PocketMine-MP 5.28.1 git-88cdc2eb67c40075559c3ef51418b418cd5488e9
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NetworkSession.php
1<?php
2
3/*
4 *
5 * ____ _ _ __ __ _ __ __ ____
6 * | _ \ ___ ___| | _____| |_| \/ (_)_ __ ___ | \/ | _ \
7 * | |_) / _ \ / __| |/ / _ \ __| |\/| | | '_ \ / _ \_____| |\/| | |_) |
8 * | __/ (_) | (__| < __/ |_| | | | | | | | __/_____| | | | __/
9 * |_| \___/ \___|_|\_\___|\__|_| |_|_|_| |_|\___| |_| |_|_|
10 *
11 * This program is free software: you can redistribute it and/or modify
12 * it under the terms of the GNU Lesser General Public License as published by
13 * the Free Software Foundation, either version 3 of the License, or
14 * (at your option) any later version.
15 *
16 * @author PocketMine Team
17 * @link http://www.pocketmine.net/
18 *
19 *
20 */
21
22declare(strict_types=1);
23
24namespace pocketmine\network\mcpe;
25
102use pocketmine\player\GameMode;
105use pocketmine\player\UsedChunkStatus;
120use function array_map;
121use function base64_encode;
122use function bin2hex;
123use function count;
124use function get_class;
125use function implode;
126use function in_array;
127use function is_string;
128use function json_encode;
129use function ord;
130use function random_bytes;
131use function str_split;
132use function strcasecmp;
133use function strlen;
134use function strtolower;
135use function substr;
136use function time;
137use function ucfirst;
138use const JSON_THROW_ON_ERROR;
139
141 private const INCOMING_PACKET_BATCH_PER_TICK = 2; //usually max 1 per tick, but transactions arrive separately
142 private const INCOMING_PACKET_BATCH_BUFFER_TICKS = 100; //enough to account for a 5-second lag spike
143
144 private const INCOMING_GAME_PACKETS_PER_TICK = 2;
145 private const INCOMING_GAME_PACKETS_BUFFER_TICKS = 100;
146
147 private PacketRateLimiter $packetBatchLimiter;
148 private PacketRateLimiter $gamePacketLimiter;
149
150 private \PrefixedLogger $logger;
151 private ?Player $player = null;
152 private ?PlayerInfo $info = null;
153 private ?int $ping = null;
154
155 private ?PacketHandler $handler = null;
156
157 private bool $connected = true;
158 private bool $disconnectGuard = false;
159 private bool $loggedIn = false;
160 private bool $authenticated = false;
161 private int $connectTime;
162 private ?CompoundTag $cachedOfflinePlayerData = null;
163
164 private ?EncryptionContext $cipher = null;
165
170 private array $sendBuffer = [];
175 private array $sendBufferAckPromises = [];
176
178 private \SplQueue $compressedQueue;
179 private bool $forceAsyncCompression = true;
180 private bool $enableCompression = false; //disabled until handshake completed
181
182 private int $nextAckReceiptId = 0;
187 private array $ackPromisesByReceiptId = [];
188
189 private ?InventoryManager $invManager = null;
190
195 private ObjectSet $disposeHooks;
196
197 public function __construct(
198 private Server $server,
199 private NetworkSessionManager $manager,
200 private PacketPool $packetPool,
201 private PacketSender $sender,
202 private PacketBroadcaster $broadcaster,
203 private EntityEventBroadcaster $entityEventBroadcaster,
204 private Compressor $compressor,
205 private TypeConverter $typeConverter,
206 private string $ip,
207 private int $port
208 ){
209 $this->logger = new \PrefixedLogger($this->server->getLogger(), $this->getLogPrefix());
210
211 $this->compressedQueue = new \SplQueue();
212
213 $this->disposeHooks = new ObjectSet();
214
215 $this->connectTime = time();
216 $this->packetBatchLimiter = new PacketRateLimiter("Packet Batches", self::INCOMING_PACKET_BATCH_PER_TICK, self::INCOMING_PACKET_BATCH_BUFFER_TICKS);
217 $this->gamePacketLimiter = new PacketRateLimiter("Game Packets", self::INCOMING_GAME_PACKETS_PER_TICK, self::INCOMING_GAME_PACKETS_BUFFER_TICKS);
218
219 $this->setHandler(new SessionStartPacketHandler(
220 $this,
221 $this->onSessionStartSuccess(...)
222 ));
223
224 $this->manager->add($this);
225 $this->logger->info($this->server->getLanguage()->translate(KnownTranslationFactory::pocketmine_network_session_open()));
226 }
227
228 private function getLogPrefix() : string{
229 return "NetworkSession: " . $this->getDisplayName();
230 }
231
232 public function getLogger() : \Logger{
233 return $this->logger;
234 }
235
236 private function onSessionStartSuccess() : void{
237 $this->logger->debug("Session start handshake completed, awaiting login packet");
238 $this->flushGamePacketQueue();
239 $this->enableCompression = true;
240 $this->setHandler(new LoginPacketHandler(
241 $this->server,
242 $this,
243 function(PlayerInfo $info) : void{
244 $this->info = $info;
245 $this->logger->info($this->server->getLanguage()->translate(KnownTranslationFactory::pocketmine_network_session_playerName(TextFormat::AQUA . $info->getUsername() . TextFormat::RESET)));
246 $this->logger->setPrefix($this->getLogPrefix());
247 $this->manager->markLoginReceived($this);
248 },
249 $this->setAuthenticationStatus(...)
250 ));
251 }
252
253 protected function createPlayer() : void{
254 $this->server->createPlayer($this, $this->info, $this->authenticated, $this->cachedOfflinePlayerData)->onCompletion(
255 $this->onPlayerCreated(...),
256 function() : void{
257 //TODO: this should never actually occur... right?
