Minecraft-Console-Client/MinecraftClient/McTcpClient.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Threading;
using System.IO;
using System.Net;
using MinecraftClient.Protocol;
using MinecraftClient.Proxy;
using MinecraftClient.Protocol.Handlers.Forge;
using MinecraftClient.Mapping;
namespace MinecraftClient
{
/// <summary>
/// The main client class, used to connect to a Minecraft server.
/// </summary>
public class McTcpClient : IMinecraftComHandler
{
public static int ReconnectionAttemptsLeft = 0;
private static readonly List<string> cmd_names = new List<string>();
private static readonly Dictionary<string, Command> cmds = new Dictionary<string, Command>();
private readonly Dictionary<Guid, string> onlinePlayers = new Dictionary<Guid, string>();
private readonly List<ChatBot> bots = new List<ChatBot>();
private static readonly List<ChatBot> botsOnHold = new List<ChatBot>();
private readonly Dictionary<string, List<ChatBot>> registeredBotPluginChannels = new Dictionary<string, List<ChatBot>>();
private readonly List<string> registeredServerPluginChannels = new List<String>();
private bool terrainAndMovementsEnabled;
private bool terrainAndMovementsRequested = false;
private object locationLock = new object();
private bool locationReceived = false;
private World world = new World();
private Queue<Location> steps;
private Queue<Location> path;
private Location location;
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private float? yaw;
private float? pitch;
private double motionY;
private string host;
private int port;
private string username;
private string uuid;
private string sessionid;
private Inventory inventory;
public int GetServerPort() { return port; }
public string GetServerHost() { return host; }
public string GetUsername() { return username; }
public string GetUserUUID() { return uuid; }
public string GetSessionID() { return sessionid; }
public Location GetCurrentLocation() { return location; }
public World GetWorld() { return world; }
TcpClient client;
IMinecraftCom handler;
Thread cmdprompt;
/// <summary>
/// Starts the main chat client
/// </summary>
/// <param name="username">The chosen username of a premium Minecraft Account</param>
/// <param name="uuid">The player's UUID for online-mode authentication</param>
/// <param name="sessionID">A valid sessionID obtained after logging in</param>
/// <param name="server_ip">The server IP</param>
/// <param name="port">The server port to use</param>
/// <param name="protocolversion">Minecraft protocol version to use</param>
public McTcpClient(string username, string uuid, string sessionID, int protocolversion, ForgeInfo forgeInfo, string server_ip, ushort port)
{
StartClient(username, uuid, sessionID, server_ip, port, protocolversion, forgeInfo, false, "");
}
/// <summary>
/// Starts the main chat client in single command sending mode
/// </summary>
/// <param name="username">The chosen username of a premium Minecraft Account</param>
/// <param name="uuid">The player's UUID for online-mode authentication</param>
/// <param name="sessionID">A valid sessionID obtained after logging in</param>
/// <param name="server_ip">The server IP</param>
/// <param name="port">The server port to use</param>
/// <param name="protocolversion">Minecraft protocol version to use</param>
/// <param name="command">The text or command to send.</param>
public McTcpClient(string username, string uuid, string sessionID, string server_ip, ushort port, int protocolversion, ForgeInfo forgeInfo, string command)
{
StartClient(username, uuid, sessionID, server_ip, port, protocolversion, forgeInfo, true, command);
}
/// <summary>
/// Starts the main chat client, wich will login to the server using the MinecraftCom class.
