valence/src/config.rs

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//! Configuration for the server.
use std::borrow::Cow;
use std::net::{IpAddr, Ipv4Addr, SocketAddr, SocketAddrV4};
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use async_trait::async_trait;
use serde::Serialize;
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use tokio::runtime::Handle as TokioHandle;
use uuid::Uuid;
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use crate::biome::Biome;
use crate::dimension::Dimension;
use crate::server::{NewClientData, Server, SharedServer};
use crate::text::Text;
use crate::username::Username;
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use crate::{Ticks, STANDARD_TPS};
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/// A trait for the configuration of a server.
///
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/// This trait uses the [async_trait] attribute macro. It is exported at the
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/// root of this crate. async_trait will be removed once async fns in traits
/// are stabilized.
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///
/// [async_trait]: https://docs.rs/async-trait/latest/async_trait/
#[async_trait]
#[allow(unused_variables)]
pub trait Config: Sized + Send + Sync + 'static {
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/// Custom state to store with the [`Server`].
type ServerState: Send + Sync;
/// Custom state to store with every [`Client`](crate::client::Client).
type ClientState: Default + Send + Sync;
/// Custom state to store with every [`Entity`](crate::entity::Entity).
type EntityState: Send + Sync;
/// Custom state to store with every [`World`](crate::world::World).
type WorldState: Send + Sync;
/// Custom state to store with every
/// [`LoadedChunk`](crate::chunk::LoadedChunk).
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type ChunkState: Send + Sync;
/// Custom state to store with every
/// [`PlayerList`](crate::player_list::PlayerList).
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type PlayerListState: Send + Sync;
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/// Called once at startup to get the maximum number of simultaneous
/// connections allowed to the server. This includes all
/// connections, not just those past the login stage.
///
/// You will want this value to be somewhere above the maximum number of
/// players, since status pings should still succeed even when the server is
/// full.
fn max_connections(&self) -> usize;
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/// Called once at startup to get the socket address the server will
/// be bound to.
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///
/// # Default Implementation
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///
/// Returns `0.0.0.0:25565` to listen on every available network interface.
fn address(&self) -> SocketAddr {
SocketAddrV4::new(Ipv4Addr::new(0, 0, 0, 0), 25565).into()
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}
/// Called once at startup to get the tick rate, which is the number of game
/// updates that should occur in one second.
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///
/// On each game update (tick), the server is expected to update game logic
/// and respond to packets from clients. Once this is complete, the server
/// will sleep for any remaining time until a full tick has passed.
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///
/// The tick rate must be greater than zero.
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///
/// Note that the official Minecraft client only processes packets at 20hz,
/// so there is little benefit to a tick rate higher than 20.
///
/// # Default Implementation
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///
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/// Returns [`STANDARD_TPS`].
fn tick_rate(&self) -> Ticks {
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STANDARD_TPS
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}
/// Called once at startup to get the connection mode option, which
/// determines if client authentication and encryption should take place
/// and if the server should get the player data from a proxy.
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///
/// # Default Implementation
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///
/// Returns [`ConnectionMode::Online`].
fn connection_mode(&self) -> ConnectionMode {
ConnectionMode::Online
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}
/// Called once at startup to get the "prevent-proxy-connections" option,
/// which determines if client IP validation should take place.
///
/// When prevent_proxy_connections is enabled, clients can no longer log-in
/// if they connected to the yggdrasil server using a different IP.
///
/// # Default Implementation
/// Proxy connections are allowed.
///
/// Returns `false`.
fn prevent_proxy_connections(&self) -> bool {
false
}
/// Called once at startup to get the capacity of the buffer used to
/// hold incoming packets.
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///
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/// A larger capacity reduces the chance that a client needs to be
/// disconnected due to a full buffer, but increases potential memory usage.
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///
/// # Default Implementation
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///
/// An unspecified value is returned that should be adequate in most
/// situations.
fn incoming_packet_capacity(&self) -> usize {
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64
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}
/// Called once at startup to get the capacity of the buffer used to
/// hold outgoing packets.
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///
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/// A larger capacity reduces the chance that a client needs to be
/// disconnected due to a full buffer, but increases potential memory usage.
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///
/// # Default Implementation
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///
/// An unspecified value is returned that should be adequate in most
/// situations.
fn outgoing_packet_capacity(&self) -> usize {
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2048
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}
/// Called once at startup to get a handle to the tokio runtime the server
/// will use.
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///
/// If a handle is not provided, the server will create its own tokio
/// runtime.
///
/// # Default Implementation
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///
/// Returns `None`.
fn tokio_handle(&self) -> Option<TokioHandle> {
None
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}
/// Called once at startup to get the list of [`Dimension`]s usable on the
/// server.
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///
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/// The dimensions returned by [`SharedServer::dimensions`] will be in the
/// same order as the `Vec` returned by this function.
///
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/// The number of elements in the returned `Vec` must be in `1..=u16::MAX`.
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/// Additionally, the documented requirements on the fields of [`Dimension`]
/// must be met.
///
/// # Default Implementation
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///
/// Returns `vec![Dimension::default()]`.
fn dimensions(&self) -> Vec<Dimension> {
vec![Dimension::default()]
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}
/// Called once at startup to get the list of [`Biome`]s usable on the
/// server.
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///
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/// The biomes returned by [`SharedServer::biomes`] will be in the same
/// order as the `Vec` returned by this function.
///
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/// The number of elements in the returned `Vec` must be in `1..=u16::MAX`.
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/// Additionally, the documented requirements on the fields of [`Biome`]
/// must be met.
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///
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/// **NOTE**: As of 1.19.2, there is a bug in the client which prevents
/// joining the game when a biome named "minecraft:plains" is not present.
/// Ensure there is a biome named "plains".
///
/// # Default Implementation
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///
/// Returns `vec![Biome::default()]`.
fn biomes(&self) -> Vec<Biome> {
vec![Biome::default()]
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}
/// Called when the server receives a Server List Ping query.
/// Data for the response can be provided or the query can be ignored.
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///
/// This method is called from within a tokio runtime.
///
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/// # Default Implementation
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///
/// The query is ignored.
async fn server_list_ping(
&self,
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shared: &SharedServer<Self>,
remote_addr: SocketAddr,
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protocol_version: i32,
) -> ServerListPing {
ServerListPing::Ignore
}
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/// Called asynchronously for each client after successful authentication
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/// (if online mode is enabled) to determine if they can join
/// the server. On success, the new client is added to the server's
/// [`Clients`]. If this method returns with `Err(reason)`, then the
/// client is immediately disconnected with the given reason.
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///
/// This method is the appropriate place to perform asynchronous
/// operations such as database queries which may take some time to
/// complete.
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///
/// This method is called from within a tokio runtime.
///
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/// # Default Implementation
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///
/// The client is allowed to join unconditionally.
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///
/// [`Clients`]: crate::client::Clients
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async fn login(&self, shared: &SharedServer<Self>, ncd: &NewClientData) -> Result<(), Text> {
Ok(())
}
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/// Called upon (every) client connect (if online mode is enabled) to obtain
/// the full URL to use for session server requests. Defaults to
/// `https://sessionserver.mojang.com/session/minecraft/hasJoined?username=<username>&serverId=<auth-digest>&ip=<player-ip>`.
///
/// It is assumed, that upon successful request, a structure matching the
/// description in the [wiki](https://wiki.vg/Protocol_Encryption#Server) was obtained.
/// Providing a URL that does not return such a structure will result in a
/// disconnect for every client that connects.
///
/// The arguments are described in the linked wiki article.
fn format_session_server_url(
&self,
server: &SharedServer<Self>,
username: Username<&str>,
auth_digest: &str,
player_ip: &IpAddr,
) -> String {
if self.prevent_proxy_connections() {
format!("https://sessionserver.mojang.com/session/minecraft/hasJoined?username={username}&serverId={auth_digest}&ip={player_ip}")
} else {
format!("https://sessionserver.mojang.com/session/minecraft/hasJoined?username={username}&serverId={auth_digest}")
}
}
/// Called after the server is created, but prior to accepting connections
/// and entering the update loop.
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///
/// This is useful for performing initialization work with a guarantee that
/// no connections to the server will be made until this function returns.
///
/// This method is called from within a tokio runtime.
///
/// # Default Implementation
///
/// The default implementation does nothing.
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fn init(&self, server: &mut Server<Self>) {}
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/// Called once at the beginning of every server update (also known as
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/// "tick"). This is likely where the majority of your code will be.
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///
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/// The frequency of ticks can be configured by [`Self::tick_rate`].
///
/// This method is called from within a tokio runtime.
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///
/// # Default Implementation
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///
/// The default implementation does nothing.
