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# ProtocolLib
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2018-09-22 23:48:05 +02:00
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2019-10-24 15:57:58 +02:00
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Certain tasks are impossible to perform with the standard Bukkit API, and may require
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working with and even modify Minecraft directly. A common technique is to modify incoming
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2019-12-24 20:23:05 +01:00
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and outgoing [packets](https://www.wiki.vg/Protocol), or inject custom packets into the
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stream. This is quite cumbersome to do, however, and most implementations will break
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2018-09-22 23:48:05 +02:00
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as soon as a new version of Minecraft has been released, mostly due to obfuscation.
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2019-10-24 15:57:58 +02:00
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Critically, different plugins that use this approach may _hook_ into the same classes,
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with unpredictable outcomes. More than often this causes plugins to crash, but it may also
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2018-09-22 23:48:05 +02:00
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lead to more subtle bugs.
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2019-12-24 20:23:05 +01:00
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Currently maintained by dmulloy2 on behalf of [Spigot](https://www.spigotmc.org/).
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2018-09-22 23:48:05 +02:00
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### Resources
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2019-12-24 20:23:05 +01:00
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* [Resource Page](https://www.spigotmc.org/resources/protocollib.1997/)
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* [Dev Builds](https://ci.dmulloy2.net/job/ProtocolLib)
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* [JavaDoc](https://ci.dmulloy2.net/job/ProtocolLib/javadoc)
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2018-09-22 23:48:05 +02:00
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### Compilation
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2019-12-24 20:23:05 +01:00
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ProtocolLib is built with Maven and requires Spigot and SpigotAPI, which can be found [here](https://www.spigotmc.org/wiki/buildtools/).
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### A new API
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2019-10-24 15:57:58 +02:00
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__ProtocolLib__ attempts to solve this problem by providing a event API, much like Bukkit,
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that allows plugins to monitor, modify, or cancel packets sent and received. But, more importantly,
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the API also hides all the gritty, obfuscated classes with a simple index based read/write system.
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You no longer have to reference CraftBukkit!
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### Using ProtocolLib
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To use this library, first add ProtocolLib.jar to your Java build path. Then, add ProtocolLib
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as a dependency or soft dependency to your plugin.yml file like any other plugin:
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````yml
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depend: [ProtocolLib]
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````
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You can also add ProtocolLib as a Maven dependency:
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````xml
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<repositories>
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<repository>
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<id>dmulloy2-repo</id>
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<url>https://repo.dmulloy2.net/repository/public/</url>
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</repository>
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...
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</repositories>
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<dependencies>
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<dependency>
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<groupId>com.comphenix.protocol</groupId>
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<artifactId>ProtocolLib</artifactId>
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<version>4.7.0</version>
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</dependency>
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</dependencies>
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````
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Or use the maven dependency with gradle:
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```gradle
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repositories {
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maven { url "https://repo.dmulloy2.net/repository/public/" }
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}
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dependencies {
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compileOnly group: "com.comphenix.protocol", name: "ProtocolLib", version: "4.7.0";
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}
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```
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Then get a reference to ProtocolManager in onLoad() or onEnable() and you're good to go.
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````java
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private ProtocolManager protocolManager;
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public void onLoad() {
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protocolManager = ProtocolLibrary.getProtocolManager();
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}
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````
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To listen for packets sent by the server to a client, add a server-side listener:
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````java
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// Disable all sound effects
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protocolManager.addPacketListener(
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new PacketAdapter(this, ListenerPriority.NORMAL,
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PacketType.Play.Server.NAMED_SOUND_EFFECT) {
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@Override
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public void onPacketSending(PacketEvent event) {
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// Item packets (id: 0x29)
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if (event.getPacketType() ==
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PacketType.Play.Server.NAMED_SOUND_EFFECT) {
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event.setCancelled(true);
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}
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}
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});
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````
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It's also possible to read and modify the content of these packets. For instance, you can create a global
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censor by listening for Packet3Chat events:
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````java
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// Censor
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protocolManager.addPacketListener(new PacketAdapter(this,
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ListenerPriority.NORMAL,
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PacketType.Play.Client.CHAT) {
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@Override
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public void onPacketReceiving(PacketEvent event) {
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if (event.getPacketType() == PacketType.Play.Client.CHAT) {
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PacketContainer packet = event.getPacket();
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String message = packet.getStrings().read(0);
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if (message.contains("shit")
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|| message.contains("damn")) {
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event.setCancelled(true);
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event.getPlayer().sendMessage("Bad manners!");
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}
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}
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}
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});
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````
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### Sending packets
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Normally, you might have to do something ugly like the following:
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````java
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Packet60Explosion fakeExplosion = new Packet60Explosion();
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fakeExplosion.a = player.getLocation().getX();
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fakeExplosion.b = player.getLocation().getY();
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fakeExplosion.c = player.getLocation().getZ();
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fakeExplosion.d = 3.0F;
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fakeExplosion.e = new ArrayList<Object>();
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((CraftPlayer) player).getHandle().netServerHandler.sendPacket(fakeExplosion);
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````
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But with ProtocolLib, you can turn that into something more manageable. Notice that
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you don't have to create an ArrayList with this version:
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````java
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PacketContainer fakeExplosion = new PacketContainer(PacketType.Play.Server.EXPLOSION);
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fakeExplosion.getDoubles().
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write(0, player.getLocation().getX()).
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write(1, player.getLocation().getY()).
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write(2, player.getLocation().getZ());
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fakeExplosion.getFloat().write(0, 3.0F);
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try {
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protocolManager.sendServerPacket(player, fakeExplosion);
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} catch (InvocationTargetException e) {
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throw new RuntimeException(
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"Cannot send packet " + fakeExplosion, e);
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}
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````
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### Compatibility
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One of the main goals of this project was to achieve maximum compatibility with CraftBukkit. And the end
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result is quite flexible. Aside from netty package changes, it should be resilient against future changes.
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It's likely that I won't have to update ProtocolLib for anything but bug fixes and new features.
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2019-10-24 15:57:58 +02:00
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How is this possible? It all comes down to reflection in the end. Essentially, no name is hard coded -
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every field, method and class is deduced by looking at field types, package names or parameter
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types. It's remarkably consistent across different versions.
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