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player.go
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player.go
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package mcwss
import (
"crypto/ecdsa"
"crypto/x509"
"encoding/base64"
"encoding/json"
"fmt"
"github.com/gorilla/websocket"
"github.com/sandertv/mcwss/mctype"
"github.com/sandertv/mcwss/protocol"
"github.com/sandertv/mcwss/protocol/command"
"github.com/sandertv/mcwss/protocol/event"
"github.com/yudai/gojsondiff"
"log"
"reflect"
"sync"
)
// Player is a player connected to the websocket server.
type Player struct {
*websocket.Conn
encryptionSession *encryptionSession
debug bool
name string
connected bool
event.Properties
agent *Agent
world *World
sync.Mutex
handlers map[event.Name]func(event interface{})
commandCallbacks map[string]reflect.Value
close chan bool
packetStack chan interface{}
}
// NewPlayer returns an initialised player for a websocket connection.
func NewPlayer(conn *websocket.Conn) *Player {
player := &Player{
Conn: conn,
connected: true,
handlers: make(map[event.Name]func(event interface{})),
commandCallbacks: make(map[string]reflect.Value),
packetStack: make(chan interface{}, 64),
close: make(chan bool, 1),
}
player.Exec(command.LocalPlayerNameRequest(), func(response *command.LocalPlayerName) {
player.name = response.LocalPlayerName
})
player.agent = NewAgent(player)
player.world = NewWorld(player)
go player.sendPackets()
return player
}
// Name returns the name of the player.
func (player *Player) Name() string {
return player.name
}
// Agent returns the controllable agent entity of the player.
func (player *Player) Agent() *Agent {
return player.agent
}
// World returns the world of the player.
func (player *Player) World() *World {
return player.world
}
// SendMessage sends a message that only the player receives. Its behaviour is synonymous with fmt.Sprintf(),
// putting all parameters in the string using formatting identifiers.
func (player *Player) SendMessage(message string, parameters ...interface{}) {
message = fmt.Sprintf(escapeMessage(message), parameters...)
player.Exec(command.TellRawRequest(mctype.Target(player.name), message), nil)
}
// Tell tells the player a private message. Its behaviour is synonymous with fmt.Sprintf(), putting all
// parameters in the string using formatting identifiers.
func (player *Player) Tell(message string, parameters ...interface{}) {
message = fmt.Sprintf(message, parameters)
player.Exec(command.TellRequest(mctype.Target(player.name), message), nil)
}
// Say broadcasts a message as the player to all players in the world of the player.
func (player *Player) Say(message string, parameters ...interface{}) {
message = fmt.Sprintf(message, parameters...)
player.ExecAs(command.SayRequest(message), nil)
}
// Position requests the position of a player and calls the function passed when a response is received,
// containing the position of the player.
func (player *Player) Position(f func(position mctype.Position)) {
player.Exec(command.QueryTargetRequest(mctype.Target(player.name)), func(response *command.QueryTarget) {
if len(*response.Details) == 1 {
f((*response.Details)[0].Position)
}
})
}
// Rotation requests the Y-Rotation (yaw) of a player and calls the function passed when a response is
// received, containing the rotation of the player.
func (player *Player) Rotation(f func(rotation float64)) {
player.Exec(command.QueryTargetRequest(mctype.Target(player.name)), func(response *command.QueryTarget) {
if len(*response.Details) == 1 {
f((*response.Details)[0].YRotation)
}
})
}
// EduInformation requests information about the player (specifically education edition related, but
// education edition needs not to be enabled) and calls the function passed when a response is received.
func (player *Player) EduInformation(f func(info *command.EduClientInfo)) {
player.Exec(command.EduClientInfoRequest(), f)
}
// CloseChat closes the chat window of a player if the player has it open. This command is available also on
// third party servers.
func (player *Player) CloseChat() {
player.Exec(command.CloseChatRequest(), nil)
}
// Connected checks if a player is currently connected. If not, the reference to this player should be
// released as soon as possible.
func (player *Player) Connected() bool {
return player.connected
}
// Exec sends a command string with a callback that can process the output of the command. The callback passed
// must have one input argument, being the container of the output.