258 $this->disconnectWithError(
259 reason: "Failed to create player",
260 disconnectScreenMessage: KnownTranslationFactory::pocketmine_disconnect_error_internal()
261 );
262 }
263 );
264 }
265
266 private function onPlayerCreated(Player $player) : void{
267 if(!$this->isConnected()){
268 //the remote player might have disconnected before spawn terrain generation was finished
269 return;
270 }
271 $this->player = $player;
272 if(!$this->server->addOnlinePlayer($player)){
273 return;
274 }
275
276 $this->invManager = new InventoryManager($this->player, $this);
277
278 $effectManager = $this->player->getEffects();
279 $effectManager->getEffectAddHooks()->add($effectAddHook = function(EffectInstance $effect, bool $replacesOldEffect) : void{
280 $this->entityEventBroadcaster->onEntityEffectAdded([$this], $this->player, $effect, $replacesOldEffect);
281 });
282 $effectManager->getEffectRemoveHooks()->add($effectRemoveHook = function(EffectInstance $effect) : void{
283 $this->entityEventBroadcaster->onEntityEffectRemoved([$this], $this->player, $effect);
284 });
285 $this->disposeHooks->add(static function() use ($effectManager, $effectAddHook, $effectRemoveHook) : void{
286 $effectManager->getEffectAddHooks()->remove($effectAddHook);
287 $effectManager->getEffectRemoveHooks()->remove($effectRemoveHook);
288 });
289
290 $permissionHooks = $this->player->getPermissionRecalculationCallbacks();
291 $permissionHooks->add($permHook = function() : void{
292 $this->logger->debug("Syncing available commands and abilities/permissions due to permission recalculation");
293 $this->syncAbilities($this->player);
294 $this->syncAvailableCommands();
295 });
296 $this->disposeHooks->add(static function() use ($permissionHooks, $permHook) : void{
297 $permissionHooks->remove($permHook);
298 });
299 $this->beginSpawnSequence();
300 }
301
302 public function getPlayer() : ?Player{
303 return $this->player;
304 }
305
306 public function getPlayerInfo() : ?PlayerInfo{
307 return $this->info;
308 }
309
310 public function isConnected() : bool{
311 return $this->connected && !$this->disconnectGuard;
312 }
313
314 public function getIp() : string{
315 return $this->ip;
316 }
317
318 public function getPort() : int{
319 return $this->port;
320 }
321
322 public function getDisplayName() : string{
323 return $this->info !== null ? $this->info->getUsername() : $this->ip . " " . $this->port;
324 }
325
329 public function getPing() : ?int{
330 return $this->ping;
331 }
332
336 public function updatePing(int $ping) : void{
337 $this->ping = $ping;
338 }
339
340 public function getHandler() : ?PacketHandler{
341 return $this->handler;
342 }
343
344 public function setHandler(?PacketHandler $handler) : void{
345 if($this->connected){ //TODO: this is fine since we can't handle anything from a disconnected session, but it might produce surprises in some cases
346 $this->handler = $handler;
347 if($this->handler !== null){
348 $this->handler->setUp();
349 }
350 }
351 }
352
356 public function handleEncoded(string $payload) : void{
357 if(!$this->connected){
358 return;
359 }
360
361 Timings::$playerNetworkReceive->startTiming();
362 try{
363 $this->packetBatchLimiter->decrement();
364
365 if($this->cipher !== null){
366 Timings::$playerNetworkReceiveDecrypt->startTiming();
367 try{
368 $payload = $this->cipher->decrypt($payload);
369 }catch(DecryptionException $e){
370 $this->logger->debug("Encrypted packet: " . base64_encode($payload));
371 throw PacketHandlingException::wrap($e, "Packet decryption error");
372 }finally{
373 Timings::$playerNetworkReceiveDecrypt->stopTiming();
374 }
375 }
376
377 if(strlen($payload) < 1){
378 throw new PacketHandlingException("No bytes in payload");
379 }
380
381 if($this->enableCompression){
382 $compressionType = ord($payload[0]);
383 $compressed = substr($payload, 1);
384 if($compressionType === CompressionAlgorithm::NONE){
385 $decompressed = $compressed;
386 }elseif($compressionType === $this->compressor->getNetworkId()){
387 Timings::$playerNetworkReceiveDecompress->startTiming();
388 try{
389 $decompressed = $this->compressor->decompress($compressed);
390 }catch(DecompressionException $e){
391 $this->logger->debug("Failed to decompress packet: " . base64_encode($compressed));
392 throw PacketHandlingException::wrap($e, "Compressed packet batch decode error");
393 }finally{
394 Timings::$playerNetworkReceiveDecompress->stopTiming();
395 }
396 }else{
397 throw new PacketHandlingException("Packet compressed with unexpected compression type $compressionType");
398 }
399 }else{
400 $decompressed = $payload;
401 }
402
403 try{
404 $stream = new BinaryStream($decompressed);
405 foreach(PacketBatch::decodeRaw($stream) as $buffer){
406 $this->gamePacketLimiter->decrement();
407 $packet = $this->packetPool->getPacket($buffer);
408 if($packet === null){
409 $this->logger->debug("Unknown packet: " . base64_encode($buffer));
410 throw new PacketHandlingException("Unknown packet received");
411 }
412 try{
413 $this->handleDataPacket($packet, $buffer);
414 }catch(PacketHandlingException $e){
415 $this->logger->debug($packet->getName() . ": " . base64_encode($buffer));
416 throw PacketHandlingException::wrap($e, "Error processing " . $packet->getName());
417 }
418 }
419 }catch(PacketDecodeException|BinaryDataException $e){
420 $this->logger->logException($e);
421 throw PacketHandlingException::wrap($e, "Packet batch decode error");
422 }
423 }finally{
424 Timings::$playerNetworkReceive->stopTiming();
425 }
426 }
427
431 public function handleDataPacket(Packet $packet, string $buffer) : void{
432 if(!($packet instanceof ServerboundPacket)){
433 throw new PacketHandlingException("Unexpected non-serverbound packet");
434 }
435
436 $timings = Timings::getReceiveDataPacketTimings($packet);
437 $timings->startTiming();
438
439 try{
440 if(DataPacketDecodeEvent::hasHandlers()){
441 $ev = new DataPacketDecodeEvent($this, $packet->pid(), $buffer);
442 $ev->call();
443 if($ev->isCancelled()){
444 return;
445 }
446 }
447
448 $decodeTimings = Timings::getDecodeDataPacketTimings($packet);
449 $decodeTimings->startTiming();
450 try{
451 $stream = PacketSerializer::decoder($buffer, 0);
452 try{
453 $packet->decode($stream);
454 }catch(PacketDecodeException $e){
455 throw PacketHandlingException::wrap($e);
456 }