/// </summary>
/// <param name="user">The chosen username of a premium Minecraft Account</param>
/// <param name="sessionID">A valid sessionID obtained with MinecraftCom.GetLogin()</param>
/// <param name="server_ip">The server IP</param>
/// <param name="port">The server port to use</param>
/// <param name="protocolversion">Minecraft protocol version to use</param>
/// <param name="uuid">The player's UUID for online-mode authentication</param>
/// <param name="singlecommand">If set to true, the client will send a single command and then disconnect from the server</param>
/// <param name="command">The text or command to send. Will only be sent if singlecommand is set to true.</param>
private void StartClient(string user, string uuid, string sessionID, string server_ip, ushort port, int protocolversion, ForgeInfo forgeInfo, bool singlecommand, string command)
{
terrainAndMovementsEnabled = Settings.TerrainAndMovements;
bool retry = false;
this.sessionid = sessionID;
this.uuid = uuid;
this.username = user;
this.host = server_ip;
this.port = port;
if (!singlecommand)
{
if (botsOnHold.Count == 0)
{
if (Settings.AntiAFK_Enabled) { BotLoad(new ChatBots.AntiAFK(Settings.AntiAFK_Delay)); }
if (Settings.Hangman_Enabled) { BotLoad(new ChatBots.HangmanGame(Settings.Hangman_English)); }
if (Settings.Alerts_Enabled) { BotLoad(new ChatBots.Alerts()); }
if (Settings.ChatLog_Enabled) { BotLoad(new ChatBots.ChatLog(Settings.ExpandVars(Settings.ChatLog_File), Settings.ChatLog_Filter, Settings.ChatLog_DateTime)); }
if (Settings.PlayerLog_Enabled) { BotLoad(new ChatBots.PlayerListLogger(Settings.PlayerLog_Delay, Settings.ExpandVars(Settings.PlayerLog_File))); }
if (Settings.AutoRelog_Enabled) { BotLoad(new ChatBots.AutoRelog(Settings.AutoRelog_Delay, Settings.AutoRelog_Retries)); }
if (Settings.ScriptScheduler_Enabled) { BotLoad(new ChatBots.ScriptScheduler(Settings.ExpandVars(Settings.ScriptScheduler_TasksFile))); }
if (Settings.RemoteCtrl_Enabled) { BotLoad(new ChatBots.RemoteControl()); }
if (Settings.AutoRespond_Enabled) { BotLoad(new ChatBots.AutoRespond(Settings.AutoRespond_Matches)); }
//Add your ChatBot here by uncommenting and adapting
//BotLoad(new ChatBots.YourBot());
}
}
try
{
client = ProxyHandler.newTcpClient(host, port);
client.ReceiveBufferSize = 1024 * 1024;
handler = Protocol.ProtocolHandler.GetProtocolHandler(client, protocolversion, forgeInfo, this);
Console.WriteLine("Version is supported.\nLogging in...");
try
{
if (handler.Login())
{
if (singlecommand)
{
handler.SendChatMessage(command);
ConsoleIO.WriteLineFormatted("§7Command §8" + command + "§7 sent.");
Thread.Sleep(5000);
handler.Disconnect();
Thread.Sleep(1000);
}
else
{
foreach (ChatBot bot in botsOnHold)
BotLoad(bot, false);
botsOnHold.Clear();
Console.WriteLine("Server was successfully joined.\nType '"
+ (Settings.internalCmdChar == ' ' ? "" : "" + Settings.internalCmdChar)
+ "quit' to leave the server.");
cmdprompt = new Thread(new ThreadStart(CommandPrompt));
cmdprompt.Name = "MCC Command prompt";
cmdprompt.Start();
}
}
}
catch (Exception e)
{
ConsoleIO.WriteLineFormatted("§8" + e.Message);
Console.WriteLine("Failed to join this server.");
retry = true;
}
}
catch (SocketException e)
{
ConsoleIO.WriteLineFormatted("§8" + e.Message);
Console.WriteLine("Failed to connect to this IP.");
retry = true;
}
if (retry)
{
if (ReconnectionAttemptsLeft > 0)
{
ConsoleIO.WriteLogLine("Waiting 5 seconds (" + ReconnectionAttemptsLeft + " attempts left)...");
Thread.Sleep(5000); ReconnectionAttemptsLeft--; Program.Restart();
}
else if (!singlecommand && Settings.interactiveMode)
{
Program.HandleFailure();
}
}
}
/// <summary>
/// Allows the user to send chat messages, commands, and to leave the server.
