Pumpkin/pumpkin/src/server/mod.rs
Alexander Medvedev 2edb986f61 port to rand 9
again
2025-06-12 20:53:44 +02:00

591 lines
22 KiB
Rust

use crate::block::registry::BlockRegistry;
use crate::command::commands::default_dispatcher;
use crate::command::commands::defaultgamemode::DefaultGamemode;
use crate::data::player_server_data::ServerPlayerData;
use crate::entity::NBTStorage;
use crate::item::registry::ItemRegistry;
use crate::net::EncryptionError;
use crate::plugin::player::player_login::PlayerLoginEvent;
use crate::plugin::server::server_broadcast::ServerBroadcastEvent;
use crate::world::custom_bossbar::CustomBossbars;
use crate::{
command::dispatcher::CommandDispatcher, entity::player::Player, net::Client, world::World,
};
use bytes::Bytes;
use connection_cache::{CachedBranding, CachedStatus};
use key_store::KeyStore;
use pumpkin_config::{BASIC_CONFIG, advanced_config};
use pumpkin_macros::send_cancellable;
use pumpkin_protocol::client::login::CEncryptionRequest;
use pumpkin_protocol::client::play::CChangeDifficulty;
use pumpkin_protocol::{ClientPacket, client::config::CPluginMessage};
use pumpkin_registry::{DimensionType, Registry};
use pumpkin_util::Difficulty;
use pumpkin_util::math::vector2::Vector2;
use pumpkin_util::text::TextComponent;
use pumpkin_world::dimension::Dimension;
use pumpkin_world::lock::LevelLocker;
use pumpkin_world::lock::anvil::AnvilLevelLocker;
use pumpkin_world::world_info::anvil::{
AnvilLevelInfo, LEVEL_DAT_BACKUP_FILE_NAME, LEVEL_DAT_FILE_NAME,
};
use pumpkin_world::world_info::{LevelData, WorldInfoError, WorldInfoReader, WorldInfoWriter};
use rand::seq::IndexedRandom;
use rsa::RsaPublicKey;
use std::fs;
use std::net::IpAddr;
use std::sync::atomic::{AtomicBool, AtomicU32};
use std::{
sync::{Arc, atomic::Ordering},
time::Duration,
};
use tokio::sync::{Mutex, RwLock};
use tokio::task::JoinHandle;
use tokio_util::task::TaskTracker;
mod connection_cache;
mod key_store;
pub mod seasonal_events;
pub mod ticker;
pub const CURRENT_MC_VERSION: &str = "1.21.5";
/// Represents a Minecraft server instance.
pub struct Server {
/// Handles cryptographic keys for secure communication.
key_store: KeyStore,
/// Manages server status information.
listing: Mutex<CachedStatus>,
/// Saves server branding information.
branding: CachedBranding,
/// Saves and dispatches commands to appropriate handlers.
pub command_dispatcher: RwLock<CommandDispatcher>,
/// Block behaviour.
pub block_registry: Arc<BlockRegistry>,
/// Item behaviour.
pub item_registry: Arc<ItemRegistry>,
/// Manages multiple worlds within the server.
pub worlds: RwLock<Vec<Arc<World>>>,
/// All the dimensions that exist on the server.
pub dimensions: Vec<DimensionType>,
/// Caches game registries for efficient access.
pub cached_registry: Vec<Registry>,
/// Assigns unique IDs to containers.
container_id: AtomicU32,
/// Manages authentication with an authentication server, if enabled.
