mirror of https://github.com/Minestom/Minestom.git
385 lines
16 KiB
Java
385 lines
16 KiB
Java
package net.minestom.server.network;
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import net.kyori.adventure.text.Component;
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import net.kyori.adventure.text.format.NamedTextColor;
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import net.minestom.server.MinecraftServer;
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import net.minestom.server.ServerFlag;
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import net.minestom.server.entity.Player;
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import net.minestom.server.entity.damage.DamageType;
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import net.minestom.server.event.EventDispatcher;
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import net.minestom.server.event.player.AsyncPlayerConfigurationEvent;
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import net.minestom.server.event.player.AsyncPlayerPreLoginEvent;
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import net.minestom.server.instance.Instance;
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import net.minestom.server.listener.preplay.LoginListener;
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import net.minestom.server.message.Messenger;
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import net.minestom.server.network.packet.client.login.ClientLoginStartPacket;
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import net.minestom.server.network.packet.server.common.KeepAlivePacket;
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import net.minestom.server.network.packet.server.common.PluginMessagePacket;
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import net.minestom.server.network.packet.server.common.TagsPacket;
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import net.minestom.server.network.packet.server.configuration.FinishConfigurationPacket;
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import net.minestom.server.network.packet.server.configuration.RegistryDataPacket;
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import net.minestom.server.network.packet.server.login.LoginSuccessPacket;
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import net.minestom.server.network.packet.server.play.StartConfigurationPacket;
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import net.minestom.server.network.player.PlayerConnection;
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import net.minestom.server.network.player.PlayerSocketConnection;
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import net.minestom.server.network.plugin.LoginPluginMessageProcessor;
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import net.minestom.server.utils.StringUtils;
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import net.minestom.server.utils.async.AsyncUtils;
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import net.minestom.server.utils.debug.DebugUtils;
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import net.minestom.server.utils.validate.Check;
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import org.jctools.queues.MessagePassingQueue;
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import org.jctools.queues.MpscUnboundedArrayQueue;
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import org.jetbrains.annotations.ApiStatus;
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import org.jetbrains.annotations.NotNull;
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import org.jetbrains.annotations.Nullable;
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import org.jglrxavpok.hephaistos.nbt.NBT;
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import java.util.*;
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import java.util.concurrent.CompletableFuture;
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import java.util.concurrent.ConcurrentHashMap;
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import java.util.concurrent.CopyOnWriteArraySet;
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import java.util.concurrent.TimeUnit;
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import java.util.function.Function;
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/**
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* Manages the connected clients.
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*/
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public final class ConnectionManager {
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private static final Component TIMEOUT_TEXT = Component.text("Timeout", NamedTextColor.RED);
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// All players once their Player object has been instantiated.
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private final Map<PlayerConnection, Player> connectionPlayerMap = new ConcurrentHashMap<>();
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// Players waiting to be spawned (post configuration state)
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private final MessagePassingQueue<Player> waitingPlayers = new MpscUnboundedArrayQueue<>(64);
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// Players in configuration state
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private final Set<Player> configurationPlayers = new CopyOnWriteArraySet<>();
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// Players in play state
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private final Set<Player> playPlayers = new CopyOnWriteArraySet<>();
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// The players who need keep alive ticks. This was added because we may not send a keep alive in
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// the time after sending finish configuration but before receiving configuration end (to swap to play).
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// I(mattw) could not come up with a better way to express this besides completely splitting client/server
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// states. Perhaps there will be an improvement in the future.
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private final Set<Player> keepAlivePlayers = new CopyOnWriteArraySet<>();
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private final Set<Player> unmodifiableConfigurationPlayers = Collections.unmodifiableSet(configurationPlayers);
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private final Set<Player> unmodifiablePlayPlayers = Collections.unmodifiableSet(playPlayers);
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// The uuid provider once a player login
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private volatile UuidProvider uuidProvider = (playerConnection, username) -> UUID.randomUUID();
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// The player provider to have your own Player implementation
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private volatile PlayerProvider playerProvider = Player::new;
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/**
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* Gets the number of "online" players, eg for the query response.
