Minestom/src/main/java/net/minestom/server/utils/PacketUtils.java

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package net.minestom.server.utils;
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import io.netty.buffer.ByteBuf;
import io.netty.buffer.Unpooled;
import net.minestom.server.MinecraftServer;
import net.minestom.server.entity.Player;
import net.minestom.server.listener.manager.PacketListenerManager;
import net.minestom.server.network.netty.packet.FramedPacket;
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import net.minestom.server.network.packet.server.ServerPacket;
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import net.minestom.server.network.packet.server.ServerPacketIdentifier;
import net.minestom.server.network.player.NettyPlayerConnection;
import net.minestom.server.network.player.PlayerConnection;
import net.minestom.server.utils.binary.BinaryWriter;
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import org.jetbrains.annotations.NotNull;
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import java.util.Collection;
import java.util.zip.Deflater;
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/**
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* Utils class for packets. Including writing a {@link ServerPacket} into a {@link ByteBuf}
* for network processing.
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*/
public final class PacketUtils {
private static final PacketListenerManager PACKET_LISTENER_MANAGER = MinecraftServer.getPacketListenerManager();
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private final static Deflater deflater = new Deflater(3);
private final static byte[] buffer = new byte[8192];
private PacketUtils() {
}
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/**
* Sends a {@link ServerPacket} to multiple players.
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* <p>
* Can drastically improve performance since the packet will not have to be processed as much.
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*
* @param players the players to send the packet to
* @param packet the packet to send to the players
*/
public static void sendGroupedPacket(@NotNull Collection<Player> players, @NotNull ServerPacket packet) {
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if (players.isEmpty())
return;
final boolean success = PACKET_LISTENER_MANAGER.processServerPacket(packet, players);
if (success) {
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final ByteBuf finalBuffer = createFramedPacket(packet, false);
final FramedPacket framedPacket = new FramedPacket(finalBuffer);
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// Send packet to all players
for (Player player : players) {
final PlayerConnection playerConnection = player.getPlayerConnection();
if (playerConnection instanceof NettyPlayerConnection) {
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final NettyPlayerConnection nettyPlayerConnection = (NettyPlayerConnection) playerConnection;
nettyPlayerConnection.write(framedPacket);
} else {
playerConnection.sendPacket(packet);
}
}
}
}
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/**
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* Writes a {@link ServerPacket} into a {@link ByteBuf}.
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*
* @param buf the recipient of {@code packet}
* @param packet the packet to write into {@code buf}
*/
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public static void writePacket(@NotNull ByteBuf buf, @NotNull ServerPacket packet) {
final ByteBuf packetBuffer = getPacketBuffer(packet);
writePacket(buf, packetBuffer, packet.getId());
}
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/**
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* Writes a {@link ServerPacket} into a newly created {@link ByteBuf}.
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*
* @param packet the packet to write
* @return a {@link ByteBuf} containing {@code packet}
*/
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@NotNull
public static ByteBuf writePacket(@NotNull ServerPacket packet) {
final ByteBuf packetBuffer = getPacketBuffer(packet);
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// Add 5 for the packet id and for the packet size
final int size = packetBuffer.writerIndex() + 5 + 5;
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ByteBuf buffer = BufUtils.getBuffer(true, size);
writePacket(buffer, packetBuffer, packet.getId());
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return buffer;
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}
/**
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* Writes a packet buffer into {@code buf}.
*
* @param buf the buffer which will receive the packet id/data
* @param packetBuffer the buffer containing the raw packet data
* @param packetId the packet id
*/
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private static void writePacket(@NotNull ByteBuf buf, @NotNull ByteBuf packetBuffer, int packetId) {
Utils.writeVarIntBuf(buf, packetId);
buf.writeBytes(packetBuffer);
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packetBuffer.release();
}
/**
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* Gets the buffer representing the raw packet data.
