def player_joined(self): # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) # Send "Join Game" packet self.send_packet("join_game", self.buff_type.pack("iBiB", 0, # entity id 3, # game mode 0, # dimension 0), # max players self.buff_type.pack_string("flat"), # level type self.buff_type.pack_varint(1), # view distance self.buff_type.pack("?", False)) # reduced debug info # Send "Player Position and Look" packet self.send_packet("player_position_and_look", self.buff_type.pack("dddff?", 0, # x 255, # y 0, # z 0, # yaw 0, # pitch 0b00000), # flags self.buff_type.pack_varint(0)) # teleport id # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.update_keep_alive) # Announce player joined self.factory.send_chat(u"\u00a7e%s has joined." % self.display_name)
def player_joined(self): ServerProtocol.player_joined(self) # Send "Join Game" packet self.send_packet("join_game", self.buff_type.pack("iBqiB", 0, # entity id 3, # game mode 0, # dimension 0, # hashed seed 0), # max players self.buff_type.pack_string("flat"), # level type self.buff_type.pack_varint(32), # view distance self.buff_type.pack("??", False, # reduced debug info False)) # show respawn screen # Send "Player Position and Look" packet self.send_packet("player_position_and_look", self.buff_type.pack("dddff?", 0, # x 255, # y 0, # z 0, # yaw 0, # pitch 0b00000), # flags self.buff_type.pack_varint(0)) # teleport id # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.keep_alive()) # Announce player joined self.factory.send_chat(u"\u00a7e%s has joined." % self.display_name)
def player_joined(self): ServerProtocol.player_joined(self) self.ip = self.remote_addr.host self.eid = dats.getFreeId() self.fquid = self.username + "[/" + self.ip + "](" + str(self.uuid) + ")" self.base_scba_split = list("PyMINESERVER") self.anim_i = 0 eobj_byid[self.eid] = self self.logger.info("UUID of player Dragon5232 is " + str(self.uuid)) p.game(self, self.eid, 1, 0, 1, options.maxplayers, "default", False) p.spawn_pos(self, 0, 66, 0) p.abilities(self, True, True, True, True, 0.2, 0.2) p.pos_look(self, 0, 66, 0, 0, 0, False) p.rain(self, True) p.empty_chunk(self, 0, 0) p.block_change(self, 0, 64, 0, 1) if self.protocol_version == 47: p.plist_head_foot(self, u"§6P§2yMINESERVER§r", u"§eEnjoy the Test§r") if self.protocol_version == 47: self.tasks.add_loop(1.0/20, self.anim_frame_scb) relayPlayerList() self.logger.info(self.username + "[/" + self.ip + "] logged in with entity id " + str(self.eid) + " at ([nonexistent](0.0, 64.0, 0.0))") # Schedule 6-second sending of keep-alive packets. self.tasks.add_loop(6, self.keepalive_send) self.eobj_byid = eobj_byid pushChat(self, "\u00A7e" + self.username + " has joined the game\u00A7r", 1) # Send welcome title and subtitle p.title(self, options.wtitle) p.subtitle(self, options.wst) p.chat_json(self, dats.join_json(self), 1)
def player_joined(self): # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) # Send "Join Game" packet self.send_packet("join_game", self.buff_type.pack("iBiBB", 0, # entity id 3, # game mode 0, # dimension 0, # max players 0), # unused self.buff_type.pack_string("flat"), # level type self.buff_type.pack("?", False)) # reduced debug info # Send "Player Position and Look" packet self.send_packet("player_position_and_look", self.buff_type.pack("dddff?", 0, # x 255, # y 0, # z 0, # yaw 0, # pitch 0b00000), # flags self.buff_type.pack_varint(0)) # teleport id # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.update_keep_alive) # Announce player joined self.factory.send_chat(u"\u00a7e%s has joined." % self.display_name)
def player_joined(self): global eobj_byid ServerProtocol.player_joined(self) self.ip = self.remote_addr.host self.eid = dats.getFreeId() self.fquid = self.username + "[/" + self.ip + "](" + str(self.uuid) + ")" eobj_byid[self.eid] = self self.logger.info("UUID of player Dragon5232 is " + str(self.uuid)) p.game(self, self.eid, 1, 0, 1, options.maxplayers, "default", False) p.spawn_pos(self, 0, 64, 0) p.abilities(self, True, True, True, True, 0.2, 0.2) p.pos_look(self, 0, 64, 0, 0, 0, False) p.rain(self, True) p.empty_chunk(self, 0, 0) self.logger.info(self.username + "[/" + self.ip + "] logged in with entity id " + str(self.eid) + " at ([nonexistent](0.0, 64.0, 0.0))") # Schedule 6-second sending of keep-alive packets. self.tasks.add_loop(6, self.keepalive_send) pushChat(eobj_byid, "\u00A7e" + self.username + " has joined the game\u00A7r", 1) # Send welcome title and subtitle p.title(self, options.wtitle) p.subtitle(self, options.wst) p.chat_json(self, dats.join_json(self), 1)
