Minecraft-Console-Client/MinecraftClient/McClient.cs
2022-10-12 19:51:01 +02:00

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using MinecraftClient.ChatBots;
using MinecraftClient.Inventory;
using MinecraftClient.Logger;
using MinecraftClient.Mapping;
using MinecraftClient.Protocol;
using MinecraftClient.Protocol.Handlers.Forge;
using MinecraftClient.Protocol.Keys;
using MinecraftClient.Protocol.Message;
using MinecraftClient.Protocol.Session;
using MinecraftClient.Proxy;
using static MinecraftClient.Settings;
namespace MinecraftClient
{
/// <summary>
/// The main client class, used to connect to a Minecraft server.
/// </summary>
public class McClient : IMinecraftComHandler
{
public static int ReconnectionAttemptsLeft = 0;
private static readonly List<string> cmd_names = new();
private static readonly Dictionary<string, Command> cmds = new();
private readonly Dictionary<Guid, PlayerInfo> onlinePlayers = new();
private static bool commandsLoaded = false;
private readonly Queue<string> chatQueue = new();
private static DateTime nextMessageSendTime = DateTime.MinValue;
private readonly Queue<Action> threadTasks = new();
private readonly object threadTasksLock = new();
private readonly List<ChatBot> bots = new();
private static readonly List<ChatBot> botsOnHold = new();
private static readonly Dictionary<int, Container> inventories = new();
private readonly Dictionary<string, List<ChatBot>> registeredBotPluginChannels = new();
private readonly List<string> registeredServerPluginChannels = new();
private bool terrainAndMovementsEnabled;
private bool terrainAndMovementsRequested = false;
private bool inventoryHandlingEnabled;
private bool inventoryHandlingRequested = false;
private bool entityHandlingEnabled;
private readonly object locationLock = new();
private bool locationReceived = false;
private readonly World world = new();
private Queue<Location>? steps;
private Queue<Location>? path;
private Location location;
private float? _yaw; // Used for calculation ONLY!!! Doesn't reflect the client yaw
private float? _pitch; // Used for calculation ONLY!!! Doesn't reflect the client pitch
private float playerYaw;
private float playerPitch;
private double motionY;
public enum MovementType { Sneak, Walk, Sprint }
private int sequenceId; // User for player block synchronization (Aka. digging, placing blocks, etc..)
private readonly string host;
private readonly int port;
private readonly int protocolversion;
private readonly string username;
private Guid uuid;
private string uuidStr;
private readonly string sessionid;
private readonly PlayerKeyPair? playerKeyPair;
private DateTime lastKeepAlive;
private readonly object lastKeepAliveLock = new();
private int respawnTicks = 0;
private int gamemode = 0;
private bool isSupportPreviewsChat;
private int playerEntityID;
// player health and hunger
private float playerHealth;
private int playerFoodSaturation;
private int playerLevel;
private int playerTotalExperience;
private byte CurrentSlot = 0;
// Entity handling
private readonly Dictionary<int, Entity> entities = new();
// server TPS
private long lastAge = 0;
private DateTime lastTime;
private double serverTPS = 0;
private double averageTPS = 20;
private const int maxSamples = 5;
private readonly List<double> tpsSamples = new(maxSamples);
private double sampleSum = 0;
// ChatBot OnNetworkPacket event
private bool networkPacketCaptureEnabled = false;
public int GetServerPort() { return port; }
public string GetServerHost() { return host; }
public string GetUsername() { return username; }
public Guid GetUserUuid() { return uuid; }
public string GetUserUuidStr() { return uuidStr; }
public string GetSessionID() { return sessionid; }
public Location GetCurrentLocation() { return location; }
public float GetYaw() { return playerYaw; }
public int GetSequenceId() { return sequenceId; }
public float GetPitch() { return playerPitch; }
public World GetWorld() { return world; }
public double GetServerTPS() { return averageTPS; }
public bool GetIsSupportPreviewsChat() { return isSupportPreviewsChat; }
public float GetHealth() { return playerHealth; }
public int GetSaturation() { return playerFoodSaturation; }
public int GetLevel() { return playerLevel; }
public int GetTotalExperience() { return playerTotalExperience; }
public byte GetCurrentSlot() { return CurrentSlot; }
public int GetGamemode() { return gamemode; }
public bool GetNetworkPacketCaptureEnabled() { return networkPacketCaptureEnabled; }
public int GetProtocolVersion() { return protocolversion; }
public ILogger GetLogger() { return Log; }
public int GetPlayerEntityID() { return playerEntityID; }
public List<ChatBot> GetLoadedChatBots() { return new List<ChatBot>(bots); }
readonly TcpClient client;
readonly IMinecraftCom handler;
CancellationTokenSource? cmdprompt = null;
Tuple<Thread, CancellationTokenSource>? timeoutdetector = null;
public ILogger Log;
/// <summary>
/// Starts the main chat client, wich will login to the server using the MinecraftCom class.
/// </summary>
/// <param name="session">A valid session obtained with MinecraftCom.GetLogin()</param>
/// <param name="playerKeyPair">Key for message signing</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="forgeInfo">ForgeInfo item stating that Forge is enabled</param>
public McClient(SessionToken session, PlayerKeyPair? playerKeyPair, string server_ip, ushort port, int protocolversion, ForgeInfo? forgeInfo)
{
terrainAndMovementsEnabled = Config.Main.Advanced.TerrainAndMovements;
inventoryHandlingEnabled = Config.Main.Advanced.InventoryHandling;
entityHandlingEnabled = Config.Main.Advanced.EntityHandling;
sessionid = session.ID;
if (!Guid.TryParse(session.PlayerID, out uuid))
uuid = Guid.Empty;
uuidStr = session.PlayerID;
username = session.PlayerName;
host = server_ip;
this.port = port;
this.protocolversion = protocolversion;
this.playerKeyPair = playerKeyPair;
Log = Settings.Config.Logging.LogToFile
? new FileLogLogger(Config.AppVar.ExpandVars(Settings.Config.Logging.LogFile), Settings.Config.Logging.PrependTimestamp)
: new FilteredLogger();
Log.DebugEnabled = Config.Logging.DebugMessages;
Log.InfoEnabled = Config.Logging.InfoMessages;
Log.ChatEnabled = Config.Logging.ChatMessages;
Log.WarnEnabled = Config.Logging.WarningMessages;
Log.ErrorEnabled = Config.Logging.ErrorMessages;
/* Load commands from Commands namespace */
LoadCommands();
if (botsOnHold.Count == 0)
RegisterBots();
try
{
client = ProxyHandler.NewTcpClient(host, port);
client.ReceiveBufferSize = 1024 * 1024;
client.ReceiveTimeout = Config.Main.Advanced.TcpTimeout * 1000; // Default: 30 seconds
handler = Protocol.ProtocolHandler.GetProtocolHandler(client, protocolversion, forgeInfo, this);
Log.Info(Translations.Get("mcc.version_supported"));
timeoutdetector = new(new Thread(new ParameterizedThreadStart(TimeoutDetector)), new CancellationTokenSource());
timeoutdetector.Item1.Name = "MCC Connection timeout detector";
timeoutdetector.Item1.Start(timeoutdetector.Item2.Token);
try
{
if (handler.Login(this.playerKeyPair, session))
{
foreach (ChatBot bot in botsOnHold)
BotLoad(bot, false);
botsOnHold.Clear();
Log.Info(Translations.Get("mcc.joined", Config.Main.Advanced.InternalCmdChar.ToLogString()));
cmdprompt = new CancellationTokenSource();
ConsoleInteractive.ConsoleReader.BeginReadThread(cmdprompt);
ConsoleInteractive.ConsoleReader.MessageReceived += ConsoleReaderOnMessageReceived;
ConsoleInteractive.ConsoleReader.OnKeyInput += ConsoleIO.AutocompleteHandler;
}
else
{
Log.Error(Translations.Get("error.login_failed"));
goto Retry;
}
}
catch (Exception e)
{
Log.Error(e.GetType().Name + ": " + e.Message);
Log.Error(Translations.Get("error.join"));
goto Retry;
}
}
catch (SocketException e)
{
Log.Error(e.Message);
Log.Error(Translations.Get("error.connect"));
goto Retry;
}
return;
Retry:
if (timeoutdetector != null)
{
timeoutdetector.Item2.Cancel();
timeoutdetector = null;
}
if (ReconnectionAttemptsLeft > 0)
{
Log.Info(Translations.Get("mcc.reconnect", ReconnectionAttemptsLeft));
Thread.Sleep(5000);
ReconnectionAttemptsLeft--;
Program.Restart();
}
else if (InternalConfig.InteractiveMode)
{
ConsoleInteractive.ConsoleReader.StopReadThread();
ConsoleInteractive.ConsoleReader.MessageReceived -= ConsoleReaderOnMessageReceived;
ConsoleInteractive.ConsoleReader.OnKeyInput -= ConsoleIO.AutocompleteHandler;
Program.HandleFailure();
}
throw new Exception("Initialization failed.");
}
/// <summary>
/// Register bots
/// </summary>
private void RegisterBots(bool reload = false)
{
if (Config.ChatBot.Alerts.Enabled) { BotLoad(new Alerts()); }
if (Config.ChatBot.AntiAFK.Enabled) { BotLoad(new AntiAFK()); }
if (Config.ChatBot.AutoAttack.Enabled) { BotLoad(new AutoAttack()); }
if (Config.ChatBot.AutoCraft.Enabled) { BotLoad(new AutoCraft()); }
if (Config.ChatBot.AutoDig.Enabled) { BotLoad(new AutoDig()); }
if (Config.ChatBot.AutoDrop.Enabled) { BotLoad(new AutoDrop()); }
if (Config.ChatBot.AutoEat.Enabled) { BotLoad(new AutoEat()); }
if (Config.ChatBot.AutoFishing.Enabled) { BotLoad(new AutoFishing()); }
if (Config.ChatBot.AutoRelog.Enabled) { BotLoad(new AutoRelog()); }
if (Config.ChatBot.AutoRespond.Enabled) { BotLoad(new AutoRespond()); }
if (Config.ChatBot.ChatLog.Enabled) { BotLoad(new ChatLog()); }
if (Config.ChatBot.FollowPlayer.Enabled) { BotLoad(new FollowPlayer()); }
if (Config.ChatBot.HangmanGame.Enabled) { BotLoad(new HangmanGame()); }
if (Config.ChatBot.Mailer.Enabled) { BotLoad(new Mailer()); }
if (Config.ChatBot.Map.Enabled) { BotLoad(new Map()); }
if (Config.ChatBot.PlayerListLogger.Enabled) { BotLoad(new PlayerListLogger()); }
if (Config.ChatBot.RemoteControl.Enabled) { BotLoad(new RemoteControl()); }
if (Config.ChatBot.ReplayCapture.Enabled && reload) { BotLoad(new ReplayCapture()); }
if (Config.ChatBot.ScriptScheduler.Enabled) { BotLoad(new ScriptScheduler()); }
//Add your ChatBot here by uncommenting and adapting
//BotLoad(new ChatBots.YourBot());
}
/// <summary>
/// Retrieve messages from the queue and send.
/// Note: requires external locking.
