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InGamePacketHandler.php
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InGamePacketHandler.php
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<?php
/*
*
* ____ _ _ __ __ _ __ __ ____
* | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
* | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
* | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
* |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* @author PocketMine Team
* @link http://www.pocketmine.net/
*
*
*/
declare(strict_types=1);
namespace pocketmine\network\mcpe\handler;
use pocketmine\block\BaseSign;
use pocketmine\block\ItemFrame;
use pocketmine\block\Lectern;
use pocketmine\block\tile\Sign;
use pocketmine\block\utils\SignText;
use pocketmine\entity\animation\ConsumingItemAnimation;
use pocketmine\entity\Attribute;
use pocketmine\entity\InvalidSkinException;
use pocketmine\event\player\PlayerEditBookEvent;
use pocketmine\inventory\transaction\action\DropItemAction;
use pocketmine\inventory\transaction\InventoryTransaction;
use pocketmine\inventory\transaction\TransactionBuilder;
use pocketmine\inventory\transaction\TransactionCancelledException;
use pocketmine\inventory\transaction\TransactionValidationException;
use pocketmine\item\VanillaItems;
use pocketmine\item\WritableBook;
use pocketmine\item\WritableBookPage;
use pocketmine\item\WrittenBook;
use pocketmine\math\Facing;
use pocketmine\math\Vector3;
use pocketmine\nbt\tag\CompoundTag;
use pocketmine\nbt\tag\StringTag;
use pocketmine\network\mcpe\InventoryManager;
use pocketmine\network\mcpe\NetworkSession;
use pocketmine\network\mcpe\protocol\ActorEventPacket;
use pocketmine\network\mcpe\protocol\ActorPickRequestPacket;
use pocketmine\network\mcpe\protocol\AnimatePacket;
use pocketmine\network\mcpe\protocol\BlockActorDataPacket;
use pocketmine\network\mcpe\protocol\BlockPickRequestPacket;
use pocketmine\network\mcpe\protocol\BookEditPacket;
use pocketmine\network\mcpe\protocol\BossEventPacket;
use pocketmine\network\mcpe\protocol\CommandBlockUpdatePacket;
use pocketmine\network\mcpe\protocol\CommandRequestPacket;
use pocketmine\network\mcpe\protocol\ContainerClosePacket;
use pocketmine\network\mcpe\protocol\EmotePacket;
use pocketmine\network\mcpe\protocol\InteractPacket;
use pocketmine\network\mcpe\protocol\InventoryTransactionPacket;
use pocketmine\network\mcpe\protocol\ItemFrameDropItemPacket;
use pocketmine\network\mcpe\protocol\ItemStackRequestPacket;
use pocketmine\network\mcpe\protocol\ItemStackResponsePacket;
use pocketmine\network\mcpe\protocol\LabTablePacket;
use pocketmine\network\mcpe\protocol\LecternUpdatePacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacket;
use pocketmine\network\mcpe\protocol\LevelSoundEventPacketV1;
use pocketmine\network\mcpe\protocol\MapInfoRequestPacket;
use pocketmine\network\mcpe\protocol\MobArmorEquipmentPacket;
use pocketmine\network\mcpe\protocol\MobEquipmentPacket;
use pocketmine\network\mcpe\protocol\ModalFormResponsePacket;
use pocketmine\network\mcpe\protocol\MovePlayerPacket;
use pocketmine\network\mcpe\protocol\NetworkStackLatencyPacket;
use pocketmine\network\mcpe\protocol\PlayerActionPacket;
use pocketmine\network\mcpe\protocol\PlayerAuthInputPacket;
use pocketmine\network\mcpe\protocol\PlayerHotbarPacket;
use pocketmine\network\mcpe\protocol\PlayerInputPacket;
use pocketmine\network\mcpe\protocol\PlayerSkinPacket;
use pocketmine\network\mcpe\protocol\RequestChunkRadiusPacket;
use pocketmine\network\mcpe\protocol\ServerSettingsRequestPacket;
use pocketmine\network\mcpe\protocol\SetActorMotionPacket;
use pocketmine\network\mcpe\protocol\SetPlayerGameTypePacket;
use pocketmine\network\mcpe\protocol\ShowCreditsPacket;
use pocketmine\network\mcpe\protocol\SpawnExperienceOrbPacket;
use pocketmine\network\mcpe\protocol\SubClientLoginPacket;
use pocketmine\network\mcpe\protocol\TextPacket;
use pocketmine\network\mcpe\protocol\types\ActorEvent;
use pocketmine\network\mcpe\protocol\types\BlockPosition;
use pocketmine\network\mcpe\protocol\types\inventory\ContainerIds;
use pocketmine\network\mcpe\protocol\types\inventory\MismatchTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\NetworkInventoryAction;
use pocketmine\network\mcpe\protocol\types\inventory\NormalTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\ReleaseItemTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\stackrequest\ItemStackRequest;
use pocketmine\network\mcpe\protocol\types\inventory\stackresponse\ItemStackResponse;
use pocketmine\network\mcpe\protocol\types\inventory\UseItemOnEntityTransactionData;
use pocketmine\network\mcpe\protocol\types\inventory\UseItemTransactionData;
use pocketmine\network\mcpe\protocol\types\PlayerAction;
use pocketmine\network\mcpe\protocol\types\PlayerAuthInputFlags;
use pocketmine\network\mcpe\protocol\types\PlayerBlockActionStopBreak;
use pocketmine\network\mcpe\protocol\types\PlayerBlockActionWithBlockInfo;
use pocketmine\network\PacketHandlingException;
use pocketmine\player\Player;
use pocketmine\utils\AssumptionFailedError;
use pocketmine\utils\Limits;
use pocketmine\utils\TextFormat;
use pocketmine\utils\Utils;
use pocketmine\world\format\Chunk;
use function array_push;
use function count;
use function fmod;
use function get_debug_type;
use function implode;
use function in_array;
use function is_infinite;
use function is_nan;
use function json_decode;
use function max;
use function mb_strlen;
use function microtime;
use function sprintf;
use function str_starts_with;
use function strlen;
use const JSON_THROW_ON_ERROR;
/**
* This handler handles packets related to general gameplay.
