Minecraft-Console-Client/MinecraftClient/McClient.cs
ORelio 70d3b6175b Process command prompt text on main thread (#1510)
Fix possible threading issues when MCC commands interactively
2021-03-27 19:15:58 +01:00

2348 lines
98 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Net.Sockets;
using System.Threading;
using System.IO;
using System.Net;
using MinecraftClient.ChatBots;
using MinecraftClient.Protocol;
using MinecraftClient.Proxy;
using MinecraftClient.Protocol.Handlers.Forge;
using MinecraftClient.Mapping;
using MinecraftClient.Inventory;
using MinecraftClient.Logger;
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 List<string>();
private static readonly Dictionary<string, Command> cmds = new Dictionary<string, Command>();
private readonly Dictionary<Guid, string> onlinePlayers = new Dictionary<Guid, string>();
private static bool commandsLoaded = false;
private Queue<string> commandQueue = new Queue<string>();
private Queue<string> chatQueue = new Queue<string>();
private static DateTime nextMessageSendTime = DateTime.MinValue;
private readonly List<ChatBot> bots = new List<ChatBot>();
private static readonly List<ChatBot> botsOnHold = new List<ChatBot>();
private static Dictionary<int, Container> inventories = new Dictionary<int, Container>();
private readonly Dictionary<string, List<ChatBot>> registeredBotPluginChannels = new Dictionary<string, List<ChatBot>>();
private readonly List<string> registeredServerPluginChannels = new List<String>();
private bool terrainAndMovementsEnabled;
private bool terrainAndMovementsRequested = false;
private bool inventoryHandlingEnabled;
private bool inventoryHandlingRequested = false;
private bool entityHandlingEnabled;
private object locationLock = new object();
private bool locationReceived = false;
private World world = new World();
private Queue<Location> steps;
private Queue<Location> path;
private Location location;
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;
private string host;
private int port;
private int protocolversion;
private string username;
private string uuid;
private string sessionid;
private DateTime lastKeepAlive;
private object lastKeepAliveLock = new object();
private int respawnTicks = 0;
private int gamemode = 0;
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 Dictionary<int, Entity> entities = new Dictionary<int, Entity>();
// server TPS
private long lastAge = 0;
private DateTime lastTime;
private double serverTPS = 0;
private double averageTPS = 20;
private const int maxSamples = 5;
private List<double> tpsSamples = new List<double>(maxSamples);
private double sampleSum = 0;
// players latency
private Dictionary<string, int> playersLatency = new Dictionary<string, int>();
// ChatBot OnNetworkPacket event
private bool networkPacketCaptureEnabled = false;
public int GetServerPort() { return port; }
public string GetServerHost() { return host; }
public string GetUsername() { return username; }
public string GetUserUUID() { return uuid; }
public string GetSessionID() { return sessionid; }
public Location GetCurrentLocation() { return location; }
public float GetYaw() { return playerYaw; }
public float GetPitch() { return playerPitch; }
public World GetWorld() { return world; }
public Double GetServerTPS() { return averageTPS; }
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 this.Log; }
public int GetPlayerEntityID() { return playerEntityID; }
public List<ChatBot> GetLoadedChatBots() { return new List<ChatBot>(bots); }
TcpClient client;
IMinecraftCom handler;
Thread cmdprompt;
Thread timeoutdetector;
public ILogger Log;
/// <summary>
/// Starts the main chat client
/// </summary>
/// <param name="username">The chosen username of a premium Minecraft Account</param>
/// <param name="uuid">The player's UUID for online-mode authentication</param>
/// <param name="sessionID">A valid sessionID obtained after logging in</param>
/// <param name="server_ip">The server IP</param>
/// <param name="port">The server port to use</param>
/// <param name="protocolversion">Minecraft protocol version to use</param>
public McClient(string username, string uuid, string sessionID, int protocolversion, ForgeInfo forgeInfo, string server_ip, ushort port)
{
StartClient(username, uuid, sessionID, server_ip, port, protocolversion, forgeInfo, false, "");
}
/// <summary>
/// Starts the main chat client in single command sending mode
/// </summary>
/// <param name="username">The chosen username of a premium Minecraft Account</param>
/// <param name="uuid">The player's UUID for online-mode authentication</param>
/// <param name="sessionID">A valid sessionID obtained after logging in</param>
/// <param name="server_ip">The server IP</param>
/// <param name="port">The server port to use</param>
/// <param name="protocolversion">Minecraft protocol version to use</param>
/// <param name="command">The text or command to send.</param>
public McClient(string username, string uuid, string sessionID, string server_ip, ushort port, int protocolversion, ForgeInfo forgeInfo, string command)
{
StartClient(username, uuid, sessionID, server_ip, port, protocolversion, forgeInfo, true, command);
}
/// <summary>
/// Starts the main chat client, wich will login to the server using the MinecraftCom class.
