#include #include #include #ifdef ESP_PLATFORM #include "lwip/sockets.h" #include "lwip/netdb.h" #include "esp_task_wdt.h" #else #include #include #endif #include "globals.h" #include "tools.h" #include "varnum.h" #include "registries.h" #include "worldgen.h" #include "crafting.h" // C->S Handshake int cs_handshake (int client_fd) { printf("Received Handshake:\n"); printf(" Protocol version: %d\n", (int)readVarInt(client_fd)); readString(client_fd); if (recv_count == -1) return 1; printf(" Server address: %s\n", recv_buffer); printf(" Server port: %u\n", readUint16(client_fd)); int intent = readVarInt(client_fd); if (intent == VARNUM_ERROR) return 1; printf(" Intent: %d\n\n", intent); setClientState(client_fd, intent); return 0; } // C->S Login Start int cs_loginStart (int client_fd, uint8_t *uuid, char *name) { printf("Received Login Start:\n"); readString(client_fd); if (recv_count == -1) return 1; memcpy(name, recv_buffer, strlen((char *)recv_buffer) + 1); printf(" Player name: %s\n", name); recv_count = recv_all(client_fd, recv_buffer, 16, false); if (recv_count == -1) return 1; memcpy(uuid, recv_buffer, 16); printf(" Player UUID: "); for (int i = 0; i < 16; i ++) printf("%x", uuid[i]); printf("\n\n"); return 0; } // S->C Login Success int sc_loginSuccess (int client_fd, uint8_t *uuid, char *name) { printf("Sending Login Success...\n\n"); uint8_t name_length = strlen(name); writeVarInt(client_fd, 1 + 16 + sizeVarInt(name_length) + name_length + 1); writeVarInt(client_fd, 0x02); send_all(client_fd, uuid, 16); writeVarInt(client_fd, name_length); send_all(client_fd, name, name_length); writeVarInt(client_fd, 0); return 0; } int cs_clientInformation (int client_fd) { int tmp; printf("Received Client Information:\n"); readString(client_fd); if (recv_count == -1) return 1; printf(" Locale: %s\n", recv_buffer); tmp = readByte(client_fd); if (recv_count == -1) return 1; printf(" View distance: %d\n", tmp); tmp = readVarInt(client_fd); if (recv_count == -1) return 1; printf(" Chat mode: %d\n", tmp); tmp = readByte(client_fd); if (recv_count == -1) return 1; if (tmp) printf(" Chat colors: on\n"); else printf(" Chat colors: off\n"); tmp = readByte(client_fd); if (recv_count == -1) return 1; printf(" Skin parts: %d\n", tmp); tmp = readVarInt(client_fd); if (recv_count == -1) return 1; if (tmp) printf(" Main hand: right\n"); else printf(" Main hand: left\n"); tmp = readByte(client_fd); if (recv_count == -1) return 1; if (tmp) printf(" Text filtering: on\n"); else printf(" Text filtering: off\n"); tmp = readByte(client_fd); if (recv_count == -1) return 1; if (tmp) printf(" Allow listing: on\n"); else printf(" Allow listing: off\n"); tmp = readVarInt(client_fd); if (recv_count == -1) return 1; printf(" Particles: %d\n\n", tmp); return 0; } // S->C Clientbound Known Packs int sc_knownPacks (int client_fd) { printf("Sending Server's Known Packs\n\n"); char known_packs[] = { 0x0e, 0x01, 0x09, 0x6d, 0x69, 0x6e, 0x65, 0x63, 0x72, 0x61, 0x66, 0x74, 0x04, 0x63, 0x6f, 0x72, 0x65, 0x06, 0x31, 0x2e, 0x32, 0x31, 0x2e, 0x38 }; writeVarInt(client_fd, 24); send_all(client_fd, &known_packs, 24); return 0; } // C->S Serverbound Plugin Message int cs_pluginMessage (int client_fd) { printf("Received Plugin Message:\n"); readString(client_fd); if (recv_count == -1) return 1; printf(" Channel: \"%s\"\n", recv_buffer); if (strcmp((char *)recv_buffer, "minecraft:brand") == 0) { readString(client_fd); if (recv_count == -1) return 1; printf(" Brand: \"%s\"\n", recv_buffer); } printf("\n"); return 0; } // S->C Finish Configuration int sc_finishConfiguration (int client_fd) { writeVarInt(client_fd, 1); writeVarInt(client_fd, 