Tabs to spaces

This commit is contained in:
Thinkofdeath 2015-09-10 11:58:42 +01:00
parent 11c33e2d8d
commit c5d00f6dc8
2 changed files with 186 additions and 186 deletions

View File

@ -3,9 +3,9 @@ extern crate serde_json;
extern crate hyper; extern crate hyper;
pub struct Profile { pub struct Profile {
pub username: String, pub username: String,
pub id: String, pub id: String,
pub access_token: String pub access_token: String
} }
const JOIN_URL: &'static str = "https://sessionserver.mojang.com/session/minecraft/join"; const JOIN_URL: &'static str = "https://sessionserver.mojang.com/session/minecraft/join";
@ -54,12 +54,12 @@ impl Profile {
} }
fn twos_compliment(data: &mut Vec<u8>) { fn twos_compliment(data: &mut Vec<u8>) {
let mut carry = true; let mut carry = true;
for i in (0 .. data.len()).rev() { for i in (0 .. data.len()).rev() {
data[i] = !data[i]; data[i] = !data[i];
if carry { if carry {
carry = data[i] == 0xFF; carry = data[i] == 0xFF;
data[i] += 1; data[i] += 1;
} }
} }
} }

View File

@ -1,186 +1,186 @@
state_packets!( state_packets!(
handshake Handshaking { handshake Handshaking {
serverbound Serverbound { serverbound Serverbound {
// Handshake is the first packet sent in the protocol. // Handshake is the first packet sent in the protocol.
// Its used for deciding if the request is a client // Its used for deciding if the request is a client
// is requesting status information about the server // is requesting status information about the server
// (MOTD, players etc) or trying to login to the server. // (MOTD, players etc) or trying to login to the server.
// //
// The host and port fields are not used by the vanilla // The host and port fields are not used by the vanilla
// server but are there for virtual server hosting to // server but are there for virtual server hosting to
// be able to redirect a client to a target server with // be able to redirect a client to a target server with
// a single address + port. // a single address + port.
// //
// Some modified servers/proxies use the handshake field // Some modified servers/proxies use the handshake field
// differently, packing information into the field other // differently, packing information into the field other
// than the hostname due to the protocol not providing // than the hostname due to the protocol not providing
// any system for custom information to be transfered // any system for custom information to be transfered
// by the client to the server until after login. // by the client to the server until after login.
Handshake => 0x00 { Handshake => 0x00 {
// The protocol version of the connecting client // The protocol version of the connecting client
protocol_version: VarInt =, protocol_version: VarInt =,
// The hostname the client connected to // The hostname the client connected to
host: String =, host: String =,
// The port the client connected to // The port the client connected to
port: u16 =, port: u16 =,
// The next protocol state the client wants // The next protocol state the client wants
next: VarInt =, next: VarInt =,
} }
} }
clientbound Clientbound { clientbound Clientbound {
} }
} }
play Play { play Play {
serverbound Serverbound { serverbound Serverbound {
// TabComplete is sent by the client when the client presses tab in // TabComplete is sent by the client when the client presses tab in
// the chat box. // the chat box.
TabComplete => 0x00 { TabComplete => 0x00 {
text: String =, text: String =,
has_target: bool =, has_target: bool =,
target: Option<Position> = when(|p: &TabComplete| p.has_target == true), target: Option<Position> = when(|p: &TabComplete| p.has_target == true),
} }
// ChatMessage is sent by the client when it sends a chat message or // ChatMessage is sent by the client when it sends a chat message or
// executes a command (prefixed by '/'). // executes a command (prefixed by '/').
ChatMessage => 0x01 { ChatMessage => 0x01 {
message: String =, message: String =,
} }
// ClientStatus is sent to update the client's status // ClientStatus is sent to update the client's status
ClientStatus => 0x02 { ClientStatus => 0x02 {
action_id: VarInt =, action_id: VarInt =,
} }
// ClientSettings is sent by the client to update its current settings. // ClientSettings is sent by the client to update its current settings.
ClientSettings => 0x03 { ClientSettings => 0x03 {
locale: String =, locale: String =,
view_distance: u8 =, view_distance: u8 =,
chat_mode: u8 =, chat_mode: u8 =,
chat_colors: bool =, chat_colors: bool =,
displayed_skin_parts: u8 =, displayed_skin_parts: u8 =,
main_hand: VarInt =, main_hand: VarInt =,
} }
// ConfirmTransactionServerbound is a reply to ConfirmTransaction. // ConfirmTransactionServerbound is a reply to ConfirmTransaction.
ConfirmTransactionServerbound => 0x04 { ConfirmTransactionServerbound => 0x04 {
id: u8 =, id: u8 =,
action_number: i16 =, action_number: i16 =,
accepted: bool =, accepted: bool =,
} }
// EnchantItem is sent when the client enchants an item. // EnchantItem is sent when the client enchants an item.
EnchantItem => 0x05 { EnchantItem => 0x05 {
id: u8 =, id: u8 =,
enchantment: u8 =, enchantment: u8 =,
} }
// ClickWindow is sent when the client clicks in a window. // ClickWindow is sent when the client clicks in a window.
ClickWindow => 0x06 { ClickWindow => 0x06 {
id: u8 =, id: u8 =,
slot: i16 =, slot: i16 =,
button: u8 =, button: u8 =,
action_number: u16 =, action_number: u16 =,
mode: u8 =, mode: u8 =,
clicked_item: ()=, // TODO clicked_item: ()=, // TODO
} }
} }
clientbound Clientbound { clientbound Clientbound {
ServerMessage => 15 { ServerMessage => 15 {
message: format::Component =, message: format::Component =,
position: u8 =, position: u8 =,
} }
} }
} }
login Login { login Login {
serverbound Serverbound { serverbound Serverbound {
// LoginStart is sent immeditately after switching into the login // LoginStart is sent immeditately after switching into the login