457 if(!$stream->feof()){
458 $remains = substr($stream->getBuffer(), $stream->getOffset());
459 $this->logger->debug("Still " . strlen($remains) . " bytes unread in " . $packet->getName() . ": " . bin2hex($remains));
460 }
461 }finally{
462 $decodeTimings->stopTiming();
463 }
464
465 if(DataPacketReceiveEvent::hasHandlers()){
466 $ev = new DataPacketReceiveEvent($this, $packet);
467 $ev->call();
468 if($ev->isCancelled()){
469 return;
470 }
471 }
472 $handlerTimings = Timings::getHandleDataPacketTimings($packet);
473 $handlerTimings->startTiming();
474 try{
475 if($this->handler === null || !$packet->handle($this->handler)){
476 $this->logger->debug("Unhandled " . $packet->getName() . ": " . base64_encode($stream->getBuffer()));
477 }
478 }finally{
479 $handlerTimings->stopTiming();
480 }
481 }finally{
482 $timings->stopTiming();
483 }
484 }
485
486 public function handleAckReceipt(int $receiptId) : void{
487 if(!$this->connected){
488 return;
489 }
490 if(isset($this->ackPromisesByReceiptId[$receiptId])){
491 $promises = $this->ackPromisesByReceiptId[$receiptId];
492 unset($this->ackPromisesByReceiptId[$receiptId]);
493 foreach($promises as $promise){
494 $promise->resolve(true);
495 }
496 }
497 }
498
502 private function sendDataPacketInternal(ClientboundPacket $packet, bool $immediate, ?PromiseResolver $ackReceiptResolver) : bool{
503 if(!$this->connected){
504 return false;
505 }
506 //Basic safety restriction. TODO: improve this
507 if(!$this->loggedIn && !$packet->canBeSentBeforeLogin()){
508 throw new \InvalidArgumentException("Attempted to send " . get_class($packet) . " to " . $this->getDisplayName() . " too early");
509 }
510
511 $timings = Timings::getSendDataPacketTimings($packet);
512 $timings->startTiming();
513 try{
514 if(DataPacketSendEvent::hasHandlers()){
515 $ev = new DataPacketSendEvent([$this], [$packet]);
516 $ev->call();
517 if($ev->isCancelled()){
518 return false;
519 }
520 $packets = $ev->getPackets();
521 }else{
522 $packets = [$packet];
523 }
524
525 if($ackReceiptResolver !== null){
526 $this->sendBufferAckPromises[] = $ackReceiptResolver;
527 }
528 foreach($packets as $evPacket){
529 $this->addToSendBuffer(self::encodePacketTimed(PacketSerializer::encoder(), $evPacket));
530 }
531 if($immediate){
532 $this->flushGamePacketQueue();
533 }
534
535 return true;
536 }finally{
537 $timings->stopTiming();
538 }
539 }
540
541 public function sendDataPacket(ClientboundPacket $packet, bool $immediate = false) : bool{
542 return $this->sendDataPacketInternal($packet, $immediate, null);
543 }
544
548 public function sendDataPacketWithReceipt(ClientboundPacket $packet, bool $immediate = false) : Promise{
550 $resolver = new PromiseResolver();
551
552 if(!$this->sendDataPacketInternal($packet, $immediate, $resolver)){
553 $resolver->reject();
554 }
555
556 return $resolver->getPromise();
557 }
558
562 public static function encodePacketTimed(PacketSerializer $serializer, ClientboundPacket $packet) : string{
563 $timings = Timings::getEncodeDataPacketTimings($packet);
564 $timings->startTiming();
565 try{
566 $packet->encode($serializer);
567 return $serializer->getBuffer();
568 }finally{
569 $timings->stopTiming();
570 }
571 }
572
576 public function addToSendBuffer(string $buffer) : void{
577 $this->sendBuffer[] = $buffer;
578 }
579
580 private function flushGamePacketQueue() : void{
581 if(count($this->sendBuffer) > 0){
582 Timings::$playerNetworkSend->startTiming();
583 try{
584 $syncMode = null; //automatic
585 if($this->forceAsyncCompression){
586 $syncMode = false;
587 }
588
589 $stream = new BinaryStream();
590 PacketBatch::encodeRaw($stream, $this->sendBuffer);
591
592 if($this->enableCompression){
593 $batch = $this->server->prepareBatch($stream->getBuffer(), $this->compressor, $syncMode, Timings::$playerNetworkSendCompressSessionBuffer);
594 }else{
595 $batch = $stream->getBuffer();
596 }
597 $this->sendBuffer = [];
598 $ackPromises = $this->sendBufferAckPromises;
599 $this->sendBufferAckPromises = [];
600 //these packets were already potentially buffered for up to 50ms - make sure the transport layer doesn't
601 //delay them any longer
602 $this->queueCompressedNoGamePacketFlush($batch, networkFlush: true, ackPromises: $ackPromises);
603 }finally{
604 Timings::$playerNetworkSend->stopTiming();
605 }
606 }
607 }
608
609 public function getBroadcaster() : PacketBroadcaster{ return $this->broadcaster; }
610
611 public function getEntityEventBroadcaster() : EntityEventBroadcaster{ return $this->entityEventBroadcaster; }
612
613 public function getCompressor() : Compressor{
614 return $this->compressor;
615 }
616
617 public function getTypeConverter() : TypeConverter{ return $this->typeConverter; }
618
619 public function queueCompressed(CompressBatchPromise|string $payload, bool $immediate = false) : void{
620 Timings::$playerNetworkSend->startTiming();
621 try{
622 //if the next packet causes a flush, avoid unnecessarily flushing twice
623 //however, if the next packet does *not* cause a flush, game packets should be flushed to avoid delays
624 $this->flushGamePacketQueue();
625 $this->queueCompressedNoGamePacketFlush($payload, $immediate);
626 }finally{
627 Timings::$playerNetworkSend->stopTiming();
628 }
629 }
630
636 private function queueCompressedNoGamePacketFlush(CompressBatchPromise|string $batch, bool $networkFlush = false, array $ackPromises = []) : void{
637 Timings::$playerNetworkSend->startTiming();
638 try{
639 $this->compressedQueue->enqueue([$batch, $ackPromises, $networkFlush]);
640 if(is_string($batch)){
641 $this->flushCompressedQueue();
642 }else{
643 $batch->onResolve(function() : void{
644 if($this->connected){
645 $this->flushCompressedQueue();
646 }
647 });
648 }
649 }finally{
650 Timings::$playerNetworkSend->stopTiming();
651 }
652 }
653
654 private function flushCompressedQueue() : void{
655 Timings::$playerNetworkSend->startTiming();
656 try{
657 while(!$this->compressedQueue->isEmpty()){
659 [$current, $ackPromises, $networkFlush] = $this->compressedQueue->bottom();
660 if(is_string($current)){
661 $this->compressedQueue->dequeue();
662 $this->sendEncoded($current, $networkFlush, $ackPromises);
663
664 }elseif($current->hasResult()){
665 $this->compressedQueue->dequeue();
666 $this->sendEncoded($current->getResult(), $networkFlush, $ackPromises);