/// </summary>
private void TrySendMessageToServer()
{
while (chatQueue.Count > 0 && nextMessageSendTime < DateTime.Now)
{
string text = chatQueue.Dequeue();
handler.SendChatMessage(text, playerKeyPair);
nextMessageSendTime = DateTime.Now + TimeSpan.FromSeconds(Config.Main.Advanced.MessageCooldown);
}
}
/// <summary>
/// Called ~10 times per second by the protocol handler
/// </summary>
public void OnUpdate()
{
foreach (ChatBot bot in bots.ToArray())
{
try
{
bot.Update();
bot.UpdateInternal();
}
catch (Exception e)
{
if (e is not ThreadAbortException)
Log.Warn("Update: Got error from " + bot.ToString() + ": " + e.ToString());
else
throw; //ThreadAbortException should not be caught
}
}
lock (chatQueue)
{
TrySendMessageToServer();
}
if (terrainAndMovementsEnabled && locationReceived)
{
lock (locationLock)
{
for (int i = 0; i < Config.Main.Advanced.MovementSpeed; i++) //Needs to run at 20 tps; MCC runs at 10 tps
{
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);
if (Config.Main.Advanced.MoveHeadWhileWalking) // Disable head movements to avoid anti-cheat triggers
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);
}
}
playerYaw = _yaw == null ? playerYaw : _yaw.Value;
playerPitch = _pitch == null ? playerPitch : _pitch.Value;
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)
_yaw = null;
_pitch = null;
}
}
if (Config.Main.Advanced.AutoRespawn && respawnTicks > 0)
{
respawnTicks--;
if (respawnTicks == 0)
SendRespawnPacket();
}
lock (threadTasksLock)
{
while (threadTasks.Count > 0)
{
Action taskToRun = threadTasks.Dequeue();
taskToRun();
}
}
}
#region Connection Lost and Disconnect from Server
/// <summary>
/// Periodically checks for server keepalives and consider that connection has been lost if the last received keepalive is too old.
/// </summary>
private void TimeoutDetector(object? o)
{
UpdateKeepAlive();
do
{
Thread.Sleep(TimeSpan.FromSeconds(15));
if (((CancellationToken)o!).IsCancellationRequested)
return;
lock (lastKeepAliveLock)
{
if (lastKeepAlive.AddSeconds(Config.Main.Advanced.TcpTimeout) < DateTime.Now)
{
if (((CancellationToken)o!).IsCancellationRequested)
return;
OnConnectionLost(ChatBot.DisconnectReason.ConnectionLost, Translations.Get("error.timeout"));
return;
}
}
}
while (!((CancellationToken)o!).IsCancellationRequested);
}
/// <summary>
/// Update last keep alive to current time
/// </summary>
private void UpdateKeepAlive()
{
lock (lastKeepAliveLock)
{
lastKeepAlive = DateTime.Now;
}
}
/// <summary>
/// Disconnect the client from the server (initiated from MCC)
/// </summary>
public void Disconnect()
{
DispatchBotEvent(bot => bot.OnDisconnect(ChatBot.DisconnectReason.UserLogout, ""));
botsOnHold.Clear();
botsOnHold.AddRange(bots);
if (handler != null)
{
handler.Disconnect();
handler.Dispose();
}
if (cmdprompt != null)
{
cmdprompt.Cancel();
cmdprompt = null;
}
if (timeoutdetector != null)
{
timeoutdetector.Item2.Cancel();
timeoutdetector = null;
}
if (client != null)
client.Close();
}
/// <summary>
/// When connection has been lost, login was denied or played was kicked from the server
/// </summary>
public void OnConnectionLost(ChatBot.DisconnectReason reason, string message)
{
handler.Dispose();
world.Clear();
if (timeoutdetector != null)
{
if (timeoutdetector != null && Thread.CurrentThread != timeoutdetector.Item1)
timeoutdetector.Item2.Cancel();
timeoutdetector = null;
}
bool will_restart = false;
switch (reason)
{
case ChatBot.DisconnectReason.ConnectionLost:
message = Translations.Get("mcc.disconnect.lost");
Log.Info(message);
break;
case ChatBot.DisconnectReason.InGameKick:
Log.Info(Translations.Get("mcc.disconnect.server"));
Log.Info(message);
break;
case ChatBot.DisconnectReason.LoginRejected:
Log.Info(Translations.Get("mcc.disconnect.login"));
Log.Info(message);
break;
case ChatBot.DisconnectReason.UserLogout:
throw new InvalidOperationException(Translations.Get("exception.user_logout"));
}
//Process AutoRelog last to make sure other bots can perform their cleanup tasks first (issue #1517)
List<ChatBot> onDisconnectBotList = bots.Where(bot => bot is not AutoRelog).ToList();
onDisconnectBotList.AddRange(bots.Where(bot => bot is AutoRelog));
foreach (ChatBot bot in onDisconnectBotList)
{
try
{
will_restart |= bot.OnDisconnect(reason, message);
}
catch (Exception e)
{
if (e is not ThreadAbortException)
{
Log.Warn("OnDisconnect: Got error from " + bot.ToString() + ": " + e.ToString());
}
else throw; //ThreadAbortException should not be caught
}
}
if (!will_restart)
{
ConsoleInteractive.ConsoleReader.StopReadThread();
ConsoleInteractive.ConsoleReader.MessageReceived -= ConsoleReaderOnMessageReceived;
ConsoleInteractive.ConsoleReader.OnKeyInput -= ConsoleIO.AutocompleteHandler;
Program.HandleFailure();
}
}
#endregion
#region Command prompt and internal MCC commands
private void ConsoleReaderOnMessageReceived(object? sender, string e)
{
if (client.Client == null)
return;
if (client.Client.Connected)
{
new Thread(() =>
{
InvokeOnMainThread(() => HandleCommandPromptText(e));
}).Start();
}
else
return;
}
/// <summary>
/// Allows the user to send chat messages, commands, and leave the server.
/// Process text from the MCC command prompt on the main thread.
/// </summary>
private void HandleCommandPromptText(string text)
{
if (ConsoleIO.BasicIO && text.Length > 0 && text[0] == (char)0x00)
{
//Process a request from the GUI
string[] command = text[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 ConsoleIO.WriteLine((char)0x00 + "autocomplete" + (char)0x00);
break;
}
}
else
{
text = text.Trim();
if (text.Length > 0)
{
if (Config.Main.Advanced.InternalCmdChar.ToChar() == ' ' || text[0] == Config.Main.Advanced.InternalCmdChar.ToChar())
{
string? response_msg = "";
string command = Config.Main.Advanced.InternalCmdChar.ToChar() == ' ' ? text : text[1..];
if (!PerformInternalCommand(Config.AppVar.ExpandVars(command), ref response_msg, Settings.Config.AppVar.GetVariables()) && Config.Main.Advanced.InternalCmdChar.ToChar() == '/')
{
SendText(text);
}
else if (!String.IsNullOrEmpty(response_msg))
{
Log.Info(response_msg);
}
}
else SendText(text);
}
}
}
/// <summary>
/// Register a custom console command
/// </summary>
/// <param name="cmdName">Name of the command</param>
/// <param name="cmdDesc">Description/usage of the command</param>
/// <param name="callback">Method for handling the command</param>
/// <returns>True if successfully registered</returns>
public bool RegisterCommand(string cmdName, string cmdDesc, string cmdUsage, ChatBot.CommandRunner callback)
{
if (cmds.ContainsKey(cmdName.ToLower()))
{
return false;
}
else
{
Command cmd = new ChatBot.ChatBotCommand(cmdName, cmdDesc, cmdUsage, callback);
cmds.Add(cmdName.ToLower(), cmd);
cmd_names.Add(cmdName.ToLower());
return true;
}
}
/// <summary>
/// Unregister a console command
/// </summary>
/// <remarks>
/// There is no check for the command is registered by above method or is embedded command.
/// Which mean this can unload any command
/// </remarks>
/// <param name="cmdName">The name of command to be unregistered</param>
/// <returns></returns>
public bool UnregisterCommand(string cmdName)
{
if (cmds.ContainsKey(cmdName.ToLower()))
{
cmds.Remove(cmdName.ToLower());
cmd_names.Remove(cmdName.ToLower());
return true;
}
else return false;
}
/// <summary>
/// Perform an internal MCC command (not a server command, use SendText() instead for that!)
/// </summary>
/// <param name="command">The command</param>
/// <param name="response_msg">May contain a confirmation or error message after processing the command, or "" otherwise.</param>
/// <param name="localVars">Local variables passed along with the command</param>
/// <returns>TRUE if the command was indeed an internal MCC command</returns>
public bool PerformInternalCommand(string command, ref string? response_msg, Dictionary<string, object>? localVars = null)
{
/* 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 = Translations.Get("icmd.help");
}
else if (cmds.ContainsKey(help_cmdname))
{
response_msg = cmds[help_cmdname].GetCmdDescTranslated();
}
else response_msg = Translations.Get("icmd.unknown", command_name);
}
else response_msg = Translations.Get("icmd.list", String.Join(", ", cmd_names.ToArray()), Config.Main.Advanced.InternalCmdChar.ToChar());
}
else if (cmds.ContainsKey(command_name))
{
response_msg = cmds[command_name].Run(this, command, localVars);
foreach (ChatBot bot in bots.ToArray())
{
try
{
bot.OnInternalCommand(command_name, string.Join(" ", Command.GetArgs(command)), response_msg);
}
catch (Exception e)
{
if (e is not ThreadAbortException)
{
Log.Warn(Translations.Get("icmd.error", bot.ToString() ?? string.Empty, e.ToString()));
}
else throw; //ThreadAbortException should not be caught
}
}
}
else
{
response_msg = Translations.Get("icmd.unknown", command_name);
return false;
}
return true;
}
public void LoadCommands()
{
/* Load commands from the 'Commands' namespace */
if (!commandsLoaded)
{
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[Settings.ToLowerIfNeed(cmd.CmdName)] = cmd;
cmd_names.Add(Settings.ToLowerIfNeed(cmd.CmdName));
foreach (string alias in cmd.GetCMDAliases())
cmds[Settings.ToLowerIfNeed(alias)] = cmd;
}
catch (Exception e)
{
Log.Warn(e.Message);
}
}
}
commandsLoaded = true;
}
}
/// <summary>
/// Reload settings and bots
/// </summary>
/// <param name="hard">Marks if bots need to be hard reloaded</param>
public void ReloadSettings()
{
Program.ReloadSettings();
ReloadBots();
}
/// <summary>
/// Reload loaded bots (Only builtin bots)
/// </summary>
public void ReloadBots()
{
UnloadAllBots();
RegisterBots(true);
if (client.Client.Connected)
bots.ForEach(bot => bot.AfterGameJoined());
}
/// <summary>
/// Unload All Bots
/// </summary>
public void UnloadAllBots()
{
foreach (ChatBot bot in GetLoadedChatBots())
BotUnLoad(bot);
}
#endregion
#region Thread-Invoke: Cross-thread method calls
/// <summary>
/// Invoke a task on the main thread, wait for completion and retrieve return value.
/// </summary>
/// <param name="task">Task to run with any type or return value</param>
/// <returns>Any result returned from task, result type is inferred from the task</returns>
/// <example>bool result = InvokeOnMainThread(methodThatReturnsAbool);</example>
/// <example>bool result = InvokeOnMainThread(() => methodThatReturnsAbool(argument));</example>
/// <example>int result = InvokeOnMainThread(() => { yourCode(); return 42; });</example>
/// <typeparam name="T">Type of the return value</typeparam>
public T InvokeOnMainThread<T>(Func<T> task)
{
if (!InvokeRequired)
{
return task();
}
else
{
TaskWithResult<T> taskWithResult = new(task);
lock (threadTasksLock)
{
threadTasks.Enqueue(taskWithResult.ExecuteSynchronously);
}
return taskWithResult.WaitGetResult();
}
}
/// <summary>
/// Invoke a task on the main thread and wait for completion
/// </summary>
/// <param name="task">Task to run without return value</param>
/// <example>InvokeOnMainThread(methodThatReturnsNothing);</example>
/// <example>InvokeOnMainThread(() => methodThatReturnsNothing(argument));</example>
/// <example>InvokeOnMainThread(() => { yourCode(); });</example>
public void InvokeOnMainThread(Action task)
{
InvokeOnMainThread(() => { task(); return true; });
}
/// <summary>
/// Clear all tasks
/// </summary>
public void ClearTasks()
{
lock (threadTasksLock)
{
threadTasks.Clear();
}
}
/// <summary>
/// Check if running on a different thread and InvokeOnMainThread is required
/// </summary>
/// <returns>True if calling thread is not the main thread</returns>
public bool InvokeRequired
{
get
{
int callingThreadId = Environment.CurrentManagedThreadId;
if (handler != null)
{
return handler.GetNetMainThreadId() != callingThreadId;
}
else
{
// net read thread (main thread) not yet ready
return false;
}
}
}
#endregion
#region Management: Load/Unload ChatBots and Enable/Disable settings
/// <summary>
/// Load a new bot
/// </summary>
public void BotLoad(ChatBot b, bool init = true)
{
if (InvokeRequired)
{
InvokeOnMainThread(() => BotLoad(b, init));
return;
}
b.SetHandler(this);
bots.Add(b);
if (init)
DispatchBotEvent(bot => bot.Initialize(), new ChatBot[] { b });
if (handler != null)
DispatchBotEvent(bot => bot.AfterGameJoined(), new ChatBot[] { b });
}
/// <summary>
/// Unload a bot
/// </summary>
public void BotUnLoad(ChatBot b)
{
if (InvokeRequired)
{
InvokeOnMainThread(() => BotUnLoad(b));
return;
}
b.OnUnload();
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()
{
InvokeOnMainThread(bots.Clear);
}
/// <summary>
/// Get Terrain and Movements status.
/// </summary>
public bool GetTerrainEnabled()
{
return terrainAndMovementsEnabled;
}
/// <summary>
/// Get Inventory Handling Mode
/// </summary>
public bool GetInventoryEnabled()
{
return inventoryHandlingEnabled;
}
/// <summary>
/// Get entity handling status
/// </summary>
/// <returns></returns>
/// <remarks>Entity Handling cannot be enabled in runtime (or after joining server)</remarks>
public bool GetEntityHandlingEnabled()
{
return entityHandlingEnabled;
}
/// <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 (InvokeRequired)
return InvokeOnMainThread(() => SetTerrainEnabled(enabled));
if (enabled)
{
if (!terrainAndMovementsEnabled)
{
terrainAndMovementsRequested = true;
return false;
}
}
else
{
terrainAndMovementsEnabled = false;
terrainAndMovementsRequested = false;
locationReceived = false;
world.Clear();
}
return true;
}
/// <summary>
/// Enable or disable Inventories.
/// Please note that Enabling will be deferred until next relog.
/// </summary>
/// <param name="enabled">Enabled</param>
/// <returns>TRUE if the setting was applied immediately, FALSE if delayed.</returns>
public bool SetInventoryEnabled(bool enabled)
{
if (InvokeRequired)
return InvokeOnMainThread(() => SetInventoryEnabled(enabled));
if (enabled)
{
if (!inventoryHandlingEnabled)
{
inventoryHandlingRequested = true;
return false;
}
}
else
{
inventoryHandlingEnabled = false;
inventoryHandlingRequested = false;
inventories.Clear();
}
return true;
}
/// <summary>
/// Enable or disable Entity handling.
/// Please note that Enabling will be deferred until next relog.
/// </summary>
/// <param name="enabled">Enabled</param>
/// <returns>TRUE if the setting was applied immediately, FALSE if delayed.</returns>
public bool SetEntityHandlingEnabled(bool enabled)
{
if (InvokeRequired)
return InvokeOnMainThread(() => SetEntityHandlingEnabled(enabled));
if (!enabled)
{
if (entityHandlingEnabled)
{
entityHandlingEnabled = false;
return true;
}
else
{
return false;
}
}
else
{
// Entity Handling cannot be enabled in runtime (or after joining server)
return false;
}
}
/// <summary>
/// Enable or disable network packet event calling.
/// </summary>
/// <remarks>
/// Enable this may increase memory usage.
/// </remarks>
/// <param name="enabled"></param>
public void SetNetworkPacketCaptureEnabled(bool enabled)
{
if (InvokeRequired)
{
InvokeOnMainThread(() => SetNetworkPacketCaptureEnabled(enabled));
return;
}
networkPacketCaptureEnabled = enabled;
}
#endregion
#region Getters: Retrieve data for use in other methods or ChatBots
/// <summary>
/// Get max length for chat messages
/// </summary>
/// <returns>Max length, in characters</returns>
public int GetMaxChatMessageLength()
{
return handler.GetMaxChatMessageLength();
}
/// <summary>
/// Get a list of disallowed characters in chat
/// </summary>
/// <returns></returns>
public static char[] GetDisallowedChatCharacters()
{
return new char[] { (char)167, (char)127 }; // Minecraft color code and ASCII code DEL
}
/// <summary>
/// Get all inventories. ID 0 is the player inventory.
/// </summary>
/// <returns>All inventories</returns>
public Dictionary<int, Container> GetInventories()
{
return inventories;
}
/// <summary>
/// Get all Entities
/// </summary>
/// <returns>All Entities</returns>
public Dictionary<int, Entity> GetEntities()
{
return entities;
}
/// <summary>
/// Get all players latency
/// </summary>
/// <returns>All players latency</returns>
public Dictionary<string, int> GetPlayersLatency()
{
Dictionary<string, int> playersLatency = new();
foreach (var player in onlinePlayers)
playersLatency.Add(player.Value.Name, player.Value.Ping);
return playersLatency;
}
/// <summary>
/// Get client player's inventory items
/// </summary>
/// <param name="inventoryID">Window ID of the requested inventory</param>
/// <returns> Item Dictionary indexed by Slot ID (Check wiki.vg for slot ID)</returns>
public Container? GetInventory(int inventoryID)
{
if (InvokeRequired)
return InvokeOnMainThread(() => GetInventory(inventoryID));
if (inventories.ContainsKey(inventoryID))
return inventories[inventoryID];
return null;
}
/// <summary>
/// Get client player's inventory items
/// </summary>
/// <returns> Item Dictionary indexed by Slot ID (Check wiki.vg for slot ID)</returns>
public Container GetPlayerInventory()
{
return GetInventory(0)!;
}
/// <summary>
/// Get a set of online player names
/// </summary>
/// <returns>Online player names</returns>
public string[] GetOnlinePlayers()
{
lock (onlinePlayers)
{
string[] playerNames = new string[onlinePlayers.Count];
int idx = 0;
foreach (var player in onlinePlayers)
playerNames[idx++] = player.Value.Name;
return playerNames;
}
}
/// <summary>
/// Get a dictionary of online player names and their corresponding UUID
/// </summary>
/// <returns>Dictionay of online players, key is UUID, value is Player name</returns>
public Dictionary<string, string> GetOnlinePlayersWithUUID()
{
Dictionary<string, string> uuid2Player = new();
lock (onlinePlayers)
{
foreach (Guid key in onlinePlayers.Keys)
{
uuid2Player.Add(key.ToString(), onlinePlayers[key].Name);
}
}
return uuid2Player;
}
/// <summary>
/// Get player info from uuid
/// </summary>
/// <param name="uuid">Player's UUID</param>
/// <returns>Player info</returns>
public PlayerInfo? GetPlayerInfo(Guid uuid)
{
lock (onlinePlayers)
{
if (onlinePlayers.ContainsKey(uuid))
return onlinePlayers[uuid];
else
return null;
}
}
#endregion
#region Action methods: Perform an action on the Server
/// <summary>
/// Move to the specified location
/// </summary>
/// <param name="goal">Location to reach</param>
/// <param name="allowUnsafe">Allow possible but unsafe locations thay may hurt the player: lava, cactus...</param>
/// <param name="allowDirectTeleport">Allow non-vanilla direct teleport instead of computing path, but may cause invalid moves and/or trigger anti-cheat plugins</param>
/// <param name="maxOffset">If no valid path can be found, also allow locations within specified distance of destination</param>
/// <param name="minOffset">Do not get closer of destination than specified distance</param>
/// <param name="timeout">How long to wait until the path is evaluated (default: 5 seconds)</param>
/// <remarks>When location is unreachable, computation will reach timeout, then optionally fallback to a close location within maxOffset</remarks>
/// <returns>True if a path has been found</returns>
public bool MoveTo(Location goal, bool allowUnsafe = false, bool allowDirectTeleport = false, int maxOffset = 0, int minOffset = 0, TimeSpan? timeout = null)
{
lock (locationLock)
{
if (allowDirectTeleport)
{
// 1-step path to the desired location without checking anything
UpdateLocation(goal, goal); // Update yaw and pitch to look at next step
handler.SendLocationUpdate(goal, Movement.IsOnGround(world, goal), _yaw, _pitch);
return true;
}
else
{
// Calculate path through pathfinding. Path contains a list of 1-block movement that will be divided into steps
path = Movement.CalculatePath(world, location, goal, allowUnsafe, maxOffset, minOffset, timeout ?? TimeSpan.FromSeconds(5));
return path != null;
}
}
}
/// <summary>
/// Send a chat message or command to the server
/// </summary>
/// <param name="text">Text to send to the server</param>
public void SendText(string text)
{
if (String.IsNullOrEmpty(text))
return;
int maxLength = handler.GetMaxChatMessageLength();
lock (chatQueue)
{
if (text.Length > maxLength) //Message is too long?
