mirror of
https://github.com/MCCTeam/Minecraft-Console-Client
synced 2025-10-14 21:22:49 +00:00
489 lines
23 KiB
C#
489 lines
23 KiB
C#
using System;
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using System.Collections.Generic;
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using MinecraftClient.Inventory;
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using MinecraftClient.Logger;
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using MinecraftClient.Mapping;
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using MinecraftClient.Protocol.Message;
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using MinecraftClient.Protocol.ProfileKey;
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using MinecraftClient.Scripting;
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namespace MinecraftClient.Protocol
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{
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/// <summary>
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/// Interface for the MinecraftCom Handler.
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/// It defines some callbacks that the MinecraftCom handler must have.
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/// It allows the protocol handler to abstract from the other parts of the program.
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/// </summary>
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public interface IMinecraftComHandler
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{
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/* The MinecraftCom Handler must
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* provide these getters */
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int GetServerPort();
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string GetServerHost();
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string GetUsername();
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Guid GetUserUuid();
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string GetUserUuidStr();
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string GetSessionID();
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string[] GetOnlinePlayers();
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Dictionary<string, string> GetOnlinePlayersWithUUID();
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PlayerInfo? GetPlayerInfo(Guid uuid);
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PlayerKeyPair? GetPlayerKeyPair();
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Location GetCurrentLocation();
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World GetWorld();
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bool GetIsSupportPreviewsChat();
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bool GetTerrainEnabled();
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bool SetTerrainEnabled(bool enabled);
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bool GetInventoryEnabled();
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bool SetInventoryEnabled(bool enabled);
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bool GetEntityHandlingEnabled();
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bool SetEntityHandlingEnabled(bool enabled);
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bool GetNetworkPacketCaptureEnabled();
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void SetNetworkPacketCaptureEnabled(bool enabled);
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int GetProtocolVersion();
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Container? GetInventory(int inventoryID);
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ILogger GetLogger();
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/// <summary>
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/// Invoke a task on the main thread, wait for completion and retrieve return value.
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/// </summary>
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/// <param name="task">Task to run with any type or return value</param>
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/// <returns>Any result returned from task, result type is inferred from the task</returns>
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/// <example>bool result = InvokeOnMainThread(methodThatReturnsAbool);</example>
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/// <example>bool result = InvokeOnMainThread(() => methodThatReturnsAbool(argument));</example>
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/// <example>int result = InvokeOnMainThread(() => { yourCode(); return 42; });</example>
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/// <typeparam name="T">Type of the return value</typeparam>
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T InvokeOnMainThread<T>(Func<T> task);
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/// <summary>
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/// Invoke a task on the main thread and wait for completion
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/// </summary>
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/// <param name="task">Task to run without return value</param>
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/// <example>InvokeOnMainThread(methodThatReturnsNothing);</example>
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/// <example>InvokeOnMainThread(() => methodThatReturnsNothing(argument));</example>
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/// <example>InvokeOnMainThread(() => { yourCode(); });</example>
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void InvokeOnMainThread(Action task);
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/// <summary>
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/// Called when a network packet received or sent
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/// </summary>
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/// <remarks>
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/// Only called if <see cref="McClient.networkPacketEventEnabled"/> is set to True
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/// </remarks>
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/// <param name="packetID">Packet ID</param>
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/// <param name="packetData">A copy of Packet Data</param>
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/// <param name="isLogin">The packet is login phase or playing phase</param>
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/// <param name="isInbound">The packet is received from server or sent by client</param>
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void OnNetworkPacket(int packetID, List<byte> packetData, bool isLogin, bool isInbound);
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/// <summary>
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/// Called when a server was successfully joined
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/// </summary>
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void OnGameJoined(bool isOnlineMode);
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/// <summary>
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/// Received chat/system message from the server
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/// </summary>
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/// <param name="message">Message received</param>
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public void OnTextReceived(ChatMessage message);
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/// <summary>
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/// Will be called every animations of the hit and place block
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/// </summary>
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/// <param name="entityID">Player ID</param>
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/// <param name="animation">0 = LMB, 1 = RMB (RMB Corrent not work)</param>
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void OnEntityAnimation(int entityID, byte animation);
