Esempio n. 1
0
// Handle0A handles incoming requests of packet 0x0A: Player
func Handle0A(server *Server, sender *player.Player) {
	pkt := new(packet.Player)
	pkt.ReadFrom(sender.Conn)

	resp := &packet.Entity{sender.Id()}
	server.BroadcastPacket(resp)
}
Esempio n. 2
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// Handle02 handles incoming requests of packet 0x02: Handshake
func Handle02(server *Server, sender *player.Player) {
	pkt := new(packet.Handshake)
	pkt.ReadFrom(sender.Conn)

	log.Printf("Handshake from: %q [%s]", pkt.Username, sender.RemoteAddr())

	if pkt.Version != constants.ProtoNum {
		log.Printf("Wrong Protocol version. Player: %d, Server: %d\n",
			pkt.Version, constants.ProtoNum)
		return
	}

	// Save player to list
	sender.Name = pkt.Username
	server.AddPlayer(sender)

	log.Println("online_mode =", server.config.Get("server.online_mode"))

	if server.config.Get("server.online_mode") == "true" {
		// Succesful handshake, prepare Encryption Request
		r := packet.EncryptionKeyRequest{
			ServerId:  server.Id(),
			PublicKey: server.PublicKey(),
			Token:     auth.EncryptionBytes(),
		}
		r.WriteTo(sender.Conn)
		sender.Token = r.Token
	} else {
		// BUG(toqueteos): server: Add online_mode=false support.
	}
}
Esempio n. 3
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// HandleFC handles incoming requests of packet 0xFC: EncryptionKeyResponse
func HandleFC(server *Server, sender *player.Player) {
	pkt := new(packet.EncryptionKeyResponse)
	pkt.ReadFrom(sender.Conn)

	// Decrypt shared secret and token with server's private key.
	var secret, token []byte
	// var err error
	secret, _ = rsa.DecryptPKCS1v15(rand.Reader, server.PrivateKey(), pkt.Secret)
	token, _ = rsa.DecryptPKCS1v15(rand.Reader, server.PrivateKey(), pkt.Token)

	// Ensure token matches
	if !bytes.Equal(token, sender.Token) {
		log.Println("Tokens don't match.")
		r := &packet.Disconnect{Reason: ReasonPiratedGame}
		r.WriteTo(sender.Conn)
		return
	}

	// Ensure player is legit
	if !server.CheckUser(sender.Name, secret) {
		log.Println("Failed to verify username!")
		r := packet.Disconnect{"Failed to verify username!"}
		r.WriteTo(sender.Conn)
		return
	}

	// Send empty EncryptionKeyResponse
	r := new(packet.EncryptionKeyResponse)
	r.WriteTo(sender.Conn)

	// Start AES/CFB8 stream encryption
	sender.OnlineMode(true, secret)
	log.Println("Enabling encryption.")
}
Esempio n. 4
0
func (s *Server) HandleLogin(sender *player.Player) {
	var r packet.Packet

	r = &packet.LoginInfo{
		Entity:     33,
		LevelType:  "default",
		GameMode:   1,
		Dimension:  0,
		Difficulty: 2,
		MaxPlayers: 32,
	}
	r.WriteTo(sender.Conn)

	// BUG(toqueteos): Load nearby chunks
	for z := int32(-1); z < 2; z++ {
		for x := int32(-1); x < 2; x++ {
			VirtualChunks(x, z, 64).WriteTo(sender.Conn)
		}
	}

	const (
		startX = 8.0
		startY = 65.0
		startZ = 8.0
	)

	// Client's spawn position
	r = &packet.SpawnPosition{X: int32(startX), Y: int32(startY), Z: int32(startZ)}
	r.WriteTo(sender.Conn)

	// Client Pos & Look
	r = &packet.PlayerPosLook{
		startX, startY, startZ, // X, Y, Z
		startY + 1.6, // Stance
		0.0, 0.0,     // Yaw + Pitch
		true, // OnGround
	}
	r.WriteTo(sender.Conn)