{
if (text[0] == '/')
{
//Send the first 100/256 chars of the command
text = text[..maxLength];
chatQueue.Enqueue(text);
}
else
{
//Split the message into several messages
while (text.Length > maxLength)
{
chatQueue.Enqueue(text[..maxLength]);
text = text[maxLength..];
}
chatQueue.Enqueue(text);
}
}
else
chatQueue.Enqueue(text);
TrySendMessageToServer();
}
}
/// <summary>
/// Allow to respawn after death
/// </summary>
/// <returns>True if packet successfully sent</returns>
public bool SendRespawnPacket()
{
if (InvokeRequired)
return InvokeOnMainThread<bool>(SendRespawnPacket);
return handler.SendRespawnPacket();
}
/// <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 (InvokeRequired)
{
InvokeOnMainThread(() => RegisterPluginChannel(channel, bot));
return;
}
if (registeredBotPluginChannels.ContainsKey(channel))
{
registeredBotPluginChannels[channel].Add(bot);
}
else
{
List<ChatBot> bots = new()
{
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 (InvokeRequired)
{
InvokeOnMainThread(() => UnregisterPluginChannel(channel, bot));
return;
}
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 (InvokeRequired)
return InvokeOnMainThread(() => SendPluginChannelMessage(channel, data, sendEvenIfNotRegistered));
if (!sendEvenIfNotRegistered)
{
if (!registeredBotPluginChannels.ContainsKey(channel))
{
return false;
}
if (!registeredServerPluginChannels.Contains(channel))
{
return false;
}
}
return handler.SendPluginChannelPacket(channel, data);
}
/// <summary>
/// Send the Entity Action packet with the Specified ID
/// </summary>
/// <returns>TRUE if the item was successfully used</returns>
public bool SendEntityAction(EntityActionType entityAction)
{
return InvokeOnMainThread(() => handler.SendEntityAction(playerEntityID, (int)entityAction));
}
/// <summary>
/// Use the item currently in the player's hand
/// </summary>
/// <returns>TRUE if the item was successfully used</returns>
public bool UseItemOnHand()
{
return InvokeOnMainThread(() => handler.SendUseItem(0, sequenceId));
}
/// <summary>
/// Use the item currently in the player's left hand
/// </summary>
/// <returns>TRUE if the item was successfully used</returns>
public bool UseItemOnLeftHand()
{
return InvokeOnMainThread(() => handler.SendUseItem(1, sequenceId));
}
/// <summary>
/// Try to merge a slot
/// </summary>
/// <param name="inventory">The container where the item is located</param>
/// <param name="item">Items to be processed</param>
/// <param name="slotId">The ID of the slot of the item to be processed</param>
/// <param name="curItem">The slot that was put down</param>
/// <param name="curId">The ID of the slot being put down</param>
/// <param name="changedSlots">Record changes</param>
/// <returns>Whether to fully merge</returns>
private static bool TryMergeSlot(Container inventory, Item item, int slotId, Item curItem, int curId, List<Tuple<short, Item?>> changedSlots)
{
int spaceLeft = curItem.Type.StackCount() - curItem.Count;
if (curItem.Type == item!.Type && spaceLeft > 0)
{
// Put item on that stack
if (item.Count <= spaceLeft)
{
// Can fit into the stack
item.Count = 0;
curItem.Count += item.Count;
changedSlots.Add(new Tuple<short, Item?>((short)curId, curItem));
changedSlots.Add(new Tuple<short, Item?>((short)slotId, null));
inventory.Items.Remove(slotId);
return true;
}
else
{
item.Count -= spaceLeft;
curItem.Count += spaceLeft;
changedSlots.Add(new Tuple<short, Item?>((short)curId, curItem));
}
}
return false;
}
/// <summary>
/// Store items in a new slot
/// </summary>
/// <param name="inventory">The container where the item is located</param>
/// <param name="item">Items to be processed</param>
/// <param name="slotId">The ID of the slot of the item to be processed</param>
/// <param name="newSlotId">ID of the new slot</param>
/// <param name="changedSlots">Record changes</param>
private static void StoreInNewSlot(Container inventory, Item item, int slotId, int newSlotId, List<Tuple<short, Item?>> changedSlots)
{
Item newItem = new(item.Type, item.Count, item.NBT);
inventory.Items[newSlotId] = newItem;
inventory.Items.Remove(slotId);
changedSlots.Add(new Tuple<short, Item?>((short)newSlotId, newItem));
changedSlots.Add(new Tuple<short, Item?>((short)slotId, null));
}
/// <summary>
/// Click a slot in the specified window
/// </summary>
/// <returns>TRUE if the slot was successfully clicked</returns>
public bool DoWindowAction(int windowId, int slotId, WindowActionType action)
{
if (InvokeRequired)
return InvokeOnMainThread(() => DoWindowAction(windowId, slotId, action));
Item? item = null;
if (inventories.ContainsKey(windowId) && inventories[windowId].Items.ContainsKey(slotId))
item = inventories[windowId].Items[slotId];
List<Tuple<short, Item?>> changedSlots = new(); // List<Slot ID, Changed Items>
// Update our inventory base on action type
Container inventory = GetInventory(windowId)!;
Container playerInventory = GetInventory(0)!;
if (inventory != null)
{
switch (action)
{
case WindowActionType.LeftClick:
// Check if cursor have item (slot -1)
if (playerInventory.Items.ContainsKey(-1))
{
// When item on cursor and clicking slot 0, nothing will happen
if (slotId == 0) break;
// Check target slot also have item?
if (inventory.Items.ContainsKey(slotId))
{
// Check if both item are the same?
if (inventory.Items[slotId].Type == playerInventory.Items[-1].Type)
{
int maxCount = inventory.Items[slotId].Type.StackCount();
// Check item stacking
if ((inventory.Items[slotId].Count + playerInventory.Items[-1].Count) <= maxCount)
{
// Put cursor item to target
inventory.Items[slotId].Count += playerInventory.Items[-1].Count;
playerInventory.Items.Remove(-1);
}
else
{
// Leave some item on cursor
playerInventory.Items[-1].Count -= (maxCount - inventory.Items[slotId].Count);
inventory.Items[slotId].Count = maxCount;
}
}
else
{
// Swap two items
(inventory.Items[slotId], playerInventory.Items[-1]) = (playerInventory.Items[-1], inventory.Items[slotId]);
}
}
else
{
// Put cursor item to target
inventory.Items[slotId] = playerInventory.Items[-1];
playerInventory.Items.Remove(-1);
}
if (inventory.Items.ContainsKey(slotId))
changedSlots.Add(new Tuple<short, Item?>((short)slotId, inventory.Items[slotId]));
else
changedSlots.Add(new Tuple<short, Item?>((short)slotId, null));
}
else
{
// Check target slot have item?
if (inventory.Items.ContainsKey(slotId))
{
// When taking item from slot 0, server will update us
if (slotId == 0) break;
// Put target slot item to cursor
playerInventory.Items[-1] = inventory.Items[slotId];
inventory.Items.Remove(slotId);
changedSlots.Add(new Tuple<short, Item?>((short)slotId, null));
}
}
break;
case WindowActionType.RightClick:
// Check if cursor have item (slot -1)
if (playerInventory.Items.ContainsKey(-1))
{
// When item on cursor and clicking slot 0, nothing will happen
if (slotId == 0) break;
// Check target slot have item?
if (inventory.Items.ContainsKey(slotId))
{
// Check if both item are the same?
if (inventory.Items[slotId].Type == playerInventory.Items[-1].Type)
{
// Check item stacking
if (inventory.Items[slotId].Count < inventory.Items[slotId].Type.StackCount())
{
// Drop 1 item count from cursor
playerInventory.Items[-1].Count--;
inventory.Items[slotId].Count++;
}
}
else
{
// Swap two items
(inventory.Items[slotId], playerInventory.Items[-1]) = (playerInventory.Items[-1], inventory.Items[slotId]);
}
}
else
{
// Drop 1 item count from cursor
Item itemTmp = playerInventory.Items[-1];
Item itemClone = new(itemTmp.Type, 1, itemTmp.NBT);
inventory.Items[slotId] = itemClone;
playerInventory.Items[-1].Count--;
}
}
else
{
// Check target slot have item?
if (inventory.Items.ContainsKey(slotId))
{
if (slotId == 0)
{
// no matter how many item in slot 0, only 1 will be taken out
// Also server will update us
break;
}
if (inventory.Items[slotId].Count == 1)
{
// Only 1 item count. Put it to cursor
playerInventory.Items[-1] = inventory.Items[slotId];
inventory.Items.Remove(slotId);
}
else
{
// Take half of the item stack to cursor
if (inventory.Items[slotId].Count % 2 == 0)
{
// Can be evenly divided
Item itemTmp = inventory.Items[slotId];
playerInventory.Items[-1] = new Item(itemTmp.Type, itemTmp.Count / 2, itemTmp.NBT);
inventory.Items[slotId].Count = itemTmp.Count / 2;
}
else
{
// Cannot be evenly divided. item count on cursor is always larger than item on inventory
Item itemTmp = inventory.Items[slotId];
playerInventory.Items[-1] = new Item(itemTmp.Type, (itemTmp.Count + 1) / 2, itemTmp.NBT);
inventory.Items[slotId].Count = (itemTmp.Count - 1) / 2;
}
}
}
}
if (inventory.Items.ContainsKey(slotId))
changedSlots.Add(new Tuple<short, Item?>((short)slotId, inventory.Items[slotId]));
else
changedSlots.Add(new Tuple<short, Item?>((short)slotId, null));
break;
case WindowActionType.ShiftClick:
if (slotId == 0) break;
if (item != null)
{
/* Target slot have item */
bool lower2upper = false, upper2backpack = false, backpack2hotbar = false; // mutual exclusion
bool hotbarFirst = true; // Used when upper2backpack = true
int upperStartSlot = 9;
int upperEndSlot = 35;
int lowerStartSlot = 36;
switch (inventory.Type)
{
case ContainerType.PlayerInventory:
if (slotId >= 0 && slotId <= 8 || slotId == 45)
{
if (slotId != 0)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 9;
}
else if (item != null && false /* Check if wearable */)
{
lower2upper = true;
// upperStartSlot = ?;
// upperEndSlot = ?;
// Todo: Distinguish the type of equipment
}
else
{
if (slotId >= 9 && slotId <= 35)
{
backpack2hotbar = true;
lowerStartSlot = 36;
}
else
{
lower2upper = true;
upperStartSlot = 9;
upperEndSlot = 35;
}
}
break;
case ContainerType.Generic_9x1:
if (slotId >= 0 && slotId <= 8)
{
upper2backpack = true;
lowerStartSlot = 9;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 8;
}
break;
case ContainerType.Generic_9x2:
if (slotId >= 0 && slotId <= 17)
{
upper2backpack = true;
lowerStartSlot = 18;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 17;
}
break;
case ContainerType.Generic_9x3:
case ContainerType.ShulkerBox:
if (slotId >= 0 && slotId <= 26)
{
upper2backpack = true;
lowerStartSlot = 27;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 26;
}
break;
case ContainerType.Generic_9x4:
if (slotId >= 0 && slotId <= 35)
{
upper2backpack = true;
lowerStartSlot = 36;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 35;
}
break;
case ContainerType.Generic_9x5:
if (slotId >= 0 && slotId <= 44)
{
upper2backpack = true;
lowerStartSlot = 45;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 44;
}
break;
case ContainerType.Generic_9x6:
if (slotId >= 0 && slotId <= 53)
{
upper2backpack = true;
lowerStartSlot = 54;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 53;
}
break;
case ContainerType.Generic_3x3:
if (slotId >= 0 && slotId <= 8)
{
upper2backpack = true;
lowerStartSlot = 9;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 8;
}
break;
case ContainerType.Anvil:
if (slotId >= 0 && slotId <= 2)
{
if (slotId >= 0 && slotId <= 1)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 3;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 1;
}
break;
case ContainerType.Beacon:
if (slotId == 0)
{
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 1;
}
else if (item != null && item.Count == 1 && (item.Type == ItemType.NetheriteIngot ||
item.Type == ItemType.Emerald || item.Type == ItemType.Diamond || item.Type == ItemType.GoldIngot ||
item.Type == ItemType.IronIngot) && !inventory.Items.ContainsKey(0))
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 0;
}
else
{
if (slotId >= 1 && slotId <= 27)
{
backpack2hotbar = true;
lowerStartSlot = 28;
}
else
{
lower2upper = true;
upperStartSlot = 1;
upperEndSlot = 27;
}
}
break;
case ContainerType.BlastFurnace:
case ContainerType.Furnace:
case ContainerType.Smoker:
if (slotId >= 0 && slotId <= 2)
{
if (slotId >= 0 && slotId <= 1)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 3;
}
else if (item != null && false /* Check if it can be burned */)
