/// <summary> /// Send a forge plugin channel packet ("FML|HS"). Compression and encryption will be handled automatically. /// </summary> /// <param name="discriminator">Discriminator to use.</param> /// <param name="data">packet Data</param> private void SendForgeHandshakePacket(FMLHandshakeDiscriminator discriminator, byte[] data) { protocol18.SendPluginChannelPacket("FML|HS", dataTypes.ConcatBytes(new byte[] { (byte)discriminator }, data)); }
/// <summary> /// Send a forge plugin channel packet ("FML|HS"). Compression and encryption will be handled automatically /// </summary> /// <param name="discriminator">Discriminator to use.</param> /// <param name="data">packet Data</param> private void SendForgeHandshakePacket(FMLHandshakeDiscriminator discriminator, byte[] data) { SendPluginChannelPacket("FML|HS", concatBytes(new byte[] { (byte)discriminator }, data)); }
/// <summary> /// Handle Forge plugin messages /// </summary> /// <param name="channel">Plugin message channel</param> /// <param name="packetData">Plugin message data</param> /// <param name="currentDimension">Current world dimension</param> /// <returns>TRUE if the plugin message was recognized and handled</returns> public bool HandlePluginMessage(string channel, List <byte> packetData, ref int currentDimension) { if (ForgeEnabled() && fmlHandshakeState != FMLHandshakeClientState.DONE) { if (channel == "FML|HS") { FMLHandshakeDiscriminator discriminator = (FMLHandshakeDiscriminator)dataTypes.ReadNextByte(packetData); if (discriminator == FMLHandshakeDiscriminator.HandshakeReset) { fmlHandshakeState = FMLHandshakeClientState.START; return(true); } switch (fmlHandshakeState) { case FMLHandshakeClientState.START: if (discriminator != FMLHandshakeDiscriminator.ServerHello) { return(false); } // Send the plugin channel registration. // REGISTER is somewhat special in that it doesn't actually include length information, // and is also \0-separated. // Also, yes, "FML" is there twice. Don't ask me why, but that's the way forge does it. string[] channels = { "FML|HS", "FML", "FML|MP", "FML", "FORGE" }; protocol18.SendPluginChannelPacket("REGISTER", Encoding.UTF8.GetBytes(string.Join("\0", channels))); byte fmlProtocolVersion = dataTypes.ReadNextByte(packetData); if (Settings.DebugMessages) { ConsoleIO.WriteLineFormatted("§8Forge protocol version : " + fmlProtocolVersion); } if (fmlProtocolVersion >= 1) { currentDimension = dataTypes.ReadNextInt(packetData); } // Tell the server we're running the same version. SendForgeHandshakePacket(FMLHandshakeDiscriminator.ClientHello, new byte[] { fmlProtocolVersion }); // Then tell the server that we're running the same mods. if (Settings.DebugMessages) { ConsoleIO.WriteLineFormatted("§8Sending falsified mod list to server..."); } byte[][] mods = new byte[forgeInfo.Mods.Count][]; for (int i = 0; i < forgeInfo.Mods.Count; i++) { ForgeInfo.ForgeMod mod = forgeInfo.Mods[i]; mods[i] = dataTypes.ConcatBytes(dataTypes.GetString(mod.ModID), dataTypes.GetString(mod.Version)); } SendForgeHandshakePacket(FMLHandshakeDiscriminator.ModList, dataTypes.ConcatBytes(dataTypes.GetVarInt(forgeInfo.Mods.Count), dataTypes.ConcatBytes(mods))); fmlHandshakeState = FMLHandshakeClientState.WAITINGSERVERDATA; return(true); case FMLHandshakeClientState.WAITINGSERVERDATA: if (discriminator != FMLHandshakeDiscriminator.ModList) { return(false); } Thread.Sleep(2000); if (Settings.DebugMessages) { ConsoleIO.WriteLineFormatted("§8Accepting server mod list..."); } // Tell the server that yes, we are OK with the mods it has // even though we don't actually care what mods it has. SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck, new byte[] { (byte)FMLHandshakeClientState.WAITINGSERVERDATA }); fmlHandshakeState = FMLHandshakeClientState.WAITINGSERVERCOMPLETE; return(false); case FMLHandshakeClientState.WAITINGSERVERCOMPLETE: // The server now will tell us a bunch of registry information. // We need to read it all, though, until it says that there is no more. if (discriminator != FMLHandshakeDiscriminator.RegistryData) { return(false); } if (protocolversion < Protocol18Handler.MC18Version) { // 1.7.10 and below have one registry // with blocks and items. int registrySize = dataTypes.ReadNextVarInt(packetData); if (Settings.DebugMessages) { ConsoleIO.WriteLineFormatted("§8Received