From 631ed63dbdc7167df4de02a55b5c2ef1cea909e9 Mon Sep 17 00:00:00 2001 From: mat <27899617+mat-1@users.noreply.github.com> Date: Sun, 27 Nov 2022 16:25:07 -0600 Subject: 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 --- azalea-protocol/src/connect.rs | 73 +++++++++++++++++----- azalea-protocol/src/lib.rs | 17 ++++- .../packets/game/clientbound_player_chat_packet.rs | 14 ++--- .../packets/game/clientbound_system_chat_packet.rs | 2 +- 4 files changed, 79 insertions(+), 27 deletions(-) mode change 100755 => 100644 azalea-protocol/src/lib.rs (limited to 'azalea-protocol/src') 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 { /// /// 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> { /// 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 { /// 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 { /// # 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> { + /// 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 old mode 100755 new mode 100644 index 0fae75b1..052e740f --- 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 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, } -#[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, } -#[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, } -#[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, -- cgit v1.2.3