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*
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* <p>Only includes players in the play state, not players in configuration.</p>
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*/
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public int getOnlinePlayerCount() {
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return playPlayers.size();
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}
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/**
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* Returns an unmodifiable set containing the players currently in the play state.
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*/
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public @NotNull Collection<@NotNull Player> getOnlinePlayers() {
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return unmodifiablePlayPlayers;
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}
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/**
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* Returns an unmodifiable set containing the players currently in the configuration state.
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*/
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public @NotNull Collection<@NotNull Player> getConfigPlayers() {
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return unmodifiableConfigurationPlayers;
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}
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/**
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* Gets the {@link Player} linked to a {@link PlayerConnection}.
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*
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* <p>The player will be returned whether they are in the play or config state,
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* so be sure to check before sending packets to them.</p>
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*
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* @param connection the player connection
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* @return the player linked to the connection
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*/
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public Player getPlayer(@NotNull PlayerConnection connection) {
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return connectionPlayerMap.get(connection);
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}
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/**
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* Gets the first player in the play state which validates {@link String#equalsIgnoreCase(String)}.
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* <p>
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* This can cause issue if two or more players have the same username.
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*
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* @param username the player username (case-insensitive)
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* @return the first player who validate the username condition, null if none was found
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*/
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public @Nullable Player getOnlinePlayerByUsername(@NotNull String username) {
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for (Player player : getOnlinePlayers()) {
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if (player.getUsername().equalsIgnoreCase(username))
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return player;
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}
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return null;
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}
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/**
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* Gets the first player in the play state which validates {@link UUID#equals(Object)}.
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* <p>
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* This can cause issue if two or more players have the same UUID.
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*
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* @param uuid the player UUID
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* @return the first player who validate the UUID condition, null if none was found
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*/
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public @Nullable Player getOnlinePlayerByUuid(@NotNull UUID uuid) {
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for (Player player : getOnlinePlayers()) {
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if (player.getUuid().equals(uuid))
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return player;
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}
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return null;
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}
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/**
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* Finds the closest player in the play state matching a given username.
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*
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* @param username the player username (can be partial)
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* @return the closest match, null if no players are online
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*/
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public @Nullable Player findOnlinePlayer(@NotNull String username) {
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Player exact = getOnlinePlayerByUsername(username);
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if (exact != null) return exact;
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final String username1 = username.toLowerCase(Locale.ROOT);
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Function<Player, Double> distanceFunction = player -> {
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final String username2 = player.getUsername().toLowerCase(Locale.ROOT);
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return StringUtils.jaroWinklerScore(username1, username2);
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};
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return getOnlinePlayers().stream()
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.min(Comparator.comparingDouble(distanceFunction::apply))
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.filter(player -> distanceFunction.apply(player) > 0)
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.orElse(null);
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}
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/**
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* Changes how {@link UUID} are attributed to players.
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* <p>
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* Shouldn't be override if already defined.
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* <p>
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* Be aware that it is possible for an UUID provider to be ignored, for example in the case of a proxy (eg: velocity).
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*
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* @param uuidProvider the new player connection uuid provider,
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* setting it to null would apply a random UUID for each player connection
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* @see #getPlayerConnectionUuid(PlayerConnection, String)
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*/
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public void setUuidProvider(@Nullable UuidProvider uuidProvider) {
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this.uuidProvider = uuidProvider != null ? uuidProvider : (playerConnection, username) -> UUID.randomUUID();
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}
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/**
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* Computes the UUID of the specified connection.
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* Used in {@link ClientLoginStartPacket} in order
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* to give the player the right {@link UUID}.
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*
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* @param playerConnection the player connection
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* @param username the username given by the connection
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* @return the uuid based on {@code playerConnection}
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* return a random UUID if no UUID provider is defined see {@link #setUuidProvider(UuidProvider)}
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*/
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public @NotNull UUID getPlayerConnectionUuid(@NotNull PlayerConnection playerConnection, @NotNull String username) {
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return uuidProvider.provide(playerConnection, username);
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}
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/**
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* Changes the {@link Player} provider, to change which object to link to him.