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 0;
}
else
{
if (slotId >= 3 && slotId <= 29)
{
backpack2hotbar = true;
lowerStartSlot = 30;
}
else
{
lower2upper = true;
upperStartSlot = 3;
upperEndSlot = 29;
}
}
break;
case ContainerType.BrewingStand:
if (slotId >= 0 && slotId <= 3)
{
upper2backpack = true;
lowerStartSlot = 5;
}
else if (item != null && item.Type == ItemType.BlazePowder)
{
lower2upper = true;
if (!inventory.Items.ContainsKey(4) || inventory.Items[4].Count < 64)
upperStartSlot = upperEndSlot = 4;
else
upperStartSlot = upperEndSlot = 3;
}
else if (item != null && false /* Check if it can be used for alchemy */)
{
lower2upper = true;
upperStartSlot = upperEndSlot = 3;
}
else if (item != null && (item.Type == ItemType.Potion || item.Type == ItemType.GlassBottle))
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 2;
}
else
{
if (slotId >= 5 && slotId <= 31)
{
backpack2hotbar = true;
lowerStartSlot = 32;
}
else
{
lower2upper = true;
upperStartSlot = 5;
upperEndSlot = 31;
}
}
break;
case ContainerType.Crafting:
if (slotId >= 0 && slotId <= 9)
{
if (slotId >= 1 && slotId <= 9)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 10;
}
else
{
lower2upper = true;
upperStartSlot = 1;
upperEndSlot = 9;
}
break;
case ContainerType.Enchantment:
if (slotId >= 0 && slotId <= 1)
{
upper2backpack = true;
lowerStartSlot = 5;
}
else if (item != null && item.Type == ItemType.LapisLazuli)
{
lower2upper = true;
upperStartSlot = upperEndSlot = 1;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 0;
}
break;
case ContainerType.Grindstone:
if (slotId >= 0 && slotId <= 2)
{
if (slotId >= 0 && slotId <= 1)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 3;
}
else if (item != null && false /* Check */)
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 1;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 1;
}
break;
case ContainerType.Hopper:
if (slotId >= 0 && slotId <= 4)
{
upper2backpack = true;
lowerStartSlot = 5;
}
else
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 4;
}
break;
case ContainerType.Lectern:
return false;
// break;
case ContainerType.Loom:
if (slotId >= 0 && slotId <= 3)
{
if (slotId >= 0 && slotId <= 5)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 4;
}
else if (item != null && false /* Check for availability for staining */)
{
lower2upper = true;
// upperStartSlot = ?;
// upperEndSlot = ?;
}
else
{
if (slotId >= 4 && slotId <= 30)
{
backpack2hotbar = true;
lowerStartSlot = 31;
}
else
{
lower2upper = true;
upperStartSlot = 4;
upperEndSlot = 30;
}
}
break;
case ContainerType.Merchant:
if (slotId >= 0 && slotId <= 2)
{
if (slotId >= 0 && slotId <= 1)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 3;
}
else if (item != null && false /* Check if it is available for trading */)
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 1;
}
else
{
if (slotId >= 3 && slotId <= 29)
{
backpack2hotbar = true;
lowerStartSlot = 30;
}
else
{
lower2upper = true;
upperStartSlot = 3;
upperEndSlot = 29;
}
}
break;
case ContainerType.Cartography:
if (slotId >= 0 && slotId <= 2)
{
if (slotId >= 0 && slotId <= 1)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 3;
}
else if (item != null && item.Type == ItemType.FilledMap)
{
lower2upper = true;
upperStartSlot = upperEndSlot = 0;
}
else if (item != null && item.Type == ItemType.Map)
{
lower2upper = true;
upperStartSlot = upperEndSlot = 1;
}
else
{
if (slotId >= 3 && slotId <= 29)
{
backpack2hotbar = true;
lowerStartSlot = 30;
}
else
{
lower2upper = true;
upperStartSlot = 3;
upperEndSlot = 29;
}
}
break;
case ContainerType.Stonecutter:
if (slotId >= 0 && slotId <= 1)
{
if (slotId == 0)
hotbarFirst = false;
upper2backpack = true;
lowerStartSlot = 2;
}
else if (item != null && false /* Check if it is available for stone cutteing */)
{
lower2upper = true;
upperStartSlot = 0;
upperEndSlot = 0;
}
else
{
if (slotId >= 2 && slotId <= 28)
{
backpack2hotbar = true;
lowerStartSlot = 29;
}
else
{
lower2upper = true;
upperStartSlot = 2;
upperEndSlot = 28;
}
}
break;
// TODO: Define more container type here
default:
return false;
}
// Cursor have item or not doesn't matter
// If hotbar already have same item, will put on it first until every stack are full
// If no more same item , will put on the first empty slot (smaller slot id)
// If inventory full, item will not move
int itemCount = inventory.Items[slotId].Count;
if (lower2upper)
{
int firstEmptySlot = -1;
for (int i = upperStartSlot; i <= upperEndSlot; ++i)
{
if (inventory.Items.TryGetValue(i, out Item? curItem))
{
if (TryMergeSlot(inventory, item!, slotId, curItem, i, changedSlots))
break;
}
else if (firstEmptySlot == -1)
firstEmptySlot = i;
}
if (item!.Count > 0)
{
if (firstEmptySlot != -1)
StoreInNewSlot(inventory, item, slotId, firstEmptySlot, changedSlots);
else if (item.Count != itemCount)
changedSlots.Add(new Tuple<short, Item?>((short)slotId, inventory.Items[slotId]));
}
}
else if (upper2backpack)
{
int hotbarEnd = lowerStartSlot + 4 * 9 - 1;
if (hotbarFirst)
{
int lastEmptySlot = -1;
for (int i = hotbarEnd; i >= lowerStartSlot; --i)
{
if (inventory.Items.TryGetValue(i, out Item? curItem))
{
if (TryMergeSlot(inventory, item!, slotId, curItem, i, changedSlots))
break;
}
else if (lastEmptySlot == -1)
lastEmptySlot = i;
}
if (item!.Count > 0)
{
if (lastEmptySlot != -1)
StoreInNewSlot(inventory, item, slotId, lastEmptySlot, changedSlots);
else if (item.Count != itemCount)
changedSlots.Add(new Tuple<short, Item?>((short)slotId, inventory.Items[slotId]));
}
}
else
{
int firstEmptySlot = -1;
for (int i = lowerStartSlot; i <= hotbarEnd; ++i)
{
if (inventory.Items.TryGetValue(i, out Item? curItem))
{
if (TryMergeSlot(inventory, item!, slotId, curItem, i, changedSlots))
break;
}
else if (firstEmptySlot == -1)
firstEmptySlot = i;
}
if (item!.Count > 0)
{
if (firstEmptySlot != -1)
StoreInNewSlot(inventory, item, slotId, firstEmptySlot, changedSlots);
else if (item.Count != itemCount)
changedSlots.Add(new Tuple<short, Item?>((short)slotId, inventory.Items[slotId]));
}
}
}
else if (backpack2hotbar)
{
int hotbarEnd = lowerStartSlot + 1 * 9 - 1;
int firstEmptySlot = -1;
for (int i = lowerStartSlot; i <= hotbarEnd; ++i)
{
if (inventory.Items.TryGetValue(i, out Item? curItem))
{
if (TryMergeSlot(inventory, item!, slotId, curItem, i, changedSlots))
break;
}
else if (firstEmptySlot == -1)
firstEmptySlot = i;
}
if (item!.Count > 0)
{
if (firstEmptySlot != -1)
StoreInNewSlot(inventory, item, slotId, firstEmptySlot, changedSlots);
else if (item.Count != itemCount)
changedSlots.Add(new Tuple<short, Item?>((short)slotId, inventory.Items[slotId]));
}
}
}
break;
case WindowActionType.DropItem:
if (inventory.Items.ContainsKey(slotId))
{
inventory.Items[slotId].Count--;
changedSlots.Add(new Tuple<short, Item?>((short)slotId, inventory.Items[slotId]));
}
if (inventory.Items[slotId].Count <= 0)
{
inventory.Items.Remove(slotId);
changedSlots.Add(new Tuple<short, Item?>((short)slotId, null));
}
break;
case WindowActionType.DropItemStack:
inventory.Items.Remove(slotId);
changedSlots.Add(new Tuple<short, Item?>((short)slotId, null));
break;
}
}
return handler.SendWindowAction(windowId, slotId, action, item, changedSlots, inventories[windowId].StateID);
}
/// <summary>
/// Give Creative Mode items into regular/survival Player Inventory
/// </summary>
/// <remarks>(obviously) requires to be in creative mode</remarks>
/// <param name="slot">Destination inventory slot</param>
/// <param name="itemType">Item type</param>
/// <param name="count">Item count</param>
/// <param name="nbt">Item NBT</param>
/// <returns>TRUE if item given successfully</returns>
public bool DoCreativeGive(int slot, ItemType itemType, int count, Dictionary<string, object>? nbt = null)
{
return InvokeOnMainThread(() => handler.SendCreativeInventoryAction(slot, itemType, count, nbt));
}
/// <summary>
/// Plays animation (Player arm swing)
/// </summary>
/// <param name="animation">0 for left arm, 1 for right arm</param>
/// <returns>TRUE if animation successfully done</returns>
public bool DoAnimation(int animation)
{
return InvokeOnMainThread(() => handler.SendAnimation(animation, playerEntityID));
}
/// <summary>
/// Close the specified inventory window
/// </summary>
/// <param name="windowId">Window ID</param>
/// <returns>TRUE if the window was successfully closed</returns>
/// <remarks>Sending close window for inventory 0 can cause server to update our inventory if there are any item in the crafting area</remarks>
public bool CloseInventory(int windowId)
{
if (InvokeRequired)
return InvokeOnMainThread(() => CloseInventory(windowId));
if (inventories.ContainsKey(windowId))
{
if (windowId != 0)
inventories.Remove(windowId);
return handler.SendCloseWindow(windowId);
}
return false;
}
/// <summary>
/// Clean all inventory
/// </summary>
/// <returns>TRUE if the uccessfully clear</returns>
public bool ClearInventories()
{
if (!inventoryHandlingEnabled)
return false;
if (InvokeRequired)
return InvokeOnMainThread<bool>(ClearInventories);
inventories.Clear();
inventories[0] = new Container(0, ContainerType.PlayerInventory, "Player Inventory");
return true;
}
/// <summary>
/// Interact with an entity
/// </summary>
/// <param name="EntityID"></param>
/// <param name="type">Type of interaction (interact, attack...)</param>
/// <param name="hand">Hand.MainHand or Hand.OffHand</param>
/// <returns>TRUE if interaction succeeded</returns>
public bool InteractEntity(int entityID, InteractType type, Hand hand = Hand.MainHand)
{
if (InvokeRequired)
return InvokeOnMainThread(() => InteractEntity(entityID, type, hand));
if (entities.ContainsKey(entityID))
{
if (type == InteractType.Interact)
{
return handler.SendInteractEntity(entityID, (int)type, (int)hand);
}
else
{
return handler.SendInteractEntity(entityID, (int)type);
}
}
else return false;
}
/// <summary>
/// Place the block at hand in the Minecraft world
/// </summary>
/// <param name="location">Location to place block to</param>
/// <param name="blockFace">Block face (e.g. Direction.Down when clicking on the block below to place this block)</param>
/// <returns>TRUE if successfully placed</returns>
public bool PlaceBlock(Location location, Direction blockFace, Hand hand = Hand.MainHand)
{
return InvokeOnMainThread(() => handler.SendPlayerBlockPlacement((int)hand, location, blockFace, sequenceId));
}
/// <summary>
/// Attempt to dig a block at the specified location
/// </summary>
/// <param name="location">Location of block to dig</param>
/// <param name="swingArms">Also perform the "arm swing" animation</param>
/// <param name="lookAtBlock">Also look at the block before digging</param>
public bool DigBlock(Location location, bool swingArms = true, bool lookAtBlock = true)
{
if (!GetTerrainEnabled())
return false;
if (InvokeRequired)
return InvokeOnMainThread(() => DigBlock(location, swingArms, lookAtBlock));
// TODO select best face from current player location
Direction blockFace = Direction.Down;
// Look at block before attempting to break it
if (lookAtBlock)
UpdateLocation(GetCurrentLocation(), location);
// Send dig start and dig end, will need to wait for server response to know dig result
// See https://wiki.vg/How_to_Write_a_Client#Digging for more details
return handler.SendPlayerDigging(0, location, blockFace, sequenceId)
&& (!swingArms || DoAnimation((int)Hand.MainHand))
&& handler.SendPlayerDigging(2, location, blockFace, sequenceId);
}
/// <summary>
/// Change active slot in the player inventory
/// </summary>
/// <param name="slot">Slot to activate (0 to 8)</param>
/// <returns>TRUE if the slot was changed</returns>
public bool ChangeSlot(short slot)
{
if (slot < 0 || slot > 8)
return false;
if (InvokeRequired)
return InvokeOnMainThread(() => ChangeSlot(slot));
CurrentSlot = Convert.ToByte(slot);
return handler.SendHeldItemChange(slot);
}
/// <summary>
/// Update sign text
/// </summary>