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fn update(&self, server: &mut Server<Self>);
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}
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/// The result of the [`server_list_ping`](Config::server_list_ping) callback.
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#[allow(clippy::large_enum_variant)]
#[derive(Clone, Debug)]
pub enum ServerListPing<'a> {
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/// Responds to the server list ping with the given information.
Respond {
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/// Displayed as the number of players on the server.
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online_players: i32,
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/// Displayed as the maximum number of players allowed on the server at
/// a time.
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max_players: i32,
/// The list of players visible by hovering over the player count.
///
/// Has no effect if this list is empty.
player_sample: Cow<'a, [PlayerSampleEntry<'a>]>,
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/// A description of the server.
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description: Text,
/// The server's icon as the bytes of a PNG image.
/// The image must be 64x64 pixels.
///
/// No icon is used if the value is `None`.
favicon_png: Option<Cow<'a, [u8]>>,
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},
/// Ignores the query and disconnects from the client.
Ignore,
}
/// Describes how new connections to the server are handled.
#[non_exhaustive]
#[derive(Clone, PartialEq, Default)]
pub enum ConnectionMode {
/// The "online mode" fetches all player data (username, UUID, and skin)
/// from the [configured session server] and enables encryption.
///
/// This mode should be used for all publicly exposed servers which are not
/// behind a proxy.
///
/// [configured session server]: Config::format_session_server_url
#[default]
Online,
/// Disables client authentication with the configured session server.
/// Clients can join with any username and UUID they choose, potentially
/// gaining privileges they would not otherwise have. Additionally,
/// encryption is disabled and Minecraft's default skins will be used.
///
/// This mode should be used for development purposes only and not for
/// publicly exposed servers.
Offline,
/// This mode should be used under one of the following situations:
/// - The server is behind a [BungeeCord]/[Waterfall] proxy with IP
/// forwarding enabled.
/// - The server is behind a [Velocity] proxy configured to use the `legacy`
/// forwarding mode.
///
/// All player data (username, UUID, and skin) is fetched from the proxy,
/// but no attempt is made to stop connections originating from
/// elsewhere. As a result, you must ensure clients connect through the
/// proxy and are unable to connect to the server directly. Otherwise,
/// clients can use any username or UUID they choose similar to
/// [`ConnectionMode::Offline`].
///
/// To protect against this, a firewall can be used. However,
/// [`ConnectionMode::Velocity`] is recommended as a secure alternative.
///
/// [BungeeCord]: https://www.spigotmc.org/wiki/bungeecord/
/// [Waterfall]: https://github.com/PaperMC/Waterfall
/// [Velocity]: https://velocitypowered.com/
BungeeCord,
/// This mode is used when the server is behind a [Velocity] proxy
/// configured with the forwarding mode `modern`.
///
/// All player data (username, UUID, and skin) is fetched from the proxy and
/// all connections originating from outside Velocity are blocked.
///
/// [Velocity]: https://velocitypowered.com/
Velocity {
/// The secret key used to prevent connections from outside Velocity.
/// The proxy and Valence must be configured to use the same secret key.
secret: String,
},
}
/// Represents an individual entry in the player sample.
#[derive(Clone, Debug, Serialize)]
pub struct PlayerSampleEntry<'a> {
/// The name of the player.
///
/// This string can contain
/// [legacy formatting codes](https://minecraft.fandom.com/wiki/Formatting_codes).
pub name: Cow<'a, str>,
/// The player UUID.
pub id: Uuid,
}
/// A minimal `Config` implementation for testing purposes.
#[cfg(test)]
pub(crate) struct MockConfig<S = (), Cl = (), E = (), W = (), Ch = (), P = ()> {
_marker: std::marker::PhantomData<(S, Cl, E, W, Ch, P)>,
}
#[cfg(test)]
impl<S, Cl, E, W, Ch, P> Config for MockConfig<S, Cl, E, W, Ch, P>
where
S: Send + Sync + 'static,
Cl: Default + Send + Sync + 'static,
E: Send + Sync + 'static,
W: Send + Sync + 'static,
Ch: Send + Sync + 'static,
P: Send + Sync + 'static,
{
type ServerState = S;
type ClientState = Cl;
type EntityState = E;
type WorldState = W;
type ChunkState = Ch;
type PlayerListState = P;
fn max_connections(&self) -> usize {
64
}
fn update(&self, _server: &mut Server<Self>) {}
}