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*
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* @param playerProvider the new {@link PlayerProvider}, can be set to null to apply the default provider
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*/
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public void setPlayerProvider(@Nullable PlayerProvider playerProvider) {
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this.playerProvider = playerProvider != null ? playerProvider : Player::new;
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}
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/**
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* Creates a player object and begins the transition from the login state to the config state.
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*/
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@ApiStatus.Internal
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public @NotNull Player createPlayer(@NotNull PlayerConnection connection, @NotNull UUID uuid, @NotNull String username) {
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final Player player = playerProvider.createPlayer(uuid, username, connection);
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this.connectionPlayerMap.put(connection, player);
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var future = transitionLoginToConfig(player);
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if (DebugUtils.INSIDE_TEST) future.join();
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return player;
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}
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@ApiStatus.Internal
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public @NotNull CompletableFuture<Void> transitionLoginToConfig(@NotNull Player player) {
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return AsyncUtils.runAsync(() -> {
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final PlayerConnection playerConnection = player.getPlayerConnection();
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// Compression
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if (playerConnection instanceof PlayerSocketConnection socketConnection) {
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final int threshold = MinecraftServer.getCompressionThreshold();
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if (threshold > 0) socketConnection.startCompression();
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}
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// Call pre login event
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LoginPluginMessageProcessor pluginMessageProcessor = playerConnection.loginPluginMessageProcessor();
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AsyncPlayerPreLoginEvent asyncPlayerPreLoginEvent = new AsyncPlayerPreLoginEvent(player, pluginMessageProcessor);
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EventDispatcher.call(asyncPlayerPreLoginEvent);
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if (!player.isOnline())
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return; // Player has been kicked
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// Change UUID/Username based on the event
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{
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final String eventUsername = asyncPlayerPreLoginEvent.getUsername();
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final UUID eventUuid = asyncPlayerPreLoginEvent.getPlayerUuid();
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if (!player.getUsername().equals(eventUsername)) {
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player.setUsernameField(eventUsername);
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}
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if (!player.getUuid().equals(eventUuid)) {
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player.setUuid(eventUuid);
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}
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}
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// Wait for pending login plugin messages
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try {
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pluginMessageProcessor.awaitReplies(ServerFlag.LOGIN_PLUGIN_MESSAGE_TIMEOUT, TimeUnit.MILLISECONDS);
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} catch (Throwable t) {
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player.kick(LoginListener.INVALID_PROXY_RESPONSE);
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throw new RuntimeException("Error getting replies for login plugin messages", t);
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}
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// Send login success packet (and switch to configuration phase)
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LoginSuccessPacket loginSuccessPacket = new LoginSuccessPacket(player.getUuid(), player.getUsername(), 0);
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playerConnection.sendPacket(loginSuccessPacket);
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});
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}
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@ApiStatus.Internal
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public void transitionPlayToConfig(@NotNull Player player) {
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player.sendPacket(new StartConfigurationPacket());
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configurationPlayers.add(player);
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}
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@ApiStatus.Internal
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public void doConfiguration(@NotNull Player player, boolean isFirstConfig) {
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if (isFirstConfig) {
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configurationPlayers.add(player);
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keepAlivePlayers.add(player);
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}
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player.getPlayerConnection().setConnectionState(ConnectionState.CONFIGURATION);
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CompletableFuture<Void> configFuture = AsyncUtils.runAsync(() -> {
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player.sendPacket(PluginMessagePacket.getBrandPacket());
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var event = new AsyncPlayerConfigurationEvent(player, isFirstConfig);
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EventDispatcher.call(event);
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if (!player.isOnline()) return; // Player was kicked during config.
