Pumpkin/pumpkin/src/server.rs
2024-08-05 23:52:15 +02:00

285 lines
9.2 KiB
Rust

use std::{
cell::RefCell,
io::Cursor,
rc::Rc,
sync::atomic::{AtomicI32, Ordering},
};
use base64::{engine::general_purpose, Engine};
use mio::{event::Event, Poll, Token};
use pumpkin_protocol::{
client::{
config::CPluginMessage,
play::{CChunkDataUpdateLight, CGameEvent, CLogin, CPlayerInfoUpdate, PlayerAction},
},
BitSet, ClientPacket, PacketError, Players, Sample, StatusResponse, VarInt, VarInt32, Version,
CURRENT_MC_PROTOCOL,
};
use pumpkin_world::chunk::TestChunk;
use rsa::{rand_core::OsRng, traits::PublicKeyParts, RsaPrivateKey, RsaPublicKey};
use serde::{Deserialize, Serialize};
use crate::{
client::Client,
configuration::{AdvancedConfiguration, BasicConfiguration},
entity::{
player::{GameMode, Player},
Entity, EntityId,
},
};
pub const CURRENT_MC_VERSION: &str = "1.21";
pub struct Server {
pub compression_threshold: Option<u8>,
pub public_key: RsaPublicKey,
pub private_key: RsaPrivateKey,
pub public_key_der: Box<[u8]>,
// pub world: World,
pub status_response: StatusResponse,
// We cache the json response here so we don't parse it every time someone makes a Status request.
// Keep in mind that we must parse this again, when the StatusResponse changes which usally happen when a player joins or leaves
pub status_response_json: String,
/// Cache the Server brand buffer so we don't have to rebuild them every time a player joins
pub cached_server_brand: Vec<u8>,
// pub current_clients: HashMap<Rc<Token>, Rc<RefCell<Client>>>,
// todo replace with HashMap <World, Player>
entity_id: AtomicI32, // todo: place this into every world
pub base_config: BasicConfiguration,
pub advanced_config: AdvancedConfiguration,
/// Used for Authentication, None is Online mode is disabled
pub auth_client: Option<reqwest::blocking::Client>,
}
impl Server {
pub fn new(config: (BasicConfiguration, AdvancedConfiguration)) -> Self {
let status_response = Self::build_response(&config.0);
let status_response_json = serde_json::to_string(&status_response)
.expect("Failed to parse Status response into JSON");
let cached_server_brand = Self::build_brand();
// todo, only create when needed
let (public_key, private_key) = Self::generate_keys();
let public_key_der = rsa_der::public_key_to_der(
&private_key.n().to_bytes_be(),
&private_key.e().to_bytes_be(),
)
.into_boxed_slice();
let auth_client = if config.0.online_mode {
Some(reqwest::blocking::Client::new())
} else {
None
};
Self {
// 0 is invalid
entity_id: 2.into(),
// world: World::load(""),
compression_threshold: None, // 256
public_key,
cached_server_brand,
private_key,
status_response,
status_response_json,
public_key_der,
// current_clients: HashMap::new(),
base_config: config.0,
auth_client,
advanced_config: config.1,
}
}
// Returns Tokens to remove
pub fn poll(&mut self, client: &mut Client, _poll: &Poll, event: &Event) {
// todo, Poll players in every world
client.poll(self, event)
}
pub fn add_client(&mut self, _token: Rc<Token>, _client: Rc<RefCell<Client>>) {
// self.current_clients.insert(token, client);
}
pub fn remove_client(&mut self, _token: &Token) {
// self.current_clients.remove(token);
}
// todo: do this in a world
pub fn spawn_player(&mut self, client: &mut Client) {
// This code follows the vanilla packet order
dbg!("spawning player");
let entity_id = self.new_entity_id();
let player = Player::new(Entity { entity_id });
client.player = Some(player);
client
.send_packet(CLogin::new(
entity_id,
self.base_config.hardcore,
vec!["minecraft:overworld".into()],
self.base_config.max_players as VarInt,
self.base_config.view_distance as VarInt, // view distance todo