// This may be done using either a pointer to a struct, or a map, like so:
//
// player.Exec("getlocalplayername", func(response *command.LocalPlayerName){})
// player.Exec("getlocalplayername", func(response map[string]interface{}){})
//
// Nil may also be passed if no callback needs to be executed.
func (player *Player) Exec(commandLine string, callback interface{}) {
commandLine = "/" + commandLine
val := reflect.ValueOf(callback)
if callback != nil {
t := val.Type()
// Do some basic function validation.
if t.Kind() != reflect.Func || t.NumIn() != 1 || (t.In(0).Kind() != reflect.Ptr && t.In(0).Kind() != reflect.Map) {
panic("invalid callback type passed. must be of type func(*commandResponse)")
}
}
packet := protocol.NewCommandRequest(commandLine)
player.Lock()
player.commandCallbacks[packet.Header.RequestID] = val
player.Unlock()
_ = player.WriteJSON(packet)
}
// ExecAs sends a command string as if it were sent by the player itself with a callback that can process the
// output of the command. The callback passed must have one input argument, being the container of the output.
// The output of the command is captured by the player, not by the websocket server. Only a status code is
// captured by the server that indicates if the command was successful.
func (player *Player) ExecAs(commandLine string, callback func(statusCode int)) {
player.Exec(fmt.Sprintf("execute %v ~ ~ ~ %v", player.name, commandLine), func(response map[string]interface{}) {
codeInterface, exists := response["statusCode"]
if !exists {
log.Printf("exec as: invalid response JSON")
return
}
code, _ := codeInterface.(int)
if callback != nil {
callback(code)
}
})
}
// EnableDebug enables debug messages for a player. It will output messages about missing fields in events
// and related.
func (player *Player) EnableDebug() {
player.debug = true
}
// OnGameRulesLoaded listens for the game rules to be loaded for a player. This happens when the player joins
// a game, regardless whether it's multi-player or single-player.
func (player *Player) OnGameRulesLoaded(handler func(event *event.GameRulesLoaded)) {
player.on(event.NameGameRulesLoaded, func(e interface{}) {
handler(e.(*event.GameRulesLoaded))
})
}
// OnGameRulesUpdated listens for game rule updates for a player. This event is called whenever a specific
// game rule is changed.
func (player *Player) OnGameRulesUpdated(handler func(event *event.GameRulesUpdated)) {
player.on(event.NameGameRulesUpdated, func(e interface{}) {
handler(e.(*event.GameRulesUpdated))
})
}
// OnMobBorn listens for entities born by the player feeding two entities.
func (player *Player) OnMobBorn(handler func(event *event.MobBorn)) {
player.on(event.NameMobBorn, func(e interface{}) {
handler(e.(*event.MobBorn))
})
}
// OnMobKilled listens for entities that were killed by the entity. Note that indirect killing methods such as
// drowning an entity, hitting off an edge, suffocating it etc. does not trigger the event.
func (player *Player) OnMobKilled(handler func(event *event.MobKilled)) {
player.on(event.NameMobKilled, func(e interface{}) {
handler(e.(*event.MobKilled))
})
}
// OnAwardAchievement listens to achievements awarded to the player. Note that achievements are not awarded in
// worlds that have cheats enabled.
func (player *Player) OnAwardAchievement(handler func(event *event.AwardAchievement)) {
player.on(event.NameAwardAchievement, func(e interface{}) {
handler(e.(*event.AwardAchievement))
})
}
// OnSlashCommandExecuted listens for commands executed by a player that actually existed. Unknown commands do
// not result in this event being called.
func (player *Player) OnSlashCommandExecuted(handler func(event *event.SlashCommandExecuted)) {
player.on(event.NameSlashCommandExecuted, func(e interface{}) {
handler(e.(*event.SlashCommandExecuted))
})
}
// OnScreenChanged listens for the screen of the player being changed. Note that this is not sent every time
// anything is changed on the screen, but rather when a player switches to a completely different screen.
func (player *Player) OnScreenChanged(handler func(event *event.ScreenChanged)) {
player.on(event.NameScreenChanged, func(e interface{}) {
handler(e.(*event.ScreenChanged))
})
}
// OnScriptLoaded listens for scripts that are loaded by the player.
func (player *Player) OnScriptLoaded(handler func(event *event.ScriptLoaded)) {
player.on(event.NameScriptLoaded, func(e interface{}) {
handler(e.(*event.ScriptLoaded))
})
}
// OnScriptRan listens for scripts that are ran immediately after they are loaded. This event is called once
// immediately hen the player spawns, even though the script might still be running after that.
func (player *Player) OnScriptRan(handler func(event *event.ScriptRan)) {
player.on(event.NameScriptRan, func(e interface{}) {
handler(e.(*event.ScriptRan))
})
}
// OnStartWorld subscribes to events called when the player starts a world by clicking it in the main menu.