registry with " + registrySize + " entries"); } fmlHandshakeState = FMLHandshakeClientState.PENDINGCOMPLETE; } else { // 1.8+ has more than one registry. bool hasNextRegistry = dataTypes.ReadNextBool(packetData); string registryName = dataTypes.ReadNextString(packetData); int registrySize = dataTypes.ReadNextVarInt(packetData); if (Settings.DebugMessages) { ConsoleIO.WriteLineFormatted("§8Received registry " + registryName + " with " + registrySize + " entries"); } if (!hasNextRegistry) { fmlHandshakeState = FMLHandshakeClientState.PENDINGCOMPLETE; } } return(false); case FMLHandshakeClientState.PENDINGCOMPLETE: // The server will ask us to accept the registries. // Just say yes. if (discriminator != FMLHandshakeDiscriminator.HandshakeAck) { return(false); } if (Settings.DebugMessages) { ConsoleIO.WriteLineFormatted("§8Accepting server registries..."); } SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck, new byte[] { (byte)FMLHandshakeClientState.PENDINGCOMPLETE }); fmlHandshakeState = FMLHandshakeClientState.COMPLETE; return(true); case FMLHandshakeClientState.COMPLETE: // One final "OK". On the actual forge source, a packet is sent from // the client to the client saying that the connection was complete, but // we don't need to do that. SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck, new byte[] { (byte)FMLHandshakeClientState.COMPLETE }); if (Settings.DebugMessages) { ConsoleIO.WriteLine("Forge server connection complete!"); } fmlHandshakeState = FMLHandshakeClientState.DONE; return(true); } } } return(false); }
private bool handlePacket(int packetID, List <byte> packetData) { if (login_phase) { switch (packetID) //Packet IDs are different while logging in { case 0x03: if (protocolversion >= MC18Version) { compression_treshold = readNextVarInt(packetData); } break; default: return(false); //Ignored packet } } switch (getPacketIncomingType(packetID)) { case PacketIncomingType.KeepAlive: SendPacket(PacketOutgoingType.KeepAlive, packetData); handler.OnKeepAlive(); break; case PacketIncomingType.JoinGame: handler.OnGameJoin(); readNextInt(packetData); readNextByte(packetData); if (protocolversion >= MC191Version) { this.currentDimension = readNextInt(packetData); } else { this.currentDimension = (sbyte)readNextByte(packetData); } readNextByte(packetData); readNextByte(packetData); readNextString(packetData); if (protocolversion >= MC18Version) { readNextBool(packetData); // Reduced debug info - 1.8 and above } break; case PacketIncomingType.ChatMessage: //string message = readNextString(packetData); break; case PacketIncomingType.Respawn: this.currentDimension = readNextInt(packetData); readNextByte(packetData); readNextByte(packetData); readNextString(packetData); break; case PacketIncomingType.PlayerPositionAndLook: if (protocolversion >= MC19Version) { int teleportID = readNextVarInt(packetData); // Teleport confirm packet SendPacket(PacketOutgoingType.TeleportConfirm, getVarInt(teleportID)); } break; case PacketIncomingType.TabCompleteResult: if (protocolversion >= MC113Version) { autocomplete_transaction_id = readNextVarInt(packetData); readNextVarInt(packetData); // Start of text to replace readNextVarInt(packetData); // Length of text to replace } int autocomplete_count = readNextVarInt(packetData); break; case PacketIncomingType.PluginMessage: String channel = readNextString(packetData); if (protocolversion < MC18Version) { if (forgeInfo == null) { // 1.7 and lower prefix plugin channel packets with the length. // We can skip it, though. readNextShort(packetData); } else { // Forge does something even weirder with the length. readNextVarShort(packetData); } } // The remaining data in the array is the entire payload of the packet. //handler.OnPluginChannelMessage(channel, packetData.ToArray()); #region Forge Login if (forgeInfo != null && fmlHandshakeState != FMLHandshakeClientState.DONE) { if (channel == "FML|HS") { FMLHandshakeDiscriminator discriminator = (FMLHandshakeDiscriminator)readNextByte(packetData); if (discriminator == FMLHandshakeDiscriminator.HandshakeReset) { fmlHandshakeState = FMLHandshakeClientState.START; return(true); } switch (fmlHandshakeState) { case FMLHandshakeClientState.START: if (discriminator != FMLHandshakeDiscriminator.ServerHello) { return(false); } // Send