bedrocktool/world.go

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package main
import (
"errors"
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"flag"
"fmt"
"image"
"image/color"
"log"
"math"
"os"
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"strings"
"sync"
"gioui.org/app"
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"gioui.org/f32"
"gioui.org/font/gofont"
"gioui.org/io/system"
"gioui.org/layout"
"gioui.org/op"
"gioui.org/op/clip"
"gioui.org/op/paint"
"gioui.org/text"
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"gioui.org/widget"
"gioui.org/widget/material"
"github.com/sandertv/gophertunnel/minecraft"
"github.com/sandertv/gophertunnel/minecraft/protocol"
"github.com/sandertv/gophertunnel/minecraft/protocol/packet"
)
const (
state_not_connected = iota
state_working
state_saving
state_done
)
var G_window *app.Window
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var G_state int = state_working
var theme = material.NewTheme(gofont.Collection())
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var finish_button widget.Clickable
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// for player drawing
var chunk_px_size int = 0
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var block_coord_top_left protocol.ChunkPos
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// the state used for drawing and saving
type WorldState struct {
Chunks map[protocol.ChunkPos]*packet.LevelChunk
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SubChunks map[protocol.ChunkPos]*packet.SubChunk
Entities map[int64]*packet.AddActor
BlockUpdates []*packet.UpdateBlock
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PlayerPos packet.MovePlayer
_mutex sync.Mutex
}
var world_state *WorldState = &WorldState{
Chunks: make(map[protocol.ChunkPos]*packet.LevelChunk),
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SubChunks: make(map[protocol.ChunkPos]*packet.SubChunk),
Entities: make(map[int64]*packet.AddActor),
BlockUpdates: make([]*packet.UpdateBlock, 0),
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PlayerPos: packet.MovePlayer{},
_mutex: sync.Mutex{},
}
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func init() {
register_command("world", "Launch world downloading proxy", world_main)
}
func world_main(args []string) error {
var target string
var help bool
flag.StringVar(&target, "target", "", "target server")
flag.BoolVar(&help, "help", false, "show help")
fmt.Printf("%v\n", args)
flag.CommandLine.Parse(args)
if help {
flag.Usage()
return nil
}
if target == "" {
target = input_server()
}
if len(strings.Split(target, ":")) == 1 {
target += ":19132"
}
go func() {
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G_window = app.NewWindow()
if err := run_gui(target); err != nil {
log.Fatal(err)
}
os.Exit(0)
}()
app.Main()
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return nil
}
func ProcessSubChunk(sub_chunk *packet.SubChunk) {
}
func ProcessChunk(chunk *packet.LevelChunk) {
world_state._mutex.Lock()
world_state.Chunks[chunk.Position] = chunk
world_state._mutex.Unlock()
G_window.Invalidate()
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//os.WriteFile("chunk.chunk", chunk.RawPayload, 0644)
}
func ProcessActor(actor *packet.AddActor) {
world_state._mutex.Lock()
world_state.Entities[actor.EntityUniqueID] = actor
world_state._mutex.Unlock()
G_window.Invalidate()
}
func ProcessBlockUpdate(update *packet.UpdateBlock) {
world_state._mutex.Lock()
world_state.BlockUpdates = append(world_state.BlockUpdates, update)
world_state._mutex.Unlock()
G_window.Invalidate()
}
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func ProcessMove(player *packet.MovePlayer) {
world_state.PlayerPos = *player
G_window.Invalidate()
}
func SetState(state int) {
G_state = state
G_window.Invalidate()
}
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func handleConn(conn *minecraft.Conn, listener *minecraft.Listener, target string) {
serverConn, err := minecraft.Dialer{
TokenSource: G_src,
ClientData: conn.ClientData(),
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}.Dial("raknet", target)
if err != nil {
panic(err)
}
var g sync.WaitGroup
g.Add(2)
go func() {
if err := conn.StartGame(serverConn.GameData()); err != nil {
panic(err)
}
g.Done()
}()
go func() {
if err := serverConn.DoSpawn(); err != nil {
panic(err)
}
g.Done()
}()
g.Wait()
SetState(state_working)
go func() { // client loop
defer listener.Disconnect(conn, "connection lost")
defer serverConn.Close()
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defer finish_button.Click()
for {
pk, err := conn.ReadPacket()
if err != nil {
return
}
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switch _pk := pk.(type) {
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case *packet.RequestChunkRadius:
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pk = &packet.RequestChunkRadius{ // rewrite packet to send a bigger radius
ChunkRadius: 32,
}
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case *packet.MovePlayer:
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ProcessMove(_pk)
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}
if err := serverConn.WritePacket(pk); err != nil {
if disconnect, ok := errors.Unwrap(err).(minecraft.DisconnectError); ok {
_ = listener.Disconnect(conn, disconnect.Error())
}
return
}
}
}()
go func() { // server loop
defer serverConn.Close()
