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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using System.Drawing;
using libMC.NET.Common;
using libMC.NET.World;
using libMC.NET.Entities;
// TODO: Comment more things
// TODO: Speed things up, optimize code.
// [Low]: Refactor packets to be universal for Server/Client, and be usable with proxies
namespace libMC.NET {
/// <summary>
/// Main class for libMC.Net, a Minecraft interaction library for .net languages.
/// </summary>
public class Minecraft {
#region Variables
public string ServerIP, ClientName, ClientPassword, AccessToken, ClientToken, SelectedProfile, ClientBrand;
public int ServerPort, ServerState;
public bool VerifyNames, Running, First = false;
public NetworkHandler nh;
#region Trackers
public WorldClass MinecraftWorld; // -- Holds all of the world information. Time, chunks, players, ect.
public Player ThisPlayer; // -- Holds all user information, location, inventory and so on.
public Dictionary<string, short> Players;
#endregion
#endregion
/// <summary>
/// Create a new Minecraft Instance
/// </summary>
/// <param name="ip">The IP of the server to connect to</param>
/// <param name="port">The port of the server to connect to</param>
/// <param name="username">The username to use when connecting to Minecraft</param>
/// <param name="password">The password to use when connecting to Minecraft (Ignore if you are providing credentials)</param>
/// <param name="nameVerification">To connect using Name Verification or not</param>
public Minecraft(string ip, int port, string username, string password, bool nameVerification) {
ServerIP = ip;
ServerPort = port;
ClientName = username;
ClientPassword = password;
VerifyNames = nameVerification;
ClientBrand = "libMC.NET"; // -- Used in the plugin message reporting the client brand to the server.
}
/// <summary>
/// Login to Minecraft.net and store credentials
/// </summary>
public void Login() {
if (VerifyNames) {
Minecraft_Net_Interaction loginHandler = new Minecraft_Net_Interaction();
string[] credentials = loginHandler.Login(ClientName, ClientPassword);
if (credentials[0] == "") { // -- Fall back to no auth.
RaiseError(this, "Failed to login to Minecraft.net! (Incorrect username or password)");
VerifyNames = false;
} else {
RaiseInfo(this, "Logged in to Minecraft.net successfully.");
RaiseDebug(this, string.Format("Token: {0}\nProfile: {1}", credentials[0], credentials[1]));
AccessToken = credentials[0];
SelectedProfile = credentials[1];
ClientToken = credentials[2];
}
} else {
AccessToken = "None";
SelectedProfile = "None";
}
}
/// <summary>
/// Uses a client's stored credentials to verify with Minecraft.net
/// </summary>
public bool VerifySession() {
if (AccessToken == null || ClientToken == null) {
RaiseError(this, "Credentials are not set!");
return false;
}
var SessionVerifier = new Minecraft_Net_Interaction();
string[] Response = SessionVerifier.SessionRefresh(AccessToken, ClientToken);
if (Response[0] == "") {
RaiseError(this, "Unable to Verify Session!");
return false;
}
RaiseInfo(this, "Credentials verified and refreshed!");
AccessToken = Response[0];
ClientToken = Response[1];
return true;
}
/// <summary>
/// Uses a client's stored credentials to verify with Minecraft.net
/// </summary>
/// <param name="accessToken">Stored Access Token</param>
/// <param name="clientToken">Stored Client Token</param>
public bool VerifySession(string accessToken, string clientToken) {
AccessToken = accessToken;
ClientToken = clientToken;
var SessionVerifier = new Minecraft_Net_Interaction();
string[] Response = SessionVerifier.SessionRefresh(AccessToken, ClientToken);
if (Response[0] == "") {
RaiseError(this, "Unable to Verify Session!");
return false;
}
RaiseInfo(this, "Credentials verified and refreshed!");
AccessToken = Response[0];
ClientToken = Response[1];
return true;
}
/// <summary>
/// Connects to the Minecraft Server.
/// </summary>
public void Connect() {
if (nh != null)
Disconnect();
Players = new Dictionary<string,short>();
nh = new NetworkHandler(this);
// -- Register our event handlers.
nh.InfoMessage += NetworkInfo;
nh.DebugMessage += NetworkDebug;
nh.SocketError += NetworkError;
nh.PacketHandled += RaisePacketHandled;
// -- Connect to the server and begin reading packets.
nh.Start();
RaiseDebug(this, "Network handler created, Connecting to server...");
}
/// <summary>
/// Disconnects from the Minecraft server.
