session

package
v0.8.10 Latest Latest
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Published: Dec 1, 2022 License: MIT Imports: 49 Imported by: 19

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Index

Constants

This section is empty.

Variables

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var Nop = &Session{}

Nop represents a no-operation session. It does not do anything when sending a packet to it.

Functions

This section is empty.

Types

type BlockActorDataHandler added in v0.2.0

type BlockActorDataHandler struct{}

BlockActorDataHandler handles an incoming BlockActorData packet from the client, sent for some block entities like signs when they are edited.

func (BlockActorDataHandler) Handle added in v0.2.0

Handle ...

type BlockPickRequestHandler

type BlockPickRequestHandler struct{}

BlockPickRequestHandler handles the BlockPickRequest packet.

func (BlockPickRequestHandler) Handle

Handle ...

type BookEditHandler added in v0.8.3

type BookEditHandler struct{}

BookEditHandler handles the BookEdit packet.

func (BookEditHandler) Handle added in v0.8.3

func (b BookEditHandler) Handle(p packet.Packet, s *Session) error

Handle ...

type ClientCacheBlobStatusHandler

type ClientCacheBlobStatusHandler struct {
}

ClientCacheBlobStatusHandler handles the ClientCacheBlobStatus packet.

func (*ClientCacheBlobStatusHandler) Handle

Handle ...

type CommandRequestHandler

type CommandRequestHandler struct {
	// contains filtered or unexported fields
}

CommandRequestHandler handles the CommandRequest packet.

func (*CommandRequestHandler) Handle

func (h *CommandRequestHandler) Handle(p packet.Packet, s *Session) error

Handle ...

type Conn added in v0.3.0

type Conn interface {
	io.Closer
	// IdentityData returns the login.IdentityData of a Conn. It contains the UUID, XUID and username of the connection.
	IdentityData() login.IdentityData
	// ClientData returns the login.ClientData of a Conn. This includes less sensitive data of the player like its skin,
	// language code and other non-essential information.
	ClientData() login.ClientData
	// ClientCacheEnabled specifies if the Conn has the client cache, used for caching chunks client-side, enabled or
	// not. Some platforms, like the Nintendo Switch, have this disabled at all times.
	ClientCacheEnabled() bool
	// ChunkRadius returns the chunk radius as requested by the client at the other end of the Conn.
	ChunkRadius() int
	// Latency returns the current latency measured over the Conn.
	Latency() time.Duration
	// Flush flushes the packets buffered by the Conn, sending all of them out immediately.
	Flush() error
	// RemoteAddr returns the remote network address.
	RemoteAddr() net.Addr
	// ReadPacket reads a packet.Packet from the Conn. An error is returned if a deadline was set that was
	// exceeded or if the Conn was closed while awaiting a packet.
	ReadPacket() (pk packet.Packet, err error)
	// WritePacket writes a packet.Packet to the Conn. An error is returned if the Conn was closed before sending the
	// packet.
	WritePacket(pk packet.Packet) error
	// StartGameContext starts the game for the Conn with a context to cancel it.
	StartGameContext(ctx context.Context, data minecraft.GameData) error
}

Conn represents a connection that packets are read from and written to by a Session. In addition, it holds some information on the identity of the Session.

type ContainerCloseHandler

type ContainerCloseHandler struct{}

ContainerCloseHandler handles the ContainerClose packet.

func (*ContainerCloseHandler) Handle

func (h *ContainerCloseHandler) Handle(p packet.Packet, s *Session) error

Handle ...

type Controllable

type Controllable interface {
	Name() string
	world.Entity
	item.User
	form.Submitter
	cmd.Source
	chat.Subscriber

	Locale() language.Tag

	SetHeldItems(right, left item.Stack)

	Move(deltaPos mgl64.Vec3, deltaYaw, deltaPitch float64)
	Speed() float64

	Chat(msg ...any)
	ExecuteCommand(commandLine string)
	GameMode() world.GameMode
	SetGameMode(mode world.GameMode)
	Effects() []effect.Effect

	UseItem()
	ReleaseItem()
	UseItemOnBlock(pos cube.Pos, face cube.Face, clickPos mgl64.Vec3)
	UseItemOnEntity(e world.Entity) bool
	BreakBlock(pos cube.Pos)
	PickBlock(pos cube.Pos)
	AttackEntity(e world.Entity) bool
	Drop(s item.Stack) (n int)
	SwingArm()
	PunchAir()

