Files
RustNotMC/rsx-protocol/src/main/java/net/rustnotmc/protocol/Packets.java
T
sasheg dev 7505ddd84e Броня в семи местах и три зоны урона
- В реестр заведены 46 предметов одежды ремейка: слот, слой, какие части тела
  закрывает и сколько снимает из каждого вида вреда. Данные выгружены в items.csv
  (extract-items.py), в коде у каждого предмета armor(...).
- Семь мест: голова, лицо, грудь (2 слоя), ноги (2 слоя), руки, стопы, полный
  костюм. Пояс не делали - в ремейке его нет, есть только быстрая панель.
- Inventory сервера: семь мест по два слоя, вещи надеваются и снимаются.
- Damage: зона урона по точке попадания (голова верхние 0.4, ноги нижние 0.4),
  множители голова 2, тело 1, ноги 0.75; одежда снимает вред только там, где
  закрывает.
- Пакет Attack (цель, точка попадания, рука) и клиентский патч, который его
  шлёт. У игрока появилась жизнь.
- В items.csv добавлены колонки armor_slot, armor_layer, armor_zones.

Тесты: протокол 24 + 10, сервер 85. Форк собирается чисто, 3279 классов.
2026-10-21 22:43:52 +03:00

1654 lines
54 KiB
Java

package net.rustnotmc.protocol;
import java.util.LinkedHashMap;
import java.util.Map;
/**
* The packets that start a connection, and the table that maps them to ids.
*
* The ids are written down here rather than generated, because they end up in
* every capture and every log line forever. Renumbering one is a protocol
* change and should look like a deliberate act, not a side effect of moving a
* class around.
*
* The order of a connection is fixed and short:
*
* <pre>
* client -&gt; Hello protocol version, what the client is
* server -&gt; HelloAck accepted version, server name, motd, online count
* client -&gt; Auth account and proof
* server -&gt; AuthAck session token, or a reason it was refused
* client -&gt; Login the session token
* server -&gt; LoginAck player id and entity id, or a reason
* either -&gt; Disconnect a human readable reason
* </pre>
*
* After that the play phase begins, and it has no fixed order:
*
* <pre>
* client -&gt; JoinWorld ask to be put in the world
* server -&gt; WorldJoin the world, the spawn, the view distance
* server -&gt; ChunkData a chunk, as it becomes visible
* either -&gt; BlockChange one block, changed
* client -&gt; PlayerMove where the player is
* server -&gt; EntityMove where somebody else is
* either -&gt; Ping/Pong is anybody there
* </pre>
*/
public final class Packets {
private Packets() {
}
/** Longest a name, motd or reason may be, in bytes. */
public static final int MAX_TEXT = 512;
/** Longest a handshake proof may be, in bytes. */
public static final int MAX_PROOF = 256;
/** A salt and a nonce, in the sizes the crypto actually produces. */
public static final int SALT_BYTES = 16;
public static final int CHALLENGE_BYTES = 32;
/** Rounds of PBKDF2 that both ends must use. */
public static final int KEY_ITERATIONS = 210000;
/** Derived key length in bytes, matching PBKDF2WithHmacSHA256. */
public static final int KEY_BYTES = 32;
/** Longest the handshake body may be, in bytes. */
public static final int MAX_HANDSHAKE_BODY = 8 * 1024;
public static final int HELLO = 0x01;
public static final int HELLO_ACK = 0x02;
public static final int AUTH = 0x03;
public static final int AUTH_ACK = 0x04;
public static final int LOGIN = 0x05;
public static final int LOGIN_ACK = 0x06;
/**
* The play phase, once the handshake is done.
*
* Kept apart from the handshake ids so that a packet can never be mistaken
* for one it is not: the handshake happens exactly once, in a fixed order,
* and the play phase happens in any order, for as long as the player stays.
*/
public static final int JOIN_WORLD = 0x10;
public static final int WORLD_JOIN = 0x11;
public static final int CHUNK_DATA = 0x12;
/**
* One block changed.
*
* The same packet in both directions: the client asks for a block to
* change, and the server tells everybody who can see it that it did.
*/
public static final int BLOCK_CHANGE = 0x13;
public static final int PLAYER_MOVE = 0x14;
public static final int ENTITY_MOVE = 0x15;
public static final int PING = 0x16;
public static final int PONG = 0x17;
public static final int ENTITY_SPAWN = 0x18;
public static final int ENTITY_REMOVE = 0x19;
/**
* The launcher's session, presented to the game server.
*
* The launcher logs the player in once and hands the game a token. The
* game server asks the launcher whether that token is good, and the player
* is in. This is the part of the handshake that Yggdrasil does in
* vanilla, done with our own launcher instead of Mojang's.
*/
public static final int LAUNCHER_AUTH = 0x1A;
/**
* The whole inventory, sent when the player arrives.
*
* The server is the only one who decides what is in the slots, so the
* client is told rather than asked.
*/
public static final int INVENTORY = 0x1C;
/** One slot of the inventory, when it changes. */
public static final int INVENTORY_SLOT = 0x1D;
/** The client starts or stops digging. */
public static final int DIG = 0x1E;
/** How far the digging has come, for the cracks. */
public static final int BREAK_PROGRESS = 0x1F;
/** The client asks to make something. */
public static final int CRAFT_START = 0x20;
/** What the server says about a craft. */
public static final int CRAFT_UPDATE = 0x21;
/** The client asks to research an item at the research table. */
public static final int RESEARCH_START = 0x22;
/** What the server says about a research. */
public static final int RESEARCH_UPDATE = 0x23;
/** The client asks to open a node of the tree of a workbench. */
public static final int TECH_TREE_UNLOCK = 0x24;
/** The recipes the player knows. */
public static final int KNOWN_RECIPES = 0x25;
/** The nodes of the trees the player has opened. */
public static final int TECH_TREE_STATE = 0x26;
/** A container the player may look into. */
public static final int CONTAINER_OPEN = 0x27;
/** The client takes something out of a container. */
public static final int CONTAINER_TAKE = 0x28;
/** The client learns a blueprint. */
public static final int LEARN_BLUEPRINT = 0x29;
/** The boxes of every model the server knows. */
public static final int HITBOXES = 0x2A;
/** The places where those models stand. */
public static final int HITBOX_INSTANCES = 0x2B;
/** The client asks the server to read its box file again. */
public static final int HITBOXES_RELOAD = 0x2C;
/** The client hits something. */
public static final int ATTACK = 0x2D;
/**
* One slot of the inventory and what is in it now.
