; world .broadcast_packet_all(&CPlayerChatMessage::new( gameprofile.id, 1.into(), chat_message.signature.as_deref(), &message, chat_message.timestamp, chat_message.salt, &[], Some(TextComponent::text(&message)), FilterType::PassThrough, 1.into(), TextComponent::text(&gameprofile.name), None, )) .await; /* server.broadcast_packet( self, &CDisguisedChatMessage::new( TextComponent::from(message.clone()), VarInt(0), gameprofile.name.clone().into(), None, ), ) */ } pub async fn handle_client_information_play(&self, client_information: SClientInformationPlay) { if let (Some(main_hand), Some(chat_mode)) = ( Hand::from_i32(client_information.main_hand.into()), ChatMode::from_i32(client_information.chat_mode.into()), ) { *self.config.lock().await = PlayerConfig { locale: client_information.locale, view_distance: client_information.view_distance, chat_mode, chat_colors: client_information.chat_colors, skin_parts: client_information.skin_parts, main_hand, text_filtering: client_information.text_filtering, server_listing: client_information.server_listing, }; } else { self.kick(TextComponent::text("Invalid hand or chat type")) .await; } } pub async fn handle_interact(&self, _: &Server, interact: SInteract) { let sneaking = interact.sneaking; let entity = &self.living_entity.entity; if entity.sneaking.load(std::sync::atomic::Ordering::Relaxed) != sneaking { entity.set_sneaking(sneaking).await; } match ActionType::from_i32(interact.typ.0) { Some(action) => match action { ActionType::Attack => { let entity_id = interact.entity_id; // TODO: do validation and stuff let config = &ADVANCED_CONFIG.pvp; if config.enabled { let world = &entity.world; let attacked_player = world.get_player_by_entityid(entity_id.0 as EntityId).await; if let Some(player) = attacked_player { let victem_entity = &player.living_entity.entity; if config.protect_creative && player.gamemode.load() == GameMode::Creative { return; } if config.knockback { let yaw = entity.yaw.load(); let strength = 1.0; let saved_velo = victem_entity.velocity.load(); victem_entity.knockback( strength * 0.5, f64::from((yaw * (PI / 180.0)).sin()), f64::from(-(yaw * (PI / 180.0)).cos()), ); let victem_velocity = victem_entity.velocity.load(); let packet = &CEntityVelocity::new( &entity_id, victem_velocity.x as f32, victem_velocity.y as f32, victem_velocity.z as f32, ); let velocity = entity.velocity.load(); entity.velocity.store(velocity.multiply(0.6, 1.0, 0.6)); victem_entity.velocity.store(saved_velo); player.client.send_packet(packet).await; } if config.hurt_animation { world .broadcast_packet_all(&CHurtAnimation::new( &entity_id, entity.yaw.load(), )) .await; } if config.swing {} } else { self.kick(TextComponent::text("Interacted with invalid entity id")) .await; } } } ActionType::Interact | ActionType::InteractAt => { log::debug!("todo"); } }, None => self.kick(TextComponent::text("Invalid action type")).await, } } pub async fn handle_player_action(&self, player_action: SPlayerAction) { match Status::from_i32(player_action.status.0) { Some(status) => match status { Status::StartedDigging => { if !self.can_interact_with_block_at(&player_action.location, 1.0) { log::warn!( "Player {0} tried to interact with block out of reach at {1}", self.gameprofile.name, player_action.location ); return; } // TODO: do validation // TODO: Config if self.gamemode.load() == GameMode::Creative { let location = player_action.location; // Block break & block break sound // TODO: currently this is always dirt replace it let entity = &self.living_entity.entity; let world = &entity.world; world.break_block(location).await; } } Status::CancelledDigging => { if !self.can_interact_with_block_at(&player_action.location, 1.0) { log::warn!( "Player {0} tried to interact with block out of reach at {1}", self.gameprofile.name, player_action.location ); return; } self.current_block_destroy_stage .store(0, std::sync::atomic::Ordering::Relaxed); } Status::FinishedDigging => { // TODO: do validation let location = player_action.location; if !self.can_interact_with_block_at(&location, 1.0) { log::warn!