/// <summary> /// Process chunk column data from the server and (un)load the chunk from the Minecraft world /// </summary> /// <param name="chunkX">Chunk X location</param> /// <param name="chunkZ">Chunk Z location</param> /// <param name="chunkMask">Chunk mask for reading data</param> /// <param name="hasSkyLight">Contains skylight info</param> /// <param name="chunksContinuous">Are the chunk continuous</param> /// <param name="cache">Cache for reading chunk data</param> private void ProcessChunkColumnData(int chunkX, int chunkZ, ushort chunkMask, bool hasSkyLight, bool chunksContinuous, List<byte> cache) { if (protocolversion < MC19Version && chunksContinuous && chunkMask == 0) { //Unload the entire chunk column handler.GetWorld()[chunkX, chunkZ] = null; } else { //Load chunk data from the server for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { Chunk chunk = new Chunk(); //Read chunk data, all at once for performance reasons, and build the chunk object Queue<ushort> queue = new Queue<ushort>(readNextUShortsLittleEndian(Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ, cache)); for (int blockY = 0; blockY < Chunk.SizeY; blockY++) for (int blockZ = 0; blockZ < Chunk.SizeZ; blockZ++) for (int blockX = 0; blockX < Chunk.SizeX; blockX++) chunk[blockX, blockY, blockZ] = new Block(queue.Dequeue()); //We have our chunk, save the chunk into the world if (handler.GetWorld()[chunkX, chunkZ] == null) handler.GetWorld()[chunkX, chunkZ] = new ChunkColumn(); handler.GetWorld()[chunkX, chunkZ][chunkY] = chunk; } } //Skip light information for (int chunkY = 0; chunkY < ChunkColumn.ColumnSize; chunkY++) { if ((chunkMask & (1 << chunkY)) != 0) { //Skip block light readData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); //Skip sky light if (hasSkyLight) readData((Chunk.SizeX * Chunk.SizeY * Chunk.SizeZ) / 2, cache); } } //Skip biome metadata if (chunksContinuous) readData(Chunk.SizeX * Chunk.SizeZ, cache); } }
/// <summary> /// Handle the given packet /// </summary> /// <param name="packetID">Packet ID</param> /// <param name="packetData">Packet contents</param> /// <returns>TRUE if the packet was processed, FALSE if ignored or unknown</returns> 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 } } // Regular in-game packets switch (getPacketIncomingType(packetID, protocolversion)) { case PacketIncomingType.KeepAlive: SendPacket(protocolversion >= MC19Version ? 0x0B : 0x00, packetData); break; case PacketIncomingType.JoinGame: handler.OnGameJoined(); break; case PacketIncomingType.ChatMessage: string message = readNextString(packetData); try { //Hide system messages or xp bar messages? byte messageType = readNextByte(packetData); if ((messageType == 1 && !Settings.DisplaySystemMessages) || (messageType == 2 && !Settings.DisplayXPBarMessages)) break; } catch (ArgumentOutOfRangeException) { /* No message type */ } handler.OnTextReceived(ChatParser.ParseText(message)); break; case PacketIncomingType.PlayerPositionAndLook: if (Settings.TerrainAndMovements) { double x = readNextDouble(packetData); double y = readNextDouble(packetData); double z = readNextDouble(packetData); readData(8, packetData); //Ignore look byte locMask = readNextByte(packetData); Location location = handler.GetCurrentLocation(); location.X = (locMask & 1 << 0) != 0 ? location.X + x : x; location.Y = (locMask & 1 << 1) != 0 ? location.Y + y : y; location.Z = (locMask & 1 << 2) != 0 ? location.Z + z : z; handler.UpdateLocation(location); if (protocolversion >= MC19Version) readNextVarInt(packetData); } break; case PacketIncomingType.ChunkData: if (Settings.TerrainAndMovements) { int chunkX = readNextInt(packetData); int chunkZ = readNextInt(packetData); bool chunksContinuous = readNextBool(packetData); ushort chunkMask = protocolversion >= MC19Version ? (ushort)readNextVarInt(packetData) : readNextUShort(packetData); int dataSize = readNextVarInt(packetData); ProcessChunkColumnData(chunkX, chunkZ, chunkMask, false, chunksContinuous, packetData); } break; case PacketIncomingType.MultiBlockChange: if (Settings.TerrainAndMovements) { int chunkX = readNextInt(packetData); int chunkZ = readNextInt(packetData); int recordCount = readNextVarInt(packetData); for (int i = 0; i < recordCount; i++) { byte locationXZ = readNextByte(packetData); int blockX = locationXZ >> 4; int blockZ = locationXZ & 0x0F; int blockY = (ushort)readNextByte(packetData); Block block = new Block((ushort)readNextVarInt(packetData)); handler.GetWorld().SetBlock(new Location(chunkX, chunkZ, blockX, blockY, blockZ), block); } } break; case PacketIncomingType.BlockChange: if (Settings.TerrainAndMovements) handler.GetWorld().SetBlock(Location.FromLong(readNextULong(packetData)), new Block((ushort)readNextVarInt(packetData))); break; case PacketIncomingType.MapChunkBulk: if (protocolversion < MC19Version && Settings.TerrainAndMovements) { bool hasSkyLight = readNextBool(packetData); int chunkCount = readNextVarInt(packetData); //Read chunk records int[] chunkXs = new int[chunkCount]; int[] chunkZs = new int[chunkCount]; ushort[] chunkMasks = new ushort[chunkCount]; for (int chunkColumnNo = 0; chunkColumnNo < chunkCount; chunkColumnNo++) { chunkXs[chunkColumnNo] = readNextInt(packetData); chunkZs[chunkColumnNo] = readNextInt(packetData); chunkMasks[chunkColumnNo] = readNextUShort(packetData); } //Process chunk records for (int chunkColumnNo = 0; chunkColumnNo < chunkCount; chunkColumnNo++) ProcessChunkColumnData(chunkXs[chunkColumnNo], chunkZs[chunkColumnNo], chunkMasks[chunkColumnNo], hasSkyLight, true, packetData); } break; case PacketIncomingType.UnloadChunk: if (protocolversion >= MC19Version && Settings.TerrainAndMovements) { int chunkX = readNextInt(packetData); int chunkZ = readNextInt(packetData); handler.GetWorld()[chunkX, chunkZ] = null; } break; case PacketIncomingType.PlayerListUpdate: if (protocolversion >= MC18Version) { int action = readNextVarInt(packetData); int numActions = readNextVarInt(packetData); for (int i = 0; i < numActions; i++) { Guid uuid = readNextUUID(packetData); switch (action) { case 0x00: //Player Join string name = readNextString(packetData); int propNum = readNextVarInt(packetData); for (int p = 0; p < propNum; p++) { readNextString(packetData); readNextString(packetData); if (readNextBool(packetData)) readNextString(packetData); } readNextVarInt(packetData); readNextVarInt(packetData); if (readNextBool(packetData)) readNextString(packetData); handler.OnPlayerJoin(uuid, name); break; case 0x01: //Update gamemode case 0x02: //Update latency readNextVarInt(packetData); break; case 0x03: //Update display name if (readNextBool(packetData)) readNextString(packetData); break; case 0x04: //Player Leave handler.OnPlayerLeave(uuid); break; default: //Unknown player list item type break; } } } else //MC 1.7.X does not provide UUID in tab-list updates { string name = readNextString(packetData); bool online = readNextBool(packetData); short ping = readNextShort(packetData); Guid FakeUUID = new Guid(MD5.Create().ComputeHash(Encoding.UTF8.GetBytes(name)).Take(16).ToArray()); if (online) handler.OnPlayerJoin(FakeUUID, name); else handler.OnPlayerLeave(FakeUUID); } break; case PacketIncomingType.TabCompleteResult: int autocomplete_count = readNextVarInt(packetData); string tab_list = ""; for (int i = 0; i < autocomplete_count; i++) { autocomplete_result = readNextString(packetData); if (autocomplete_result != "") tab_list = tab_list + autocomplete_result + " "; } autocomplete_received = true; tab_list = tab_list.Trim(); if (tab_list.Length > 0) ConsoleIO.WriteLineFormatted("§8" + tab_list, false); 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); // There's another value afterwards for the dimension, but we don't need it. if (Settings.DebugMessages) ConsoleIO.WriteLineFormatted("§8Forge protocol version : " + fmlProtocolVersion); // 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] = 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); 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 < MC18Version) { // 1.7.10 and below have one registry // with blocks and items. int registrySize = 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 = readNextBool(packetData); string registryName = readNextString(packetData); int registrySize = 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; } } } #endregion return false; case PacketIncomingType.KickPacket: handler.OnConnectionLost(ChatBot.DisconnectReason.InGameKick, ChatParser.ParseText(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 SendPacket(protocolversion >= MC19Version ? 0x16 : 0x19, concatBytes(getVarInt(hash.Length), Encoding.UTF8.GetBytes(hash), getVarInt(3))); SendPacket(protocolversion >= MC19Version ? 0x16 : 0x19, concatBytes(getVarInt(hash.Length), Encoding.UTF8.GetBytes(hash), getVarInt(0))); break; default: return false; //Ignored packet } return true; //Packet processed }
/// <summary> /// Set block at the specified location /// </summary> /// <param name="location">Location to set block to</param> /// <param name="block">Block to set</param> public void SetBlock(Location location, Block block) { ChunkColumn column = this[location.ChunkX, location.ChunkZ]; if (column != null) { Chunk chunk = column[location.ChunkY]; if (chunk == null) column[location.ChunkY] = chunk = new Chunk(); chunk[location.ChunkBlockX, location.ChunkBlockY, location.ChunkBlockZ] = block; } }