package com.replaymod.replay; import com.google.common.base.Preconditions; import com.google.common.io.Files; import com.replaymod.core.ReplayMod; import com.replaymod.core.mixin.MinecraftAccessor; import com.replaymod.core.mixin.TimerAccessor; import com.replaymod.core.utils.Restrictions; import com.replaymod.replay.camera.CameraEntity; import com.replaymod.replaystudio.io.ReplayInputStream; import com.replaymod.replaystudio.replay.ReplayFile; import com.replaymod.replaystudio.studio.ReplayStudio; import com.replaymod.replaystudio.studio.protocol.StudioCodec; import com.replaymod.replaystudio.studio.protocol.StudioSession; import de.johni0702.minecraft.gui.utils.EventRegistrations; import io.netty.buffer.ByteBuf; import io.netty.buffer.Unpooled; import io.netty.channel.ChannelDuplexHandler; import io.netty.channel.ChannelHandler.Sharable; import io.netty.channel.ChannelHandlerContext; import io.netty.channel.ChannelPromise; import net.minecraft.client.Minecraft; import net.minecraft.client.entity.EntityOtherPlayerMP; import net.minecraft.client.gui.GuiDownloadTerrain; import net.minecraft.client.gui.GuiErrorScreen; import net.minecraft.client.multiplayer.WorldClient; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.network.EnumConnectionState; import net.minecraft.network.NetworkManager; import net.minecraft.network.Packet; import net.minecraft.network.PacketBuffer; import net.minecraft.network.login.server.SPacketLoginSuccess; import net.minecraft.network.play.server.*; import net.minecraft.util.text.ITextComponent; import net.minecraft.world.World; import net.minecraft.world.chunk.IChunkProvider; import org.apache.commons.io.FileUtils; import org.apache.commons.io.IOUtils; //#if MC>=11400 //$$ import de.johni0702.minecraft.gui.versions.callbacks.PreTickCallback; //$$ import net.minecraft.entity.EntityType; //$$ import net.minecraft.text.TranslatableTextComponent; //#else import net.minecraft.client.resources.I18n; import net.minecraft.entity.Entity; import net.minecraft.util.math.MathHelper; import net.minecraft.world.EnumDifficulty; import net.minecraft.world.WorldType; import net.minecraft.world.chunk.Chunk; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.common.gameevent.TickEvent; import java.util.ArrayList; import java.util.Collection; import java.util.Iterator; //#endif //#if MC>=11300 import net.minecraft.util.ResourceLocation; //#if MC<11400 import net.minecraft.world.dimension.DimensionType; //#endif //#endif //#if MC>=11200 import com.replaymod.core.utils.WrappedTimer; //#endif //#if MC>=11002 import net.minecraft.world.GameType; //#else //$$ import net.minecraft.world.WorldSettings.GameType; //#endif //#if MC>=10800 import net.minecraft.network.EnumPacketDirection; //#else //$$ import org.apache.commons.io.Charsets; //#endif import java.io.*; import java.util.Arrays; import java.util.List; import java.util.Map; import static com.replaymod.core.versions.MCVer.*; /** * Sends replay packets to netty channels. * Even though {@link Sharable}, this should never be added to multiple pipes at once, it may however be re-added when * the replay restart from the beginning. */ @Sharable public class FullReplaySender extends ChannelDuplexHandler implements ReplaySender { /** * These packets are ignored completely during replay. */ private static final List BAD_PACKETS = Arrays.asList( //#if MC>=11400 //$$ OpenWrittenBookS2CPacket.class, //#endif //#if MC>=11200 SPacketRecipeBook.class, SPacketAdvancementInfo.class, SPacketSelectAdvancementsTab.class, //#endif //#if MC>=10904 // TODO Update possibly more? SPacketUpdateHealth.class, SPacketOpenWindow.class, SPacketCloseWindow.class, SPacketSetSlot.class, SPacketWindowItems.class, SPacketSignEditorOpen.class, SPacketStatistics.class, SPacketSetExperience.class, SPacketCamera.class, SPacketPlayerAbilities.class, SPacketTitle.class //#else //#if MC>=10800 //$$ S43PacketCamera.class, //$$ S45PacketTitle.class, //#endif //$$ S06PacketUpdateHealth.class, //$$ S2DPacketOpenWindow.class, //$$ S2EPacketCloseWindow.class, //$$ S2FPacketSetSlot.class, //$$ S30PacketWindowItems.class, //$$ S36PacketSignEditorOpen.class, //$$ S37PacketStatistics.class, //$$ S1FPacketSetExperience.class, //$$ S39PacketPlayerAbilities.class //#endif ); private static int TP_DISTANCE_LIMIT = 128; /** * The replay handler responsible