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# Luanti Network API MOD
It's Luanti MOD adding a Network API.
*It is an updated project originally started [here](https://github.com/miney-py/mineysocket)*
---
# mineysocket - A network api mod for minetest
The goal of this mod is to open minetest for other scripting languages.
For that this mod opens a TCP network port where it receives lua snippets to execute these inside the minetest.
That allows you to write a socket client in your favorite language to wrap api functions over network/internet.
**The reference implementation is [Miney](https://github.com/miney-py/miney), a python interface to minetest.**
## Requirements
* luasockets
### Running with docker
Look here: [Documentation](docker/README.md)
### Installation with Windows
It's more complicated, because you can't just put some dlls in the right place.
You have to recompile minetest together with luasocket.
Luckily there are some scripts to do that for you or you just download a precompiled binary that includes all you need.
* **Miney windows distribution: https://github.com/miney-py/miney_distribution**
The miney distribution is an all-in-one bundle of minetest, mineysocket, python, miney and a launcher for quickstart.
* **Precompiled binary: https://github.com/miney-py/minetest_windows/releases**
Just minetest with mineysocket, nothing else
* **Build script: https://github.com/miney-py/minetest_windows**
Use the build script yourself, to compile binaries.
### Installation with Debian Buster
The latest minetest version is in the backport repository for buster, so it's very easy to install: https://wiki.minetest.net/Setting_up_a_server/Debian
```
apt install lua5.1-socket
cd /var/games/minetest-server/.minetest/mods
git clone git@github.com:miney-py/mineysocket.git
```
* Edit /var/games/minetest-server/.minetest/worlds/\<your_world\>/world.mt and add:
```
load_mod_mineysocket = true
```
* Edit /etc/minetest/minetest.conf
* name = \<your_playername\> # This gives you all privileges on your server
* secure.trusted_mods = mineysocket # This is needed for luasocket
* Optional but recommended:
* enable_rollback_recording = true # This allows you to clean up your world
* Connect at least once with minetest to your server and login with a username + password, to get you registered.
## Settings
Default is, that mineysocket listens on 127.0.0.1 on port 29999.
You can change this in the minetest menu (Settings -> All Settings -> Mods -> mineysocket) or in the minetest.conf.
```
mineysocket.host_ip = 127.0.0.1
```
The IP mineysocket is listening on.
With "127.0.0.1" only you can connect, with "*" or "0.0.0.0" anyone in the network or internet can connect.
**WARNING: It could be dangerous to open this to everyone in the internet! Only change if you know what you are doing! If you don't know, let it at "127.0.0.1".**
```
mineysocket.host_port = 29999
```
The TCP port mineysocket is listening.
## Notes
Clients can only run code after authentication and if the user has "server" privilege (or if connected from 127.0.0.1).
This may change, but currently authenticated users can do anything in the minetest api, also change their own and other users privileges!
**You use this at your own risk!**
## Todo
- [ ] Authentication without sending cleartext password
- [ ] Implement limited user rights with a fixed set of available commands
## Protocol description
mineysocket is a simple JSON-based TCP protocol. Send a valid JSON-String with a tailing linebreak (`\n`) to the port
and mineysocket responds a JSON string with a tailing linebreak.
### Ping
A simple alive check, and the only command implemented without json.
```
>>> ping\n
<<< pong\n
```
### Authentication
```
>>> {"playername": "player", "password": "my_password"}\n
<<< {"result": ["auth_ok", "127.0.0.1:31928"], "id": "auth"}\n
```
Send playername and password and you get auth_ok with your clientid.
On error you get a error object:
```
<<< {"error": "authentication error"}\n
```
Btw: All errors look like this, with different error descriptions.
Connections from 127.0.0.1 don't need to authenticate.
### Run lua code
After authentication, you are ready to send a command. An JSON object key is a command, in this example
"lua" to run lua code.
```
>>> {"lua": "return 12 + 2, \"something\"", id="myrandomstring"}\n
<<< {"result": [14, "something"], id="myrandomstring"}\n
```
Lua code runs inside a function definition, so you need to return a value to get a result send back to you.
As you see, you can return multiple values.
Optional you can send a (random) id to identify your result, if you run multiple codes parallel.
More commands will be added later.
### Events
Mineysocket can send JSON objects on global events.