*
* The slot number is here because the client has to know which one to
* redraw, and the contents because it has no way of guessing them.
*/
public static final class SlotChange implements Packet {
public final int slot;
public final int item;
public final int count;
public final int condition;
public SlotChange(int slot, int item, int count, int condition) {
this.slot = slot;
this.item = item;
this.count = count;
this.condition = condition;
}
public Buf write() {
Buf buf = new Buf(24);
buf.writeVarInt(this.slot);
buf.writeVarInt(this.item);
buf.writeVarInt(this.count);
buf.writeVarInt(this.condition);
return buf;
}
public static SlotChange read(Buf in) {
return new SlotChange(in.readVarInt(), in.readVarInt(), in.readVarInt(),
in.readVarInt());
}
}
/**
* The player's game mode, changed while the player is in the world.
*
* The mode arrives with the world join and can be changed afterwards, the
* way a server changes it. What a player may do about blocks follows from
* it: in survival the player breaks nothing, in creative the player
* breaks what they look at.
*/
public static final int SET_GAME_MODE = 0x1B;
/** Survival: the player cannot break blocks at all. */
public static final int GAMEMODE_SURVIVAL = 0;
/** Creative: the player breaks the block they are looking at. */
public static final int GAMEMODE_CREATIVE = 1;
public static final int DISCONNECT = 0x7F;
/** The client introducing itself, and naming the account it wants. */
public static final class Hello implements Packet {
public final int protocolVersion;
public final String account;
public final String clientName;
public final int clientVersion;
public Hello(int protocolVersion, String account, String clientName, int clientVersion) {
this.protocolVersion = protocolVersion;
this.account = account;
this.clientName = clientName;
this.clientVersion = clientVersion;
}
public Buf write() {
Buf buf = new Buf();
buf.writeVarInt(this.protocolVersion);
buf.writeString(this.account);
buf.writeString(this.clientName);
buf.writeVarInt(this.clientVersion);
return buf;
}
public static Hello read(Buf in) {
return new Hello(in.readVarInt(), in.readString(MAX_TEXT),
in.readString(MAX_TEXT), in.readVarInt());
}
}
/** The server accepting, and describing itself. */
public static final class HelloAck implements Packet {
public final int protocolVersion;
public final String serverName;
public final String motd;
public final int onlinePlayers;
public final int maxPlayers;
/**
* A value fresh for this connection.
*
* The proof is computed over it, so a recording of one login cannot be
* replayed against the next one.
*/
public final byte[] nonce;
/**
* The salt of the account that was named, when it exists.
*
* Sent before the client has proved anything, which does reveal whether
* an account exists. That is a deliberate trade for a design where the
* password never crosses the wire and the server stores no reversible
* form of it.
*/
public final byte[] salt;
public HelloAck(int protocolVersion, String serverName, String motd,
int onlinePlayers, int maxPlayers, byte[] nonce, byte[] salt) {
this.protocolVersion = protocolVersion;
this.serverName = serverName;
this.motd = motd;
this.onlinePlayers = onlinePlayers;
this.maxPlayers = maxPlayers;
this.nonce = nonce;
this.salt = salt;
}
public Buf write() {
Buf buf = new Buf();
buf.writeVarInt(this.protocolVersion);
buf.writeString(this.serverName);
buf.writeString(this.motd);
buf.writeVarInt(this.onlinePlayers);
buf.writeVarInt(this.maxPlayers);
buf.writeBytes(this.nonce);
buf.writeBytes(this.salt);
return buf;
}
public static HelloAck read(Buf in) {
return new HelloAck(in.readVarInt(), in.readString(MAX_TEXT),
in.readString(MAX_TEXT), in.readVarInt(), in.readVarInt(),
in.readBytes(CHALLENGE_BYTES), in.readBytes(SALT_BYTES));
}
}
/**
* The client claiming an account, with proof rather than with the password.
*
* The proof is HMAC-SHA256 over the derived key, the nonce and the account
* name. The password itself is never sent, the server stores no reversible
* form of it, and a proof captured from one connection is useless against
* the next because the nonce differs.
*/
public static final class Auth implements Packet {
public final String account;
public final byte[] proof;
public Auth(String account, byte[] proof) {
this.account = account;
this.proof = proof;
}
public Buf write() {
Buf buf = new Buf();
buf.writeString(this.account);
buf.writeBytes(this.proof);
return buf;
}
public static Auth read(Buf in) {
return new Auth(in.readString(MAX_TEXT), in.readBytes(KEY_BYTES));
}
/** Derives the key from a password and salt the way the server does. */
public static byte[] deriveKey(char[] password, byte[] salt) {
try {
javax.crypto.SecretKeyFactory factory =
javax.crypto.SecretKeyFactory.getInstance("PBKDF2WithHmacSHA256");
javax.crypto.spec.PBEKeySpec spec = new javax.crypto.spec.PBEKeySpec(
password, salt, KEY_ITERATIONS, KEY_BYTES * 8);
try {
return factory.generateSecret(spec).getEncoded();
} finally {
// PBEKeySpec keeps its own copy of the password, and only
// clearPassword reaches it
spec.clearPassword();
}
} catch (java.security.NoSuchAlgorithmException
| java.security.spec.InvalidKeySpecException e) {
throw new IllegalStateException("PBKDF2WithHmacSHA256 is unavailable", e);
}
}
/** Builds the proof for a password, a salt and a nonce. */
public static byte[] proofFor(String account, char[] password, byte[] salt, byte[] nonce) {
byte[] key = deriveKey(password, salt);
try {
javax.crypto.Mac mac = javax.crypto.Mac.getInstance("HmacSHA256");
mac.init(new javax.crypto.spec.SecretKeySpec(key, "HmacSHA256"));
mac.update(nonce);
mac.update(account.getBytes(java.nio.charset.StandardCharsets.UTF_8));
return mac.doFinal();
} catch (java.security.NoSuchAlgorithmException | java.security.InvalidKeyException e) {
throw new IllegalStateException("HmacSHA256 is unavailable", e);
} finally {
java.util.Arrays.fill(key, (byte) 0);
}
}
/** Compares two proofs without leaking how much matched. */
public static boolean proofsEqual(byte[] a, byte[] b) {
if (a == null || b == null || a.length != b.length) {
return false;
}
int diff = 0;
for (int i = 0; i < a.length; i++) {
diff |= a[i] ^ b[i];
}
return diff == 0;
}
}
/** Whether the account was accepted, and on what terms. */
public static final class AuthAck implements Packet {
public final boolean accepted;
public final String reason;
public final String token;
public final long expiresAt;
private AuthAck(boolean accepted, String reason, String token, long expiresAt) {
this.accepted = accepted;
this.reason = reason;
this.token = token;
this.expiresAt = expiresAt;
}
public static AuthAck ok(String token, long expiresAt) {
return new AuthAck(true, "", token, expiresAt);
}
public static AuthAck refused(String reason) {
return new AuthAck(false, reason, "", 0L);
}
public Buf write() {
Buf buf = new Buf();
buf.writeBoolean(this.accepted);
buf.writeString(this.reason);
if (this.accepted) {
buf.writeString(this.token);
buf.writeLong(this.expiresAt);
}
return buf;
}
public static AuthAck read(Buf in) {
boolean accepted = in.readBoolean();
// the reason is written either way, so it has to be read either way:
// skipping it here shifts everything after it by one field
String reason = in.readString(MAX_TEXT);
if (!accepted) {
return refused(reason);
}
return ok(in.readString(MAX_TEXT), in.readLong());
}
}
/** The client redeeming the token it was just handed. */
public static final class Login implements Packet {
public final String account;
public final String token;
public Login(String account, String token) {
this.account = account;
this.token = token;
}
public Buf write() {
Buf buf = new Buf();
buf.writeString(this.account);
buf.writeString(this.token);
return buf;
}
public static Login read(Buf in) {
return new Login(in.readString(MAX_TEXT), in.readString(MAX_TEXT));
}
}
/** Whether the player is in. */
public static final class LoginAck implements Packet {
public final boolean accepted;
public final String reason;
public final int playerId;
public final int entityId;
private LoginAck(boolean accepted, String reason, int playerId, int entityId) {
this.accepted = accepted;
this.reason = reason;
this.playerId = playerId;
this.entityId = entityId;
}
public static LoginAck ok(int playerId, int entityId) {
return new LoginAck(true, "", playerId, entityId);
}
public static LoginAck refused(String reason) {
return new LoginAck(false, reason, -1, -1);
}
public Buf write() {
Buf buf = new Buf();
buf.writeBoolean(this.accepted);
buf.writeString(this.reason);
if (this.accepted) {
buf.writeVarInt(this.playerId);
buf.writeVarInt(this.entityId);
}
return buf;
}
public static LoginAck read(Buf in) {
boolean accepted = in.readBoolean();
String reason = in.readString(MAX_TEXT);
if (!accepted) {
return refused(reason);
}
return ok(in.readVarInt(), in.readVarInt());
}
}
/** A reason, said out loud, before the connection goes away. */
public static final class Disconnect implements Packet {
public final String reason;
public Disconnect(String reason) {
this.reason = reason;
}
public Buf write() {
return new Buf().writeString(this.reason);
}
public static Disconnect read(Buf in) {
return new Disconnect(in.readString(MAX_TEXT));
}
}
/**
* The client asking to be put in the world.
*
* The position it carries is where the client thinks it is, which is how a
* reconnect puts a player back where it was standing rather than at the
* spawn. A client that has never been here sends no position at all, and
* the server decides where it starts.
*/
public static final class JoinWorld implements Packet {
public final double x;
public final double y;
public final double z;
public final float yaw;
public final float pitch;
public final boolean hasPosition;
public JoinWorld(double x, double y, double z, float yaw, float pitch,
boolean hasPosition) {
this.x = x;
this.y = y;
this.z = z;
this.yaw = yaw;
this.pitch = pitch;
this.hasPosition = hasPosition;
}
/** A client that has no place to come back to. */
public static JoinWorld fresh() {
return new JoinWorld(0.0D, 0.0D, 0.0D, 0.0F, 0.0F, false);
}
/** A client that knows where it is. */
public static JoinWorld at(double x, double y, double z, float yaw, float pitch) {
return new JoinWorld(x, y, z, yaw, pitch, true);
}
public Buf write() {
Buf buf = new Buf();
buf.writeBoolean(this.hasPosition);
if (this.hasPosition) {
buf.writePosition(this.x, this.y, this.z);
buf.writeFloat(this.yaw);
buf.writeFloat(this.pitch);
}
return buf;
}
public static JoinWorld read(Buf in) {
if (!in.readBoolean()) {
return fresh();
}
double[] at = in.readPosition();
return new JoinWorld(at[0], at[1], at[2], in.readFloat(), in.readFloat(), true);
}
}
/**
* The world the client is in.