for the current replay. */ private final ReplayHandler replayHandler; /** * Whether to work in async mode. * * When in async mode, a separate thread send packets and waits according to their delays. * This is default in normal playback mode. * * When in sync mode, no packets will be sent until {@link #sendPacketsTill(int)} is called. * This is used during path playback and video rendering. */ protected boolean asyncMode; /** * Timestamp of the last packet sent in milliseconds since the start. */ protected int lastTimeStamp; /** * @see #currentTimeStamp() */ protected int currentTimeStamp; /** * The replay file. */ protected ReplayFile replayFile; /** * The channel handler context used to send packets to minecraft. */ protected ChannelHandlerContext ctx; /** * The replay input stream from which new packets are read. * When accessing this stream make sure to synchronize on {@code this} as it's used from multiple threads. */ protected ReplayInputStream replayIn; /** * The next packet that should be sent. * This is required as some actions such as jumping to a specified timestamp have to peek at the next packet. */ protected PacketData nextPacket; /** * Whether we're currently reading packets from the login phase. */ private boolean loginPhase; /** * Whether we need to restart the current replay. E.g. when jumping backwards in time */ protected boolean startFromBeginning = true; /** * Whether to terminate the replay. This only has an effect on the async mode and is {@code true} during sync mode. */ protected boolean terminate; /** * The speed of the replay. 1 is normal, 2 is twice as fast, 0.5 is half speed and 0 is frozen */ protected double replaySpeed = 1f; /** * Whether the world has been loaded and the dirt-screen should go away. */ protected boolean hasWorldLoaded; /** * The minecraft instance. */ protected Minecraft mc = getMinecraft(); /** * The total length of this replay in milliseconds. */ protected final int replayLength; /** * Our actual entity id that the server gave to us. */ protected int actualID = -1; /** * Whether to allow (process) the next player movement packet. */ protected boolean allowMovement; /** * Directory to which resource packs are extracted. */ private final File tempResourcePackFolder = Files.createTempDir(); private final EventHandler events = new EventHandler(); /** * Create a new replay sender. * @param file The replay file * @param asyncMode {@code true} for async mode, {@code false} otherwise * @see #asyncMode */ public FullReplaySender(ReplayHandler replayHandler, ReplayFile file, boolean asyncMode) throws IOException { this.replayHandler = replayHandler; this.replayFile = file; this.asyncMode = asyncMode; this.replayLength = file.getMetaData().getDuration(); events.register(); if (asyncMode) { new Thread(asyncSender, "replaymod-async-sender").start(); } } /** * Set whether this replay sender operates in async mode. * When in async mode, it will send packets timed from a separate thread. * When not in async mode, it will send packets when {@link #sendPacketsTill(int)} is called. * @param asyncMode {@code true} to enable async mode */ @Override public void setAsyncMode(boolean asyncMode) { if (this.asyncMode == asyncMode) return; this.asyncMode = asyncMode; if (asyncMode) { this.terminate = false; new Thread(asyncSender, "replaymod-async-sender").start(); } else { this.terminate = true; } } @Override public boolean isAsyncMode() { return asyncMode; } /** * Set whether this replay sender to operate in sync mode. * When in sync mode, it will send packets when {@link #sendPacketsTill(int)} is called. * This call will block until the async worker thread has stopped. */ @Override public void setSyncModeAndWait() { if (!this.asyncMode) return; this.asyncMode = false; this.terminate = true; synchronized (this) { // This will wait for the worker thread to leave the synchronized code part } } /** * Return a fake system tile in milliseconds value that respects slowdown/speedup/pause and works in both, * sync and async mode. * Note: For sync mode this returns the last value passed to {@link #sendPacketsTill(int)}. * @return The timestamp in milliseconds since the start of the replay */ @Override public int currentTimeStamp() { if (asyncMode) { int timePassed = (int) (System.currentTimeMillis() - lastPacketSent); return lastTimeStamp + (int) (timePassed * getReplaySpeed()); } else { return lastTimeStamp; } } /** * Terminate this replay sender. */ public void terminateReplay() { terminate = true; events.unregister(); try { channelInactive(ctx); ctx.channel().pipeline().close(); FileUtils.deleteDirectory(tempResourcePackFolder); } catch(Exception e) { e.printStackTrace(); } } class EventHandler extends EventRegistrations { //#if MC>=11400 //$$ { on(PreTickCallback.EVENT, this::onWorldTick); } //$$ private void onWorldTick() { //#else @SubscribeEvent public void onWorldTick(TickEvent.ClientTickEvent event) { // Unfortunately the WorldTickEvent doesn't seem to be emitted on the CLIENT side if (event.phase != TickEvent.Phase.START) return; //#endif // Spawning a player into an empty chunk (which we might do with the recording player) // prevents it from being moved by teleport packets (it essentially gets stuck) because // Entity#addedToChunk is not set and it is therefore not updated every tick. // To counteract this, we need to manually update it's position if it hasn't been added // to any chunk yet. if (mc.world != null) { for (EntityPlayer playerEntity : playerEntities(mc.world)) { if (!playerEntity.addedToChunk && playerEntity instanceof EntityOtherPlayerMP) { //#if MC>=11300 playerEntity.livingTick(); //#else //$$ playerEntity.onLivingUpdate(); //#endif } } } } } @Override public void channelRead(ChannelHandlerContext ctx, Object msg) throws Exception { // When in async mode and the replay sender shut down, then don't send packets if(terminate && asyncMode) { return; } // When a packet is sent directly, perform no filtering if(msg instanceof Packet) { super.channelRead(ctx, msg); } if (msg instanceof byte[]) { try { Packet p = deserializePacket((byte[]) msg); if (p != null) { p = processPacket(p); if (p != null) { super.channelRead(ctx, p); } // If we do not give minecraft time to tick, there will be dead entity artifacts left in the world // Therefore we have to remove all loaded, dead entities manually if we are in sync mode. // We do this after every SpawnX packet and after the destroy entities packet. if (!asyncMode && mc.world != null) { if (p instanceof SPacketSpawnPlayer || p instanceof SPacketSpawnObject || p instanceof SPacketSpawnMob || p instanceof SPacketSpawnGlobalEntity || p instanceof SPacketSpawnPainting || p instanceof SPacketSpawnExperienceOrb || p instanceof SPacketDestroyEntities) { WorldClient world = mc.world; //#if MC>=11400 //$$ // Note: Not sure if it's still required but there's this really handy method anyway //$$ world.finishRemovingEntities(); //#else Iterator iter = loadedEntityList(world).iterator(); while (iter.hasNext()) { Entity entity = iter.next(); if (entity.removed) { int chunkX = entity.chunkCoordX; int chunkY = entity.chunkCoordZ; //#if MC>=11300 if (entity.addedToChunk && world.getChunkProvider().provideChunk(chunkX, chunkY, false, false) != null) { //#else //#if MC>=10904 //$$ if (entity.addedToChunk && world.getChunkProvider().getLoadedChunk(chunkX, chunkY) != null) { //#else //$$ if (entity.addedToChunk && world.getChunkProvider().chunkExists(chunkX, chunkY)) { //#endif //#endif world.getChunk(chunkX, chunkY).removeEntity(entity); } iter.remove(); world.onEntityRemoved(entity); } } //#endif } } } } catch (Exception e) { // We'd rather not have a failure parsing one packet screw up the whole replay process e.printStackTrace(); } } } private Packet deserializePacket(byte[] bytes) throws IOException, IllegalAccessException, InstantiationException { ByteBuf bb = Unpooled.wrappedBuffer(bytes); PacketBuffer pb = new PacketBuffer(bb); int i = pb.readVarInt(); EnumConnectionState state = loginPhase ? EnumConnectionState.LOGIN : EnumConnectionState.PLAY; //#if MC>=10800 Packet p = state.getPacket(EnumPacketDirection.CLIENTBOUND, i); //#else //$$ Packet p = Packet.generatePacket(state.func_150755_b(), i); //#endif p.readPacketData(pb); return p; } /** * Process a packet and return the result. * @param p The packet to process * @return The processed packet or {@code null} if no packet shall be sent */ protected Packet processPacket(Packet p) throws Exception { if (p instanceof SPacketLoginSuccess) { loginPhase = false; return p; } if (p instanceof SPacketCustomPayload) { SPacketCustomPayload packet = (SPacketCustomPayload) p; if (Restrictions.PLUGIN_CHANNEL.equals(packet.getChannelName())) { final String unknown = replayHandler.getRestrictions().handle(packet); if (unknown == null) { return null; } else { // Failed to parse options, make sure that under no circumstances further packets are parsed terminateReplay(); // Then end replay and show error GUI ReplayMod.instance.runLater(() -> { try { replayHandler.endReplay(); } catch (IOException e) { e.printStackTrace(); } mc.displayGuiScreen(new GuiErrorScreen( //#if MC>=11400 //$$ () -> {}, //$$ new TranslatableTextComponent("replaymod.error.unknownrestriction1"), //$$ new TranslatableTextComponent("replaymod.error.unknownrestriction2", unknown) //#else I18n.format("replaymod.error.unknownrestriction1"), I18n.format("replaymod.error.unknownrestriction2", unknown) //#endif )); }); } } } if (p instanceof SPacketDisconnect) { ITextComponent reason = ((SPacketDisconnect) p).getReason(); String message = reason.getString(); if ("Please update to view this replay.".equals(message)) { // This version of the mod supports replay restrictions so we are allowed // to remove this packet. return null; } } if(BAD_PACKETS.contains(p.getClass())) return null; if (p instanceof SPacketCustomPayload) { SPacketCustomPayload packet = (SPacketCustomPayload) p; //#if MC>=11300 ResourceLocation channelName = packet.getChannelName(); //#else //$$ String channelName = packet.getChannelName(); //#endif // On 1.14+ there's a dedicated OpenWrittenBookS2CPacket now //#if MC<11400 //#if MC>=11300 if (SPacketCustomPayload.BOOK_OPEN.equals(channelName)) { //#else //$$ if ("MC|BOpen".equals(channelName)) { //#endif return null; } //#endif //#if MC>=10800 } if(p instanceof SPacketResourcePackSend) { SPacketResourcePackSend packet = (SPacketResourcePackSend) p; String url = packet.getURL(); if (url.startsWith("replay://")) { //#else //$$ String url; //$$ if ("MC|RPack".equals(channelName) && //$$ (url = new String(packet.func_149168_d(), Charsets.UTF_8)).startsWith("replay://")) { //#endif int id = Integer.parseInt(url.substring("replay://".length())); Map index = replayFile.getResourcePackIndex(); if (index != null) { String hash = index.get(id); if (hash != null) { File file = new File(tempResourcePackFolder, hash + ".zip"); if (!file.exists()) { IOUtils.copy(replayFile.getResourcePack(hash).get(), new FileOutputStream(file)); } setServerResourcePack(file); } } return null; } } if(p instanceof SPacketJoinGame) { SPacketJoinGame packet = (SPacketJoinGame) p; int entId = packet.getPlayerId(); allowMovement = true; actualID = entId; entId = -1789435; // Camera entity id should be negative which is an invalid id and can't be used by servers //#if MC>=11400 //$$ p = new GameJoinS2CPacket( //$$ entId, //$$ GameMode.SPECTATOR, //$$ false, //$$ packet.getDimension(), //$$ 0, // max players (has no getter -> never actually used) //$$ packet.getGeneratorType(), //$$ packet.getChunkLoadDistance(), //$$ packet.hasReducedDebugInfo() //$$ ); //#else //#if MC>=10800 //#if MC>=11300 DimensionType dimension = packet.func_212642_e(); //#else //$$ int dimension = packet.getDimension(); //#endif EnumDifficulty difficulty = packet.getDifficulty(); //#if MC>=11300 int maxPlayers = 0; // literally never used by vanilla (i.e. no accessor) //#else //$$ int maxPlayers = packet.getMaxPlayers(); //#endif WorldType worldType = packet.getWorldType(); //#if MC>=10904 p = new SPacketJoinGame(entId, GameType.SPECTATOR, false, dimension, difficulty, maxPlayers, worldType, false); //#else //$$ p = new S01PacketJoinGame(entId, GameType.SPECTATOR, false, dimension, //$$ difficulty, maxPlayers, worldType, false); //#endif //#else //$$ int dimension = packet.func_149194_f(); //$$ EnumDifficulty difficulty = packet.func_149192_g(); //$$ int maxPlayers = packet.func_149193_h(); //$$ WorldType worldType = packet.func_149196_i(); //$$ //$$ p = new S01PacketJoinGame(entId, GameType.ADVENTURE, false, dimension, //$$ difficulty, maxPlayers, worldType); //#endif //#endif } if(p instanceof SPacketRespawn) { SPacketRespawn respawn = (SPacketRespawn) p; //#if MC>=11400 //$$ p = new PlayerRespawnS2CPacket(respawn.getDimension(), respawn.getGeneratorType(), GameMode.SPECTATOR); //#else //#if MC>=10809 p = new SPacketRespawn(respawn.func_212643_b(), respawn.getDifficulty(), respawn.getWorldType(), GameType.SPECTATOR); //#else //$$ p = new