single threaded server support, two tutorials and new thread test script

This commit is contained in:
ZXMushroom63 2024-10-04 13:27:00 +08:00
parent 0e66476377
commit 083b0fe71f
5 changed files with 147 additions and 0 deletions

View File

@ -0,0 +1,10 @@
## Mod tutorials with ModAPI
Prerequisites:
- Basic knowledge of JavaScript
- A good code editor (recommended: https://vscode.dev)
### Beginner
- [Step Hack](step.md)
- [Spider Hack](spider.md)
- [VClip Exploit](comingsoon)

41
docs/tutorials/spider.md Normal file
View File

@ -0,0 +1,41 @@
## Spider Hack with ModAPI
A spider hack allows players to climb up any wall like a spider.
Start by creating a new file in your code editor. Save it to a folder on your device, ensuring that the file extension is `.js`.
The spider hack has a lot of similarities to the step hack, so lets copy the step hack and rename the `stepHackUpdateCode` function to `spiderHackUpdateCode`:
```javascript
ModAPI.require("player");
function spiderHackUpdateCode() {
//We will add code here.
}
ModAPI.addEventListener("update", spiderHackUpdateCode);
```
Most spider hacks work by checking if the player is walking into a wall, and then setting their vertical velocity to a constant amount (usually `0.2`, for parity with ladders).
Let's start by checking if the player is walking into a wall, by adding an if statement inside the `spiderHackUpdateCode` function:
```javascript
if (ModAPI.player.isCollidedHorizontally) {
}
```
Now, let's set the player's vertical velocity:
```javascript
if (ModAPI.player.isCollidedHorizontally) {
ModAPI.player.motionY = 0.2; //Feel free to change this value to something bigger, smaller or even negative.
}
```
Time to see the final code:
```javascript
ModAPI.require("player");
function spiderHackUpdateCode() {
if (ModAPI.player.isCollidedHorizontally) {
ModAPI.player.motionY = 0.2; //Feel free to change this value to something bigger, smaller or even negative.
}
}
ModAPI.addEventListener("update", spiderHackUpdateCode);
```

33
docs/tutorials/step.md Normal file
View File

@ -0,0 +1,33 @@
## Step Hack with ModAPI
A step hack allows a player to walk up full blocks (or more) as if they were slabs.
Start by creating a new file in your code editor. Save it to a folder on your device, ensuring that the file extension is `.js`.
Let's start by requiring the player. This will allow us to change attributes on the player:
```javascript
ModAPI.require("player");
```
Now, we have to detect when the player in a world. This will be done with the `update` event, which runs every tick while the player is in a world. In EaglerForge's ModAPI, to run code on an event, you have to create a function. Then, you register the function to an event.
```javascript
ModAPI.require("player");
function stepHackUpdateCode() {
//We will add code here.
}
ModAPI.addEventListener("update", stepHackUpdateCode);
```
Inside this method, lets change the player's `stepHeight`, which controls how high they can step. By default this is `0.5`, to alow players to walk up slabs or stairs. I'll change it to `2` for demonstration purposes. You can also try any other number, like `0`, `6`, etc.
```javascript
ModAPI.require("player");
function stepHackUpdateCode() {
ModAPI.player.stepHeight = 2;
}
ModAPI.addEventListener("update", stepHackUpdateCode);
```
Now, to load this mod, open your EaglerForge build, and in the start screen select `Upload Mod (.js)`. Upload the mod you created, and you should now be able to walk up two block tall pillars, or more depending on what `stepHeight` you selected.
Disclaimer: using this on servers may get you banned/kicked for cheating!

View File

@ -0,0 +1,52 @@
(() => {
PluginAPI.dedicatedServer.appendCode(function () {
PluginAPI.addEventListener("processcommand", (event) => {
if (!ModAPI.reflect.getClassById("net.minecraft.entity.player.EntityPlayerMP").instanceOf(event.sender.getRef())) { return; }
if (event.command.toLowerCase().startsWith("/spawnnpc2")) {
AsyncSink.startDebuggingFS();
const world = event.sender.getServerForPlayer();
const senderPos = event.sender.getPosition();
// Create a fake player GameProfile
const GameProfileClass = ModAPI.reflect.getClassById("net.lax1dude.eaglercraft.v1_8.mojang.authlib.GameProfile");
var UUID = ModAPI.hooks.methods[ModAPI.util.getMethodFromPackage("net.lax1dude.eaglercraft.v1_8.EaglercraftUUID", "randomUUID")]();
//Not using UUID to make patching easier for now
const fakeProfile = GameProfileClass.constructors[1](null, ModAPI.util.str("Steve"));
// Get the PlayerInteractionManager class
const PlayerInteractionManagerClass = ModAPI.reflect.getClassById("net.minecraft.server.management.ItemInWorldManager");
const playerInteractionManager = PlayerInteractionManagerClass.constructors[0](world.getRef());
// Get the EntityPlayerMP class to spawn the fake player
const EntityPlayerMPClass = ModAPI.reflect.getClassById("net.minecraft.entity.player.EntityPlayerMP");
const fakePlayer = ModAPI.util.wrap(EntityPlayerMPClass.constructors[0](
ModAPI.server.getRef(), world.getRef(), fakeProfile, playerInteractionManager
));
ModAPI.hooks._teavm.$rt_startThread(() => {
return EntityPlayerMPClass.constructors[0](ModAPI.server.getRef(), world.getRef(), fakeProfile, playerInteractionManager);
}, function (...args) {
console.log(this, args);
var fakePlayer = ModAPI.util.wrap(args[0]);
// Set the fake player position to be near the command sender
console.log(senderPos);
fakePlayer.setPosition(senderPos.getX(), senderPos.getY(), senderPos.getZ());
// Add the fake player to the world
world.spawnEntityInWorld(fakePlayer.getRef());
// Notify the player that the fake player has been spawned
const ChatComponentTextClass = ModAPI.reflect.getClassById("net.minecraft.util.ChatComponentText");
event.sender.addChatMessage(ChatComponentTextClass.constructors[0](ModAPI.util.str("Fake Steve has been spawned!")));
});
// Prevent the command from executing further
event.preventDefault = true;
}
});
});
})();

View File

@ -667,6 +667,17 @@ globalThis.modapi_postinit = "(" + (() => {
return x;
};
var desktopServerStartup = ModAPI.util.getMethodFromPackage("net.lax1dude.eaglercraft.v1_8.sp.internal.ClientPlatformSingleplayer", "startIntegratedServer");
const desktopServerStartupMethod = ModAPI.hooks.methods[desktopServerStartup];
ModAPI.hooks.methods[desktopServerStartup] = function (...args) {
var x = desktopServerStartupMethod.apply(this, args);
ModAPI.dedicatedServer._data.forEach((code)=>{
(new Function(code))();
});
console.log("[ModAPI] Hooked into external integrated server.");
return x;
};
ModAPI.events.newEvent("load", "client");
ModAPI.events.newEvent("sendchatmessage", "client");