Minecraft-Console-Client/MinecraftClient/McTcpClient.cs
ORelio d1770ebb02 Added respawn ability in /reco
- Added a notification message when you die stating you can respawn with
/reco
- Added a respawn packet sent before disconnecting when using /reco

Note: Why a respawn in /reco and not a /respawn command?  Once respawned
using the console on 1.6.2 server, the player stays invisible for other
players unless he (or the other player) disconnects & reconnect so it's
necessary to reconnect after respawning.
2013-08-06 11:28:27 +02:00

244 lines
9.5 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Threading;
using System.IO;
using System.Net;
namespace MinecraftClient
{
/// <summary>
/// The main client class, used to connect to a Minecraft server.
/// It allows message sending and text receiving.
/// </summary>
class McTcpClient
{
public static int AttemptsLeft = 0;
string host;
int port;
string username;
string text;
Thread t_updater;
Thread t_sender;
TcpClient client;
MinecraftCom handler;
/// <summary>
/// Starts the main chat client, wich will login to the server using the MinecraftCom class.
/// </summary>
/// <param name="username">The chosen username of a premium Minecraft Account</param>
/// <param name="sessionID">A valid sessionID obtained with MinecraftCom.GetLogin()</param>
/// <param name="server_port">The server IP (serveradress or serveradress:port)</param>
public McTcpClient(string username, string sessionID, string server_port, MinecraftCom handler)
{
StartClient(username, sessionID, server_port, false, handler, "");
}
/// <summary>
/// Starts the main chat client in single command sending mode, wich will login to the server using the MinecraftCom class, send the command and close.
/// </summary>
/// <param name="username">The chosen username of a premium Minecraft Account</param>
/// <param name="sessionID">A valid sessionID obtained with MinecraftCom.GetLogin()</param>
/// <param name="server_port">The server IP (serveradress or serveradress:port)</param>
/// <param name="command">The text or command to send.</param>
public McTcpClient(string username, string sessionID, string server_port, MinecraftCom handler, string command)
{
StartClient(username, sessionID, server_port, true, handler, command);
}
/// <summary>
/// Starts the main chat client, wich will login to the server using the MinecraftCom class.
/// </summary>
/// <param name="user">The chosen username of a premium Minecraft Account</param>
/// <param name="sessionID">A valid sessionID obtained with MinecraftCom.GetLogin()</param>
/// <param name="server_port">The server IP (serveradress or serveradress:port)/param>
/// <param name="singlecommand">If set to true, the client will send a single command and then disconnect from the server</param>
/// <param name="command">The text or command to send. Will only be sent if singlecommand is set to true.</param>
private void StartClient(string user, string sessionID, string server_port, bool singlecommand, MinecraftCom handler, string command)
{
this.handler = handler;
username = user;
string[] sip = server_port.Split(':');
host = sip[0];
if (sip.Length == 1)
{
port = 25565;
}
else
{
try
{
port = Convert.ToInt32(sip[1]);
}
catch (FormatException) { port = 25565; }
}
try
{
Console.WriteLine("Connecting...");
client = new TcpClient(host, port);
client.ReceiveBufferSize = 1024 * 1024;
handler.setClient(client);
byte[] token = new byte[1]; string serverID = "";
if (handler.Handshake(user, sessionID, ref serverID, ref token, host, port))
{
Console.WriteLine("Logging in...");
if (handler.FinalizeLogin())
{
//Single command sending
if (singlecommand)
{
handler.SendChatMessage(command);
Console.Write("Command ");
Console.ForegroundColor = ConsoleColor.DarkGray;
Console.Write(command);
Console.ForegroundColor = ConsoleColor.Gray;
Console.WriteLine(" sent.");
Thread.Sleep(5000);
handler.Disconnect("disconnect.quitting");
Thread.Sleep(1000);
}
else
{
Console.WriteLine("Server was successfuly joined.\nType '/quit' to leave the server.");
//Command sending thread, allowing user input
t_sender = new Thread(new ThreadStart(StartTalk));
t_sender.Name = "CommandSender";
t_sender.Start();
//Data receiving thread, allowing text receiving
t_updater = new Thread(new ThreadStart(Updater));
t_updater.Name = "PacketHandler";
t_updater.Start();
}
}
else
{
Console.WriteLine("Login failed.");
if (!singlecommand) { Program.ReadLineReconnect(); }
}
}
else
{
Console.WriteLine("Invalid session ID.");
if (!singlecommand) { Program.ReadLineReconnect(); }
}
}
catch (SocketException)
{
Console.WriteLine("Failed to connect to this IP.");
if (AttemptsLeft > 0)
{
ChatBot.LogToConsole("Waiting 5 seconds (" + AttemptsLeft + " attempts left)...");
Thread.Sleep(5000); AttemptsLeft--; Program.Restart();
}
else if (!singlecommand) { Console.ReadLine(); }
}
}
/// <summary>
/// Allows the user to send chat messages, commands, and to leave the server.
/// Will be automatically called on a separate Thread by StartClient()
/// </summary>
private void StartTalk()
{
try
{
while (client.Client.Connected)
{
text = ConsoleIO.ReadLine();
if (text == "/quit" || text == "/reco" || text == "/reconnect") { break; }
while (text.Length > 0 && text[0] == ' ') { text = text.Substring(1); }
if (text != "")
{
//Message is too long
if (text.Length > 100)
{
if (text[0] == '/')
{
//Send the first 100 chars of the command
text = text.Substring(0, 100);
handler.SendChatMessage(text);
}
else
{
//Send the message splitted in sereval messages
while (text.Length > 100)
{
handler.SendChatMessage(text.Substring(0, 100));
text = text.Substring(100, text.Length - 100);
}
handler.SendChatMessage(text);
}
}
else handler.SendChatMessage(text);
}
}
if (text == "/quit")
{
ConsoleIO.WriteLine("You have left the server.");
Disconnect();
}
else if (text == "/reco" || text == "/reconnect")
{
ConsoleIO.WriteLine("You have left the server.");
handler.SendRespawnPacket();
Program.Restart();
}
}
catch (IOException) { }
}
/// <summary>
/// Receive the data (including chat messages) from the server, and keep the connection alive.
/// Will be automatically called on a separate Thread by StartClient()
/// </summary>
private void Updater()
{
try
{
//handler.DebugDump();
do
{
Thread.Sleep(100);
} while (handler.Update());
}
catch (IOException) { }
catch (SocketException) { }
catch (ObjectDisposedException) { }
if (!handler.HasBeenKicked)
{
ConsoleIO.WriteLine("Connection has been lost.");
if (!handler.OnConnectionLost() && !Program.ReadLineReconnect()) { t_sender.Abort(); }
}
else if (Program.ReadLineReconnect()) { t_sender.Abort(); }
}
/// <summary>
/// Disconnect the client from the server
/// </summary>
public void Disconnect()
{
handler.Disconnect("disconnect.quitting");
Thread.Sleep(1000);
if (t_updater != null) { t_updater.Abort(); }
if (t_sender != null) { t_sender.Abort(); }
if (client != null) { client.Close(); }
}
}
}