from collections import deque from threading import Lock from zlib import decompress import threading import socket import time import select from .types import VarInt from . import packets from . import encryption from .. import PROTOCOL_VERSION class _ConnectionOptions(object): # TODO: allow these options to be overriden from a constructor below address = None port = None compression_threshold = -1 compression_enabled = False class Connection(object): """This class represents a connection to a minecraft server, it handles everything from connecting, sending packets to handling default network behaviour """ _outgoing_packet_queue = deque() _write_lock = Lock() networking_thread = None options = _ConnectionOptions() packet_listeners = [] # The reactor handles all the default responses to packets, # it should be changed per networking state reactor = None #: Indicates if this connection is spawned in the Minecraft game world spawned = False def __init__(self, address, port, auth_token): """Sets up an instance of this object to be able to connect to a minecraft server. The connect method needs to be called in order to actually begin the connection :param address: address of the server to connect to :param port(int): port of the server to connect to :param auth_token: :class:`authentication.AuthenticationToken` object. """ self.options.address = address self.options.port = port self.auth_token = auth_token self.reactor = PacketReactor(self) def _start_network_thread(self): self.networking_thread = NetworkingThread(self) self.networking_thread.start() def write_packet(self, packet, force=False): """Writes a packet to the server. If force is set to true, the method attempts to acquire the write lock and write the packet out immediately, and as such may block. If force is false then the packet will be added to the end of the packet writing queue to be sent 'as soon as possible' :param packet: The :class:`network.packets.Packet` to write :param force(bool): Specifies if the packet write should be immediate """ if force: self._write_lock.acquire() if self.options.compression_enabled: packet.write(self.socket, self.options.compression_threshold) else: packet.write(self.socket) self._write_lock.release() else: self._outgoing_packet_queue.append(packet) def write_raw(self, data): self._write_lock.acquire() self.socket.send(data) self._write_lock.release() def register_packet_listener(self, method, *args): """ Registers a listener method which will be notified when a packet of a selected type is received :param method: The method which will be called back with the packet :param args: The packets to listen for """ self.packet_listeners.append(packets.PacketListener(method, *args)) def _pop_packet(self): # Pops the topmost packet off the outgoing queue and writes it out # through the socket # # Mostly an internal convenience function, caller should make sure # they have the write lock acquired to avoid issues caused by # asynchronous access to the socket. # This should be the only method that removes elements from the # outbound queue if len(self._outgoing_packet_queue) == 0: return False else: packet = self._outgoing_packet_queue.popleft() if self.options.compression_enabled: packet.write(self.socket, self.options.compression_threshold) else: packet.write(self.socket) return True def status(self): self._connect() self._handshake(1) self._start_network_thread() self.reactor = StatusReactor(self) request_packet = packets.RequestPacket() self.write_packet(request_packet) def connect(self): """Attempt to begin connecting to the server """ self._connect() self._handshake() self.reactor = LoginReactor(self) self._start_network_thread() login_start_packet = packets.LoginStartPacket() login_start_packet.name = self.auth_token.profile.name self.write_packet(login_start_packet) def _connect(self): # Connect a socket to the server and create a file object from the # socket. # The file object is used to read any and all data from the socket # since it's "guaranteed" to read the number of bytes specified, # the socket itself will mostly be used to write data upstream to # the server. self.socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) self.socket.connect((self.options.address, self.options.port)) self.file_object = self.socket.makefile("rb") def _handshake(self, next_state=2): handshake = packets.HandShakePacket() handshake.protocol_version = PROTOCOL_VERSION handshake.server_address = self.options.address handshake.server_port = self.options.port handshake.next_state = next_state self.write_packet(handshake) class NetworkingThread(threading.Thread): interrupt = False def __init__(self, connection): threading.Thread.