/// </summary>
/// <param name="user">The chosen username of a premium Minecraft Account</param>
/// <param name="sessionID">A valid sessionID obtained with MinecraftCom.GetLogin()</param>
/// <param name="server_ip">The server IP</param>
/// <param name="port">The server port to use</param>
/// <param name="protocolversion">Minecraft protocol version to use</param>
/// <param name="uuid">The player's UUID for online-mode authentication</param>
/// <param name="singlecommand">If set to true, the client will send a single command and then disconnect from the server</param>
/// <param name="command">The text or command to send. Will only be sent if singlecommand is set to true.</param>
private void StartClient(string user, string uuid, string sessionID, string server_ip, ushort port, int protocolversion, ForgeInfo forgeInfo, bool singlecommand, string command)
{
terrainAndMovementsEnabled = Settings.TerrainAndMovements;
inventoryHandlingEnabled = Settings.InventoryHandling;
entityHandlingEnabled = Settings.EntityHandling;
bool retry = false;
this.sessionid = sessionID;
this.uuid = uuid;
this.username = user;
this.host = server_ip;
this.port = port;
this.protocolversion = protocolversion;
this.Log = Settings.LogToFile
? new FileLogLogger(Settings.ExpandVars(Settings.LogFile), Settings.PrependTimestamp)
: new FilteredLogger();
Log.DebugEnabled = Settings.DebugMessages;
Log.InfoEnabled = Settings.InfoMessages;
Log.ChatEnabled = Settings.ChatMessages;
Log.WarnEnabled = Settings.WarningMessages;
Log.ErrorEnabled = Settings.ErrorMessages;
if (!singlecommand)
{
/* Load commands from Commands namespace */
LoadCommands();
if (botsOnHold.Count == 0)
{
if (Settings.AntiAFK_Enabled) { BotLoad(new ChatBots.AntiAFK(Settings.AntiAFK_Delay)); }
if (Settings.Hangman_Enabled) { BotLoad(new ChatBots.HangmanGame(Settings.Hangman_English)); }
if (Settings.Alerts_Enabled) { BotLoad(new ChatBots.Alerts()); }
if (Settings.ChatLog_Enabled) { BotLoad(new ChatBots.ChatLog(Settings.ExpandVars(Settings.ChatLog_File), Settings.ChatLog_Filter, Settings.ChatLog_DateTime)); }
if (Settings.PlayerLog_Enabled) { BotLoad(new ChatBots.PlayerListLogger(Settings.PlayerLog_Delay, Settings.ExpandVars(Settings.PlayerLog_File))); }
if (Settings.AutoRelog_Enabled) { BotLoad(new ChatBots.AutoRelog(Settings.AutoRelog_Delay_Min, Settings.AutoRelog_Delay_Max, Settings.AutoRelog_Retries)); }
if (Settings.ScriptScheduler_Enabled) { BotLoad(new ChatBots.ScriptScheduler(Settings.ExpandVars(Settings.ScriptScheduler_TasksFile))); }
if (Settings.RemoteCtrl_Enabled) { BotLoad(new ChatBots.RemoteControl()); }