*/
class InGamePacketHandler extends PacketHandler{
private const MAX_FORM_RESPONSE_DEPTH = 2; //modal/simple will be 1, custom forms 2 - they will never contain anything other than string|int|float|bool|null
protected float $lastRightClickTime = 0.0;
protected ?UseItemTransactionData $lastRightClickData = null;
protected ?Vector3 $lastPlayerAuthInputPosition = null;
protected ?float $lastPlayerAuthInputYaw = null;
protected ?float $lastPlayerAuthInputPitch = null;
protected ?int $lastPlayerAuthInputFlags = null;
public bool $forceMoveSync = false;
protected ?string $lastRequestedFullSkinId = null;
public function __construct(
private Player $player,
private NetworkSession $session,
private InventoryManager $inventoryManager
){}
public function handleText(TextPacket $packet) : bool{
if($packet->type === TextPacket::TYPE_CHAT){
return $this->player->chat($packet->message);
}
return false;
}
public function handleMovePlayer(MovePlayerPacket $packet) : bool{
//The client sends this every time it lands on the ground, even when using PlayerAuthInputPacket.
//Silence the debug spam that this causes.
return true;
}
private function resolveOnOffInputFlags(int $inputFlags, int $startFlag, int $stopFlag) : ?bool{
$enabled = ($inputFlags & (1 << $startFlag)) !== 0;
$disabled = ($inputFlags & (1 << $stopFlag)) !== 0;
if($enabled !== $disabled){
return $enabled;
}
//neither flag was set, or both were set
return null;
}
public function handlePlayerAuthInput(PlayerAuthInputPacket $packet) : bool{
$rawPos = $packet->getPosition();
$rawYaw = $packet->getYaw();
$rawPitch = $packet->getPitch();
foreach([$rawPos->x, $rawPos->y, $rawPos->z, $rawYaw, $packet->getHeadYaw(), $rawPitch] as $float){
if(is_infinite($float) || is_nan($float)){
$this->session->getLogger()->debug("Invalid movement received, contains NAN/INF components");
return false;
}
}
if($rawYaw !== $this->lastPlayerAuthInputYaw || $rawPitch !== $this->lastPlayerAuthInputPitch){
$this->lastPlayerAuthInputYaw = $rawYaw;
$this->lastPlayerAuthInputPitch = $rawPitch;
$yaw = fmod($rawYaw, 360);
$pitch = fmod($rawPitch, 360);
if($yaw < 0){
$yaw += 360;
}
$this->player->setRotation($yaw, $pitch);
}
$hasMoved = $this->lastPlayerAuthInputPosition === null || !$this->lastPlayerAuthInputPosition->equals($rawPos);
$newPos = $rawPos->subtract(0, 1.62, 0)->round(4);
if($this->forceMoveSync && $hasMoved){
$curPos = $this->player->getLocation();
if($newPos->distanceSquared($curPos) > 1){ //Tolerate up to 1 block to avoid problems with client-sided physics when spawning in blocks
$this->session->getLogger()->debug("Got outdated pre-teleport movement, received " . $newPos . ", expected " . $curPos);
//Still getting movements from before teleport, ignore them
return true;
}
// Once we get a movement within a reasonable distance, treat it as a teleport ACK and remove position lock
$this->forceMoveSync = false;
}
$inputFlags = $packet->getInputFlags();
if($inputFlags !== $this->lastPlayerAuthInputFlags){
$this->lastPlayerAuthInputFlags = $inputFlags;
$sneaking = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_SNEAKING, PlayerAuthInputFlags::STOP_SNEAKING);
$sprinting = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_SPRINTING, PlayerAuthInputFlags::STOP_SPRINTING);
$swimming = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_SWIMMING, PlayerAuthInputFlags::STOP_SWIMMING);
$gliding = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_GLIDING, PlayerAuthInputFlags::STOP_GLIDING);
$flying = $this->resolveOnOffInputFlags($inputFlags, PlayerAuthInputFlags::START_FLYING, PlayerAuthInputFlags::STOP_FLYING);
$mismatch =
($sneaking !== null && !$this->player->toggleSneak($sneaking)) |
($sprinting !== null && !$this->player->toggleSprint($sprinting)) |
($swimming !== null && !$this->player->toggleSwim($swimming)) |
($gliding !== null && !$this->player->toggleGlide($gliding)) |
($flying !== null && !$this->player->toggleFlight($flying));
if((bool) $mismatch){
$this->player->sendData([$this->player]);
}
if($packet->hasFlag(PlayerAuthInputFlags::START_JUMPING)){
$this->player->jump();
}
if($packet->hasFlag(PlayerAuthInputFlags::MISSED_SWING)){
$this->player->missSwing();
}
}
if(!$this->forceMoveSync && $hasMoved){
$this->lastPlayerAuthInputPosition = $rawPos;
//TODO: this packet has WAYYYYY more useful information that we're not using
$this->player->handleMovement($newPos);
}
$packetHandled = true;
$blockActions = $packet->getBlockActions();
if($blockActions !== null){
if(count($blockActions) > 100){
throw new PacketHandlingException("Too many block actions in PlayerAuthInputPacket");
}
foreach($blockActions as $k => $blockAction){
$actionHandled = false;
if($blockAction instanceof PlayerBlockActionStopBreak){
$actionHandled = $this->handlePlayerActionFromData($blockAction->getActionType(), new BlockPosition(0, 0, 0), Facing::DOWN);
}elseif($blockAction instanceof PlayerBlockActionWithBlockInfo){
$actionHandled = $this->handlePlayerActionFromData($blockAction->getActionType(), $blockAction->getBlockPosition(), $blockAction->getFace());
}
if(!$actionHandled){
$packetHandled = false;
$this->session->getLogger()->debug("Unhandled player block action at offset $k in PlayerAuthInputPacket");
}
}
}
$useItemTransaction = $packet->getItemInteractionData();
if($useItemTransaction !== null){
if(count($useItemTransaction->getTransactionData()->getActions()) > 100){
throw new PacketHandlingException("Too many actions in item use transaction");
}
$this->inventoryManager->setCurrentItemStackRequestId($useItemTransaction->getRequestId());
$this->inventoryManager->addRawPredictedSlotChanges($useItemTransaction->getTransactionData()->getActions());
if(!$this->handleUseItemTransaction($useItemTransaction->getTransactionData())){
$packetHandled = false;
$this->session->getLogger()->debug("Unhandled transaction in PlayerAuthInputPacket (type " . $useItemTransaction->getTransactionData()->getActionType() . ")");
}else{
$this->inventoryManager->syncMismatchedPredictedSlotChanges();
}
$this->inventoryManager->setCurrentItemStackRequestId(null);
}
$itemStackRequest = $packet->getItemStackRequest();
if($itemStackRequest !== null){
$result = $this->handleSingleItemStackRequest($itemStackRequest);
$this->session->sendDataPacket(ItemStackResponsePacket::create([$result]));
}
return $packetHandled;
}
public function handleLevelSoundEventPacketV1(LevelSoundEventPacketV1 $packet) : bool{
return true; //useless leftover from 1.8
}
public function handleActorEvent(ActorEventPacket $packet) : bool{
if($packet->actorRuntimeId !== $this->player->getId()){
//TODO HACK: EATING_ITEM is sent back to the server when the server sends it for other players (1.14 bug, maybe earlier)
return $packet->actorRuntimeId === ActorEvent::EATING_ITEM;
}
switch($packet->eventId){
case ActorEvent::EATING_ITEM: //TODO: ignore this and handle it server-side
$item = $this->player->getInventory()->getItemInHand();
if($item->isNull()){
return false;
}
$this->player->broadcastAnimation(new ConsumingItemAnimation($this->player, $this->player->getInventory()->getItemInHand()));
break;
default:
return false;
}
return true;
}
public function handleInventoryTransaction(InventoryTransactionPacket $packet) : bool{
$result = true;
if(count($packet->trData->getActions()) > 50){
throw new PacketHandlingException("Too many actions in inventory transaction");
}
if(count($packet->requestChangedSlots) > 10){
throw new PacketHandlingException("Too many slot sync requests in inventory transaction");
}
$this->inventoryManager->setCurrentItemStackRequestId($packet->requestId);
$this->inventoryManager->addRawPredictedSlotChanges($packet->trData->getActions());
if($packet->trData instanceof NormalTransactionData){
$result = $this->handleNormalTransaction($packet->trData, $packet->requestId);
}elseif($packet->trData instanceof MismatchTransactionData){
$this->session->getLogger()->debug("Mismatch transaction received");
$this->inventoryManager->requestSyncAll();
$result = true;
}elseif($packet->trData instanceof UseItemTransactionData){
$result = $this->handleUseItemTransaction($packet->trData);
}elseif($packet->trData instanceof UseItemOnEntityTransactionData){
$result = $this->handleUseItemOnEntityTransaction($packet->trData);
}elseif($packet->trData instanceof ReleaseItemTransactionData){
$result = $this->handleReleaseItemTransaction($packet->trData);
}
$this->inventoryManager->syncMismatchedPredictedSlotChanges();
//requestChangedSlots asks the server to always send out the contents of the specified slots, even if they
//haven't changed. Handling these is necessary to ensure the client inventory stays in sync if the server
//rejects the transaction. The most common example of this is equipping armor by right-click, which doesn't send
//a legacy prediction action for the destination armor slot.