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/// <summary>
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/// Will be called when a Synchronization sequence is recevied, this sequence need to be sent when breaking or placing blocks
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/// </summary>
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/// <param name="sequenceId">Sequence ID</param>
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void OnBlockChangeAck(int sequenceId);
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/// <summary>
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/// Will be called every player break block in gamemode 0
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/// </summary>
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/// <param name="entityId">Player ID</param>
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/// <param name="location">Block location</param>
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/// <param name="stage">Destroy stage, maximum 255</param>
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void OnBlockBreakAnimation(int entityID, Location location, byte stage);
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/// <summary>
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/// This method is called when the protocol handler receives a title
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/// </summary>
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void OnTitle(int action, string titletext, string subtitletext, string actionbartext, int fadein, int stay, int fadeout, string json);
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/// <summary>
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/// Called when receiving a connection keep-alive from the server
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/// </summary>
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void OnServerKeepAlive();
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/// <summary>
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/// This method is called when the protocol handler receives server data
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/// </summary>
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/// <param name="hasMotd">Indicates if the server has a motd message</param>
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/// <param name="motd">Server MOTD message</param>
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/// <param name="hasIcon">Indicates if the server has a an icon</param>
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/// <param name="iconBase64">Server icon in Base 64 format</param>
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/// <param name="previewsChat">Indicates if the server previews chat</param>
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void OnServerDataRecived(bool hasMotd, string motd, bool hasIcon, string iconBase64, bool previewsChat);
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/// <summary>
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/// This method is called when the protocol handler receives "Set Display Chat Preview" packet
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/// </summary>
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/// <param name="previewsChat">Indicates if the server previews chat</param>
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public void OnChatPreviewSettingUpdate(bool previewsChat);
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/// <summary>
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/// Called when an inventory is opened
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/// </summary>
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void OnInventoryOpen(int inventoryID, Container inventory);
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/// <summary>
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/// Called when an inventory is closed
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/// </summary>
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void OnInventoryClose(int inventoryID);
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/// <summary>
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/// Called when the player respawns, which happens on login, respawn and world change.
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/// </summary>
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void OnRespawn();
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/// <summary>
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/// Triggered when a new player joins the game
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/// </summary>
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/// <param name="player">player info</param>
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public void OnPlayerJoin(PlayerInfo player);
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/// <summary>
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/// This method is called when a player has left the game
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/// </summary>
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/// <param name="uuid">UUID of the player</param>
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void OnPlayerLeave(Guid uuid);
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/// <summary>
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/// This method is called when a player has been killed by another entity
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/// </summary>
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/// <param name="killerEntityId">Killer's entity if</param>
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/// <param name="chatMessage">message sent in chat when player is killed</param>
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void OnPlayerKilled(int killerEntityId, string chatMessage);
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/// <summary>
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/// Called when the server sets the new location for the player
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/// </summary>
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/// <param name="location">New location of the player</param>
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/// <param name="yaw">New yaw</param>
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/// <param name="pitch">New pitch</param>
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void UpdateLocation(Location location, float yaw, float pitch);
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/// <summary>
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/// This method is called when the connection has been lost
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/// </summary>
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void OnConnectionLost(ChatBot.DisconnectReason reason, string message);
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/// <summary>
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/// Called ~10 times per second (10 ticks per second)
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/// Useful for updating bots in other parts of the program
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/// </summary>
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void OnUpdate();
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/// <summary>
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/// Registers the given plugin channel for the given bot.
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/// </summary>
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/// <param name="channel">The channel to register.</param>
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/// <param name="bot">The bot to register the channel for.</param>
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void RegisterPluginChannel(string channel, ChatBot bot);
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/// <summary>
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/// Unregisters the given plugin channel for the given bot.