S07PacketRespawn(respawn.func_149082_c(), //$$ respawn.func_149081_d(), respawn.func_149080_f(), //#if MC>=10800 //$$ GameType.SPECTATOR); //#else //$$ GameType.ADVENTURE); //#endif //#endif //#endif allowMovement = true; } if(p instanceof SPacketPlayerPosLook) { final SPacketPlayerPosLook ppl = (SPacketPlayerPosLook) p; if(!hasWorldLoaded) hasWorldLoaded = true; if (mc.currentScreen instanceof GuiDownloadTerrain) { // Close the world loading screen manually in case we swallow the packet mc.displayGuiScreen(null); } if(replayHandler.shouldSuppressCameraMovements()) return null; CameraEntity cent = replayHandler.getCameraEntity(); //#if MC>=10800 //#if MC>=10904 for (SPacketPlayerPosLook.EnumFlags relative : ppl.getFlags()) { //#else //$$ for (Object relative : ppl.func_179834_f()) { //#endif if (relative == SPacketPlayerPosLook.EnumFlags.X || relative == SPacketPlayerPosLook.EnumFlags.Y || relative == SPacketPlayerPosLook.EnumFlags.Z) { return null; // At least one of the coordinates is relative, so we don't care } } //#endif if(cent != null) { //#if MC>=10809 if(!allowMovement && !((Math.abs(cent.posX - ppl.getX()) > TP_DISTANCE_LIMIT) || (Math.abs(cent.posZ - ppl.getZ()) > TP_DISTANCE_LIMIT))) { //#else //$$ if(!allowMovement && !((Math.abs(cent.posX - ppl.func_148932_c()) > TP_DISTANCE_LIMIT) || //$$ (Math.abs(cent.posZ - ppl.func_148933_e()) > TP_DISTANCE_LIMIT))) { //#endif return null; } else { allowMovement = false; } } new Runnable() { @Override @SuppressWarnings("unchecked") public void run() { if (mc.world == null || !isOnMainThread()) { ReplayMod.instance.runLater(this); return; } CameraEntity cent = replayHandler.getCameraEntity(); //#if MC>=10809 cent.setCameraPosition(ppl.getX(), ppl.getY(), ppl.getZ()); //#else //$$ cent.setCameraPosition(ppl.func_148932_c(), ppl.func_148928_d(), ppl.func_148933_e()); //#endif } }.run(); } if(p instanceof SPacketChangeGameState) { SPacketChangeGameState pg = (SPacketChangeGameState)p; int reason = pg.getGameState(); // only allow the following packets: // 1 - End raining // 2 - Begin raining // // The following values are to control sky color (e.g. if thunderstorm) // 7 - Fade value // 8 - Fade time if(!(reason == 1 || reason == 2 || reason == 7 || reason == 8)) { return null; } } if (p instanceof SPacketChat) { if (!ReplayModReplay.instance.getCore().getSettingsRegistry().get(Setting.SHOW_CHAT)) { return null; } } return asyncMode ? processPacketAsync(p) : processPacketSync(p); } @Override @SuppressWarnings("unchecked") public void channelActive(ChannelHandlerContext ctx) throws Exception { this.ctx = ctx; super.channelActive(ctx); } @Override public void write(ChannelHandlerContext ctx, Object msg, ChannelPromise promise) throws Exception { // The embedded channel's event loop will consider every thread to be in it and as such provides no // guarantees that only one thread is using the pipeline at any one time. // For reading the replay sender (either sync or async) is the only thread ever writing. // For writing it may very well happen that multiple threads want to use the pipline at the same time. // It's unclear whether the EmbeddedChannel is supposed to be thread-safe (the behavior of the event loop // does suggest that). However it seems like it either isn't (likely) or there is a race condition. // See: https://www.replaymod.com/forum/thread/1752#post8045 (https://paste.replaymod.com/lotacatuwo) // To work around this issue, we just outright drop all write/flush requests (they aren't needed anyway). // This still leaves channel handlers upstream with the threading issue but they all seem to cope well with it. promise.setSuccess(); } @Override public void flush(ChannelHandlerContext ctx) throws Exception { // See write method above } /** * Returns the speed of the replay. 1 being normal speed, 0.5 half and 2 twice as fast. * If 0 is returned, the replay is paused. * @return speed multiplier */ @Override public double getReplaySpeed() { if(!paused()) return replaySpeed; else return 0; } /** * Set the speed of the replay. 