Merge unstable into development (#2173)

* Remove more scene synchronized

* Fix worktop options not appearing

* Format code [skip actions]

* Fix delay with server tasks

* Format code [skip actions]

* Fully fix fairy clock (#2146)

* Fix scene transition

* fully fix fairy clock

* Re-add call to `Player#updatePlayerGameTime`

* Format code [skip actions]

* Initialize the script loader in `ResourceLoader#loadAll`

* Fix region removal checking

* Format code [skip actions]

* Use Lombok's `EqualsAndHashCode` for comparing scene regions

* Format code [skip actions]

* Move 'invalid gather object' to `trace`

* Add more information to the 'unknown condition handler' message

* Move invalid ability action to trace

* Make `KcpTunnel` public

* Validate the NPC being talked to

* Format code [skip actions]

* NPCs are not spawned server side; change logic to handle it

* Format code [skip actions]

* unload scene when there are no players (#2147)

* unload scene when there are no players

* Update src/main/java/emu/grasscutter/game/world/Scene.java

Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>

---------

Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>

* Check if a command should be copied or HTTP should be used

* Lint Code [skip actions]

* Fix character names rendering incorrectly

* Add basic troubleshooting command

* Implement handbook teleporting

also a few formatting changes and sort data by logical sense

* Fix listener `ConcurrentModificationException` issue

* Add color change to `Join the Community!`

* Lint Code [skip actions]

* Make clickable buttons appear clickable

* Remove 'Mechanicus' entities from the list of entities

* Format code [skip actions]

* Fix going back returning a blank screen

* Implement entity spawning

* Add setting level to entity card

* Add support for 'plain text' mode

* Make descriptions of objects scrollable

* Lint Code [skip actions]

* Format code [skip actions]

* Change the way existing hooks work

* Format code [skip actions]

* Upgrade Javalin to 5.5.0 & Fix project warnings

* Upgrade logging libraries

* Fix gacha mappings static file issue

* Add temporary backwards compatability for `ServerHelper`

* Format code [skip actions]

* Remove artifact signatures from VCS

* Fix forge queue data protocol definition

* Run `spotlessApply`

* Format code [skip actions]

* Download data required for building artifacts

* Add call for Facebook logins

* Add the wiki page as a submodule

* Format code [skip actions]

* Update translation (#2150)

* Update translation

* Update translation

* Separate the dispatch and game servers (pt. 1)

gacha is still broken, handbook still needs to be done

* Format code [skip actions]

* Separate the dispatch and game servers (pt. 2)

this commit fixes the gacha page

* Add description for '/troubleshoot'

* Set default avatar talent level to 10

* Separate the dispatch and game servers (pt. 3)

implement handbook across servers!

* Format code [skip actions]

* Update GitHub Actions to use 'download-file' over 'wget'

* Gm handbook lmao (#2149)

* Fix font issue

* Fix avatars

* Fix text overflow in commands

* Fix virtualized lists and items page 😭😭

* magix why 💀

* use hover style in all minicards

* button

* remove console.log

* lint

* Add icons

* magix asked

* Fix overflow padding issue

* Fix achievement text overflow

* remove icons from repo

* Change command icon

* Add the wiki page as a submodule

* total magix moment

* fix text overflow in commands

* Fix discord button

* Make text scale on Minicard

* import icons and font from another source

* Add hover effects to siebar buttons

* move font and readme to submodule repo

* Make data folder a submodule

* import icons and font from data submodule

* Update README.md

* total magix moment

* magix moment v2

* submodule change

* Import `.webp` files

* Resize `HomeButton`

* Fix 'Copy Command' reappearing after changing pages

---------

Co-authored-by: KingRainbow44 <kobedo11@gmail.com>

* Lint Code [skip actions]

* Download data for the build, not for the lint

* format imports

this is really just to see if build handbook works kek

* Implement proper handbook authentication (pt. 1)

* Implement proper handbook authentication (pt. 2)

* Format code [skip actions]

* Add quest data dumping for the handbook

* Change colors to fit _something suitable_

* Format code [skip actions]

* Fix force pushing to branches after linting

* Fix logic of `SetPlayerPropReq`

* Move more group loading to `trace`

* Add handbook IP authentication in hybrid mode

* Fix player level up not displaying on the client properly

* Format code [skip actions]

* Fix game time locking

* Format code [skip actions]

* Update player properties

* Format code [skip actions]

* Move `warn`s for groups to `debug`

* Fix player pausing

* Move more logs to `trace`

* Use `removeItemById` for deleting items via quests

* Clean up logger more

* Pause in-game time when the world is paused

* Format code [skip actions]

* More player property documentation

* Multi-threaded resource loading

* Format code [skip actions]

* Add quest widgets

* Add quests page (basic impl.)

