//! Configuration for the server. use std::borrow::Cow; use std::net::{IpAddr, Ipv4Addr, SocketAddr, SocketAddrV4}; use async_trait::async_trait; use serde::Serialize; use tokio::runtime::Handle as TokioHandle; use uuid::Uuid; use crate::biome::Biome; use crate::dimension::Dimension; use crate::server::{NewClientData, Server, SharedServer}; use crate::text::Text; use crate::username::Username; use crate::{Ticks, STANDARD_TPS}; /// A trait for the configuration of a server. /// /// This trait uses the [async_trait] attribute macro. It is exported at the /// root of this crate. async_trait will be removed once async fns in traits /// are stabilized. /// /// [async_trait]: https://docs.rs/async-trait/latest/async_trait/ #[async_trait] #[allow(unused_variables)] pub trait Config: Sized + Send + Sync + 'static { /// 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). type ChunkState: Send + Sync; /// Custom state to store with every /// [`PlayerList`](crate::player_list::PlayerList). type PlayerListState: Send + Sync; /// 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; /// Called once at startup to get the socket address the server will /// be bound to. /// /// # Default Implementation /// /// 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() } /// Called once at startup to get the tick rate, which is the number of game /// updates that should occur in one second. /// /// 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. /// /// The tick rate must be greater than zero. /// /// 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 /// /// Returns [`STANDARD_TPS`]. fn tick_rate(&self) -> Ticks { STANDARD_TPS } /// 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. /// /// # Default Implementation /// /// Returns [`ConnectionMode::Online`]. fn connection_mode(&self) -> ConnectionMode { ConnectionMode::Online } /// 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. /// /// A larger capacity reduces the chance that a client needs to be /// disconnected due to a full buffer, but increases potential memory usage. /// /// # Default Implementation /// /// An unspecified value is returned that should be adequate in most /// situations. fn incoming_packet_capacity(&self) -> usize { 64 } /// Called once at startup to get the capacity of the buffer used to /// hold outgoing packets. /// /// A larger capacity reduces the chance that a client needs to be /// disconnected due to a full buffer, but increases potential memory usage. /// /// # Default Implementation /// /// An unspecified value is returned that should be adequate in most /// situations. fn outgoing_packet_capacity(&self) -> usize { 2048 } /// Called once at startup to get a handle to the tokio runtime the server /// will use. /// /// If a handle is not provided, the server will create its own tokio /// runtime. /// /// # Default Implementation /// /// Returns `None`. fn tokio_handle(&self) -> Option { None } /// Called once at startup to get the list of [`Dimension`]s usable on the /// server. /// /// The dimensions returned by [`SharedServer::dimensions`] will be in the /// same order as the `Vec` returned by this function. /// /// The number of elements in the returned `Vec` must be in `1..=u16::MAX`. /// Additionally, the documented requirements on the fields of [`Dimension`] /// must be met. /// /// # Default Implementation /// /// Returns `vec![Dimension::default()]`. fn dimensions(&self) -> Vec { vec![Dimension::default()] } /// Called once at startup to get the list of [`Biome`]s usable on the /// server. /// /// The biomes returned by [`SharedServer::biomes`] will be in the same /// order as the `Vec` returned by this function. /// /// The number of elements in the returned `Vec` must be in `1..=u16::MAX`. /// Additionally, the documented requirements on the fields of [`Biome`] /// must be met. /// /// **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 /// /// Returns `vec![Biome::default()]`. fn biomes(&self) -> Vec { vec![Biome::default()] } /// Called when the server receives a Server List Ping query. /// Data for the response can be provided or the query can be ignored. /// /// This method is called from within a tokio runtime. /// /// # Default Implementation /// /// The query is ignored. async fn server_list_ping( &self, shared: &SharedServer, remote_addr: SocketAddr, protocol_version: i32, ) -> ServerListPing { ServerListPing::Ignore } /// Called asynchronously for each client after successful authentication /// (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. /// /// This method is the appropriate place to perform asynchronous /// operations such as database queries which may take some time to /// complete. /// /// This method is called from within a tokio runtime. /// /// # Default Implementation /// /// The client is allowed to join unconditionally. /// /// [`Clients`]: crate::client::Clients async fn login(&self, shared: &SharedServer, ncd: &NewClientData) -> Result<(), Text> { Ok(()) } /// 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=&serverId=&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, 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. /// /// 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. fn init(&self, server: &mut Server) {} /// Called once at the beginning of every server update (also known as /// "tick"). This is likely where the majority of your code will be. /// /// The frequency of ticks can be configured by [`Self::tick_rate`]. /// /// This method is called from within a tokio runtime. /// /// # Default Implementation /// /// The default implementation does nothing. fn update(&self, server: &mut Server); } /// The result of the [`server_list_ping`](Config::server_list_ping) callback. #[allow(clippy::large_enum_variant)] #[derive(Clone, Debug)] pub enum ServerListPing<'a> { /// Responds to the server list ping with the given information. Respond { /// Displayed as the number of players on the server. online_players: i32, /// Displayed as the maximum number of players allowed on the server at /// a time. 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>]>, /// A description of the server. 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>, }, /// 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 { _marker: std::marker::PhantomData<(S, Cl, E, W, Ch, P)>, } #[cfg(test)] impl Config for MockConfig 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) {} }