	// Send nearby clients new client's info
	r = &packet.EntityNamedSpawn{
		Entity: sender.Id(),
		Name:   sender.Name,
		X:      startX, Y: startY, Z: startZ,
		Yaw:      0.0,
		Pitch:    0.0,
		Item:     0,
		Metadata: player.JustLoginMetadata(sender.Name),
	}
	s.BroadcastPacket(r)

	// Instantiate all other users on new client
	s.BroadcastLogin(sender)

	// Save player to server list
	s.AddPlayer(sender)
}
Esempio n. 5
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// Handle0C handles incoming requests of packet 0x0C: PlayerLook
func Handle0C(server *Server, sender *player.Player) {
	pkt := new(packet.PlayerLook)
	pkt.ReadFrom(sender.Conn)

	resp := &packet.EntityLook{
		Entity: sender.Id(),
		Yaw:    pkt.Yaw,
		Pitch:  pkt.Pitch,
	}
	server.BroadcastPacket(resp)
}
Esempio n. 6
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// Handle0D handles incoming requests of packet 0x0D: PlayerPosLook
func Handle0D(server *Server, sender *player.Player) {
	pkt := new(packet.PlayerPosLook)
	pkt.ReadFrom(sender.Conn)

	if pkt.Y > pkt.Stance {
		r := &packet.Disconnect{"Weird packet 0x0D. Server didn't switch Y with Stance."}
		r.WriteTo(sender.Conn)
		return
	}

	// Player is ready for broadcasts
	sender.SetReady()
	// Save position
	sender.SetPos(pkt.X, pkt.Y, pkt.Z)
	sender.SetLook(pkt.Pitch, pkt.Yaw)

	var p packet.Packet

	// BUG(toqueteos): NMS handle relative movements with other packet
	// `packet.EntityRelMove` right now we just teleport to the destination.
	p = &packet.EntityTeleport{
		Entity: sender.Id(),
		X:      pkt.X,
		Y:      pkt.Y,
		Z:      pkt.Z,
		Yaw:    pkt.Yaw,
		Pitch:  pkt.Pitch,
	}
	server.BroadcastPacket(p)

	p = &packet.EntityHeadLook{
		Entity:  sender.Id(),
		HeadYaw: pkt.Yaw,
	}
	server.BroadcastPacket(p)
}
Esempio n. 7
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// Handle03 handles incoming requests of packet 0x03: ChatMessage
func Handle03(server *Server, sender *player.Player) {
	pkt := new(packet.ChatMessage)
	pkt.ReadFrom(sender.Conn)

	log.Printf("ChatMessage: %+v", pkt)

	// Messages prefixed with / are treated like commands
	if strings.HasPrefix(pkt.Message, "/") {
		var parts = strings.Fields(pkt.Message[1:])
		// Empty commands are noops.
		if len(parts) == 0 {
			return
		}

		var cmdName, cmdArgs = parts[0], parts[1:]
		var cmd cmd.Cmder
		var ok bool

		// Command not found
		if cmd, ok = server.Cmds[cmdName]; !ok {
			msg := fmt.Sprintf("Unknown command %q.", cmdName)
			log.Println(msg)
			sender.SendMessage(msg)
			return
		}

		ok = cmd.Do(sender, cmdArgs)
		if !ok {
			msg := "An error ocurred executing command %q."
			log.Println(msg)
			sender.SendMessage(msg)
			return
		}
	}

	// Send message to all other players
	msg := fmt.Sprintf("<%s> %s", sender.Name, pkt.Message)
	sender.BroadcastMessage(server.Players.Copy(), msg)
}
Esempio n. 8
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// Kick kicks a player from the server
func (s *Server) Kick(p *player.Player) {
	p.SendMessage("You were kicked from the server.")
	msg := fmt.Sprintf("Player %q was kicked from the server.", p.Name)
	s.BroadcastMessage(msg)
}