	ExperienceLevel() int
	SetExperienceLevel(level int)

	EnchantmentSeed() int64
	ResetEnchantmentSeed()

	Respawn()
	Dead() bool

	StartSneaking()
	Sneaking() bool
	StopSneaking()
	StartSprinting()
	Sprinting() bool
	StopSprinting()
	StartSwimming()
	Swimming() bool
	StopSwimming()
	StartFlying()
	Flying() bool
	StopFlying()
	StartGliding()
	Gliding() bool
	StopGliding()
	Jump()

	StartBreaking(pos cube.Pos, face cube.Face)
	ContinueBreaking(face cube.Face)
	FinishBreaking()
	AbortBreaking()

	Exhaust(points float64)

	EditSign(pos cube.Pos, text string) error

	EnderChestInventory() *inventory.Inventory

	// UUID returns the UUID of the controllable. It must be unique for all controllable entities present in
	// the server.
	UUID() uuid.UUID
	// XUID returns the XBOX Live User ID of the controllable. Every controllable must have one of these if
	// they are authenticated via XBOX Live, as they must be connected to an XBOX Live account.
	XUID() string
	// Skin returns the skin of the controllable. Each controllable must have a skin, as it defines how the
	// entity looks in the world.
	Skin() skin.Skin
	SetSkin(skin.Skin)
}

Controllable represents an entity that may be controlled by a Session. Generally, Controllable is implemented in the form of a Player. Methods in Controllable will be added as Session needs them in order to handle packets.

type EmoteHandler

type EmoteHandler struct {
	LastEmote time.Time
}

EmoteHandler handles the Emote packet.

func (*EmoteHandler) Handle

func (h *EmoteHandler) Handle(p packet.Packet, s *Session) error

Handle ...

type InteractHandler

type InteractHandler struct{}

InteractHandler handles the packet.Interact.

func (*InteractHandler) Handle

func (h *InteractHandler) Handle(p packet.Packet, s *Session) error

Handle ...

type InventoryTransactionHandler

type InventoryTransactionHandler struct{}

InventoryTransactionHandler handles the InventoryTransaction packet.

func (*InventoryTransactionHandler) Handle

Handle ...

type ItemStackRequestHandler

type ItemStackRequestHandler struct {
	// contains filtered or unexported fields
}

ItemStackRequestHandler handles the ItemStackRequest packet. It handles the actions done within the inventory.

func (*ItemStackRequestHandler) Handle

Handle ...

type LevelSoundEventHandler

type LevelSoundEventHandler struct{}

func (LevelSoundEventHandler) Handle

type Logger added in v0.7.0

type Logger interface {
	Errorf(format string, a ...any)
	Debugf(format string, a ...any)
}

Logger is used to write debug messages to. These messages are sent whenever handling of a packet of a client fails.

type MobEquipmentHandler

type MobEquipmentHandler struct{}

MobEquipmentHandler handles the MobEquipment packet.

func (*MobEquipmentHandler) Handle

Handle ...

type ModalFormResponseHandler

type ModalFormResponseHandler struct {
	// contains filtered or unexported fields
}

ModalFormResponseHandler handles the ModalFormResponse packet.

func (*ModalFormResponseHandler) Handle

Handle ...

type NetworkEncodeableEntity added in v0.8.2

type NetworkEncodeableEntity interface {
	// NetworkEncodeEntity returns the network type ID of the entity. This is NOT the save ID.
	NetworkEncodeEntity() string
}

NetworkEncodeableEntity is an Entity where the save ID and network ID are not the same.

type PlayerActionHandler

type PlayerActionHandler struct{}

PlayerActionHandler handles the PlayerAction packet.

func (*PlayerActionHandler) Handle

Handle ...

type PlayerAuthInputHandler

type PlayerAuthInputHandler struct{}

PlayerAuthInputHandler handles the PlayerAuthInput packet.

func (PlayerAuthInputHandler) Handle

Handle ...

type PlayerSkinHandler added in v0.1.0

type PlayerSkinHandler struct{}

PlayerSkinHandler handles the PlayerSkin packet.

