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| author | mat <27899617+mat-1@users.noreply.github.com> | 2022-11-27 16:25:07 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2022-11-27 16:25:07 -0600 |
| commit | 631ed63dbdc7167df4de02a55b5c2ef1cea909e9 (patch) | |
| tree | 104e567c332f2aeb30ea6acefef8c73f9b2f158b /azalea-protocol/src | |
| parent | 962b9fcaae917c7e5bef718469fba31f6ff7c3cb (diff) | |
| download | azalea-drasl-631ed63dbdc7167df4de02a55b5c2ef1cea909e9.tar.xz | |
Swarm (#36)
* make azalea-pathfinder dir
* start writing d* lite impl
* more work on d* lite
* work more on implementing d* lite
* full d* lite impl
* updated edges
* add next() function
* add NoPathError
* why does dstar lite not work
* fix d* lite implementation
* make the test actually check the coords
* replace while loop with if statement
* fix clippy complaints
* make W only have to be PartialOrd
* fix PartialOrd issues
* implement mtd* lite
* add a test to mtd* lite
* remove normal d* lite
* make heuristic only take in one arg
* add `success` function
* Update README.md
* evil black magic to make .entity not need dimension
* start adding moves
* slightly improve the vec3/position situation
new macro that implements all the useful functions
* moves stuff
* make it compile
* update deps in az-pathfinder
* make it compile again
* more pathfinding stuff
* add Bot::look_at
* replace EntityMut and EntityRef with just Entity
* block pos pathfinding stuff
* rename movedirection to walkdirection
* execute path every tick
* advance path
* change az-pf version
* make azalea_client keep plugin state
* fix Plugins::get
* why does it think there is air
* start debugging incorrect air
* update some From methods to use rem_euclid
* start adding swarm
* fix deadlock
i still don't understand why it was happening but the solution was to keep the Client::player lock for shorter so it didn't overlap with the Client::dimension lock
* make lookat actually work probably
* fix going too fast
* Update main.rs
* make a thing immutable
* direction_looking_at
* fix rotations
* import swarm in an example
* fix stuff from merge
* remove azalea_pathfinder import
* delete azalea-pathfinder crate
already in azalea::pathfinder module
* swarms
* start working on shared dimensions
* Shared worlds work
* start adding Swarm::add_account
* add_account works
* change "client" to "bot" in some places
* Fix issues from merge
* Update world.rs
* add SwarmEvent::Disconnect(Account)
* almost add SwarmEvent::Chat and new plugin system
it panics rn
* make plugins have to provide the State associated type
* improve comments
* make fn build slightly cleaner
* fix SwarmEvent::Chat
* change a println in bot/main.rs
* Client::shutdown -> disconnect
* polish
fix clippy warnings + improve some docs a bit
* fix shared worlds*
*there's a bug that entities and bots will have their positions exaggerated because the relative movement packet is applied for every entity once per bot
* i am being trolled by rust
for some reason some stuff is really slow for literally no reason and it makes no sense i am going insane
* make world an RwLock again
* remove debug messages
* fix skipping event ticks
unfortunately now sending events is `.send().await?` instead of just `.send()`
* fix deadlock + warnings
* turns out my floor_mod impl was wrong
and i32::rem_euclid has the correct behavior LOL
* still errors with lots of bots
* make swarm iter & fix new chunks not loading
* improve docs
* start fixing tests
* fix all the tests
except the examples i don't know how to exclude them from the tests
* improve docs some more
Diffstat (limited to 'azalea-protocol/src')
| -rwxr-xr-x | azalea-protocol/src/connect.rs | 73 | ||||
| -rw-r--r--[-rwxr-xr-x] | azalea-protocol/src/lib.rs | 17 | ||||
| -rwxr-xr-x | azalea-protocol/src/packets/game/clientbound_player_chat_packet.rs | 14 | ||||