def player_joined(self): ServerProtocol.player_joined(self) self.ip = self.remote_addr.host self.position = Position(0, 66, 0) self.entity_id = self.get_free_id() self.default_gamemode = 1 # 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. Bit 3 (0x8) is the hardcore flag. self.dimension = 0 # -1: Nether, 0:Overworld, 1:End self.difficulty = 0 # 0:peaceful,1:easy,2:normal,3:hard self.level_type = "default" # default, flat, largeBiomes, amplified, default_1_1 self.reduced_debug_info = False # If true, a Notchian client shows reduced information on the debug screen. players[ self. entity_id] = self # add player object to dict eid:player , so we can iterate over ALL players on the server self.logger.info("UUID of player {0} is {1}".format( self.username, self.uuid)) self.nickname = self.username self.send_game(self.entity_id, self.default_gamemode, self.dimension, self.difficulty, "default", False) self.send_spawn_pos(self.position) self.send_abilities(True, True, True, True, 0.2, 0.2) self.send_position_and_look(self.position, 0, 0, False) self.send_empty_chunk(0, 0) self.logger.info("{0} ({1}) logged in with entity id {2}".format( self.username, self.ip, self.entity_id) + " at ((0.0, 64.0, 0.0))") # Schedule 6-second sending of keep-alive packets. self.tasks.add_loop(1, self.keepalive_send) self.send_chat_json(serverdata.join_json(self), 1) # Print welcome message self.plugin_event("player_join")
def player_joined(self): # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) # Build up fields for "Join Game" packet entity_id = 0 max_players = 0 hashed_seed = 42 view_distance = 2 game_mode = 3 prev_game_mode = 3 is_hardcore = False is_respawn_screen = True is_reduced_debug = False is_debug = False is_flat = False dimension_count = 1 dimension_name = "chat" dimension_type = dimension_types[self.protocol_version, "minecraft:overworld"] data_pack = data_packs[self.protocol_version] # Send "Join Game" packet self.send_packet( "join_game", self.buff_type.pack("i?BB", entity_id, is_hardcore, game_mode, prev_game_mode), self.buff_type.pack_varint(dimension_count), self.buff_type.pack_string(dimension_name), self.buff_type.pack_nbt(data_pack), self.buff_type.pack_nbt(dimension_type), self.buff_type.pack_string(dimension_name), self.buff_type.pack("q", hashed_seed), self.buff_type.pack_varint(max_players), self.buff_type.pack_varint(view_distance), self.buff_type.pack("????", is_reduced_debug, is_respawn_screen, is_debug, is_flat)) # Send "Player Position and Look" packet self.send_packet( "player_position_and_look", self.buff_type.pack( "dddff?", 0, # x 255, # y 0, # z 0, # yaw 0, # pitch 0b00000), # flags self.buff_type.pack_varint(0)) # teleport id # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.update_keep_alive) # Announce player joined self.factory.send_chat(u"\u00a7e%s has joined." % self.display_name)
def player_joined(self): ServerProtocol.player_joined(self) location = self.factory.world.spawn look = (0, 0) if self.display_name in self.factory.world.players: self.eid = self.factory.world.load(self.uuid) #Load and save eid else: self.eid = self.factory.world.add_entity(self.factory.world.spawn, (0, 0), 'Player', self.display_name, self.uuid, None) # Send "Join Game" packet self.send_packet( "join_game", self.buff_type.pack( "iBiBB", self.eid, # entity id 1, # game mode 0, # dimension 0, # difficulty 10), # max players self.buff_type.pack_string("flat"), # level type self.buff_type.pack("?", False)) # reduced debug info self.send_packet( "plugin_message", self.buff_type.pack_string("MC|Brand") + self.buff_type.pack_string("PyMine")) spawn = self.factory.world.spawn self.send_packet( "spawn_position", self.buff_type.pack_position(spawn[0], spawn[1], spawn[2])) self.send_packet("player_abilities", self.buff_type.pack("?ff", 0b1111, 1.2, 10.0)) location = self.factory.world.entities[self.eid].location look = self.factory.world.entities[self.eid].look # Send "Player Position and Look" packet self.send_packet( "player_position_and_look", self.buff_type.pack( "dddff?", location[0], # x location[1], # y location[2], # z look[0], # yaw look[1], # pitch 0b00000), # flags self.buff_type.pack_varint(0)) # teleport id self.send_inital_chunks(0, 0) self.tasks.add_loop(1.0, self.update_keep_alive)
def player_joined(self): ServerProtocol.player_joined(self) self.ip = self.remote_addr.host self.position = Position(0, 66, 0) self.entity_id = self.id display_name = self.display_name addr = self.remote_addr.host self.send_game(0, default_gamemode, default_dimension, max_players, level_type, 10) self.send_spawn_pos(self.position) self.send_abilities(True, True, True, True, 0.2, 0.2) self.send_position_and_look(0, 25, 25, 0, 0) self.send_error = True #self.send_empty_chunk(0, 0) self.ticker.add_loop(20, self.update_keep_alive) event.SetEvent("on_join", self, display_name, addr)