the plugin channel registration. // REGISTER is somewhat special in that it doesn't actually include length information, // and is also \0-separated. // Also, yes, "FML" is there twice. Don't ask me why, but that's the way forge does it. string[] channels = { "FML|HS", "FML", "FML|MP", "FML", "FORGE" }; SendPluginChannelPacket("REGISTER", Encoding.UTF8.GetBytes(string.Join("\0", channels))); byte fmlProtocolVersion = readNextByte(packetData); if (fmlProtocolVersion >= 1) { this.currentDimension = readNextInt(packetData); } // Tell the server we're running the same version. SendForgeHandshakePacket(FMLHandshakeDiscriminator.ClientHello, new byte[] { fmlProtocolVersion }); // Then tell the server that we're running the same mods. byte[][] mods = new byte[forgeInfo.Mods.Count][]; for (int i = 0; i < forgeInfo.Mods.Count; i++) { ForgeInfo.ForgeMod mod = forgeInfo.Mods[i]; mods[i] = concatBytes(getString(mod.ModID), getString(mod.Version)); } SendForgeHandshakePacket(FMLHandshakeDiscriminator.ModList, concatBytes(getVarInt(forgeInfo.Mods.Count), concatBytes(mods))); fmlHandshakeState = FMLHandshakeClientState.WAITINGSERVERDATA; return(true); case FMLHandshakeClientState.WAITINGSERVERDATA: if (discriminator != FMLHandshakeDiscriminator.ModList) { return(false); } Thread.Sleep(2000); // Tell the server that yes, we are OK with the mods it has // even though we don't actually care what mods it has. SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck, new byte[] { (byte)FMLHandshakeClientState.WAITINGSERVERDATA }); fmlHandshakeState = FMLHandshakeClientState.WAITINGSERVERCOMPLETE; return(false); case FMLHandshakeClientState.WAITINGSERVERCOMPLETE: // The server now will tell us a bunch of registry information. // We need to read it all, though, until it says that there is no more. if (discriminator != FMLHandshakeDiscriminator.RegistryData) { return(false); } if (protocolversion < MC18Version) { // 1.7.10 and below have one registry // with blocks and items. int registrySize = readNextVarInt(packetData); fmlHandshakeState = FMLHandshakeClientState.PENDINGCOMPLETE; } else { // 1.8+ has more than one registry. bool hasNextRegistry = readNextBool(packetData); string registryName = readNextString(packetData); int registrySize = readNextVarInt(packetData); if (!hasNextRegistry) { fmlHandshakeState = FMLHandshakeClientState.PENDINGCOMPLETE; } } return(false); case FMLHandshakeClientState.PENDINGCOMPLETE: // The server will ask us to accept the registries. // Just say yes. if (discriminator != FMLHandshakeDiscriminator.HandshakeAck) { return(false); } SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck, new byte[] { (byte)FMLHandshakeClientState.PENDINGCOMPLETE }); fmlHandshakeState = FMLHandshakeClientState.COMPLETE; return(true); case FMLHandshakeClientState.COMPLETE: // One final "OK". On the actual forge source, a packet is sent from // the client to the client saying that the connection was complete, but // we don't need to do that. SendForgeHandshakePacket(FMLHandshakeDiscriminator.HandshakeAck, new byte[] { (byte)FMLHandshakeClientState.COMPLETE }); fmlHandshakeState = FMLHandshakeClientState.DONE; return(true); } } } #endregion return(false); case PacketIncomingType.KickPacket: handler.OnConnectionLost(BotUtils.DisconnectReason.InGameKick, readNextString(packetData)); return(false); case PacketIncomingType.NetworkCompressionTreshold: if (protocolversion >= MC18Version && protocolversion < MC19Version) { compression_treshold = readNextVarInt(packetData); } break; case PacketIncomingType.ResourcePackSend: string url = readNextString(packetData); string hash = readNextString(packetData); //Send back "accepted" and "successfully loaded" responses for plugins making use of resource pack mandatory byte[] responseHeader = new byte[0]; if (protocolversion < MC110Version) //MC 1.10 does not include resource pack hash in responses { responseHeader = concatBytes(getVarInt(hash.Length), Encoding.UTF8.GetBytes(hash)); } SendPacket(PacketOutgoingType.ResourcePackStatus, concatBytes(responseHeader, getVarInt(3))); //Accepted pack SendPacket(PacketOutgoingType.ResourcePackStatus, concatBytes(responseHeader, getVarInt(0))); //Successfully loaded break; default: return(false); //Ignored packet } return(true); //Packet processed }