// It includes both servers and singleplayer worlds. The event provides no information about the world.
func (player *Player) OnStartWorld(handler func(event *event.StartWorld)) {
player.on(event.NameStartWorld, func(e interface{}) {
handler(e.(*event.StartWorld))
})
}
// OnWorldLoaded subscribes to events called when the player loads a world. This happens both when joining
// servers and singleplayer worlds, and happens directly after the StartGamePacket is called. The event
// supplies some of the data of this packet.
func (player *Player) OnWorldLoaded(handler func(event *event.WorldLoaded)) {
player.on(event.NameWorldLoaded, func(e interface{}) {
handler(e.(*event.WorldLoaded))
})
}
// OnWorldGenerated subscribes to events called when a player generates a new singleplayer world.
func (player *Player) OnWorldGenerated(handler func(event *event.WorldGenerated)) {
player.on(event.NameWorldGenerated, func(e interface{}) {
handler(e.(*event.WorldGenerated))
})
}
// OnMobInteracted subscribes to events called when the player interacts with a mob, in a way that has
// actually has a result.
func (player *Player) OnMobInteracted(handler func(event *event.MobInteracted)) {
player.on(event.NameMobInteracted, func(e interface{}) {
handler(e.(*event.MobInteracted))
})
}
// OnEndOfDay subscribes to events called when the end of a day was reached naturally. (without commands)
func (player *Player) OnEndOfDay(handler func(event *event.EndOfDay)) {
player.on(event.NameEndOfDay, func(e interface{}) {
handler(e.(*event.EndOfDay))
})
}
// OnSignedBookOpened subscribes to signed books opened by the player.
func (player *Player) OnSignedBookOpened(handler func(event *event.SignedBookOpened)) {
player.on(event.NameSignedBookOpened, func(e interface{}) {
handler(e.(*event.SignedBookOpened))
})
}
// OnBookEdited subscribes to edits by the player to a book after closing it.
func (player *Player) OnBookEdited(handler func(event *event.BookEdited)) {
player.on(event.NameBookEdited, func(e interface{}) {
handler(e.(*event.BookEdited))
})
}
// OnTeleported listens for teleportations done by the player, such as using the /tp command or throwing an
// ender pearl.
func (player *Player) OnTeleported(handler func(event *event.PlayerTeleported)) {
player.on(event.NamePlayerTeleported, func(e interface{}) {
handler(e.(*event.PlayerTeleported))
})
}
// OnTransform subscribes to transformations done to the player, usually sent by means such as teleporting.
func (player *Player) OnTransform(handler func(event *event.PlayerTransform)) {
player.on(event.NamePlayerTransform, func(e interface{}) {
handler(e.(*event.PlayerTransform))
})
}
// OnTravelled subscribes to the player travelling to places.
func (player *Player) OnTravelled(handler func(event *event.PlayerTravelled)) {
player.on(event.NamePlayerTravelled, func(e interface{}) {
handler(e.(*event.PlayerTravelled))
})
}
// OnItemAcquired listens to items acquired by the player, for example by picking items up or by getting items
// from a chest.
func (player *Player) OnItemAcquired(handler func(event *event.ItemAcquired)) {
player.on(event.NameItemAcquired, func(e interface{}) {
handler(e.(*event.ItemAcquired))
})
}
// OnItemDropped listens for items dropped on the ground by the player.
func (player *Player) OnItemDropped(handler func(event *event.ItemDropped)) {
player.on(event.NameItemDropped, func(e interface{}) {
handler(e.(*event.ItemDropped))
})
}
// OnItemNamed listens for items named by a player using an anvil.
func (player *Player) OnItemNamed(handler func(event *event.ItemNamed)) {
player.on(event.NameItemNamed, func(e interface{}) {
handler(e.(*event.ItemNamed))
})
}
// OnItemSmelted listens for items smelted by the player and taken out of the inventory.
func (player *Player) OnItemSmelted(handler func(event *event.ItemSmelted)) {
player.on(event.NameItemSmelted, func(e interface{}) {
handler(e.(*event.ItemSmelted))
})
}
// OnItemUsed subscribes to items used by the player.
func (player *Player) OnItemUsed(handler func(event *event.ItemUsed)) {
player.on(event.NameItemUsed, func(e interface{}) {
handler(e.(*event.ItemUsed))
})
}
// OnItemInteracted subscribes to interactions made using items by the player.