def player_joined(self): """ Player joined - on player join, do this """ ServerProtocol.player_joined(self) self.send_packet('join_game', self.buff_type.pack('iBiBB', 0, 3, 0, 0, 0), self.buff_type.pack_string('flat'), self.buff_type.pack('?', False)) self.send_packet( 'player_position_and_look', self.buff_type.pack('dddff?', 0, 255, 0, 0, 0, 0b00000), self.buff_type.pack_varint(0)) self.tasks.add_loop(1.0, self.update_keep_alive)
def player_joined(self): # This method gets called when a player successfully joins the server. # If we're in online mode (the default), this means auth with the # session server was successful and the user definitely owns the # display name they claim to. # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) # Define your own logic here. It could be an HTTP request to an API, # or perhaps an update to a database table. display_name = self.display_name ip_addr = self.remote_addr.host self.logger.info("[%s authed with IP %s]" % (display_name, ip_addr)) # Kick the player. self.close("Thanks, you are now registered!")
def player_joined(self): global con # This method gets called when a player successfully joins the server. # If we're in online mode (the default), this means auth with the # session server was successful and the user definitely owns the # display name they claim to. # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) id = self.uuid.to_hex(with_dashes=False) cur = con.cursor() try: cur.execute('SELECT pin FROM auths where minecraft_uuid=%s;', [id]) pin = cur.fetchone() print(pin) if not pin: pin = randint(1000, 9999) cur.execute('SELECT pin FROM auths where pin=%s;', [pin]) res = cur.fetchone() while res: pin = randint(1000, 9999) cur.execute('SELECT pin FROM auths where pin=%s;', [pin]) res = cur.fetchone() cur.execute('INSERT INTO auths (minecraft_uuid, pin) VALUES (%s, %s);', (str(id), str(pin))) con.commit() else: pin = pin[0] # Kick the player. self.close(f"Send command to Curator bot: ,auth {pin}") except Exception as e: print(e) self.close('No')
def player_joined(self): # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) dim_name = "minecraft:the_end" if self.protocol_version > 736: # Minecraft 1.16.2 # Send "Join Game" packet biome_codec = TagCompound({ "type": TagString("minecraft:worldgen/biome"), "value": TagList([ TagCompound({ 'name': TagString( "minecraft:plains" ), # Client crashes if you do not define plains 'id': TagInt(1), 'element': TagCompound({ 'precipitation': TagString("none"), 'effects': TagCompound({ 'sky_color': TagInt(0), 'water_fog_color': TagInt(0), 'fog_color': TagInt(0), 'water_color': TagInt(0), }), 'depth': TagFloat(0.1), 'temperature': TagFloat(0.5), 'scale': TagFloat(0.2), 'downfall': TagFloat(0.5), 'category': TagString("plains") }), }) ]) }) dim_settings = TagCompound({ "natural": TagByte(1), "ambient_light": TagFloat(0.0), "has_ceiling": TagByte(0), "has_skylight": TagByte(0), "fixed_time": TagLong(6000), "ultrawarm": TagByte(0), "has_raids": TagByte(0), "respawn_anchor_works": TagByte(0), "bed_works": TagByte(0), "piglin_safe": TagByte(0), "logical_height": TagInt(256), "infiniburn": TagString("minecraft:infiniburn_end"), "coordinate_scale": TagFloat(1.0) }) dim_codec = TagRoot({ '': TagCompound({ "minecraft:dimension_type": TagCompound({ "type": TagString("minecraft:dimension_type"), "value": TagList([ TagCompound({ "name": TagString(dim_name), "id": TagInt(0), "element": dim_settings }), ]), }), "minecraft:worldgen/biome": biome_codec }) }) current_dim = TagRoot({ '': dim_settings, }) self.send_packet( "join_game", self.buff_type.pack( "i?BB", 0, False, 3, 3), # entity id, hardcore, game mode, previous game mode self.buff_type.pack_varint(1), # world count self.buff_type.pack_string(dim_name), # world name(s) self.buff_type.pack_nbt(dim_codec), # dimension registry self.buff_type.pack_nbt(current_dim), # current dimension self.buff_type.pack_string(dim_name), # world name self.buff_type.pack("q", 42), # hashed seed self.buff_type.pack_varint(0), # max players (unused) self.buff_type.pack_varint(2), # view distance self.buff_type.pack( "????", True, True, False, True)) # respawn screen, debug world, flat world elif self.protocol_version > 578: # Minecraft 1.16.1 # Send "Join Game" packet dim_codec = TagRoot({ '': TagCompound({ "dimension": TagList([ TagCompound({ "name": TagString(dim_name), "natural": TagByte(0), "ambient_light": TagFloat(0.0), "has_ceiling": TagByte(0), "has_skylight": TagByte(0), "fixed_time": TagLong(6000), "shrunk": TagByte(0), "ultrawarm": TagByte(0), "has_raids": TagByte(1), "respawn_anchor_works": TagByte(0), "bed_works": TagByte(0), "piglin_safe": TagByte(0), "logical_height": TagInt(256), "infiniburn": TagString("minecraft:infiniburn_end"), }), ]) }) }) self.send_packet( "join_game", self.buff_type.pack( "iBB", 