defer listener.Disconnect(conn, "connection lost")
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defer finish_button.Click()
for {
pk, err := serverConn.ReadPacket()
if err != nil {
if disconnect, ok := errors.Unwrap(err).(minecraft.DisconnectError); ok {
_ = listener.Disconnect(conn, disconnect.Error())
}
return
}
switch pk := pk.(type) {
case *packet.LevelChunk:
ProcessChunk(pk)
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case *packet.SubChunk:
ProcessSubChunk(pk)
case *packet.AddActor:
ProcessActor(pk)
case *packet.UpdateBlock:
ProcessBlockUpdate(pk)
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case *packet.ChunkRadiusUpdated:
fmt.Printf("ChunkRadiusUpdated: %d\n", pk.ChunkRadius)
}
if err := conn.WritePacket(pk); err != nil {
return
}
}
}()
}
func draw_rect(gtx layout.Context, rect image.Rectangle, col color.NRGBA) {
cl := clip.Rect{Min: rect.Min, Max: rect.Max}.Push(gtx.Ops)
paint.ColorOp{Color: col}.Add(gtx.Ops)
paint.PaintOp{}.Add(gtx.Ops)
cl.Pop()
}
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func layout_chunks(gtx layout.Context) layout.Dimensions {
world_state._mutex.Lock()
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var x_min, x_max, z_min, z_max int
for _, chunk := range world_state.Chunks {
x_min = int(math.Min(float64(x_min), float64(chunk.Position.X())))
x_max = int(math.Max(float64(x_max), float64(chunk.Position.X())))
z_min = int(math.Min(float64(z_min), float64(chunk.Position.Z())))
z_max = int(math.Max(float64(z_max), float64(chunk.Position.Z())))
}
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x := float64(gtx.Constraints.Max.X - gtx.Constraints.Min.X)
z := float64(gtx.Constraints.Max.Y - gtx.Constraints.Min.Y)
count_x := float64(x_max - x_min + 1)
count_z := float64(z_max - z_min + 1)
chunk_px_size = int(math.Min(x/count_x, z/count_z))
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block_coord_top_left = protocol.ChunkPos{int32(x_min) * int32(chunk_px_size), int32(z_min) * int32(chunk_px_size)}
for _, chunk := range world_state.Chunks {
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x := ((int(chunk.Position.X()) - x_min) * chunk_px_size)
z := ((int(chunk.Position.Z()) - z_min) * chunk_px_size)
draw_rect(gtx, image.Rect(x, z, x+chunk_px_size, z+chunk_px_size), color.NRGBA{0, 255, 0, 255})
}
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draw_player_icon(gtx)
world_state._mutex.Unlock()
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return layout.Dimensions{Size: image.Point{X: chunk_px_size * int(count_x), Y: chunk_px_size * int(count_z)}}
}
func draw_player_icon(gtx layout.Context) {
player := world_state.PlayerPos
// calcuate screen position based on chunk position and the chunks screen position
player_screen := f32.Point{
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X: player.Position.X() - float32(block_coord_top_left.X()),
Y: player.Position.Z() - float32(block_coord_top_left.Z()),
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}
op.Affine(f32.Affine2D{}.Rotate(f32.Pt(5, 5), player.HeadYaw*(math.Pi/180)).Offset(player_screen)).Add(gtx.Ops) // rotate and offset relative to first chunk
draw_rect(gtx, image.Rectangle{image.Point{X: 0, Y: 0}, image.Point{X: 10, Y: 10}}, color.NRGBA{255, 180, 0, 255})
}
func draw_working(gtx layout.Context) {
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layout.Stack{
Alignment: layout.Center,
}.Layout(gtx,
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
return layout.Flex{
Axis: layout.Vertical,
}.Layout(gtx,
layout.Flexed(0.1, func(gtx layout.Context) layout.Dimensions { // top text
title := material.H2(theme, fmt.Sprintf("Chunks: %d\n", len(world_state.Chunks)))
title.Alignment = text.Middle
title.Color = color.NRGBA{R: 127, G: 0, B: 0, A: 255}
return title.Layout(gtx)
}),
layout.Flexed(0.9, func(gtx layout.Context) layout.Dimensions { // centered chunk view
return layout.Center.Layout(gtx, layout_chunks)
}),
)
}),
layout.Stacked(func(gtx layout.Context) layout.Dimensions {
b := material.Button(theme, &finish_button, "Finish")
b.Color = color.NRGBA{R: 0, G: 127, B: 0, A: 255}
return b.Layout(gtx)
}),
)
if finish_button.Clicked() {
SetState(state_saving)
go begin_save_world(world_state)
}
}
func begin_save_world(world *WorldState) {
}
func draw_saving(gtx layout.Context) {
}
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func run_gui(target string) error {
th := material.NewTheme(gofont.Collection())
var ops op.Ops
_status := minecraft.NewStatusProvider("Server")
listener, err := minecraft.ListenConfig{
StatusProvider: _status,
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}.Listen("raknet", ":19132")
if err != nil {
return err
}
defer listener.Close()
go func() {
for {
c, err := listener.Accept()
if err != nil {
log.Fatal(err)
}
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go handleConn(c.(*minecraft.Conn), listener, target)
}
}()
for {
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e := <-G_window.Events()
switch e := e.(type) {
case system.DestroyEvent:
return e.Err
case system.FrameEvent:
gtx := layout.NewContext(&ops, e)
switch G_state {
case state_not_connected:
title := material.H1(th, fmt.Sprintf("Connect to %s to start", "thelocalserverip"))
title.Alignment = text.Middle
title.Color = color.NRGBA{R: 127, G: 0, B: 0, A: 255}
title.Layout(gtx)
case state_working:
draw_working(gtx)
case state_saving:
draw_saving(gtx)
}
e.Frame(gtx.Ops)
}
}
}