*
* The seed goes across so that the client can build the same sky, the same
* colours and the same cloud shapes the server sees, without the server
* having to send any of it.
*/
public static final class WorldJoin implements Packet {
public final int entityId;
public final long seed;
public final double spawnX;
public final double spawnY;
public final double spawnZ;
public final int viewDistance;
public final int worldHeight;
/** The game mode the player starts in. */
public final int gameMode;
public WorldJoin(int entityId, long seed, double spawnX, double spawnY,
double spawnZ, int viewDistance, int worldHeight, int gameMode) {
this.entityId = entityId;
this.seed = seed;
this.spawnX = spawnX;
this.spawnY = spawnY;
this.spawnZ = spawnZ;
this.viewDistance = viewDistance;
this.worldHeight = worldHeight;
this.gameMode = gameMode;
}
public Buf write() {
Buf buf = new Buf();
buf.writeVarInt(this.entityId);
buf.writeVarLong(this.seed);
buf.writePosition(this.spawnX, this.spawnY, this.spawnZ);
buf.writeVarInt(this.viewDistance);
buf.writeVarInt(this.worldHeight);
buf.writeVarInt(this.gameMode);
return buf;
}
public static WorldJoin read(Buf in) {
int entityId = in.readVarInt();
long seed = in.readVarLong();
double[] spawn = in.readPosition();
return new WorldJoin(entityId, seed, spawn[0], spawn[1], spawn[2],
in.readVarInt(), in.readVarInt(), in.readVarInt());
}
}
/**
* One chunk, on its way to the client.
*
* The block data is deflated, because a chunk is sixty five kilobytes of
* which ninety five percent is air, and sending that raw would make joining
* a server a matter of patience.
*/
public static final class ChunkData implements Packet {
public final int chunkX;
public final int chunkZ;
public final byte[] blocks;
public ChunkData(int chunkX, int chunkZ, byte[] blocks) {
if (blocks == null || blocks.length != ChunkFormat.VOLUME) {
throw new IllegalArgumentException("chunk data is "
+ (blocks == null ? "missing" : blocks.length + " bytes")
+ ", expected " + ChunkFormat.VOLUME);
}
this.chunkX = chunkX;
this.chunkZ = chunkZ;
this.blocks = blocks;
}
public Buf write() {
byte[] packed = ChunkFormat.compress(this.blocks);
Buf buf = new Buf(ChunkFormat.MAX_COMPRESSED);
buf.writeVarInt(this.chunkX);
buf.writeVarInt(this.chunkZ);
buf.writeVarInt(packed.length);
buf.writeBytes(packed);
return buf;
}
public static ChunkData read(Buf in) {
int chunkX = in.readVarInt();
int chunkZ = in.readVarInt();
int length = in.readVarInt();
if (length < 0 || length > ChunkFormat.MAX_COMPRESSED) {
throw new ProtocolException("compressed chunk of " + length
+ " bytes is out of range");
}
byte[] packed = in.readBytes(length);
return new ChunkData(chunkX, chunkZ,
ChunkFormat.decompress(packed, ChunkFormat.VOLUME));
}
}
/**
* One block, changed.
*
* The same packet in both directions. The client asks, the server says, and
* the body is the same either way, which is why there is no second class
* for the request.
*/
public static final class BlockChange implements Packet {
public final int x;
public final int y;
public final int z;
public final byte blockId;
public BlockChange(int x, int y, int z, byte blockId) {
this.x = x;
this.y = y;
this.z = z;
this.blockId = blockId;
}
public Buf write() {
Buf buf = new Buf(16);
buf.writeVarInt(this.x);
buf.writeVarInt(this.y);
buf.writeVarInt(this.z);
buf.writeByte(this.blockId);
return buf;
}
public static BlockChange read(Buf in) {
return new BlockChange(in.readVarInt(), in.readVarInt(),
in.readVarInt(), (byte) in.readUnsignedByte());
}
}
/** Where the player is now. */
public static final class PlayerMove implements Packet {
public final double x;
public final double y;
public final double z;
public final float yaw;
public final float pitch;
public final boolean onGround;
public PlayerMove(double x, double y, double z, float yaw, float pitch,
boolean onGround) {
this.x = x;
this.y = y;
this.z = z;
this.yaw = yaw;
this.pitch = pitch;
this.onGround = onGround;
}
public Buf write() {
Buf buf = new Buf(32);
buf.writePosition(this.x, this.y, this.z);
buf.writeFloat(this.yaw);
buf.writeFloat(this.pitch);
buf.writeBoolean(this.onGround);
return buf;
}
public static PlayerMove read(Buf in) {
double[] at = in.readPosition();
return new PlayerMove(at[0], at[1], at[2], in.readFloat(), in.readFloat(),
in.readBoolean());
}
}
/** Somebody else moved. */
public static final class EntityMove implements Packet {
public final int entityId;
public final double x;
public final double y;
public final double z;
public final float yaw;
public final float pitch;
public EntityMove(int entityId, double x, double y, double z,
float yaw, float pitch) {
this.entityId = entityId;
this.x = x;
this.y = y;
this.z = z;
this.yaw = yaw;
this.pitch = pitch;
}
public Buf write() {
Buf buf = new Buf(32);
buf.writeVarInt(this.entityId);
buf.writePosition(this.x, this.y, this.z);
buf.writeFloat(this.yaw);
buf.writeFloat(this.pitch);
return buf;
}
public static EntityMove read(Buf in) {
int entityId = in.readVarInt();
double[] at = in.readPosition();
return new EntityMove(entityId, at[0], at[1], at[2],
in.readFloat(), in.readFloat());
}
}
/** A liveness check. */
public static final class Ping implements Packet {
public final long id;
public Ping(long id) {
this.id = id;
}
public Buf write() {
return new Buf(8).writeLong(this.id);
}
public static Ping read(Buf in) {
return new Ping(in.readLong());
}
}
/** The answer to a liveness check. */
public static final class Pong implements Packet {
public final long id;
public Pong(long id) {
this.id = id;
}
public Buf write() {
return new Buf(8).writeLong(this.id);
}
public static Pong read(Buf in) {
return new Pong(in.readLong());
}
}
/**
* Somebody else is here.