667
668 }else{
669 //can't send any more queued until this one is ready
670 break;
671 }
672 }
673 }finally{
674 Timings::$playerNetworkSend->stopTiming();
675 }
676 }
677
682 private function sendEncoded(string $payload, bool $immediate, array $ackPromises) : void{
683 if($this->cipher !== null){
684 Timings::$playerNetworkSendEncrypt->startTiming();
685 $payload = $this->cipher->encrypt($payload);
686 Timings::$playerNetworkSendEncrypt->stopTiming();
687 }
688
689 if(count($ackPromises) > 0){
690 $ackReceiptId = $this->nextAckReceiptId++;
691 $this->ackPromisesByReceiptId[$ackReceiptId] = $ackPromises;
692 }else{
693 $ackReceiptId = null;
694 }
695 $this->sender->send($payload, $immediate, $ackReceiptId);
696 }
697
701 private function tryDisconnect(\Closure $func, Translatable|string $reason) : void{
702 if($this->connected && !$this->disconnectGuard){
703 $this->disconnectGuard = true;
704 $func();
705 $this->disconnectGuard = false;
706 $this->flushGamePacketQueue();
707 $this->sender->close("");
708 foreach($this->disposeHooks as $callback){
709 $callback();
710 }
711 $this->disposeHooks->clear();
712 $this->setHandler(null);
713 $this->connected = false;
714
715 $ackPromisesByReceiptId = $this->ackPromisesByReceiptId;
716 $this->ackPromisesByReceiptId = [];
717 foreach($ackPromisesByReceiptId as $resolvers){
718 foreach($resolvers as $resolver){
719 $resolver->reject();
720 }
721 }
722 $sendBufferAckPromises = $this->sendBufferAckPromises;
723 $this->sendBufferAckPromises = [];
724 foreach($sendBufferAckPromises as $resolver){
725 $resolver->reject();
726 }
727
728 $this->logger->info($this->server->getLanguage()->translate(KnownTranslationFactory::pocketmine_network_session_close($reason)));
729 }
730 }
731
736 private function dispose() : void{
737 $this->invManager = null;
738 }
739
740 private function sendDisconnectPacket(Translatable|string $message) : void{
741 if($message instanceof Translatable){
742 $translated = $this->server->getLanguage()->translate($message);
743 }else{
744 $translated = $message;
745 }
746 $this->sendDataPacket(DisconnectPacket::create(0, $translated, ""));
747 }
748
755 public function disconnect(Translatable|string $reason, Translatable|string|null $disconnectScreenMessage = null, bool $notify = true) : void{
756 $this->tryDisconnect(function() use ($reason, $disconnectScreenMessage, $notify) : void{
757 if($notify){
758 $this->sendDisconnectPacket($disconnectScreenMessage ?? $reason);
759 }
760 if($this->player !== null){
761 $this->player->onPostDisconnect($reason, null);
762 }
763 }, $reason);
764 }
765
766 public function disconnectWithError(Translatable|string $reason, Translatable|string|null $disconnectScreenMessage = null) : void{
767 $errorId = implode("-", str_split(bin2hex(random_bytes(6)), 4));
768
769 $this->disconnect(
770 reason: KnownTranslationFactory::pocketmine_disconnect_error($reason, $errorId)->prefix(TextFormat::RED),
771 disconnectScreenMessage: KnownTranslationFactory::pocketmine_disconnect_error($disconnectScreenMessage ?? $reason, $errorId),
772 );
773 }
774
775 public function disconnectIncompatibleProtocol(int $protocolVersion) : void{
776 $this->tryDisconnect(
777 function() use ($protocolVersion) : void{
778 $this->sendDataPacket(PlayStatusPacket::create($protocolVersion < ProtocolInfo::CURRENT_PROTOCOL ? PlayStatusPacket::LOGIN_FAILED_CLIENT : PlayStatusPacket::LOGIN_FAILED_SERVER), true);
779 },
780 KnownTranslationFactory::pocketmine_disconnect_incompatibleProtocol((string) $protocolVersion)
781 );
782 }
783
787 public function transfer(string $ip, int $port, Translatable|string|null $reason = null) : void{
788 $reason ??= KnownTranslationFactory::pocketmine_disconnect_transfer();
789 $this->tryDisconnect(function() use ($ip, $port, $reason) : void{
790 $this->sendDataPacket(TransferPacket::create($ip, $port, false), true);
791 if($this->player !== null){
792 $this->player->onPostDisconnect($reason, null);
793 }
794 }, $reason);
795 }
796
800 public function onPlayerDestroyed(Translatable|string $reason, Translatable|string $disconnectScreenMessage) : void{
801 $this->tryDisconnect(function() use ($disconnectScreenMessage) : void{
802 $this->sendDisconnectPacket($disconnectScreenMessage);
803 }, $reason);
804 }
805
810 public function onClientDisconnect(Translatable|string $reason) : void{
811 $this->tryDisconnect(function() use ($reason) : void{
812 if($this->player !== null){
813 $this->player->onPostDisconnect($reason, null);
814 }
815 }, $reason);
816 }
817
818 private function setAuthenticationStatus(bool $authenticated, bool $authRequired, Translatable|string|null $error, ?string $clientPubKey) : void{
819 if(!$this->connected){
820 return;
821 }
822 if($error === null){
823 if($authenticated && !($this->info instanceof XboxLivePlayerInfo)){
824 $error = "Expected XUID but none found";
825 }elseif($clientPubKey === null){
826 $error = "Missing client public key"; //failsafe
827 }
828 }
829
830 if($error !== null){
831 $this->disconnectWithError(
832 reason: KnownTranslationFactory::pocketmine_disconnect_invalidSession($error),
833 disconnectScreenMessage: KnownTranslationFactory::pocketmine_disconnect_error_authentication()
834 );
835
836 return;
837 }
838
839 $this->authenticated = $authenticated;
840
841 if(!$this->authenticated){
842 if($authRequired){
843 $this->disconnect("Not authenticated", KnownTranslationFactory::disconnectionScreen_notAuthenticated());
844 return;
845 }
846 if($this->info instanceof XboxLivePlayerInfo){
847 $this->logger->warning("Discarding unexpected XUID for non-authenticated player");
848 $this->info = $this->info->withoutXboxData();
849 }
850 }
851 $this->logger->debug("Xbox Live authenticated: " . ($this->authenticated ? "YES" : "NO"));
852
853 $checkXUID = $this->server->getConfigGroup()->getPropertyBool(YmlServerProperties::PLAYER_VERIFY_XUID, true);
854 $myXUID = $this->info instanceof XboxLivePlayerInfo ? $this->info->getXuid() : "";
855 $kickForXUIDMismatch = function(string $xuid) use ($checkXUID, $myXUID) : bool{
856 if($checkXUID && $myXUID !== $xuid){
857 $this->logger->debug("XUID mismatch: expected '$xuid', but got '$myXUID'");
858 //TODO: Longer term, we should be identifying playerdata using something more reliable, like XUID or UUID.