0, 3, 3), # entity id, game mode, previous game mode self.buff_type.pack_varint(1), # world count self.buff_type.pack_string(dim_name), # world name(s) self.buff_type.pack_nbt(dim_codec), # dimension registry self.buff_type.pack_string(dim_name), # dimension self.buff_type.pack_string(dim_name), # world name self.buff_type.pack("qB", 42, 0), # hashed seed, max players (unused) self.buff_type.pack_varint(2), # view distance self.buff_type.pack( "????", True, True, False, True)) # respawn screen, debug world, flat world else: # Minecraft 1.15 # Send "Join Game" packet self.send_packet( "join_game", self.buff_type.pack( "iBiqB", 0, # entity id 3, # game mode 0, # dimension 0, # hashed seed 0), # max players self.buff_type.pack_string("flat"), # level type self.buff_type.pack_varint(1), # view distance self.buff_type.pack( "??", False, # reduced debug info True)) # show respawn screen # Send "Player Position and Look" packet self.send_packet( "player_position_and_look", self.buff_type.pack( "dddff?", 0, # x 255, # y 0, # z 0, # yaw 0, # pitch 0b00000), # flags self.buff_type.pack_varint(0)) # teleport id # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.update_keep_alive) # Announce player joined self.factory.send_chat(u"\u00a7e%s has joined." % self.display_name)
def player_joined(self): ServerProtocol.player_joined(self) self.bridge = self.factory.bridge_class(self.factory, self)
def player_joined(self): # This method gets called when a player successfully joins the server. # If we're in online mode (the default), this means auth with the # session server was successful and the user definitely owns the # username they claim to. # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) authed = "true" # Define your own logic here. It could be an HTTP request to an API, # or perhaps an update to a database table. username = self.username uuid = self.uuid ip_addr = self.recv_addr.host self.logger.info("[%s (%s) authed with IP %s]" % (username, uuid, ip_addr)) # MYSQL Here db = MySQLdb.connect(host="localhost", user="******", passwd="pass", db="database") user = db.cursor() verified = db.cursor() hours = db.cursor() ip = db.cursor() full = db.cursor() if authed == "true": print " --> OK!" user.execute("SELECT * FROM wp_auth_players where username = '******'") ip.execute( "SELECT * FROM wp_auth_players where username = '******' and address <> '" + ip_addr + "'" ) verified.execute("SELECT * FROM wp_auth_players where username = '******' and verified = 1") # hours.execute("SELECT * FROM wp_auth_players where username = '******' and time < DATE_ADD(NOW(), INTERVAL 1 HOUR)") full.execute( "SELECT * FROM wp_auth_players where username = '******' and address = '" + ip_addr + "' and verified = 0" ) print "Found %s entries" % full.rowcount if full.rowcount == 1: sql = ( "UPDATE wp_auth_players SET verified = '1' where username = '******' and address = '" + client_addr + "' and verified = '0'" ) try: full.execute(sql) db.commit() except: db.rollback() print "The user has been verified" message = ( u"\u00A7eGood to see you own this account \u00A76" + username + u"\u00A7e!\n \u00A7eNow just click \u00A76Next\u00A7e on the website!" ) elif user.rowcount == 0: print "The user has NOT been verified (doesn't exist)" message = ( u"\u00A7eSorry \u00A76" + username + u"\u00A7e, apparently you haven't tried registering yet!\nVisit " + SITE_URL + "to begin the process." ) elif ip.rowcount == 1: print "The user has NOT been verified (different ip)" message = ( u"\u00A7eSorry \u00A76" + username + u"\u00A7e, it looks like you're connecting from a different IP!\nIf this is incorrect, contact a staff member." ) elif verified.rowcount == 1: print "The user is already verified" message = ( u"\u00A7eHold on \u00A76" + username + u"\u00A7e, it looks like you've already been authenticated!\nIf this is incorrect, contact a staff member." ) # elif hours.rowcount == 1: # this will be done soon! # print "The user has NOT been verified (too late)" # return u"\u00A7eSorry \u00A76" + username + u"\u00A7e, it looks like you've taken too long!\nTry again tomorrow, without waiting over an hour." else: print "Overall else" message = u"\u00A7eWhoops, something went horribly wrong. Contact WizardCM!" db.close() else: print " --> FAILED!" message = ( u"\u00A74Are you sure you own this account (" + username + u")? Try restarting your game!\n(this doesn't actually do anything yet, but it will!)" ) # Kick the player. self.close(message)
