/* * Minecraft Forge * Copyright (c) 2016. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation version 2.1 * of the License. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA */ package net.minecraftforge.fml.common.network.handshake; import io.netty.channel.ChannelFutureListener; import io.netty.channel.ChannelHandlerContext; import java.util.List; import net.minecraftforge.fml.common.FMLLog; import net.minecraftforge.fml.common.Loader; import net.minecraftforge.fml.common.network.NetworkRegistry; import net.minecraftforge.fml.common.network.handshake.FMLHandshakeMessage.ServerHello; import net.minecraftforge.fml.common.network.internal.FMLMessage; import net.minecraftforge.fml.common.network.internal.FMLNetworkHandler; import net.minecraftforge.fml.common.registry.PersistentRegistryManager; import net.minecraftforge.fml.relauncher.Side; /** * Packet handshake sequence manager- client side (responding to remote server) * * Flow: * 1. Wait for server hello. (START). Move to HELLO state. * 2. Receive Server Hello. Send customchannel registration. Send Client Hello. Send our modlist. Move to WAITINGFORSERVERDATA state. * 3. Receive server modlist. Send ack if acceptable, else send nack and exit error. Receive server IDs. Move to COMPLETE state. Send ack. * * @author cpw * */ enum FMLHandshakeClientState implements IHandshakeState<FMLHandshakeClientState> { START { @Override public FMLHandshakeClientState accept(ChannelHandlerContext ctx, FMLHandshakeMessage msg) { NetworkDispatcher dispatcher = ctx.channel().attr(NetworkDispatcher.FML_DISPATCHER).get(); dispatcher.clientListenForServerHandshake(); return HELLO; } }, HELLO { @Override public FMLHandshakeClientState accept(ChannelHandlerContext ctx, FMLHandshakeMessage msg) { // write our custom packet registration, always ctx.writeAndFlush(FMLHandshakeMessage.makeCustomChannelRegistration(NetworkRegistry.INSTANCE.channelNamesFor(Side.CLIENT))); if (msg == null) { NetworkDispatcher dispatcher = ctx.channel().attr(NetworkDispatcher.FML_DISPATCHER).get(); dispatcher.abortClientHandshake("VANILLA"); // VANILLA login return DONE; } ServerHello serverHelloPacket = (FMLHandshakeMessage.ServerHello)msg; FMLLog.info("Server protocol version %x", serverHelloPacket.protocolVersion()); if (serverHelloPacket.protocolVersion() > 1) { // Server sent us an extra dimension for the logging in player - stash it for retrieval later NetworkDispatcher dispatcher = ctx.channel().attr(NetworkDispatcher.FML_DISPATCHER).get(); dispatcher.setOverrideDimension(serverHelloPacket.overrideDim()); } ctx.writeAndFlush(new FMLHandshakeMessage.ClientHello()).addListener(ChannelFutureListener.FIRE_EXCEPTION_ON_FAILURE); ctx.writeAndFlush(new FMLHandshakeMessage.ModList(Loader.instance().getActiveModList())).addListener(ChannelFutureListener.FIRE_EXCEPTION_ON_FAILURE); return WAITINGSERVERDATA; } }, WAITINGSERVERDATA { @Override public FMLHandshakeClientState accept(ChannelHandlerContext ctx, FMLHandshakeMessage msg) { String result = FMLNetworkHandler.checkModList((FMLHandshakeMessage.ModList) msg, Side.SERVER); if (result != null) { NetworkDispatcher dispatcher = ctx.channel().attr(NetworkDispatcher.FML_DISPATCHER).get(); dispatcher.rejectHandshake(result); return ERROR; } ctx.writeAndFlush(new FMLHandshakeMessage.HandshakeAck(ordinal())).addListener(ChannelFutureListener.FIRE_EXCEPTION_ON_FAILURE); if (!ctx.channel().attr(NetworkDispatcher.IS_LOCAL).get()) { return WAITINGSERVERCOMPLETE; } else { return PENDINGCOMPLETE; } } }, WAITINGSERVERCOMPLETE { @Override public FMLHandshakeClientState accept(ChannelHandlerContext ctx, FMLHandshakeMessage msg) { FMLHandshakeMessage.RegistryData pkt = (FMLHandshakeMessage.RegistryData)msg; PersistentRegistryManager.GameDataSnapshot snap = ctx.channel().attr(NetworkDispatcher.FML_GAMEDATA_SNAPSHOT).get(); if (snap == null) { snap = new PersistentRegistryManager.GameDataSnapshot(); ctx.channel().attr(NetworkDispatcher.FML_GAMEDATA_SNAPSHOT).set(snap); } PersistentRegistryManager.GameDataSnapshot.Entry entry = new PersistentRegistryManager.GameDataSnapshot.Entry(); entry.ids.putAll(pkt.getIdMap()); entry.substitutions.addAll(pkt.getSubstitutions()); entry.dummied.addAll(pkt.getDummied()); snap.entries.put(pkt.getName(), entry); if (pkt.hasMore()) { FMLLog.fine("Received Mod Registry mapping for %s: %d IDs %d subs %d dummied", pkt.getName(), entry.ids.size(), entry.substitutions.size(), entry.dummied.size()); return WAITINGSERVERCOMPLETE; } ctx.channel().attr(NetworkDispatcher.FML_GAMEDATA_SNAPSHOT).remove(); List<String> locallyMissing = PersistentRegistryManager.injectSnapshot(snap, false, false); if (!locallyMissing.isEmpty()) { NetworkDispatcher dispatcher = ctx.channel().attr(NetworkDispatcher.FML_DISPATCHER).get(); dispatcher.rejectHandshake("Fatally missing blocks and items"); FMLLog.severe("Failed to connect to server: there are %d missing blocks and items", locallyMissing.size()); FMLLog.fine("Missing list: %s", locallyMissing); return ERROR; } ctx.writeAndFlush(new FMLHandshakeMessage.HandshakeAck(ordinal())).addListener(ChannelFutureListener.FIRE_EXCEPTION_ON_FAILURE); return PENDINGCOMPLETE; } }, PENDINGCOMPLETE { @Override public FMLHandshakeClientState accept(ChannelHandlerContext ctx, FMLHandshakeMessage msg) { ctx.writeAndFlush(new FMLHandshakeMessage.HandshakeAck(ordinal())).addListener(ChannelFutureListener.FIRE_EXCEPTION_ON_FAILURE); return COMPLETE; } }, COMPLETE { @Override public FMLHandshakeClientState accept(ChannelHandlerContext ctx, FMLHandshakeMessage msg) { NetworkDispatcher dispatcher = ctx.channel().attr(NetworkDispatcher.FML_DISPATCHER).get(); dispatcher.completeClientHandshake(); FMLMessage.CompleteHandshake complete = new FMLMessage.CompleteHandshake(Side.CLIENT); ctx.fireChannelRead(complete); ctx.writeAndFlush(new FMLHandshakeMessage.HandshakeAck(ordinal())).addListener(ChannelFutureListener.FIRE_EXCEPTION_ON_FAILURE); return DONE; } }, DONE { @Override public FMLHandshakeClientState accept(ChannelHandlerContext ctx, FMLHandshakeMessage msg) { if (msg instanceof FMLHandshakeMessage.HandshakeReset) { PersistentRegistryManager.revertToFrozen(); return HELLO; } return this; } }, ERROR { @Override public FMLHandshakeClientState accept(ChannelHandlerContext ctx, FMLHandshakeMessage msg) { return this; } }; }