/// </summary>
private void CommandPrompt()
{
try
{
string text = "";
Thread.Sleep(500);
handler.SendRespawnPacket();
while (client.Client.Connected)
{
text = ConsoleIO.ReadLine();
if (ConsoleIO.BasicIO && text.Length > 0 && text[0] == (char)0x00)
{
//Process a request from the GUI
string[] command = text.Substring(1).Split((char)0x00);
switch (command[0].ToLower())
{
case "autocomplete":
if (command.Length > 1) { ConsoleIO.WriteLine((char)0x00 + "autocomplete" + (char)0x00 + handler.AutoComplete(command[1])); }
else Console.WriteLine((char)0x00 + "autocomplete" + (char)0x00);
break;
}
}
else
{
text = text.Trim();
if (text.Length > 0)
{
if (Settings.internalCmdChar == ' ' || text[0] == Settings.internalCmdChar)
{
string response_msg = "";
string command = Settings.internalCmdChar == ' ' ? text : text.Substring(1);
if (!PerformInternalCommand(Settings.ExpandVars(command), ref response_msg) && Settings.internalCmdChar == '/')
{
SendText(text);
}
else if (response_msg.Length > 0)
{
ConsoleIO.WriteLineFormatted("§8MCC: " + response_msg);
}
}
else SendText(text);
}
}
}
}
catch (IOException) { }
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catch (NullReferenceException) { }
}
/// <summary>
/// Perform an internal MCC command (not a server command, use SendText() instead for that!)
/// </summary>
/// <param name="command">The command</param>
/// <param name="interactive_mode">Set to true if command was sent by the user using the command prompt</param>
/// <param name="response_msg">May contain a confirmation or error message after processing the command, or "" otherwise.</param>
/// <returns>TRUE if the command was indeed an internal MCC command</returns>
public bool PerformInternalCommand(string command, ref string response_msg)
{
/* Load commands from the 'Commands' namespace */
if (cmds.Count == 0)
{
Type[] cmds_classes = Program.GetTypesInNamespace("MinecraftClient.Commands");
foreach (Type type in cmds_classes)
{
if (type.IsSubclassOf(typeof(Command)))
{
try
{
Command cmd = (Command)Activator.CreateInstance(type);
cmds[cmd.CMDName.ToLower()] = cmd;
cmd_names.Add(cmd.CMDName.ToLower());
foreach (string alias in cmd.getCMDAliases())
cmds[alias.ToLower()] = cmd;
}
catch (Exception e)
{
ConsoleIO.WriteLine(e.Message);
}
}
}
}
/* Process the provided command */
string command_name = command.Split(' ')[0].ToLower();
if (command_name == "help")
{
if (Command.hasArg(command))
{
string help_cmdname = Command.getArgs(command)[0].ToLower();
if (help_cmdname == "help")
{
response_msg = "help <cmdname>: show brief help about a command.";
}
else if (cmds.ContainsKey(help_cmdname))
{
response_msg = cmds[help_cmdname].CMDDesc;
}
else response_msg = "Unknown command '" + command_name + "'. Use 'help' for command list.";
}
else response_msg = "help <cmdname>. Available commands: " + String.Join(", ", cmd_names.ToArray()) + ". For server help, use '" + Settings.internalCmdChar + "send /help' instead.";
}
else if (cmds.ContainsKey(command_name))
{
response_msg = cmds[command_name].Run(this, command);
}
else
{
response_msg = "Unknown command '" + command_name + "'. Use '" + (Settings.internalCmdChar == ' ' ? "" : "" + Settings.internalCmdChar) + "help' for help.";
return false;
}
return true;
}
/// <summary>
/// Disconnect the client from the server
/// </summary>
public void Disconnect()
{
botsOnHold.Clear();
botsOnHold.AddRange(bots);
if (handler != null)
{
handler.Disconnect();
handler.Dispose();
}
if (cmdprompt != null)
cmdprompt.Abort();
Thread.Sleep(1000);
if (client != null)
client.Close();
}
/// <summary>
/// Load a new bot
/// </summary>
public void BotLoad(ChatBot b, bool init = true)
{
b.SetHandler(this);
bots.Add(b);
if (init)
b.Initialize();
if (this.handler != null)
b.AfterGameJoined();
Settings.SingleCommand = "";
}
/// <summary>
/// Unload a bot
/// </summary>
public void BotUnLoad(ChatBot b)
{
bots.RemoveAll(item => object.ReferenceEquals(item, b));
// ToList is needed to avoid an InvalidOperationException from modfiying the list while it's being iterated upon.