| -rwxr-xr-x | azalea-protocol/src/packets/game/clientbound_system_chat_packet.rs | 2 |
4 files changed, 79 insertions, 27 deletions
diff --git a/azalea-protocol/src/connect.rs b/azalea-protocol/src/connect.rs index 00685d3c..567e4c40 100755 --- a/azalea-protocol/src/connect.rs +++ b/azalea-protocol/src/connect.rs @@ -44,8 +44,22 @@ pub struct WriteConnection<W: ProtocolPacket> { /// /// Join an offline-mode server and go through the handshake. /// ```rust,no_run +/// use azalea_protocol::{ +/// resolver, +/// connect::Connection, +/// packets::{ +/// ConnectionProtocol, PROTOCOL_VERSION, +/// login::{ +/// ClientboundLoginPacket, +/// serverbound_hello_packet::ServerboundHelloPacket, +/// serverbound_key_packet::{ServerboundKeyPacket, NonceOrSaltSignature} +/// }, +/// handshake::client_intention_packet::ClientIntentionPacket +/// } +/// }; +/// /// #[tokio::main] -/// async fn main() -> anyhow::Result<()> { +/// async fn main() -> Result<(), Box<dyn std::error::Error>> { /// let resolved_address = resolver::resolve_address(&"localhost".try_into().unwrap()).await?; /// let mut conn = Connection::new(&resolved_address).await?; /// @@ -97,8 +111,8 @@ pub struct WriteConnection<W: ProtocolPacket> { /// break (conn.game(), p.game_profile); /// } /// ClientboundLoginPacket::LoginDisconnect(p) => { -/// println!("login disconnect: {}", p.reason); -/// bail!("{}", p.reason); +/// eprintln!("login disconnect: {}", p.reason); +/// return Err("login disconnect".into()); /// } /// ClientboundLoginPacket::CustomQuery(p) => {} /// } @@ -258,24 +272,51 @@ impl Connection<ClientboundLoginPacket, ServerboundLoginPacket> { /// # Examples /// /// ```rust,no_run - /// let token = azalea_auth::auth(azalea_auth::AuthOpts { - /// ..Default::default() - /// }) - /// .await; - /// let player_data = azalea_auth::get_profile(token).await; + /// use azalea_auth::AuthResult; + /// use azalea_protocol::connect::Connection; + /// use azalea_protocol::packets::login::{ + /// ClientboundLoginPacket, + /// serverbound_key_packet::{ServerboundKeyPacket, NonceOrSaltSignature} + /// }; + /// use uuid::Uuid; + /// # use azalea_protocol::ServerAddress; + /// + /// # async fn example() -> Result<(), Box<dyn std::error::Error>> { + /// let AuthResult { access_token, profile } = azalea_auth::auth( + /// "example@example.com", + /// azalea_auth::AuthOpts::default() + /// ).await.expect("Couldn't authenticate"); + /// # + /// # let address = ServerAddress::try_from("example@example.com").unwrap(); + /// # let resolved_address = azalea_protocol::resolver::resolve_address(&address).await?; /// - /// let mut connection = azalea::Connection::new(&server_address).await?; + /// let mut conn = Connection::new(&resolved_address).await?; /// /// // transition to the login state, in a real program we would have done a handshake first - /// connection.login(); + /// let mut conn = conn.login(); /// - /// match connection.read().await? { - /// ClientboundLoginPacket::Hello(p) => { - /// // tell Mojang we're joining the server - /// connection.authenticate(&token, player_data.uuid, p).await?; - /// } - /// _ => {} + /// match conn.read().await? { + /// ClientboundLoginPacket::Hello(p) => { + /// // tell Mojang we're joining the server & enable encryption + /// let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap(); + /// conn.authenticate( + /// &access_token, + /// &Uuid::parse_str(&profile.id).expect("Invalid UUID"), + /// e.secret_key, + /// p + /// ).await?; + /// conn.write( + /// ServerboundKeyPacket { + /// nonce_or_salt_signature: NonceOrSaltSignature::Nonce(e.encrypted_nonce), + /// key_bytes: e.encrypted_public_key, + /// }.get() + /// ).await?; + /// conn.set_encryption_key(e.secret_key); + /// } + /// _ => {} /// } + /// # Ok(()) + /// # } /// ``` pub async fn authenticate( &self, diff --git a/azalea-protocol/src/lib.rs b/azalea-protocol/src/lib.rs index 0fae75b1..052e740f 100755..100644 --- a/azalea-protocol/src/lib.rs +++ b/azalea-protocol/src/lib.rs @@ -13,7 +13,7 @@ #![feature(error_generic_member_access)] #![feature(provide_any)] -use std::str::FromStr; +use std::{net::SocketAddr, str::FromStr}; #[cfg(feature = "connecting")] pub mod connect; @@ -35,13 +35,12 @@ pub mod write; /// assert_eq!