*
* Sent when a player arrives, so that the others have something to draw.
* The player id is carried along with the entity id because the two are
* different things: the entity is what the client draws, the player is
* who the server knows the player to be.
*/
public static final class EntitySpawn implements Packet {
public final int entityId;
public final int playerId;
public final String name;
public final double x;
public final double y;
public final double z;
public final float yaw;
public final float pitch;
public EntitySpawn(int entityId, int playerId, String name,
double x, double y, double z, float yaw, float pitch) {
this.entityId = entityId;
this.playerId = playerId;
this.name = name;
this.x = x;
this.y = y;
this.z = z;
this.yaw = yaw;
this.pitch = pitch;
}
public Buf write() {
Buf buf = new Buf(64);
buf.writeVarInt(this.entityId);
buf.writeVarInt(this.playerId);
buf.writeString(this.name);
buf.writePosition(this.x, this.y, this.z);
buf.writeFloat(this.yaw);
buf.writeFloat(this.pitch);
return buf;
}
public static EntitySpawn read(Buf in) {
int entityId = in.readVarInt();
int playerId = in.readVarInt();
String name = in.readString(MAX_TEXT);
double[] at = in.readPosition();
return new EntitySpawn(entityId, playerId, name, at[0], at[1], at[2],
in.readFloat(), in.readFloat());
}
}
/** Somebody else has left. */
public static final class EntityRemove implements Packet {
public final int entityId;
public EntityRemove(int entityId) {
this.entityId = entityId;
}
public Buf write() {
return new Buf(8).writeVarInt(this.entityId);
}
public static EntityRemove read(Buf in) {
return new EntityRemove(in.readVarInt());
}
}
/** The game mode of one player. */
public static final class GameMode implements Packet {
public final int mode;
public GameMode(int mode) {
this.mode = mode;
}
/** True when the player may break blocks. */
public boolean creative() {
return this.mode == GAMEMODE_CREATIVE;
}
public Buf write() {
Buf buf = new Buf(8);
buf.writeVarInt(this.mode);
return buf;
}
public static GameMode read(Buf in) {
return new GameMode(in.readVarInt());
}
}
/**
* One slot of an inventory.
*
* The empty slot is a stack of nothing, so there is no special case: an
* empty slot is one with the id of nothing and a count of zero.
*/
public static final class Slot {
public final int item;
public final int count;
public final int condition;
public Slot(int item, int count, int condition) {
this.item = item;
this.count = count;
this.condition = condition;
}
public static Slot of(ItemStack stack) {
if (stack == null || stack.isEmpty()) {
return new Slot(ItemRegistry.NOTHING, 0, -1);
}
return new Slot(stack.item, stack.count, stack.condition);
}
public void write(Buf buf) {
buf.writeVarInt(this.item);
buf.writeVarInt(this.count);
buf.writeVarInt(this.condition);
}
public static Slot read(Buf in) {
return new Slot(in.readVarInt(), in.readVarInt(), in.readVarInt());
}
}
/** The whole inventory of a player. */
public static final class Inventory implements Packet {
public final Slot[] slots;
/** The slot the player is holding. */
public final int held;
/**
* The clothing the player wears: seven places, two layers each.
*
* The order is the head, the face, the chest, the legs, the hands,
* the feet and the whole body, and inside each place the clothes
* under come before the armour over.
*/
public final Slot[] armor;
public Inventory(Slot[] slots, int held) {
this(slots, held, new Slot[0]);
}
public Inventory(Slot[] slots, int held, Slot[] armor) {
this.slots = slots;
this.held = held;
this.armor = armor == null ? new Slot[0] : armor;
}
public Buf write() {
Buf buf = new Buf(16 + (this.slots.length + this.armor.length) * 12);
buf.writeVarInt(this.held);
buf.writeVarInt(this.slots.length);
for (int i = 0; i < this.slots.length; i++) {
Slot slot = this.slots[i] == null ? Slot.of(null) : this.slots[i];
slot.write(buf);
}
buf.writeVarInt(this.armor.length);
for (int i = 0; i < this.armor.length; i++) {
Slot slot = this.armor[i] == null ? Slot.of(null) : this.armor[i];
slot.write(buf);
}
return buf;
}
public static Inventory read(Buf in) {
int held = in.readVarInt();
int count = in.readVarInt();
if (count < 0 || count > 1024) {
throw new ProtocolException("an inventory of " + count + " slots is not real");
}
Slot[] slots = new Slot[count];
for (int i = 0; i < count; i++) {
slots[i] = Slot.read(in);
}
int worn = in.readVarInt();
if (worn < 0 || worn > 64) {
throw new ProtocolException("that much clothing is not real");
}
Slot[] armor = new Slot[worn];
for (int i = 0; i < worn; i++) {
armor[i] = Slot.read(in);
}
return new Inventory(slots, held, armor);
}
}
/**
* The launcher's session, as the game server sees it.
*
* The token is a bearer credential: whoever holds it is the player. It is
* sent to the game server and nowhere else, and the game server uses it
* once, to ask the launcher whether it is good.