var botRegistrations = registeredBotPluginChannels.Where(entry => entry.Value.Contains(b)).ToList();
foreach (var entry in botRegistrations)
{
UnregisterPluginChannel(entry.Key, b);
}
}
/// <summary>
/// Clear bots
/// </summary>
public void BotClear()
{
bots.Clear();
}
/// <summary>
/// Called when a server was successfully joined
/// </summary>
public void OnGameJoined()
{
if (!String.IsNullOrWhiteSpace(Settings.BrandInfo))
handler.SendBrandInfo(Settings.BrandInfo.Trim());
if (Settings.MCSettings_Enabled)
handler.SendClientSettings(
Settings.MCSettings_Locale,
Settings.MCSettings_RenderDistance,
Settings.MCSettings_Difficulty,
Settings.MCSettings_ChatMode,
Settings.MCSettings_ChatColors,
Settings.MCSettings_Skin_All,
Settings.MCSettings_MainHand);
foreach (ChatBot bot in bots)
bot.AfterGameJoined();
}
/// <summary>
/// Called when the player respawns, which happens on login, respawn and world change.
/// </summary>
public void OnRespawn()
{
if (terrainAndMovementsRequested)
{
terrainAndMovementsEnabled = true;
terrainAndMovementsRequested = false;
ConsoleIO.WriteLogLine("Terrain and Movements is now enabled.");
}
if (terrainAndMovementsEnabled)
{
world.Clear();
}
}
/// <summary>
/// Get Terrain and Movements status.
/// </summary>
public bool GetTerrainEnabled()
{
return terrainAndMovementsEnabled;
}
/// <summary>
/// Enable or disable Terrain and Movements.
/// Please note that Enabling will be deferred until next relog, respawn or world change.
/// </summary>
/// <param name="enabled">Enabled</param>
/// <returns>TRUE if the setting was applied immediately, FALSE if delayed.</returns>
public bool SetTerrainEnabled(bool enabled)
{
if (enabled)
{
if (!terrainAndMovementsEnabled)
{
terrainAndMovementsRequested = true;
return false;
}
}
else
{
terrainAndMovementsEnabled = false;
terrainAndMovementsRequested = false;
locationReceived = false;
world.Clear();
}
return true;
}
/// <summary>
/// Called when the server sends a new player location,
/// or if a ChatBot whishes to update the player's location.
/// </summary>
/// <param name="location">The new location</param>
/// <param name="relative">If true, the location is relative to the current location</param>
public void UpdateLocation(Location location, bool relative)
{
lock (locationLock)
{
if (relative)
{
this.location += location;
}
else this.location = location;
locationReceived = true;
}
}
/// <summary>
/// Called when the server sends a new player location,
/// or if a ChatBot whishes to update the player's location.
/// </summary>
/// <param name="location">The new location</param>
/// <param name="yaw">Yaw to look at</param>
/// <param name="pitch">Pitch to look at</param>
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public void UpdateLocation(Location location, float yaw, float pitch)
{
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this.yaw = yaw;
this.pitch = pitch;
UpdateLocation(location, false);
}
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/// <summary>
/// Called when the server sends a new player location,
/// or if a ChatBot whishes to update the player's location.