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/// </summary>
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/// <param name="channel">The channel to unregister.</param>
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/// <param name="bot">The bot to unregister the channel for.</param>
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void UnregisterPluginChannel(string channel, ChatBot bot);
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/// <summary>
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/// Sends a plugin channel packet to the server.
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/// See http://wiki.vg/Plugin_channel for more information about plugin channels.
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/// </summary>
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/// <param name="channel">The channel to send the packet on.</param>
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/// <param name="data">The payload for the packet.</param>
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/// <param name="sendEvenIfNotRegistered">Whether the packet should be sent even if the server or the client hasn't registered it yet.</param>
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/// <returns>Whether the packet was sent: true if it was sent, false if there was a connection error or it wasn't registered.</returns>
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bool SendPluginChannelMessage(string channel, byte[] data, bool sendEvenIfNotRegistered = false);
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/// <summary>
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/// Called when a plugin channel message was sent from the server.
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/// </summary>
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/// <param name="channel">The channel the message was sent on</param>
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/// <param name="data">The data from the channel</param>
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void OnPluginChannelMessage(string channel, byte[] data);
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/// <summary>
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/// Called when an entity has spawned
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/// </summary>
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/// <param name="entity">Spawned entity</param>
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void OnSpawnEntity(Entity entity);
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/// <summary>
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/// Called when an entity has spawned
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/// </summary>
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/// <param name="entityid">Entity id</param>
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/// <param name="slot">Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet)/param>
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/// <param name="item">Item/param>
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void OnEntityEquipment(int entityid, int slot, Item? item);
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/// <summary>
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/// Called when a player spawns or enters the client's render distance
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/// </summary>
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/// <param name="entityID">Entity ID</param>
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/// <param name="uuid">Entity UUID</param>
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/// <param name="location">Entity location</param>
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/// <param name="yaw">Player head yaw</param>
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/// <param name="pitch">Player head pitch</param>
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void OnSpawnPlayer(int entityID, Guid uuid, Location location, byte yaw, byte pitch);
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/// <summary>
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/// Called when entities have despawned
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/// </summary>
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/// <param name="EntityID">List of Entity ID that have despawned</param>
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void OnDestroyEntities(int[] EntityID);
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/// <summary>
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/// Called when an entity moved by coordinate offset
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="Dx">X offset</param>
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/// <param name="Dy">Y offset</param>
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/// <param name="Dz">Z offset</param>
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/// <param name="onGround">TRUE if on ground</param>
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void OnEntityPosition(int entityID, Double dx, Double dy, Double dz, bool onGround);
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/// <summary>
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/// Called when an entity moved to fixed coordinates
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="Dx">X</param>
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/// <param name="Dy">Y</param>
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/// <param name="Dz">Z</param>
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/// <param name="onGround">TRUE if on ground</param>
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void OnEntityTeleport(int entityID, Double x, Double y, Double z, bool onGround);
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/// <summary>
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/// Called when additional properties have been received for an entity
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="prop">Dictionary of properties</param>
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void OnEntityProperties(int entityID, Dictionary<string, Double> prop);
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/// <summary>
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/// Called when the status of an entity have been changed
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/// </summary>
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/// <param name="entityID">Entity ID</param>
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/// <param name="status">Status ID</param>
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void OnEntityStatus(int entityID, byte status);
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/// <summary>
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/// Called when the world age has been updated
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/// </summary>
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/// <param name="WorldAge">World age</param>
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/// <param name="TimeOfDay">Time of Day</param>
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void OnTimeUpdate(long worldAge, long timeOfDay);
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/// <summary>
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/// When received window properties from server.