( "Player {0} tried to interact with block out of reach at {1}", self.gameprofile.name, player_action.location ); return; } // Block break & block break sound // TODO: currently this is always dirt replace it let entity = &self.living_entity.entity; let world = &entity.world; world.break_block(location).await; // TODO: Send this every tick self.client .send_packet(&CAcknowledgeBlockChange::new(player_action.sequence)) .await; } Status::DropItemStack | Status::DropItem | Status::ShootArrowOrFinishEating | Status::SwapItem => { log::debug!("todo"); } }, None => self.kick(TextComponent::text("Invalid status")).await, } } pub async fn handle_keep_alive(&self, keep_alive: SKeepAlive) { if self .wait_for_keep_alive .load(std::sync::atomic::Ordering::Relaxed) && keep_alive.keep_alive_id == self .keep_alive_id .load(std::sync::atomic::Ordering::Relaxed) { self.wait_for_keep_alive .store(false, std::sync::atomic::Ordering::Relaxed); } else { self.kick(TextComponent::text("Timeout")).await; } } pub async fn handle_player_abilities(&self, player_abilities: SPlayerAbilities) { let mut abilities = self.abilities.lock().await; // Set the flying ability abilities.flying = player_abilities.flags & 0x02 != 0 && abilities.allow_flying; } pub async fn handle_play_ping_request(&self, request: SPlayPingRequest) { self.client .send_packet(&CPingResponse::new(request.payload)) .await; } pub async fn handle_use_item_on(&self, use_item_on: SUseItemOn) { let location = use_item_on.location; if !self.can_interact_with_block_at(&location, 1.0) { // TODO: maybe log? return; } if let Some(face) = BlockFace::from_i32(use_item_on.face.0) { if let Some(item) = self.inventory.lock().await.held_item() { let minecraft_id = global_registry::find_minecraft_id( global_registry::ITEM_REGISTRY, item.item_id, ) .expect("All item ids are in the global registry"); if let Ok(block_state_id) = BlockState::new(minecraft_id, None) { let entity = &self.living_entity.entity; let world = &entity.world; world .set_block( WorldPosition(location.0 + face.to_offset()), BlockId { data: block_state_id.get_id_mojang_repr() as u16, }, ) .await; } } self.client .send_packet(&CAcknowledgeBlockChange::new(use_item_on.sequence)) .await; } else { self.kick(TextComponent::text("Invalid block face")).await; } } pub fn handle_use_item(&self, _use_item: &SUseItem) { // TODO: handle packet correctly log::error!("An item was used(SUseItem), but the packet is not implemented yet"); } pub async fn handle_set_held_item(&self, held: SSetHeldItem) { let slot = held.slot; if !(0..=8).contains(&slot) { self.kick(TextComponent::text("Invalid held slot")).await; return; } self.inventory.lock().await.set_selected(slot as usize); } pub async fn handle_set_creative_slot( &self, packet: SSetCreativeSlot, ) -> Result<(), InventoryError> { if self.gamemode.load() != GameMode::Creative { return Err(InventoryError::PermissionError); } self.inventory.lock().await.set_slot( packet.slot as usize, packet.clicked_item.to_item(), false, ) } // TODO: // This function will in the future be used to keep track of if the client is in a valid state. // But this is not possible yet pub async fn handle_close_container(&self, server: &Server, packet: SCloseContainer) { // window_id 0 represents both 9x1 Generic AND inventory here self.inventory .lock() .await .state_id .store(0, std::sync::atomic::Ordering::Relaxed); let open_container = self.open_container.load(); if let Some(id) = open_container { let mut open_containers = server.open_containers.write().await; if let Some(container) = open_containers.get_mut(&id) { container.remove_player(self.entity_id()); } self.open_container.store(None); } let Some(_window_type) = WindowType::from_u8(packet.window_id) else { self.kick(TextComponent::text("Invalid window ID")).await; return; }; } }