/// <param name="location">sign location</param>
/// <param name="line1">text one</param>
/// <param name="line2">text two</param>
/// <param name="line3">text three</param>
/// <param name="line4">text1 four</param>
public bool UpdateSign(Location location, string line1, string line2, string line3, string line4)
{
// TODO Open sign editor first https://wiki.vg/Protocol#Open_Sign_Editor
return InvokeOnMainThread(() => handler.SendUpdateSign(location, line1, line2, line3, line4));
}
/// <summary>
/// Select villager trade
/// </summary>
/// <param name="selectedSlot">The slot of the trade, starts at 0.</param>
public bool SelectTrade(int selectedSlot)
{
return InvokeOnMainThread(() => handler.SelectTrade(selectedSlot));
}
/// <summary>
/// Update command block
/// </summary>
/// <param name="location">command block location</param>
/// <param name="command">command</param>
/// <param name="mode">command block mode</param>
/// <param name="flags">command block flags</param>
public bool UpdateCommandBlock(Location location, string command, CommandBlockMode mode, CommandBlockFlags flags)
{
return InvokeOnMainThread(() => handler.UpdateCommandBlock(location, command, mode, flags));
}
/// <summary>
/// Teleport to player in spectator mode
/// </summary>
/// <param name="entity">Player to teleport to</param>
/// Teleporting to other entityies is NOT implemented yet
public bool Spectate(Entity entity)
{
if (entity.Type == EntityType.Player)
{
return SpectateByUUID(entity.UUID);
}
else
{
return false;
}
}
/// <summary>
/// Teleport to player/entity in spectator mode
/// </summary>
/// <param name="UUID">UUID of player/entity to teleport to</param>
public bool SpectateByUUID(Guid UUID)
{
if (GetGamemode() == 3)
{
if (InvokeRequired)
return InvokeOnMainThread(() => SpectateByUUID(UUID));
return handler.SendSpectate(UUID);
}
else
{
return false;
}
}
#endregion
#region Event handlers: An event occurs on the Server
/// <summary>
/// Dispatch a ChatBot event with automatic exception handling
/// </summary>
/// <example>
/// Example for calling SomeEvent() on all bots at once:
/// DispatchBotEvent(bot => bot.SomeEvent());
/// </example>
/// <param name="action">Action to execute on each bot</param>
/// <param name="botList">Only fire the event for the specified bot list (default: all bots)</param>
private void DispatchBotEvent(Action<ChatBot> action, IEnumerable<ChatBot>? botList = null)
{
ChatBot[] selectedBots;
if (botList != null)
{
selectedBots = botList.ToArray();
}
else
{
selectedBots = bots.ToArray();
}
foreach (ChatBot bot in selectedBots)
{
try
{
action(bot);
}
catch (Exception e)
{
if (e is not ThreadAbortException)
{
//Retrieve parent method name to determine which event caused the exception
System.Diagnostics.StackFrame frame = new(1);
System.Reflection.MethodBase method = frame.GetMethod()!;
string parentMethodName = method.Name;
//Display a meaningful error message to help debugging the ChatBot
Log.Error(parentMethodName + ": Got error from " + bot.ToString() + ": " + e.ToString());
}
else throw; //ThreadAbortException should not be caught here as in can happen when disconnecting from server
}
}
}
/// <summary>
/// Called when a network packet received or sent
/// </summary>
/// <remarks>
/// Only called if <see cref="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>
public void OnNetworkPacket(int packetID, List<byte> packetData, bool isLogin, bool isInbound)
{
DispatchBotEvent(bot => bot.OnNetworkPacket(packetID, packetData, isLogin, isInbound));
}
/// <summary>
/// Called when a server was successfully joined
/// </summary>
public void OnGameJoined()
{
string? bandString = Config.Main.Advanced.BrandInfo.ToBrandString();
if (!String.IsNullOrWhiteSpace(bandString))
handler.SendBrandInfo(bandString.Trim());
if (Config.MCSettings.Enabled)
handler.SendClientSettings(
Config.MCSettings.Locale,
Config.MCSettings.RenderDistance,
(byte)Config.MCSettings.Difficulty,
(byte)Config.MCSettings.ChatMode,
Config.MCSettings.ChatColors,
Config.MCSettings.Skin.GetByte(),
(byte)Config.MCSettings.MainHand);
if (inventoryHandlingRequested)
{
inventoryHandlingRequested = false;
inventoryHandlingEnabled = true;
Log.Info(Translations.Get("extra.inventory_enabled"));
}
ClearInventories();
DispatchBotEvent(bot => bot.AfterGameJoined());
}
/// <summary>
/// Called when the player respawns, which happens on login, respawn and world change.
/// </summary>
public void OnRespawn()
{
ClearTasks();
if (terrainAndMovementsRequested)
{
terrainAndMovementsEnabled = true;
terrainAndMovementsRequested = false;
Log.Info(Translations.Get("extra.terrainandmovement_enabled"));
}
if (terrainAndMovementsEnabled)
{
world.Clear();
}
entities.Clear();
ClearInventories();
DispatchBotEvent(bot => bot.OnRespawn());
}
/// <summary>
/// Check if the client is currently processing a Movement.
/// </summary>
/// <returns>true if a movement is currently handled</returns>
public bool ClientIsMoving()
{
return terrainAndMovementsEnabled && locationReceived && ((steps != null && steps.Count > 0) || (path != null && path.Count > 0));
}
/// <summary>
/// Get the current goal
/// </summary>
/// <returns>Current goal of movement. Location.Zero if not set.</returns>
public Location GetCurrentMovementGoal()
{
return (ClientIsMoving() || path == null) ? Location.Zero : path.Last();
}
/// <summary>
/// Cancels the current movement
/// </summary>
/// <returns>True if there was an active path</returns>
public bool CancelMovement()
{
bool success = ClientIsMoving();
path = null;
return success;
}
/// <summary>
/// Change the amount of sent movement packets per time
/// </summary>
/// <param name="newSpeed">Set a new walking type</param>
public void SetMovementSpeed(MovementType newSpeed)
{
switch (newSpeed)
{
case MovementType.Sneak:
// https://minecraft.fandom.com/wiki/Sneaking#Effects - Sneaking 1.31m/s
Config.Main.Advanced.MovementSpeed = 2;
break;
case MovementType.Walk:
// https://minecraft.fandom.com/wiki/Walking#Usage - Walking 4.317 m/s
Config.Main.Advanced.MovementSpeed = 4;
break;
case MovementType.Sprint:
// https://minecraft.fandom.com/wiki/Sprinting#Usage - Sprinting 5.612 m/s
Config.Main.Advanced.MovementSpeed = 5;
break;
}
}
/// <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>
public void UpdateLocation(Location location, float yaw, float pitch)
{
_yaw = yaw;
_pitch = pitch;
UpdateLocation(location, false);
}
/// <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="lookAtLocation">Block coordinates to look at</param>
public void UpdateLocation(Location location, Location lookAtLocation)
{
double dx = lookAtLocation.X - (location.X - 0.5);
double dy = lookAtLocation.Y - (location.Y + 1);
double dz = lookAtLocation.Z - (location.Z - 0.5);
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);
if (yaw < 0) yaw += 360;
UpdateLocation(location, yaw, pitch);
}
/// <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;
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(Translations.Get("exception.unknown_direction"), nameof(direction));
}
UpdateLocation(location, yaw, pitch);
}
/// <summary>
/// Received chat/system message from the server
/// </summary>
/// <param name="message">Message received</param>
public void OnTextReceived(ChatMessage message)
{
UpdateKeepAlive();
List<string> links = new();
string messageText;
if (message.isSignedChat)
{
if (!Config.Signature.ShowIllegalSignedChat && !message.isSystemChat && !(bool)message.isSignatureLegal!)
return;
messageText = ChatParser.ParseSignedChat(message, links);
}
else
{
if (message.isJson)
messageText = ChatParser.ParseText(message.content, links);
else
messageText = message.content;
}
Log.Chat(messageText);
if (Config.Main.Advanced.ShowChatLinks)
foreach (string link in links)
Log.Chat(Translations.Get("mcc.link", link));
DispatchBotEvent(bot => bot.GetText(messageText));
DispatchBotEvent(bot => bot.GetText(messageText, message.content));
}
/// <summary>
/// Received a connection keep-alive from the server
/// </summary>
public void OnServerKeepAlive()
{
UpdateKeepAlive();
}
/// <summary>
/// When an inventory is opened
/// </summary>
/// <param name="inventory">The inventory</param>
/// <param name="inventoryID">Inventory ID</param>
public void OnInventoryOpen(int inventoryID, Container inventory)
{
inventories[inventoryID] = inventory;
if (inventoryID != 0)
{
Log.Info(Translations.Get("extra.inventory_open", inventoryID, inventory.Title));
Log.Info(Translations.Get("extra.inventory_interact"));
DispatchBotEvent(bot => bot.OnInventoryOpen(inventoryID));
}
}
/// <summary>
/// When an inventory is close
/// </summary>
/// <param name="inventoryID">Inventory ID</param>
public void OnInventoryClose(int inventoryID)
{
if (inventories.ContainsKey(inventoryID))
{
if (inventoryID == 0)
inventories[0].Items.Clear(); // Don't delete player inventory
else
inventories.Remove(inventoryID);
}
if (inventoryID != 0)
{
Log.Info(Translations.Get("extra.inventory_close", inventoryID));
DispatchBotEvent(bot => bot.OnInventoryClose(inventoryID));
}
}
/// <summary>
/// When received window properties from server.
/// Used for Frunaces, Enchanting Table, Beacon, Brewing stand, Stone cutter, Loom and Lectern
/// More info about: https://wiki.vg/Protocol#Set_Container_Property
/// </summary>
/// <param name="inventoryID">Inventory ID</param>
/// <param name="propertyId">Property ID</param>
/// <param name="propertyValue">Property Value</param>
public void OnWindowProperties(byte inventoryID, short propertyId, short propertyValue)
{
if (!inventories.ContainsKey(inventoryID))
return;
Container inventory = inventories[inventoryID];
//Log.Info("Got a property " + propertyId + " with value: " + propertyValue);
if (inventory.Properties.ContainsKey(propertyId))
inventory.Properties.Remove(propertyId);
inventory.Properties.Add(propertyId, propertyValue);
DispatchBotEvent(bot => bot.OnInventoryProperties(inventoryID, propertyId, propertyValue));
if (inventory.Type == ContainerType.Enchantment)
{
// We got the last property for enchantment
if ((int)propertyId == (int)EnchantmentPropertyInfo.BottomEnchantmentLevel && propertyValue != -1)
{
short topEnchantmentLevelRequirement = inventory.Properties[(int)EnchantmentPropertyInfo.TopEnchantmentLevelRequirement];
short middleEnchantmentLevelRequirement = inventory.Properties[(int)EnchantmentPropertyInfo.MiddleEnchantmentLevelRequirement];
short bottomEnchantmentLevelRequirement = inventory.Properties[(int)EnchantmentPropertyInfo.BottomEnchantmentLevelRequirement];
short enchantmentSeed = inventory.Properties[(int)EnchantmentPropertyInfo.EnchantmentSeed];
Enchantment topEnchantment = EnchantmentMapping.GetEnchantmentById(
GetProtocolVersion(),
inventory.Properties[(int)EnchantmentPropertyInfo.TopEnchantmentId]);
Enchantment middleEnchantment = EnchantmentMapping.GetEnchantmentById(
GetProtocolVersion(),
inventory.Properties[(int)EnchantmentPropertyInfo.MiddleEnchantmentId]);
Enchantment bottomEnchantment = EnchantmentMapping.GetEnchantmentById(
GetProtocolVersion(),
inventory.Properties[(int)EnchantmentPropertyInfo.BottomEnchantmentId]);
short topEnchantmentLevel = inventory.Properties[(int)EnchantmentPropertyInfo.TopEnchantmentId];
short middleEnchantmentLevel = inventory.Properties[(int)EnchantmentPropertyInfo.MiddleEnchantmentId];
short bottomEnchantmentLevel = inventory.Properties[(int)EnchantmentPropertyInfo.BottomEnchantmentId];
Log.Info(EnchantmentMapping.GetEnchantmentName(topEnchantment) + " " + topEnchantmentLevel + " > " + topEnchantmentLevelRequirement + " Levels");
Log.Info(EnchantmentMapping.GetEnchantmentName(middleEnchantment) + " " + middleEnchantmentLevel + " > " + middleEnchantmentLevelRequirement + " Levels");
Log.Info(EnchantmentMapping.GetEnchantmentName(bottomEnchantment) + " " + bottomEnchantmentLevel + " > " + bottomEnchantmentLevelRequirement + " Levels");
}
}
}
/// <summary>
/// When received window items from server.