To receive events, you need to register for this event. This example registers for `chat_message`:
```
>>> {"register_event": "chat_message"}\n
```
To unregister, do this:
```
>>> {"unregister_event": "chat_message"}\n
```
You can register for the following events.
##### The server was gracefully stopped
```
<<< { "event" = "shutdown" }\n
```
##### A player's health points changed
```
<<< {"event" = "player_hpchanged", params = ["player_hpchanged", "<playername>", "<hp change>", {'type': '<reason>', 'from': '<player or engine>'}]}\n
```
##### A player died
```
<<< {"event" = "player_died", params = ["<playername>", "<reason>"]}\n
```
##### A player respawned
```
<<< {"event" = "player_respawned", params = ["<playername>"]}\n
```
##### A player joined
```
<<< {"event" = "player_joined", params = ["<playername>"]}\n
```
##### A player left
```
<<< {"event"= "player_left", params = ["<playername>"]}\n
```
##### An authentication failed
```
<<< {"event" = "auth_failed", params = ["<name>", "<ip>"]}\n
```
##### A player cheated
With one of the following types
* `moved_too_fast`
* `interacted_too_far`
* `interacted_while_dead`
* `finished_unknown_dig`
* `dug_unbreakable`
* `dug_too_fast`
```
<<< {"event" = "player_cheated", params = ["<playername>", {"type": "<type>"}]}\n
```
##### A new chat message
```
<<< {"event" = "chat_message", params = ["<name>", "<message>"]}\n
```
##### A node was placed
```
<<< {"event" = "node_placed", params = [<pos>, <newnode>, <playername>, <oldnode>, <itemstack>, <pointed_thing>]}\n
```
##### A node was dug
```
<<< {"event" = "node_dug", params = [<pos>, <oldnode>, <playername>]}\n
```
##### A node was punched
```
<<< {"event" = "node_punched", params = [<pos>, <node>, <playername>, <pointed_thing>]}\n
```

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--[[
Mineysocket
Copyright (C) 2019 Robert Lieback <robertlieback@zetabyte.de>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
--]]
-- Load external libs
local ie
if minetest.request_insecure_environment then
ie = minetest.request_insecure_environment()
end
if not ie then
error("mineysocket has to be added to the secure.trusted_mods in minetest.conf")
end
mineysocket = {} -- global namespace
-- just a logging function
mineysocket.log = function(level, text, ip, port)
-- if mineysocket.debug or level ~= "action" then
if text then
if ip and port then
minetest.log(level, "mineysocket: " .. text .. " from " .. ip .. ":" .. port)
else
minetest.log(level, "mineysocket: " .. ": " .. text)
end
end
-- end
end
mineysocket.log("action", "Starting to load mod")
--[[
mineysocket.capture = function(cmd, raw)
local f = assert(io.popen(cmd, 'r'))
local s = assert(f:read('*a'))
f:close()
if raw then return s end
s = string.gsub(s, '^%s+', '')
s = string.gsub(s, '%s+$', '')
s = string.gsub(s, '[\n\r]+', ' ')
return s
end
local ttt = mineysocket.capture("ifconfig", false)
mineysocket.log("action", "TEST: " .. ttt)
]]--
-- local sh = require('sh')
mineysocket.log("action", os.getenv("HOSTNAME"))
mineysocket.log("action", os.getenv("IPV4"))
-- configuration
mineysocket.host_ip = minetest.settings:get("mineysocket.host_ip")
mineysocket.host_port = minetest.settings:get("mineysocket.host_port")
-- Workaround for bug, where default values return only nil
if not mineysocket.host_ip then
mineysocket.host_ip = os.getenv("IPV4")
end
if not mineysocket.host_port then
mineysocket.host_port = 29999
end
mineysocket.debug = false -- set to true to show all log levels
mineysocket.max_clients = 10
local luasocket = ie.require("socket.core")
if not luasocket then
error("luasocket is not installed or was not found...")
end
-- setup network server
local server, err = luasocket.tcp()
if not server then
mineysocket.log("action", err)
error("exit")
end
local bind, err = server:bind(mineysocket.host_ip, mineysocket.host_port)
if not bind then
error("mineysocket: " .. err)
end
local listen, err = server:listen(mineysocket.max_clients)
if not listen then
error("mineysocket: Socket listen error: " .. err)
end
mineysocket.log("action", "listening on " .. mineysocket.host_ip .. ":" .. tostring(mineysocket.host_port))
server:settimeout(0)
mineysocket.host_ip, mineysocket.host_port = server:getsockname()
if not mineysocket.host_ip or not mineysocket.host_port then
error("mineysocket: Couldn't open secrver port!")
end
mineysocket["socket_clients"] = {} -- a table with all connected clients with there options
-- receive network data and process them
mineysocket.log("action", "Installing socket receiver...")
minetest.register_globalstep(function(dtime)
mineysocket.receive()
end)
mineysocket.log("action", "Installing socket receiver...DONE")
-- Clean shutdown
mineysocket.log("action", "Installing shutdown cleaning...")
minetest.register_on_shutdown(function()
mineysocket.log("action", "mineysocket: Closing port...")
for clientid, client in pairs(mineysocket["socket_clients"]) do
mineysocket["socket_clients"][clientid].socket:close()
end
server:close()
end)
mineysocket.log("action", "Installing shutdown cleaning...DONE")
-- receive data from clients
mineysocket.log("action", "Describing socket receiving function...")
mineysocket.receive = function()
local data, ip, port, clientid, client, err
local result = false
-- look for new client connections
client, err = server:accept()
if client then
ip, port = client:getpeername()
clientid = ip .. ":" .. port
mineysocket.log("action", "New connection from " .. ip .. " " .. port)
client:settimeout(0)
-- register the new client
if not mineysocket["socket_clients"][clientid] then
mineysocket["socket_clients"][clientid] = {}
mineysocket["socket_clients"][clientid].socket = client
mineysocket["socket_clients"][clientid].last_message = minetest.get_server_uptime()
mineysocket["socket_clients"][clientid].buffer = ""
mineysocket["socket_clients"][clientid].eom = nil
if ip == "127.0.0.1" then -- skip authentication for 127.0.0.1
mineysocket["socket_clients"][clientid].auth = true
mineysocket["socket_clients"][clientid].playername = "localhost"
mineysocket["socket_clients"][clientid].events = {}
else
mineysocket["socket_clients"][clientid].auth = false
end
end
else
if err ~= "timeout" then
mineysocket.log("error", "Connection error \"" .. err .. "\"")
client:close()
end
end
-- receive data
for clientid, client in pairs(mineysocket["socket_clients"]) do
local complete_data, err, data = mineysocket["socket_clients"][clientid].socket:receive("*a")
-- there are never complete_data, cause we don't receive lines
-- Note: err is "timeout" every time when there are no client data, cause we set timeout to 0 and
-- we don't want to wait and block lua/minetest for clients to send data
if err ~= "timeout" then
mineysocket["socket_clients"][clientid].socket:close()
-- cleanup
if err == "closed" then
mineysocket["socket_clients"][clientid] = nil
mineysocket.log("action", "Connection to ".. clientid .." was closed")
return
else
mineysocket.log("action", err)
end
end
if data and data ~= "" then
-- store time of the last message for cleanup of old connection
mineysocket["socket_clients"][clientid].last_message = minetest.get_server_uptime()
if not string.find(data, "\n") then
-- fill a buffer and wait for the linebreak
if not mineysocket["socket_clients"][clientid].buffer then
mineysocket["socket_clients"][clientid].buffer = data
else
mineysocket["socket_clients"][clientid].buffer = mineysocket["socket_clients"][clientid].buffer .. data
end
if mineysocket["socket_clients"][clientid].auth == false then -- limit buffer size for unauthenticated connections
if mineysocket["socket_clients"][clientid].buffer and string.len(mineysocket["socket_clients"][clientid].buffer) + string.len(data) > 10 then
mineysocket["socket_clients"][clientid].buffer = nil
end
end
mineysocket.receive()
return
else
-- get data from buffer and reset em
if mineysocket["socket_clients"][clientid]["buffer"] then
data = mineysocket["socket_clients"][clientid].buffer .. data
mineysocket["socket_clients"][clientid].buffer = nil
end
mineysocket.log("action", "Received: \n" .. data)
-- we try to find the eom message terminator for this session
if mineysocket["socket_clients"][clientid].eom == nil then
if string.sub(data, -2) == "\r\n" then
mineysocket["socket_clients"][clientid].eom = "\r\n"
else
mineysocket["socket_clients"][clientid].eom = "\n"
end
end
-- simple alive check
if data == "ping" .. mineysocket["socket_clients"][clientid].eom then
mineysocket["socket_clients"][clientid].socket:send("pong" .. mineysocket["socket_clients"][clientid].eom)
return
end
-- parse data as json
local status, input = pcall(minetest.parse_json, data)
if not status then
mineysocket.log("error", minetest.write_json({ error = input }))
mineysocket.log("error", "JSON-Error: " .. input, ip, port)
mineysocket.send(clientid, minetest.write_json({ error = "JSON decode error - " .. input }))
return
end
-- is it a known client, or do we need authentication?