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final Instance spawningInstance = event.getSpawningInstance();
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Check.notNull(spawningInstance, "You need to specify a spawning instance in the AsyncPlayerConfigurationEvent");
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// Registry data (if it should be sent)
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if (event.willSendRegistryData()) {
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var registry = new HashMap<String, NBT>();
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registry.put("minecraft:chat_type", Messenger.chatRegistry());
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registry.put("minecraft:dimension_type", MinecraftServer.getDimensionTypeManager().toNBT());
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registry.put("minecraft:worldgen/biome", MinecraftServer.getBiomeManager().toNBT());
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registry.put("minecraft:damage_type", DamageType.getNBT());
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registry.put("minecraft:trim_material", MinecraftServer.getTrimManager().getTrimMaterialNBT());
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registry.put("minecraft:trim_pattern", MinecraftServer.getTrimManager().getTrimPatternNBT());
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player.sendPacket(new RegistryDataPacket(NBT.Compound(registry)));
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player.sendPacket(TagsPacket.DEFAULT_TAGS);
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}
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// Wait for pending resource packs if any
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var packFuture = player.getResourcePackFuture();
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if (packFuture != null) packFuture.join();
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keepAlivePlayers.remove(player);
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player.setPendingOptions(spawningInstance, event.isHardcore());
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player.sendPacket(new FinishConfigurationPacket());
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});
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if (DebugUtils.INSIDE_TEST) configFuture.join();
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}
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@ApiStatus.Internal
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public void transitionConfigToPlay(@NotNull Player player) {
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this.waitingPlayers.relaxedOffer(player);
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}
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/**
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* Removes a {@link Player} from the players list.
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* <p>
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* Used during disconnection, you shouldn't have to do it manually.
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*
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* @param connection the player connection
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* @see PlayerConnection#disconnect() to properly disconnect a player
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*/
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@ApiStatus.Internal
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public synchronized void removePlayer(@NotNull PlayerConnection connection) {
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final Player player = this.connectionPlayerMap.remove(connection);
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if (player == null) return;
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this.configurationPlayers.remove(player);
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this.playPlayers.remove(player);
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this.keepAlivePlayers.remove(player);
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}
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/**
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* Shutdowns the connection manager by kicking all the currently connected players.
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*/
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public synchronized void shutdown() {
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this.configurationPlayers.clear();
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this.playPlayers.clear();
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this.keepAlivePlayers.clear();
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this.connectionPlayerMap.clear();
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}
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public void tick(long tickStart) {
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// Let waiting players into their instances
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updateWaitingPlayers();
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// Send keep alive packets
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handleKeepAlive(keepAlivePlayers, tickStart);
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// Interpret packets for configuration players
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configurationPlayers.forEach(Player::interpretPacketQueue);
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}
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/**
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* Connects waiting players.
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*/
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@ApiStatus.Internal
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public void updateWaitingPlayers() {
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this.waitingPlayers.drain(player -> {
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player.getPlayerConnection().setConnectionState(ConnectionState.PLAY);
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playPlayers.add(player);
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keepAlivePlayers.add(player);
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// Spawn the player at Player#getRespawnPoint
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CompletableFuture<Void> spawnFuture = player.UNSAFE_init();
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// Required to get the exact moment the player spawns
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if (DebugUtils.INSIDE_TEST) spawnFuture.join();
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});
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}
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/**
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* Updates keep alive by checking the last keep alive packet and send a new one if needed.
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*
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* @param tickStart the time of the update in milliseconds, forwarded to the packet
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*/
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private void handleKeepAlive(@NotNull Collection<Player> playerGroup, long tickStart) {
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final KeepAlivePacket keepAlivePacket = new KeepAlivePacket(tickStart);
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for (Player player : playerGroup) {
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final long lastKeepAlive = tickStart - player.getLastKeepAlive();
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if (lastKeepAlive > ServerFlag.KEEP_ALIVE_DELAY && player.didAnswerKeepAlive()) {
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player.refreshKeepAlive(tickStart);
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player.sendPacket(keepAlivePacket);
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} else if (lastKeepAlive >= ServerFlag.KEEP_ALIVE_KICK) {
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player.kick(TIMEOUT_TEXT);
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}
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}
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}
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}
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