Minestom/src/main/java/net/minestom/server/network/ConnectionManager.java

323 lines
13 KiB
Java

package net.minestom.server.network;
import net.kyori.adventure.text.Component;
import net.kyori.adventure.text.format.NamedTextColor;
import net.minestom.server.MinecraftServer;
import net.minestom.server.entity.Player;
import net.minestom.server.event.EventDispatcher;
import net.minestom.server.event.player.AsyncPlayerPreLoginEvent;
import net.minestom.server.event.player.PlayerLoginEvent;
import net.minestom.server.instance.Instance;
import net.minestom.server.network.packet.server.login.LoginSuccessPacket;
import net.minestom.server.network.packet.server.play.DisconnectPacket;
import net.minestom.server.network.packet.server.play.KeepAlivePacket;
import net.minestom.server.network.player.PlayerConnection;
import net.minestom.server.network.player.PlayerSocketConnection;
import net.minestom.server.utils.StringUtils;
import net.minestom.server.utils.async.AsyncUtils;
import net.minestom.server.utils.debug.DebugUtils;
import net.minestom.server.utils.validate.Check;
import org.jctools.queues.MessagePassingQueue;
import org.jctools.queues.MpscUnboundedArrayQueue;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
import java.util.*;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.ConcurrentHashMap;
import java.util.concurrent.CopyOnWriteArraySet;
import java.util.function.Function;
/**
* Manages the connected clients.
*/
public final class ConnectionManager {
private static final long KEEP_ALIVE_DELAY = 10_000;
private static final long KEEP_ALIVE_KICK = 30_000;
private static final Component TIMEOUT_TEXT = Component.text("Timeout", NamedTextColor.RED);
private final MessagePassingQueue<Player> waitingPlayers = new MpscUnboundedArrayQueue<>(64);
private final Set<Player> players = new CopyOnWriteArraySet<>();
private final Set<Player> unmodifiablePlayers = Collections.unmodifiableSet(players);
private final Map<PlayerConnection, Player> connectionPlayerMap = new ConcurrentHashMap<>();
// The uuid provider once a player login
private volatile UuidProvider uuidProvider = (playerConnection, username) -> UUID.randomUUID();
// The player provider to have your own Player implementation
private volatile PlayerProvider playerProvider = Player::new;
private Component shutdownText = Component.text("The server is shutting down.", NamedTextColor.RED);
/**
* Gets the {@link Player} linked to a {@link PlayerConnection}.
*
* @param connection the player connection
* @return the player linked to the connection
*/
public Player getPlayer(@NotNull PlayerConnection connection) {
return connectionPlayerMap.get(connection);
}
/**
* Gets all online players.
*
* @return an unmodifiable collection containing all the online players
*/
public @NotNull Collection<@NotNull Player> getOnlinePlayers() {
return unmodifiablePlayers;
}
/**
* Finds the closest player matching a given username.
*
* @param username the player username (can be partial)
* @return the closest match, null if no players are online
*/
public @Nullable Player findPlayer(@NotNull String username) {
Player exact = getPlayer(username);
if (exact != null) return exact;
final String username1 = username.toLowerCase(Locale.ROOT);
Function<Player, Double> distanceFunction = player -> {
final String username2 = player.getUsername().toLowerCase(Locale.ROOT);
return StringUtils.jaroWinklerScore(username1, username2);
};
return getOnlinePlayers()
.stream()
.min(Comparator.comparingDouble(distanceFunction::apply))
.filter(player -> distanceFunction.apply(player) > 0)
.orElse(null);
}
/**
* Gets the first player which validate {@link String#equalsIgnoreCase(String)}.
* <p>
* This can cause issue if two or more players have the same username.
*
* @param username the player username (ignoreCase)
* @return the first player who validate the username condition, null if none was found
*/
public @Nullable Player getPlayer(@NotNull String username) {
for (Player player : getOnlinePlayers()) {
if (player.getUsername().equalsIgnoreCase(username))
return player;
}
return null;
}
/**
* Gets the first player which validate {@link UUID#equals(Object)}.