if (Settings.AutoRespond_Enabled) { BotLoad(new ChatBots.AutoRespond(Settings.AutoRespond_Matches)); }
if (Settings.AutoAttack_Enabled) { BotLoad(new ChatBots.AutoAttack(Settings.AutoAttack_Mode, Settings.AutoAttack_Priority)); }
if (Settings.AutoFishing_Enabled) { BotLoad(new ChatBots.AutoFishing()); }
if (Settings.AutoEat_Enabled) { BotLoad(new ChatBots.AutoEat(Settings.AutoEat_hungerThreshold)); }
if (Settings.Mailer_Enabled) { BotLoad(new ChatBots.Mailer()); }
if (Settings.AutoCraft_Enabled) { BotLoad(new AutoCraft(Settings.AutoCraft_configFile)); }
if (Settings.AutoDrop_Enabled) { BotLoad(new AutoDrop(Settings.AutoDrop_Mode, Settings.AutoDrop_items)); }
if (Settings.ReplayMod_Enabled) { BotLoad(new ReplayCapture(Settings.ReplayMod_BackupInterval)); }
//Add your ChatBot here by uncommenting and adapting
//BotLoad(new ChatBots.YourBot());
}
}
try
{
client = ProxyHandler.newTcpClient(host, port);
client.ReceiveBufferSize = 1024 * 1024;
client.ReceiveTimeout = 30000; // 30 seconds
handler = Protocol.ProtocolHandler.GetProtocolHandler(client, protocolversion, forgeInfo, this);
Log.Info(Translations.Get("mcc.version_supported"));
try
{
if (handler.Login())
{
if (singlecommand)
{
handler.SendChatMessage(command);
Log.Info(Translations.Get("mcc.single_cmd", command));
Thread.Sleep(5000);
handler.Disconnect();
Thread.Sleep(1000);
}
else
{
foreach (ChatBot bot in botsOnHold)
BotLoad(bot, false);
botsOnHold.Clear();
Log.Info(Translations.Get("mcc.joined", (Settings.internalCmdChar == ' ' ? "" : "" + Settings.internalCmdChar)));
cmdprompt = new Thread(new ThreadStart(CommandPrompt));
cmdprompt.Name = "MCC Command prompt";
cmdprompt.Start();
timeoutdetector = new Thread(new ThreadStart(TimeoutDetector));
timeoutdetector.Name = "MCC Connection timeout detector";
timeoutdetector.Start();
}
}
else
{
Log.Error(Translations.Get("error.login_failed"));
retry = true;
}
}
catch (Exception e)
{
Log.Error(e.GetType().Name + ": " + e.Message);
Log.Error(Translations.Get("error.join"));
retry = true;
}
}
catch (SocketException e)
{
Log.Error(e.Message);
Log.Error(Translations.Get("error.connect"));
retry = true;
}
if (retry)
{
if (ReconnectionAttemptsLeft > 0)
{
Log.Info(Translations.Get("mcc.reconnect", ReconnectionAttemptsLeft));
Thread.Sleep(5000);
ReconnectionAttemptsLeft--;
Program.Restart();
}
else if (!singlecommand && Settings.interactiveMode)
{
Program.HandleFailure();
}
}
}
/// <summary>
/// Allows the user to send chat messages, commands, and leave the server.
/// Enqueue text typed in the command prompt for processing on the main thread.
