82 lines
3.2 KiB
Python
Executable File
82 lines
3.2 KiB
Python
Executable File
#! /usr/bin/python3
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# Copyright (C) 2021 Colin Watson <cjwatson@chiark.greenend.org.uk>.
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#
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# Permission is hereby granted, free of charge, to any person obtaining
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# a copy of this software and associated documentation files (the
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# "Software"), to deal in the Software without restriction, including
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# without limitation the rights to use, copy, modify, merge, publish,
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# distribute, sublicense, and/or sell copies of the Software, and to
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# permit persons to whom the Software is furnished to do so, subject to
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# the following conditions:
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#
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# The above copyright notice and this permission notice shall be included
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# in all copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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# EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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# MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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# IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
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# CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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# TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
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# SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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"""Convert a Minecraft world's "local player" to a network player.
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When a world is hosted on a device such as a phone, it records the hosting
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player's identity internally as "~local_player" rather than as their network
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player ID. As a result, if you copy that world to a Bedrock Dedicated
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Server instance, the local player's inventory and other properties will
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appear to vanish (https://bugs.mojang.com/browse/BDS-5121).
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To work around this, use compare-worlds.py to find the various UUIDs
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associated with the player in question, and then use this program to adjust
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the world to use those. You should run this against the unmodified original
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version of the world, from before anyone connected to it via BDS.
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You MUST ensure that you have a backup of the world before using this
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program.
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The world should not be used for locally-hosted play after using this
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program; if you try, it will most likely have the opposite problem, in that
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the local player will have lost their inventory.
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"""
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import argparse
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import os.path
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from bedrock import leveldb as ldb
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from bedrock import nbt
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parser = argparse.ArgumentParser(
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description=__doc__, formatter_class=argparse.RawDescriptionHelpFormatter
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)
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parser.add_argument("world", help="world path")
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parser.add_argument("msa_id", help="MSA ID")
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parser.add_argument("self_signed_id", help="Self-signed ID")
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parser.add_argument("player_server_id", help="Player server ID")
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args = parser.parse_args()
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db = ldb.open(os.path.join(args.world, "db"))
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ldb.put(
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db,
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f"player_server_{args.player_server_id}".encode(),
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ldb.get(db, b"~local_player"),
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)
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player = nbt.encode(
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nbt.TAG_Compound(
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"",
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[
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nbt.TAG_String("MsaId", args.msa_id),
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nbt.TAG_String("SelfSignedId", args.self_signed_id),
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nbt.TAG_String(
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"ServerId", f"player_server_{args.player_server_id}".encode()
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),
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],
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)
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)
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ldb.put(db, f"player_{args.msa_id}".encode(), player)
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ldb.put(db, f"player_{args.self_signed_id}".encode(), player)
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ldb.delete(db, b"~local_player")
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ldb.close(db)
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