859 //However, that would be a very disruptive change, so this will serve as a stopgap for now.
860 //Side note: this will also prevent offline players hijacking XBL playerdata on online servers, since their
861 //XUID will always be empty.
862 $this->disconnect("XUID does not match (possible impersonation attempt)");
863 return true;
864 }
865 return false;
866 };
867
868 foreach($this->manager->getSessions() as $existingSession){
869 if($existingSession === $this){
870 continue;
871 }
872 $info = $existingSession->getPlayerInfo();
873 if($info !== null && (strcasecmp($info->getUsername(), $this->info->getUsername()) === 0 || $info->getUuid()->equals($this->info->getUuid()))){
874 if($kickForXUIDMismatch($info instanceof XboxLivePlayerInfo ? $info->getXuid() : "")){
875 return;
876 }
877 $ev = new PlayerDuplicateLoginEvent($this, $existingSession, KnownTranslationFactory::disconnectionScreen_loggedinOtherLocation(), null);
878 $ev->call();
879 if($ev->isCancelled()){
880 $this->disconnect($ev->getDisconnectReason(), $ev->getDisconnectScreenMessage());
881 return;
882 }
883
884 $existingSession->disconnect($ev->getDisconnectReason(), $ev->getDisconnectScreenMessage());
885 }
886 }
887
888 //TODO: make player data loading async
889 //TODO: we shouldn't be loading player data here at all, but right now we don't have any choice :(
890 $this->cachedOfflinePlayerData = $this->server->getOfflinePlayerData($this->info->getUsername());
891 if($checkXUID){
892 $recordedXUID = $this->cachedOfflinePlayerData !== null ? $this->cachedOfflinePlayerData->getTag(Player::TAG_LAST_KNOWN_XUID) : null;
893 if(!($recordedXUID instanceof StringTag)){
894 $this->logger->debug("No previous XUID recorded, no choice but to trust this player");
895 }elseif(!$kickForXUIDMismatch($recordedXUID->getValue())){
896 $this->logger->debug("XUID match");
897 }
898 }
899
900 if(EncryptionContext::$ENABLED){
901 $this->server->getAsyncPool()->submitTask(new PrepareEncryptionTask($clientPubKey, function(string $encryptionKey, string $handshakeJwt) : void{
902 if(!$this->connected){
903 return;
904 }
905 $this->sendDataPacket(ServerToClientHandshakePacket::create($handshakeJwt), true); //make sure this gets sent before encryption is enabled
906
907 $this->cipher = EncryptionContext::fakeGCM($encryptionKey);
908
909 $this->setHandler(new HandshakePacketHandler($this->onServerLoginSuccess(...)));
910 $this->logger->debug("Enabled encryption");
911 }));
912 }else{
913 $this->onServerLoginSuccess();
914 }
915 }
916
917 private function onServerLoginSuccess() : void{
918 $this->loggedIn = true;
919
920 $this->sendDataPacket(PlayStatusPacket::create(PlayStatusPacket::LOGIN_SUCCESS));
921
922 $this->logger->debug("Initiating resource packs phase");
923
924 $packManager = $this->server->getResourcePackManager();
925 $resourcePacks = $packManager->getResourceStack();
926 $keys = [];
927 foreach($resourcePacks as $resourcePack){
928 $key = $packManager->getPackEncryptionKey($resourcePack->getPackId());
929 if($key !== null){
930 $keys[$resourcePack->getPackId()] = $key;
931 }
932 }
933 $event = new PlayerResourcePackOfferEvent($this->info, $resourcePacks, $keys, $packManager->resourcePacksRequired());
934 $event->call();
935 $this->setHandler(new ResourcePacksPacketHandler($this, $event->getResourcePacks(), $event->getEncryptionKeys(), $event->mustAccept(), function() : void{
936 $this->createPlayer();
937 }));
938 }
939
940 private function beginSpawnSequence() : void{
941 $this->setHandler(new PreSpawnPacketHandler($this->server, $this->player, $this, $this->invManager));
942 $this->player->setNoClientPredictions(); //TODO: HACK: fix client-side falling pre-spawn
943
944 $this->logger->debug("Waiting for chunk radius request");
945 }
946
947 public function notifyTerrainReady() : void{
948 $this->logger->debug("Sending spawn notification, waiting for spawn response");
949 $this->sendDataPacket(PlayStatusPacket::create(PlayStatusPacket::PLAYER_SPAWN));
950 $this->setHandler(new SpawnResponsePacketHandler($this->onClientSpawnResponse(...)));
951 }
952
953 private function onClientSpawnResponse() : void{
954 $this->logger->debug("Received spawn response, entering in-game phase");
955 $this->player->setNoClientPredictions(false); //TODO: HACK: we set this during the spawn sequence to prevent the client sending junk movements
956 $this->player->doFirstSpawn();
957 $this->forceAsyncCompression = false;
958 $this->setHandler(new InGamePacketHandler($this->player, $this, $this->invManager));
959 }
960
961 public function onServerDeath(Translatable|string $deathMessage) : void{