0x03); return 0; } // S->C Login (play) int sc_loginPlay (int client_fd) { writeVarInt(client_fd, 49 + sizeVarInt(MAX_PLAYERS)); writeByte(client_fd, 0x2B); // entity id uint32_t entity_id = getClientIndex(client_fd); send_all(client_fd, &entity_id, 4); // hardcore writeByte(client_fd, false); // dimensions writeVarInt(client_fd, 1); writeVarInt(client_fd, 9); const char *dimension = "overworld"; send_all(client_fd, dimension, 9); // maxplayers writeVarInt(client_fd, MAX_PLAYERS); // view distance writeVarInt(client_fd, VIEW_DISTANCE); // sim distance writeVarInt(client_fd, 2); // reduced debug info writeByte(client_fd, 0); // respawn screen writeByte(client_fd, true); // limited crafting writeByte(client_fd, false); // dimension id writeVarInt(client_fd, 0); // dimension name writeVarInt(client_fd, 9); send_all(client_fd, dimension, 9); // hashed seed writeUint64(client_fd, 0x0123456789ABCDEF); // gamemode writeByte(client_fd, GAMEMODE); // previous gamemode writeByte(client_fd, 0xFF); // is debug writeByte(client_fd, 0); // is flat writeByte(client_fd, 0); // has death location writeByte(client_fd, 0); // portal cooldown writeVarInt(client_fd, 0); // sea level writeVarInt(client_fd, 63); // secure chat writeByte(client_fd, 0); return 0; } // S->C Synchronize Player Position int sc_synchronizePlayerPosition (int client_fd, double x, double y, double z, float yaw, float pitch) { writeVarInt(client_fd, 61 + sizeVarInt(-1)); writeByte(client_fd, 0x41); // Teleport ID writeVarInt(client_fd, -1); // Position writeDouble(client_fd, x); writeDouble(client_fd, y); writeDouble(client_fd, z); // Velocity writeDouble(client_fd, 0); writeDouble(client_fd, 0); writeDouble(client_fd, 0); // Angles (Yaw/Pitch) writeFloat(client_fd, yaw); writeFloat(client_fd, pitch); // Flags writeUint32(client_fd, 0); return 0; } // S->C Set Default Spawn Position int sc_setDefaultSpawnPosition (int client_fd, int64_t x, int64_t y, int64_t z) { writeVarInt(client_fd, sizeVarInt(0x5A) + 12); writeVarInt(client_fd, 0x5A); writeUint64(client_fd, ((x & 0x3FFFFFF) << 38) | ((z & 0x3FFFFFF) << 12) | (y & 0xFFF)); writeFloat(client_fd, 0); return 0; } // S->C Player Abilities (clientbound) int sc_playerAbilities (int client_fd, uint8_t flags) { writeVarInt(client_fd, 10); writeByte(client_fd, 0x39); writeByte(client_fd, flags); writeFloat(client_fd, 0.05f); writeFloat(client_fd, 0.1f); return 0; } // S->C Update Time int sc_updateTime (int client_fd, uint64_t ticks) { writeVarInt(client_fd, sizeVarInt(0x6A) + 17); writeVarInt(client_fd, 0x6A); writeUint64(client_fd, ticks); writeUint64(client_fd, ticks); writeByte(client_fd, true); return 0; } // S->C Game Event 13 (Start waiting for level chunks) int sc_startWaitingForChunks (int client_fd) { writeVarInt(client_fd, 6); writeByte(client_fd, 0x22); writeByte(client_fd, 13); writeUint32(client_fd, 0); return 0; } // S->C Set Center Chunk int sc_setCenterChunk (int client_fd, int x, int y) { writeVarInt(client_fd, 1 + sizeVarInt(x) + sizeVarInt(y)); writeByte(client_fd, 0x57); writeVarInt(client_fd, x); writeVarInt(client_fd, y); return 0; } // S->C Chunk Data and Update Light int sc_chunkDataAndUpdateLight (int client_fd, int _x, int _z) { const int chunk_data_size = (4101 + sizeVarInt(256) + sizeof(network_block_palette)) * 20 + 6 * 12; const int light_data_size = 14 + (sizeVarInt(2048) + 2048) * 26; writeVarInt(client_fd, 11 + sizeVarInt(chunk_data_size) + chunk_data_size + light_data_size); writeByte(client_fd, 0x27); writeUint32(client_fd, _x); writeUint32(client_fd, _z); writeVarInt(client_fd, 0); // omit heightmaps writeVarInt(client_fd, chunk_data_size); int