* <p>
* This can cause issue if two or more players have the same UUID.
*
* @param uuid the player UUID
* @return the first player who validate the UUID condition, null if none was found
*/
public @Nullable Player getPlayer(@NotNull UUID uuid) {
for (Player player : getOnlinePlayers()) {
if (player.getUuid().equals(uuid))
return player;
}
return null;
}
/**
* Changes how {@link UUID} are attributed to players.
* <p>
* Shouldn't be override if already defined.
* <p>
* Be aware that it is possible for an UUID provider to be ignored, for example in the case of a proxy (eg: velocity).
*
* @param uuidProvider the new player connection uuid provider,
* setting it to null would apply a random UUID for each player connection
* @see #getPlayerConnectionUuid(PlayerConnection, String)
*/
public void setUuidProvider(@Nullable UuidProvider uuidProvider) {
this.uuidProvider = uuidProvider != null ? uuidProvider : (playerConnection, username) -> UUID.randomUUID();
}
/**
* Computes the UUID of the specified connection.
* Used in {@link net.minestom.server.network.packet.client.login.LoginStartPacket} in order
* to give the player the right {@link UUID}.
*
* @param playerConnection the player connection
* @param username the username given by the connection
* @return the uuid based on {@code playerConnection}
* return a random UUID if no UUID provider is defined see {@link #setUuidProvider(UuidProvider)}
*/
public @NotNull UUID getPlayerConnectionUuid(@NotNull PlayerConnection playerConnection, @NotNull String username) {
return uuidProvider.provide(playerConnection, username);
}
/**
* Changes the {@link Player} provider, to change which object to link to him.
*
* @param playerProvider the new {@link PlayerProvider}, can be set to null to apply the default provider
*/
public void setPlayerProvider(@Nullable PlayerProvider playerProvider) {
this.playerProvider = playerProvider != null ? playerProvider : Player::new;
}
/**
* Retrieves the current {@link PlayerProvider}, can be the default one if none is defined.
*
* @return the current {@link PlayerProvider}
*/
public @NotNull PlayerProvider getPlayerProvider() {
return playerProvider;
}
/**
* Gets the kick reason when the server is shutdown using {@link MinecraftServer#stopCleanly()}.
*
* @return the kick reason in case on a shutdown
*/
public @NotNull Component getShutdownText() {
return shutdownText;
}
/**
* Changes the kick reason in case of a shutdown.
*
* @param shutdownText the new shutdown kick reason
* @see #getShutdownText()
*/
public void setShutdownText(@NotNull Component shutdownText) {
this.shutdownText = shutdownText;
}
public synchronized void registerPlayer(@NotNull Player player) {
this.players.add(player);
this.connectionPlayerMap.put(player.getPlayerConnection(), player);
}
/**
* Removes a {@link Player} from the players list.
* <p>
* Used during disconnection, you shouldn't have to do it manually.
*
* @param connection the player connection
* @see PlayerConnection#disconnect() to properly disconnect a player
*/
public synchronized void removePlayer(@NotNull PlayerConnection connection) {
final Player player = this.connectionPlayerMap.remove(connection);
if (player == null) return;
this.players.remove(player);
}
/**
* Calls the player initialization callbacks and the event {@link AsyncPlayerPreLoginEvent}.
* <p>
* Sends a {@link LoginSuccessPacket} if successful (not kicked)
* and change the connection state to {@link ConnectionState#PLAY}.