962 if($this->handler instanceof InGamePacketHandler){ //TODO: this is a bad fix for pre-spawn death, this shouldn't be reachable at all at this stage :(
963 $this->setHandler(new DeathPacketHandler($this->player, $this, $this->invManager ?? throw new AssumptionFailedError(), $deathMessage));
964 }
965 }
966
967 public function onServerRespawn() : void{
968 $this->entityEventBroadcaster->syncAttributes([$this], $this->player, $this->player->getAttributeMap()->getAll());
969 $this->player->sendData(null);
970
971 $this->syncAbilities($this->player);
972 $this->invManager->syncAll();
973 $this->setHandler(new InGamePacketHandler($this->player, $this, $this->invManager));
974 }
975
976 public function syncMovement(Vector3 $pos, ?float $yaw = null, ?float $pitch = null, int $mode = MovePlayerPacket::MODE_NORMAL) : void{
977 if($this->player !== null){
978 $location = $this->player->getLocation();
979 $yaw = $yaw ?? $location->getYaw();
980 $pitch = $pitch ?? $location->getPitch();
981
982 $this->sendDataPacket(MovePlayerPacket::simple(
983 $this->player->getId(),
984 $this->player->getOffsetPosition($pos),
985 $pitch,
986 $yaw,
987 $yaw, //TODO: head yaw
988 $mode,
989 $this->player->onGround,
990 0, //TODO: riding entity ID
991 0 //TODO: tick
992 ));
993
994 if($this->handler instanceof InGamePacketHandler){
995 $this->handler->forceMoveSync = true;
996 }
997 }
998 }
999
1000 public function syncViewAreaRadius(int $distance) : void{
1001 $this->sendDataPacket(ChunkRadiusUpdatedPacket::create($distance));
1002 }
1003
1004 public function syncViewAreaCenterPoint(Vector3 $newPos, int $viewDistance) : void{
1005 $this->sendDataPacket(NetworkChunkPublisherUpdatePacket::create(BlockPosition::fromVector3($newPos), $viewDistance * 16, [])); //blocks, not chunks >.>
1006 }
1007
1008 public function syncPlayerSpawnPoint(Position $newSpawn) : void{
1009 $newSpawnBlockPosition = BlockPosition::fromVector3($newSpawn);
1010 //TODO: respawn causing block position (bed, respawn anchor)
1011 $this->sendDataPacket(SetSpawnPositionPacket::playerSpawn($newSpawnBlockPosition, DimensionIds::OVERWORLD, $newSpawnBlockPosition));
1012 }
1013
1014 public function syncWorldSpawnPoint(Position $newSpawn) : void{
1015 $this->sendDataPacket(SetSpawnPositionPacket::worldSpawn(BlockPosition::fromVector3($newSpawn), DimensionIds::OVERWORLD));
1016 }
1017
1018 public function syncGameMode(GameMode $mode, bool $isRollback = false) : void{
1019 $this->sendDataPacket(SetPlayerGameTypePacket::create($this->typeConverter->coreGameModeToProtocol($mode)));
1020 if($this->player !== null){
1021 $this->syncAbilities($this->player);
1022 $this->syncAdventureSettings(); //TODO: we might be able to do this with the abilities packet alone
1023 }
1024 if(!$isRollback && $this->invManager !== null){
1025 $this->invManager->syncCreative();
1026 }
1027 }
1028
1029 public function syncAbilities(Player $for) : void{
1030 $isOp = $for->hasPermission(DefaultPermissions::ROOT_OPERATOR);
1031
1032 //ALL of these need to be set for the base layer, otherwise the client will cry
1033 $boolAbilities = [
1034 AbilitiesLayer::ABILITY_ALLOW_FLIGHT => $for->getAllowFlight(),
1035 AbilitiesLayer::ABILITY_FLYING => $for->isFlying(),
1036 AbilitiesLayer::ABILITY_NO_CLIP => !$for->hasBlockCollision(),
1037 AbilitiesLayer::ABILITY_OPERATOR => $isOp,
1038 AbilitiesLayer::ABILITY_TELEPORT => $for->hasPermission(DefaultPermissionNames::COMMAND_TELEPORT_SELF),
1039 AbilitiesLayer::ABILITY_INVULNERABLE => $for->isCreative(),
1040 AbilitiesLayer::ABILITY_MUTED => false,
1041 AbilitiesLayer::ABILITY_WORLD_BUILDER => false,
1042 AbilitiesLayer::ABILITY_INFINITE_RESOURCES => !$for->hasFiniteResources(),
1043 AbilitiesLayer::ABILITY_LIGHTNING => false,
1044 AbilitiesLayer::ABILITY_BUILD => !$for->isSpectator(),
1045 AbilitiesLayer::ABILITY_MINE => !$for->isSpectator(),
1046 AbilitiesLayer::ABILITY_DOORS_AND_SWITCHES => !$for->isSpectator(),
1047 AbilitiesLayer::ABILITY_OPEN_CONTAINERS => !$for->isSpectator(),
1048 AbilitiesLayer::ABILITY_ATTACK_PLAYERS => !$for->isSpectator(),
1049 AbilitiesLayer::ABILITY_ATTACK_MOBS => !$for->isSpectator(),
1050 AbilitiesLayer::ABILITY_PRIVILEGED_BUILDER => false,
1051 ];
1052
1053 $layers = [
1054 new AbilitiesLayer(AbilitiesLayer::LAYER_BASE, $boolAbilities, $for->getFlightSpeedMultiplier(), 1, 0.1),
1055 ];
1056 if(!$for->hasBlockCollision()){
1057 //TODO: HACK! In 1.19.80, the client starts falling in our faux spectator mode when it clips into a
1058 //block. We can't seem to prevent this short of forcing the player to always fly when block collision is
1059 //disabled. Also, for some reason the client always reads flight state from this layer if present, even
1060 //though the player isn't in spectator mode.
