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