foreach($packet->requestChangedSlots as $containerInfo){
foreach($containerInfo->getChangedSlotIndexes() as $netSlot){
[$windowId, $slot] = ItemStackContainerIdTranslator::translate($containerInfo->getContainerId(), $this->inventoryManager->getCurrentWindowId(), $netSlot);
$inventoryAndSlot = $this->inventoryManager->locateWindowAndSlot($windowId, $slot);
if($inventoryAndSlot !== null){ //trigger the normal slot sync logic
$this->inventoryManager->onSlotChange($inventoryAndSlot[0], $inventoryAndSlot[1]);
}
}
}
$this->inventoryManager->setCurrentItemStackRequestId(null);
return $result;
}
private function executeInventoryTransaction(InventoryTransaction $transaction, int $requestId) : bool{
$this->player->setUsingItem(false);
$this->inventoryManager->setCurrentItemStackRequestId($requestId);
$this->inventoryManager->addTransactionPredictedSlotChanges($transaction);
try{
$transaction->execute();
}catch(TransactionValidationException $e){
$this->inventoryManager->requestSyncAll();
$logger = $this->session->getLogger();
$logger->debug("Invalid inventory transaction $requestId: " . $e->getMessage());
return false;
}catch(TransactionCancelledException){
$this->session->getLogger()->debug("Inventory transaction $requestId cancelled by a plugin");
return false;
}finally{
$this->inventoryManager->syncMismatchedPredictedSlotChanges();
$this->inventoryManager->setCurrentItemStackRequestId(null);
}
return true;
}
private function handleNormalTransaction(NormalTransactionData $data, int $itemStackRequestId) : bool{
//When the ItemStackRequest system is used, this transaction type is used for dropping items by pressing Q.
//I don't know why they don't just use ItemStackRequest for that too, which already supports dropping items by
//clicking them outside an open inventory menu, but for now it is what it is.
//Fortunately, this means we can be much stricter about the validation criteria.
$actionCount = count($data->getActions());
if($actionCount > 2){
if($actionCount > 5){
throw new PacketHandlingException("Too many actions ($actionCount) in normal inventory transaction");
}
//Due to a bug in the game, this transaction type is still sent when a player edits a book. We don't need
//these transactions for editing books, since we have BookEditPacket, so we can just ignore them.
$this->session->getLogger()->debug("Ignoring normal inventory transaction with $actionCount actions (drop-item should have exactly 2 actions)");
return false;
}
$sourceSlot = null;
$clientItemStack = null;
$droppedCount = null;
foreach($data->getActions() as $networkInventoryAction){
if($networkInventoryAction->sourceType === NetworkInventoryAction::SOURCE_WORLD && $networkInventoryAction->inventorySlot == NetworkInventoryAction::ACTION_MAGIC_SLOT_DROP_ITEM){
$droppedCount = $networkInventoryAction->newItem->getItemStack()->getCount();
if($droppedCount <= 0){
throw new PacketHandlingException("Expected positive count for dropped item");
}
}elseif($networkInventoryAction->sourceType === NetworkInventoryAction::SOURCE_CONTAINER && $networkInventoryAction->windowId === ContainerIds::INVENTORY){
//mobile players can drop an item from a non-selected hotbar slot
$sourceSlot = $networkInventoryAction->inventorySlot;
$clientItemStack = $networkInventoryAction->oldItem->getItemStack();
}else{
$this->session->getLogger()->debug("Unexpected inventory action type $networkInventoryAction->sourceType in drop item transaction");
return false;
}
}
if($sourceSlot === null || $clientItemStack === null || $droppedCount === null){
$this->session->getLogger()->debug("Missing information in drop item transaction, need source slot, client item stack and dropped count");
return false;
}
$inventory = $this->player->getInventory();
if(!$inventory->slotExists($sourceSlot)){
return false; //TODO: size desync??
}
$sourceSlotItem = $inventory->getItem($sourceSlot);
if($sourceSlotItem->getCount() < $droppedCount){
return false;
}
$serverItemStack = $this->session->getTypeConverter()->coreItemStackToNet($sourceSlotItem);
//because the client doesn't tell us the expected itemstack ID, we have to deep-compare our known
//itemstack info with the one the client sent. This is costly, but we don't have any other option :(
if(!$serverItemStack->equals($clientItemStack)){
return false;
}
//this modifies $sourceSlotItem
$droppedItem = $sourceSlotItem->pop($droppedCount);
$builder = new TransactionBuilder();
$builder->getInventory($inventory)->setItem($sourceSlot, $sourceSlotItem);
$builder->addAction(new DropItemAction($droppedItem));
$transaction = new InventoryTransaction($this->player, $builder->generateActions());
return $this->executeInventoryTransaction($transaction, $itemStackRequestId);
}
private function handleUseItemTransaction(UseItemTransactionData $data) : bool{
$this->player->selectHotbarSlot($data->getHotbarSlot());
switch($data->getActionType()){
case UseItemTransactionData::ACTION_CLICK_BLOCK:
//TODO: start hack for client spam bug
$clickPos = $data->getClickPosition();
$spamBug = ($this->lastRightClickData !== null &&
microtime(true) - $this->lastRightClickTime < 0.1 && //100ms
$this->lastRightClickData->getPlayerPosition()->distanceSquared($data->getPlayerPosition()) < 0.00001 &&
$this->lastRightClickData->getBlockPosition()->equals($data->getBlockPosition()) &&
$this->lastRightClickData->getClickPosition()->distanceSquared($clickPos) < 0.00001 //signature spam bug has 0 distance, but allow some error
);
//get rid of continued spam if the player clicks and holds right-click
$this->lastRightClickData = $data;
$this->lastRightClickTime = microtime(true);
if($spamBug){
return true;
}
//TODO: end hack for client spam bug
self::validateFacing($data->getFace());
$blockPos = $data->getBlockPosition();
$vBlockPos = new Vector3($blockPos->getX(), $blockPos->getY(), $blockPos->getZ());
if(!$this->player->interactBlock($vBlockPos, $data->getFace(), $clickPos)){
$this->onFailedBlockAction($vBlockPos, $data->getFace());
}
return true;
case UseItemTransactionData::ACTION_BREAK_BLOCK:
$blockPos = $data->getBlockPosition();
$vBlockPos = new Vector3($blockPos->getX(), $blockPos->getY(), $blockPos->getZ());
if(!$this->player->breakBlock($vBlockPos)){
$this->onFailedBlockAction($vBlockPos, null);
}
return true;
case UseItemTransactionData::ACTION_CLICK_AIR:
if($this->player->isUsingItem()){
if(!$this->player->consumeHeldItem()){
$hungerAttr = $this->player->getAttributeMap()->get(Attribute::HUNGER) ?? throw new AssumptionFailedError();
$hungerAttr->markSynchronized(false);
}
return true;
}
$this->player->useHeldItem();
return true;
}
return false;
}
/**
* @throws PacketHandlingException
*/
private static function validateFacing(int $facing) : void{
if(!in_array($facing, Facing::ALL, true)){
throw new PacketHandlingException("Invalid facing value $facing");
}
}
/**
* Internal function used to execute rollbacks when an action fails on a block.
*/
private function onFailedBlockAction(Vector3 $blockPos, ?int $face) : void{
if($blockPos->distanceSquared($this->player->getLocation()) < 10000){
$blocks = $blockPos->sidesArray();
if($face !== null){
$sidePos = $blockPos->getSide($face);
/** @var Vector3[] $blocks */
array_push($blocks, ...$sidePos->sidesArray()); //getAllSides() on each of these will include $blockPos and $sidePos because they are next to each other
}else{
$blocks[] = $blockPos;
}
foreach($this->player->getWorld()->createBlockUpdatePackets($blocks) as $packet){
$this->session->sendDataPacket($packet);
}
}
}
private function handleUseItemOnEntityTransaction(UseItemOnEntityTransactionData $data) : bool{
$target = $this->player->getWorld()->getEntity($data->getActorRuntimeId());
if($target === null){
return false;
}
$this->player->selectHotbarSlot($data->getHotbarSlot());
switch($data->getActionType()){
case UseItemOnEntityTransactionData::ACTION_INTERACT:
$this->player->interactEntity($target, $data->getClickPosition());
return true;
case UseItemOnEntityTransactionData::ACTION_ATTACK:
$this->player->attackEntity($target);
return true;
}
return false;
}
private function handleReleaseItemTransaction(ReleaseItemTransactionData $data) : bool{
$this->player->selectHotbarSlot($data->getHotbarSlot());
if($data->getActionType() == ReleaseItemTransactionData::ACTION_RELEASE){
$this->player->releaseHeldItem();
return true;
}
return false;
}
private function handleSingleItemStackRequest(ItemStackRequest $request) : ItemStackResponse{
if(count($request->getActions()) > 60){
//recipe book auto crafting can affect all slots of the inventory when consuming inputs or producing outputs
//this means there could be as many as 50 CraftingConsumeInput actions or Place (taking the result) actions
//in a single request (there are certain ways items can be arranged which will result in the same stack
//being taken from multiple times, but this is behaviour with a calculable limit)
//this means there SHOULD be AT MOST 53 actions in a single request, but 60 is a nice round number.
//n64Stacks = ?
