using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using MinecraftClient.Mapping;
namespace MinecraftClient.Protocol
{
///
/// Interface for the MinecraftCom Handler.
/// It defines some callbacks that the MinecraftCom handler must have.
/// It allows the protocol handler to abstract from the other parts of the program.
///
public interface IMinecraftComHandler
{
/* The MinecraftCom Handler must
* provide these getters */
int GetServerPort();
string GetServerHost();
string GetUsername();
string GetUserUUID();
string GetSessionID();
string[] GetOnlinePlayers();
Location GetCurrentLocation();
World GetWorld();
///
/// Called when a server was successfully joined
///
void OnGameJoined();
///
/// This method is called when the protocol handler receives a chat message
///
void OnTextReceived(string text);
///
/// This method is called when a new player joins the game
///
/// UUID of the player
/// Name of the player
void OnPlayerJoin(Guid uuid, string name);
///
/// This method is called when a player has left the game
///
/// UUID of the player
void OnPlayerLeave(Guid uuid);
///
/// Called when the server sets the new location for the player
///
/// New location of the player
void UpdateLocation(Location location);
///
/// This method is called when the connection has been lost
///
void OnConnectionLost(ChatBot.DisconnectReason reason, string message);
///
/// Called ~10 times per second (10 ticks per second)
/// Useful for updating bots in other parts of the program
///
void OnUpdate();
///
/// Registers the given plugin channel for the given bot.
///
/// The channel to register.
/// The bot to register the channel for.
void RegisterPluginChannel(string channel, ChatBot bot);
///
/// Unregisters the given plugin channel for the given bot.
///
/// The channel to unregister.
/// The bot to unregister the channel for.
void UnregisterPluginChannel(string channel, ChatBot bot);
///
/// Sends a plugin channel packet to the server.
/// See http://wiki.vg/Plugin_channel for more information about plugin channels.
///
/// The channel to send the packet on.
/// The payload for the packet.
/// Whether the packet should be sent even if the server or the client hasn't registered it yet.
/// Whether the packet was sent: true if it was sent, false if there was a connection error or it wasn't registered.
bool SendPluginChannelMessage(string channel, byte[] data, bool sendEvenIfNotRegistered = false);
///
/// Called when a plugin channel message was sent from the server.
///
/// The channel the message was sent on
/// The data from the channel
void OnPluginChannelMessage(string channel, byte[] data);
}
}