write some more docs for az-protocol

This commit is contained in:
mat 2022-10-23 22:59:38 -05:00
parent 65da123631
commit 3869fd622f
3 changed files with 113 additions and 29 deletions

View file

@ -1,4 +1,4 @@
//! parse sending and receiving packets with a server.
//! Create connections that communicate with a remote server or client.
use crate::packets::game::{ClientboundGamePacket, ServerboundGamePacket};
use crate::packets::handshake::{ClientboundHandshakePacket, ServerboundHandshakePacket};
@ -8,18 +8,19 @@ use crate::packets::status::{ClientboundStatusPacket, ServerboundStatusPacket};
use crate::packets::ProtocolPacket;
use crate::read::{read_packet, ReadPacketError};
use crate::write::write_packet;
use crate::ServerIpAddress;
use azalea_auth::sessionserver::SessionServerError;
use azalea_crypto::{Aes128CfbDec, Aes128CfbEnc};
use bytes::BytesMut;
use std::fmt::Debug;
use std::marker::PhantomData;
use std::net::SocketAddr;
use thiserror::Error;
use tokio::io::AsyncWriteExt;
use tokio::net::tcp::{OwnedReadHalf, OwnedWriteHalf};
use tokio::net::TcpStream;
use uuid::Uuid;
/// The read half of a connection.
pub struct ReadConnection<R: ProtocolPacket> {
read_stream: OwnedReadHalf,
buffer: BytesMut,
@ -28,6 +29,7 @@ pub struct ReadConnection<R: ProtocolPacket> {
_reading: PhantomData<R>,
}
/// The write half of a connection.
pub struct WriteConnection<W: ProtocolPacket> {
write_stream: OwnedWriteHalf,
compression_threshold: Option<u32>,
@ -35,6 +37,76 @@ pub struct WriteConnection<W: ProtocolPacket> {
_writing: PhantomData<W>,
}
/// A connection that can read and write packets.
///
/// # Examples
///
/// Join an offline-mode server and go through the handshake.
/// ```rust,no_run
/// #[tokio::main]
/// async fn main() -> Result<(), Box<dyn std::error::Error>> {
/// let resolved_address = resolver::resolve_address(address).await?;
/// let mut conn = Connection::new(&resolved_address).await?;
///
/// // handshake
/// conn.write(
/// ClientIntentionPacket {
/// protocol_version: PROTOCOL_VERSION,
/// hostname: address.host.to_string(),
/// port: address.port,
/// intention: ConnectionProtocol::Login,
/// }
/// .get(),
/// )
/// .await?;
/// let mut conn = conn.login();
///
/// // login
/// conn.write(
/// ServerboundHelloPacket {
/// username,
/// public_key: None,
/// profile_id: None,
/// }
/// .get(),
/// )
/// .await?;
///
/// let (conn, game_profile) = loop {
/// let packet_result = conn.read().await;
/// match packet_result {
/// Ok(packet) => match packet {
/// ClientboundLoginPacket::Hello(p) => {
/// let e = azalea_crypto::encrypt(&p.public_key, &p.nonce).unwrap();
///
/// 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); }
/// ClientboundLoginPacket::LoginCompression(p) => {
/// conn.set_compression_threshold(p.compression_threshold);
/// }
/// ClientboundLoginPacket::GameProfile(p) => {
/// break (conn.game(), p.game_profile);
/// }
/// ClientboundLoginPacket::LoginDisconnect(p) => {
/// println!("login disconnect: {}", p.reason);
/// bail!(JoinError::Disconnected(p.reason));
/// }
/// ClientboundLoginPacket::CustomQuery(p) => {}
/// },
/// Err(e) => {
/// eprintln!("Error: {:?}", e);
/// bail!("Error: {:?}", e);
/// }
/// }
/// };
/// ```
pub struct Connection<R: ProtocolPacket, W: ProtocolPacket> {
pub reader: ReadConnection<R>,
pub writer: WriteConnection<W>,
@ -58,7 +130,7 @@ impl<W> WriteConnection<W>
where
W: ProtocolPacket + Debug,
{
/// Write a packet to the server
/// Write a packet to the server.
pub async fn write(&mut self, packet: W) -> std::io::Result<()> {
write_packet(
&packet,
@ -69,6 +141,7 @@ where
.await
}
/// End the connection.
pub async fn shutdown(&mut self) -> std::io::Result<()> {
self.write_stream.shutdown().await
}
@ -79,11 +152,12 @@ where
R: ProtocolPacket + Debug,
W: ProtocolPacket + Debug,
{
/// Read a packet from the other side of the connection.
pub async fn read(&mut self) -> Result<R, ReadPacketError> {
self.reader.read().await
}
/// Write a packet to the server
/// Write a packet to the other side of the connection.
pub async fn write(&mut self, packet: W) -> std::io::Result<()> {
self.writer.write(packet).await
}
@ -101,11 +175,9 @@ pub enum ConnectionError {
}
impl Connection<ClientboundHandshakePacket, ServerboundHandshakePacket> {
pub async fn new(address: &ServerIpAddress) -> Result<Self, ConnectionError> {
let ip = address.ip;
let port = address.port;
let stream = TcpStream::connect(format!("{}:{}", ip, port)).await?;
/// Create a new connection to the given address.
pub async fn new(address: &SocketAddr) -> Result<Self, ConnectionError> {
let stream = TcpStream::connect(address).await?;
// enable tcp_nodelay
stream.set_nodelay(true)?;
@ -129,16 +201,21 @@ impl Connection<ClientboundHandshakePacket, ServerboundHandshakePacket> {
})
}
/// Change our state from handshake to login. This is the state that is used for logging in.
pub fn login(self) -> Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
Connection::from(self)
}
/// Change our state from handshake to status. This is the state that is used for pinging the server.
pub fn status(self) -> Connection<ClientboundStatusPacket, ServerboundStatusPacket> {
Connection::from(self)
}
}
impl Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
/// Set our compression threshold, i.e. the maximum size that a packet is
/// allowed to be without getting compressed. If you set it to less than 0
/// then compression gets disabled.
pub fn set_compression_threshold(&mut self, threshold: i32) {
// if you pass a threshold of less than 0, compression is disabled
if threshold >= 0 {
@ -150,13 +227,14 @@ impl Connection<ClientboundLoginPacket, ServerboundLoginPacket> {
}
}
/// Set the encryption key that is used to encrypt and decrypt packets. It's the same for both reading and writing.
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.reader.dec_cipher = Some(dec_cipher);
self.writer.enc_cipher = Some(enc_cipher);
}
/// Change our state from login to game. This is the state that's used when you're actually in the game.
pub fn game(self) -> Connection<ClientboundGamePacket, ServerboundGamePacket> {
Connection::from(self)
}

