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|
//! parse sending and receiving packets with a server.
use crate::packets::game::GamePacket;
use crate::packets::handshake::HandshakePacket;
use crate::packets::login::LoginPacket;
use crate::packets::status::StatusPacket;
use crate::read::read_packet;
use crate::write::write_packet;
use crate::ServerIpAddress;
use azalea_crypto::{Aes128CfbDec, Aes128CfbEnc};
use tokio::net::TcpStream;
#[derive(Debug, Clone, Copy)]
pub enum PacketFlow {
ClientToServer,
ServerToClient,
}
pub struct HandshakeConnection {
pub flow: PacketFlow,
/// The buffered writer
pub stream: TcpStream,
}
pub struct GameConnection {
pub flow: PacketFlow,
/// The buffered writer
pub stream: TcpStream,
pub compression_threshold: Option<u32>,
pub enc_cipher: Option<Aes128CfbEnc>,
pub dec_cipher: Option<Aes128CfbDec>,
}
pub struct StatusConnection {
pub flow: PacketFlow,
/// The buffered writer
pub stream: TcpStream,
}
pub struct LoginConnection {
pub flow: PacketFlow,
/// The buffered writer
pub stream: TcpStream,
pub compression_threshold: Option<u32>,
pub enc_cipher: Option<Aes128CfbEnc>,
pub dec_cipher: Option<Aes128CfbDec>,
}
impl HandshakeConnection {
pub async fn new(address: &ServerIpAddress) -> Result<HandshakeConnection, String> {
let ip = address.ip;
let port = address.port;
let stream = TcpStream::connect(format!("{}:{}", ip, port))
.await
.map_err(|_| "Failed to connect to server")?;
// enable tcp_nodelay
stream
.set_nodelay(true)
.expect("Error enabling tcp_nodelay");
Ok(HandshakeConnection {
flow: PacketFlow::ServerToClient,
stream,
})
}
pub fn login(self) -> LoginConnection {
LoginConnection {
flow: self.flow,
stream: self.stream,
compression_threshold: None,
enc_cipher: None,
dec_cipher: None,
}
}
pub fn status(self) -> StatusConnection {
StatusConnection {
flow: self.flow,
stream: self.stream,
}
}
pub async fn read(&mut self) -> Result<HandshakePacket, String> {
read_packet::<HandshakePacket, _>(&self.flow, &mut self.stream, None, &mut None).await
}
/// Write a packet to the server
pub async fn write(&mut self, packet: HandshakePacket) {
write_packet(packet, &mut self.stream, None, &mut None).await;
}
}
impl GameConnection {
pub async fn read(&mut self) -> Result<GamePacket, String> {
read_packet::<GamePacket, _>(
&self.flow,
&mut self.stream,
self.compression_threshold,
&mut self.dec_cipher,
)
.await
}
/// Write a packet to the server
pub async fn write(&mut self, packet: GamePacket) {
write_packet(
packet,
&mut self.stream,
self.compression_threshold,
&mut self.enc_cipher,
)
.await;
}
}
impl StatusConnection {
pub async fn read(&mut self) -> Result<StatusPacket, String> {
read_packet::<StatusPacket, _>(&self.flow, &mut self.stream, None, &mut None).await
}
/// Write a packet to the server
pub async fn write(&mut self, packet: StatusPacket) {
write_packet(packet, &mut self.stream, None, &mut None).await;
}
}
impl LoginConnection {
pub async fn read(&mut self) -> Result<LoginPacket, String> {
read_packet::<LoginPacket, _>(
&self.flow,
&mut self.stream,
self.compression_threshold,
&mut self.dec_cipher,
)
.await
}
/// Write a packet to the server
pub async fn write(&mut self, packet: LoginPacket) {
write_packet(
packet,
&mut self.stream,
self.compression_threshold,
&mut self.enc_cipher,
)
.await;
}
pub fn set_compression_threshold(&mut self, threshold: i32) {
// if you pass a threshold of 0 or less, compression is disabled
if threshold > 0 {
self.compression_threshold = Some(threshold as u32);
} else {
self.compression_threshold = None;
}
}
pub fn set_encryption_key(&mut self, key: [u8; 16]) {
// minecraft has a cipher decoder and encoder, i don't think it matters though?
let (enc_cipher, dec_cipher) = azalea_crypto::create_cipher(&key);
self.enc_cipher = Some(enc_cipher);
self.dec_cipher = Some(dec_cipher);
}
pub fn game(self) -> GameConnection {
GameConnection {
flow: self.flow,
stream: self.stream,
compression_threshold: self.compression_threshold,
enc_cipher: self.enc_cipher,
dec_cipher: self.dec_cipher,
}
}
}
|