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Diffstat (limited to 'azalea-protocol/src/connect.rs')
-rwxr-xr-xazalea-protocol/src/connect.rs73
1 files changed, 57 insertions, 16 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,