x = _x * 16, z = _z * 16, y; // send 4 chunk sections (up to Y=0) with no blocks for (int i = 0; i < 4; i ++) { writeUint16(client_fd, 4096); // block count writeByte(client_fd, 0); // block bits writeVarInt(client_fd, 85); // block palette (bedrock) writeByte(client_fd, 0); // biome bits writeByte(client_fd, 0); // biome palette } // yield to idle task task_yield(); // send chunk sections for (int i = 0; i < 20; i ++) { y = i * 16; writeUint16(client_fd, 4096); // block count writeByte(client_fd, 8); // bits per entry writeVarInt(client_fd, 256); // block palette length // block palette as varint buffer send_all(client_fd, network_block_palette, sizeof(network_block_palette)); // chunk section buffer uint8_t biome = buildChunkSection(x, y, z); send_all(client_fd, chunk_section, 4096); // biome data writeByte(client_fd, 0); // bits per entry writeByte(client_fd, biome); // biome palette // yield to idle task task_yield(); } // send 8 chunk sections (up to Y=192) with no blocks for (int i = 0; i < 8; i ++) { writeUint16(client_fd, 4096); // block count writeByte(client_fd, 0); // block bits writeVarInt(client_fd, 0); // block palette (air) writeByte(client_fd, 0); // biome bits writeByte(client_fd, 0); // biome palette } // yield to idle task task_yield(); writeVarInt(client_fd, 0); // omit block entities // light data writeVarInt(client_fd, 1); writeUint64(client_fd, 0b11111111111111111111111111); writeVarInt(client_fd, 0); writeVarInt(client_fd, 0); writeVarInt(client_fd, 0); // sky light array writeVarInt(client_fd, 26); for (int i = 0; i < 2048; i ++) chunk_section[i] = 0xFF; for (int i = 2048; i < 4096; i ++) chunk_section[i] = 0; for (int i = 0; i < 8; i ++) { writeVarInt(client_fd, 2048); send_all(client_fd, chunk_section + 2048, 2048); } for (int i = 0; i < 18; i ++) { writeVarInt(client_fd, 2048); send_all(client_fd, chunk_section, 2048); } // don't send block light writeVarInt(client_fd, 0); return 0; } // S->C Clientbound Keep Alive (play) int sc_keepAlive (int client_fd) { writeVarInt(client_fd, 9); writeByte(client_fd, 0x26); writeUint64(client_fd, 0); return 0; } // S->C Set Container Slot int sc_setContainerSlot (int client_fd, int window_id, uint16_t slot, uint8_t count, uint16_t item) { writeVarInt(client_fd, 1 + sizeVarInt(window_id) + 1 + 2 + sizeVarInt(count) + (count > 0 ? sizeVarInt(item) + 2 : 0) ); writeByte(client_fd, 0x14); writeVarInt(client_fd, window_id); writeVarInt(client_fd, 0); writeUint16(client_fd, slot); writeVarInt(client_fd, count); if (count > 0) { writeVarInt(client_fd, item); writeVarInt(client_fd, 0); writeVarInt(client_fd, 0); } return 0; } // S->C Block Update int sc_blockUpdate (int client_fd, int64_t x, int64_t y, int64_t z, uint8_t block) { writeVarInt(client_fd, 9 + sizeVarInt(block_palette[block])); writeByte(client_fd, 0x08); writeUint64(client_fd, ((x & 0x3FFFFFF) << 38) | ((z & 0x3FFFFFF) << 12) | (y & 0xFFF)); writeVarInt(client_fd, block_palette[block]); return 0; } // S->C Acknowledge Block Change int sc_acknowledgeBlockChange (int client_fd, int sequence) { writeVarInt(client_fd, 1 + sizeVarInt(sequence)); writeByte(client_fd, 0x04); writeVarInt(client_fd, sequence); return 0; } // C->S Player Action int cs_playerAction (int client_fd) { uint8_t action = readByte(client_fd); int64_t pos = readInt64(client_fd); int x = pos >> 38; int y = pos << 52 >> 52; int z = pos << 26 >> 38; readByte(client_fd); // ignore face int sequence = readVarInt(client_fd); sc_acknowledgeBlockChange(client_fd, sequence); PlayerData *player; if (getPlayerData(client_fd, &player)) return 1; handlePlayerAction(player, action, x, y, z); return 