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/// </summary>
/// <param name="location">The new location</param>
/// <param name="lookAt">Block coordinates to look at</param>
public void UpdateLocation(Location location, Location lookAtLocation)
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{
double dx = lookAtLocation.X - (location.X - 0.5);
double dy = lookAtLocation.Y - (location.Y + 1);
double dz = lookAtLocation.Z - (location.Z - 0.5);
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double r = Math.Sqrt(dx * dx + dy * dy + dz * dz);
float yaw = Convert.ToSingle(-Math.Atan2(dx, dz) / Math.PI * 180);
float pitch = Convert.ToSingle(-Math.Asin(dy / r) / Math.PI * 180);
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if (yaw < 0) yaw += 360;
UpdateLocation(location, yaw, pitch);
}
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/// <summary>
/// Called when the server sends a new player location,
/// or if a ChatBot whishes to update the player's location.
/// </summary>
/// <param name="location">The new location</param>
/// <param name="direction">Direction to look at</param>
public void UpdateLocation(Location location, Direction direction)
{
float yaw = 0;
float pitch = 0;
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switch (direction)
{
case Direction.Up:
pitch = -90;
break;
case Direction.Down:
pitch = 90;
break;
case Direction.East:
yaw = 270;
break;
case Direction.West:
yaw = 90;
break;
case Direction.North:
yaw = 180;
break;
case Direction.South:
break;
default:
throw new ArgumentException("Unknown direction", "direction");
}
UpdateLocation(location, yaw, pitch);
}
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/// <summary>
/// Move to the specified location
/// </summary>
/// <param name="location">Location to reach</param>
/// <param name="allowUnsafe">Allow possible but unsafe locations</param>
/// <returns>True if a path has been found</returns>
public bool MoveTo(Location location, bool allowUnsafe = false)
{
lock (locationLock)
{
if (Movement.GetAvailableMoves(world, this.location, allowUnsafe).Contains(location))
path = new Queue<Location>(new[] { location });
else path = Movement.CalculatePath(world, this.location, location, allowUnsafe);
return path != null;
}
}
/// <summary>
/// Received some text from the server
/// </summary>
/// <param name="text">Text received</param>
/// <param name="isJson">TRUE if the text is JSON-Encoded</param>
/// <param name="links">Links embedded in text</param>
public void OnTextReceived(string text, bool isJson)
{
List<string> links = new List<string>();
string json = null;
if (isJson)
{
json = text;
text = ChatParser.ParseText(json, links);
}
ConsoleIO.WriteLineFormatted(text, true);
if (Settings.DisplayChatLinks)
foreach (string link in links)
ConsoleIO.WriteLineFormatted("§8MCC: Link: " + link, false);
foreach (ChatBot bot in bots.ToArray())
{
try
{
bot.GetText(text);
if (bots.Contains(bot))
bot.GetText(text, json);
}
catch (Exception e)
{
if (!(e is ThreadAbortException))
{
ConsoleIO.WriteLineFormatted("§8GetText: Got error from " + bot.ToString() + ": " + e.ToString());
}
else throw; //ThreadAbortException should not be caught
}
}
}
/// <summary>
/// When an inventory is opened
/// </summary>
/// <param name="inventory">Location to reach</param>
public void onInventoryOpen(Inventory inventory)
{
//TODO: Handle Inventory
}
/// <summary>
/// When connection has been lost
/// </summary>
public void OnConnectionLost(ChatBot.DisconnectReason reason, string message)
{
world.Clear();
bool will_restart = false;
switch (reason)
{
case ChatBot.DisconnectReason.ConnectionLost:
message = "Connection has been lost.";
ConsoleIO.WriteLine(message);
break;
case ChatBot.DisconnectReason.InGameKick:
ConsoleIO.WriteLine("Disconnected by Server :");
ConsoleIO.WriteLineFormatted(message);
break;
case ChatBot.DisconnectReason.LoginRejected:
ConsoleIO.WriteLine("Login failed :");
ConsoleIO.WriteLineFormatted(message);
break;
}
foreach (ChatBot bot in bots)
will_restart |= bot.OnDisconnect(reason, message);
