package com.playerblocklife;
import com.google.gson.JsonObject;
import com.google.gson.JsonParser;
import org.bukkit.Bukkit;
import org.bukkit.OfflinePlayer;
import org.bukkit.entity.Player;
import org.bukkit.inventory.ItemStack;
import org.bukkit.inventory.meta.SkullMeta;
import org.bukkit.profile.PlayerProfile;
import org.bukkit.profile.PlayerTextures;
import org.yaml.snakeyaml.Yaml;
import javax.imageio.ImageIO;
import java.awt.image.BufferedImage;
import java.io.*;
import java.net.URL;
import java.nio.file.Files;
import java.util.*;
import java.util.concurrent.ConcurrentHashMap;
/**
* 皮肤管理器 - 负责玩家皮肤的获取、缓存和应用
*
*
主要功能:
*
* - 从多种来源获取玩家皮肤数据(SkinsRestorer插件、PlayerProfile、本地缓存)
* - 皮肤数据Base64编码和缓存管理
* - 自定义模型数据分配和管理
* - 异步皮肤加载避免阻塞主线程
* - 皮肤缓存过期清理
* - 完整的SkinsRestorer插件集成支持
*
*
* 皮肤获取优先级(根据配置的source字段):
*
* - skinsrestorer:优先从SkinsRestorer插件获取皮肤纹理数据
* - player_profile:优先使用Bukkit的PlayerProfile API
* - local_cache:优先从本地缓存加载
* - 默认Steve皮肤(所有来源都失败时的备用)
*
*
* SkinsRestorer集成特性:
*
* - 自动检测SkinsRestorer插件是否安装
* - 使用反射安全调用SkinsRestorer API,避免硬依赖
* - 获取完整的皮肤纹理数据(value和signature)
* - 支持离线服务器,避免默认Steve皮肤问题
* - 优雅降级:SkinsRestorer失败时自动回退到其他来源
*
*
* 皮肤缓存默认保留7天,过期后自动重新获取。
*
* @author xiaobai
* @version 2.2.0
* @since 1.0.0
*/
public class SkinManager {
private final PlayerBlockLife plugin;
private final Map playerSkinData = new ConcurrentHashMap<>();
private final Map playerCustomModelData = new ConcurrentHashMap<>();
private final Map skinLoadTime = new ConcurrentHashMap<>();
private final File skinDataFile;
private final File skinCacheDir;
private int nextCustomModelData = 1000;
private static final long SKIN_CACHE_TIME = 7 * 24 * 60 * 60 * 1000L;
public SkinManager(PlayerBlockLife plugin) {
this.plugin = plugin;
this.skinDataFile = new File(plugin.getDataFolder(), "skindata.yml");
this.skinCacheDir = new File(plugin.getDataFolder(), "skincache");
if (!skinCacheDir.exists()) {
skinCacheDir.mkdirs();
}
}
public void loadAllSkins() {
loadSkinDataFromFile();
Bukkit.getOnlinePlayers().forEach(this::loadPlayerSkinAsync);
}
public void loadPlayerSkinAsync(Player player) {
UUID playerId = player.getUniqueId();
if (playerSkinData.containsKey(playerId)) {
return;
}
if (loadSkinFromCache(playerId)) {
plugin.logInfo("从缓存加载皮肤: " + player.getName());
return;
}
Bukkit.getScheduler().runTaskAsynchronously(plugin, () -> {
try {
plugin.logInfo("开始加载皮肤: " + player.getName());
String skinBase64 = null;
String skinSource = "skinsrestorer"; // 使用默认值,因为配置已移除
// 根据配置的皮肤来源优先级获取皮肤
if ("skinsrestorer".equalsIgnoreCase(skinSource)) {
// 优先尝试SkinsRestorer
skinBase64 = getSkinFromSkinsRestorer(player);
if (skinBase64 == null) {
plugin.logInfo("SkinsRestorer获取失败,尝试PlayerProfile: " + player.getName());
skinBase64 = getSkinFromPlayerProfile(player);
}
} else if ("player_profile".equalsIgnoreCase(skinSource)) {
// 优先尝试PlayerProfile
skinBase64 = getSkinFromPlayerProfile(player);
if (skinBase64 == null && true) {
plugin.logInfo("PlayerProfile获取失败,尝试SkinsRestorer: " + player.getName());
skinBase64 = getSkinFromSkinsRestorer(player);
}
} else if ("local_cache".equalsIgnoreCase(skinSource)) {
// 优先从本地缓存加载
if (loadSkinFromCache(playerId)) {
plugin.logInfo("从缓存加载皮肤: " + player.getName());
return;
}
// 缓存不存在,尝试其他来源
skinBase64 = getSkinFromPlayerProfile(player);
if (skinBase64 == null && true) {
skinBase64 = getSkinFromSkinsRestorer(player);
}
}
// 如果所有来源都失败,使用默认Steve皮肤
if (skinBase64 == null) {
skinBase64 = getDefaultSteveSkin();
plugin.logWarning("所有皮肤来源都失败,使用默认Steve皮肤: " + player.getName());