*/
public static final class LauncherAuth implements Packet {
public final String account;
public final String uuid;
public final String token;
public LauncherAuth(String account, String uuid, String token) {
this.account = account;
this.uuid = uuid;
this.token = token;
}
public Buf write() {
Buf buf = new Buf(512);
buf.writeString(this.account);
buf.writeString(this.uuid);
buf.writeString(this.token);
return buf;
}
public static LauncherAuth read(Buf in) {
return new LauncherAuth(in.readString(MAX_TEXT), in.readString(MAX_TEXT),
in.readString(MAX_TEXT));
}
}
/**
* The client starts or stops digging.
*
* The client does not decide anything: it says where it is looking and
* whether the button is down. The server works out what happens there,
* how long it takes and who is allowed to do it.
*/
public static final class Dig implements Packet {
/** The button went down. */
public static final int START = 0;
/** The button came up. */
public static final int STOP = 1;
public final int action;
public final int x;
public final int y;
public final int z;
public final int face;
public Dig(int action, int x, int y, int z, int face) {
this.action = action;
this.x = x;
this.y = y;
this.z = z;
this.face = face;
}
public boolean start() {
return this.action == START;
}
public Buf write() {
Buf buf = new Buf(24);
buf.writeVarInt(this.action);
buf.writeVarInt(this.x);
buf.writeVarInt(this.y);
buf.writeVarInt(this.z);
buf.writeVarInt(this.face);
return buf;
}
public static Dig read(Buf in) {
return new Dig(in.readVarInt(), in.readVarInt(), in.readVarInt(),
in.readVarInt(), in.readVarInt());
}
}
/**
* How far the digging has come, so that everybody sees the cracks.
*
* The stage goes from zero to nine. A stage of minus one means that
* nothing is being dug at that place.
*/
public static final class BreakProgress implements Packet {
/** The stage of the cracks, from zero to nine. */
public static final int STAGES = 10;
public final int x;
public final int y;
public final int z;
public final int stage;
public BreakProgress(int x, int y, int z, int stage) {
this.x = x;
this.y = y;
this.z = z;
this.stage = stage;
}
public Buf write() {
Buf buf = new Buf(24);
buf.writeVarInt(this.x);
buf.writeVarInt(this.y);
buf.writeVarInt(this.z);
buf.writeVarInt(this.stage);
return buf;
}
public static BreakProgress read(Buf in) {
return new BreakProgress(in.readVarInt(), in.readVarInt(), in.readVarInt(),
in.readVarInt());
}
}
/**
* The client asks to make something.
*
* The server looks the recipe up, checks the workbench and the knowledge
* of the player, and answers with a {@link CraftUpdate}.
*/
public static final class CraftStart implements Packet {
public final int item;
public final int count;
public CraftStart(int item, int count) {
this.item = item;
this.count = count;
}
public Buf write() {
Buf buf = new Buf(8);
buf.writeVarInt(this.item);
buf.writeVarInt(this.count);
return buf;
}
public static CraftStart read(Buf in) {
return new CraftStart(in.readVarInt(), in.readVarInt());
}
}
/**
* What the server says about a craft.
*
* The seconds left go down while the work goes on. When it reaches zero
* the item is in the inventory. A reason that is not empty means that
* nothing was made, and says why.
*/
public static final class CraftUpdate implements Packet {
public final int item;
public final int count;
public final int secondsLeft;
public final String reason;
public CraftUpdate(int item, int count, int secondsLeft, String reason) {
this.item = item;
this.count = count;
this.secondsLeft = secondsLeft;
this.reason = reason == null ? "" : reason;
}
public boolean ok() {
return this.reason.isEmpty();
}
public Buf write() {
Buf buf = new Buf(64);
buf.writeVarInt(this.item);
buf.writeVarInt(this.count);
buf.writeVarInt(this.secondsLeft);
buf.writeString(this.reason);
return buf;
}
public static CraftUpdate read(Buf in) {
return new CraftUpdate(in.readVarInt(), in.readVarInt(), in.readVarInt(),
in.readString(MAX_TEXT));
}
}
/**
* The client asks to research an item at the research table.
*
* The server checks that the player has the item and the scrap, takes
* both and answers with a {@link ResearchUpdate}.
*/
public static final class ResearchStart implements Packet {
public final int item;
public ResearchStart(int item) {
this.item = item;
}
public Buf write() {
Buf buf = new Buf(8);
buf.writeVarInt(this.item);
return buf;
}
public static ResearchStart read(Buf in) {
return new ResearchStart(in.readVarInt());
}
}
/** What the server says about a research. */
public static final class ResearchUpdate implements Packet {
public final int item;
public final int secondsLeft;
public final String reason;
public ResearchUpdate(int item, int secondsLeft, String reason) {
this.item = item;
this.secondsLeft = secondsLeft;
this.reason = reason == null ? "" : reason;
}
public boolean ok() {
return this.reason.isEmpty();
}
public Buf write() {
Buf buf = new Buf(64);
buf.writeVarInt(this.item);
buf.writeVarInt(this.secondsLeft);
buf.writeString(this.reason);
return buf;
}
public static ResearchUpdate read(Buf in) {
return new ResearchUpdate(in.readVarInt(), in.readVarInt(), in.readString(MAX_TEXT));
}
}
/**
* The client asks to open a node of the tree of a workbench.
*
* The server checks that the branch is open and that there is enough
* scrap, and takes the scrap.