/// </summary>
public void Disconnect() {
if (nh != null)
nh.Stop();
// -- Reset all variables to default so we can make a new connection.
Running = false;
ServerState = 0;
nh = null;
MinecraftWorld = null;
ThisPlayer = null;
Players = null;
RaiseDebug(this, "Variables reset, disconnected from server.");
}
#region Simple Actions
public void SendChat(string Message) {
if (nh != null) {
Packets.Play.ServerBound.ChatMessage.SendChat(this, Message);
}
}
#endregion
#region Event Messengers
#region Server Events
public void RaisePlayerlistAdd(string name, short ping) {
if (PlayerListitemAdd != null)
PlayerListitemAdd(name, ping);
}
public void RaisePlayerlistRemove(string name) {
if (PlayerListitemRemove != null)
PlayerListitemRemove(name);
}
public void RaisePlayerlistUpdate(string name, short ping) {
if (PlayerListitemUpdate != null)
PlayerListitemUpdate(name, ping);
}
public void RaisePluginMessage(string channel, byte[] data) {
if (PluginMessage != null)
PluginMessage(channel, data);
}
public void RaiseLoginSuccess(object Sender) {
if (LoginSuccess != null)
LoginSuccess(Sender);
}
public void RaiseLoginFailure(object Sender, string Reason) {
if (LoginFailure != null)
LoginFailure(Sender, Reason);
}
public void RaiseGameJoined() {
if (JoinedGame != null)
JoinedGame();
}
public void RaiseTransactionRejected(byte Window_ID, short Action_ID) {
if (TransactionRejected != null)
TransactionRejected(Window_ID, Action_ID);
}
public void RaiseTransactionAccepted(byte Window_ID, short Action_ID) {
if (TransactionAccepted != null)
TransactionAccepted(Window_ID, Action_ID);
}
public void RaiseKicked(string reason) {
if (PlayerKicked != null)
PlayerKicked(reason);
}
public void RaiseExplosion(float X, float Y, float Z) {
if (Explosion != null)
Explosion(X, Y, Z);
}
public void RaisePingResponse(string VersionName, int ProtocolVersion, int MaxPlayers, int OnlinePlayers, string[] PlayersSample, string MOTD, Image Favicon) {
if (PingResponseReceived != null)
PingResponseReceived(VersionName, ProtocolVersion, MaxPlayers, OnlinePlayers, PlayersSample, MOTD, Favicon);
}
public void RaisePingMs(int MsPing) {
if (MsPingReceived != null)
MsPingReceived(MsPing);
}
#endregion
#region Base Events
void NetworkInfo(object Sender, string Message) {
if (InfoMessage != null)
InfoMessage(Sender, "(NETWORK): " + Message);
}
void NetworkDebug(object Sender, string Message) {
if (DebugMessage != null)
DebugMessage(Sender, "(NETWORK): " + Message);
}
void NetworkError(object Sender, string Message) {
if (ErrorMessage != null)
ErrorMessage(Sender, "(NETWORK): " + Message);
}
void RaisePacketHandled(object Sender, object Packet, int id) {
if (PacketHandled != null)
PacketHandled(Sender, Packet, id);
}
public void RaiseError(object Sender, string Message) {
if (ErrorMessage != null)
ErrorMessage(Sender, Message);
}
public void RaiseInfo(object Sender, string Message) {
if (InfoMessage != null)
InfoMessage(Sender, Message);
}
public void RaiseDebug(object Sender, string Message) {
if (DebugMessage != null)
DebugMessage(Sender, Message);
}
public void RaiseMC(object Sender, string McMessage, string Name) {
if (Message != null)
Message(Sender, McMessage, Name);
}
#endregion
#region Block Events
public void RaiseChestStateChange(byte state, int x, short y, int z) {
if (ChestStateChanged != null)
ChestStateChanged(state, x, y, z);
}
public void RaiseBlockBreakingEvent(Vector Location, int Entity_ID, byte Stage) {
if (BlockBreaking != null)
BlockBreaking(Location, Entity_ID, Stage);
}
public void RaiseBlockChangedEvent(int x, byte y, int z, int type, byte data) {
if (BlockChanged != null)
BlockChanged(x, y, z, type, data);
}
public void RaisePistonMoved(byte state, byte direction, int x, short y, int z) {
if (PistonMoved != null)
PistonMoved(state, direction, x, y, z);
}