}
if (skinBase64 != null) {
playerSkinData.put(playerId, skinBase64);
int modelData = allocateCustomModelData(playerId);
saveSkinToCache(playerId, skinBase64);
skinLoadTime.put(playerId, System.currentTimeMillis());
plugin.logInfo("皮肤加载完成: " + player.getName() + " (模型数据: " + modelData + ")");
Bukkit.getScheduler().runTask(plugin, () -> {
if (player.isOnline()) {
player.sendMessage("§a你的皮肤方块已准备就绪!");
}
});
}
} catch (Exception e) {
plugin.logError("加载皮肤失败: " + player.getName(), e);
}
});
}
/**
* 从SkinsRestorer插件获取玩家皮肤纹理数据
*
* SkinsRestorer是一个流行的皮肤管理插件,可以在离线服务器上提供皮肤支持。
*
* 此方法使用反射安全调用SkinsRestorer API,避免硬依赖。支持离线服务器获取玩家自定义皮肤。
*
* 获取流程:
*
* - 检查SkinsRestorer插件是否安装
* - 使用反射获取SkinsRestorer API实例
* - 优先通过UUID获取皮肤数据(更可靠)
* - 如果UUID获取失败,回退到使用玩家名获取
* - 提取皮肤纹理的value和signature字段
* - 构建完整的Base64编码纹理JSON
*
*
*
* 离线服务器优势:
*
* - 即使玩家离线也能获取其预设皮肤
* - 避免总是显示默认Steve皮肤的问题
* - 支持管理员设置的皮肤和玩家自定义皮肤
*
*
*
* @param player 要获取皮肤的玩家对象
* @return 完整的Base64编码皮肤纹理JSON,如果获取失败返回null
* @throws ClassNotFoundException 如果SkinsRestorer API类未找到(插件未安装)
* @throws Exception 反射调用过程中的其他异常
*/
private String getSkinFromSkinsRestorer(Player player) {
try {
// 检查SkinsRestorer插件是否存在
if (Bukkit.getPluginManager().getPlugin("SkinsRestorer") == null) {
plugin.logInfo("SkinsRestorer插件未安装,跳过从SkinsRestorer获取皮肤");
return null;
}
plugin.logInfo("尝试从SkinsRestorer获取皮肤: " + player.getName());
// 使用反射调用SkinsRestorer API
Class> skinsRestorerClass = Class.forName("net.skinsrestorer.api.SkinsRestorerAPI");
Object skinsRestorerAPI = skinsRestorerClass.getMethod("getApi").invoke(null);
// 获取玩家皮肤数据 - 使用UUID而不是玩家名,更可靠
Class> skinPropertyClass = Class.forName("net.skinsrestorer.api.property.SkinProperty");
Object skinProperty = skinsRestorerAPI.getClass().getMethod("getSkinData", UUID.class)
.invoke(skinsRestorerAPI, player.getUniqueId());
// 如果通过UUID获取失败,尝试使用玩家名
if (skinProperty == null) {
skinProperty = skinsRestorerAPI.getClass().getMethod("getSkinData", String.class)
.invoke(skinsRestorerAPI, player.getName());
}
if (skinProperty != null) {
String value = (String) skinPropertyClass.getMethod("getValue").invoke(skinProperty);
String signature = (String) skinPropertyClass.getMethod("getSignature").invoke(skinProperty);
// 创建完整的纹理JSON对象
JsonObject textureJson = new JsonObject();
JsonObject texturesJson = new JsonObject();
JsonObject skinJson = new JsonObject();
skinJson.addProperty("url", "http://textures.minecraft.net/texture/" + value);
texturesJson.add("SKIN", skinJson);
textureJson.add("textures", texturesJson);
// 添加时间戳确保唯一性
textureJson.addProperty("timestamp", System.currentTimeMillis());
String base64Texture = java.util.Base64.getEncoder().encodeToString(textureJson.toString().getBytes());
plugin.logInfo("成功从SkinsRestorer获取皮肤: " + player.getName());
return base64Texture;
} else {
plugin.logInfo("SkinsRestorer中没有找到玩家 " + player.getName() + " 的皮肤数据");
}
} catch (ClassNotFoundException e) {
plugin.logWarning("SkinsRestorer API类未找到,插件可能未安装或版本不兼容: " + e.getMessage());
} catch (NoSuchMethodException e) {
plugin.logWarning("SkinsRestorer API方法未找到,可能是版本不兼容: " + e.getMessage());
} catch (Exception e) {
plugin.logWarning("从SkinsRestorer获取皮肤失败: " + e.getMessage());
}
return null;
}
/**
* 从PlayerProfile获取玩家皮肤数据
*
* 使用Bukkit的PlayerProfile API获取在线玩家的皮肤URL,然后转换为Base64纹理。
*
* @param player 要获取皮肤的玩家
* @return 皮肤的Base64纹理值,如果获取失败返回null
*/
private String getSkinFromPlayerProfile(Player player) {
try {
PlayerProfile profile = player.getPlayerProfile();
PlayerTextures textures = profile.getTextures();