(addr.host, "localhost"); /// assert_eq!(addr.port, 25565); /// ``` -#[derive(Debug)] +#[derive(Debug, Clone)] pub struct ServerAddress { pub host: String, pub port: u16, } -// impl try_from for ServerAddress impl<'a> TryFrom<&'a str> for ServerAddress { type Error = String; @@ -59,6 +58,18 @@ impl<'a> TryFrom<&'a str> for ServerAddress { } } +impl From<SocketAddr> for ServerAddress { + /// Convert an existing SocketAddr into a ServerAddress. This just converts + /// the ip to a string and passes along the port. The resolver will realize + /// it's already an IP address and not do any DNS requests. + fn from(addr: SocketAddr) -> Self { + ServerAddress { + host: addr.ip().to_string(), + port: addr.port(), + } + } +} + #[cfg(test)] mod tests { use std::io::Cursor; diff --git a/azalea-protocol/src/packets/game/clientbound_player_chat_packet.rs b/azalea-protocol/src/packets/game/clientbound_player_chat_packet.rs index fedc81df..0e271e3d 100755 --- a/azalea-protocol/src/packets/game/clientbound_player_chat_packet.rs +++ b/azalea-protocol/src/packets/game/clientbound_player_chat_packet.rs @@ -8,7 +8,7 @@ use azalea_crypto::{MessageSignature, SignedMessageHeader}; use azalea_protocol_macros::ClientboundGamePacket; use uuid::Uuid; -#[derive(Clone, Debug, McBuf, ClientboundGamePacket)] +#[derive(Clone, Debug, McBuf, ClientboundGamePacket, PartialEq)] pub struct ClientboundPlayerChatPacket { pub message: PlayerChatMessage, pub chat_type: ChatTypeBound, @@ -25,14 +25,14 @@ pub enum ChatType { EmoteCommand = 6, } -#[derive(Clone, Debug, McBuf)] +#[derive(Clone, Debug, McBuf, PartialEq)] pub struct ChatTypeBound { pub chat_type: ChatType, pub name: Component, pub target_name: Option<Component>, } -#[derive(Clone, Debug, McBuf)] +#[derive(Clone, Debug, McBuf, PartialEq)] pub struct PlayerChatMessage { pub signed_header: SignedMessageHeader, pub header_signature: MessageSignature, @@ -41,7 +41,7 @@ pub struct PlayerChatMessage { pub filter_mask: FilterMask, } -#[derive(Clone, Debug, McBuf)] +#[derive(Clone, Debug, PartialEq, McBuf)] pub struct SignedMessageBody { pub content: ChatMessageContent, pub timestamp: u64, @@ -117,7 +117,7 @@ impl ChatType { } } -#[derive(Clone, Debug, McBuf)] +#[derive(Clone, Debug, McBuf, PartialEq)] pub struct LastSeenMessagesEntry { pub profile_id: Uuid, pub last_signature: MessageSignature, @@ -129,14 +129,14 @@ pub struct LastSeenMessagesUpdate { pub last_received: Option<LastSeenMessagesEntry>, } -#[derive(Clone, Debug, McBuf)] +#[derive(Clone, Debug, McBuf, PartialEq)] pub struct ChatMessageContent { pub plain: String, /// Only sent if the decorated message is different than the plain. pub decorated: Option<Component>, } -#[derive(Clone, Debug, McBuf)] +#[derive(Clone, Debug, McBuf, PartialEq)] pub enum FilterMask { PassThrough, FullyFiltered, diff --git a/azalea-protocol/src/packets/game/clientbound_system_chat_packet.rs b/azalea-protocol/src/packets/game/clientbound_system_chat_packet.rs index a3319721..9fe03fb2 100755 --- a/azalea-protocol/src/packets/game/clientbound_system_chat_packet.rs +++ b/azalea-protocol/src/packets/game/clientbound_system_chat_packet.rs @@ -2,7 +2,7 @@ use azalea_buf::McBuf; use azalea_chat::Component; use azalea_protocol_macros::ClientboundGamePacket; -#[derive(Clone, Debug, McBuf, ClientboundGamePacket)] +#[derive(Clone, Debug, McBuf, ClientboundGamePacket, PartialEq)] pub struct ClientboundSystemChatPacket { pub content: Component, pub overlay: bool, |