*
* @param player the player
* @param register true to register the newly created player in {@link ConnectionManager} lists
*/
public CompletableFuture<Void> startPlayState(@NotNull Player player, boolean register) {
return AsyncUtils.runAsync(() -> {
final PlayerConnection playerConnection = player.getPlayerConnection();
// Call pre login event
AsyncPlayerPreLoginEvent asyncPlayerPreLoginEvent = new AsyncPlayerPreLoginEvent(player);
EventDispatcher.call(asyncPlayerPreLoginEvent);
// Close the player channel if he has been disconnected (kick)
if (!player.isOnline()) {
playerConnection.flush();
//playerConnection.disconnect();
return;
}
// Change UUID/Username based on the event
{
final String eventUsername = asyncPlayerPreLoginEvent.getUsername();
final UUID eventUuid = asyncPlayerPreLoginEvent.getPlayerUuid();
if (!player.getUsername().equals(eventUsername)) {
player.setUsernameField(eventUsername);
}
if (!player.getUuid().equals(eventUuid)) {
player.setUuid(eventUuid);
}
}
// Send login success packet
LoginSuccessPacket loginSuccessPacket = new LoginSuccessPacket(player.getUuid(), player.getUsername());
if (playerConnection instanceof PlayerSocketConnection socketConnection) {
socketConnection.writeAndFlush(loginSuccessPacket);
} else {
playerConnection.sendPacket(loginSuccessPacket);
}
playerConnection.setConnectionState(ConnectionState.PLAY);
if (register) registerPlayer(player);
this.waitingPlayers.relaxedOffer(player);
});
}
/**
* Creates a {@link Player} using the defined {@link PlayerProvider}
* and execute {@link #startPlayState(Player, boolean)}.
*
* @return the newly created player object
* @see #startPlayState(Player, boolean)
*/
public @NotNull Player startPlayState(@NotNull PlayerConnection connection,
@NotNull UUID uuid, @NotNull String username,
boolean register) {
final Player player = playerProvider.createPlayer(uuid, username, connection);
startPlayState(player, register);
return player;
}
/**
* Shutdowns the connection manager by kicking all the currently connected players.
*/
public synchronized void shutdown() {
DisconnectPacket disconnectPacket = new DisconnectPacket(shutdownText);
for (Player player : getOnlinePlayers()) {
final PlayerConnection playerConnection = player.getPlayerConnection();
playerConnection.sendPacket(disconnectPacket);
playerConnection.flush();
player.remove();
playerConnection.disconnect();
}
this.players.clear();
this.connectionPlayerMap.clear();
}
/**
* Connects waiting players.
*/
public void updateWaitingPlayers() {
this.waitingPlayers.drain(waitingPlayer -> {
PlayerLoginEvent loginEvent = new PlayerLoginEvent(waitingPlayer);
EventDispatcher.call(loginEvent);
final Instance spawningInstance = loginEvent.getSpawningInstance();
Check.notNull(spawningInstance, "You need to specify a spawning instance in the PlayerLoginEvent");
// Spawn the player at Player#getRespawnPoint
if (DebugUtils.INSIDE_TEST) {
// Required to get the exact moment the player spawns
waitingPlayer.UNSAFE_init(spawningInstance).join();
} else {
waitingPlayer.UNSAFE_init(spawningInstance);
}
});
}
/**
* Updates keep alive by checking the last keep alive packet and send a new one if needed.
*
* @param tickStart the time of the update in milliseconds, forwarded to the packet
*/
public void handleKeepAlive(long tickStart) {
final KeepAlivePacket keepAlivePacket = new KeepAlivePacket(tickStart);
for (Player player : getOnlinePlayers()) {
final long lastKeepAlive = tickStart - player.getLastKeepAlive();
if (lastKeepAlive > KEEP_ALIVE_DELAY && player.didAnswerKeepAlive()) {
final PlayerConnection playerConnection = player.getPlayerConnection();
player.refreshKeepAlive(tickStart);
playerConnection.sendPacket(keepAlivePacket);
} else if (lastKeepAlive >= KEEP_ALIVE_KICK) {
player.kick(TIMEOUT_TEXT);
}
}
}
}