Provides read and write access to the Minecraft protocol with Bukkit.
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Lukas Alt aebefded86
Packet filtering for bundled packets in 1.19.4 (#2258)
Since Minecraft 1.19.4, the protocol supports bundling consecutive packets to ensure the client processes them in one tick. However, Packet Events are not called for the individual packets in such a bundle in the current dev build of ProtocolLib. For example, no packet events are currently sent for the ENTITY_METADATA packet when an entity is first spawned as the packet is bundled with the ENTITY_SPAWN packet. However, if the entity metadata is changed later on, the event will be called.
This PR proposes to fix this by unpacking the bundled packets and invoking the packet filtering for each packet.

I also want to briefly explain how the bundling works. A bundle starts with a PACKET_DELIMITER (0x00, net.minecraft.network.protocol.BundleDelimiterPacket) packet followed by all packets that should be bundled and finished with another PACKET_DELIMITER (0x00). Within the Netty pipeline, this sequence is transformed into one synthesized packet found in net.minecraft.network.protocol.game.ClientboundBundlePacket, which is essentially just a list of packets. At the stage at which ProtocolLib injects into the clientbound netty pipeline, this packet has not been unpacked yet. Thus, we need to handle the ClientboundBundlePacket, which unfortunately is not registered in ProtocolLib. The fact that two different classes map to the same packet currently requires a dirty remapping in the packet structure modifier.
2023-03-25 21:08:31 -05:00
.github dependency updates (#1790) 2022-07-30 20:01:11 -04:00
TinyProtocol Cleanup (#1603) 2022-06-25 11:32:42 -04:00
src Packet filtering for bundled packets in 1.19.4 (#2258) 2023-03-25 21:08:31 -05:00
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Readme.md

ProtocolLib

Certain tasks are impossible to perform with the standard Bukkit API, and may require working with and even modifying Minecraft directly. A common technique is to modify incoming and outgoing packets, or inject custom packets into the stream. This is quite cumbersome to do, however, and most implementations will break as soon as a new version of Minecraft has been released, mostly due to obfuscation.

Critically, different plugins that use this approach may hook into the same classes, with unpredictable outcomes. More than often this causes plugins to crash, but it may also lead to more subtle bugs.

Currently maintained by dmulloy2 on behalf of Spigot.

Resources

Compilation

ProtocolLib is built with Maven. If you have it installed, just run mvn package in the root project folder.

A new API

ProtocolLib attempts to solve this problem by providing an event API, much like Bukkit, that allows plugins to monitor, modify, or cancel packets sent and received. But, more importantly, the API also hides all the gritty, obfuscated classes with a simple index based read/write system. You no longer have to reference CraftBukkit!

Using ProtocolLib

To use this library, first add ProtocolLib.jar to your Java build path. Then, add ProtocolLib as a dependency or soft dependency to your plugin.yml file like any other plugin:

depend: [ ProtocolLib ]

You can also add ProtocolLib as a Maven dependency:

<repositories>
  <repository>
    <id>dmulloy2-repo</id>
    <url>https://repo.dmulloy2.net/repository/public/</url>
  </repository>
</repositories>

<dependencies>
  <dependency>
    <groupId>com.comphenix.protocol</groupId>
    <artifactId>ProtocolLib</artifactId>
    <version>4.7.0</version>
    <scope>provided</scope>
  </dependency>
</dependencies>

Or use the maven dependency with gradle:

repositories {
    maven { url "https://repo.dmulloy2.net/repository/public/" }
}

dependencies {
    compileOnly group: "com.comphenix.protocol", name: "ProtocolLib", version: "4.7.0";
}

Then get a reference to ProtocolManager in onLoad() or onEnable() and you're good to go.

private ProtocolManager protocolManager;

public void onLoad() {
    protocolManager = ProtocolLibrary.getProtocolManager();
}

To listen for packets sent by the server to a client, add a server-side listener:

// Disable all sound effects
protocolManager.addPacketListener(new PacketAdapter(
    this,
    ListenerPriority.NORMAL,
    PacketType.Play.Server.NAMED_SOUND_EFFECT
) {
    @Override
    public void onPacketSending(PacketEvent event) {
        event.setCancelled(true);
    }
});

It's also possible to read and modify the content of these packets. For instance, you can create a global censor by listening for Packet3Chat events:

// Censor
protocolManager.addPacketListener(new PacketAdapter(
    this,
    ListenerPriority.NORMAL,
    PacketType.Play.Client.CHAT
) {
    @Override
    public void onPacketReceiving(PacketEvent event) {
        PacketContainer packet = event.getPacket();
        String message = packet.getStrings().read(0);

        if (message.contains("shit") || message.contains("damn")) {
            event.setCancelled(true);
            event.getPlayer().sendMessage("Bad manners!");
        }
    }
});

Sending packets

Normally, you might have to do something ugly like the following:

PacketPlayOutExplosion fakeExplosion = new PacketPlayOutExplosion(
    player.getLocation().getX(),
    player.getLocation().getY(),
    player.getLocation().getZ(),
    3.0F,
    new ArrayList<>(),
    new Vec3D(
        player.getVelocity().getX() + 1,
        player.getVelocity().getY() + 1,
        player.getVelocity().getZ() + 1
    )
);

((CraftPlayer) player).getHandle().b.a(fakeExplosion);

But with ProtocolLib, you can turn that into something more manageable:

PacketContainer fakeExplosion = new PacketContainer(PacketType.Play.Server.EXPLOSION);
fakeExplosion.getDoubles()
    .write(0, player.getLocation().getX())
    .write(1, player.getLocation().getY())
    .write(2, player.getLocation().getZ());
fakeExplosion.getFloat().write(0, 3.0F);
fakeExplosion.getBlockPositionCollectionModifier().write(0, new ArrayList<>());
fakeExplosion.getVectors().write(0, player.getVelocity().add(new Vector(1, 1, 1)));

protocolManager.sendServerPacket(player, fakeExplosion);

Compatibility

One of the main goals of this project was to achieve maximum compatibility with CraftBukkit. And the end result is quite flexible. It's likely that I won't have to update ProtocolLib for anything but bug fixes and new features.

How is this possible? It all comes down to reflection in the end. Essentially, no name is hard coded - every field, method and class is deduced by looking at field types, package names or parameter types. It's remarkably consistent across different versions.