if (!will_restart)
Program.HandleFailure();
}
/// <summary>
/// Called ~10 times per second by the protocol handler
/// </summary>
public void OnUpdate()
{
foreach (var bot in bots.ToArray())
{
try
{
bot.Update();
bot.ProcessQueuedText();
}
catch (Exception e)
{
if (!(e is ThreadAbortException))
{
ConsoleIO.WriteLineFormatted("§8Update: Got error from " + bot.ToString() + ": " + e.ToString());
}
else throw; //ThreadAbortException should not be caught
}
}
if (terrainAndMovementsEnabled && locationReceived)
{
lock (locationLock)
{
for (int i = 0; i < 2; i++) //Needs to run at 20 tps; MCC runs at 10 tps
{
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if (yaw == null || pitch == null)
{
if (steps != null && steps.Count > 0)
{
location = steps.Dequeue();
}
else if (path != null && path.Count > 0)
{
Location next = path.Dequeue();
steps = Movement.Move2Steps(location, next, ref motionY);
UpdateLocation(location, next + new Location(0, 1, 0)); // Update yaw and pitch to look at next step
}
else
{
location = Movement.HandleGravity(world, location, ref motionY);
}
}
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handler.SendLocationUpdate(location, Movement.IsOnGround(world, location), yaw, pitch);
}
// First 2 updates must be player position AND look, and player must not move (to conform with vanilla)
// Once yaw and pitch have been sent, switch back to location-only updates (without yaw and pitch)
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yaw = null;
pitch = null;
}
}
}
/// <summary>
/// Send a chat message or command to the server
/// </summary>
/// <param name="text">Text to send to the server</param>
/// <returns>True if the text was sent with no error</returns>
public bool SendText(string text)
{
int maxLength = handler.GetMaxChatMessageLength();
if (text.Length > maxLength) //Message is too long?
{
if (text[0] == '/')
{
//Send the first 100/256 chars of the command
text = text.Substring(0, maxLength);
return handler.SendChatMessage(text);
}
else
{
//Send the message splitted into several messages
while (text.Length > maxLength)
{
handler.SendChatMessage(text.Substring(0, maxLength));
text = text.Substring(maxLength, text.Length - maxLength);
if (Settings.splitMessageDelay.TotalSeconds > 0)
Thread.Sleep(Settings.splitMessageDelay);
}
return handler.SendChatMessage(text);
}
}
else return handler.SendChatMessage(text);
}
/// <summary>
/// Allow to respawn after death
/// </summary>
/// <returns>True if packet successfully sent</returns>
public bool SendRespawnPacket()
{
return handler.SendRespawnPacket();
}
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/// <summary>
/// Triggered when a new player joins the game
/// </summary>
/// <param name="uuid">UUID of the player</param>
/// <param name="name">Name of the player</param>
public void OnPlayerJoin(Guid uuid, string name)
{
//Ignore placeholders eg 0000tab# from TabListPlus
if (!ChatBot.IsValidName(name))
return;
lock (onlinePlayers)
{
onlinePlayers[uuid] = name;
}
}
/// <summary>
/// Triggered when a player has left the game
/// </summary>
/// <param name="uuid">UUID of the player</param>
public void OnPlayerLeave(Guid uuid)
{
lock (onlinePlayers)
{
onlinePlayers.Remove(uuid);
}
}
/// <summary>
/// Get a set of online player names
/// </summary>
/// <returns>Online player names</returns>
public string[] GetOnlinePlayers()
{
lock (onlinePlayers)
{
return onlinePlayers.Values.Distinct().ToArray();
}
}
/// <summary>
/// Get a dictionary of online player names and their corresponding UUID
/// </summary>
/// <returns>
/// dictionary of online player whereby
/// UUID represents the key
/// playername represents the value</returns>
public Dictionary<string, string> GetOnlinePlayersWithUUID()
{
Dictionary<string, string> uuid2Player = new Dictionary<string, string>();
lock (onlinePlayers)
{
foreach (Guid key in onlinePlayers.Keys)
{
uuid2Player.Add(key.ToString(), onlinePlayers[key]);
}
}
return uuid2Player;
}
/// <summary>
/// Registers the given plugin channel for the given bot.
