Add server infrastructure with login, status, and kick handlers
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package server
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import (
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"encoding/json"
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"github.com/admin-else/strom/proto"
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"github.com/admin-else/strom/proto_generated/v1_21_8"
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"github.com/admin-else/strom/text"
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)
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// These are separate types so a status definition looks less ugly
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type StatusResponseVersion struct {
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Name *text.Component `json:"name"`
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Protocol int32 `json:"protocol"`
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}
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type StatusResponseSample struct {
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Name *text.Component `json:"name"`
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ID string `json:"id"`
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}
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type StatusResponsePlayers struct {
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Max int `json:"max"`
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Online int `json:"online"`
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Sample []StatusResponseSample `json:"sample"`
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}
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// StatusResponse here is the structure I used: https://minecraft.wiki/w/Java_Edition_protocol/Server_List_Ping#Status_Response
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type StatusResponse struct {
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Version StatusResponseVersion `json:"version"`
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Players StatusResponsePlayers `json:"players"`
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Description *text.Component `json:"description"`
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Favicon string `json:"favicon"`
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EnforcesSecureChat bool `json:"enforcesSecureChat"`
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}
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// MustMarshal is a utility for marshalling StatusResponse to JSON
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func (s StatusResponse) MustMarshal() []byte {
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b, err := json.Marshal(s)
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if err != nil {
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panic(err)
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}
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return b
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}
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type StatusServer struct {
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*proto.Conn
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Status string
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}
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func (p *StatusServer) Default(_ any) (err error) {
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return
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}
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func (p *StatusServer) OnStatusRequest(_ *v1_21_8.StatusToServerPacketPingStart) (err error) {
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return p.Send(&v1_21_8.StatusToClientPacketServerInfo{Response: p.Status})
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}
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func (p *StatusServer) OnStatusPing(packet *v1_21_8.StatusToServerPacketPing) (err error) {
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return p.Send(&v1_21_8.StatusToClientPacketPing{Time: packet.Time})
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}
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func ServeStatus(c *proto.Conn, s StatusResponse) (err error) {
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status, err := json.Marshal(s)
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if err != nil {
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return
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}
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server := &StatusServer{
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Conn: c,
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Status: string(status),
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}
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err = server.Start(server)
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return
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}
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