/// </summary>
/// <param name="inventoryID">Inventory ID</param>
/// <param name="itemList">Item list, key = slot ID, value = Item information</param>
public void OnWindowItems(byte inventoryID, Dictionary<int, Inventory.Item> itemList, int stateId)
{
if (inventories.ContainsKey(inventoryID))
{
inventories[inventoryID].Items = itemList;
inventories[inventoryID].StateID = stateId;
DispatchBotEvent(bot => bot.OnInventoryUpdate(inventoryID));
}
}
/// <summary>
/// When a slot is set inside window items
/// </summary>
/// <param name="inventoryID">Window ID</param>
/// <param name="slotID">Slot ID</param>
/// <param name="item">Item (may be null for empty slot)</param>
public void OnSetSlot(byte inventoryID, short slotID, Item? item, int stateId)
{
if (inventories.ContainsKey(inventoryID))
inventories[inventoryID].StateID = stateId;
// Handle inventoryID -2 - Add item to player inventory without animation
if (inventoryID == 254)
inventoryID = 0;
// Handle cursor item
if (inventoryID == 255 && slotID == -1)
{
inventoryID = 0; // Prevent key not found for some bots relied to this event
if (inventories.ContainsKey(0))
{
if (item != null)
inventories[0].Items[-1] = item;
else
inventories[0].Items.Remove(-1);
}
}
else
{
if (inventories.ContainsKey(inventoryID))
{
if (item == null || item.IsEmpty)
{
if (inventories[inventoryID].Items.ContainsKey(slotID))
inventories[inventoryID].Items.Remove(slotID);
}
else inventories[inventoryID].Items[slotID] = item;
}
}
DispatchBotEvent(bot => bot.OnInventoryUpdate(inventoryID));
}
/// <summary>
/// Set client player's ID for later receiving player's own properties
/// </summary>
/// <param name="EntityID">Player Entity ID</param>
public void OnReceivePlayerEntityID(int EntityID)
{
playerEntityID = EntityID;
}
/// <summary>
/// Triggered when a new player joins the game
/// </summary>
/// <param name="player">player info</param>
public void OnPlayerJoin(PlayerInfo player)
{
//Ignore placeholders eg 0000tab# from TabListPlus
if (!ChatBot.IsValidName(player.Name))
return;
if (player.Name == username)
{
// 1.19+ offline server is possible to return different uuid
uuid = player.Uuid;
uuidStr = player.Uuid.ToString().Replace("-", string.Empty);
}
lock (onlinePlayers)
{
onlinePlayers[player.Uuid] = player;
}
DispatchBotEvent(bot => bot.OnPlayerJoin(player.Uuid, player.Name));
}
/// <summary>
/// Triggered when a player has left the game
/// </summary>
/// <param name="uuid">UUID of the player</param>
public void OnPlayerLeave(Guid uuid)
{
string? username = null;
lock (onlinePlayers)
{
if (onlinePlayers.ContainsKey(uuid))
{
username = onlinePlayers[uuid].Name;
onlinePlayers.Remove(uuid);
}
}
DispatchBotEvent(bot => bot.OnPlayerLeave(uuid, username));
}
/// <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))
{
DispatchBotEvent(bot => bot.OnPluginMessage(channel, data), registeredBotPluginChannels[channel]);
}
}
/// <summary>
/// Called when an entity spawned
/// </summary>
public void OnSpawnEntity(Entity entity)
{
// The entity should not already exist, but if it does, let's consider the previous one is being destroyed
if (entities.ContainsKey(entity.ID))
OnDestroyEntities(new[] { entity.ID });
entities.Add(entity.ID, entity);
DispatchBotEvent(bot => bot.OnEntitySpawn(entity));
}
/// <summary>
/// Called when an entity effects
/// </summary>
public void OnEntityEffect(int entityid, Effects effect, int amplifier, int duration, byte flags, bool hasFactorData, Dictionary<string, object>? factorCodec)
{
if (entities.ContainsKey(entityid))
DispatchBotEvent(bot => bot.OnEntityEffect(entities[entityid], effect, amplifier, duration, flags));
}
/// <summary>
/// Called when a player spawns or enters the client's render distance
/// </summary>
public void OnSpawnPlayer(int entityID, Guid uuid, Location location, byte yaw, byte pitch)
{
Entity playerEntity;
if (onlinePlayers.TryGetValue(uuid, out PlayerInfo? player))
{
playerEntity = new(entityID, EntityType.Player, location, uuid, player.Name, yaw, pitch);
player.entity = playerEntity;
}
else
playerEntity = new(entityID, EntityType.Player, location, uuid, null, yaw, pitch);
OnSpawnEntity(playerEntity);
}
/// <summary>
/// Called on Entity Equipment
/// </summary>
/// <param name="entityid"> Entity ID</param>
/// <param name="slot"> Equipment slot. 0: main hand, 1: off hand, 25: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet)</param>
/// <param name="item"> Item)</param>
public void OnEntityEquipment(int entityid, int slot, Item? item)
{
if (entities.ContainsKey(entityid))
{
Entity entity = entities[entityid];
if (entity.Equipment.ContainsKey(slot))
entity.Equipment.Remove(slot);
if (item != null)
entity.Equipment[slot] = item;
DispatchBotEvent(bot => bot.OnEntityEquipment(entities[entityid], slot, item));
}
}
/// <summary>
/// Called when the Game Mode has been updated for a player
/// </summary>
/// <param name="playername">Player Name</param>
/// <param name="uuid">Player UUID (Empty for initial gamemode on login)</param>
/// <param name="gamemode">New Game Mode (0: Survival, 1: Creative, 2: Adventure, 3: Spectator).</param>
public void OnGamemodeUpdate(Guid uuid, int gamemode)
{
// Initial gamemode on login
if (uuid == Guid.Empty)
this.gamemode = gamemode;
// Further regular gamemode change events
if (onlinePlayers.ContainsKey(uuid))
{
string playerName = onlinePlayers[uuid].Name;
if (playerName == username)
this.gamemode = gamemode;
DispatchBotEvent(bot => bot.OnGamemodeUpdate(playerName, uuid, gamemode));
}
}
/// <summary>
/// Called when entities dead/despawn.
/// </summary>
public void OnDestroyEntities(int[] Entities)
{
foreach (int a in Entities)
{
if (entities.TryGetValue(a, out Entity? entity))
{
DispatchBotEvent(bot => bot.OnEntityDespawn(entity));
entities.Remove(a);
}
}
}
/// <summary>
/// Called when an entity's position changed within 8 block of its previous position.
/// </summary>
/// <param name="EntityID"></param>
/// <param name="Dx"></param>
/// <param name="Dy"></param>
/// <param name="Dz"></param>
/// <param name="onGround"></param>
public void OnEntityPosition(int EntityID, Double Dx, Double Dy, Double Dz, bool onGround)
{
if (entities.ContainsKey(EntityID))
{
Location L = entities[EntityID].Location;
L.X += Dx;
L.Y += Dy;
L.Z += Dz;
entities[EntityID].Location = L;
DispatchBotEvent(bot => bot.OnEntityMove(entities[EntityID]));
}
}
/// <summary>
/// Called when an entity moved over 8 block.
/// </summary>
/// <param name="EntityID"></param>
/// <param name="X"></param>
/// <param name="Y"></param>
/// <param name="Z"></param>
/// <param name="onGround"></param>
public void OnEntityTeleport(int EntityID, Double X, Double Y, Double Z, bool onGround)
{
if (entities.ContainsKey(EntityID))
{
Location location = new(X, Y, Z);
entities[EntityID].Location = location;
DispatchBotEvent(bot => bot.OnEntityMove(entities[EntityID]));
}
}
/// <summary>
/// Called when received entity properties from server.
/// </summary>
/// <param name="EntityID"></param>
/// <param name="prop"></param>
public void OnEntityProperties(int EntityID, Dictionary<string, Double> prop)
{
if (EntityID == playerEntityID)
{
DispatchBotEvent(bot => bot.OnPlayerProperty(prop));
}
}
/// <summary>
/// Called when the status of an entity have been changed
/// </summary>
/// <param name="entityID">Entity ID</param>
/// <param name="status">Status ID</param>
public void OnEntityStatus(int entityID, byte status)
{
if (entityID == playerEntityID)
{
DispatchBotEvent(bot => bot.OnPlayerStatus(status));
}
}
/// <summary>
/// Called when server sent a Time Update packet.