/// </summary>
private void CommandPrompt()
{
try
{
Thread.Sleep(500);
while (client.Client.Connected)
{
string text = ConsoleIO.ReadLine();
lock (commandQueue)
{
commandQueue.Enqueue(text);
}
}
}
catch (IOException) { }
catch (NullReferenceException) { }
}
/// <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.Substring(1).Split((char)0x00);
switch (command[0].ToLower())
{
case "autocomplete":
if (command.Length > 1) { ConsoleIO.WriteLine((char)0x00 + "autocomplete" + (char)0x00 + handler.AutoComplete(command[1])); }
else Console.WriteLine((char)0x00 + "autocomplete" + (char)0x00);
break;
}
}
else
{
text = text.Trim();
if (text.Length > 0)
{
if (Settings.internalCmdChar == ' ' || text[0] == Settings.internalCmdChar)
{
string response_msg = "";
string command = Settings.internalCmdChar == ' ' ? text : text.Substring(1);
if (!PerformInternalCommand(Settings.ExpandVars(command), ref response_msg) && Settings.internalCmdChar == '/')
{
SendText(text);
}
else if (response_msg.Length > 0)
{
Log.Info(response_msg);
}
}
else SendText(text);
}
}
}
/// <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()
{
lock (lastKeepAliveLock)
{
lastKeepAlive = DateTime.Now;
}
do
{
Thread.Sleep(TimeSpan.FromSeconds(15));
lock (lastKeepAliveLock)
{
if (lastKeepAlive.AddSeconds(30) < DateTime.Now)
{
OnConnectionLost(ChatBot.DisconnectReason.ConnectionLost, Translations.Get("error.timeout"));
return;
}
}
}
while (true);
}
/// <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()), Settings.internalCmdChar);
}
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 ThreadAbortException))
{
Log.Warn(Translations.Get("icmd.error", bot.ToString(), 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[cmd.CmdName.ToLower()] = cmd;
cmd_names.Add(cmd.CmdName.ToLower());
foreach (string alias in cmd.getCMDAliases())
cmds[alias.ToLower()] = cmd;
}
catch (Exception e)
{
Log.Warn(e.Message);
}
}
}
commandsLoaded = true;
}
}
/// <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.Abort();
if (timeoutdetector != null)
{
timeoutdetector.Abort();
timeoutdetector = null;
}
Thread.Sleep(1000);
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)
{
world.Clear();
if (timeoutdetector != null)
{
if (Thread.CurrentThread != timeoutdetector)
timeoutdetector.Abort();
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"));
}
foreach (ChatBot bot in bots.ToArray())
{
try
{
will_restart |= bot.OnDisconnect(reason, message);
}
catch (Exception e)
{
if (!(e is ThreadAbortException))
{
Log.Warn("OnDisconnect: Got error from " + bot.ToString() + ": " + e.ToString());
}
else throw; //ThreadAbortException should not be caught
}
}
if (!will_restart)
Program.HandleFailure();
}
/// <summary>
/// Called ~10 times per second by the protocol handler
/// </summary>
public void OnUpdate()
{
foreach (ChatBot bot in bots.ToArray())
{
try
{
bot.Update();
}
catch (Exception e)
{
if (!(e is ThreadAbortException))
{
Log.Warn("Update: Got error from " + bot.ToString() + ": " + e.ToString());
}
else throw; //ThreadAbortException should not be caught
}
}
lock (commandQueue)
{
if (commandQueue.Count > 0)
{
HandleCommandPromptText(commandQueue.Dequeue());
}
}
lock (chatQueue)
{
if (chatQueue.Count > 0 && nextMessageSendTime < DateTime.Now)
{
string text = chatQueue.Dequeue();
handler.SendChatMessage(text);
nextMessageSendTime = DateTime.Now + Settings.messageCooldown;
}
}
if (terrainAndMovementsEnabled && locationReceived)
{
lock (locationLock)
{
for (int i = 0; i < 2; 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);
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 (Settings.AutoRespawn && respawnTicks > 0)
{
respawnTicks--;
if (respawnTicks == 0)
SendRespawnPacket();
}
}
/// <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;
}
#region Management: Load/Unload ChatBots and Enable/Disable settings
/// <summary>
/// Load a new bot
/// </summary>
public void BotLoad(ChatBot b, bool init = true)
{
b.SetHandler(this);
bots.Add(b);
if (init)
DispatchBotEvent(bot => bot.Initialize(), new ChatBot[] { b });
if (this.handler != null)
DispatchBotEvent(bot => bot.AfterGameJoined(), new ChatBot[] { b });
Settings.SingleCommand = "";
}
/// <summary>
/// Unload a bot
/// </summary>
public void BotUnLoad(ChatBot b)
{
bots.RemoveAll(item => object.ReferenceEquals(item, b));
// ToList is needed to avoid an InvalidOperationException from modfiying the list while it's being iterated upon.
var botRegistrations = registeredBotPluginChannels.Where(entry => entry.Value.Contains(b)).ToList();
foreach (var entry in botRegistrations)
{
UnregisterPluginChannel(entry.Key, b);
}
}
/// <summary>
/// Clear bots
/// </summary>
public void BotClear()
{
bots.Clear();
}
/// <summary>
/// Get Terrain and Movements status.