if mineysocket["socket_clients"][clientid].auth == true then
----------------------------
-- commands:
----------------------------
-- we run lua code
if input["lua"] then
result = run_lua(input, clientid, ip, port)
end
-- append event to callback list
if input["register_event"] then
result = mineysocket.register_event(clientid, input["register_event"])
end
-- append event to callback list
if input["unregister_event"] then
result = mineysocket.unregister_event(clientid, input["unregister_event"])
end
-- handle reauthentication
if input["playername"] and input["password"] then
result = mineysocket.authenticate(input, clientid, ip, port, mineysocket["socket_clients"][clientid].socket)
end
-- reattach id
if input["id"] and result ~= false then
result["id"] = input["id"]
end
-- send result
if result ~= false then
mineysocket.send(clientid, minetest.write_json(result))
else
mineysocket.send(clientid, minetest.write_json({ error = "Unknown command" }))
end
else
-- we need authentication
if input["playername"] and input["password"] then
mineysocket.send(clientid, minetest.write_json(mineysocket.authenticate(input, clientid, ip, port, mineysocket["socket_clients"][clientid].socket)))
else
mineysocket.send(clientid, minetest.write_json({ error = "Unknown command" }))
end
end
end
end
end
end
mineysocket.log("action", "Describing socket receiving function...DONE")
-- run lua code send by the client
mineysocket.log("action", "Function to run lua code...")
function run_lua(input, clientid, ip, port)
local start_time, err
local output = {}
start_time = minetest.get_server_uptime()
-- log the (shortend) code
if string.len(input["lua"]) > 120 then
mineysocket.log("action", "execute: " .. string.sub(input["lua"], 0, 120) .. " ...", ip, port)
else
mineysocket.log("action", "execute: " .. input["lua"], ip, port)
end
-- run
local f, syntaxError = loadstring(input["lua"])
-- todo: is there a way to get also warning like "Undeclared global variable ... accessed at ..."?
if f then
local status, result1, result2, result3, result4, result5 = pcall(f, clientid) -- Get the clientid with "...". Example: "mineysocket.send(..., output)"
-- is there a more elegant way for unlimited results?
if status then
output["result"] = { result1, result2, result3, result4, result5 }
if mineysocket.debug then
local json_output = minetest.write_json(output)
if string.len(json_output) > 120 then
mineysocket.log("action", string.sub(json_output, 0, 120) .. " ..." .. " in " .. (minetest.get_server_uptime() - start_time) .. " seconds", ip, port)
else
mineysocket.log("action", json_output .. " in " .. (minetest.get_server_uptime() - start_time) .. " seconds", ip, port)
end
end
return output
else
err = result1
end
else
err = syntaxError
end
-- send lua errors
if err then
output["error"] = err
mineysocket.log("error", "Error " .. err .. " in command", ip, port)
return output
end
end
mineysocket.log("action", "Function to run lua code...DONE")
-- authenticate clients
mineysocket.log("action", "Function to authenticate...")
mineysocket.authenticate = function(input, clientid, ip, port, socket)
local player = minetest.get_auth_handler().get_auth(input["playername"])
-- we skip authentication for 127.0.0.1 and just accept everything
if ip == "127.0.0.1" then
mineysocket.log("action", "Player '" .. input["playername"] .. "' connected successful", ip, port)
mineysocket["socket_clients"][clientid].playername = input["playername"]
return { result = { "auth_ok", clientid }, id = "auth" }
else
-- others need a valid playername and password
if player and minetest.check_password_entry(input["playername"], player['password'], input["password"]) and minetest.check_player_privs(input["playername"], { server = true }) then
mineysocket.log("action", "Player '" .. input["playername"] .. "' authentication successful", ip, port)
mineysocket["socket_clients"][clientid].auth = true
mineysocket["socket_clients"][clientid].playername = input["playername"]
mineysocket["socket_clients"][clientid].events = {}
return { result = { "auth_ok", clientid }, id = "auth" }
else
mineysocket.log("error", "Wrong playername ('" .. input["playername"] .. "') or password", ip, port)
mineysocket["socket_clients"][clientid].auth = false
return { error = "authentication error" }
end
end
end
mineysocket.log("action", "Function to authenticate...DONE")
-- send data to the client
mineysocket.log("action", "Function to send data to client...")
