9b349299a0
The vanilla server bootstrap (ServerConnectionChannel) is executed asynchronously when a new channel object has been registered in an event loop, much before it is ready to accept a new client connection. It is here the whole channel handler pipeline is set up, along with a NetworkManager responsible for reading and writing packets. The trouble starts when the bootstrap class adds the created NetworkManager to a list (f) of managers in ServerConnection. This list is regularly inspected by the main thread (in order to process packets on the main thread) and includes a clean up procedure (ServerConnection#61) in case it detects a disconnected network manager. Unfortunately, the network manager IS considered disconnected for a moment when its added to the list, so the main thread MAY end up getting to the network manager before Netty has connected the channel. This is still very rare under normal circumstances, but because ProtocolLib does a lot of initial processing in the channel handler, the asynchronous thread gets hold up for a long while the first time a player connects to the server, allowing the main thread sufficient time to catch up and evict the network manager. The partial solution here is to synchronize on the network manager list, stopping the main thread from processing network managers when we are preparing our new connection. But I suspect the best solution would be to correct the root of the problem, and correct the race condition in the server itself. This could be done by only adding the network manager when the channel is active (see ChannelInboundHandler.channelActive). |
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ProtocolLib | ||
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Readme.md |
ProtocolLib
Certain tasks are impossible to perform with the standard Bukkit API, and may require working with and even modify Minecraft directly. A common technique is to modify incoming and outgoing packets, or inject custom packets into the stream. This is quite cumbersome to do, however, and most implementations will break as soon as a new version of Minecraft has been released, mostly due to obfuscation.
Critically, different plugins that use this approach may hook into the same classes, with unpredictable outcomes. More than often this causes plugins to crash, but it may also lead to more subtle bugs.
Resources
Building
You can compile this project yourself by using the latest version of Maven.
A new API
ProtocolLib attempts to solve this problem by providing a event API, much like Bukkit, that allow plugins to monitor, modify or cancel packets sent and received. But more importantly, the API also hides all the gritty, obfuscated classes with a simple index based read/write system. You no longer have to reference CraftBukkit!
Using ProtocolLib
To use the library, first add ProtocolLib.jar to your Java build path. Then, add ProtocolLib as a dependency (or soft-dependency, if you can live without it) to your plugin.yml file:
depends: [ProtocolLib]
Future versions will be available in a public Maven repository, possibly on Maven central. But it will always be possible to reference ProtocolLib manually.
Then get a reference to ProtocolManager in onLoad() and you're good to go.
private ProtocolManager protocolManager;
public void onLoad() {
protocolManager = ProtocolLibrary.getProtocolManager();
}
To listen for packets sent by the server to a client, add a server-side listener:
// Disable all sound effects
protocolManager.addPacketListener(
new PacketAdapter(this, ConnectionSide.SERVER_SIDE, ListenerPriority.NORMAL, 0x3E) {
@Override
public void onPacketSending(PacketEvent event) {
// Item packets
switch (event.getPacketID()) {
case 0x3E: // Sound effect
event.setCancelled(true);
break;
}
}
});
It's also possible to read and modify the content of these packets. For instance, you can create a global censor by listening for Packet3Chat events:
// Censor
protocolManager.addPacketListener(
new PacketAdapter(this, ConnectionSide.CLIENT_SIDE, ListenerPriority.NORMAL, 0x03) {
@Override
public void onPacketReceiving(PacketEvent event) {
if (event.getPacketID() == 0x03) {
try {
PacketContainer packet = event.getPacket();
String message = packet.getSpecificModifier(String.class).read(0);
if (message.contains("shit") || message.contains("damn")) {
event.setCancelled(true);
event.getPlayer().sendMessage("Bad manners!");
}
} catch (FieldAccessException e) {
getLogger().log(Level.SEVERE, "Couldn't access field.", e);
}
}
}
});
Sending packets
Normally, you might have to do something ugly like the following:
Packet60Explosion fakeExplosion = new Packet60Explosion();
fakeExplosion.a = player.getLocation().getX();
fakeExplosion.b = player.getLocation().getY();
fakeExplosion.c = player.getLocation().getZ();
fakeExplosion.d = 3.0F;
fakeExplosion.e = new ArrayList<Object>();
((CraftPlayer) player).getHandle().netServerHandler.sendPacket(fakeExplosion);
But with ProtocolLib, you can turn that into something more manageable. Notice that you don't have to create an ArrayList this version:
PacketContainer fakeExplosion = protocolManager.createPacket(60);
fakeExplosion.getSpecificModifier(double.class).
write(0, player.getLocation().getX()).
write(1, player.getLocation().getY()).
write(2, player.getLocation().getZ());
fakeExplosion.getSpecificModifier(float.class).
write(0, 3.0F);
protocolManager.sendServerPacket(player, fakeExplosion);
Compatiblity
One of the main goals of this project was to achieve maximum compatibility with CraftBukkit. And the end result is quite flexible - in tests I successfully ran an unmodified ProtocolLib on CraftBukkit 1.8.0, and it should be resiliant against future changes. It's likely that I won't have to update ProtocolLib for anything but bug and performance fixes.
How is this possible? It all comes down to reflection in the end. Essentially, no name is hard coded - every field, method and class is deduced by looking at field types, package names or parameter types. It's remarkably consistent across different versions.
Incompatiblity
The following plugins (to be expanded) are not compatible with ProtocolLib: