Open ACBob opened 3 years ago
Important Question:\ Encryption, Yay or Nay?
After that, How do we do it!?\ Perhaps a password hash sent to the server ala Minetest?
as of commit ac9437e this is being worked on
An Idea I'd had:\ It's loosely based on Minecraft Classic.
Packet ID | Info | Notes |
---|---|---|
Player ID | Protocol Version, Username | |
Set Block | Position, BlockType | |
Chat Message | Message | |
Pong | Contains no data | |
Leave | Contains no data | |
Chunk Request | X,Y,Z | |
Command Executed | Command, Command Args | Used for Movement ConCommands (#11) |
Packed ID | Info | Notes |
---|---|---|
Server Info | Protocol Version, Server Name, Server Description | |
Keep Alive | Contains no data | |
Chunk Data | X, Y, Z, nBlocks, Blocks (1D Array) | |
Set Block | X, Y, Z, Block Type | Sent to ALL clients, even the client that might've instigated it |
Player Spawn | X,Y,Z, Pitch, Yaw | |
Chat Message | Username, Message | |
Disconnect | isKick, Kick Mesasge | |
Convar Update | ConVarName, Value | Used for CVars marked notify (i.e sv_cheats) |
Joining the server for the first time, Downloading the chunk at spawn and then leaving:
Client | DIR | Server |
---|---|---|
Player ID | -> | Test name, protocol version, etc. |
Set local variables, Test protocol, etc. | <- | Server Info |
Set local coordinates, orientation | <- | Player Spawn |
Chunk Request | -> | Load the chunk data and spit it back |
Handle chunk data, generating mesh & stuff | <- | Chunk Data |
... | ... | ... |
Send Pong | <- | Keep Alive |
Pong | -> | Don't kick player |
... | ... | ... |
Leave | -> | Handle leaving, kick player* |
*We kick the player to stop fraudulent leaving, where the client doesn't actually disconnect - The server decides when you're done.
Further investigation into how MC does it shows that the server reads your render distance, and then decides itself to send you chunks. This is actually really smart, so let's do that too.
The client can ignore any chunks outside its' set render distance in the case of a malicious server, and the server can curb to a maximum render distance by not sending anymore.
This also means a client can't just go "HEY I'M GOING TO LOOP FROM -infinity TO +infinity IN ALL DIRECTIONS, GIMME CHUNKS" and then ignore it, which would be a funny but unfortunate attack.
What we have atm seems to work alright, but is too minecraft based. Doesn't even implement #11!
Good for a prototype, needs changed and fixed.
While technically we have something working, there's always room for improvement.
I need to define a proper protocol for the network, Looking at Minecraft it seems to have a shitton of packet types without much care in the world for saving them (Cuberite as reference on 1.8) so I can do the same, right? Right?
This doesn't clear up how MC does player input, I'm still thinking looking should be 100% client-side (and set to the server, although this might have issues if the client lies) and use a source-like ConCommand system where inputs are commands executed on the server.