nurtex-protocol 1.2.1

Library that allows a Minecraft client to communicate with a server.
Documentation
use std::io;

use nurtex_protocol::connection::utils::handle_encryption_request;
use nurtex_protocol::connection::{ConnectionState, NurtexConnection};
use nurtex_protocol::packets::configuration::{
  ClientsideConfigurationPacket, ServersideAcknowledgeFinishConfiguration, ServersideClientInformation, ServersideConfigurationPacket, ServersideKnownPacks,
  ServersideResourcePackResponse,
};
use nurtex_protocol::packets::handshake::{ServersideGreet, ServersideHandshakePacket};
use nurtex_protocol::packets::login::{ClientsideLoginPacket, ServersideLoginAcknowledged, ServersideLoginPacket, ServersideLoginStart};
use nurtex_protocol::packets::play::{ClientsidePlayPacket, ServersidePlayPacket};
use nurtex_protocol::types::{AccurateHand, ChatMode, ClientIntention, DisplayedSkinParts, ParticleStatus, ResourcePackState};

#[tokio::main]
async fn main() -> io::Result<()> {
  let target_host = "localhost".to_string();
  let target_port = 25565;

  // Создаём подключение (состояние Handshake)
  let conn = match NurtexConnection::new(&target_host, target_port).await {
    Ok(c) => c,
    Err(_) => return Ok(()),
  };

  // Отправляем привестствие
  conn
    .write_handshake_packet(ServersideHandshakePacket::Greet(ServersideGreet {
      protocol_version: 774, // Версия 1.21.11
      server_host: target_host,
      server_port: target_port,
      intention: ClientIntention::Login,
    }))
    .await?;

  // Меняем состояние подключения на Login
  conn.set_state(ConnectionState::Login).await;

  // Отправляем пакет LoginStart где указываем имя клиента и UUID (для оффлайн серверов просто нулевой)
  conn
    .write_login_packet(ServersideLoginPacket::LoginStart(ServersideLoginStart {
      username: "nurtex_bot".to_string(),
      uuid: uuid::Uuid::nil(),
    }))
    .await?;

  // Создаём цикл для обработки Clientside пакетов в состоянии Login
  loop {
    if let Some(p) = conn.read_login_packet().await {
      match p {
        ClientsideLoginPacket::Compression(p) => {
          // Устанавливаем порог сжатия
          conn.set_compression_threshold(p.compression_threshold).await;
        }
        ClientsideLoginPacket::EncryptionRequest(request) => {
          // Пробуем обработать запрос шифрования
          if let Some((response, secret_key)) = handle_encryption_request(&request) {
            conn.write_login_packet(ServersideLoginPacket::EncryptionResponse(response)).await?;
            conn.set_encryption_key(secret_key).await;
          }
        }
        ClientsideLoginPacket::LoginSuccess(_p) => {
          // Всё, логин пройден, отправляем LoginAcknowledged и выходим из цикла
          conn.write_login_packet(ServersideLoginPacket::LoginAcknowledged(ServersideLoginAcknowledged)).await?;
          break;
        }
        _ => {}
      }
    } else {
      break;
    }
  }

  // Меняем состояние подключения на Configuration
  conn.set_state(ConnectionState::Configuration).await;

  // Отправляем опции клиента
  conn
    .write_configuration_packet(ServersideConfigurationPacket::ClientInformation(ServersideClientInformation {
      locale: "en_US".to_string(),
      view_distance: 10,
      chat_mode: ChatMode::Enabled,
      chat_colors: true,
      displayed_skin_parts: DisplayedSkinParts::default(),
      main_hand: AccurateHand::Right,
      enable_text_filtering: false,
      allow_server_listings: true,
      particle_status: ParticleStatus::Minimal,
    }))
    .await?;

  // Создаём цикл для обработки Clientside пакетов в состоянии Configuration
  loop {
    if let Some(p) = conn.read_configuration_packet().await {
      match p {
        ClientsideConfigurationPacket::KeepAlive(p) => {
          // Отправляем ответ на KeepAlive
          conn
            .write_configuration_packet(ServersideConfigurationPacket::KeepAlive(nurtex_protocol::packets::configuration::MultisideKeepAlive {
              id: p.id,
            }))
            .await?;
        }
        ClientsideConfigurationPacket::Ping(p) => {
          // Отправляем ответ на Ping
          conn
            .write_configuration_packet(ServersideConfigurationPacket::Pong(nurtex_protocol::packets::configuration::ServersidePong { id: p.id }))
            .await?;
        }
        ClientsideConfigurationPacket::KnownPacks(p) => {
          // Отправляем паки
          conn
            .write_configuration_packet(ServersideConfigurationPacket::KnownPacks(ServersideKnownPacks { known_packs: p.known_packs }))
            .await?;
        }
        ClientsideConfigurationPacket::FinishConfiguration(_) => {
          // Всё, конфигурация пройдена, отправляем AcknowledgeFinishConfiguration и выходим из цикла
          conn
            .write_configuration_packet(ServersideConfigurationPacket::AcknowledgeFinishConfiguration(ServersideAcknowledgeFinishConfiguration))
            .await?;
          break;
        }
        ClientsideConfigurationPacket::AddResourcePack(p) => {
          // Принимаем ресурс пак
          conn
            .write_configuration_packet(ServersideConfigurationPacket::ResourcePackResponse(ServersideResourcePackResponse {
              uuid: p.uuid,
              state: ResourcePackState::Accepted,
            }))
            .await?;
        }
        _ => {}
      }
    } else {
      break;
    }
  }

  // Меняем состояние подключения на Play
  conn.set_state(ConnectionState::Play).await;

  // Создаём цикл обработки пакетов в состоянии Play
  loop {
    if let Some(p) = conn.read_play_packet().await {
      match p {
        ClientsidePlayPacket::KeepAlive(p) => {
          // Отправляем ответ на KeepAlive
          conn
            .write_play_packet(ServersidePlayPacket::KeepAlive(nurtex_protocol::packets::play::MultisideKeepAlive { id: p.id }))
            .await?;
        }
        ClientsidePlayPacket::Ping(p) => {
          // Отправляем ответ на Ping
          conn
            .write_play_packet(ServersidePlayPacket::Pong(nurtex_protocol::packets::play::ServersidePong { id: p.id }))
            .await?;
        }
        _ => {}
      }
    }
  }
}