pub auth_client: Option<reqwest::Client>,
/// Mojang's public keys, used for chat session signing
/// Pulled from Mojang API on startup
pub mojang_public_keys: Mutex<Vec<RsaPublicKey>>,
/// The server's custom bossbars
pub bossbars: Mutex<CustomBossbars>,
/// The default gamemode when a player joins the server (reset every restart)
pub defaultgamemode: Mutex<DefaultGamemode>,
/// Manages player data storage
pub player_data_storage: ServerPlayerData,
// Whether the server whitelist is on or off
pub white_list: AtomicBool,
tasks: TaskTracker,
// world stuff which maybe should be put into a struct
pub level_info: Arc<RwLock<LevelData>>,
world_info_writer: Arc<dyn WorldInfoWriter>,
// Gets unlocked when dropped
// TODO: Make this a trait
_locker: Arc<AnvilLevelLocker>,
}
impl Server {
#[allow(clippy::new_without_default)]
#[must_use]
pub async fn new() -> Self {
let auth_client = BASIC_CONFIG.online_mode.then(|| {
reqwest::Client::builder()
.connect_timeout(Duration::from_millis(u64::from(
advanced_config().networking.authentication.connect_timeout,
)))
.read_timeout(Duration::from_millis(u64::from(
advanced_config().networking.authentication.read_timeout,
)))
.build()
.expect("Failed to to make reqwest client")
});
// First register the default commands. After that, plugins can put in their own.
let command_dispatcher = RwLock::new(default_dispatcher().await);
let world_path = BASIC_CONFIG.get_world_path();
let block_registry = super::block::default_registry();
let level_info = AnvilLevelInfo.read_world_info(&world_path);
if let Err(error) = &level_info {
match error {
// If it doesn't exist, just make a new one
WorldInfoError::InfoNotFound => (),
WorldInfoError::UnsupportedVersion(version) => {
log::error!("Failed to load world info!, {version}");
log::error!("{error}");
panic!("Unsupported world data! See the logs for more info.");
}
e => {
panic!("World Error {e}");
}
}
} else {
let dat_path = world_path.join(LEVEL_DAT_FILE_NAME);
if dat_path.exists() {
let backup_path = world_path.join(LEVEL_DAT_BACKUP_FILE_NAME);
fs::copy(dat_path, backup_path).unwrap();
}
}
let level_info = level_info.unwrap_or_default(); // TODO: Improve error handling
let seed = level_info.world_gen_settings.seed;
log::info!("Loading Overworld: {seed}");
let overworld = World::load(
Dimension::Overworld.into_level(world_path.clone(), block_registry.clone(), seed),
level_info.clone(),
DimensionType::Overworld,
block_registry.clone(),
);
log::info!("Loading Nether: {seed}");
let nether = World::load(
Dimension::Nether.into_level(world_path.clone(), block_registry.clone(), seed),
level_info.clone(),
DimensionType::TheNether,
block_registry.clone(),
);
log::info!("Loading End: {seed}");
let end = World::load(
Dimension::End.into_level(world_path.clone(), block_registry.clone(), seed),
level_info.clone(),
DimensionType::TheEnd,
block_registry.clone(),
);
// if we fail to lock, lets crash ???. maybe not the best solution when we have a large server with many worlds and one is locked.
// So TODO
let locker = AnvilLevelLocker::lock(&world_path).expect("Failed to lock level");
let world_name = world_path.to_str().unwrap();
Self {
cached_registry: Registry::get_synced(),
container_id: 0.into(),
worlds: RwLock::new(vec![Arc::new(overworld), Arc::new(nether), Arc::new(end)]),
dimensions: vec![
DimensionType::Overworld,
DimensionType::OverworldCaves,
DimensionType::TheNether,
DimensionType::TheEnd,
],
command_dispatcher,
block_registry,
item_registry: super::item::items::default_registry(),
auth_client,
key_store: KeyStore::new(),
listing: Mutex::new(CachedStatus::new()),
branding: CachedBranding::new(),
bossbars: Mutex::new(CustomBossbars::new()),
defaultgamemode: Mutex::new(DefaultGamemode {
gamemode: BASIC_CONFIG.default_gamemode,
}),
player_data_storage: ServerPlayerData::new(
format!("{world_name}/playerdata"),
Duration::from_secs(advanced_config().player_data.save_player_cron_interval),
),
white_list: AtomicBool::new(BASIC_CONFIG.white_list),
tasks: TaskTracker::new(),
mojang_public_keys: Mutex::new(Vec::new()),
world_info_writer: Arc::new(AnvilLevelInfo),
level_info: Arc::new(RwLock::new(level_info)),
_locker: Arc::new(locker),
}
}
const SPAWN_CHUNK_RADIUS: i32 = 1;
#[must_use]
pub fn spawn_chunks() -> Box<[Vector2<i32>]> {
(-Self::SPAWN_CHUNK_RADIUS..=Self::SPAWN_CHUNK_RADIUS)
.flat_map(|x| {
(-Self::SPAWN_CHUNK_RADIUS..=Self::SPAWN_CHUNK_RADIUS)
.map(move |z| Vector2::new(x, z))
})
.collect()
}
/// Spawns a task associated with this server. All tasks spawned with this method are awaited
/// when the server stops. This means tasks should complete in a reasonable (no looping) amount of time.
pub fn spawn_task<F>(&self, task: F) -> JoinHandle<F::Output>
where
F: Future + Send + 'static,
F::Output: Send + 'static,
{
self.tasks.spawn(task)
}
pub async fn get_world_from_dimension(&self, dimension: DimensionType) -> Arc<World> {
// TODO: this is really bad
let world_guard = self.worlds.read().await;
let world = match dimension {
DimensionType::Overworld => world_guard.first(),
DimensionType::OverworldCaves => todo!(),
DimensionType::TheEnd => world_guard.get(2),
DimensionType::TheNether => world_guard.get(1),
};
world.cloned().unwrap()
}
#[allow(clippy::if_then_some_else_none)]
/// Adds a new player to the server.
///
/// This function takes an `Arc<Client>` representing the connected client and performs the following actions:
///
/// 1. Generates a new entity ID for the player.
/// 2. Determines the player's gamemode (defaulting to Survival if not specified in configuration).
/// 3. **(TODO: Select default from config)** Selects the world for the player (currently uses the first world).
/// 4. Creates a new `Player` instance using the provided information.
/// 5. Adds the player to the chosen world.
/// 6. **(TODO: Config if we want increase online)** Optionally updates server listing information based on the player's configuration.
///
/// # Arguments
///
/// * `client`: An `Arc<Client>` representing the connected client.
///
/// # Returns
///
/// A tuple containing:
///
/// - `Arc<Player>`: A reference to the newly created player object.
/// - `Arc<World>`: A reference to the world the player was added to.
///
/// # Note
///
/// You still have to spawn the `Player` in a `World` to let them join and make them visible.
pub async fn add_player(&self, client: Client) -> Option<(Arc<Player>, Arc<World>)> {
let gamemode = self.defaultgamemode.lock().await.gamemode;
let uuid = client.gameprofile.lock().await.as_ref().unwrap().id;
let (world, nbt) = if let Ok(Some(data)) = self.player_data_storage.load_data(&uuid) {
if let Some(dimension_key) = data.get_string("Dimension") {
if let Some(dimension) = DimensionType::from_name(dimension_key) {
let world = self.get_world_from_dimension(dimension).await;
(world, Some(data))
} else {
log::warn!("Invalid dimension key in player data: {dimension_key}");
let default_world_guard = self.worlds.read().await;
let default_world = default_world_guard
.first()
.expect("Default world should exist");
(default_world.clone(), Some(data))
}
} else {
// Player data exists but doesn't have a "Dimension" key.
let default_world_guard = self.worlds.read().await;
let default_world = default_world_guard
.first()
.expect("Default world should exist");
(default_world.clone(), Some(data))
}
} else {
// No player data found or an error occurred, default to the Overworld.