*/
public static final class TechTreeUnlock implements Packet {
public final int item;
public TechTreeUnlock(int item) {
this.item = item;
}
public Buf write() {
Buf buf = new Buf(8);
buf.writeVarInt(this.item);
return buf;
}
public static TechTreeUnlock read(Buf in) {
return new TechTreeUnlock(in.readVarInt());
}
}
/** The recipes the player knows. */
public static final class KnownRecipes implements Packet {
public final int[] items;
public KnownRecipes(int[] items) {
this.items = items;
}
public Buf write() {
Buf buf = new Buf(8 + this.items.length * 4);
buf.writeVarInt(this.items.length);
for (int i = 0; i < this.items.length; i++) {
buf.writeVarInt(this.items[i]);
}
return buf;
}
public static KnownRecipes read(Buf in) {
int count = in.readVarInt();
if (count < 0 || count > 4096) {
throw new ProtocolException("that many recipes is not real");
}
int[] items = new int[count];
for (int i = 0; i < count; i++) {
items[i] = in.readVarInt();
}
return new KnownRecipes(items);
}
}
/** The nodes of the trees the player has opened. */
public static final class TechTreeState implements Packet {
public final int[] items;
public TechTreeState(int[] items) {
this.items = items;
}
public Buf write() {
Buf buf = new Buf(8 + this.items.length * 4);
buf.writeVarInt(this.items.length);
for (int i = 0; i < this.items.length; i++) {
buf.writeVarInt(this.items[i]);
}
return buf;
}
public static TechTreeState read(Buf in) {
int count = in.readVarInt();
if (count < 0 || count > 4096) {
throw new ProtocolException("that many nodes is not real");
}
int[] items = new int[count];
for (int i = 0; i < count; i++) {
items[i] = in.readVarInt();
}
return new TechTreeState(items);
}
}
/**
* A container the player may look into: a crate of food on a junk pile,
* a chest, a barrel.
*/
public static final class ContainerOpen implements Packet {
public final int id;
public final String title;
public final Slot[] slots;
public ContainerOpen(int id, String title, Slot[] slots) {
this.id = id;
this.title = title == null ? "" : title;
this.slots = slots;
}
public Buf write() {
Buf buf = new Buf(64 + this.slots.length * 12);
buf.writeVarInt(this.id);
buf.writeString(this.title);
buf.writeVarInt(this.slots.length);
for (int i = 0; i < this.slots.length; i++) {
Slot slot = this.slots[i] == null ? Slot.of(null) : this.slots[i];
slot.write(buf);
}
return buf;
}
public static ContainerOpen read(Buf in) {
int id = in.readVarInt();
String title = in.readString(MAX_TEXT);
int count = in.readVarInt();
if (count < 0 || count > 1024) {
throw new ProtocolException("a container of " + count + " slots is not real");
}
Slot[] slots = new Slot[count];
for (int i = 0; i < count; i++) {
slots[i] = Slot.read(in);
}
return new ContainerOpen(id, title, slots);
}
}
/** The client takes something out of a container. */
public static final class ContainerTake implements Packet {
public final int id;
public final int slot;
public ContainerTake(int id, int slot) {
this.id = id;
this.slot = slot;
}
public Buf write() {
Buf buf = new Buf(8);
buf.writeVarInt(this.id);
buf.writeVarInt(this.slot);
return buf;
}
public static ContainerTake read(Buf in) {
return new ContainerTake(in.readVarInt(), in.readVarInt());
}
}
/**
* The client asks to learn a blueprint.
*
* A blueprint is the item with a mark on it. Learning it uses it up and
* opens the recipe for good.
*/
public static final class LearnBlueprint implements Packet {
public final int item;
public LearnBlueprint(int item) {
this.item = item;
}
public Buf write() {
Buf buf = new Buf(8);
buf.writeVarInt(this.item);
return buf;
}
public static LearnBlueprint read(Buf in) {
return new LearnBlueprint(in.readVarInt());
}
}
/** The boxes of one model. */
public static final class HitboxModel {
public final String name;
public final Hitbox[] boxes;
public HitboxModel(String name, Hitbox[] boxes) {
this.name = name;
this.boxes = boxes;
}
}
/**
* The boxes of every model the server knows.
*
* The file with the boxes is the editor: it is read by the server, sent
* to the client and drawn there, so that a change in the file can be
* seen without anything else being touched.
*/
public static final class Hitboxes implements Packet {
public final HitboxModel[] models;
public Hitboxes(HitboxModel[] models) {
this.models = models;
}
public Buf write() {
Buf buf = new Buf(256 + this.models.length * 64);
buf.writeVarInt(this.models.length);
for (int i = 0; i < this.models.length; i++) {
HitboxModel model = this.models[i];
buf.writeString(model.name);
buf.writeVarInt(model.boxes.length);
for (int j = 0; j < model.boxes.length; j++) {
Hitbox box = model.boxes[j];
buf.writeString(box.name);
buf.writeString(box.part);
buf.writeFloat(box.minX);
buf.writeFloat(box.minY);
buf.writeFloat(box.minZ);
buf.writeFloat(box.maxX);
buf.writeFloat(box.maxY);
buf.writeFloat(box.maxZ);
buf.writeFloat(box.yaw);
}
}
return buf;
}
public static Hitboxes read(Buf in) {
int count = in.readVarInt();
if (count < 0 || count > 4096) {
throw new ProtocolException("that many box models is not real");
}
HitboxModel[] models = new HitboxModel[count];
for (int i = 0; i < count; i++) {
String name = in.readString(MAX_TEXT);
int boxes = in.readVarInt();
if (boxes < 0 || boxes > 256) {
throw new ProtocolException("that many boxes is not real");
}
Hitbox[] list = new Hitbox[boxes];
for (int j = 0; j < boxes; j++) {
String boxName = in.readString(MAX_TEXT);
String part = in.readString(MAX_TEXT);
list[j] = new Hitbox(boxName, part,
in.readFloat(), in.readFloat(), in.readFloat(),
in.readFloat(), in.readFloat(), in.readFloat(),
in.readFloat());
}
models[i] = new HitboxModel(name, list);
}
return new Hitboxes(models);
}
}
/** One model standing somewhere in the world. */
public static final class HitboxInstance {
public final String model;
public final float x;
public final float y;
public final float z;
public final float yaw;
public HitboxInstance(String model, float x, float y, float z, float yaw) {
this.model = model;
this.x = x;
this.y = y;
this.z = z;
this.yaw = yaw;
}
}
/** Every place where a model with boxes stands. */
public static final class HitboxInstances implements Packet {
public final HitboxInstance[] instances;
public HitboxInstances(HitboxInstance[] instances) {
this.instances = instances;
}
public Buf write() {
Buf buf = new Buf(32 + this.instances.length * 32);
buf.writeVarInt(this.instances.length);
for (int i = 0; i < this.instances.length; i++) {
HitboxInstance instance = this.instances[i];
buf.writeString(instance.model);
buf.writeFloat(instance.x);
buf.writeFloat(instance.y);
buf.writeFloat(instance.z);
buf.writeFloat(instance.yaw);
}
return buf;
}
public static HitboxInstances read(Buf in) {
int count = in.readVarInt();
if (count < 0 || count > 65536) {
throw new ProtocolException("that many box instances is not real");
}
HitboxInstance[] instances = new HitboxInstance[count];
for (int i = 0; i < count; i++) {
String model = in.readString(MAX_TEXT);
instances[i] = new HitboxInstance(model, in.readFloat(), in.readFloat(),
in.readFloat(), in.readFloat());
}
return new HitboxInstances(instances);
}
}
/**
* The client asks the server to read its box file again.
