This commit is contained in:
q13x 2023-07-02 23:08:04 -07:00
parent ab2d3ab63a
commit 4915b182a8
2 changed files with 388 additions and 260 deletions

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@ -36,9 +36,7 @@ Remove all the folders in `src/plugins`.
#### IMPORTANT: READ ME BEFORE USING
It is highly suggested that you use [Resent Client](https://reslauncher.vercel.app/) if you aren't already. It provides better performance, FPS, and will allow for a more stable connection to servers.
**IMPORTANT:** Although both Resent Client and the vanilla Eaglercraft client are safe modified copies of Minecraft AOT-compiled to JavaScript, I cannot guarantee that you **will not get flagged by all anticheats.** While gameplay and testing has shown to be relatively stable and free of anticheat flags, more testing is needed to derive a conclusion on whether or not using EaglerProxy with EagProxyAAS is safe.
**IMPORTANT:** Although the vanilla Eaglercraft client is a safe, modified copy of Minecraft AOT-compiled to JavaScript, I cannot guarantee that you **will not get flagged by all anticheats.** While gameplay and testing has shown to be relatively stable and free of anticheat flags, more testing is needed to derive a conclusion on whether or not using EaglerProxy with EagProxyAAS is safe.
EaglerProxy and EagProxyAAS:

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@ -1,290 +1,420 @@
import { ServerGlobals } from "./types.js"
import * as Chunk from "prismarine-chunk"
import * as Block from "prismarine-block"
import * as Registry from "prismarine-registry"
import vec3 from "vec3"
import { Client } from "minecraft-protocol"
import { ClientState, ConnectionState } from "./types.js"
import { auth, ServerDeviceCodeResponse } from "./auth.js"
import { ServerGlobals } from "./types.js";
import * as Chunk from "prismarine-chunk";
import * as Block from "prismarine-block";
import * as Registry from "prismarine-registry";
import vec3 from "vec3";
import { Client } from "minecraft-protocol";
import { ClientState, ConnectionState } from "./types.js";
import { auth, ServerDeviceCodeResponse } from "./auth.js";
const { Vec3 } = vec3 as any
const Enums = PLUGIN_MANAGER.Enums
const Util = PLUGIN_MANAGER.Util
const MAX_LIFETIME_CONNECTED = 10 * 60 * 1000, MAX_LIFETIME_AUTH = 5 * 60 * 1000, MAX_LIFETIME_LOGIN = 1 * 60 * 1000
const REGISTRY = Registry.default('1.8.8'), McBlock = (Block as any).default('1.8.8'), LOGIN_CHUNK = generateSpawnChunk().dump()
const logger = new PLUGIN_MANAGER.Logger("PlayerHandler")
const { Vec3 } = vec3 as any;
const Enums = PLUGIN_MANAGER.Enums;
const Util = PLUGIN_MANAGER.Util;
const MAX_LIFETIME_CONNECTED = 10 * 60 * 1000,
MAX_LIFETIME_AUTH = 5 * 60 * 1000,
MAX_LIFETIME_LOGIN = 1 * 60 * 1000;
const REGISTRY = Registry.default("1.8.8"),
McBlock = (Block as any).default("1.8.8"),
LOGIN_CHUNK = generateSpawnChunk().dump();
const logger = new PLUGIN_MANAGER.Logger("PlayerHandler");
const FORK_URL = "https://repl.it/github/WorldEditAxe/eaglerproxy"
let SERVER: ServerGlobals = null
let SERVER: ServerGlobals = null;
export function setSG(svr: ServerGlobals) {
SERVER = svr
SERVER = svr;
}
export function disconectIdle() {
SERVER.players.forEach(client => {
if (client.state == ConnectionState.AUTH && (Date.now() - client.lastStatusUpdate) > MAX_LIFETIME_AUTH) {
client.gameClient.end("Timed out waiting for user to login via Microsoft")
} else if (client.state == ConnectionState.SUCCESS && (Date.now() - client.lastStatusUpdate) > MAX_LIFETIME_CONNECTED) {
client.gameClient.end(Enums.ChatColor.RED + "Please enter the IP of the server you'd like to connect to in chat.")
SERVER.players.forEach((client) => {
if (
client.state == ConnectionState.AUTH &&
Date.now() - client.lastStatusUpdate > MAX_LIFETIME_AUTH
) {
client.gameClient.end(
"Timed out waiting for user to login via Microsoft"
);
} else if (
client.state == ConnectionState.SUCCESS &&
Date.now() - client.lastStatusUpdate > MAX_LIFETIME_CONNECTED
) {
client.gameClient.end(
Enums.ChatColor.RED +
"Please enter the IP of the server you'd like to connect to in chat."