1 being normal speed, 0.5 half and 2 twice as fast. * The speed may not be set to 0 nor to negative values. * @param d Speed multiplier */ @Override public void setReplaySpeed(final double d) { if(d != 0) this.replaySpeed = d; TimerAccessor timer = (TimerAccessor) ((MinecraftAccessor) mc).getTimer(); //#if MC>=11200 timer.setTickLength(WrappedTimer.DEFAULT_MS_PER_TICK / (float) d); //#else //$$ timer.setTimerSpeed((float) d); //#endif } ///////////////////////////////////////////////////////// // Asynchronous packet processing // ///////////////////////////////////////////////////////// /** * The real time at which the last packet was sent in milliseconds. */ private long lastPacketSent; /** * There is no waiting performed until a packet with at least this timestamp is reached (but not yet sent). * If this is -1, then timing is normal. */ private long desiredTimeStamp = -1; /** * Runnable which performs timed dispatching of packets from the input stream. */ private Runnable asyncSender = new Runnable() { public void run() { try { while (ctx == null && !terminate) { Thread.sleep(10); } REPLAY_LOOP: while (!terminate) { synchronized (FullReplaySender.this) { if (replayIn == null) { replayIn = replayFile.getPacketData(new ReplayStudio(), true); } // Packet loop while (true) { try { // When playback is paused and the world has loaded (we don't want any dirt-screens) we sleep while (paused() && hasWorldLoaded) { // Unless we are going to terminate, restart or jump if (terminate || startFromBeginning || desiredTimeStamp != -1) { break; } Thread.sleep(10); } if (terminate) { break REPLAY_LOOP; } if (startFromBeginning) { // In case we need to restart from the beginning // break out of the loop sending all packets which will // cause the replay to be restarted by the outer loop break; } // Read the next packet if we don't already have one if (nextPacket == null) { nextPacket = new PacketData(replayIn, loginPhase); } int nextTimeStamp = nextPacket.timestamp; // If we aren't jumping and the world has already been loaded (no dirt-screens) then wait // the required amount to get proper packet timing if (!isHurrying() && hasWorldLoaded) { // How much time should have passed int timeWait = (int) Math.round((nextTimeStamp - lastTimeStamp) / replaySpeed); // How much time did pass long timeDiff = System.currentTimeMillis() - lastPacketSent; // How much time we need to wait to make up for the difference long timeToSleep = Math.max(0, timeWait - timeDiff); Thread.sleep(timeToSleep); lastPacketSent = System.currentTimeMillis(); } // Process packet channelRead(ctx, nextPacket.bytes); nextPacket = null; lastTimeStamp = nextTimeStamp; // In case we finished jumping // We need to check that we aren't planing to restart so we don't accidentally run this // code before we actually restarted if (isHurrying() && lastTimeStamp > desiredTimeStamp && !startFromBeginning) { desiredTimeStamp = -1; replayHandler.moveCameraToTargetPosition(); // Pause after jumping setReplaySpeed(0); } } catch (EOFException eof) { // Reached end of file // Pause the replay which will cause it to freeze before getting restarted setReplaySpeed(0); // Then wait until the user tells us to continue while (paused() && hasWorldLoaded && desiredTimeStamp == -1 && !terminate) { Thread.sleep(10); } break; } catch (IOException e) { e.printStackTrace(); } } // Restart the replay. hasWorldLoaded = false; lastTimeStamp = 0; loginPhase = true; startFromBeginning = false; nextPacket = null; lastPacketSent = System.currentTimeMillis(); replayHandler.restartedReplay(); if (replayIn != null) { replayIn.close(); replayIn = null; } } } } catch (Exception e) { e.printStackTrace(); } } }; /** * Return whether this replay sender is currently rushing. When rushing, all packets are sent without waiting until * a specified timestamp is passed. * @return {@code true} if currently rushing, {@code false} otherwise */ public boolean isHurrying() { return desiredTimeStamp != -1; } /** * Cancels the hurrying. */ public void stopHurrying() { desiredTimeStamp = -1; } /** * Return the timestamp to which this replay sender is currently rushing. All packets with an lower or equal * timestamp will be sent out without any sleeping. * @return The timestamp in milliseconds since the start of the replay */ public long getDesiredTimestamp() { return desiredTimeStamp; } /** * Jumps to the specified timestamp when in async mode by rushing all packets until one with a timestamp greater * than the specified timestamp is found. * If the timestamp has already passed, this causes the replay to restart and then rush all packets. * @param millis Timestamp in milliseconds