//n1Stacks = 45 - n64Stacks
//nItemsRequiredFor1Craft = 9
//nResults = floor((n1Stacks + (n64Stacks * 64)) / nItemsRequiredFor1Craft)
//nTakeActionsTotal = floor(64 / nResults) + max(1, 64 % nResults) + ((nResults * nItemsRequiredFor1Craft) - (n64Stacks * 64))
throw new PacketHandlingException("Too many actions in ItemStackRequest");
}
$executor = new ItemStackRequestExecutor($this->player, $this->inventoryManager, $request);
try{
$transaction = $executor->generateInventoryTransaction();
$result = $this->executeInventoryTransaction($transaction, $request->getRequestId());
}catch(ItemStackRequestProcessException $e){
$result = false;
$this->session->getLogger()->debug("ItemStackRequest #" . $request->getRequestId() . " failed: " . $e->getMessage());
$this->session->getLogger()->debug(implode("\n", Utils::printableExceptionInfo($e)));
$this->inventoryManager->requestSyncAll();
}
if(!$result){
return new ItemStackResponse(ItemStackResponse::RESULT_ERROR, $request->getRequestId());
}
return $executor->buildItemStackResponse();
}
public function handleItemStackRequest(ItemStackRequestPacket $packet) : bool{
$responses = [];
if(count($packet->getRequests()) > 80){
//TODO: we can probably lower this limit, but this will do for now
throw new PacketHandlingException("Too many requests in ItemStackRequestPacket");
}
foreach($packet->getRequests() as $request){
$responses[] = $this->handleSingleItemStackRequest($request);
}
$this->session->sendDataPacket(ItemStackResponsePacket::create($responses));
return true;
}
public function handleMobEquipment(MobEquipmentPacket $packet) : bool{
if($packet->windowId === ContainerIds::OFFHAND){
return true; //this happens when we put an item into the offhand
}
if($packet->windowId === ContainerIds::INVENTORY){
$this->inventoryManager->onClientSelectHotbarSlot($packet->hotbarSlot);
if(!$this->player->selectHotbarSlot($packet->hotbarSlot)){
$this->inventoryManager->syncSelectedHotbarSlot();
}
return true;
}
return false;
}
public function handleMobArmorEquipment(MobArmorEquipmentPacket $packet) : bool{
return true; //Not used
}
public function handleInteract(InteractPacket $packet) : bool{
if($packet->action === InteractPacket::ACTION_MOUSEOVER){
//TODO HACK: silence useless spam (MCPE 1.8)
//due to some messy Mojang hacks, it sends this when changing the held item now, which causes us to think
//the inventory was closed when it wasn't.
//this is also sent whenever entity metadata updates, which can get really spammy.
//TODO: implement handling for this where it matters
return true;
}
$target = $this->player->getWorld()->getEntity($packet->targetActorRuntimeId);
if($target === null){
return false;
}
if($packet->action === InteractPacket::ACTION_OPEN_INVENTORY && $target === $this->player){
$this->inventoryManager->onClientOpenMainInventory();
return true;
}
return false; //TODO
}
public function handleBlockPickRequest(BlockPickRequestPacket $packet) : bool{
return $this->player->pickBlock(new Vector3($packet->blockPosition->getX(), $packet->blockPosition->getY(), $packet->blockPosition->getZ()), $packet->addUserData);
}
public function handleActorPickRequest(ActorPickRequestPacket $packet) : bool{
return false; //TODO
}
public function handlePlayerAction(PlayerActionPacket $packet) : bool{
return $this->handlePlayerActionFromData($packet->action, $packet->blockPosition, $packet->face);
}
private function handlePlayerActionFromData(int $action, BlockPosition $blockPosition, int $face) : bool{
$pos = new Vector3($blockPosition->getX(), $blockPosition->getY(), $blockPosition->getZ());
switch($action){
case PlayerAction::START_BREAK:
self::validateFacing($face);
if(!$this->player->attackBlock($pos, $face)){
$this->onFailedBlockAction($pos, $face);
}
break;
case PlayerAction::ABORT_BREAK:
case PlayerAction::STOP_BREAK:
$this->player->stopBreakBlock($pos);
break;
case PlayerAction::START_SLEEPING:
//unused
break;
case PlayerAction::STOP_SLEEPING:
$this->player->stopSleep();
break;
case PlayerAction::CRACK_BREAK:
self::validateFacing($face);
$this->player->continueBreakBlock($pos, $face);
break;
case PlayerAction::INTERACT_BLOCK: //TODO: ignored (for now)
break;
case PlayerAction::CREATIVE_PLAYER_DESTROY_BLOCK:
//TODO: do we need to handle this?
break;
case PlayerAction::START_ITEM_USE_ON:
case PlayerAction::STOP_ITEM_USE_ON:
//TODO: this has no obvious use and seems only used for analytics in vanilla - ignore it
break;
default:
$this->session->getLogger()->debug("Unhandled/unknown player action type " . $action);
return false;
}
$this->player->setUsingItem(false);
return true;
}
public function handleSetActorMotion(SetActorMotionPacket $packet) : bool{
return true; //Not used: This packet is (erroneously) sent to the server when the client is riding a vehicle.