*
* @param packet the packet to write
* @return the {@link ByteBuf} containing the raw packet data
*/
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@NotNull
private static ByteBuf getPacketBuffer(@NotNull ServerPacket packet) {
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BinaryWriter writer;
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if (packet.getId() == ServerPacketIdentifier.CHUNK_DATA || packet.getId() == ServerPacketIdentifier.UPDATE_LIGHT) {
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writer = new BinaryWriter(BufUtils.getBuffer(true, 40_000));
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} else {
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writer = new BinaryWriter(BufUtils.getBuffer(true));
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}
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try {
packet.write(writer);
} catch (Exception e) {
e.printStackTrace();
}
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return writer.getBuffer();
}
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/**
* Frames a buffer for it to be understood by a Minecraft client.
* <p>
* The content of {@code packetBuffer} can be either a compressed or uncompressed packet buffer,
* it depends of it the client did receive a {@link net.minestom.server.network.packet.server.login.SetCompressionPacket} packet before.
*
* @param packetBuffer the buffer containing compressed or uncompressed packet data
* @param frameTarget the buffer which will receive the framed version of {@code from}
*/
public static void frameBuffer(@NotNull ByteBuf packetBuffer, @NotNull ByteBuf frameTarget) {
final int packetSize = packetBuffer.readableBytes();
final int headerSize = Utils.getVarIntSize(packetSize);
if (headerSize > 3) {
throw new IllegalStateException("Unable to fit " + headerSize + " into 3");
}
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frameTarget.ensureWritable(packetSize + headerSize);
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Utils.writeVarIntBuf(frameTarget, packetSize);
frameTarget.writeBytes(packetBuffer, packetBuffer.readerIndex(), packetSize);
}
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/**
* Compress using zlib the content of a packet.
* <p>
* {@code packetBuffer} needs to be the packet content without any header (if you want to use it to write a Minecraft packet).
*
* @param deflater the deflater for zlib compression
* @param buffer a cached buffer which will be used to store temporary the deflater output
* @param packetBuffer the buffer containing all the packet fields
* @param compressionTarget the buffer which will receive the compressed version of {@code packetBuffer}
*/
public static void compressBuffer(@NotNull Deflater deflater, @NotNull byte[] buffer, @NotNull ByteBuf packetBuffer, @NotNull ByteBuf compressionTarget) {
final int packetLength = packetBuffer.readableBytes();
if (packetLength < MinecraftServer.getCompressionThreshold()) {
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Utils.writeVarIntBuf(compressionTarget, 0);
compressionTarget.writeBytes(packetBuffer);
} else {
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Utils.writeVarIntBuf(compressionTarget, packetLength);
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deflater.setInput(packetBuffer.nioBuffer());
deflater.finish();
while (!deflater.finished()) {
final int length = deflater.deflate(buffer);
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compressionTarget.writeBytes(buffer, 0, length);
}
deflater.reset();
}
}
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/**
* Creates a "framed packet" (packet which can be send and understood by a Minecraft client)
* from a server packet.
* <p>
* Can be used if you want to store a raw buffer and send it later without the additional writing cost.
* Compression is applied if {@link MinecraftServer#getCompressionThreshold()} is greater than 0.
*
* @param serverPacket the server packet to write
* @return the framed packet from the server one
*/
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@NotNull
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public static ByteBuf createFramedPacket(@NotNull ServerPacket serverPacket, boolean directBuffer) {
ByteBuf packetBuf = writePacket(serverPacket);
if (MinecraftServer.getCompressionThreshold() > 0) {
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ByteBuf compressedBuf = directBuffer ? BufUtils.getBuffer(true) : Unpooled.buffer();
ByteBuf framedBuf = directBuffer ? BufUtils.getBuffer(true) : Unpooled.buffer();
synchronized (deflater) {
compressBuffer(deflater, buffer, packetBuf, compressedBuf);
}
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packetBuf.release();
frameBuffer(compressedBuf, framedBuf);
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compressedBuf.release();
return framedBuf;
} else {
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ByteBuf framedBuf = directBuffer ? BufUtils.getBuffer(true) : Unpooled.buffer();
frameBuffer(packetBuf, framedBuf);
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packetBuf.release();
return framedBuf;
}
}
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}