* Add/fix colors

also fix tailwind

* Remove banned packets

client modifications already perform the job of blocking malicious packets from being executed, no point in having this if self-windy is wanted

* Re-add `BeginCameraSceneLookNotify`

* Fix being unable to attack (#2157)

* Add `PlayerOpenChestEvent`

* Add methods to get players from the server

* Add static methods to register an event handler

* Add `PlayerEnterDungeonEvent`

* Remove legacy documentation from `PlayerMoveEvent`

* Add `PlayerChatEvent`

* Add defaults to `Position`

* Clean up `.utils`

* Revert `Multi-threaded resource loading`

* Fix changing target UID when talking to the server

* Lint Code [skip actions]

* Format code [skip actions]

* fix NPC talk triggering main quest in 46101 (#2158)

Make it so that only talks where the param matches the talkId are checked.

* Format code [skip actions]

* Partially fix Chasing Shadows (#2159)

* Partially fix Chasing Shadows

* Go ahead and move it before the return before Magix tells me to.

* Format code [skip actions]

* Bring back period lol (#2160)

* Disable SNI for the HTTPS server

* Add `EntityCreationEvent`

* Add initial startup message

this is so the server appears like its preparing to start

* Format code [skip actions]

* Enable debug mode for plugin loggers if enabled for the primary logger

* Add documentation about `WorldAreaConfigData`

* Make more fields in excels accessible

* Remove deprecated fields from `GetShopRsp`

* Run `spotlessApply` on definitions

* Add `PlayerEnterAreaEvent`

* Optimize event calls

* Fix event invokes

* Format code [skip actions]

* Remove manual autofinish for main quests. (#2162)

* Add world areas to the textmap cache

* Format code [skip actions]

* Don't overdefine variables in extended classes (#2163)

* Add dumper for world areas

* Format code [skip actions]

* instantiate personalLineList (#2165)

* Fix protocol definitions

thank you Nazrin! (+ hiro for raw definitions)

* Fix the background color leaking from the character widget

* Change HTML spacing to 2 spaces

* Implement hiding widgets

* Change scrollbar to a vibrant color

* Add _some_ scaling to the home buttons and its text

* Build the handbook with Gradle

* Fix the 'finer details' with the handbook UI

* Lint Code [skip actions]

* Fix target destination for the Gradle-built handbook

* Implement fetching a player across servers & Add a chainable JsonObject

useful for plugins! might be used in grasscutter eventually

* Fix GitHub actions

* Fix event calling & canceling

* Run `spotlessApply`

* Rename fields (might be wrong)

* Add/update all/more protocol definitions

* Add/update all/more protocol definitions

* Remove outdated packet

* Fix protocol definitions

* Format code [skip actions]

* Implement some lua variables for less console spam (#2172)

* Implement some lua variables for less console spam

* Add GetHostQuestState

This fixes some chapter 3 stuff.

* Format code [skip actions]

* Fix merge import

* Format code [skip actions]

* Fully fix fairy clock for real this time (#2167)

* Fully fix fairy clock For real this time

* Make it so relogging keeps the time lock state.

* Refactor out questLockTime

* Per Hartie, the client packet needs to be changed too

* Update src/main/java/emu/grasscutter/game/world/World.java

Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>

* Update src/main/java/emu/grasscutter/server/packet/recv/HandlerClientLockGameTimeNotify.java

* Remove all code not needed to get clock working

---------

Co-authored-by: Magix <27646710+KingRainbow44@users.noreply.github.com>

* Implement a proper ability system (#2166)

* Apply fix `21dec2fe`

* Apply fix `89d01d5f`

* Apply fix `d900f154`

this one was already implemented; updated to use call from previous commit

* Ability changing commit

TODO: change info to debug

* Remove use of deprecated methods/fields

* Temp commit v2
(Adding LoseHP and some fixes)

* Oopsie

* Probably fix monster battle

* Fix issue with reflecting into fields

* Fix some things

* Fix ability names for 3.6 resources

* Improve logging

---------

Co-authored-by: StartForKiller <jesussanz2003@gmail.com>

* Format code [skip actions]

* Add system for sending messages between servers

* Format some code

* Remove protocol definitions from Spotless

* Default debug to false; enable with `-debug`

* Implement completely useless global value copying

* HACK: Return the avatar which holds the weapon when the weapon is referred to by ID

* Add properties to `AbilityModifier`

* Change the way HTML is served after authentication

* Use thread executors to speed up the database loading process

* Format code [skip actions]

* Add system for setting handbook address and port

* Lint Code [skip actions]

* Format code [skip actions]

* Fix game-related data not saving

* Format code [skip actions]

* Fix handbook server details

* Lint Code [skip actions]

* Format code [skip actions]

* Use the headers provided by a context to get the IP address

should acknowledge #1975

* Format code [skip actions]

* Move more logs to `trace`

* Format code [skip actions]

* more trace

* Fix something and implement weapon entities

* Format code [skip actions]

* Fix `EntityWeapon`

* Remove deprecated API & Fix resource checking

* Fix unnecessary warning for first-time setup

* Implement handbook request limiting

* Format code [skip actions]

* Fix new avatar weapons being null

* Format code [skip actions]

* Fix issue with 35303 being un-completable & Try to fix fulfilled quest conditions being met

* Load activity config on server startup

* Require plugins to specify an API version and match with the server

* Add default open state ignore list

* Format code [skip actions]

* Quick fix for questing, needs more investigation
This would make the questing work again

* Remove existing hack for 35303

* Fix ignored open states from being set

* Format code [skip actions]

* fix the stupidest bug ive ever seen

* Optimize player kicking on server close

* Format code [skip actions]

* Re-add hack to fix 35303

* Update GitHub actions

* Format code [skip actions]

* Potentially fix issues with regions

* Download additional handbook data

* Revert "Potentially fix issues with regions"

This reverts commit 84e3823695.

---------

Co-authored-by: github-actions <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: scooterboo <lewasite@yahoo.com>
Co-authored-by: Tesutarin <105267106+Tesutarin@users.noreply.github.com>
Co-authored-by: Scald <104459145+Arikatsu@users.noreply.github.com>
Co-authored-by: StartForKiller <jesussanz2003@gmail.com>
This commit is contained in:
Magix
2023-05-31 20:48:16 -07:00
committed by GitHub
Unverified
parent f46fd372d2
commit 9e5b57a043
3839 changed files with 1841548 additions and 37533 deletions
@@ -0,0 +1,224 @@
package emu.grasscutter.server.dispatch;
import static emu.grasscutter.config.Configuration.DISPATCH_INFO;
import com.google.gson.JsonElement;
import com.google.gson.JsonObject;
import emu.grasscutter.Grasscutter;
import emu.grasscutter.database.DatabaseHelper;
import emu.grasscutter.server.event.dispatch.ServerMessageEvent;
import emu.grasscutter.server.game.GameServer;
import emu.grasscutter.server.http.handlers.GachaHandler;
import emu.grasscutter.utils.Crypto;
import emu.grasscutter.utils.DispatchUtils;
import emu.grasscutter.utils.JsonUtils;
import emu.grasscutter.utils.objects.HandbookBody;
import java.net.ConnectException;
import java.net.URI;
import java.nio.ByteBuffer;
import java.nio.charset.StandardCharsets;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.function.BiConsumer;
import java.util.function.Consumer;
import lombok.Getter;
import org.java_websocket.WebSocket;
import org.java_websocket.client.WebSocketClient;
import org.java_websocket.handshake.ServerHandshake;
import org.slf4j.Logger;
public final class DispatchClient extends WebSocketClient implements IDispatcher {
@Getter private final Logger logger = Grasscutter.getLogger();
@Getter private final Map<Integer, BiConsumer<WebSocket, JsonElement>> handlers = new HashMap<>();
@Getter private final Map<Integer, List<Consumer<JsonElement>>> callbacks = new HashMap<>();
public DispatchClient(URI serverUri) {
super(serverUri);
// Mark this client as authenticated.
this.setAttachment(true);
this.registerHandler(PacketIds.GachaHistoryReq, this::fetchGachaHistory);
this.registerHandler(PacketIds.GmTalkReq, this::handleHandbookAction);
this.registerHandler(PacketIds.GetPlayerFieldsReq, this::fetchPlayerFields);
this.registerHandler(PacketIds.GetPlayerByAccountReq, this::fetchPlayerByAccount);
this.registerHandler(PacketIds.ServerMessageNotify, ServerMessageEvent::invoke);
}
/**
* Handles the gacha history request packet sent by the client.
*
* @param socket The socket the packet was received from.
* @param object The packet data.
*/
private void fetchGachaHistory(WebSocket socket, JsonElement object) {
var message = IDispatcher.decode(object);
var accountId = message.get("accountId").getAsString();
var page = message.get("page").getAsInt();
var type = message.get("gachaType").getAsInt();
// Create a response object.
var response = new JsonObject();
// Find a player with the specified account ID.
var player = DatabaseHelper.getPlayerByAccount(accountId);
if (player == null) {
response.addProperty("retcode", 1);
this.sendMessage(PacketIds.GachaHistoryRsp, response);
return;
}
// Fetch the gacha records.
GachaHandler.fetchGachaRecords(player, response, page, type);
// Send the response.
this.sendMessage(PacketIds.GachaHistoryRsp, response);
}
/**
* Handles the handbook action packet sent by the client.
*
* @param socket The socket the packet was received from.
* @param object The packet data.
*/
private void handleHandbookAction(WebSocket socket, JsonElement object) {
var message = IDispatcher.decode(object);
var actionStr = message.get("action").getAsString();
var data = message.getAsJsonObject("data");
// Parse the action into an enum.
var action = HandbookBody.Action.valueOf(actionStr);
// Produce a handbook response.
var response =
DispatchUtils.performHandbookAction(
action,
switch (action) {
case GRANT_AVATAR -> JsonUtils.decode(data, HandbookBody.GrantAvatar.class);
case GIVE_ITEM -> JsonUtils.decode(data, HandbookBody.GiveItem.class);
case TELEPORT_TO -> JsonUtils.decode(data, HandbookBody.TeleportTo.class);
case SPAWN_ENTITY -> JsonUtils.decode(data, HandbookBody.SpawnEntity.class);
});
// Check if the response's status is '1'.
if (response.getStatus() == 1) return;
// Send the response to the server.
this.sendMessage(PacketIds.GmTalkRsp, response);
}
/**
* Fetches the fields of a player.
*
* @param socket The socket the packet was received from.
* @param object The packet data.
*/
private void fetchPlayerFields(WebSocket socket, JsonElement object) {
var message = IDispatcher.decode(object);
var playerId = message.get("playerId").getAsInt();
var fieldsRaw = message.get("fields").getAsJsonArray();
// Get the player with the specified ID.
var player = Grasscutter.getGameServer().getPlayerByUid(playerId, true);
if (player == null) return;
// Convert the fields array.
var fieldsList = new ArrayList<String>();
for (var field : fieldsRaw) fieldsList.add(field.getAsString());
var fields = fieldsList.toArray(new String[0]);
// Return the response object.
this.sendMessage(PacketIds.GetPlayerFieldsRsp, DispatchUtils.getPlayerFields(playerId, fields));
}
/**
* Fetches the fields of a player by the account.
*
* @param socket The socket the packet was received from.
* @param object The packet data.
*/
private void fetchPlayerByAccount(WebSocket socket, JsonElement object) {
var message = IDispatcher.decode(object);
var accountId = message.get("accountId").getAsString();
var fieldsRaw = message.get("fields").getAsJsonArray();
// Get the player with the specified ID.
var player = Grasscutter.getGameServer().getPlayerByAccountId(accountId);
if (player == null) return;
// Convert the fields array.
var fieldsList = new ArrayList<String>();
for (var field : fieldsRaw) fieldsList.add(field.getAsString());
var fields = fieldsList.toArray(new String[0]);
// Return the response object.
this.sendMessage(
PacketIds.GetPlayerByAccountRsp, DispatchUtils.getPlayerByAccount(accountId, fields));
}
/**
* Sends a serialized encrypted message to the server.
*
* @param message The message to send.
*/
public void sendMessage(int packetId, Object message) {
var serverMessage = this.encodeMessage(packetId, message);
// Serialize the message into JSON.
var serialized = JSON.toJson(serverMessage).getBytes(StandardCharsets.UTF_8);
// Encrypt the message.
Crypto.xor(serialized, DISPATCH_INFO.encryptionKey);
// Send the message.
this.send(serialized);
}
@Override
public void onOpen(ServerHandshake handshake) {
// Attempt to handshake with the server.
this.sendMessage(PacketIds.LoginNotify, DISPATCH_INFO.dispatchKey);
this.getLogger().info("Dispatch connection opened.");
}
@Override
public void onMessage(String message) {
this.getLogger().debug("Received dispatch message from server:\n{}", message);
}
@Override
public void onMessage(ByteBuffer bytes) {
this.handleMessage(this, bytes.array());
}
@Override
public void onClose(int code, String reason, boolean remote) {
this.getLogger().info("Dispatch connection closed.");
// Attempt to reconnect.
new Thread(
() -> {
try {
// Wait 5 seconds before reconnecting.
Thread.sleep(5000L);
} catch (Exception ignored) {
}
// Attempt to reconnect.
Grasscutter.getGameServer()
.setDispatchClient(new DispatchClient(GameServer.getDispatchUrl()));
Grasscutter.getGameServer().getDispatchClient().connect();
})
.start();
}
@Override
public void onError(Exception ex) {
if (ex instanceof ConnectException) {
this.getLogger().info("Failed to reconnect, trying again in 5s...");
} else {
this.getLogger().error("Dispatch connection error.", ex);
}
}
}
@@ -0,0 +1,172 @@
package emu.grasscutter.server.dispatch;
import static emu.grasscutter.config.Configuration.DISPATCH_INFO;
import com.google.gson.JsonElement;
import com.google.gson.JsonObject;
import emu.grasscutter.Grasscutter;
import emu.grasscutter.database.DatabaseHelper;
import emu.grasscutter.server.event.dispatch.ServerMessageEvent;
import emu.grasscutter.utils.Crypto;
import java.net.InetSocketAddress;
import java.nio.ByteBuffer;
import java.nio.charset.StandardCharsets;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.function.BiConsumer;
import java.util.function.Consumer;
import lombok.Getter;
import org.java_websocket.WebSocket;
import org.java_websocket.handshake.ClientHandshake;
import org.java_websocket.server.WebSocketServer;
import org.slf4j.Logger;
/* Internal communications server. */
public final class DispatchServer extends WebSocketServer implements IDispatcher {
@Getter private final Logger logger = Grasscutter.getLogger();
@Getter private final Map<Integer, BiConsumer<WebSocket, JsonElement>> handlers = new HashMap<>();
@Getter private final Map<Integer, List<Consumer<JsonElement>>> callbacks = new HashMap<>();
/**
* Constructs a new {@code DispatchServer} instance.
*
* @param address The address to bind to.
* @param port The port to bind to.
*/
public DispatchServer(String address, int port) {
super(new InetSocketAddress(address, port));
this.registerHandler(PacketIds.LoginNotify, this::handleLogin);
this.registerHandler(PacketIds.TokenValidateReq, this::validateToken);
this.registerHandler(PacketIds.GetAccountReq, this::fetchAccount);
this.registerHandler(PacketIds.ServerMessageNotify, ServerMessageEvent::invoke);
}
/**
* Handles the login packet sent by the client.
*
* @param socket The socket the packet was received from.
* @param object The packet data.
*/
private void handleLogin(WebSocket socket, JsonElement object) {
var dispatchKey = object.getAsString().replaceAll("\"", "");
// Check if the dispatch key is valid.
if (!dispatchKey.equals(DISPATCH_INFO.dispatchKey)) {
this.getLogger()
.warn("Invalid dispatch key received from {}.", socket.getRemoteSocketAddress());
this.getLogger().debug("Expected: {}, Received: {}", DISPATCH_INFO.dispatchKey, dispatchKey);
socket.close();
} else {
socket.setAttachment(true);
}
}
/**
* Handles the token validation packet sent by the client.
*
* @param socket The socket the packet was received from.
* @param object The packet data.
*/
private void validateToken(WebSocket socket, JsonElement object) {
var message = IDispatcher.decode(object);
var accountId = message.get("uid").getAsString();
var token = message.get("token").getAsString();
// Get the account from the database.
var account = DatabaseHelper.getAccountById(accountId);
var valid = account != null && account.getToken().equals(token);
// Create the response message.
var response = new JsonObject();
response.addProperty("valid", valid);
if (valid) response.add("account", JSON.toJsonTree(account));
// Send the response.
this.sendMessage(socket, PacketIds.TokenValidateRsp, response);
}
/**
* Fetches an account by its ID.
*
* @param socket The socket the packet was received from.
* @param object The packet data.
*/
private void fetchAccount(WebSocket socket, JsonElement object) {
var message = IDispatcher.decode(object);
var accountId = message.get("accountId").getAsString();
// Get the account from the database.
var account = DatabaseHelper.getAccountById(accountId);
// Send the account.
this.sendMessage(socket, PacketIds.GetAccountRsp, JSON.toJsonTree(account));
}
/**
* Broadcasts an encrypted message to all connected clients.
*
* @param message The message to broadcast.
*/
public void sendMessage(int packetId, Object message) {
var serverMessage = this.encodeMessage(packetId, message);
this.getConnections().forEach(socket -> this.sendMessage(socket, serverMessage));
}
/**
* Sends a serialized encrypted message to the client.
*
* @param socket The socket to send the message to.
* @param message The message to send.
*/
public void sendMessage(WebSocket socket, Object message) {
// Serialize the message into JSON.
var serialized = JSON.toJson(message).getBytes(StandardCharsets.UTF_8);
// Encrypt the message.
Crypto.xor(serialized, DISPATCH_INFO.encryptionKey);
// Send the message.
socket.send(serialized);
}
/**
* Sends a serialized encrypted message to the client.
*
* @param socket The socket to send the message to.
* @param packetId The packet ID to send.
* @param message The message to send.
*/
public void sendMessage(WebSocket socket, int packetId, Object message) {
this.sendMessage(socket, this.encodeMessage(packetId, message));
}
@Override
public void onStart() {
this.getLogger().info("Dispatch server started on port {}.", this.getPort());
}
@Override
public void onOpen(WebSocket conn, ClientHandshake handshake) {
this.getLogger().debug("Dispatch client connected from {}.", conn.getRemoteSocketAddress());
}
@Override
public void onMessage(WebSocket conn, String message) {
this.getLogger()
.debug("Received dispatch message from {}:\n{}", conn.getRemoteSocketAddress(), message);
}
@Override
public void onMessage(WebSocket conn, ByteBuffer message) {
this.handleMessage(conn, message.array());
}
@Override
public void onClose(WebSocket conn, int code, String reason, boolean remote) {
this.getLogger().debug("Dispatch client disconnected from {}.", conn.getRemoteSocketAddress());
}
@Override
public void onError(WebSocket conn, Exception ex) {
this.getLogger().warn("Dispatch server error.", ex);
}
}
@@ -0,0 +1,307 @@
package emu.grasscutter.server.dispatch;
import static emu.grasscutter.config.Configuration.DISPATCH_INFO;
import com.google.gson.Gson;
import com.google.gson.GsonBuilder;
import com.google.gson.JsonElement;
import com.google.gson.JsonObject;
import emu.grasscutter.utils.Crypto;
import emu.grasscutter.utils.JsonAdapters.ByteArrayAdapter;
import emu.grasscutter.utils.objects.JObject;
import java.nio.charset.StandardCharsets;
import java.util.Base64;
import java.util.LinkedList;
import java.util.List;
import java.util.Map;
import java.util.concurrent.CompletableFuture;
import java.util.concurrent.TimeUnit;
import java.util.function.BiConsumer;
import java.util.function.Consumer;
import java.util.function.Function;
import org.java_websocket.WebSocket;
import org.slf4j.Logger;
public interface IDispatcher {
Gson JSON =
new GsonBuilder()
.disableHtmlEscaping()
.registerTypeAdapter(byte[].class, new ByteArrayAdapter())
.registerTypeAdapter(JObject.class, new JObject.Adapter())
.create();
Function<JsonElement, JsonObject> DEFAULT_PARSER =
(packet) -> IDispatcher.decode(packet, JsonObject.class);
/**
* Decodes an escaped JSON message.
*
* @param element The element to decode.
* @return The decoded JSON object.
*/
static JsonObject decode(JsonElement element) {
return IDispatcher.decode(element, JsonObject.class);
}
/**
* Decodes an escaped JSON message.
*
* @param element The element to decode.
* @return The decoded JSON object.
*/
static <T> T decode(JsonElement element, Class<T> type) {
if (element.isJsonObject()) {
return JSON.fromJson(element, type);
} else {
var data = element.getAsString();
// Check if the element starts and ends with quotes.
if (data.startsWith("\"") && data.endsWith("\"")) {
// Remove the quotes.
data = data.substring(1, data.length() - 1);
}
// Un-escape the data.
data = data.replaceAll("\\\\\"", "\"");
data = data.replaceAll("\\\\", "");
// De-serialize the data.
return JSON.fromJson(data, type);
}
}
/**
* Waits for a request from the other server to be fulfilled.
*
* @param request The request data.
* @param requestId The request packet ID.
* @param responseId the response packet ID.
* @param parser The parser for the response data.
* @return The fulfilled data, or null.
* @param <T> The type of data to be returned.
*/
default <T> T await(
JsonObject request, int requestId, int responseId, Function<JsonElement, T> parser) {
// Perform the setup for the request.
var future = this.async(request, requestId, responseId, parser);
try {
// Try to return the value.
return future.get(5L, TimeUnit.SECONDS);
} catch (Exception ignored) {
return null;
}
}
/**
* Registers a callback for a packet to be received. Sends a packet with the provided request.
*
* @param request The request object.
* @param requestId The packet ID of the request packet.
* @param responseId The packet ID of the response packet.
* @return A promise containing the parsed JSON data.
*/
default CompletableFuture<JsonObject> async(JsonObject request, int requestId, int responseId) {
return this.async(request, requestId, responseId, DEFAULT_PARSER);
}
/**
* Registers a callback for a packet to be received. Sends a packet with the provided request.
*
* @param request The request object.
* @param requestId The packet ID of the request packet.
* @param responseId The packet ID of the response packet.
* @param parser The parser for the received data.
* @return A promise containing the parsed JSON data.
*/
default <T> CompletableFuture<T> async(
JsonObject request, int requestId, int responseId, Function<JsonElement, T> parser) {
// Create the future.
var future = new CompletableFuture<T>();
// Listen for the response.
this.registerCallback(responseId, packet -> future.complete(parser.apply(packet)));
// Broadcast the packet.
this.sendMessage(requestId, request);
return future;
}
/**
* Internally used method to broadcast a packet.
*
* @param packetId The packet ID.
* @param message The packet data.
*/
void sendMessage(int packetId, Object message);
/**
* Decodes a message from the client.
*
* @param message The message to decode.
* @return The decoded message.
*/
default JsonObject decodeMessage(byte[] message) {
// Decrypt the message.
Crypto.xor(message, DISPATCH_INFO.encryptionKey);
// Deserialize the message.
return JSON.fromJson(new String(message, StandardCharsets.UTF_8), JsonObject.class);
}
/**
* Creates an encoded message.
*
* @param packetId The packet ID.
* @param message The message data.
* @return The encoded message.
*/
default JsonObject encodeMessage(int packetId, Object message) {
// Create a message from the message data.
var serverMessage = new JsonObject();
serverMessage.addProperty("packetId", packetId);
serverMessage.addProperty("message", JSON.toJson(message));
return serverMessage;
}
/**
* Handles a message from the client.
*
* @param socket The socket the message was received from.
* @param messageData The message data.
*/
default void handleMessage(WebSocket socket, byte[] messageData) {
// Decode the message.
var decoded = this.decodeMessage(messageData);
if (decoded == null) {
this.getLogger().warn("Received invalid message.");
socket.close();
return;
}
// Get the packet ID.
var packetId = decoded.get("packetId").getAsInt();
// Get the packet data.
var packetData = decoded.get("message");
// Check to see if the client has authenticated.
if (packetId != PacketIds.LoginNotify) {
if (socket.getAttachment() instanceof Boolean authenticated) {
if (!authenticated) {
this.getLogger().warn("Received packet ID {} from unauthenticated client.", packetId);
socket.close();
return;
}
} else return;
}
try {
// Check if the packet ID is registered.
if (this.getHandlers().containsKey(packetId)) {
// Get the handler.
var handler = this.getHandlers().get(packetId);
// Handle the packet.
handler.accept(socket, packetData);
}
// Check if the packet ID has callbacks.
if (this.getCallbacks().containsKey(packetId)) {
// Get the callbacks.
var callbacks = this.getCallbacks().get(packetId);
// Call the callbacks.
callbacks.forEach(callback -> callback.accept(packetData));
callbacks.clear();
}
} catch (Exception exception) {
this.getLogger().warn("Exception occurred while handling packet {}.", packetId);
exception.printStackTrace();
}
}
/**
* Registers a message handler.
*
* @param packetId The packet ID to register.
* @param handler The handler to register.
*/
default void registerHandler(int packetId, BiConsumer<WebSocket, JsonElement> handler) {
// Check if the packet ID is already registered.
if (this.getHandlers().containsKey(packetId))
throw new IllegalArgumentException("Packet ID already registered.");
// Register the handler.
this.getHandlers().put(packetId, handler);
}
/**
* Registers a callback.
*
* @param packetId The packet ID to register.
* @param callback The callback to register.
*/
default void registerCallback(int packetId, Consumer<JsonElement> callback) {
// Check if the packet ID has a list for callbacks.
if (!this.getCallbacks().containsKey(packetId))
this.getCallbacks().put(packetId, new LinkedList<>());
// Register the callback.
this.getCallbacks().get(packetId).add(callback);
}
/**
* Sends a server message to the client.
*
* @param data The data to send.
* @param binary Whether the data is binary.
*/
default void sendServerMessage(byte[] data, boolean binary) {
var message =
new JObject()
.add("binary", binary)
.add("data", Base64.getEncoder().encodeToString(data))
.gson();
this.sendMessage(PacketIds.ServerMessageNotify, message);
}
/**
* Sends a server message to the client. The data is sent as a string.
*
* @param data The data to send.
*/
default void sendServerMessage(String data) {
this.sendServerMessage(data.getBytes(), false);
}
/**
* Sends a server message to the client. The data is sent as a byte array.
*
* @param data The data to send.
*/
default void sendServerMessage(byte[] data) {
this.sendServerMessage(data, true);
}
/**
* Sends a server message to the client. The data is sent as a JSON object.
*
* @param data The data to send.
*/
default void sendServerMessage(Object data) {
this.sendServerMessage(JSON.toJson(data));
}
/**
* @return The logger for the dispatcher.
*/
Logger getLogger();
/**
* @return The message handlers.
*/
Map<Integer, BiConsumer<WebSocket, JsonElement>> getHandlers();
/**
* @return The callbacks.
*/
Map<Integer, List<Consumer<JsonElement>>> getCallbacks();
}
@@ -0,0 +1,21 @@
package emu.grasscutter.server.dispatch;
import emu.grasscutter.net.packet.PacketOpcodes;
/* Packet IDs for the dispatch server. */
public interface PacketIds {
int LoginNotify = 1;
int TokenValidateReq = 2;
int TokenValidateRsp = 3;
int GachaHistoryReq = 4;
int GachaHistoryRsp = 5;
int GmTalkReq = PacketOpcodes.GmTalkReq;
int GmTalkRsp = PacketOpcodes.GmTalkRsp;
int GetAccountReq = 6;
int GetAccountRsp = 7;
int GetPlayerFieldsReq = 8;
int GetPlayerFieldsRsp = 9;
int GetPlayerByAccountReq = 10;
int GetPlayerByAccountRsp = 11;
int ServerMessageNotify = 12;
}