View file

@ -1,10 +1,13 @@
//! This lib is responsible for parsing Minecraft packets.
//! A low-level crate to send and receive Minecraft packets.
//!
//! You should probably use [`azalea`] or [`azalea_client`] instead, as
//! azalea_protocol delegates much of the work, such as auth, to the user of
//! the crate.
// these two are necessary for thiserror backtraces
#![feature(error_generic_member_access)]
#![feature(provide_any)]
use std::net::IpAddr;
use std::str::FromStr;
#[cfg(feature = "connecting")]
@ -15,18 +18,24 @@ pub mod read;
pub mod resolver;
pub mod write;
/// A host and port. It's possible that the port doesn't resolve to anything.
///
/// # Examples
///
/// ServerAddress implements TryFrom<&str>, so you can use it like this:
/// ```
/// use azalea_protocol::ServerAddress;
///
/// let addr = ServerAddress::try_from("localhost:25565").unwrap();
/// assert_eq!(addr.host, "localhost");
/// assert_eq!(addr.port, 25565);
/// ```
#[derive(Debug)]
pub struct ServerAddress {
pub host: String,
pub port: u16,
}
#[derive(Debug)]
pub struct ServerIpAddress {
pub ip: IpAddr,
pub port: u16,
}
// impl try_from for ServerAddress
impl<'a> TryFrom<&'a str> for ServerAddress {
type Error = String;

View file

@ -1,6 +1,6 @@
use crate::{ServerAddress, ServerIpAddress};
use crate::ServerAddress;
use async_recursion::async_recursion;
use std::net::IpAddr;
use std::net::{IpAddr, SocketAddr};
use thiserror::Error;
use trust_dns_resolver::{
config::{ResolverConfig, ResolverOpts},
@ -18,13 +18,10 @@ pub enum ResolverError {
/// Resolve a Minecraft server address into an IP address and port.
/// If it's already an IP address, it's returned as-is.
#[async_recursion]
pub async fn resolve_address(address: &ServerAddress) -> Result<ServerIpAddress, ResolverError> {
pub async fn resolve_address(address: &ServerAddress) -> Result<SocketAddr, ResolverError> {
// If the address.host is already in the format of an ip address, return it.
if let Ok(ip) = address.host.parse::<IpAddr>() {
return Ok(ServerIpAddress {
ip,
port: address.port,
});
return Ok(SocketAddr::new(ip, address.port));
}
// we specify Cloudflare instead of the default resolver because trust_dns_resolver has an issue on Windows where it's really slow using the default resolver
@ -56,8 +53,8 @@ pub async fn resolve_address(address: &ServerAddress) -> Result<ServerIpAddress,
let lookup_ip_result = resolver.lookup_ip(address.host.clone()).await;
let lookup_ip = lookup_ip_result.map_err(|_| ResolverError::NoIp)?;
Ok(ServerIpAddress {
ip: lookup_ip.iter().next().unwrap(),
port: address.port,
})
Ok(SocketAddr::new(
lookup_ip.iter().next().unwrap(),
address.port,
))
}