/// </summary>
public bool GetTerrainEnabled()
{
return terrainAndMovementsEnabled;
}
/// <summary>
/// Get Inventory Handling Mode
/// </summary>
public bool GetInventoryEnabled()
{
return inventoryHandlingEnabled;
}
/// <summary>
/// Enable or disable Terrain and Movements.
/// Please note that Enabling will be deferred until next relog, respawn or world change.
/// </summary>
/// <param name="enabled">Enabled</param>
/// <returns>TRUE if the setting was applied immediately, FALSE if delayed.</returns>
public bool SetTerrainEnabled(bool enabled)
{
if (enabled)
{
if (!terrainAndMovementsEnabled)
{
terrainAndMovementsRequested = true;
return false;
}
}
else
{
terrainAndMovementsEnabled = false;
terrainAndMovementsRequested = false;
locationReceived = false;
world.Clear();
}
return true;
}
/// <summary>
/// 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 (enabled)
{
if (!inventoryHandlingEnabled)
{
inventoryHandlingRequested = true;
return false;
}
}
else
{
inventoryHandlingEnabled = false;
inventoryHandlingRequested = false;
inventories.Clear();
}
return true;
}
/// <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 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 (!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)
{
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 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()
{
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 (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)
{
return onlinePlayers.Values.Distinct().ToArray();
}
}
/// <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 Dictionary<string, string>();
lock (onlinePlayers)
{
foreach (Guid key in onlinePlayers.Keys)
{
uuid2Player.Add(key.ToString(), onlinePlayers[key]);
}
}
return uuid2Player;
}
#endregion
#region Action methods: Perform an action on the Server
/// <summary>
/// Move to the specified location
/// </summary>
/// <param name="location">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>
/// <returns>True if a path has been found</returns>
public bool MoveTo(Location location, bool allowUnsafe = false, bool allowDirectTeleport = false)
{
lock (locationLock)
{
if (allowDirectTeleport)
{
// 1-step path to the desired location without checking anything
UpdateLocation(location, location); // Update yaw and pitch to look at next step
handler.SendLocationUpdate(location, Movement.IsOnGround(world, location), _yaw, _pitch);
return true;
}
else
{
// Calculate path through pathfinding. Path contains a list of 1-block movement that will be divided into steps
if (Movement.GetAvailableMoves(world, this.location, allowUnsafe).Contains(location))
path = new Queue<Location>(new[] { location });
else path = Movement.CalculatePath(world, this.location, location, allowUnsafe);
return path != null;
}
}
}
/// <summary>
/// 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)
{
lock (chatQueue)
{
int maxLength = handler.GetMaxChatMessageLength();
if (text.Length > maxLength) //Message is too long?
{
if (text[0] == '/')
{
//Send the first 100/256 chars of the command
text = text.Substring(0, maxLength);
chatQueue.Enqueue(text);
}
else
{
//Split the message into several messages
while (text.Length > maxLength)
{
chatQueue.Enqueue(text.Substring(0, maxLength));
text = text.Substring(maxLength, text.Length - maxLength);
}
chatQueue.Enqueue(text);
}
}
else chatQueue.Enqueue(text);
}
}
/// <summary>
/// Allow to respawn after death
/// </summary>
/// <returns>True if packet successfully sent</returns>
public 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 (registeredBotPluginChannels.ContainsKey(channel))
{
registeredBotPluginChannels[channel].Add(bot);
}
else
{
List<ChatBot> bots = new List<ChatBot>();
bots.Add(bot);
registeredBotPluginChannels[channel] = bots;
SendPluginChannelMessage("REGISTER", Encoding.UTF8.GetBytes(channel), true);
}
}
/// <summary>
/// Unregisters the given plugin channel for the given bot.
/// </summary>
/// <param name="channel">The channel to unregister.</param>
/// <param name="bot">The bot to unregister the channel for.</param>
public void UnregisterPluginChannel(string channel, ChatBot bot)
{
if (registeredBotPluginChannels.ContainsKey(channel))
{
List<ChatBot> registeredBots = registeredBotPluginChannels[channel];
registeredBots.RemoveAll(item => object.ReferenceEquals(item, bot));
if (registeredBots.Count == 0)
{
registeredBotPluginChannels.Remove(channel);
SendPluginChannelMessage("UNREGISTER", Encoding.UTF8.GetBytes(channel), true);
}
}
}
/// <summary>
/// Sends a plugin channel packet to the server. See http://wiki.vg/Plugin_channel for more information
/// about plugin channels.