URL skinUrl = textures.getSkin();
if (skinUrl != null) {
// 创建纹理JSON对象
JsonObject textureJson = new JsonObject();
JsonObject texturesJson = new JsonObject();
JsonObject skinJson = new JsonObject();
// 直接使用皮肤URL,不需要处理图像
skinJson.addProperty("url", skinUrl.toString());
texturesJson.add("SKIN", skinJson);
textureJson.add("textures", texturesJson);
// 添加时间戳确保唯一性
textureJson.addProperty("timestamp", System.currentTimeMillis());
textureJson.addProperty("profileId", player.getUniqueId().toString());
textureJson.addProperty("profileName", player.getName());
String base64Texture = java.util.Base64.getEncoder().encodeToString(textureJson.toString().getBytes());
plugin.logInfo("成功从PlayerProfile获取皮肤: " + player.getName());
return base64Texture;
} else {
plugin.logInfo("PlayerProfile中没有找到玩家 " + player.getName() + " 的皮肤URL");
}
} catch (Exception e) {
plugin.logWarning("从PlayerProfile获取皮肤失败: " + e.getMessage());
}
return null;
}
private boolean loadSkinFromCache(UUID playerId) {
try {
File cacheFile = new File(skinCacheDir, playerId.toString() + ".cache");
if (cacheFile.exists()) {
long lastModified = cacheFile.lastModified();
if (System.currentTimeMillis() - lastModified < SKIN_CACHE_TIME) {
String skinData = new String(Files.readAllBytes(cacheFile.toPath()));
playerSkinData.put(playerId, skinData);
allocateCustomModelData(playerId);
return true;
}
}
} catch (Exception e) {
plugin.logWarning("读取皮肤缓存失败: " + e.getMessage());
}
return false;
}
private void saveSkinToCache(UUID playerId, String skinData) {
try {
File cacheFile = new File(skinCacheDir, playerId.toString() + ".cache");
Files.write(cacheFile.toPath(), skinData.getBytes());
} catch (Exception e) {
plugin.logWarning("保存皮肤缓存失败: " + e.getMessage());
}
}
private synchronized int allocateCustomModelData(UUID playerId) {
if (playerCustomModelData.containsKey(playerId)) {
return playerCustomModelData.get(playerId);
}
int modelData = nextCustomModelData++;
playerCustomModelData.put(playerId, modelData);
return modelData;
}
/**
* 获取默认Steve皮肤的Base64纹理
*
* 当无法从任何来源获取玩家皮肤时,使用默认的Steve皮肤作为备用。
*
* @return 默认Steve皮肤的Base64纹理值
*/
private String getDefaultSteveSkin() {
// Steve皮肤的纹理哈希值
String steveTextureHash = "8667ba71b85a4004af54457a9734eed7";
JsonObject textureJson = new JsonObject();
JsonObject texturesJson = new JsonObject();
JsonObject skinJson = new JsonObject();
// 使用Minecraft官方纹理服务器URL
skinJson.addProperty("url", "http://textures.minecraft.net/texture/" + steveTextureHash);
texturesJson.add("SKIN", skinJson);
textureJson.add("textures", texturesJson);
// 添加时间戳
textureJson.addProperty("timestamp", System.currentTimeMillis());
textureJson.addProperty("profileId", "c06f8906-4c8a-4911-9c29-ea1dbd1aab82"); // Steve的UUID
textureJson.addProperty("profileName", "Steve");
return java.util.Base64.getEncoder().encodeToString(textureJson.toString().getBytes());
}
/**
* 创建带有玩家皮肤的头颅物品
*
* 使用Base64纹理数据创建自定义玩家头颅,支持离线服务器皮肤显示。
*
* @param playerId 玩家UUID
* @param playerName 玩家名称
* @return 带有玩家皮肤的玩家头颅物品
*/
public ItemStack createPlayerHead(UUID playerId, String playerName) {
ItemStack head = new ItemStack(org.bukkit.Material.PLAYER_HEAD);
SkullMeta meta = (SkullMeta) head.getItemMeta();
if (meta != null) {
// 获取玩家的Base64皮肤数据
String skinBase64 = playerSkinData.get(playerId);
if (skinBase64 != null) {
try {
// 对于Paper API,我们需要使用Paper特定的方法
// 首先尝试使用Paper的ProfileProperty API
Class> propertyClass = Class.forName("com.destroystokyo.paper.profile.ProfileProperty");
// 创建ProfileProperty对象
Object property = propertyClass.getConstructor(String.class, String.class)