self.base_config.simulation_distance as VarInt, // sim view dinstance todo
false,
false,
false,
0,
"minecraft:overworld".into(),
0, // seed
match self.base_config.default_gamemode {
GameMode::Undefined => GameMode::Survival,
game_mode => game_mode,
}
.to_byte() as u8,
self.base_config.default_gamemode.to_byte(),
false,
false,
false, // deth loc
None,
None,
0,
false,
))
.unwrap_or_else(|e| client.kick(&e.to_string()));
// teleport
client.teleport(10.0, 500.0, 10.0, 10.0, 10.0);
let gameprofile = client.gameprofile.as_ref().unwrap();
// first send info update to our new player, So he can see his Skin
// TODO: send more actions, (chat. list, ping)
client
.send_packet(CPlayerInfoUpdate::new(
0x01,
&[pumpkin_protocol::client::play::Player {
uuid: gameprofile.id,
actions: &[PlayerAction::AddPlayer {
name: gameprofile.name.clone(),
properties: gameprofile.properties.clone(),
}],
}],
))
.unwrap_or_else(|e| client.kick(&e.to_string()));
// TODO: Now we send this to all other client
// Start waiting for level chunks
client
.send_packet(CGameEvent::new(13, 0.0))
.unwrap_or_else(|e| client.kick(&e.to_string()));
// Server::spawn_test_chunk(client);
}
/// Sends a Packet to all Players
fn _broadcast_packet<P>(&mut self, _packet: P) -> Result<(), PacketError>
where
P: ClientPacket,
P: Clone,
{
/* for client in self.current_clients.values() {
// Check if client is a player
if client.borrow().is_player() {
// we need to clone, Because we send a new packet to every client
client.borrow_mut().send_packet(packet.clone())?;
}
}
*/
Ok(())
}
// todo: do this in a world
fn _spawn_test_chunk(client: &mut Client) {
let test_chunk = TestChunk::new();
client
.send_packet(CChunkDataUpdateLight::new(
10,
10,
test_chunk.heightmap,
Vec::new(),
Vec::new(),
BitSet(0, Vec::new()),
BitSet(0, Vec::new()),
BitSet(0, Vec::new()),
Vec::new(),
Vec::new(),
))
.unwrap_or_else(|e| client.kick(&e.to_string()))
}
// move to world
pub fn new_entity_id(&self) -> EntityId {
self.entity_id.fetch_add(1, Ordering::SeqCst)
}
pub fn build_brand() -> Vec<u8> {
let brand = "Pumpkin";
let mut buf = vec![];
let _ = VarInt32(brand.len() as i32).encode(&mut buf);
buf.extend_from_slice(brand.as_bytes());
buf
}
pub fn send_brand(&self, client: &mut Client) -> Result<(), PacketError> {
// send server brand
client.send_packet(CPluginMessage::new(
"minecraft:brand",
&self.cached_server_brand,
))
}
pub fn build_response(config: &BasicConfiguration) -> StatusResponse {
let path = concat!(env!("CARGO_MANIFEST_DIR"), "/icon.png");
StatusResponse {
version: Version {
name: CURRENT_MC_VERSION.into(),
protocol: CURRENT_MC_PROTOCOL,
},
players: Players {
max: config.max_players,
online: 0,
sample: vec![Sample {
name: "".into(),
id: "".into(),
}],
},
description: config.motd.clone(),
favicon: Self::load_icon(path),
}
}
pub fn load_icon(path: &str) -> String {
let mut icon = match image::open(path).map_err(|e| panic!("error loading icon: {}", e)) {
Ok(icon) => icon,
Err(_) => return "".into(),
};
icon = icon.resize_exact(64, 64, image::imageops::FilterType::Triangle);
let mut image = Vec::new();
icon.write_to(&mut Cursor::new(&mut image), image::ImageFormat::Png)
.unwrap();
let mut result = "data:image/png;base64,".to_owned();
general_purpose::STANDARD.encode_string(image, &mut result);
result
}
pub fn generate_keys() -> (RsaPublicKey, RsaPrivateKey) {
let priv_key = RsaPrivateKey::new(&mut OsRng, 1024).expect("failed to generate a key");
let pub_key = RsaPublicKey::from(&priv_key);
(pub_key, priv_key)
}
}
#[derive(PartialEq, Serialize, Deserialize)]
pub enum Difficulty {
Peaceful,
Easy,
Normal,
Hard,
}