func (player *Player) OnItemInteracted(handler func(event *event.ItemInteracted)) {
player.on(event.NameItemInteracted, func(e interface{}) {
handler(e.(*event.ItemInteracted))
})
}
// OnItemEquipped listens for items equipped by the player. This includes armour, pumpkins, elytras and other
// items that may be worn.
func (player *Player) OnItemEquipped(handler func(event *event.ItemEquipped)) {
player.on(event.NameItemEquipped, func(e interface{}) {
handler(e.(*event.ItemEquipped))
})
}
// OnItemCrafted subscribes to items crafted by the player.
func (player *Player) OnItemCrafted(handler func(event *event.ItemCrafted)) {
player.on(event.NameItemCrafted, func(e interface{}) {
handler(e.(*event.ItemCrafted))
})
}
// OnBlockPlaced subscribes to blocks placed by the player.
func (player *Player) OnBlockPlaced(handler func(event *event.BlockPlaced)) {
player.on(event.NameBlockPlaced, func(e interface{}) {
handler(e.(*event.BlockPlaced))
})
}
// OnBlockBroken subscribes to blocks broken by the player.
func (player *Player) OnBlockBroken(handler func(event *event.BlockBroken)) {
player.on(event.NameBlockBroken, func(e interface{}) {
handler(e.(*event.BlockBroken))
})
}
// OnPlayerMessage subscribes to player messages sent and received by the client.
func (player *Player) OnPlayerMessage(handler func(event *event.PlayerMessage)) {
player.on(event.NamePlayerMessage, func(e interface{}) {
handler(e.(*event.PlayerMessage))
})
}
// OnSignInToXBOXLive listens for the player signing into XBOX Live.
func (player *Player) OnSignInToXBOXLive(handler func(event *event.SignInToXBOXLive)) {
player.on(event.NameSignInToXBOXLive, func(e interface{}) {
handler(e.(*event.SignInToXBOXLive))
})
}
// OnSignOutOfXBOXLive listens for the player signing out of XBOX Live.
func (player *Player) OnSignOutOfXBOXLive(handler func(event *event.SignOutOfXBOXLive)) {
player.on(event.NameSignOutOfXBOXLive, func(e interface{}) {
handler(e.(*event.SignOutOfXBOXLive))
})
}
// OnVehicleExited listens for the player exiting a vehicle such as a minecart or a horse.
func (player *Player) OnVehicleExited(handler func(event *event.VehicleExited)) {
player.on(event.NameVehicleExited, func(e interface{}) {
handler(e.(*event.VehicleExited))
})
}
// CloseConnection closes the socket connection with the player. The player will be closed shortly after this
// method is called.
func (player *Player) CloseConnection() {
player.Exec("closewebsocket", nil)
}
// UnsubscribeFromAll unsubscribes from all events previously listened on. No more events will be received.
func (player *Player) UnsubscribeFromAll() {
player.Lock()
for eventName := range player.handlers {
player.unsubscribeFrom(eventName)
}
player.Unlock()
}
// UnsubscribeFrom unsubscribes from events with the event name passed. The handler used to handle the event
// will no longer be called.
func (player *Player) UnsubscribeFrom(eventName event.Name) {
player.Lock()
player.unsubscribeFrom(eventName)
player.Unlock()
}
// unsubscribeFrom unsubscribes from an event without locking.
func (player *Player) unsubscribeFrom(eventName event.Name) {
_ = player.WriteJSON(protocol.NewEventRequest(eventName, protocol.Unsubscribe))
delete(player.handlers, eventName)
}
// on subscribes to an arbitrary event. It is recommended to use the methods to listen specifically to events
// above.
func (player *Player) on(eventName event.Name, handler func(event interface{})) {
player.Lock()
player.handlers[eventName] = handler
player.Unlock()
_ = player.WriteJSON(protocol.NewEventRequest(eventName, protocol.Subscribe))
}
// WriteJSON adds a packet to the packet stack, after which will be written as JSON to the websocket
// connection.
func (player *Player) WriteJSON(v interface{}) error {
player.packetStack <- v
return nil
}
// sendPackets continuously sends packets to the websocket connection until the player is disconnected.
func (player *Player) sendPackets() {
for {
select {
case packet := <-player.packetStack:
data, _ := json.Marshal(packet)
if player.encryptionSession != nil {
player.encryptionSession.encrypt(data)
}
_ = player.Conn.WriteMessage(websocket.TextMessage, data)
case <-player.close:
return
}
}
}
// handleIncomingPacket handles an incoming packet, processing in particular the body of the packet.