.newInstance("textures", skinBase64);
// 获取Paper的PlayerProfile
Object profile = Bukkit.class.getMethod("createProfile", UUID.class, String.class)
.invoke(null, playerId, playerName);
// 设置属性到档案
Class> profileClass = profile.getClass();
profileClass.getMethod("setProperty", propertyClass).invoke(profile, property);
// 设置头颅的所有者档案 - 使用正确的类型转换
// Paper的SkullMeta.setPlayerProfile期望com.destroystokyo.paper.profile.PlayerProfile
meta.setPlayerProfile((com.destroystokyo.paper.profile.PlayerProfile) profile);
} catch (Exception e) {
// 如果反射失败,回退到使用离线玩家(可能显示默认皮肤)
plugin.logWarning("无法设置Base64皮肤,使用离线玩家档案: " + e.getMessage());
OfflinePlayer offlinePlayer = Bukkit.getOfflinePlayer(playerId);
meta.setOwningPlayer(offlinePlayer);
}
} else {
// 没有皮肤数据,使用离线玩家
OfflinePlayer offlinePlayer = Bukkit.getOfflinePlayer(playerId);
meta.setOwningPlayer(offlinePlayer);
}
// 设置自定义模型数据(如果有)
Integer customModelData = playerCustomModelData.get(playerId);
if (customModelData != null) {
meta.setCustomModelData(customModelData);
}
// 设置显示名称和描述
meta.setDisplayName("§e" + playerName + "的生命方块");
List lore = new ArrayList<>();
lore.add("§7所有者: §e" + playerName);
lore.add("§c⚠ 警告: 挖掘此方块将减少玩家生命值");
lore.add("§7剩余生命: §a" + plugin.getBlockManager().getRemainingBlocks(playerId) + "/5");
meta.setLore(lore);
head.setItemMeta(meta);
}
return head;
}
public boolean isSkinLoaded(UUID playerId) {
return playerSkinData.containsKey(playerId);
}
public Integer getCustomModelData(UUID playerId) {
return playerCustomModelData.get(playerId);
}
public Map getAllSkinData() {
return new HashMap<>(playerSkinData);
}
public Map getAllCustomModelData() {
return new HashMap<>(playerCustomModelData);
}
private void loadSkinDataFromFile() {
if (!skinDataFile.exists()) {
return;
}
try {
Yaml yaml = new Yaml();
Map data = yaml.load(new FileReader(skinDataFile));
if (data != null && data.containsKey("skins")) {
Map skins = (Map) data.get("skins");
for (Map.Entry entry : skins.entrySet()) {
UUID playerId = UUID.fromString(entry.getKey());
String skinData = (String) entry.getValue();
playerSkinData.put(playerId, skinData);
}
}
if (data != null && data.containsKey("modelData")) {
Map modelData = (Map) data.get("modelData");
for (Map.Entry entry : modelData.entrySet()) {
UUID playerId = UUID.fromString(entry.getKey());
playerCustomModelData.put(playerId, entry.getValue());
nextCustomModelData = Math.max(nextCustomModelData, entry.getValue() + 1);
}
}
plugin.logInfo("已加载 " + playerSkinData.size() + " 个玩家的皮肤数据");
} catch (Exception e) {
plugin.logError("加载皮肤数据文件失败", e);
}
}
public void saveSkinData() {
try {
Map data = new HashMap<>();
Map skins = new HashMap<>();
for (Map.Entry entry : playerSkinData.entrySet()) {
skins.put(entry.getKey().toString(), entry.getValue());
}
data.put("skins", skins);
Map modelData = new HashMap<>();
for (Map.Entry entry : playerCustomModelData.entrySet()) {
modelData.put(entry.getKey().toString(), entry.getValue());
}
data.put("modelData", modelData);
Yaml yaml = new Yaml();
yaml.dump(data, new FileWriter(skinDataFile));
plugin.logInfo("皮肤数据已保存");
} catch (Exception e) {
plugin.logError("保存皮肤数据失败", e);
}
}
public void cleanupOldCache() {
File[] cacheFiles = skinCacheDir.listFiles();
if (cacheFiles != null) {
long now = System.currentTimeMillis();
int cleaned = 0;
for (File file : cacheFiles) {
if (now - file.lastModified() > SKIN_CACHE_TIME) {
if (file.delete()) {
cleaned++;
}
}
}
if (cleaned > 0) {
plugin.logInfo("清理了 " + cleaned + " 个过期皮肤缓存");
}
}
}
}