/// </summary>
/// <param name="channel">The channel to send the packet on.</param>
/// <param name="data">The payload for the packet.</param>
/// <param name="sendEvenIfNotRegistered">Whether the packet should be sent even if the server or the client hasn't registered it yet.</param>
/// <returns>Whether the packet was sent: true if it was sent, false if there was a connection error or it wasn't registered.</returns>
public bool SendPluginChannelMessage(string channel, byte[] data, bool sendEvenIfNotRegistered = false)
{
if (!sendEvenIfNotRegistered)
{
if (!registeredBotPluginChannels.ContainsKey(channel))
{
return false;
}
if (!registeredServerPluginChannels.Contains(channel))
{
return false;
}
}
return handler.SendPluginChannelPacket(channel, data);
}
/// <summary>
/// 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 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 handler.SendUseItem(0);
}
/// <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)
{
Item item = null;
if (inventories.ContainsKey(windowId) && inventories[windowId].Items.ContainsKey(slotId))
item = inventories[windowId].Items[slotId];
// Inventory update must be after sending packet
bool result = handler.SendWindowAction(windowId, slotId, action, item);
// Update our inventory base on action type
var inventory = GetInventory(windowId);
var 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
var itemTmp = playerInventory.Items[-1];
playerInventory.Items[-1] = inventory.Items[slotId];
inventory.Items[slotId] = itemTmp;
}
}
else
{
// Put cursor item to target
inventory.Items[slotId] = playerInventory.Items[-1];
playerInventory.Items.Remove(-1);
}
}
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);
}
}
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
var itemTmp = playerInventory.Items[-1];
playerInventory.Items[-1] = inventory.Items[slotId];
inventory.Items[slotId] = itemTmp;
}
}
else
{
// Drop 1 item count from cursor
var itemTmp = playerInventory.Items[-1];
var itemClone = new Item(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;
}
}
}
}
break;
case WindowActionType.ShiftClick:
if (slotId == 0) break;
if (inventory.Items.ContainsKey(slotId))
{
/* Target slot have item */
int upperStartSlot = 9;
int upperEndSlot = 35;
switch (inventory.Type)
{
case ContainerType.PlayerInventory:
upperStartSlot = 9;
upperEndSlot = 35;
break;
case ContainerType.Crafting:
upperStartSlot = 1;
upperEndSlot = 9;
break;
// TODO: Define more container type here
}
// 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
if (slotId <= upperEndSlot)
{
// Clicked slot is on upper side inventory, put it to hotbar
// Now try to find same item and put on them
var itemsClone = playerInventory.Items.ToDictionary(entry => entry.Key, entry => entry.Value);
foreach (KeyValuePair<int, Item> _item in itemsClone)
{
if (_item.Key <= upperEndSlot) continue;
int maxCount = _item.Value.Type.StackCount();
if (_item.Value.Type == inventory.Items[slotId].Type && _item.Value.Count < maxCount)
{
// Put item on that stack
int spaceLeft = maxCount - _item.Value.Count;
if (inventory.Items[slotId].Count <= spaceLeft)
{
// Can fit into the stack
inventory.Items[_item.Key].Count += inventory.Items[slotId].Count;
inventory.Items.Remove(slotId);
}
else
{
inventory.Items[slotId].Count -= spaceLeft;
inventory.Items[_item.Key].Count = inventory.Items[_item.Key].Type.StackCount();
}
}
}
if (inventory.Items[slotId].Count > 0)
{
int[] emptySlots = inventory.GetEmpytSlots();
int emptySlot = -2;
foreach (int slot in emptySlots)
{
if (slot <= upperEndSlot) continue;
emptySlot = slot;
break;
}
if (emptySlot != -2)
{
var itemTmp = inventory.Items[slotId];
inventory.Items[emptySlot] = new Item(itemTmp.Type, itemTmp.Count, itemTmp.NBT);
inventory.Items.Remove(slotId);
}
}
}
else
{
// Clicked slot is on hotbar, put it to upper inventory
// Now try to find same item and put on them
var itemsClone = playerInventory.Items.ToDictionary(entry => entry.Key, entry => entry.Value);
foreach (KeyValuePair<int, Item> _item in itemsClone)
{