*
* The file is the editor, so after a change the client wants the new
* numbers without the server having to be restarted.
*/
public static final class HitboxesReload implements Packet {
public Buf write() {
return new Buf(4);
}
public static HitboxesReload read(Buf in) {
return new HitboxesReload();
}
}
/**
* The client hits something.
*
* The place of the hit matters: a hit on the head hurts twice as much as
* a hit on the body, and the clothing only takes a part of the harm away
* where it covers the body.
*/
public static final class Attack implements Packet {
/** The hand that holds the weapon. */
public static final int HAND_MAIN = 0;
public static final int HAND_OFF = 1;
public final int target;
public final float x;
public final float y;
public final float z;
public final int hand;
public Attack(int target, float x, float y, float z, int hand) {
this.target = target;
this.x = x;
this.y = y;
this.z = z;
this.hand = hand;
}
public Buf write() {
Buf buf = new Buf(24);
buf.writeVarInt(this.target);
buf.writeFloat(this.x);
buf.writeFloat(this.y);
buf.writeFloat(this.z);
buf.writeVarInt(this.hand);
return buf;
}
public static Attack read(Buf in) {
return new Attack(in.readVarInt(), in.readFloat(), in.readFloat(),
in.readFloat(), in.readVarInt());
}
}
/**
* Every packet id this build knows, and what it decodes into.
*
* Written as plain data so that adding a packet is one line and an unknown
* id is a loud error instead of a silent skip.
*/
public static Map<Integer, String> names() {
Map<Integer, String> map = new LinkedHashMap<Integer, String>();
map.put(Integer.valueOf(HELLO), "Hello");
map.put(Integer.valueOf(HELLO_ACK), "HelloAck");
map.put(Integer.valueOf(AUTH), "Auth");
map.put(Integer.valueOf(AUTH_ACK), "AuthAck");
map.put(Integer.valueOf(LOGIN), "Login");
map.put(Integer.valueOf(LOGIN_ACK), "LoginAck");
map.put(Integer.valueOf(JOIN_WORLD), "JoinWorld");
map.put(Integer.valueOf(WORLD_JOIN), "WorldJoin");
map.put(Integer.valueOf(CHUNK_DATA), "ChunkData");
map.put(Integer.valueOf(BLOCK_CHANGE), "BlockChange");
map.put(Integer.valueOf(PLAYER_MOVE), "PlayerMove");
map.put(Integer.valueOf(ENTITY_MOVE), "EntityMove");
map.put(Integer.valueOf(PING), "Ping");
map.put(Integer.valueOf(PONG), "Pong");
map.put(Integer.valueOf(ENTITY_SPAWN), "EntitySpawn");
map.put(Integer.valueOf(ENTITY_REMOVE), "EntityRemove");
map.put(Integer.valueOf(LAUNCHER_AUTH), "LauncherAuth");
map.put(Integer.valueOf(SET_GAME_MODE), "GameMode");
map.put(Integer.valueOf(INVENTORY), "Inventory");
map.put(Integer.valueOf(INVENTORY_SLOT), "SlotChange");
map.put(Integer.valueOf(DIG), "Dig");
map.put(Integer.valueOf(BREAK_PROGRESS), "BreakProgress");
map.put(Integer.valueOf(CRAFT_START), "CraftStart");
map.put(Integer.valueOf(CRAFT_UPDATE), "CraftUpdate");
map.put(Integer.valueOf(RESEARCH_START), "ResearchStart");
map.put(Integer.valueOf(RESEARCH_UPDATE), "ResearchUpdate");
map.put(Integer.valueOf(TECH_TREE_UNLOCK), "TechTreeUnlock");
map.put(Integer.valueOf(KNOWN_RECIPES), "KnownRecipes");
map.put(Integer.valueOf(TECH_TREE_STATE), "TechTreeState");
map.put(Integer.valueOf(CONTAINER_OPEN), "ContainerOpen");
map.put(Integer.valueOf(CONTAINER_TAKE), "ContainerTake");
map.put(Integer.valueOf(LEARN_BLUEPRINT), "LearnBlueprint");
map.put(Integer.valueOf(HITBOXES), "Hitboxes");
map.put(Integer.valueOf(HITBOX_INSTANCES), "HitboxInstances");
map.put(Integer.valueOf(HITBOXES_RELOAD), "HitboxesReload");
map.put(Integer.valueOf(ATTACK), "Attack");
map.put(Integer.valueOf(DISCONNECT), "Disconnect");
return map;
}
}