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-rwxr-xr-xazalea-protocol/src/connect.rs73
-rw-r--r--[-rwxr-xr-x]azalea-protocol/src/lib.rs17
-rwxr-xr-xazalea-protocol/src/packets/game/clientbound_player_chat_packet.rs14
-rwxr-xr-xazalea-protocol/src/packets/game/clientbound_system_chat_packet.rs2
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,