if (_item.Key < upperStartSlot) continue;
if (_item.Key >= upperEndSlot) break;
int maxCount = _item.Value.Type.StackCount();
if (_item.Value.Type == inventory.Items[slotId].Type && _item.Value.Count < maxCount)
{
// Put item on that stack
int spaceLeft = maxCount - _item.Value.Count;
if (inventory.Items[slotId].Count <= spaceLeft)
{
// Can fit into the stack
inventory.Items[_item.Key].Count += inventory.Items[slotId].Count;
inventory.Items.Remove(slotId);
}
else
{
inventory.Items[slotId].Count -= spaceLeft;
inventory.Items[_item.Key].Count = inventory.Items[_item.Key].Type.StackCount();
}
}
}
if (inventory.Items[slotId].Count > 0)
{
int[] emptySlots = inventory.GetEmpytSlots();
int emptySlot = -2;
foreach (int slot in emptySlots)
{
if (slot < upperStartSlot) continue;
if (slot >= upperEndSlot) break;
emptySlot = slot;
break;
}
if (emptySlot != -2)
{
var itemTmp = inventory.Items[slotId];
inventory.Items[emptySlot] = new Item(itemTmp.Type, itemTmp.Count, itemTmp.NBT);
inventory.Items.Remove(slotId);
}
}
}
}
break;
case WindowActionType.DropItem:
if (inventory.Items.ContainsKey(slotId))
inventory.Items[slotId].Count--;
if (inventory.Items[slotId].Count <= 0)
inventory.Items.Remove(slotId);
break;
case WindowActionType.DropItemStack:
inventory.Items.Remove(slotId);
break;
}
}
return result;
}
/// <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 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 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 (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)
{
inventories.Clear();
inventories[0] = new Container(0, ContainerType.PlayerInventory, "Player Inventory");
return true;
}
else { return false; }
}
/// <summary>
/// Interact with an entity
/// </summary>
/// <param name="EntityID"></param>
/// <param name="type">0: interact, 1: attack, 2: interact at</param>
/// <param name="hand">Hand.MainHand or Hand.OffHand</param>
/// <returns>TRUE if interaction succeeded</returns>
public bool InteractEntity(int EntityID, int type, Hand hand = Hand.MainHand)
{
if (entities.ContainsKey(EntityID))
{
if (type == 0)
{
return handler.SendInteractEntity(EntityID, type, (int)hand);
}
else
{
return handler.SendInteractEntity(EntityID, 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 handler.SendPlayerBlockPlacement((int)hand, location, blockFace);
}
/// <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())
{
// 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)
&& (!swingArms || DoAnimation((int)Hand.MainHand))
&& handler.SendPlayerDigging(2, location, blockFace);
}
else return false;
}
/// <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)
{
CurrentSlot = Convert.ToByte(slot);
return handler.SendHeldItemChange(slot);
}
else return false;
}
/// <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 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 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 handler.UpdateCommandBlock(location, command, mode, flags);
}
#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 ThreadAbortException))
{
//Retrieve parent method name to determine which event caused the exception
System.Diagnostics.StackFrame frame = new System.Diagnostics.StackFrame(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()
{
if (!String.IsNullOrWhiteSpace(Settings.BrandInfo))
handler.SendBrandInfo(Settings.BrandInfo.Trim());
if (Settings.MCSettings_Enabled)
handler.SendClientSettings(
Settings.MCSettings_Locale,
Settings.MCSettings_RenderDistance,
Settings.MCSettings_Difficulty,
Settings.MCSettings_ChatMode,
Settings.MCSettings_ChatColors,
Settings.MCSettings_Skin_All,
Settings.MCSettings_MainHand);
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()
{
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>
/// 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)
{
this._yaw = yaw;
this._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"), "direction");
}
UpdateLocation(location, yaw, pitch);
}
/// <summary>
/// Received some text from the server
/// </summary>
/// <param name="text">Text received</param>
