Provides read and write access to the Minecraft protocol with Bukkit.
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Kristian S. Stangeland c443fc3da6 Execute onPacketSending() on the main thread for monitor listeners.
A special-case occurs when a plugin sends a packet to a client 
with filters set to FALSE (that is, bypassing most packet listeners) - 
a new packet event is constructed solely for all MONITOR listeners, as
they are informed regardless of the value of FILTER.

Unfortunately, the sending method may be invoked on a thread other 
than the main thread, which will invoke onPacketSending() 
asynchronously. This violate the assumed thread affinity of 
onPacketSending(), so we will now schedule the packet sending on 
the main thread to correct this - but only if there are monitor
listeners, and they have not specified ListenerOptions.ASYNC (which 
means onPacketSending() is thread safe).
2014-08-02 23:39:29 +02:00
Examples [TinyProtocol] Fix NULL player in the packet interception methods. 2014-06-19 15:28:27 +02:00
ProtocolLib Execute onPacketSending() on the main thread for monitor listeners. 2014-08-02 23:39:29 +02:00
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ProtocolLib

Certain tasks are impossible to perform with the standard Bukkit API, and may require working with and even modify 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.

Resources

Building

You can compile this project yourself by using the latest version of Maven.

A new API

ProtocolLib attempts to solve this problem by providing a event API, much like Bukkit, that allow 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 the library, first add ProtocolLib.jar to your Java build path. Then, add ProtocolLib as a dependency (or soft-dependency, if you can live without it) to your plugin.yml file:

depends: [ProtocolLib]

Future versions will be available in a public Maven repository, possibly on Maven central. But it will always be possible to reference ProtocolLib manually.

Then get a reference to ProtocolManager in onLoad() 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) {
        // Item packets (id: 0x29)
        if (event.getPacketType() == 
                PacketType.Play.Server.NAMED_SOUND_EFFECT) {
            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) {
        if (event.getPacketType() == PacketType.Play.Client.CHAT) {
            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:

Packet60Explosion fakeExplosion = new Packet60Explosion();
	
fakeExplosion.a = player.getLocation().getX();
fakeExplosion.b = player.getLocation().getY();
fakeExplosion.c = player.getLocation().getZ();
fakeExplosion.d = 3.0F;
fakeExplosion.e = new ArrayList<Object>();

((CraftPlayer) player).getHandle().netServerHandler.sendPacket(fakeExplosion);

But with ProtocolLib, you can turn that into something more manageable. Notice that you don't have to create an ArrayList with this version:


fakeExplosion.getDoubles().
    write(0, player.getLocation().getX()).
    write(1, player.getLocation().getY()).
    write(2, player.getLocation().getZ());
fakeExplosion.getFloat().write(0, 3.0F);

try {
    protocolManager.sendServerPacket(player, fakeExplosion);
} catch (InvocationTargetException e) {
    throw new RuntimeException(
        "Cannot send packet " + fakeExplosion, e);
}

Compatiblity

One of the main goals of this project was to achieve maximum compatibility with CraftBukkit. And the end result is quite flexible - in tests I successfully ran an unmodified ProtocolLib on CraftBukkit 1.8.0, and it should be resiliant against future changes. It's likely that I won't have to update ProtocolLib for anything but bug and performance fixes.

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.

Incompatiblity

The following plugins (to be expanded) are not compatible with ProtocolLib: