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@@ -0,0 +1,111 @@
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package session
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import (
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"fmt"
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"github.com/df-mc/dragonfly/server/block"
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"github.com/df-mc/dragonfly/server/block/cube"
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"github.com/df-mc/dragonfly/server/entity"
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"github.com/df-mc/dragonfly/server/world"
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"github.com/go-gl/mathgl/mgl64"
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"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
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"strings"
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"unicode/utf8"
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)
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// BlockActorDataHandler handles an incoming BlockActorData packet from the client, sent for some block entities like
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// signs when they are edited.
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type BlockActorDataHandler struct{}
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// Handle ...
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func (b BlockActorDataHandler) Handle(p packet.Packet, s *Session, tx *world.Tx, c Controllable) error {
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pk := p.(*packet.BlockActorData)
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if id, ok := pk.NBTData["id"]; ok {
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pos := blockPosFromProtocol(pk.Position)
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if !canReach(c, pos.Vec3Middle()) {
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return fmt.Errorf("block at %v is not within reach", pos)
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}
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if id == "Sign" {
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return b.handleSign(pk, pos, s, tx, c)
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}
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return fmt.Errorf("unhandled block actor data ID %v", id)
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}
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return fmt.Errorf("block actor data without 'id' tag: %v", pk.NBTData)
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}
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// handleSign handles the BlockActorData packet sent when editing a sign.
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func (b BlockActorDataHandler) handleSign(pk *packet.BlockActorData, pos cube.Pos, s *Session, tx *world.Tx, co Controllable) error {
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if _, ok := tx.Block(pos).(block.Sign); !ok {
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s.conf.Log.Debug("no sign at position of sign block actor data", "pos", pos.String())
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return nil
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}
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frontText, err := b.textFromNBTData(pk.NBTData, true)
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if err != nil {
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return err
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}
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backText, err := b.textFromNBTData(pk.NBTData, false)
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if err != nil {
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return err
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}
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if err := co.EditSign(pos, frontText, backText); err != nil {
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return err
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}
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return nil
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}
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// textFromNBTData attempts to retrieve the text from the NBT data of specific sign from the BlockActorData packet.
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func (b BlockActorDataHandler) textFromNBTData(data map[string]any, frontSide bool) (string, error) {
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var sideData map[string]any
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var side string
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if frontSide {
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frontSide, ok := data["FrontText"].(map[string]any)
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if !ok {
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return "", fmt.Errorf("sign block actor data 'FrontText' tag was not found or was not a map: %#v", data["FrontText"])
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}
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sideData = frontSide
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side = "front"
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} else {
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backSide, ok := data["BackText"].(map[string]any)
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if !ok {
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return "", fmt.Errorf("sign block actor data 'BackText' tag was not found or was not a map: %#v", data["BackText"])
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}
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sideData = backSide
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side = "back"
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}
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var text string
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pkText, ok := sideData["Text"]
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if !ok {
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return "", fmt.Errorf("sign block actor data had no 'Text' tag for side %s", side)
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}
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if text, ok = pkText.(string); !ok {
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return "", fmt.Errorf("sign block actor data 'Text' tag was not a string for side %s: %#v", side, pkText)
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}
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// Verify that the text was valid. It must be valid UTF8 and not more than 100 characters long.
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text = strings.TrimRight(text, "\n")
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if len(text) > 256 {
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return "", fmt.Errorf("sign block actor data text was longer than 256 characters for side %s", side)
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}
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if !utf8.ValidString(text) {
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return "", fmt.Errorf("sign block actor data text was not valid UTF8 for side %s", side)
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}
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return text, nil
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}
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// canReach checks if a player can reach a position with its current range. The range depends on if the player
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// is either survival or creative mode.
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func canReach(c Controllable, pos mgl64.Vec3) bool {
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const (
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creativeRange = 14.0
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survivalRange = 8.0
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)
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if !c.GameMode().AllowsInteraction() {
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return false
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}
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eyes := entity.EyePosition(c)
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if c.GameMode().CreativeInventory() {
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return eyes.Sub(pos).Len() <= creativeRange && !c.Dead()
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}
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return eyes.Sub(pos).Len() <= survivalRange && !c.Dead()
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}
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