);
}
})
});
}
export function handleConnect(client: ClientState) {
client.gameClient.write('login', {
client.gameClient.write("login", {
entityId: 1,
gameMode: 2,
dimension: 0,
difficulty: 1,
maxPlayers: 1,
levelType: 'flat',
reducedDebugInfo: false
})
client.gameClient.write('map_chunk', {
levelType: "flat",
reducedDebugInfo: false,
});
client.gameClient.write("map_chunk", {
x: 0,
z: 0,
groundUp: true,
bitMap: 0xFFFF,
chunkData: LOGIN_CHUNK
})
client.gameClient.write('position', {
bitMap: 0xffff,
chunkData: LOGIN_CHUNK,
});
client.gameClient.write("position", {
x: 0,
y: 65,
z: 8.5,
yaw: -90,
pitch: 0,
flags: 0x01
})
flags: 0x01,
});
client.gameClient.write('playerlist_header', {
client.gameClient.write("playerlist_header", {
header: JSON.stringify({
text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `
text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `,
}),
footer: JSON.stringify({
text: `${Enums.ChatColor.GOLD}Please wait for instructions.`
})
})
onConnect(client)
text: `${Enums.ChatColor.GOLD}Please wait for instructions.`,
}),
});
onConnect(client);
}
export function awaitCommand(client: Client, filter: (msg: string) => boolean): Promise<string> {
export function awaitCommand(
client: Client,
filter: (msg: string) => boolean
): Promise<string> {
return new Promise<string>((res, rej) => {
const onMsg = packet => {
const onMsg = (packet) => {
if (filter(packet.message)) {
client.removeListener('chat', onMsg)
client.removeListener('end', onEnd)
res(packet.message)
client.removeListener("chat", onMsg);
client.removeListener("end", onEnd);
res(packet.message);
}
}
const onEnd = () => rej("Client disconnected before promise could be resolved")
client.on('chat', onMsg)
client.on('end', onEnd)
})
};
const onEnd = () =>
rej("Client disconnected before promise could be resolved");
client.on("chat", onMsg);
client.on("end", onEnd);
});
}
export function sendMessage(client: Client, msg: string, json?: any) {
client.write('chat', {
message: JSON.stringify({ text: msg, ...json }),
position: 1
})
export function sendMessage(client: Client, msg: string) {
client.write("chat", {
message: JSON.stringify({ text: msg }),
position: 1,
});
}
export function sendMessageWarning(client: Client, msg: string) {
client.write('chat', {
client.write("chat", {
message: JSON.stringify({
text: msg,
color: 'yellow'
color: "yellow",
}),
position: 1
})
position: 1,
});
}
export function sendMessageLogin(client: Client, url: string, token: string) {
client.write('chat', {
client.write("chat", {
message: JSON.stringify({
text: "Please go to ",
color: Enums.ChatColor.RESET,
extra: [
{
text: url,
color: 'gold',
color: "gold",
clickEvent: {
action: "open_url",
value: url
value: url,
},
hoverEvent: {
action: "show_text",
value: Enums.ChatColor.GOLD + "Click to open me in a new window!"
}
value: Enums.ChatColor.GOLD + "Click to open me in a new window!",
},
},
{
text: " and login via the code "
text: " and login via the code ",
},
{
text: token,
color: 'gold',
color: "gold",
hoverEvent: {
action: "show_text",
value: Enums.ChatColor.GOLD + "Click me to copy to chat!"
value:
Enums.ChatColor.GOLD +
"Click me to copy to chat to copy from there!",
},
clickEvent: {
action: "suggest_command",
value: token
}
value: token,
},
},
{
text: "."
}
]
}),
position: 1
})
}
export function sendMessageFork(client: Client, url: string) {
client.write('chat', {
message: JSON.stringify({
text: "Fork me here: ",
color: 'aqua',
extra: [{
text: "<click me to open>",
color: 'green',
clickEvent: {
action: "open_url",
value: url
text: ".",
},
hoverEvent: {
action: "show_text",
value: Enums.ChatColor.GOLD + "Click me to open in a new window!"