func (player *Player) handleIncomingPacket(packet protocol.Packet) error {
switch body := packet.Body.(type) {
default:
// Unknown or invalid packet. Don't try to process this.
return fmt.Errorf("unknown packet %v", reflect.TypeOf(body).Name())
case *protocol.ErrorResponse:
return fmt.Errorf("a client side error occurred (code = %v): %v", body.StatusCode, body.StatusMessage)
case *protocol.CommandResponse:
player.Lock()
callback, ok := player.commandCallbacks[packet.Header.RequestID]
// Remove the command callback from the map.
delete(player.commandCallbacks, packet.Header.RequestID)
player.Unlock()
if !ok {
return fmt.Errorf("command response: got command response with unknown requestID %v", packet.Header.RequestID)
}
if callback.IsValid() {
commandResponseValue := reflect.New(callback.Type().In(0)).Interface()
if err := json.Unmarshal([]byte(*body), commandResponseValue); err != nil {
return fmt.Errorf("command response: malformed response JSON %v: %v", string(*body), err)
}
callback.Call([]reflect.Value{reflect.ValueOf(commandResponseValue).Elem()})
}
case *protocol.EventResponse:
properties := event.Properties{}
if err := json.Unmarshal(body.Properties, &properties); err != nil {
return fmt.Errorf("event response: malformed properties JSON: %v", err)
}
// Update the player's properties to the latest.
player.Properties = properties
eventFunc, ok := event.Events[body.EventName]
if !ok {
return fmt.Errorf("event response: unknown event with name %v", body.EventName)
}
eventData := eventFunc()
_ = json.Unmarshal(body.Properties, &eventData)
if measurable, ok := eventData.(event.Measurable); ok {
// Parse measurements if the event requires them.
measurable.ConsumeMeasurements(body.Measurements)
}
if player.debug {
foundData := map[string]interface{}{}
b, _ := json.Marshal(eventData)
_ = json.Unmarshal(b, &foundData)
b, _ = json.Marshal(properties)
_ = json.Unmarshal(b, &foundData)
b, _ = json.Marshal(foundData)
d := gojsondiff.New()
deltaDiff, err := d.Compare(b, body.Properties)
if err != nil {
log.Printf("error computing diff: %v", err)
}
actualData := map[string]interface{}{}
_ = json.Unmarshal(body.Properties, &actualData)
for _, change := range deltaDiff.Deltas() {
changeKey := fmt.Sprint(change)
var actualVal interface{}
if v, ok := actualData[changeKey]; ok {
actualVal = v
}
decVal, ok := foundData[changeKey]
if actualVal == nil && decVal != nil {
log.Printf("diff in %T.%v: should not exist", eventData, changeKey)
} else if ok {
log.Printf("diff in %T.%v: '%v' should be '%v'", eventData, changeKey, decVal, actualVal)
} else {
log.Printf("diff in %T.%v: should be '%v'", eventData, changeKey, actualVal)
}
}
}
// Find the handler by the event name.
player.Lock()
handler, ok := player.handlers[body.EventName]
player.Unlock()
if !ok {
return fmt.Errorf("event response: unhandled event response for event %v", body.EventName)
}
// Finally call the handler with the event data processed.
handler(eventData)
}
return nil
}
// enableEncryption enables encryption for a player using the server's private key passed and the server's
// salt passed. The 'after' function passed is called after encryption was enabled.
func (player *Player) enableEncryption(privateKey *ecdsa.PrivateKey, salt []byte, after func()) {
encodedKey, err := x509.MarshalPKIXPublicKey(&privateKey.PublicKey)
if err != nil {
// This should never happen.
panic(err)
}
player.Exec(command.EnableEncryptionRequest(encodedKey, salt), func(data *command.EnableEncryption) {
pubKeyData, err := base64.StdEncoding.DecodeString(data.PublicKey)
if err != nil {
log.Printf("error base64 decoding client public key %v: %v", data.PublicKey, err)
return
}
pubKey, err := x509.ParsePKIXPublicKey(pubKeyData)
if err != nil {
log.Printf("error parsing ecdsa public key %v: %v", data.PublicKey, err)
return
}
player.encryptionSession = &encryptionSession{
salt: salt,
serverPrivateKey: privateKey,
clientPublicKey: pubKey.(*ecdsa.PublicKey),
}
if err := player.encryptionSession.init(); err != nil {
log.Printf("error initialising encryption session: %v", err)
return
}
after()
})
}