let default_world_guard = self.worlds.read().await;
let default_world = default_world_guard
.first()
.expect("Default world should exist");
(default_world.clone(), None)
};
let mut player = Player::new(client, world.clone(), gamemode).await;
if let Some(mut nbt_data) = nbt {
player.read_nbt(&mut nbt_data).await;
}
// Wrap in Arc after data is loaded
let player = Arc::new(player);
send_cancellable! {{
PlayerLoginEvent::new(player.clone(), TextComponent::text("You have been kicked from the server"));
'after: {
player.screen_handler_sync_handler.store_player(player.clone()).await;
if world
.add_player(player.gameprofile.id, player.clone())
.await.is_ok() {
// TODO: Config if we want increase online
if let Some(config) = player.client.config.lock().await.as_ref() {
// TODO: Config so we can also just ignore this hehe
if config.server_listing {
self.listing.lock().await.add_player(&player);
}
}
Some((player, world.clone()))
} else {
None
}
}
'cancelled: {
player.kick(event.kick_message).await;
None
}
}}
}
pub async fn remove_player(&self, player: &Player) {
// TODO: Config if we want decrease online
self.listing.lock().await.remove_player(player);
}
pub async fn shutdown(&self) {
self.tasks.close();
log::debug!("Awaiting tasks for server");
self.tasks.wait().await;
log::debug!("Done awaiting tasks for server");
log::info!("Starting worlds");
for world in self.worlds.read().await.iter() {
world.shutdown().await;
}
// then lets save the world info
if let Err(err) = self.world_info_writer.write_world_info(
&*self.level_info.read().await,
&BASIC_CONFIG.get_world_path(),
) {
log::error!("Failed to save level.dat: {err}");
}
log::info!("Completed worlds");
}
/// Broadcasts a packet to all players in all worlds.
///
/// This function sends the specified packet to every connected player in every world managed by the server.
///
/// # Arguments
///
/// * `packet`: A reference to the packet to be broadcast. The packet must implement the `ClientPacket` trait.
pub async fn broadcast_packet_all<P>(&self, packet: &P)
where
P: ClientPacket,
{
let mut packet_buf = Vec::new();
if let Err(err) = packet.write(&mut packet_buf) {
log::error!("Failed to serialize packet {}: {}", P::PACKET_ID, err);
return;
}
let packet_data: Bytes = packet_buf.into();
for world in self.worlds.read().await.iter() {
let current_players = world.players.read().await;
for player in current_players.values() {
player.client.enqueue_packet_data(packet_data.clone()).await;
}
}
}
pub async fn broadcast_message(
&self,
message: &TextComponent,
sender_name: &TextComponent,
chat_type: u8,
target_name: Option<&TextComponent>,
) {
send_cancellable! {{
ServerBroadcastEvent::new(message.clone(), sender_name.clone());
'after: {
for world in self.worlds.read().await.iter() {
world
.broadcast_message(&event.message, &event.sender, chat_type, target_name)
.await;
}
}
}}
}
/// Sets the difficulty of the server.
///
/// This function updates the difficulty level of the server and broadcasts the change to all players.
/// It also iterates through all worlds to ensure the difficulty is applied consistently.
/// If `force_update` is `Some(true)`, the difficulty will be set regardless of the current state.
/// If `force_update` is `Some(false)` or `None`, the difficulty will only be updated if it is not locked.
///
/// # Arguments
///
/// * `difficulty`: The new difficulty level to set. This should be one of the variants of the `Difficulty` enum.
/// * `force_update`: An optional boolean that, if set to `Some(true)`, forces the difficulty to be updated even if it is currently locked.
///
/// # Note
///
/// This function does not handle the actual mob spawn options update, which is a TODO item for future implementation.
pub async fn set_difficulty(&self, difficulty: Difficulty, force_update: Option<bool>) {
let mut level_info = self.level_info.write().await;
if force_update.unwrap_or_default() || !level_info.difficulty_locked {
level_info.difficulty = if BASIC_CONFIG.hardcore {
Difficulty::Hard
} else {
difficulty
};
// Minecraft server updates mob spawn options here
// but its not implemented in Pumpkin yet
// todo: update mob spawn options
for world in &*self.worlds.read().await {
world.level_info.write().await.difficulty = level_info.difficulty;
}
self.broadcast_packet_all(&CChangeDifficulty::new(
level_info.difficulty as u8,
level_info.difficulty_locked,
))
.await;
}
}
/// Searches for a player by their username across all worlds.
///
/// This function iterates through each world managed by the server and attempts to find a player with the specified username.
/// If a player is found in any world, it returns an `Arc<Player>` reference to that player. Otherwise, it returns `None`.
///
/// # Arguments
///
/// * `name`: The username of the player to search for.
///
/// # Returns
///
/// An `Option<Arc<Player>>` containing the player if found, or `None` if not found.
pub async fn get_player_by_name(&self, name: &str) -> Option<Arc<Player>> {
for world in self.worlds.read().await.iter() {
if let Some(player) = world.get_player_by_name(name).await {
return Some(player);
}
}
None
}
pub async fn get_players_by_ip(&self, ip: IpAddr) -> Vec<Arc<Player>> {
let mut players = Vec::<Arc<Player>>::new();
for world in self.worlds.read().await.iter() {
for player in world.players.read().await.values() {
if player.client.address.lock().await.ip() == ip {
players.push(player.clone());
}
}
}
players
}
/// Returns all players from all worlds.
pub async fn get_all_players(&self) -> Vec<Arc<Player>> {
let mut players = Vec::<Arc<Player>>::new();
for world in self.worlds.read().await.iter() {
for player in world.players.read().await.values() {
players.push(player.clone());
}
}
players
}
/// Returns a random player from any of the worlds, or `None` if all worlds are empty.
pub async fn get_random_player(&self) -> Option<Arc<Player>> {
let players = self.get_all_players().await;
players.choose(&mut rand::rng()).map(Arc::<_>::clone)
}
/// Searches for a player by their UUID across all worlds.
///
/// This function iterates through each world managed by the server and attempts to find a player with the specified UUID.
/// If a player is found in any world, it returns an `Arc<Player>` reference to that player. Otherwise, it returns `None`.
///
/// # Arguments
///
/// * `id`: The UUID of the player to search for.
///
/// # Returns
///
/// An `Option<Arc<Player>>` containing the player if found, or `None` if not found.
pub async fn get_player_by_uuid(&self, id: uuid::Uuid) -> Option<Arc<Player>> {
for world in self.worlds.read().await.iter() {
if let Some(player) = world.get_player_by_uuid(id).await {
return Some(player);
}
}
None
}
/// Counts the total number of players across all worlds.
///
/// This function iterates through each world and sums up the number of players currently connected to that world.
///
/// # Returns
///
/// The total number of players connected to the server.
pub async fn get_player_count(&self) -> usize {
let mut count = 0;
for world in self.worlds.read().await.iter() {
count += world.players.read().await.len();
}
count
}
/// Similar to [`Server::get_player_count`] >= n, but may be more efficient since it stops its iteration through all worlds as soon as n players were found.
pub async fn has_n_players(&self, n: usize) -> bool {
let mut count = 0;
for world in self.worlds.read().await.iter() {
count += world.players.read().await.len();
if count >= n {
return true;
}
}
false
}
/// Generates a new container id.
pub fn new_container_id(&self) -> u32 {
self.container_id.fetch_add(1, Ordering::SeqCst)
}
pub fn get_branding(&self) -> CPluginMessage<'_> {
self.branding.get_branding()
}
pub fn get_status(&self) -> &Mutex<CachedStatus> {
&self.listing
}
pub fn encryption_request<'a>(
&'a self,
verification_token: &'a [u8; 4],
should_authenticate: bool,
) -> CEncryptionRequest<'a> {
self.key_store
.encryption_request("", verification_token, should_authenticate)
}
pub fn decrypt(&self, data: &[u8]) -> Result<Vec<u8>, EncryptionError> {
self.key_store.decrypt(data)
}
pub fn digest_secret(&self, secret: &[u8]) -> String {
self.key_store.get_digest(secret)
}
async fn tick(&self) {
for world in self.worlds.read().await.iter() {
world.tick(self).await;
}
if let Err(e) = self.player_data_storage.tick(self).await {
log::error!("Error ticking player data: {e}");
}
}
}