}
}]
})
})
],
}),
position: 1,
});
}
export function updateState(client: Client, newState: 'AUTH' | 'SERVER', uri?: string, code?: string) {
export function updateState(
client: Client,
newState: "AUTH" | "SERVER",
uri?: string,
code?: string
) {
switch (newState) {
case 'AUTH':
if (code == null || uri == null) throw new Error("Missing code/uri required for title message type AUTH")
client.write('playerlist_header', {
case "AUTH":
if (code == null || uri == null)
throw new Error(
"Missing code/uri required for title message type AUTH"
);
client.write("playerlist_header", {
header: JSON.stringify({
text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `
text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `,
}),
footer: JSON.stringify({
text: `${Enums.ChatColor.RED}${uri}${Enums.ChatColor.GOLD} | Code: ${Enums.ChatColor.RED}${code}`
})
})
break
case 'SERVER':
client.write('playerlist_header', {
text: `${Enums.ChatColor.RED}${uri}${Enums.ChatColor.GOLD} | Code: ${Enums.ChatColor.RED}${code}`,
}),
});
break;
case "SERVER":
client.write("playerlist_header", {
header: JSON.stringify({
text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `
text: ` ${Enums.ChatColor.GOLD}EaglerProxy Authentication Server `,
}),
footer: JSON.stringify({
text: `${Enums.ChatColor.RED}/join <ip> [port]`
})
})
break
text: `${Enums.ChatColor.RED}/join <ip> [port]`,
}),
});
break;
}
}
export async function onConnect(client: ClientState) {
try {
client.state = ConnectionState.AUTH
client.lastStatusUpdate = Date.now()
client.state = ConnectionState.AUTH;
client.lastStatusUpdate = Date.now();
sendMessageWarning(client.gameClient, `This proxy allows you to connect to any 1.8.9 server. Gameplay has shown no major issues, but please note that EaglercraftX may flag some anticheats while playing.`)
await new Promise(res => setTimeout(res, 2000))
sendMessageWarning(client.gameClient, `You will be prompted to log in via Microsoft to obtain a session token necessary to join games. Any data related to your account will not be saved and for transparency reasons this proxy's source code is available on Github. Using any untrusted proxies may put your account at risk.`)
sendMessageFork(client.gameClient, FORK_URL)
await new Promise(res => setTimeout(res, 2000))
sendMessageWarning(
client.gameClient,
`WARNING: This proxy allows you to connect to any 1.8.9 server. Gameplay has shown no major issues, but please note that EaglercraftX may flag some anticheats while playing.`
);
await new Promise((res) => setTimeout(res, 2000));
sendMessageWarning(
client.gameClient,
`WARNING: It is highly suggested that you turn down settings, as gameplay tends to be very laggy and unplayable on low powered devices.`
);
await new Promise((res) => setTimeout(res, 2000));
sendMessageWarning(
client.gameClient,
`WARNING: You will be prompted to log in via Microsoft to obtain a session token necessary to join games. Any data related to your account will not be saved and for transparency reasons this proxy's source code is available on Github.`
);
await new Promise((res) => setTimeout(res, 2000));
client.lastStatusUpdate = Date.now()
let errored = false, savedAuth
const authHandler = auth(), codeCallback = (code: ServerDeviceCodeResponse) => {
updateState(client.gameClient, 'AUTH', code.verification_uri, code.user_code)
sendMessageLogin(client.gameClient, code.verification_uri, code.user_code)
}
authHandler.once('error', err => {
if (!client.gameClient.ended) client.gameClient.end(err.message)
errored = true
client.lastStatusUpdate = Date.now();
let errored = false,
savedAuth;
const authHandler = auth(),
codeCallback = (code: ServerDeviceCodeResponse) => {
updateState(
client.gameClient,
"AUTH",
code.verification_uri,
code.user_code
);
sendMessageLogin(
client.gameClient,
code.verification_uri,
code.user_code
);
};
authHandler.once("error", (err) => {
if (!client.gameClient.ended) client.gameClient.end(err.message);
errored = true;
});
if (errored) return;
authHandler.on("code", codeCallback);
await new Promise((res) =>
authHandler.once("done", (result) => {
savedAuth = result;
res(result);
})
if (errored) return
authHandler.on('code', codeCallback)
await new Promise(res => authHandler.once('done', result => {
savedAuth = result
res(result)
}))
sendMessage(client.gameClient, Enums.ChatColor.BRIGHT_GREEN + "Successfully logged into Minecraft!")
);
sendMessage(
client.gameClient,
Enums.ChatColor.BRIGHT_GREEN + "Successfully logged into Minecraft!"