/// <param name="isJson">TRUE if the text is JSON-Encoded</param>
public void OnTextReceived(string text, bool isJson)
{
lock (lastKeepAliveLock)
{
lastKeepAlive = DateTime.Now;
}
List<string> links = new List<string>();
string json = null;
if (isJson)
{
json = text;
text = ChatParser.ParseText(json, links);
}
Log.Chat(text);
if (Settings.DisplayChatLinks)
foreach (string link in links)
Log.Chat(Translations.Get("mcc.link", link), false);
DispatchBotEvent(bot => bot.GetText(text));
DispatchBotEvent(bot => bot.GetText(text, json));
}
/// <summary>
/// Received a connection keep-alive from the server
/// </summary>
public void OnServerKeepAlive()
{
lock (lastKeepAliveLock)
{
lastKeepAlive = DateTime.Now;
}
}
/// <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 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)
{
if (inventories.ContainsKey(inventoryID))
{
inventories[inventoryID].Items = itemList;
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)
{
// 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="uuid">UUID of the player</param>
/// <param name="name">Name of the player</param>
public void OnPlayerJoin(Guid uuid, string name)
{
//Ignore placeholders eg 0000tab# from TabListPlus
if (!ChatBot.IsValidName(name))
return;
lock (onlinePlayers)
{
onlinePlayers[uuid] = name;
}
DispatchBotEvent(bot => bot.OnPlayerJoin(uuid, name));
}
/// <summary>
/// Triggered when a player has left the game
/// </summary>
/// <param name="uuid">UUID of the player</param>
public void OnPlayerLeave(Guid uuid)
{
string username = null;
lock (onlinePlayers)
{
if (onlinePlayers.ContainsKey(uuid))
{
username = onlinePlayers[uuid];
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)
{
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)
{
string playerName = null;
if (onlinePlayers.ContainsKey(uuid))
playerName = onlinePlayers[uuid];
Entity playerEntity = new Entity(entityID, EntityType.Player, location, uuid, playerName);
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];
if (playerName == this.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.ContainsKey(a))
{
DispatchBotEvent(bot => bot.OnEntityDespawn(entities[a]));
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 Location(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)
{
// 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 (Settings.AutoRespawn)
{
Log.Info(Translations.Get("mcc.player_dead_respawn"));
respawnTicks = 10;
}
else
{
Log.Info(Translations.Get("mcc.player_dead"));
}
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)
{
string playerName = null;
if (onlinePlayers.ContainsKey(uuid))
{
playerName = onlinePlayers[uuid];
playersLatency[playerName] = latency;
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 map data
/// </summary>
/// <param name="mapid"></param>
/// <param name="scale"></param>
/// <param name="trackingposition"></param>
/// <param name="locked"></param>
/// <param name="iconcount"></param>
public void OnMapData(int mapid, byte scale, bool trackingposition, bool locked, int iconcount)
{
DispatchBotEvent(bot => bot.OnMapData(mapid, scale, trackingposition, locked, iconcount));
}
/// <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, byte 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.ContainsKey(7) && metadata[7] != null && metadata[7].GetType() == typeof(Item))
{
Item item = (Item)metadata[7];
if (item == null)
entity.Item = new Item(ItemType.Air, 0, null);
else entity.Item = item;
}
if (metadata.ContainsKey(6) && metadata[6] != null && metadata[6].GetType() == typeof(Int32))
{
entity.Pose = (EntityPose)metadata[6];
}
if (metadata.ContainsKey(2) && metadata[2] != null && metadata[2].GetType() == typeof(string))
{
entity.CustomNameJson = metadata[2].ToString();
entity.CustomName = ChatParser.ParseText(metadata[2].ToString());
}
if (metadata.ContainsKey(3) && metadata[3] != null && metadata[3].GetType() == typeof(bool))
{
entity.IsCustomNameVisible = bool.Parse(metadata[3].ToString());
}
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));
}
#endregion
}
}