/// </summary>
/// <param name="WorldAge"></param>
/// <param name="TimeOfDay"></param>
public void OnTimeUpdate(long WorldAge, long TimeOfDay)
{
// TimeUpdate sent every server tick hence used as timeout detect
UpdateKeepAlive();
// calculate server tps
if (lastAge != 0)
{
DateTime currentTime = DateTime.Now;
long tickDiff = WorldAge - lastAge;
Double tps = tickDiff / (currentTime - lastTime).TotalSeconds;
lastAge = WorldAge;
lastTime = currentTime;
if (tps <= 20 && tps > 0)
{
// calculate average tps
if (tpsSamples.Count >= maxSamples)
{
// full
sampleSum -= tpsSamples[0];
tpsSamples.RemoveAt(0);
}
tpsSamples.Add(tps);
sampleSum += tps;
averageTPS = sampleSum / tpsSamples.Count;
serverTPS = tps;
DispatchBotEvent(bot => bot.OnServerTpsUpdate(tps));
}
}
else
{
lastAge = WorldAge;
lastTime = DateTime.Now;
}
DispatchBotEvent(bot => bot.OnTimeUpdate(WorldAge, TimeOfDay));
}
/// <summary>
/// Called when client player's health changed, e.g. getting attack
/// </summary>
/// <param name="health">Player current health</param>
public void OnUpdateHealth(float health, int food)
{
playerHealth = health;
playerFoodSaturation = food;
if (health <= 0)
{
if (Config.Main.Advanced.AutoRespawn)
{
Log.Info(Translations.Get("mcc.player_dead_respawn"));
respawnTicks = 10;
}
else
{
Log.Info(Translations.Get("mcc.player_dead", Config.Main.Advanced.InternalCmdChar.ToLogString()));
}
DispatchBotEvent(bot => bot.OnDeath());
}
DispatchBotEvent(bot => bot.OnHealthUpdate(health, food));
}
/// <summary>
/// Called when experience updates
/// </summary>
/// <param name="Experiencebar">Between 0 and 1</param>
/// <param name="Level">Level</param>
/// <param name="TotalExperience">Total Experience</param>
public void OnSetExperience(float Experiencebar, int Level, int TotalExperience)
{
playerLevel = Level;
playerTotalExperience = TotalExperience;
DispatchBotEvent(bot => bot.OnSetExperience(Experiencebar, Level, TotalExperience));
}
/// <summary>
/// Called when and explosion occurs on the server
/// </summary>
/// <param name="location">Explosion location</param>
/// <param name="strength">Explosion strength</param>
/// <param name="affectedBlocks">Amount of affected blocks</param>
public void OnExplosion(Location location, float strength, int affectedBlocks)
{
DispatchBotEvent(bot => bot.OnExplosion(location, strength, affectedBlocks));
}
/// <summary>
/// Called when Latency is updated
/// </summary>
/// <param name="uuid">player uuid</param>
/// <param name="latency">Latency</param>
public void OnLatencyUpdate(Guid uuid, int latency)
{
if (onlinePlayers.ContainsKey(uuid))
{
PlayerInfo player = onlinePlayers[uuid];
player.Ping = latency;
string playerName = player.Name;
foreach (KeyValuePair<int, Entity> ent in entities)
{
if (ent.Value.UUID == uuid && ent.Value.Name == playerName)
{
ent.Value.Latency = latency;
DispatchBotEvent(bot => bot.OnLatencyUpdate(ent.Value, playerName, uuid, latency));
break;
}
}
DispatchBotEvent(bot => bot.OnLatencyUpdate(playerName, uuid, latency));
}
}
/// <summary>
/// Called when held item change
/// </summary>
/// <param name="slot"> item slot</param>
public void OnHeldItemChange(byte slot)
{
CurrentSlot = slot;
DispatchBotEvent(bot => bot.OnHeldItemChange(slot));
}
/// <summary>
/// Called when an update of the map is sent by the server, take a look at https://wiki.vg/Protocol#Map_Data for more info on the fields
/// Map format and colors: https://minecraft.fandom.com/wiki/Map_item_format
/// </summary>
/// <param name="mapid">Map ID of the map being modified</param>
/// <param name="scale">A scale of the Map, from 0 for a fully zoomed-in map (1 block per pixel) to 4 for a fully zoomed-out map (16 blocks per pixel)</param>
/// <param name="trackingposition">Specifies whether player and item frame icons are shown </param>
/// <param name="locked">True if the map has been locked in a cartography table </param>
/// <param name="icons">A list of MapIcon objects of map icons, send only if trackingPosition is true</param>
/// <param name="columnsUpdated">Numbs of columns that were updated (map width) (NOTE: If it is 0, the next fields are not used/are set to default values of 0 and null respectively)</param>
/// <param name="rowsUpdated">Map height</param>
/// <param name="mapCoulmnX">x offset of the westernmost column</param>
/// <param name="mapRowZ">z offset of the northernmost row</param>
/// <param name="colors">a byte array of colors on the map</param>
public void OnMapData(int mapid, byte scale, bool trackingPosition, bool locked, List<MapIcon> icons, byte columnsUpdated, byte rowsUpdated, byte mapCoulmnX, byte mapCoulmnZ, byte[]? colors)
{
DispatchBotEvent(bot => bot.OnMapData(mapid, scale, trackingPosition, locked, icons, columnsUpdated, rowsUpdated, mapCoulmnX, mapCoulmnZ, colors));
}
/// <summary>
/// Received some Title from the server
/// <param name="action"> 0 = set title, 1 = set subtitle, 3 = set action bar, 4 = set times and display, 4 = hide, 5 = reset</param>
/// <param name="titletext"> title text</param>
/// <param name="subtitletext"> suntitle text</param>
/// <param name="actionbartext"> action bar text</param>
/// <param name="fadein"> Fade In</param>
/// <param name="stay"> Stay</param>
/// <param name="fadeout"> Fade Out</param>
/// <param name="json"> json text</param>
public void OnTitle(int action, string titletext, string subtitletext, string actionbartext, int fadein, int stay, int fadeout, string json)
{
DispatchBotEvent(bot => bot.OnTitle(action, titletext, subtitletext, actionbartext, fadein, stay, fadeout, json));
}
/// <summary>
/// Called when coreboardObjective
/// </summary>
/// <param name="objectivename">objective name</param>
/// <param name="mode">0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.</param>
/// <param name="objectivevalue">Only if mode is 0 or 2. The text to be displayed for the score</param>
/// <param name="type">Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".</param>
public void OnScoreboardObjective(string objectivename, byte mode, string objectivevalue, int type)
{
string json = objectivevalue;
objectivevalue = ChatParser.ParseText(objectivevalue);
DispatchBotEvent(bot => bot.OnScoreboardObjective(objectivename, mode, objectivevalue, type, json));
}
/// <summary>
/// Called when DisplayScoreboard
/// </summary>
/// <param name="entityname">The entity whose score this is. For players, this is their username; for other entities, it is their UUID.</param>
/// <param name="action">0 to create/update an item. 1 to remove an item.</param>
/// <param name="objectivename">The name of the objective the score belongs to</param>
/// <param name="value">he score to be displayed next to the entry. Only sent when Action does not equal 1.</param>
public void OnUpdateScore(string entityname, int action, string objectivename, int value)
{
DispatchBotEvent(bot => bot.OnUpdateScore(entityname, action, objectivename, value));
}
/// <summary>
/// Called when the health of an entity changed
/// </summary>
/// <param name="entityID">Entity ID</param>
/// <param name="health">The health of the entity</param>
public void OnEntityHealth(int entityID, float health)
{
if (entities.ContainsKey(entityID))
{
entities[entityID].Health = health;
DispatchBotEvent(bot => bot.OnEntityHealth(entities[entityID], health));
}
}
/// <summary>
/// Called when the metadata of an entity changed
/// </summary>
/// <param name="entityID">Entity ID</param>
/// <param name="metadata">The metadata of the entity</param>
public void OnEntityMetadata(int entityID, Dictionary<int, object?> metadata)
{
if (entities.ContainsKey(entityID))
{
Entity entity = entities[entityID];
entity.Metadata = metadata;
if (entity.Type.ContainsItem() && metadata.TryGetValue(7, out object? itemObj) && itemObj != null && itemObj.GetType() == typeof(Item))
{
Item item = (Item)itemObj;
if (item == null)
entity.Item = new Item(ItemType.Air, 0, null);
else entity.Item = item;
}
if (metadata.TryGetValue(6, out object? poseObj) && poseObj != null && poseObj.GetType() == typeof(Int32))
{
entity.Pose = (EntityPose)poseObj;
}
if (metadata.TryGetValue(2, out object? nameObj) && nameObj != null && nameObj.GetType() == typeof(string))
{
string name = nameObj.ToString() ?? string.Empty;
entity.CustomNameJson = name;
entity.CustomName = ChatParser.ParseText(name);
}
if (metadata.TryGetValue(3, out object? nameVisableObj) && nameVisableObj != null && nameVisableObj.GetType() == typeof(bool))
{
entity.IsCustomNameVisible = bool.Parse(nameVisableObj.ToString() ?? string.Empty);
}
DispatchBotEvent(bot => bot.OnEntityMetadata(entity, metadata));
}
}
/// <summary>
/// Called when tradeList is recieved after interacting with villager
/// </summary>
/// <param name="windowID">Window ID</param>
/// <param name="trades">List of trades.</param>
/// <param name="villagerInfo">Contains Level, Experience, IsRegularVillager and CanRestock .</param>
public void OnTradeList(int windowID, List<VillagerTrade> trades, VillagerInfo villagerInfo)
{
DispatchBotEvent(bot => bot.OnTradeList(windowID, trades, villagerInfo));
}
/// <summary>
/// Will be called every player break block in gamemode 0
/// </summary>
/// <param name="entityId">Player ID</param>
/// <param name="location">Block location</param>
/// <param name="stage">Destroy stage, maximum 255</param>
public void OnBlockBreakAnimation(int entityId, Location location, byte stage)
{
if (entities.ContainsKey(entityId))
{
Entity entity = entities[entityId];
DispatchBotEvent(bot => bot.OnBlockBreakAnimation(entity, location, stage));
}
}
/// <summary>
/// Will be called every animations of the hit and place block
/// </summary>
/// <param name="entityID">Player ID</param>
/// <param name="animation">0 = LMB, 1 = RMB (RMB Corrent not work)</param>
public void OnEntityAnimation(int entityID, byte animation)
{
if (entities.ContainsKey(entityID))
{
Entity entity = entities[entityID];
DispatchBotEvent(bot => bot.OnEntityAnimation(entity, animation));
}
}
/// <summary>
/// Will be called when a Synchronization sequence is recevied, this sequence need to be sent when breaking or placing blocks
/// </summary>
/// <param name="sequenceId">Sequence ID</param>
public void OnBlockChangeAck(int sequenceId)
{
this.sequenceId = sequenceId;
}
/// <summary>
/// This method is called when the protocol handler receives server data
/// </summary>
/// <param name="hasMotd">Indicates if the server has a motd message</param>
/// <param name="motd">Server MOTD message</param>
/// <param name="hasIcon">Indicates if the server has a an icon</param>
/// <param name="iconBase64">Server icon in Base 64 format</param>
/// <param name="previewsChat">Indicates if the server previews chat</param>
public void OnServerDataRecived(bool hasMotd, string motd, bool hasIcon, string iconBase64, bool previewsChat)
{
isSupportPreviewsChat = previewsChat;
}
/// <summary>
/// This method is called when the protocol handler receives "Set Display Chat Preview" packet
/// </summary>
/// <param name="previewsChat">Indicates if the server previews chat</param>
public void OnChatPreviewSettingUpdate(bool previewsChat)
{
isSupportPreviewsChat = previewsChat;
}
/// <summary>
/// This method is called when the protocol handler receives "Login Success" packet
/// </summary>
/// <param name="uuid">The player's UUID received from the server</param>
/// <param name="userName">The player's username received from the server</param>
/// <param name="playerProperty">Tuple<Name, Value, Signature(empty if there is no signature)></param>
public void OnLoginSuccess(Guid uuid, string userName, Tuple<string, string, string>[]? playerProperty)
{
//string UUID = uuid.ToString().Replace("-", String.Empty);
//Log.Info("now UUID = " + this.uuid);
//Log.Info("new UUID = " + UUID);
////handler.SetUserUUID(UUID);
}
/// <summary>
/// Used for a wide variety of game events, from weather to bed use to gamemode to demo messages.
/// </summary>
/// <param name="reason">Event type</param>
/// <param name="value">Depends on Reason</param>
public void OnGameEvent(byte reason, float value)
{
switch (reason)
{
case 7:
DispatchBotEvent(bot => bot.OnRainLevelChange(value));
break;
case 8:
DispatchBotEvent(bot => bot.OnThunderLevelChange(value));
break;
}
}
/// <summary>
/// Called when a block is changed.
/// </summary>
/// <param name="location">The location of the block.</param>
/// <param name="block">The block</param>
public void OnBlockChange(Location location, Block block)
{
world.SetBlock(location, block);
DispatchBotEvent(bot => bot.OnBlockChange(location, block));
}
/// <summary>
/// Send a click container button packet to the server.
/// Used for Enchanting table, Lectern, stone cutter and loom
/// </summary>
/// <param name="windowId">Id of the window being clicked</param>
/// <param name="buttonId">Id of the clicked button</param>
/// <returns>True if packet was successfully sent</returns>
public bool ClickContainerButton(int windowId, int buttonId)
{
return handler.ClickContainerButton(windowId, buttonId);
}
#endregion
}
}