def player_joined(self): # This method gets called when a player successfully joins the server. # If we're in online mode (the default), this means auth with the # session server was successful and the user definitely owns the # display name they claim to. # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) # Define your own logic here. It could be an HTTP request to an API, # or perhaps an update to a database table. display_name = self.display_name uuid = self.uuid # Monkey Patch for Forge deciding to append "\x00FML\x00" to the connection string if self.connect_host.endswith("\x00FML\x00"): ip_addr = self.connect_host[:-5] else: ip_addr = self.connect_host connect_port = self.connect_port self.logger.info("[AUTH SERVER] %s (%s) connected to address %s:%s", display_name, uuid, ip_addr, connect_port) connection_token = ip_addr.split(".")[0] session = DATABASE_SESSION.get_session() token = session.query(AccountLinkToken).filter_by(token=connection_token).first() if not token: self.close("You have connected with an invalid token!") session.close() return discord_account = session.query(DiscordAccount).filter_by(link_token_id=token.id).first() if not discord_account: self.close("You have connected with an invalid token!") session.close() return if datetime.utcnow() < token.expiry: # Check if they already have a linked account and are re-linking if discord_account.minecraft_account_id is not None: existing_account = session.query(MinecraftAccount).filter_by( id=discord_account.minecraft_account_id).first() self.logger.info("unlinking existing %s account and replacing it with %s", existing_account.minecraft_uuid, str(uuid)) session.delete(existing_account) mc_account = MinecraftAccount(str(uuid), discord_account.id) discord_account.minecraft_account = mc_account session.add(mc_account) session.delete(token) session.commit() session.close() self.close("Your minecraft account has successfully been linked to your discord account!") return else: session.delete(token) session.commit() session.close() self.close("You have connected with an expired token! " "Please run the mc!register command again to get a new token.") return # Kick the player. self.close("This shouldn't happen!")
def player_joined(self): ServerProtocol.player_joined(self) secure = random.randint(00000000000, 99999999999) self.close(f"§6§l認証コードを発行しました\n§fコード: §7{secure}")
def player_joined(self): # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) # Build up fields for "Join Game" packet entity_id = 0 max_players = 0 hashed_seed = 42 view_distance = 2 simulation_distance = 2 game_mode = 3 prev_game_mode = 3 is_hardcore = False is_respawn_screen = True is_reduced_debug = True is_debug = False is_flat = True dimension_count = 1 dimension_name = "mclink" dimension_type = dimension_types[self.protocol_version, "minecraft:the_end"] data_pack = data_packs[self.protocol_version] join_game = [ self.buff_type.pack("i?BB", entity_id, is_hardcore, game_mode, prev_game_mode), self.buff_type.pack_varint(dimension_count), # world count self.buff_type.pack_string(dimension_name), # world name(s) self.buff_type.pack_nbt(data_pack), # dimension registry self.buff_type.pack_nbt(dimension_type), # dimension self.buff_type.pack_string(dimension_name), # world name self.buff_type.pack("q", hashed_seed), # hashed seed self.buff_type.pack_varint(max_players), # max players (unused) self.buff_type.pack_varint(view_distance), # view distance ] if self.protocol_version >= 757: # 1.18 join_game.append(self.buff_type.pack_varint(simulation_distance)) # Send "Join Game" packet self.send_packet( "join_game", *join_game, self.buff_type.pack("????", is_reduced_debug, is_respawn_screen, is_debug, is_flat)) self.send_packet("plugin_message", self.buff_type.pack_string("minecraft:brand"), self.buff_type.pack_string("MCLink")) pos_look = [ self.buff_type.pack("dddff?", 0, # x 255, # y 0, # z 0, # yaw 0, # pitch 0b00000), # flags self.buff_type.pack_varint(0) # teleport id ] if self.protocol_version >= 755: # 1.17+ pos_look.append(self.buff_type.pack("?", True)) # Leave vehicle) # Send "Player Position and Look" packet self.send_packet( "player_position_and_look", *pos_look) # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.update_keep_alive) self.send_commands() if self.protocol_version >= 755: # 1.17+ self.send_packet("set_title_time", self.buff_type.pack("iii", 10, 4200, 20)) else: self.send_packet("title", self.buff_type.pack_varint(3), self.buff_type.pack("iii", 10, 4200, 20)) self.send_title() self.title_tick = self.ticker.add_loop(4200, self.send_title) msg = [Text.HEADER] d = send_request("check", {'uuid': self.uuid.to_hex()}) if d['status'] == "denied": msg.append(Text.SETUP) else: self.valid = True msg.append(Text.LOGIN_VERIFIED) self.send_chat(Message(msg))
def player_joined(self): ServerProtocol.player_joined(self) # Some logic here self.close("Thanks, you are now registered!")