}
public function handleAnimate(AnimatePacket $packet) : bool{
return true; //Not used
}
public function handleContainerClose(ContainerClosePacket $packet) : bool{
$this->inventoryManager->onClientRemoveWindow($packet->windowId);
return true;
}
public function handlePlayerHotbar(PlayerHotbarPacket $packet) : bool{
return true; //this packet is useless
}
public function handleBlockActorData(BlockActorDataPacket $packet) : bool{
$pos = new Vector3($packet->blockPosition->getX(), $packet->blockPosition->getY(), $packet->blockPosition->getZ());
if($pos->distanceSquared($this->player->getLocation()) > 10000){
return false;
}
$block = $this->player->getLocation()->getWorld()->getBlock($pos);
$nbt = $packet->nbt->getRoot();
if(!($nbt instanceof CompoundTag)) throw new AssumptionFailedError("PHPStan should ensure this is a CompoundTag"); //for phpstorm's benefit
if($block instanceof BaseSign){
$frontTextTag = $nbt->getTag(Sign::TAG_FRONT_TEXT);
if(!$frontTextTag instanceof CompoundTag){
throw new PacketHandlingException("Invalid tag type " . get_debug_type($frontTextTag) . " for tag \"" . Sign::TAG_FRONT_TEXT . "\" in sign update data");
}
$textBlobTag = $frontTextTag->getTag(Sign::TAG_TEXT_BLOB);
if(!$textBlobTag instanceof StringTag){
throw new PacketHandlingException("Invalid tag type " . get_debug_type($textBlobTag) . " for tag \"" . Sign::TAG_TEXT_BLOB . "\" in sign update data");
}
try{
$text = SignText::fromBlob($textBlobTag->getValue());
}catch(\InvalidArgumentException $e){
throw PacketHandlingException::wrap($e, "Invalid sign text update");
}
try{
if(!$block->updateText($this->player, $text)){
foreach($this->player->getWorld()->createBlockUpdatePackets([$pos]) as $updatePacket){
$this->session->sendDataPacket($updatePacket);
}
}
}catch(\UnexpectedValueException $e){
throw PacketHandlingException::wrap($e);
}
return true;
}
return false;
}
public function handlePlayerInput(PlayerInputPacket $packet) : bool{
return false; //TODO
}
public function handleSetPlayerGameType(SetPlayerGameTypePacket $packet) : bool{
$gameMode = $this->session->getTypeConverter()->protocolGameModeToCore($packet->gamemode);
if($gameMode !== $this->player->getGamemode()){
//Set this back to default. TODO: handle this properly
$this->session->syncGameMode($this->player->getGamemode(), true);
}
return true;
}
public function handleSpawnExperienceOrb(SpawnExperienceOrbPacket $packet) : bool{
return false; //TODO
}
public function handleMapInfoRequest(MapInfoRequestPacket $packet) : bool{
return false; //TODO
}
public function handleRequestChunkRadius(RequestChunkRadiusPacket $packet) : bool{
$this->player->setViewDistance($packet->radius);
return true;
}
public function handleItemFrameDropItem(ItemFrameDropItemPacket $packet) : bool{
$blockPosition = $packet->blockPosition;
$block = $this->player->getWorld()->getBlockAt($blockPosition->getX(), $blockPosition->getY(), $blockPosition->getZ());
if($block instanceof ItemFrame && $block->getFramedItem() !== null){
return $this->player->attackBlock(new Vector3($blockPosition->getX(), $blockPosition->getY(), $blockPosition->getZ()), $block->getFacing());
}
return false;
}
public function handleBossEvent(BossEventPacket $packet) : bool{
return false; //TODO
}
public function handleShowCredits(ShowCreditsPacket $packet) : bool{
return false; //TODO: handle resume
}
public function handleCommandRequest(CommandRequestPacket $packet) : bool{
if(str_starts_with($packet->command, '/')){
$this->player->chat($packet->command);
return true;
}
return false;
}
public function handleCommandBlockUpdate(CommandBlockUpdatePacket $packet) : bool{
return false; //TODO
}
public function handlePlayerSkin(PlayerSkinPacket $packet) : bool{
if($packet->skin->getFullSkinId() === $this->lastRequestedFullSkinId){
//TODO: HACK! In 1.19.60, the client sends its skin back to us if we sent it a skin different from the one
//it's using. We need to prevent this from causing a feedback loop.
$this->session->getLogger()->debug("Refused duplicate skin change request");
return true;
}
$this->lastRequestedFullSkinId = $packet->skin->getFullSkinId();
$this->session->getLogger()->debug("Processing skin change request");
try{
$skin = $this->session->getTypeConverter()->getSkinAdapter()->fromSkinData($packet->skin);
}catch(InvalidSkinException $e){
throw PacketHandlingException::wrap($e, "Invalid skin in PlayerSkinPacket");
}
return $this->player->changeSkin($skin, $packet->newSkinName, $packet->oldSkinName);
}
public function handleSubClientLogin(SubClientLoginPacket $packet) : bool{
return false; //TODO
}
/**
* @throws PacketHandlingException
*/
private function checkBookText(string $string, string $fieldName, int $softLimit, int $hardLimit, bool &$cancel) : string{
if(strlen($string) > $hardLimit){
throw new PacketHandlingException(sprintf("Book %s must be at most %d bytes, but have %d bytes", $fieldName, $hardLimit, strlen($string)));
}
$result = TextFormat::clean($string, false);
//strlen() is O(1), mb_strlen() is O(n)
if(strlen($result) > $softLimit * 4 || mb_strlen($result, 'UTF-8') > $softLimit){
$cancel = true;