/// </summary>
/// <param name="channel">The channel to register.</param>
/// <param name="bot">The bot to register the channel for.</param>
public void RegisterPluginChannel(string channel, ChatBot bot)
{
if (registeredBotPluginChannels.ContainsKey(channel))
{
registeredBotPluginChannels[channel].Add(bot);
}
else
{
List<ChatBot> bots = new List<ChatBot>();
bots.Add(bot);
registeredBotPluginChannels[channel] = bots;
SendPluginChannelMessage("REGISTER", Encoding.UTF8.GetBytes(channel), true);
}
}
/// <summary>
/// Unregisters the given plugin channel for the given bot.
/// </summary>
/// <param name="channel">The channel to unregister.</param>
/// <param name="bot">The bot to unregister the channel for.</param>
public void UnregisterPluginChannel(string channel, ChatBot bot)
{
if (registeredBotPluginChannels.ContainsKey(channel))
{
List<ChatBot> registeredBots = registeredBotPluginChannels[channel];
registeredBots.RemoveAll(item => object.ReferenceEquals(item, bot));
if (registeredBots.Count == 0)
{
registeredBotPluginChannels.Remove(channel);
SendPluginChannelMessage("UNREGISTER", Encoding.UTF8.GetBytes(channel), true);
}
}
}
/// <summary>
/// Sends a plugin channel packet to the server. See http://wiki.vg/Plugin_channel for more information
/// about plugin channels.
/// </summary>
/// <param name="channel">The channel to send the packet on.</param>
/// <param name="data">The payload for the packet.</param>
/// <param name="sendEvenIfNotRegistered">Whether the packet should be sent even if the server or the client hasn't registered it yet.</param>
/// <returns>Whether the packet was sent: true if it was sent, false if there was a connection error or it wasn't registered.</returns>
public bool SendPluginChannelMessage(string channel, byte[] data, bool sendEvenIfNotRegistered = false)
{
if (!sendEvenIfNotRegistered)
{
if (!registeredBotPluginChannels.ContainsKey(channel))
{
return false;
}
if (!registeredServerPluginChannels.Contains(channel))
{
return false;
}
}
return handler.SendPluginChannelPacket(channel, data);
}
/// <summary>
/// Called when a plugin channel message was sent from the server.
/// </summary>
/// <param name="channel">The channel the message was sent on</param>
/// <param name="data">The data from the channel</param>
public void OnPluginChannelMessage(string channel, byte[] data)
{
if (channel == "REGISTER")
{
string[] channels = Encoding.UTF8.GetString(data).Split('\0');
foreach (string chan in channels)
{
if (!registeredServerPluginChannels.Contains(chan))
{
registeredServerPluginChannels.Add(chan);
}
}
}
if (channel == "UNREGISTER")
{
string[] channels = Encoding.UTF8.GetString(data).Split('\0');
foreach (string chan in channels)
{
registeredServerPluginChannels.Remove(chan);
}
}
if (registeredBotPluginChannels.ContainsKey(channel))
{
foreach (ChatBot bot in registeredBotPluginChannels[channel])
{
bot.OnPluginMessage(channel, data);
}
}
}
}
}