#endregion
#region World Events
public void RaiseChunkUnload(int X, int Z) {
if (ChunkUnloaded != null)
ChunkUnloaded(X, Z);
}
public void RaiseChunkLoad(int X, int Z) {
if (ChunkLoaded != null)
ChunkLoaded(X, Z);
}
public void RaiseNoteBlockSound(byte instrument, byte pitch, int x, short y, int z) {
if (NoteBlockPlay != null)
NoteBlockPlay(instrument, pitch, x, y, z);
}
public void RaiseGameStateChanged(string eventName, float value) {
if (GameStateChanged != null)
GameStateChanged(eventName, value);
}
public void RaiseMultiBlockChange(int Chunk_X, int Chunk_Z) {
if (MultiBlockChange != null)
MultiBlockChange(Chunk_X, Chunk_Z);
}
#endregion
#region Entity Events
public void RaiseEntityAnimationChanged(object Sender, int Entity_ID, byte Animation) {
if (EntityAnimationChanged != null)
EntityAnimationChanged(Sender, Entity_ID, Animation);
}
public void RaiseEntityAttached(int Entity_ID, int Vehicle_ID, bool Leashed) {
if (EntityAttached != null)
EntityAttached(Entity_ID, Vehicle_ID, Leashed);
}
public void RaiseEntityDestruction(int Entity_ID) {
if (EntityDestroyed != null)
EntityDestroyed(Entity_ID);
}
public void RaiseEntityStatus(int Entity_ID) {
if (EntityStatusChanged != null)
EntityStatusChanged(Entity_ID);
}
public void RaiseEntityEquipment(int Entity_ID, int slot, Item newItem) {
if (EntityEquipmentChanged != null)
EntityEquipmentChanged(Entity_ID, slot, newItem);
}
public void RaiseEntityHeadLookChanged(int Entity_ID, byte head_yaw) {
if (EntityHeadLookChanged != null)
EntityHeadLookChanged(Entity_ID, head_yaw);
}
public void RaiseEntityLookChanged(int Entity_ID, byte yaw, byte pitch) {
if (EntityLookChanged != null)
EntityLookChanged(Entity_ID, yaw, pitch);
}
public void RaiseEntityRelMove(int Entity_ID, int Change_X, int Change_Y, int Change_Z) {
if (EntityRelMove != null)
EntityRelMove(Entity_ID, Change_X, Change_Y, Change_Z);
}
public void RaiseEntityTeleport(int Entity_ID, int X, int Y, int Z) {
if (EntityTeleport != null)
EntityTeleport(Entity_ID, X, Y, Z);
}
public void RaiseEntityVelocityChanged(int Entity_ID, int X, int Y, int Z) {
if (EntityVelocityChanged != null)
EntityVelocityChanged(Entity_ID, X, Y, Z);
}
#endregion
#region Player Events
public void RaiseWindowClosed(byte window_ID) {
if (CloseWindow != null)
CloseWindow(window_ID);
}
public void RaiseOpenWindow(byte Window_ID, byte Type, string Title, byte slots, bool useTitle) {
if (OpenWindow != null)
OpenWindow(Window_ID, Type, Title, slots, useTitle);
}
public void RaiseItemCollected(int item_EID, int collector_eid) {
if (ItemCollected != null)
ItemCollected(item_EID, collector_eid);
}
public void RaiseHeldSlotChanged(byte slot) {
if (HeldSlotChanged != null)
HeldSlotChanged(slot);
}
public void RaiseLocationChanged() {
if (LocationChanged != null)
LocationChanged();
}
public void RaisePlayerRespawn() {
if (PlayerRespawned != null)
PlayerRespawned();
}
public void RaiseExperienceUpdate(float expBar, short level, short totalExp) {
if (experienceSet != null)
experienceSet(expBar, level, totalExp);
}
public void RaiseSetWindowSlot(byte windowid, short slot, Item item) {
if (SetWindowItem != null)
SetWindowItem(windowid, slot, item);
}
public void RaiseInventoryItem(short slot, Item item) {
if (SetInventoryItem != null)
SetInventoryItem(slot, item);
}
public void RaisePlayerHealthUpdate(float health, short hunger, float saturation) {
if (SetPlayerHealth != null)
SetPlayerHealth(health, hunger, saturation);
}
#endregion
#region Scoreboard Events
public void RaiseScoreBoard(byte position, string name) {
if (DisplayScoreboard != null)
DisplayScoreboard(position, name);
}
public void RaiseScoreboardAdd(string name, string value) {
if (ScoreboardObjectiveAdd != null)
ScoreboardObjectiveAdd(name, value);
}
public void RaiseScoreboardRemove(string name) {