func (PlayerSkinHandler) Handle added in v0.1.0

Handle ...

type RequestAbilityHandler added in v0.7.2

type RequestAbilityHandler struct{}

RequestAbilityHandler handles the RequestAbility packet.

func (RequestAbilityHandler) Handle added in v0.7.2

Handle ...

type RequestChunkRadiusHandler

type RequestChunkRadiusHandler struct{}

RequestChunkRadiusHandler handles the RequestChunkRadius packet.

func (*RequestChunkRadiusHandler) Handle

Handle ...

type RespawnHandler

type RespawnHandler struct{}

RespawnHandler handles the Respawn packet.

func (*RespawnHandler) Handle

func (*RespawnHandler) Handle(p packet.Packet, s *Session) error

Handle ...

type Session

type Session struct {
	// contains filtered or unexported fields
}

Session handles incoming packets from connections and sends outgoing packets by providing a thin layer of abstraction over direct packets. A Session basically 'controls' an entity.

func New

func New(conn Conn, maxChunkRadius int, log Logger, joinMessage, quitMessage string) *Session

New returns a new session using a controllable entity. The session will control this entity using the packets that it receives. New takes the connection from which to accept packets. It will start handling these packets after a call to Session.Spawn().

func (*Session) Addr

func (s *Session) Addr() net.Addr

Addr returns the net.Addr of the client.

func (*Session) ClientData

func (s *Session) ClientData() login.ClientData

ClientData returns the login.ClientData of the underlying *minecraft.Conn.

func (*Session) Close

func (s *Session) Close() error

Close closes the session, which in turn closes the controllable and the connection that the session manages. Close ensures the method only runs code on the first call.

func (*Session) CloseConnection

func (s *Session) CloseConnection()

CloseConnection closes the underlying connection of the session so that the session ends up being closed eventually.

func (*Session) Controllable added in v0.7.0

func (s *Session) Controllable() Controllable

Controllable returns the Controllable entity that the Session controls.

func (*Session) Disconnect

func (s *Session) Disconnect(message string)

Disconnect disconnects the client and ultimately closes the session. If the message passed is non-empty, it will be shown to the client.

func (*Session) EmptyUIInventory added in v0.8.4

func (s *Session) EmptyUIInventory()

EmptyUIInventory attempts to move all items in the UI inventory to the player's main inventory. If the main inventory is full, the items are dropped on the ground instead.

func (*Session) EnableCoordinates

func (s *Session) EnableCoordinates(enable bool)

EnableCoordinates will either enable or disable coordinates for the player depending on the value given.

func (*Session) EnableInstantRespawn added in v0.3.0

func (s *Session) EnableInstantRespawn(enable bool)

EnableInstantRespawn will either enable or disable instant respawn for the player depending on the value given.

func (*Session) HandleInventories

func (s *Session) HandleInventories() (inv, offHand, enderChest *inventory.Inventory, armour *inventory.Armour, heldSlot *atomic.Uint32)

HandleInventories starts handling the inventories of the Controllable entity of the session. It sends packets when slots in the inventory are changed.

func (*Session) HideEntity

func (s *Session) HideEntity(e world.Entity)

HideEntity ...

func (*Session) Latency

func (s *Session) Latency() time.Duration

Latency returns the latency of the connection.

func (*Session) OpenBlockContainer

func (s *Session) OpenBlockContainer(pos cube.Pos)

OpenBlockContainer ...

func (*Session) PlaySound added in v0.7.0

func (s *Session) PlaySound(t world.Sound)

PlaySound plays a world.Sound to the client. The volume is not dependent on the distance to the source if it is a sound of the LevelSoundEvent packet.

func (*Session) RemoveBossBar

func (s *Session) RemoveBossBar()

RemoveBossBar removes any boss bar currently active on the player's screen.

func (*Session) RemoveScoreboard

func (s *Session) RemoveScoreboard()

RemoveScoreboard ...

func (*Session) SendAbsorption

func (s *Session) SendAbsorption(value float64)

SendAbsorption sends the absorption value passed to the player.

func (*Session) SendActionBarMessage

func (s *Session) SendActionBarMessage(text string)

SendActionBarMessage ...

func (*Session) SendAnnouncement

func (s *Session) SendAnnouncement(message string)

SendAnnouncement ...

func (*Session) SendBossBar

func (s *Session) SendBossBar(text string, colour uint8, healthPercentage float64)

SendBossBar sends a boss bar to the player with the text passed and the health percentage of the bar. SendBossBar removes any boss bar that might be active before sending the new one.

func (*Session) SendCommandOutput

func (s *Session) SendCommandOutput(output *cmd.Output)

SendCommandOutput sends the output of a command to the player. It will be shown to the caller of the command, which might be the player or a websocket server.

func (*Session) SendEffect

func (s *Session) SendEffect(e effect.Effect)

SendEffect sends an effects passed to the player.

func (*Session) SendEffectRemoval

func (s *Session) SendEffectRemoval(e effect.Type)

SendEffectRemoval sends the removal of an effect passed.

func (*Session) SendExperience added in v0.7.0

func (s *Session) SendExperience(e *entity.ExperienceManager)

SendExperience sends the experience level and progress from the given experience manager to the player.

func (*Session) SendFood

func (s *Session) SendFood(food int, saturation, exhaustion float64)

SendFood ...

func (*Session) SendForm

func (s *Session) SendForm(f form.Form)

SendForm sends a form to the client of the connection. The Submit method of the form is called when the client submits the form.

func (*Session) SendGameMode

func (s *Session) SendGameMode(mode world.GameMode)

SendGameMode sends the game mode of the Controllable entity of the session to the client. It makes sure the right flags are set to create the full game mode.

func (*Session) SendHealth

func (s *Session) SendHealth(health *entity.HealthManager)

SendHealth sends the health and max health to the player.

func (*Session) SendJukeboxPopup

func (s *Session) SendJukeboxPopup(message string)

SendJukeboxPopup ...

func (*Session) SendMessage

func (s *Session) SendMessage(message string)

SendMessage ...

func (*Session) SendPopup

func (s *Session) SendPopup(message string)

SendPopup ...

func (*Session) SendRespawn

func (s *Session) SendRespawn(pos mgl64.Vec3)

SendRespawn spawns the Controllable entity of the session client-side in the world, provided it has died.

func (*Session) SendScoreboard

func (s *Session) SendScoreboard(sb *scoreboard.Scoreboard)

SendScoreboard ...

func (*Session) SendSpeed

func (s *Session) SendSpeed(speed float64)

SendSpeed sends the speed of the player in an UpdateAttributes packet, so that it is updated client-side.

func (*Session) SendSubtitle

func (s *Session) SendSubtitle(text string)

SendSubtitle ...

func (*Session) SendTip

func (s *Session) SendTip(message string)

SendTip ...

func (*Session) SendTitle

func (s *Session) SendTitle(text string)

SendTitle ...

func (*Session) SendToast added in v0.7.0

func (s *Session) SendToast(title, message string)

SendToast ...

func (*Session) SetHeldSlot

func (s *Session) SetHeldSlot(slot int) error

SetHeldSlot sets the currently held hotbar slot.

func (*Session) SetTitleDurations

func (s *Session) SetTitleDurations(fadeInDuration, remainDuration, fadeOutDuration time.Duration)

SetTitleDurations ...

func (*Session) Spawn added in v0.7.0

func (s *Session) Spawn(c Controllable, pos mgl64.Vec3, w *world.World, gm world.GameMode, onStop func(controllable Controllable))

Spawn makes the Controllable passed spawn in the world.World. The function passed will be called when the session stops running.

func (*Session) Start

func (s *Session) Start()

Start makes the session start handling incoming packets from the client.

func (*Session) StartShowingEntity added in v0.4.0

func (s *Session) StartShowingEntity(e world.Entity)

StartShowingEntity starts showing a world.Entity to the Session that was previously hidden using StopShowingEntity.

func (*Session) StopShowingEntity added in v0.4.0

func (s *Session) StopShowingEntity(e world.Entity)

StopShowingEntity stops showing a world.Entity to the Session. It will be completely invisible until a call to StartShowingEntity is made.

func (*Session) Transfer

func (s *Session) Transfer(ip net.IP, port int)

Transfer transfers the player to a server with the IP and port passed.