);
client.state = ConnectionState.SUCCESS
client.lastStatusUpdate = Date.now()
updateState(client.gameClient, 'SERVER')
sendMessage(client.gameClient, `Provide a server to join. ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`)
sendMessage(client.gameClient, "(providing a custom port to a SRV record server domain may potentially cause issues)", { color: "gray" })
let host: string, port: number
client.state = ConnectionState.SUCCESS;
client.lastStatusUpdate = Date.now();
updateState(client.gameClient, "SERVER");
sendMessage(
client.gameClient,
`Provide a server to join. ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`
);
let host: string, port: number;
while (true) {
const msg = await awaitCommand(client.gameClient, msg => msg.startsWith("/join")), parsed = msg.split(/ /gi, 3)
if (parsed.length < 2) sendMessage(client.gameClient, `Please provide a server to connect to. ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`)
else if (parsed.length > 3 && isNaN(parseInt(parsed[2]))) sendMessage(client.gameClient, `A valid port number has to be passed! ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`)
const msg = await awaitCommand(client.gameClient, (msg) =>
msg.startsWith("/join")
),
parsed = msg.split(/ /gi, 3);
if (parsed.length < 2)
sendMessage(
client.gameClient,
`Please provide a server to connect to. ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`
);
else if (parsed.length > 3 && isNaN(parseInt(parsed[2])))
sendMessage(
client.gameClient,
`A valid port number has to be passed! ${Enums.ChatColor.GOLD}/join <ip> [port]${Enums.ChatColor.RESET}.`
);
else {
host = parsed[1]
if (parsed.length >= 3) port = parseInt(parsed[2])
port = port ?? 25565
host = parsed[1];
if (parsed.length > 3) port = parseInt(parsed[2]);
port = port ?? 25565;
break;
}
}
try {
await PLUGIN_MANAGER.proxy.players.get(client.gameClient.username).switchServers({
await PLUGIN_MANAGER.proxy.players
.get(client.gameClient.username)
.switchServers({
host: host,
port: port,
version: "1.8.8",
username: savedAuth.selectedProfile.name,
auth: 'mojang',
auth: "mojang",
keepAlive: false,
session: {
accessToken: savedAuth.accessToken,
clientToken: savedAuth.selectedProfile.id,
selectedProfile: {
id: savedAuth.selectedProfile.id,
name: savedAuth.selectedProfile.name
}
name: savedAuth.selectedProfile.name,
},
},
skipValidation: true,
hideErrors: true
})
break
hideErrors: true,
});
} catch (err) {
if (!client.gameClient.ended) {
sendMessage(client.gameClient, `Something went wrong whilst switching servers: ${err.message}.`, { color: "red" })
if (err.code == "ENOTFOUND") {
sendMessage(client.gameClient, `Please check that the provided IP/hostname is correct, and try again.`, { color: "red" })
}
}
}
client.gameClient.end(
Enums.ChatColor.RED +
`Something went wrong whilst switching servers: ${err.message}`
);
}
}
} catch (err) {
if (!client.gameClient.ended) {
logger.error(`Error whilst processing user ${client.gameClient.username}: ${err.stack || err}`)
client.gameClient.end(Enums.ChatColor.YELLOW + "Something went wrong whilst processing your request. Please reconnect.")
logger.error(
`Error whilst processing user ${client.gameClient.username}: ${
err.stack || err
}`
);
client.gameClient.end(
Enums.ChatColor.YELLOW +
"Something went wrong whilst processing your request. Please reconnect."
);
}
}
}
export function generateSpawnChunk(): Chunk.PCChunk {
const chunk = new (Chunk.default(REGISTRY))(null) as Chunk.PCChunk
chunk.initialize(() => new McBlock(REGISTRY.blocksByName.air.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(8, 64, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(8, 67, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(7, 65, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(7, 66, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(9, 65, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(9, 66, 8), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(8, 65, 7), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(8, 66, 7), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(8, 65, 9), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setBlock(new Vec3(8, 66, 9), new McBlock(REGISTRY.blocksByName.barrier.id, REGISTRY.biomesByName.plains.id, 0))
chunk.setSkyLight(new Vec3(8, 66, 8), 15)
return chunk
const chunk = new (Chunk.default(REGISTRY))(null) as Chunk.PCChunk;
chunk.initialize(
() =>
new McBlock(
REGISTRY.blocksByName.air.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(8, 64, 8),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(8, 67, 8),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(7, 65, 8),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(7, 66, 8),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(9, 65, 8),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(9, 66, 8),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(8, 65, 7),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(8, 66, 7),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(8, 65, 9),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setBlock(
new Vec3(8, 66, 9),
new McBlock(
REGISTRY.blocksByName.barrier.id,
REGISTRY.biomesByName.plains.id,
0
)
);
chunk.setSkyLight(new Vec3(8, 66, 8), 15);
return chunk;
}