0; } // S->C Open Screen int sc_openScreen (int client_fd, uint8_t window, const char *title, uint16_t length) { writeVarInt(client_fd, 1 + 2 * sizeVarInt(window) + 1 + 2 + length); writeByte(client_fd, 0x34); writeVarInt(client_fd, window); writeVarInt(client_fd, window); writeByte(client_fd, 8); // string nbt tag writeUint16(client_fd, length); // string length send_all(client_fd, title, length); return 0; } // C->S Use Item On int cs_useItemOn (int client_fd) { uint8_t hand = readByte(client_fd); int64_t pos = readInt64(client_fd); int x = pos >> 38; int y = pos << 52 >> 52; int z = pos << 26 >> 38; uint8_t face = readByte(client_fd); // ignore cursor position readUint32(client_fd); readUint32(client_fd); readUint32(client_fd); // ignore "inside block" and "world border hit" readByte(client_fd); readByte(client_fd); int sequence = readVarInt(client_fd); sc_acknowledgeBlockChange(client_fd, sequence); uint8_t target = getBlockAt(x, y, z); if (target == B_crafting_table) { sc_openScreen(client_fd, 12, "Crafting", 8); return 0; } else if (target == B_furnace) { sc_openScreen(client_fd, 14, "Furnace", 7); return 0; } switch (face) { case 0: y -= 1; break; case 1: y += 1; break; case 2: z -= 1; break; case 3: z += 1; break; case 4: x -= 1; break; case 5: x += 1; break; default: break; } PlayerData *player; if (getPlayerData(client_fd, &player)) return 1; uint16_t *item = &player->inventory_items[player->hotbar]; uint8_t *count = &player->inventory_count[player->hotbar]; uint8_t block = I_to_B(*item); // if the selected item doesn't correspond to a block, exit if (block == 0) return 0; // if the selected slot doesn't hold any items, exit if (*count == 0) return 0; // check if the block's placement conditions are met if ( !(x == player->x && (y == player->y || y == player->y + 1) && z == player->z) && (getBlockAt(x, y, z) == B_air) && (!isColumnBlock(block) || getBlockAt(x, y - 1, z) != B_air) ) { // decrease item amount in selected slot *count -= 1; // clear item id in slot if amount is zero if (*count == 0) *item = 0; // apply server-side block change makeBlockChange(x, y, z, block); } // sync hotbar contents to player sc_setContainerSlot(client_fd, 0, serverSlotToClientSlot(0, player->hotbar), *count, *item); return 0; } // C->S Click Container int cs_clickContainer (int client_fd) { int window_id = readVarInt(client_fd); readVarInt(client_fd); // ignore state id readUint16(client_fd); // ignore clicked slot number readByte(client_fd); // ignore button readVarInt(client_fd); // ignore operation mode int changes_count = readVarInt(client_fd); PlayerData *player; if (getPlayerData(client_fd, &player)) return 1; uint8_t slot, count, craft = false; uint16_t item; int tmp; for (int i = 0; i < changes_count; i ++) { slot = clientSlotToServerSlot(window_id, readUint16(client_fd)); // slots outside of the inventory overflow into the crafting buffer if (slot > 40) craft = true; if (!readByte(client_fd)) { // no item? if (slot != 255) { player->inventory_items[slot] = 0; player->inventory_count[slot] = 0; } continue; } item = readVarInt(client_fd); count = (uint8_t)readVarInt(client_fd); // ignore components tmp = readVarInt(client_fd); recv_all(client_fd, recv_buffer, tmp, false); tmp = readVarInt(client_fd); recv_all(client_fd, recv_buffer, tmp, false); if (count > 0) { player->inventory_items[slot] = item; player->inventory_count[slot] = count; } } // window 0 is player inventory, window 12 is crafting table if (craft && (window_id == 0 || window_id == 12)) { getCraftingOutput(player, &count, &item); sc_setContainerSlot(client_fd, window_id, 0, count, item); } else if (window_id == 14) { // furnace getSmeltingOutput(player); for (int i = 0; i < 3; i ++) { sc_setContainerSlot(client_fd, window_id, i, player->craft_count[i], player->craft_items[i]); } } // read but ignore carried item slot (for now) if (readByte(client_fd)) { readVarInt(client_fd); readVarInt(client_fd); tmp = readVarInt(client_fd); recv_all(client_fd, recv_buffer, tmp, false); tmp = readVarInt(client_fd); recv_all(client_fd, recv_buffer, tmp, false); } return 0; } // C->S Set Player Position And Rotation int cs_setPlayerPositionAndRotation (int client_fd, double *x, double *y, double *z, float *yaw, float *pitch, uint8_t *on_ground) { *x = readDouble(client_fd); *y = readDouble(client_fd); *z = readDouble(client_fd); *yaw = readFloat(client_fd); *pitch = readFloat(client_fd); *on_ground = readByte(client_fd) & 0x01; return 0; } // C->S Set Player Position int cs_setPlayerPosition (int client_fd, double *x, double *y, double *z, uint8_t *on_ground) { *x = readDouble(client_fd); *y = readDouble(client_fd); *z = readDouble(client_fd); *on_ground = readByte(client_fd) & 0x01; return 0; } // C->S Set Player Rotation int cs_setPlayerRotation (int client_fd, float *yaw, float *pitch, uint8_t *on_ground) { *yaw = readFloat(client_fd); *pitch = readFloat(client_fd); *on_ground = readByte(client_fd) & 0x01; return 0; } // C->S Set Held Item (serverbound) int cs_setHeldItem (int client_fd) { PlayerData *player; if (getPlayerData(client_fd, &player)) return 1; player->hotbar = (uint8_t)readUint16(client_fd); return 0; } // S->C Set Held Item (clientbound) int sc_setHeldItem (int client_fd, uint8_t slot) { writeVarInt(client_fd, sizeVarInt(0x62) + 1); writeVarInt(client_fd, 0x62); writeByte(client_fd, slot); return 0; } // C->S Close Container (serverbound) int cs_closeContainer (int client_fd) { uint8_t window_id = readVarInt(client_fd); PlayerData *player; if (getPlayerData(client_fd, &player)) return 1; // return all items in crafting slots to the player for (uint8_t i = 0; i < 9; i ++) { givePlayerItem(player, player->craft_items[i], player->craft_count[i]); player->craft_items[i] = 0; player->craft_count[i] = 0; uint8_t client_slot = serverSlotToClientSlot(window_id, 41 + i); if (client_slot != 255) sc_setContainerSlot(player->client_fd, 0, client_slot, 0, 0); } return 0; } // S->C Player Info Update, "Add Player" action int sc_playerInfoUpdateAddPlayer (int client_fd, PlayerData player) { writeVarInt(client_fd, 21 + strlen(player.name)); // Packet length writeByte(client_fd, 0x3F); // Packet ID writeByte(client_fd, 0x01); // EnumSet: Add Player writeByte(client_fd, 1); // Player count (1 per packet) // Player UUID send_all(client_fd, player.uuid, 16); // Player name writeByte(client_fd, strlen(player.name)); send_all(client_fd, player.name, strlen(player.name)); // Properties (don't send any) writeByte(client_fd, 0); return 0; } // S->C Spawn Entity int sc_spawnEntity ( int client_fd, int id, uint8_t *uuid, int type, double x, double y, double z, uint8_t yaw, uint8_t pitch ) { writeVarInt(client_fd, 51 + sizeVarInt(id) + sizeVarInt(type)); writeByte(client_fd, 0x01); writeVarInt(client_fd, id); // Entity ID send_all(client_fd, uuid, 16); // Entity UUID writeVarInt(client_fd, type); // Entity type // Position writeDouble(client_fd, x); writeDouble(client_fd, y); writeDouble(client_fd, z); // Angles writeByte(client_fd, pitch); writeByte(client_fd, yaw); writeByte(client_fd, yaw); // Data - mostly unused writeByte(client_fd, 0); // Velocity writeUint16(client_fd, 0); writeUint16(client_fd, 0); writeUint16(client_fd, 0); return 0; } // S->C Spawn Entity (from PlayerData) int sc_spawnEntityPlayer (int client_fd, PlayerData player) { return sc_spawnEntity( client_fd, player.client_fd, player.uuid, 149, player.x > 0 ? (double)player.x + 0.5 : (double)player.x - 0.5, player.y, player.z > 0 ? (double)player.z + 0.5 : (float)player.z - 0.5, player.yaw, player.pitch ); } // S->C Teleport Entity int sc_teleportEntity ( int client_fd, int id, double x, double y, double z, float yaw, float pitch ) { // Packet length and ID writeVarInt(client_fd, 58 + sizeVarInt(id)); writeByte(client_fd, 0x1F); // Entity ID writeVarInt(client_fd, id); // Position writeDouble(client_fd, x); writeDouble(client_fd, y); writeDouble(client_fd, z); // Velocity writeUint64(client_fd, 0); writeUint64(client_fd, 0); writeUint64(client_fd, 0); // Angles writeFloat(client_fd, yaw); writeFloat(client_fd, pitch); // On ground flag writeByte(client_fd, 1); return 0; } // S->C Set Head Rotation int sc_setHeadRotation (int client_fd, int id, uint8_t yaw) { // Packet length and ID writeByte(client_fd, 2 + sizeVarInt(id)); writeByte(client_fd, 0x4C); // Entity ID writeVarInt(client_fd, id); // Head yaw writeByte(client_fd, yaw); return 0; } // S->C Set Head Rotation int sc_updateEntityRotation (int client_fd, int id, uint8_t yaw, uint8_t pitch) { // Packet length and ID writeByte(client_fd, 4 + sizeVarInt(id)); writeByte(client_fd, 0x31); // Entity ID writeVarInt(client_fd, id); // Angles writeByte(client_fd, yaw); writeByte(client_fd, pitch); // "On ground" flag writeByte(client_fd, 1); return 0; } // S->C Damage Event int sc_damageEvent (int client_fd, int entity_id, int type) { writeVarInt(client_fd, 4 + sizeVarInt(entity_id) + sizeVarInt(type)); writeByte(client_fd, 0x19); writeVarInt(client_fd, entity_id); writeVarInt(client_fd, type); writeByte(client_fd, 0); writeByte(client_fd, 0); writeByte(client_fd, false); return 0; } // S->C Set Health int sc_setHealth (int client_fd, uint8_t health, uint8_t food) { writeVarInt(client_fd, 9 + sizeVarInt(food)); writeByte(client_fd, 0x61); writeFloat(client_fd, (float)health); writeVarInt(client_fd, food); writeFloat(client_fd, 5.0f); // saturation return 0; } // S->C Respawn int sc_respawn (int client_fd) { writeVarInt(client_fd, 28); writeByte(client_fd, 0x4B); // dimension id writeVarInt(client_fd, 0); // dimension name const char *dimension = "overworld"; writeVarInt(client_fd, 9); send_all(client_fd, dimension, 9); // hashed seed writeUint64(client_fd, 0x0123456789ABCDEF); // gamemode writeByte(client_fd, GAMEMODE); // previous gamemode writeByte(client_fd, 0xFF); // is debug writeByte(client_fd, 0); // is flat writeByte(client_fd, 0); // has death location writeByte(client_fd, 0); // portal cooldown writeVarInt(client_fd, 0); // sea level writeVarInt(client_fd, 63); // data kept writeByte(client_fd, 0); return 0; } // C->S Client Status int cs_clientStatus (int client_fd) { uint8_t id = readByte(client_fd); PlayerData *player; if (getPlayerData(client_fd, &player)) return 1; if (id == 0) { sc_respawn(client_fd); resetPlayerData(player); spawnPlayer(player); } return 0; } int sc_systemChat (int client_fd, char* message, uint16_t len) { writeVarInt(client_fd, 5 + len); writeByte(client_fd, 0x72); // String NBT tag writeByte(client_fd, 8); writeUint16(client_fd, len); send_all(client_fd, message, len); // Is action bar message? writeByte(client_fd, false); } // S->C Registry Data (multiple packets) and Update Tags (configuration, multiple packets) int sc_registries (int client_fd) { printf("Sending Registries\n\n"); send_all(client_fd, registries_bin, sizeof(registries_bin)); printf("Sending Tags\n\n"); send_all(client_fd, tags_bin, sizeof(tags_bin)); return 0; }