1061
1062 $layers[] = new AbilitiesLayer(AbilitiesLayer::LAYER_SPECTATOR, [
1063 AbilitiesLayer::ABILITY_FLYING => true,
1064 ], null, null, null);
1065 }
1066
1067 $this->sendDataPacket(UpdateAbilitiesPacket::create(new AbilitiesData(
1068 $isOp ? CommandPermissions::OPERATOR : CommandPermissions::NORMAL,
1069 $isOp ? PlayerPermissions::OPERATOR : PlayerPermissions::MEMBER,
1070 $for->getId(),
1071 $layers
1072 )));
1073 }
1074
1075 public function syncAdventureSettings() : void{
1076 if($this->player === null){
1077 throw new \LogicException("Cannot sync adventure settings for a player that is not yet created");
1078 }
1079 //everything except auto jump is handled via UpdateAbilitiesPacket
1080 $this->sendDataPacket(UpdateAdventureSettingsPacket::create(
1081 noAttackingMobs: false,
1082 noAttackingPlayers: false,
1083 worldImmutable: false,
1084 showNameTags: true,
1085 autoJump: $this->player->hasAutoJump()
1086 ));
1087 }
1088
1089 public function syncAvailableCommands() : void{
1090 $commandData = [];
1091 foreach($this->server->getCommandMap()->getCommands() as $command){
1092 if(isset($commandData[$command->getLabel()]) || $command->getLabel() === "help" || !$command->testPermissionSilent($this->player)){
1093 continue;
1094 }
1095
1096 $lname = strtolower($command->getLabel());
1097 $aliases = $command->getAliases();
1098 $aliasObj = null;
1099 if(count($aliases) > 0){
1100 if(!in_array($lname, $aliases, true)){
1101 //work around a client bug which makes the original name not show when aliases are used
1102 $aliases[] = $lname;
1103 }
1104 $aliasObj = new CommandEnum(ucfirst($command->getLabel()) . "Aliases", $aliases);
1105 }
1106
1107 $description = $command->getDescription();
1108 $data = new CommandData(
1109 $lname, //TODO: commands containing uppercase letters in the name crash 1.9.0 client
1110 $description instanceof Translatable ? $this->player->getLanguage()->translate($description) : $description,
1111 0,
1112 0,
1113 $aliasObj,
1114 [
1115 new CommandOverload(chaining: false, parameters: [CommandParameter::standard("args", AvailableCommandsPacket::ARG_TYPE_RAWTEXT, 0, true)])
1116 ],
1117 chainedSubCommandData: []
1118 );
1119
1120 $commandData[$command->getLabel()] = $data;
1121 }
1122
1123 $this->sendDataPacket(AvailableCommandsPacket::create($commandData, [], [], []));
1124 }
1125
1130 public function prepareClientTranslatableMessage(Translatable $message) : array{
1131 //we can't send nested translations to the client, so make sure they are always pre-translated by the server
1132 $language = $this->player->getLanguage();
1133 $parameters = array_map(fn(string|Translatable $p) => $p instanceof Translatable ? $language->translate($p) : $p, $message->getParameters());
1134 return [$language->translateString($message->getText(), $parameters, "pocketmine."), $parameters];
1135 }
1136
1137 public function onChatMessage(Translatable|string $message) : void{
1138 if($message instanceof Translatable){
1139 if(!$this->server->isLanguageForced()){
1140 $this->sendDataPacket(TextPacket::translation(...$this->prepareClientTranslatableMessage($message)));
1141 }else{
1142 $this->sendDataPacket(TextPacket::raw($this->player->getLanguage()->translate($message)));
1143 }
1144 }else{
1145 $this->sendDataPacket(TextPacket::raw($message));
1146 }
1147 }
1148
1149 public function onJukeboxPopup(Translatable|string $message) : void{
1150 $parameters = [];
1151 if($message instanceof Translatable){
1152 if(!$this->server->isLanguageForced()){
1153 [$message, $parameters] = $this->prepareClientTranslatableMessage($message);
1154 }else{
1155 $message = $this->player->getLanguage()->translate($message);
1156 }
1157 }
1158 $this->sendDataPacket(TextPacket::jukeboxPopup($message, $parameters));
1159 }
1160
1161 public function onPopup(string $message) : void{
1162 $this->sendDataPacket(TextPacket::popup($message));
1163 }
1164
1165 public function onTip(string $message) : void{
1166 $this->sendDataPacket(TextPacket::tip($message));
1167 }
1168
1169 public function onFormSent(int $id, Form $form) : bool{
1170 return $this->sendDataPacket(ModalFormRequestPacket::create($id, json_encode($form, JSON_THROW_ON_ERROR)));
1171 }
1172
1173 public function onCloseAllForms() : void{
1174 $this->sendDataPacket(ClientboundCloseFormPacket::create());
1175 }
1176
1180 private function sendChunkPacket(string $chunkPacket, \Closure $onCompletion, World $world) : void{
1181 $world->timings->syncChunkSend->startTiming();
1182 try{
1183 $this->queueCompressed($chunkPacket);
1184 $onCompletion();
1185 }finally{
1186 $world->timings->syncChunkSend->stopTiming();
1187 }
1188 }
1189
1195 public function startUsingChunk(int $chunkX, int $chunkZ, \Closure $onCompletion) : void{
1196 $world = $this->player->getLocation()->getWorld();
1197 $promiseOrPacket = ChunkCache::getInstance($world, $this->compressor)->request($chunkX, $chunkZ);
1198 if(is_string($promiseOrPacket)){
1199 $this->sendChunkPacket($promiseOrPacket, $onCompletion, $world);
1200 return;
1201 }
1202 $promiseOrPacket->onResolve(
1203 //this callback may be called synchronously or asynchronously, depending on whether the promise is resolved yet
1204 function(CompressBatchPromise $promise) use ($world, $onCompletion, $chunkX, $chunkZ) : void{
1205 if(!$this->isConnected()){
1206 return;
1207 }
1208 $currentWorld = $this->player->getLocation()->getWorld();
1209 if($world !== $currentWorld || ($status = $this->player->getUsedChunkStatus($chunkX, $chunkZ)) === null){
1210 $this->logger->debug("Tried to send no-longer-active chunk $chunkX $chunkZ in world " . $world->getFolderName());
1211 return;
1212 }
1213 if($status !== UsedChunkStatus::REQUESTED_SENDING){
1214 //TODO: make this an error
1215 //this could be triggered due to the shitty way that chunk resends are handled
1216 //right now - not because of the spammy re-requesting, but because the chunk status reverts
1217 //to NEEDED if they want to be resent.
