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Commonized networking (#3310)
* Fix not being able to connect to local friends socket * Start basic work on tunneling protocol and move some code into a common crate * Commonize message serialization logic * Serialize Base62Ids as u64 when human-readability is not required * Move ActiveSockets tuple into struct * Make CI run when rust-common is updated CI is currently broken for labrinth, however * Fix theseus-release.yml to reference itself correctly * Implement Labrinth side of tunneling * Implement non-friend part of theseus tunneling * Implement client-side except for socket loop * Implement the socket loop Doesn't work though. Debugging time! * Fix config.rs * Fix deadlock in labrinth socket handling * Update dockerfile * switch to workspace prepare at root level * Wait for connection before tunneling in playground * Move rust-common into labrinth * Remove rust-common references from Actions * Revert "Update dockerfile" This reverts commit 3caad59bb474ce425d0b8928d7cee7ae1a5011bd. * Fix Docker build * Rebuild Theseus if common code changes * Allow multiple connections from the same user * Fix test building * Move FriendSocketListening and FriendSocketStoppedListening to non-panicking TODO for now * Make message_serialization macro take varargs for binary messages * Improve syntax of message_serialization macro * Remove the ability to connect to a virtual socket, and disable the ability to listen on one * Allow the app to compile without running labrinth * Clippy fix * Update Rust and Clippy fix again --------- Co-authored-by: Jai A <jaiagr+gpg@pm.me>
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@@ -3,9 +3,9 @@
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windows_subsystem = "windows"
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)]
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use std::time::Duration;
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use theseus::prelude::*;
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use theseus::profile::create::profile_create;
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use tokio::signal::ctrl_c;
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// A simple Rust implementation of the authentication run
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// 1) call the authenticate_begin_flow() function to get the URL to open (like you would in the frontend)
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@@ -41,54 +41,21 @@ async fn main() -> theseus::Result<()> {
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// Initialize state
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State::init().await?;
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if minecraft_auth::users().await?.is_empty() {
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println!("No users found, authenticating.");
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authenticate_run().await?; // could take credentials from here direct, but also deposited in state users
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}
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//
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// st.settings
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// .write()
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// .await
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// .java_globals
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// .insert(JAVA_8_KEY.to_string(), check_jre(path).await?.unwrap());
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// Clear profiles
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println!("Clearing profiles.");
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{
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let h = profile::list().await?;
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for profile in h.into_iter() {
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profile::remove(&profile.path).await?;
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loop {
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if State::get().await?.friends_socket.is_connected().await {
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break;
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}
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tokio::time::sleep(Duration::from_millis(500)).await;
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}
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println!("Creating/adding profile.");
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tracing::info!("Starting host");
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let name = "Example".to_string();
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let game_version = "1.16.1".to_string();
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let modloader = ModLoader::Forge;
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let loader_version = "stable".to_string();
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let socket = State::get().await?.friends_socket.open_port(25565).await?;
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tracing::info!("Running host on socket {}", socket.socket_id());
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let profile_path = profile_create(
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name,
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game_version,
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modloader,
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Some(loader_version),
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None,
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None,
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None,
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)
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.await?;
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println!("running");
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// Run a profile, running minecraft and store the RwLock to the process
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let process = profile::run(&profile_path).await?;
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println!("Minecraft UUID: {}", process.uuid);
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println!("All running process UUID {:?}", process::get_all().await?);
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// hold the lock to the process until it ends
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println!("Waiting for process to end...");
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process::wait_for(process.uuid).await?;
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ctrl_c().await?;
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tracing::info!("Stopping host");
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socket.shutdown().await?;
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Ok(())
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}
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