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///
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/// </summary>
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/// <param name="inventoryID">Inventory ID</param>
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/// <param name="propertyId">Property ID</param>
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/// <param name="propertyValue">Property Value</param>
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public void OnWindowProperties(byte inventoryID, short propertyId, short propertyValue);
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/// <summary>
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/// Called when inventory items have been received
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/// </summary>
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/// <param name="inventoryID">Inventory ID</param>
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/// <param name="itemList">Item list</param>
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/// <param name="stateId">State ID</param>
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void OnWindowItems(byte inventoryID, Dictionary<int, Item> itemList, int stateId);
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/// <summary>
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/// Called when a single slot has been updated inside an inventory
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/// </summary>
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/// <param name="inventoryID">Window ID</param>
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/// <param name="slotID">Slot ID</param>
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/// <param name="item">Item (may be null for empty slot)</param>
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/// <param name="stateId">State ID</param>
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void OnSetSlot(byte inventoryID, short slotID, Item? item, int stateId);
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/// <summary>
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/// Called when player health or hunger changed.
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/// </summary>
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/// <param name="health"></param>
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/// <param name="food"></param>
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void OnUpdateHealth(float health, int food);
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/// <summary>
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/// Called when the health of an entity changed
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/// </summary>
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/// <param name="entityID">Entity ID</param>
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/// <param name="health">The health of the entity</param>
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void OnEntityHealth(int entityID, float health);
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/// <summary>
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/// Called when entity metadata or metadata changed.
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/// </summary>
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/// <param name="EntityID">Entity ID</param>
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/// <param name="metadata">Entity metadata</param>
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void OnEntityMetadata(int EntityID, Dictionary<int, object?> metadata);
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/// <summary>
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/// Called when and explosion occurs on the server
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/// </summary>
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/// <param name="location">Explosion location</param>
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/// <param name="strength">Explosion strength</param>
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/// <param name="affectedBlocks">Amount of affected blocks</param>
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void OnExplosion(Location location, float strength, int affectedBlocks);
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/// <summary>
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/// Called when a player's game mode has changed
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/// </summary>
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/// <param name="uuid">Affected player's UUID</param>
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/// <param name="gamemode">New game mode</param>
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void OnGamemodeUpdate(Guid uuid, int gamemode);
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/// <summary>
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/// Called when a player's latency has changed
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/// </summary>
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/// <param name="uuid">Affected player's UUID</param>
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/// <param name="latency">latency</param>
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void OnLatencyUpdate(Guid uuid, int latency);
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/// <summary>
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/// Called when Experience bar is updated
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/// </summary>
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/// <param name="Experiencebar">Experience bar level</param>
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/// <param name="Level">Player Level</param>
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/// <param name="TotalExperience">Total experience</param>
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void OnSetExperience(float Experiencebar, int Level, int TotalExperience);
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/// <summary>
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/// Called when client need to change slot.
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/// </summary>
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/// <remarks>Used for setting player slot after joining game</remarks>
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/// <param name="slot"></param>
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void OnHeldItemChange(byte slot);
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/// <summary>
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/// 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
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/// Map format and colors: https://minecraft.wiki/w/Map_item_format
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/// </summary>
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/// <param name="mapid">Map ID of the map being modified</param>
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/// <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>
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/// <param name="trackingposition">Specifies whether player and item frame icons are shown </param>
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/// <param name="locked">True if the map has been locked in a cartography table </param>
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/// <param name="icons">A list of MapIcon objects of map icons, send only if trackingPosition is true</param>
