pocket-minecraft-protocol
Version:
Parse and serialize Minecraft Bedrock Edition packets
141 lines (122 loc) • 4.01 kB
JavaScript
const { ClientStatus, Connection } = require('./connection')
const fs = require('fs')
const Options = require('./options')
const { Encrypt } = require('./auth/encryption')
const Login = require('./auth/login')
const LoginVerify = require('./auth/loginVerify')
class Player extends Connection {
constructor (server, connection) {
super()
this.server = server
this.serializer = server.serializer
this.deserializer = server.deserializer
this.connection = connection
this.options = server.options
Encrypt(this, server, server.options)
Login(this, server, server.options)
LoginVerify(this, server, server.options)
this.startQueue()
this.status = ClientStatus.Authenticating
this.inLog = (...args) => console.info('S -> C', ...args)
this.outLog = (...args) => console.info('C -> S', ...args)
}
getData () {
return this.userData
}
onLogin (packet) {
const body = packet.data
// debug('Login body', body)
this.emit('loggingIn', body)
const clientVer = body.protocol_version
if (this.server.options.protocolVersion) {
if (this.server.options.protocolVersion < clientVer) {
this.sendDisconnectStatus('failed_client')
return
}
} else if (clientVer < Options.MIN_VERSION) {
this.sendDisconnectStatus('failed_client')
return
}
// Parse login data
const authChain = JSON.parse(body.params.chain)
const skinChain = body.params.client_data
try {
var { key, userData, chain } = this.decodeLoginJWT(authChain.chain, skinChain) // eslint-disable-line
} catch (e) {
console.error(e)
// TODO: disconnect user
throw new Error('Failed to verify user')
}
console.log('Verified user', 'got pub key', key, userData)
this.emit('login', { user: userData.extraData }) // emit events for user
this.emit('server.client_handshake', { key }) // internal so we start encryption
this.userData = userData.extraData
this.version = clientVer
}
/**
* Disconnects a client before it has joined
* @param {string} playStatus
*/
sendDisconnectStatus (playStatus) {
this.write('play_status', { status: playStatus })
this.close()
}
/**
* Disconnects a client after it has joined
*/
disconnect (reason, hide = false) {
this.write('disconnect', {
hide_disconnect_screen: hide,
message: reason
})
this.close()
}
// After sending Server to Client Handshake, this handles the client's
// Client to Server handshake response. This indicates successful encryption
onHandshake () {
// this.outLog('Sending login success!', this.status)
// https://wiki.vg/Bedrock_Protocol#Play_Status
this.write('play_status', { status: 'login_success' })
this.status = ClientStatus.Initializing
this.emit('join')
}
close () {
this.q = []
this.q2 = []
clearInterval(this.loop)
this.connection?.close()
this.removeAllListeners()
}
readPacket (packet) {
// console.log('packet', packet)
try {
var des = this.server.deserializer.parsePacketBuffer(packet) // eslint-disable-line
} catch (e) {
this.disconnect('Server error')
console.warn('Packet parsing failed! Writing dump to ./packetdump.bin')
fs.writeFileSync('packetdump.bin', packet)
fs.writeFileSync('packetdump.txt', packet.toString('hex'))
throw e
}
console.log('-> S', des)
switch (des.data.name) {
case 'login':
console.log(des)
this.onLogin(des)
return
case 'client_to_server_handshake':
// Emit the 'join' event
this.onHandshake()
break
case 'set_local_player_as_initialized':
this.state = ClientStatus.Initialized
// Emit the 'spawn' event
this.emit('spawn')
break
default:
console.log('ignoring, unhandled')
}
this.emit(des.data.name, des.data.params)
}
}
module.exports = { Player, ClientStatus }