func (*Session) UpdateHeldSlot added in v0.6.0

func (s *Session) UpdateHeldSlot(slot int, expected item.Stack) error

UpdateHeldSlot updates the held slot of the Session to the slot passed. It also verifies that the item in that slot matches an expected item stack.

func (*Session) ViewBlockAction

func (s *Session) ViewBlockAction(pos cube.Pos, a world.BlockAction)

ViewBlockAction ...

func (*Session) ViewBlockUpdate

func (s *Session) ViewBlockUpdate(pos cube.Pos, b world.Block, layer int)

ViewBlockUpdate ...

func (*Session) ViewChunk

func (s *Session) ViewChunk(pos world.ChunkPos, c *chunk.Chunk, blockEntities map[cube.Pos]world.Block)

ViewChunk ...

func (*Session) ViewEmote

func (s *Session) ViewEmote(player world.Entity, emote uuid.UUID)

ViewEmote ...

func (*Session) ViewEntity

func (s *Session) ViewEntity(e world.Entity)

ViewEntity ...

func (*Session) ViewEntityAction

func (s *Session) ViewEntityAction(e world.Entity, a world.EntityAction)

ViewEntityAction ...

func (*Session) ViewEntityArmour

func (s *Session) ViewEntityArmour(e world.Entity)

ViewEntityArmour ...

func (*Session) ViewEntityItems

func (s *Session) ViewEntityItems(e world.Entity)

ViewEntityItems ...

func (*Session) ViewEntityMovement

func (s *Session) ViewEntityMovement(e world.Entity, pos mgl64.Vec3, yaw, pitch float64, onGround bool)

ViewEntityMovement ...

func (*Session) ViewEntityState

func (s *Session) ViewEntityState(e world.Entity)

ViewEntityState ...

func (*Session) ViewEntityTeleport

func (s *Session) ViewEntityTeleport(e world.Entity, position mgl64.Vec3)

ViewEntityTeleport ...

func (*Session) ViewEntityVelocity

func (s *Session) ViewEntityVelocity(e world.Entity, velocity mgl64.Vec3)

ViewEntityVelocity ...

func (*Session) ViewFurnaceUpdate added in v0.8.0

func (s *Session) ViewFurnaceUpdate(prevCookTime, cookTime, prevRemainingFuelTime, remainingFuelTime, prevMaxFuelTime, maxFuelTime time.Duration)

ViewFurnaceUpdate updates a furnace for the associated session based on previous times.

func (*Session) ViewItemCooldown added in v0.8.0

func (s *Session) ViewItemCooldown(item world.Item, duration time.Duration)

ViewItemCooldown ...

func (*Session) ViewParticle

func (s *Session) ViewParticle(pos mgl64.Vec3, p world.Particle)

ViewParticle ...

func (*Session) ViewSkin added in v0.1.0

func (s *Session) ViewSkin(e world.Entity)

ViewSkin ...

func (*Session) ViewSlotChange

func (s *Session) ViewSlotChange(slot int, newItem item.Stack)

ViewSlotChange ...

func (*Session) ViewSound

func (s *Session) ViewSound(pos mgl64.Vec3, soundType world.Sound)

ViewSound ...

func (*Session) ViewSubChunks added in v0.7.0

func (s *Session) ViewSubChunks(center world.SubChunkPos, offsets []protocol.SubChunkOffset)

ViewSubChunks ...

func (*Session) ViewTime

func (s *Session) ViewTime(time int)

ViewTime ...

func (*Session) ViewWeather added in v0.4.0

func (s *Session) ViewWeather(raining, thunder bool)

ViewWeather ...

func (*Session) ViewWorldSpawn added in v0.1.0

func (s *Session) ViewWorldSpawn(pos cube.Pos)

ViewWorldSpawn ...

type SubChunkRequestHandler added in v0.7.0

type SubChunkRequestHandler struct{}

SubChunkRequestHandler handles sub-chunk requests from the client. The server will respond with a packet containing the requested sub-chunks.

func (*SubChunkRequestHandler) Handle added in v0.7.0

Handle ...

type TextHandler

type TextHandler struct{}

TextHandler handles the Text packet.

func (TextHandler) Handle

func (TextHandler) Handle(p packet.Packet, s *Session) error

Handle ...

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