__init__(self) self.connection = connection self.name = "Networking Thread" self.daemon = True def run(self): while True: if self.interrupt: break # Attempt to write out as many as 300 packets as possible every # 0.05 seconds (20 ticks per second) num_packets = 0 self.connection._write_lock.acquire() while self.connection._pop_packet(): num_packets += 1 if num_packets >= 300: break self.connection._write_lock.release() # Read and react to as many as 50 packets num_packets = 0 packet = self.connection.reactor.read_packet( self.connection.file_object) while packet: num_packets += 1 self.connection.reactor.react(packet) for listener in self.connection.packet_listeners: listener.call_packet(packet) if num_packets >= 50: break packet = self.connection.reactor.read_packet( self.connection.file_object) time.sleep(0.05) class PacketReactor(object): """ Reads and reacts to packets """ state_name = None clientbound_packets = None TIME_OUT = 1 def __init__(self, connection): self.connection = connection def read_packet(self, stream): ready_to_read = select.select([self.connection.socket], [], [], self.TIME_OUT)[0] if self.connection.socket in ready_to_read: length = VarInt.read_socket(self.connection.socket) packet_data = packets.PacketBuffer() packet_data.send(stream.read(length)) # Ensure we read all the packet while len(packet_data.get_writable()) < length: packet_data.send( stream.read(length - len(packet_data.get_writable()))) packet_data.reset_cursor() if self.connection.options.compression_enabled: compressed_size = VarInt.read(packet_data) if compressed_size > 0: decompressed_packet = decompress( packet_data.read(compressed_size)) packet_data.reset() packet_data.send(decompressed_packet) packet_data.reset_cursor() packet_id = VarInt.read(packet_data) # If we know the structure of the packet, attempt to parse it # otherwise just skip it if packet_id in self.clientbound_packets: packet = self.clientbound_packets[packet_id]() packet.read(packet_data) return packet else: return packets.Packet() else: return None def react(self, packet): raise NotImplementedError("Call to base reactor") class LoginReactor(PacketReactor): clientbound_packets = packets.STATE_LOGIN_CLIENTBOUND def react(self, packet): if packet.packet_name == "encryption request": secret = encryption.generate_shared_secret() token, encrypted_secret = encryption.encrypt_token_and_secret( packet.public_key, packet.verify_token, secret) # A server id of '-' means the server is in offline mode if packet.server_id != '-': server_id = encryption.generate_verification_hash( packet.server_id, secret, packet.public_key) self.connection.auth_token.join(server_id) encryption_response = packets.EncryptionResponsePacket() encryption_response.shared_secret = encrypted_secret encryption_response.verify_token = token # Forced because we'll have encrypted the connection by the time # it reaches the outgoing queue self.connection.write_packet(encryption_response, force=True) # Enable the encryption cipher = encryption.create_AES_cipher(secret) encryptor = cipher.encryptor() decryptor = cipher.decryptor() self.connection.socket = encryption.EncryptedSocketWrapper( self.connection.socket, encryptor, decryptor) self.connection.file_object = \ encryption.EncryptedFileObjectWrapper( self.connection.file_object, decryptor) if packet.packet_name == "disconnect": print(packet.json_data) # TODO: handle propagating this back if packet.packet_name == "login success": self.connection.reactor = PlayingReactor(self.connection) if packet.packet_name == "set compression": self.connection.options.compression_threshold = packet.threshold self.connection.options.compression_enabled = True class PlayingReactor(PacketReactor): clientbound_packets = packets.STATE_PLAYING_CLIENTBOUND def react(self, packet): if packet.packet_name == "set compression": self.connection.options.compression_threshold = packet.threshold self.connection.options.compression_enabled = True if packet.packet_name == "keep alive": keep_alive_packet = packets.KeepAlivePacket() keep_alive_packet.keep_alive_id = packet.keep_alive_id self.connection.write_packet(keep_alive_packet) if packet.packet_name == "player position and look": position_response = packets.PositionAndLookPacket() position_response.x = packet.x position_response.feet_y = packet.y position_response.z = packet.z position_response.yaw = packet.yaw position_response.pitch = packet.pitch position_response.on_ground = True self.connection.write_packet(position_response) self.connection.spawned = True if packet.packet_name == "disconnect": print(packet.json_data) # TODO: handle propagating this back class StatusReactor(PacketReactor): clientbound_packets = packets.STATE_STATUS_CLIENTBOUND def react(self, packet): if packet.id == packets.ResponsePacket.id: import json print(json.loads(packet.json_response)) ping_packet = packets.PingPacket() ping_packet.time = int(time.time()) self.connection.write_packet(ping_packet) self.connection.networking_thread.interrupt = True # TODO: More shutdown? idk