// state. The passed username is used by the server to authenticate // state. The passed username is used by the server to authenticate
// the player in online mode. // the player in online mode.
LoginStart => 0 { LoginStart => 0 {
username: String =, username: String =,
} }
// EncryptionResponse is sent as a reply to EncryptionRequest. All // EncryptionResponse is sent as a reply to EncryptionRequest. All
// packets following this one must be encrypted with AES/CFB8 // packets following this one must be encrypted with AES/CFB8
// encryption. // encryption.
EncryptionResponse => 1 { EncryptionResponse => 1 {
// The key for the AES/CFB8 cipher encrypted with the // The key for the AES/CFB8 cipher encrypted with the
// public key // public key
shared_secret: LenPrefixed<VarInt, u8> =, shared_secret: LenPrefixed<VarInt, u8> =,
// The verify token from the request encrypted with the // The verify token from the request encrypted with the
// public key // public key
verify_token: LenPrefixed<VarInt, u8> =, verify_token: LenPrefixed<VarInt, u8> =,
} }
} }
clientbound Clientbound { clientbound Clientbound {
// LoginDisconnect is sent by the server if there was any issues // LoginDisconnect is sent by the server if there was any issues
// authenticating the player during login or the general server // authenticating the player during login or the general server
// issues (e.g. too many players). // issues (e.g. too many players).
LoginDisconnect => 0 { LoginDisconnect => 0 {
reason: format::Component =, reason: format::Component =,
} }
// EncryptionRequest is sent by the server if the server is in // EncryptionRequest is sent by the server if the server is in
// online mode. If it is not sent then its assumed the server is // online mode. If it is not sent then its assumed the server is
// in offline mode. // in offline mode.
EncryptionRequest => 1 { EncryptionRequest => 1 {
// Generally empty, left in from legacy auth // Generally empty, left in from legacy auth
// but is still used by the client if provided // but is still used by the client if provided
server_id: String =, server_id: String =,
// A RSA Public key serialized in x.509 PRIX format // A RSA Public key serialized in x.509 PRIX format
public_key: LenPrefixed<VarInt, u8> =, public_key: LenPrefixed<VarInt, u8> =,
// Token used by the server to verify encryption is working // Token used by the server to verify encryption is working
// correctly // correctly
verify_token: LenPrefixed<VarInt, u8> =, verify_token: LenPrefixed<VarInt, u8> =,
} }
// LoginSuccess is sent by the server if the player successfully // LoginSuccess is sent by the server if the player successfully
// authenicates with the session servers (online mode) or straight // authenicates with the session servers (online mode) or straight
// after LoginStart (offline mode). // after LoginStart (offline mode).
LoginSuccess => 2 { LoginSuccess => 2 {
// String encoding of a uuid (with hyphens) // String encoding of a uuid (with hyphens)
uuid: String =, uuid: String =,
username: String =, username: String =,
} }
// SetInitialCompression sets the compression threshold during the // SetInitialCompression sets the compression threshold during the
// login state. // login state.
SetInitialCompression => 3 { SetInitialCompression => 3 {
// Threshold where a packet should be sent compressed // Threshold where a packet should be sent compressed
threshold: VarInt =, threshold: VarInt =,
} }
} }
} }
status Status { status Status {
serverbound Serverbound { serverbound Serverbound {
// StatusRequest is sent by the client instantly after // StatusRequest is sent by the client instantly after
// switching to the Status protocol state and is used // switching to the Status protocol state and is used
// to signal the server to send a StatusResponse to the // to signal the server to send a StatusResponse to the
// client // client
StatusRequest => 0 { StatusRequest => 0 {
empty: () =, empty: () =,
} }
// StatusPing is sent by the client after recieving a // StatusPing is sent by the client after recieving a
// StatusResponse. The client uses the time from sending // StatusResponse. The client uses the time from sending
// the ping until the time of recieving a pong to measure // the ping until the time of recieving a pong to measure
// the latency between the client and the server. // the latency between the client and the server.
StatusPing => 1 { StatusPing => 1 {
ping: i64 =, ping: i64 =,
} }
} }
clientbound Clientbound { clientbound Clientbound {
// StatusResponse is sent as a reply to a StatusRequest. // StatusResponse is sent as a reply to a StatusRequest.
// The Status should contain a json encoded structure with // The Status should contain a json encoded structure with
// version information, a player sample, a description/MOTD // version information, a player sample, a description/MOTD
// and optionally a favicon. // and optionally a favicon.
// //
// The structure is as follows // The structure is as follows
// { // {
// "version": { // "version": {
// "name": "1.8.3", // "name": "1.8.3",
// "protocol": 47, // "protocol": 47,
// }, // },
// "players": { // "players": {
// "max": 20, // "max": 20,
// "online": 1, // "online": 1,
// "sample": [ // "sample": [
// {"name": "Thinkofdeath", "id": "4566e69f-c907-48ee-8d71-d7ba5aa00d20"} // {"name": "Thinkofdeath", "id": "4566e69f-c907-48ee-8d71-d7ba5aa00d20"}
// ] // ]
// }, // },
// "description": "Hello world", // "description": "Hello world",
// "favicon": "data:image/png;base64,<data>" // "favicon": "data:image/png;base64,<data>"
// } // }
StatusResponse => 0 { StatusResponse => 0 {
status: String =, status: String =,
} }
@ -190,6 +190,6 @@ state_packets!(
StatusPong => 1 { StatusPong => 1 {
ping: i64 =, ping: i64 =,
} }
} }
} }
); );