def player_joined(self): self.eid = 0 # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) # Send "Join Game" packets # Send "Player Position and Look" packet self.send_packet("join_game", self.buff_type.pack("iBiBB", self.eid, # entity id 1, # game mode 0, # dimension 0, # max players 0), # unused self.buff_type.pack_string("flat"), # level type self.buff_type.pack("?", False)) # reduced debug info self.send_packet("player_position_and_look", self.buff_type.pack("dddff?", 0, # x 101, # y 0, # z 0, # yaw 90, # pitch 0b00000), # flags self.buff_type.pack_varint(0)) # teleport id self.isProtocol = True self.logger.setLevel(self.factory.level) self.username_ = self.display_name self.bt = self.buff_type self.pk = self.buff_type.pack self.send_chat('hi') self.xr = self.yr = 0 self.on_ground = False # set world self.factory.w[0].add_players(self) self.position = (0,255,0) self.plugin_event('pre_player_joined') # tell plugins that the player joined # start ticking loop = task.LoopingCall(self.plugin_event,'tick') loopDeferred = loop.start(0.05) # send 7x7 chunks around the player #for i in range(-3,3): # for j in range(-3,3): # self.send_empty_chunk(i,j) # make a small parkour self.x,self.y,self.z = (0,101,0) #self.send_packet('entity',self.bt.pack_varint(123)) #self.send_mob(123,40,90,(0,101,0),0,0,0) # spawn a pig for testing purposes #print("Player %s has the following permissions: "%self.display_name,*self.factory.c.listPermissions(self.display_name)) # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.update_keep_alive) self.f = self.factory self.inv = {} self.hand = 0 # int from 0 to 8 self.flying = False self.world.post_play_add(self) self.plugin_event('player_joined') # Announce player joined self.factory.send_chat(u"\u00a7e%s has joined." % self.display_name)
def player_joined(self): # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) if self.protocol_version > 578: # Minecraft 1.16.1 # Send "Join Game" packet dim_name = "minecraft:the_end" dim_codec = TagRoot({ '': TagCompound({ "dimension": TagList([ TagCompound({ "name" : TagString(dim_name), "natural" : TagByte(0), "ambient_light" : TagFloat(0.0), "has_ceiling" : TagByte(0), "has_skylight" : TagByte(0), "fixed_time" : TagLong(6000), "shrunk" : TagByte(0), "ultrawarm" : TagByte(0), "has_raids" : TagByte(1), "respawn_anchor_works": TagByte(0), "bed_works" : TagByte(0), "piglin_safe" : TagByte(0), "logical_height" : TagInt(256), "infiniburn" : TagString("minecraft:infiniburn_end"), }), ]) }) }) self.send_packet("join_game", self.buff_type.pack("iBB", 0, 3, 3), # entity id, game mode, previous game mode self.buff_type.pack_varint(1), # world count self.buff_type.pack_string(dim_name), # world name(s) self.buff_type.pack_nbt(dim_codec), # dimension registry self.buff_type.pack_string(dim_name), # dimension self.buff_type.pack_string(dim_name), # world name self.buff_type.pack("qB", 42, 0), # hashed seed, max players (unused) self.buff_type.pack_varint(2), # view distance self.buff_type.pack("????", True, True, False, True)) # respawn screen, debug world, flat world else: # Minecraft 1.15 # Send "Join Game" packet self.send_packet("join_game", self.buff_type.pack("iBiqB", 0, # entity id 3, # game mode 0, # dimension 0, # hashed seed 0), # max players self.buff_type.pack_string("flat"), # level type self.buff_type.pack_varint(1), # view distance self.buff_type.pack("??", False, # reduced debug info True)) # show respawn screen # Send "Player Position and Look" packet self.send_packet("player_position_and_look", self.buff_type.pack("dddff?", 0, # x 255, # y 0, # z 0, # yaw 0, # pitch 0b00000), # flags self.buff_type.pack_varint(0)) # teleport id # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.update_keep_alive) # Announce player joined self.factory.send_chat(u"\u00a7e%s has joined." % self.display_name)