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/// <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>
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/// <param name="rowsUpdated">Map height</param>
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/// <param name="mapCoulmnX">x offset of the westernmost column</param>
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/// <param name="mapRowZ">z offset of the northernmost row</param>
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/// <param name="colors">a byte array of colors on the map</param>
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void OnMapData(int mapid, byte scale, bool trackingPosition, bool locked, List<MapIcon> icons, byte columnsUpdated, byte rowsUpdated, byte mapCoulmnX, byte mapRowZ, byte[]? colors);
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/// <summary>
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/// Called when the Player entity ID has been received from the server
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/// </summary>
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/// <param name="EntityID">Player entity ID</param>
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void OnReceivePlayerEntityID(int EntityID);
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/// <summary>
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/// Called when the Entity use effects
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/// </summary>
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/// <param name="entityid">entity ID</param>
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/// <param name="effect">effect id</param>
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/// <param name="amplifier">effect amplifier</param>
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/// <param name="duration">effect duration</param>
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/// <param name="flags">effect flags</param>
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/// <param name="hasFactorData">has factor data</param>
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/// <param name="factorCodec">factorCodec</param>
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void OnEntityEffect(int entityid, Effects effect, int amplifier, int duration, byte flags, bool hasFactorData, Dictionary<String, object>? factorCodec);
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/// <summary>
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/// Called when coreboardObjective
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/// </summary>
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/// <param name="objectivename">objective name</param>
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/// <param name="mode">0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text.</param>
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/// <param name="objectivevalue">Only if mode is 0 or 2. The text to be displayed for the score</param>
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/// <param name="type">Only if mode is 0 or 2. 0 = "integer", 1 = "hearts".</param>
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void OnScoreboardObjective(string objectivename, byte mode, string objectivevalue, int type);
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/// <summary>
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/// Called when DisplayScoreboard
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/// </summary>
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/// <param name="entityname">The entity whose score this is. For players, this is their username; for other entities, it is their UUID.</param>
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/// <param name="action">0 to create/update an item. 1 to remove an item.</param>
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/// <param name="objectivename">The name of the objective the score belongs to</param>
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/// <param name="value">he score to be displayed next to the entry. Only sent when Action does not equal 1.</param>
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void OnUpdateScore(string entityname, int action, string objectivename, int value);
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/// <summary>
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/// Called when tradeList is received from server
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/// </summary>
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/// <param name="windowID">Window ID</param>
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/// <param name="trades">List of trades.</param>
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/// <param name="villagerLevel">The level the villager is.</param>
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/// <param name="experience">The amount of experience the villager has.</param>
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/// <param name="isRegularVillager">True if regular villagers and false if the wandering trader.</param>
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/// <param name="canRestock">If the villager can restock his trades at a workstation, True for regular villagers and false for the wandering trader.</param>
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void OnTradeList(int windowID, List<VillagerTrade> trades, VillagerInfo villagerInfo);
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/// <summary>
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/// This method is called when the protocol handler receives "Login Success" packet
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/// </summary>
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/// <param name="uuid">The player's UUID received from the server</param>
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/// <param name="userName">The player's username received from the server</param>
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/// <param name="playerProperty">Tuple<Name, Value, Signature(empty if there is no signature)></param>
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public void OnLoginSuccess(Guid uuid, string userName, Tuple<string, string, string>[]? playerProperty);
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/// <summary>
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/// Used for a wide variety of game events, from weather to bed use to gamemode to demo messages.
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/// </summary>
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/// <param name="reason">Event type</param>
|
||
/// <param name="value">Depends on Reason</param>
|
||
public void OnGameEvent(byte reason, float value);
|
||
|
||
/// <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);
|
||
|
||
/// <summary>
|
||
/// Called when "AutoComplete" completes.
|
||
/// </summary>
|
||
/// <param name="transactionId">The number of this result.</param>
|
||
/// <param name="result">All commands.</param>
|
||
public void OnAutoCompleteDone(int transactionId, string[] result);
|
||
|
||
public void SetCanSendMessage(bool canSendMessage);
|
||
|
||
/// <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>
|
||
|
||
bool ClickContainerButton(int windowId, int buttonId);
|
||
|
||
/// <summary>
|
||
/// Send a rename item packet when the anvil inventory is open and there is an item in the first slot
|
||
/// </summary>
|
||
/// <param name="itemName">New name (max 50 characters)</param>
|
||
/// <returns>True if packet was successfully sent</returns>
|
||
|
||
bool SendRenameItem(string itemName);
|
||
}
|
||
}
|