$this->session->getLogger()->debug("Cancelled book edit due to $fieldName exceeded soft limit of $softLimit chars");
}
return $result;
}
public function handleBookEdit(BookEditPacket $packet) : bool{
//TODO: break this up into book API things
$oldBook = $this->player->getInventory()->getItem($packet->inventorySlot);
if(!($oldBook instanceof WritableBook)){
return false;
}
$newBook = clone $oldBook;
$modifiedPages = [];
$cancel = false;
switch($packet->type){
case BookEditPacket::TYPE_REPLACE_PAGE:
$text = self::checkBookText($packet->text, "page text", 256, WritableBookPage::PAGE_LENGTH_HARD_LIMIT_BYTES, $cancel);
$newBook->setPageText($packet->pageNumber, $text);
$modifiedPages[] = $packet->pageNumber;
break;
case BookEditPacket::TYPE_ADD_PAGE:
if(!$newBook->pageExists($packet->pageNumber)){
//this may only come before a page which already exists
//TODO: the client can send insert-before actions on trailing client-side pages which cause odd behaviour on the server
return false;
}
$text = self::checkBookText($packet->text, "page text", 256, WritableBookPage::PAGE_LENGTH_HARD_LIMIT_BYTES, $cancel);
$newBook->insertPage($packet->pageNumber, $text);
$modifiedPages[] = $packet->pageNumber;
break;
case BookEditPacket::TYPE_DELETE_PAGE:
if(!$newBook->pageExists($packet->pageNumber)){
return false;
}
$newBook->deletePage($packet->pageNumber);
$modifiedPages[] = $packet->pageNumber;
break;
case BookEditPacket::TYPE_SWAP_PAGES:
if(!$newBook->pageExists($packet->pageNumber) || !$newBook->pageExists($packet->secondaryPageNumber)){
//the client will create pages on its own without telling us until it tries to switch them
$newBook->addPage(max($packet->pageNumber, $packet->secondaryPageNumber));
}
$newBook->swapPages($packet->pageNumber, $packet->secondaryPageNumber);
$modifiedPages = [$packet->pageNumber, $packet->secondaryPageNumber];
break;
case BookEditPacket::TYPE_SIGN_BOOK:
$title = self::checkBookText($packet->title, "title", 16, Limits::INT16_MAX, $cancel);
//this one doesn't have a limit in vanilla, so we have to improvise
$author = self::checkBookText($packet->author, "author", 256, Limits::INT16_MAX, $cancel);
$newBook = VanillaItems::WRITTEN_BOOK()
->setPages($oldBook->getPages())
->setAuthor($author)
->setTitle($title)
->setGeneration(WrittenBook::GENERATION_ORIGINAL);
break;
default:
return false;
}
//for redundancy, in case of protocol changes, we don't want to pass these directly
$action = match($packet->type){
BookEditPacket::TYPE_REPLACE_PAGE => PlayerEditBookEvent::ACTION_REPLACE_PAGE,
BookEditPacket::TYPE_ADD_PAGE => PlayerEditBookEvent::ACTION_ADD_PAGE,
BookEditPacket::TYPE_DELETE_PAGE => PlayerEditBookEvent::ACTION_DELETE_PAGE,
BookEditPacket::TYPE_SWAP_PAGES => PlayerEditBookEvent::ACTION_SWAP_PAGES,
BookEditPacket::TYPE_SIGN_BOOK => PlayerEditBookEvent::ACTION_SIGN_BOOK,
default => throw new AssumptionFailedError("We already filtered unknown types in the switch above")
};
/*
* Plugins may have created books with more than 50 pages; we allow plugins to do this, but not players.
* Don't allow the page count to grow past 50, but allow deleting, swapping or altering text of existing pages.
*/
$oldPageCount = count($oldBook->getPages());
$newPageCount = count($newBook->getPages());
if(($newPageCount > $oldPageCount && $newPageCount > 50)){
$this->session->getLogger()->debug("Cancelled book edit due to adding too many pages (new page count would be $newPageCount)");
$cancel = true;
}
$event = new PlayerEditBookEvent($this->player, $oldBook, $newBook, $action, $modifiedPages);
if($cancel){
$event->cancel();
}
$event->call();
if($event->isCancelled()){
return true;
}
$this->player->getInventory()->setItem($packet->inventorySlot, $event->getNewBook());
return true;
}
public function handleModalFormResponse(ModalFormResponsePacket $packet) : bool{
if($packet->cancelReason !== null){
//TODO: make APIs for this to allow plugins to use this information
return $this->player->onFormSubmit($packet->formId, null);
}elseif($packet->formData !== null){
try{
$responseData = json_decode($packet->formData, true, self::MAX_FORM_RESPONSE_DEPTH, JSON_THROW_ON_ERROR);
}catch(\JsonException $e){
throw PacketHandlingException::wrap($e, "Failed to decode form response data");
}
return $this->player->onFormSubmit($packet->formId, $responseData);
}else{
throw new PacketHandlingException("Expected either formData or cancelReason to be set in ModalFormResponsePacket");
}
}
public function handleServerSettingsRequest(ServerSettingsRequestPacket $packet) : bool{
return false; //TODO: GUI stuff
}
public function handleLabTable(LabTablePacket $packet) : bool{
return false; //TODO
}
public function handleLecternUpdate(LecternUpdatePacket $packet) : bool{
if($packet->dropBook){
//Drop book is handled with an interact event on use item transaction
return true;
}
$pos = $packet->blockPosition;
$chunkX = $pos->getX() >> Chunk::COORD_BIT_SIZE;
$chunkZ = $pos->getZ() >> Chunk::COORD_BIT_SIZE;
$world = $this->player->getWorld();
if(!$world->isChunkLoaded($chunkX, $chunkZ) || $world->isChunkLocked($chunkX, $chunkZ)){
return false;
}