def player_joined(self): # This method gets called when a player successfully joins the server. # If we're in online mode (the default), this means auth with the # session server was successful and the user definitely owns the # username they claim to. # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) authed = "true" # Define your own logic here. It could be an HTTP request to an API, # or perhaps an update to a database table. username = self.username uuid = self.uuid ip_addr = self.recv_addr.host self.logger.info("[%s (%s) authed with IP %s]" % (username, uuid, ip_addr)) # MYSQL Here db = MySQLdb.connect(host="localhost", user="******", passwd="pass", db="database") user = db.cursor() verified = db.cursor() hours = db.cursor() ip = db.cursor() full = db.cursor() if authed == "true": print " --> OK!" user.execute("SELECT * FROM wp_auth_players where username = '******'") ip.execute("SELECT * FROM wp_auth_players where username = '******' and address <> '" + ip_addr + "'") verified.execute( "SELECT * FROM wp_auth_players where username = '******' and verified = 1") #hours.execute("SELECT * FROM wp_auth_players where username = '******' and time < DATE_ADD(NOW(), INTERVAL 1 HOUR)") full.execute("SELECT * FROM wp_auth_players where username = '******' and address = '" + ip_addr + "' and verified = 0") print "Found %s entries" % full.rowcount if full.rowcount == 1: sql = "UPDATE wp_auth_players SET verified = '1' where username = '******' and address = '" + client_addr + "' and verified = '0'" try: full.execute(sql) db.commit() except: db.rollback() print "The user has been verified" message = u"\u00A7eGood to see you own this account \u00A76" + username + u"\u00A7e!\n \u00A7eNow just click \u00A76Next\u00A7e on the website!" elif user.rowcount == 0: print "The user has NOT been verified (doesn't exist)" message = u"\u00A7eSorry \u00A76" + username + u"\u00A7e, apparently you haven't tried registering yet!\nVisit " + SITE_URL + "to begin the process." elif ip.rowcount == 1: print "The user has NOT been verified (different ip)" message = u"\u00A7eSorry \u00A76" + username + u"\u00A7e, it looks like you're connecting from a different IP!\nIf this is incorrect, contact a staff member." elif verified.rowcount == 1: print "The user is already verified" message = u"\u00A7eHold on \u00A76" + username + u"\u00A7e, it looks like you've already been authenticated!\nIf this is incorrect, contact a staff member." #elif hours.rowcount == 1: # this will be done soon! # print "The user has NOT been verified (too late)" # return u"\u00A7eSorry \u00A76" + username + u"\u00A7e, it looks like you've taken too long!\nTry again tomorrow, without waiting over an hour." else: print "Overall else" message = u"\u00A7eWhoops, something went horribly wrong. Contact WizardCM!" db.close() else: print " --> FAILED!" message = u"\u00A74Are you sure you own this account (" + username + u")? Try restarting your game!\n(this doesn't actually do anything yet, but it will!)" # Kick the player. self.close(message)
def player_joined(self): ServerProtocol.player_joined(self) self.bridge.downstream_ready()
def player_joined(self): # Call super. This switches us to "play" mode, marks the player as # in-game, and does some logging. ServerProtocol.player_joined(self) print(self.protocol_version) # Send "Join Game" packet dim_name = "minecraft:the_end" if self.protocol_version > 736: # Minecraft 1.16.2 # Send "Join Game" packet biome_codec = TagCompound({ "type": TagString("minecraft:worldgen/biome"), "value": TagList([ TagCompound({ "name": TagString( "minecraft:plains" ), # Client crashes if you do not define plains "id": TagInt(1), "element": TagCompound({ "precipitation": TagString("none"), "effects": TagCompound({ "sky_color": TagInt(0xFFFFFF), "water_fog_color": TagInt(0), "fog_color": TagInt(0xFFFFFF), "water_color": TagInt(0), }), "depth": TagFloat(0.5), "temperature": TagFloat(1), "scale": TagFloat(0.2), "downfall": TagFloat(0.5), "category": TagString("plains"), }), }) ]), }) dim_settings = TagCompound({ "natural": TagByte(1), "ambient_light": TagFloat(1.0), "has_ceiling": TagByte(0), "has_skylight": TagByte(1), "fixed_time": TagLong(9000), "ultrawarm": TagByte(0), "has_raids": TagByte(0), "respawn_anchor_works": TagByte(0), "bed_works": TagByte(0), "piglin_safe": TagByte(0), "logical_height": TagInt(256), "infiniburn": TagString("minecraft:infiniburn_overworld"), "coordinate_scale": TagFloat(1.0), }) dim_codec = TagRoot({ "": TagCompound({ "minecraft:dimension_type": TagCompound({ "type": TagString("minecraft:dimension_type"), "value": TagList([ TagCompound({ "name": TagString(dim_name), "id": TagInt(0), "element": dim_settings, }), ]), }), "minecraft:worldgen/biome": biome_codec, }) }) current_dim = TagRoot({ "": dim_settings, }) self.send_packet( "join_game", self.buff_type.pack( "i?BB", 0, False, 3, 3), # entity id, hardcore, game mode, previous game mode self.buff_type.pack_varint(1), # world count self.buff_type.pack_string(dim_name), # world name(s) self.buff_type.pack_nbt(dim_codec), # dimension registry self.buff_type.pack_nbt(current_dim), # current dimension self.buff_type.pack_string(dim_name), # world name self.buff_type.pack("q", 42), # hashed seed self.buff_type.pack_varint(0), # max players (unused) self.buff_type.pack_varint(2), # view distance self.buff_type.pack("????", True, True, False, True), ) # respawn screen, debug world, flat world # self.send_packet( # "join_game", # self.buff_type.pack( # "i?Bb", # 1, # entity id # False, # 2, # game mode # -1, # previous game mode # ), # self.buff_type.pack_varint(1), # world count # self.buff_type.pack_string("minecraft:the_end"), # world identifiers # # self.buff_type.pack("qiB", ) # self.buff_type.pack_nbt(TagRoot({})), # dimension codec # self.buff_type.pack_nbt(TagRoot({})), # dimension # self.buff_type.pack_string("holdmusic"), # world identifiers # self.buff_type.pack("L", 12345678), # self.buff_type.pack_varint(0), # self.buff_type.pack_varint(3), # view distance # self.buff_type.pack("????", False, True, False, False), # reduced debug info # ) # show respawn screen for x in range(-7, 8): for y in range(-7, 8): self.send_air_chunk(x, y) self.send_air_chunk(1, 1) # Send "Player Position and Look" packet self.send_packet( "player_position_and_look", self.buff_type.pack( "dddff?", *self.pos, self.yaw, self.pitch, 0b00000 # x # y # z # yaw # pitch ), # flags self.buff_type.pack_varint(0), ) # teleport id # Send "Player Abilities" packet self.send_packet( "player_abilities", self.buff_type.pack("bff", 0b01111, 0.2, 0.1), ) # Send "Server Difficulty" packet self.send_packet( "server_difficulty", self.buff_type.pack("B?", 3, False), ) # Send "World Border" packet # self.send_packet( # "world_border", # self.buff_type.pack_varint(0), # self.buff_type.pack("d", 100), # ) # Send "Server Difficulty" packet # self.send_packet( # "chat_message", # self.buff_type.pack_chat(Message({"text": "Playing Stal -- C418", "color": "red"})) + self.buff_type.pack("B", 0), # ) items: List[Optional[str]] = [[ "minecraft:firework_rocket" if random() > 0.5 else "minecraft:pumpkin", int(random() * 127), None, ] for _ in range(46)] items[36] = [ "minecraft:written_book", 1, TagRoot({ "": TagCompound({ "title": TagString("Server Loading"), "author": TagString("Vin Howe"), "pages": TagList([ TagString( "This is a dummy server to keep you distracted while the real server starts running. Hang tight!" ) ]), }) }), ] # items[6] = "minecraft:elytra" # items[36:45] = ["minecraft:firework_rocket" for _ in range(36, 45)] # self.send_packet( # "window_items", # self.buff_type.pack("Bh", 0, 46), # *[self.buff_type.pack_slot(*item) for item in items] # ) # self.send_packet("open_book", self.buff_type.pack_varint(0)) self.update_music(create=True) # for player in self.factory.players: # player.send_packet( # "player_list_item", # self.buff_type.pack_varint(0), # action # self.buff_type.pack_varint(1), # count # self.buff_type.pack_uuid(self.uuid), # uuid # self.buff_type.pack_string(self.display_name), # name # self.buff_type.pack_varint( # 0 # ), # properties count (not really sure what to do with this) # self.buff_type.pack_varint(0), # gamemode (survival = 0) # self.buff_type.pack_varint(0), # ping (in ms) # self.buff_type.pack("?", False), # Has Display Name # ) # Start sending "Keep Alive" packets self.ticker.add_loop(20, self.update_keep_alive) self.ticker.add_loop(2, self.send_position_update)