1218 return;
1219 }
1220 $this->sendChunkPacket($promise->getResult(), $onCompletion, $world);
1221 }
1222 );
1223 }
1224
1225 public function stopUsingChunk(int $chunkX, int $chunkZ) : void{
1226
1227 }
1228
1229 public function onEnterWorld() : void{
1230 if($this->player !== null){
1231 $world = $this->player->getWorld();
1232 $this->syncWorldTime($world->getTime());
1233 $this->syncWorldDifficulty($world->getDifficulty());
1234 $this->syncWorldSpawnPoint($world->getSpawnLocation());
1235 //TODO: weather needs to be synced here (when implemented)
1236 }
1237 }
1238
1239 public function syncWorldTime(int $worldTime) : void{
1240 $this->sendDataPacket(SetTimePacket::create($worldTime));
1241 }
1242
1243 public function syncWorldDifficulty(int $worldDifficulty) : void{
1244 $this->sendDataPacket(SetDifficultyPacket::create($worldDifficulty));
1245 }
1246
1247 public function getInvManager() : ?InventoryManager{
1248 return $this->invManager;
1249 }
1250
1254 public function syncPlayerList(array $players) : void{
1255 $this->sendDataPacket(PlayerListPacket::add(array_map(function(Player $player) : PlayerListEntry{
1256 return PlayerListEntry::createAdditionEntry($player->getUniqueId(), $player->getId(), $player->getDisplayName(), $this->typeConverter->getSkinAdapter()->toSkinData($player->getSkin()), $player->getXuid());
1257 }, $players)));
1258 }
1259
1260 public function onPlayerAdded(Player $p) : void{
1261 $this->sendDataPacket(PlayerListPacket::add([PlayerListEntry::createAdditionEntry($p->getUniqueId(), $p->getId(), $p->getDisplayName(), $this->typeConverter->getSkinAdapter()->toSkinData($p->getSkin()), $p->getXuid())]));
1262 }
1263
1264 public function onPlayerRemoved(Player $p) : void{
1265 if($p !== $this->player){
1266 $this->sendDataPacket(PlayerListPacket::remove([PlayerListEntry::createRemovalEntry($p->getUniqueId())]));
1267 }
1268 }
1269
1270 public function onTitle(string $title) : void{
1271 $this->sendDataPacket(SetTitlePacket::title($title));
1272 }
1273
1274 public function onSubTitle(string $subtitle) : void{
1275 $this->sendDataPacket(SetTitlePacket::subtitle($subtitle));
1276 }
1277
1278 public function onActionBar(string $actionBar) : void{
1279 $this->sendDataPacket(SetTitlePacket::actionBarMessage($actionBar));
1280 }
1281
1282 public function onClearTitle() : void{
1283 $this->sendDataPacket(SetTitlePacket::clearTitle());
1284 }
1285
1286 public function onResetTitleOptions() : void{
1287 $this->sendDataPacket(SetTitlePacket::resetTitleOptions());
1288 }
1289
1290 public function onTitleDuration(int $fadeIn, int $stay, int $fadeOut) : void{
1291 $this->sendDataPacket(SetTitlePacket::setAnimationTimes($fadeIn, $stay, $fadeOut));
1292 }
1293
1294 public function onToastNotification(string $title, string $body) : void{
1295 $this->sendDataPacket(ToastRequestPacket::create($title, $body));
1296 }
1297
1298 public function onOpenSignEditor(Vector3 $signPosition, bool $frontSide) : void{
1299 $this->sendDataPacket(OpenSignPacket::create(BlockPosition::fromVector3($signPosition), $frontSide));
1300 }
1301
1302 public function onItemCooldownChanged(Item $item, int $ticks) : void{
1303 $this->sendDataPacket(PlayerStartItemCooldownPacket::create(
1304 GlobalItemDataHandlers::getSerializer()->serializeType($item)->getName(),
1305 $ticks
1306 ));
1307 }
1308
1309 public function tick() : void{
1310 if(!$this->isConnected()){
1311 $this->dispose();
1312 return;
1313 }
1314
1315 if($this->info === null){
1316 if(time() >= $this->connectTime + 10){
1317 $this->disconnectWithError(KnownTranslationFactory::pocketmine_disconnect_error_loginTimeout());
1318 }
1319
1320 return;
1321 }
1322
1323 if($this->player !== null){
1324 $this->player->doChunkRequests();
1325
1326 $dirtyAttributes = $this->player->getAttributeMap()->needSend();
1327 $this->entityEventBroadcaster->syncAttributes([$this], $this->player, $dirtyAttributes);
1328 foreach($dirtyAttributes as $attribute){
1329 //TODO: we might need to send these to other players in the future
1330 //if that happens, this will need to become more complex than a flag on the attribute itself
1331 $attribute->markSynchronized();
1332 }
1333 }
1334 Timings::$playerNetworkSendInventorySync->startTiming();
1335 try{
1336 $this->invManager?->flushPendingUpdates();
1337 }finally{
1338 Timings::$playerNetworkSendInventorySync->stopTiming();
1339 }
1340
1341 $this->flushGamePacketQueue();
1342 }
1343}
handleDataPacket(Packet $packet, string $buffer)
prepareClientTranslatableMessage(Translatable $message)
onPlayerDestroyed(Translatable|string $reason, Translatable|string $disconnectScreenMessage)
sendDataPacketWithReceipt(ClientboundPacket $packet, bool $immediate=false)
onClientDisconnect(Translatable|string $reason)
transfer(string $ip, int $port, Translatable|string|null $reason=null)
disconnect(Translatable|string $reason, Translatable|string|null $disconnectScreenMessage=null, bool $notify=true)
startUsingChunk(int $chunkX, int $chunkZ, \Closure $onCompletion)