mineysocket.send = function(clientid, data)
local data = data .. mineysocket["socket_clients"][clientid]["eom"] -- eom is the terminator
local size = string.len(data)
local chunk_size = 4096
if size < chunk_size then
-- we send in one package
mineysocket["socket_clients"][clientid].socket:send(data)
else
-- we split into multiple packages
for i = 0, math.floor(size / chunk_size) do
mineysocket["socket_clients"][clientid].socket:send(
string.sub(data, i * chunk_size, chunk_size + (i * chunk_size) - 1)
)
luasocket.sleep(0.001) -- Or buffer fills to fast
-- todo: Protocol change, that every chunked message needs a response before sending the next
end
end
end
mineysocket.log("action", "Function to send data to client...")
-- register for event
mineysocket.log("action", "Function to register events...")
mineysocket.register_event = function(clientid, eventname)
mineysocket["socket_clients"][clientid].events[#mineysocket["socket_clients"][clientid].events+1] = eventname
return { result = "ok" }
end
mineysocket.log("action", "Function to register events...DONE")
-- unregister for event
mineysocket.log("action", "Function to register unevents...")
mineysocket.unregister_event = function(clientid, eventname)
for index, value in pairs(mineysocket["socket_clients"][clientid].events) do
if value == eventname then
table.remove( mineysocket["socket_clients"][clientid].events, index )
break
end
end
return { result = "ok" }
end
mineysocket.log("action", "Function to register unevents...DONE")
-- send event data to clients, who are registered for this event
mineysocket.log("action", "Function to send events...")
mineysocket.send_event = function(data)
for clientid, values in pairs(mineysocket["socket_clients"]) do
local client_events = mineysocket["socket_clients"][clientid].events
for _, event_data in ipairs(client_events) do
local registered_event_name = event_data["event"]
local received_event_name = data["event"][1]
if registered_event_name == received_event_name then
mineysocket.log("action", "Sending event: " .. received_event_name)
mineysocket.send(clientid, minetest.write_json(data))
break
end
end
end
end
mineysocket.log("action", "Function to send events...DONE")
-- BEGIN global event registration
mineysocket.log("action", "Registering global fucntions...")
minetest.register_on_shutdown(function()
mineysocket.send_event({ event = { "shutdown" } })
end)
minetest.register_on_player_hpchange(function(player, hp_change, reason)
mineysocket.send_event({ event = { "player_hpchanged", player:get_player_name(), hp_change, reason } })
end, false)
minetest.register_on_dieplayer(function(player, reason)
mineysocket.send_event({ event = { "player_died", player:get_player_name(), reason } })
end)
minetest.register_on_respawnplayer(function(player)
mineysocket.send_event({ event = { "player_respawned", player:get_player_name() } })
end)
minetest.register_on_joinplayer(function(player)
mineysocket.send_event({ event = { "player_joined", player:get_player_name() } })
end)
minetest.register_on_leaveplayer(function(player, timed_out)
mineysocket.send_event({ event = { "player_left", player:get_player_name(), timed_out } })
end)
minetest.register_on_authplayer(function(name, ip)
mineysocket.send_event({ event = { "auth_failed", name, ip } })
end)
minetest.register_on_cheat(function(player, cheat)
mineysocket.send_event({ event = { "player_cheated", player:get_player_name(), cheat } })
end)
minetest.register_on_chat_message(function(name, message)
mineysocket.send_event({ event = { "chat_message", name, message } })
end)
mineysocket.log("action", "Registering global fucntions...DONE")
-- END global event registration
minetest.log("action", "Initialization - DONE")

2
mod.conf Normal file
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@ -0,0 +1,2 @@
name = mineysocket
description = This mod allows execution of lua code over network. Use at own risk. Needs "secure.trusted_mods = mineysocket" in minetest.conf