since the start of the replay */ @Override public void jumpToTime(int millis) { Preconditions.checkState(asyncMode, "Can only jump in async mode. Use sendPacketsTill(int) instead."); if(millis < lastTimeStamp && !isHurrying()) { startFromBeginning = true; } desiredTimeStamp = millis; } protected Packet processPacketAsync(Packet p) { //If hurrying, ignore some packets, except for short durations if(desiredTimeStamp - lastTimeStamp > 1000) { if(p instanceof SPacketParticles) return null; if(p instanceof SPacketSpawnObject) { SPacketSpawnObject pso = (SPacketSpawnObject)p; //#if MC>=11400 //$$ if (pso.getEntityTypeId() == EntityType.FIREWORK_ROCKET) return null; //#else int type = pso.getType(); if(type == 76) { // Firework rocket return null; } //#endif } } return p; } ///////////////////////////////////////////////////////// // Synchronous packet processing // ///////////////////////////////////////////////////////// /** * Sends all packets until the specified timestamp is reached (inclusive). * If the timestamp is smaller than the last packet sent, the replay is restarted from the beginning. * @param timestamp The timestamp in milliseconds since the beginning of this replay */ @Override public void sendPacketsTill(int timestamp) { Preconditions.checkState(!asyncMode, "This method cannot be used in async mode. Use jumpToTime(int) instead."); try { while (ctx == null && !terminate) { // Make sure channel is ready Thread.sleep(10); } synchronized (this) { if (timestamp == lastTimeStamp) { // Do nothing if we're already there return; } if (timestamp < lastTimeStamp) { // Restart the replay if we need to go backwards in time hasWorldLoaded = false; lastTimeStamp = 0; if (replayIn != null) { replayIn.close(); replayIn = null; } loginPhase = true; startFromBeginning = false; nextPacket = null; replayHandler.restartedReplay(); } if (replayIn == null) { replayIn = replayFile.getPacketData(new ReplayStudio(), true); } while (true) { // Send packets try { PacketData pd; if (nextPacket != null) { // If there is still a packet left from before, use it first pd = nextPacket; nextPacket = null; } else { // Otherwise read one from the input stream pd = new PacketData(replayIn, loginPhase); } int nextTimeStamp = pd.timestamp; if (nextTimeStamp > timestamp) { // We are done sending all packets nextPacket = pd; break; } // Process packet channelRead(ctx, pd.bytes); } catch (EOFException eof) { // Shit! We hit the end before finishing our job! What shall we do now? // well, let's just pretend we're done... replayIn = null; break; } catch (IOException e) { e.printStackTrace(); } } // This might be required if we change to async mode anytime soon lastPacketSent = System.currentTimeMillis(); lastTimeStamp = timestamp; } } catch (Exception e) { e.printStackTrace(); } } protected Packet processPacketSync(Packet p) { //#if MC>=10904 if (p instanceof SPacketUnloadChunk) { SPacketUnloadChunk packet = (SPacketUnloadChunk) p; int x = packet.getX(); int z = packet.getZ(); //#else //#if MC>=10809 //$$ if (p instanceof S21PacketChunkData && ((S21PacketChunkData) p).getExtractedSize() == 0) { //$$ S21PacketChunkData packet = (S21PacketChunkData) p; //$$ int x = packet.getChunkX(); //$$ int z = packet.getChunkZ(); //#else //$$ if (p instanceof S21PacketChunkData && ((S21PacketChunkData) p).func_149276_g() == 0) { //$$ S21PacketChunkData packet = (S21PacketChunkData) p; //$$ int x = packet.func_149273_e(); //$$ int z = packet.func_149271_f(); //#endif //#endif // If the chunk is getting unloaded, we will have to forcefully update the position of all entities // within. Otherwise, if there wasn't a game tick recently, there may be entities that have moved // out of the chunk by now but are still registered in it. If we do not update those, they will get // unloaded even though they shouldn't. // Note: This is only half of the truth. Entities may be removed by chunk-unloading, see else-case below. // To make things worse, it seems like players were never supposed to be unloaded this way because // they will remain glitched in the World#playerEntities list. World world = mc.world; IChunkProvider chunkProvider = world.getChunkProvider(); // Get the chunk that will be unloaded //#if MC>=11400 //$$ // FIXME fabric //#else //#if MC>=11300 Chunk chunk = chunkProvider.provideChunk(x, z, false, false); //#else //$$ Chunk chunk = chunkProvider.provideChunk(x, z); //#endif if (!chunk.isEmpty()) { List entitiesInChunk = new ArrayList<>(); // Gather all entities in that chunk for (Collection entityList : getEntityLists(chunk)) { entitiesInChunk.addAll(entityList); } for (Entity entity : entitiesInChunk) { // Skip interpolation of position updates coming from server // (See: newX in EntityLivingBase or otherPlayerMPX in EntityOtherPlayerMP) // Needs to be called at least 4 times thanks to // EntityOtherPlayerMP#otherPlayerMPPosRotationIncrements (max vanilla value is 3) for (int i = 0; i < 4; i++) { //#if MC>=11300 entity.tick(); //#else //$$ entity.onUpdate(); //#endif } // Check whether the entity has left the chunk int chunkX = MathHelper.floor(entity.posX / 16); int chunkZ = MathHelper.floor(entity.posZ / 16); if (entity.chunkCoordX != chunkX || entity.chunkCoordZ != chunkZ) { // Entity has left the chunk chunk.removeEntityAtIndex(entity, entity.chunkCoordY); //#if MC>=11300 Chunk newChunk = chunkProvider.provideChunk(chunkX, chunkZ, false, false); //#else //#if MC>=10904 //$$ Chunk newChunk = chunkProvider.getLoadedChunk(chunkX, chunkZ); //#else //$$ Chunk newChunk = chunkProvider.chunkExists(chunkX, chunkZ) //$$ ? chunkProvider.provideChunk(chunkX, chunkZ) : null; //#endif //#endif if (newChunk != null) { newChunk.addEntity(entity); } else { // Entity has left all loaded chunks entity.addedToChunk = false; } } else { // When entities remain in a chunk that's to be unloaded, they'll only be added to a unload // queue and remain loaded as before until the next tick (which during jumping is way off). // So, if they are re-spawned with the same entity id, MC actually cleans up the old entity and // then adds the new one but leaves the unload queue as is. // Finally, on the next tick the legitimate entity will be unloaded because it's part of the // unload queue (entities .equals based purely on their id). However, the old entity object // is used to determine the chunk the entity is removed from and in this case that'll allow the // legitimate entity to remain registered in a loaded chunk, causing them to still be rendered. // // The usual removal-due-to-chunk-unload process will, without touching the entityList, call // onEntityRemoved. In that method WorldClient checks to see whether the entity is still in the // entityList (which it is) and then adds it to the entitySpawnQueue. // As the final result the entity will remain loaded. // To get the same result without ticking, we just remove the entity from the to-be-unloaded // chunk but keep it loaded otherwise. They won't be rendered because they're not part of any // chunk and will be removed properly if the server decides to re-spawn the entity. chunk.removeEntityAtIndex(entity, entity.chunkCoordY); entity.addedToChunk = false; } } } //#endif } return p; // During synchronous playback everything is sent normally } private static final class PacketData { private static final com.github.steveice10.netty.buffer.ByteBuf byteBuf = com.github.steveice10.netty.buffer.Unpooled.buffer(); private static final StudioCodec codecLoginPhase = new StudioCodec(new StudioSession(new ReplayStudio(), false, true)); private static final StudioCodec codecPlayPhase = new StudioCodec(new StudioSession(new ReplayStudio(), false, false)); private final int timestamp; private final byte[] bytes; PacketData(ReplayInputStream in, boolean loginPhase) throws IOException { com.replaymod.replaystudio.PacketData data = in.readPacket(); timestamp = (int) data.getTime(); // We need to re-encode MCProtocolLib packets, so we can later decode them as NMS packets // The main reason we aren't reading them as NMS packets is that we want ReplayStudio to be able // to apply ViaVersion (and potentially other magic) to it. synchronized (byteBuf) { byteBuf.markReaderIndex(); // Mark the current reader and writer index (should be at start) byteBuf.markWriterIndex(); try { (loginPhase ? codecLoginPhase : codecPlayPhase).encode(null, data.getPacket(), byteBuf); } catch (Exception e) { throw new IOException(e); } bytes = new byte[byteBuf.readableBytes()]; // Create bytes array of sufficient size byteBuf.readBytes(bytes); // Read all data into bytes byteBuf.resetReaderIndex(); // Reset reader & writer index for next use byteBuf.resetWriterIndex(); } } } }