Add support for creating replay mod capture files (#1246)

* Add test replay handler
* Fix incorrect built raw packet
* Fix incorrect built raw packet
* Add filter
* Add not working zip lib
* Add dotNetZip lib and complete basic function
* Update ReplayHandler.cs
* Complete Replay handler
Without client player handling
* Complete replay mod
- New ChatBot OnNetworkPacket event
* Add auto-backup and command for Replay Mod
* Add ReplayMod description to readme
* Small naming changes, fix compile error on .NET4.0
* ReplayHandler slight optimizations
Use Path.Combine to automatically use Windows '\' or Linux '/'
Move re-usable common parts outside the Replay handler
Small optimizations in building JSON strings
Co-authored-by: ORelio <oreliogitantispam.l0gin@spamgourmet.com>
This commit is contained in:
ReinforceZwei 2020-09-07 03:51:42 +08:00 committed by GitHub
parent cd1badb9d6
commit 7e20e409a8
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GPG key ID: 4AEE18F83AFDEB23
47 changed files with 32732 additions and 21 deletions

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@ -33,8 +33,23 @@ namespace MinecraftClient.Protocol
bool SetInventoryEnabled(bool enabled);
bool GetEntityHandlingEnabled();
bool SetEntityHandlingEnabled(bool enabled);
bool GetNetworkPacketCaptureEnabled();
void SetNetworkPacketCaptureEnabled(bool enabled);
int GetProtocolVersion();
Container GetInventory(int inventoryID);
/// <summary>
/// Called when a network packet received or sent
/// </summary>
/// <remarks>
/// Only called if <see cref="McClient.networkPacketEventEnabled"/> is set to True
/// </remarks>
/// <param name="packetID">Packet ID</param>
/// <param name="packetData">A copy of Packet Data</param>
/// <param name="isLogin">The packet is login phase or playing phase</param>
/// <param name="isInbound">The packet is received from server or sent by client</param>
void OnNetworkPacket(int packetID, List<byte> packetData, bool isLogin, bool isInbound);
/// <summary>
/// Called when a server was successfully joined
/// </summary>