if (ScoreboardObjectiveRemove != null)
ScoreboardObjectiveRemove(name);
}
public void RaiseScoreboardUpdate(string name, string value) {
if (scoreboardObjectiveUpdate != null)
scoreboardObjectiveUpdate(name, value);
}
#endregion
#endregion
#region Event Delegates
#region Base Events
public delegate void DebugMessageHandler(object sender, string message);
public event DebugMessageHandler DebugMessage;
public delegate void ErrorMessageHandler(object sender, string message);
public event ErrorMessageHandler ErrorMessage;
public delegate void InfoMessageHandler(object sender, string message);
public event InfoMessageHandler InfoMessage;
public delegate void MessageHandler(object sender, string message, string name);
public event MessageHandler Message;
public delegate void PacketHandler(object sender, object packet, int id);
public event PacketHandler PacketHandled;
#endregion
#region Block Events
public delegate void BlockChangedEventHandler(int x, byte y, int z, int newType, byte data);
public event BlockChangedEventHandler BlockChanged;
public delegate void BlockBreakAnimationHandler(Vector Location, int Entity_ID, byte Stage);
public event BlockBreakAnimationHandler BlockBreaking;
public delegate void PistonMoveHandler(byte state, byte direction, int x, short y, int z);
public event PistonMoveHandler PistonMoved;
public delegate void ChestStateChangedHandler(byte state, int x, short y, int z);
public event ChestStateChangedHandler ChestStateChanged;
#endregion
#region World Events
public delegate void NoteBlockPlayHandler(byte instrument, byte pitch, int x, short y, int z);
public event NoteBlockPlayHandler NoteBlockPlay;
public delegate void GameStateChangedHandler(string eventName, float value);
public event GameStateChangedHandler GameStateChanged;
public delegate void ChunkUnloadedHandler(int X, int Z);
public event ChunkUnloadedHandler ChunkUnloaded;
public delegate void ChunkLoadedHandler(int X, int Z);
public event ChunkLoadedHandler ChunkLoaded;
public delegate void ExplosionHandler(float X, float Y, float Z);
public event ExplosionHandler Explosion;
public delegate void MultiBlockChangeHandler(int Chunk_X, int Chunk_Z);
public event MultiBlockChangeHandler MultiBlockChange;
#endregion
#region Entity Events
public delegate void EntityVelocityChangedHandler(int Entity_ID, int X, int Y, int Z);
public event EntityVelocityChangedHandler EntityVelocityChanged;
public delegate void EntityTeleportHandler(int Entity_ID, int X, int Y, int Z);
public event EntityTeleportHandler EntityTeleport;
public delegate void EntityRelMoveHandler(int Entity_ID, int Change_X, int Change_Y, int Change_Z);
public event EntityRelMoveHandler EntityRelMove;
public delegate void EntityLookChangedHandler(int Entity_ID, byte yaw, byte pitch);
public event EntityLookChangedHandler EntityLookChanged;
public delegate void EntityHeadLookChangedHandler(int Entity_ID, byte head_yaw);
public event EntityHeadLookChangedHandler EntityHeadLookChanged;
public delegate void EntityEquipmentChangedHandler(int Entity_ID, int slot, Item newItem);
public event EntityEquipmentChangedHandler EntityEquipmentChanged;
public delegate void EntityAnimationChangedHandler(object sender, int Entity_ID, byte Animation);
public event EntityAnimationChangedHandler EntityAnimationChanged;
public delegate void EntityAttachedHandler(int Entity_ID, int Vehicle_ID, bool Leashed);
public event EntityAttachedHandler EntityAttached;
public delegate void ItemCollectedHandler(int item_EID, int collector_eid);
public event ItemCollectedHandler ItemCollected;
public delegate void EntityDestroyedHandler(int Entity_ID);
public event EntityDestroyedHandler EntityDestroyed;
public delegate void EntityStatusChangedHandler(int Entity_ID);
public event EntityStatusChangedHandler EntityStatusChanged;
#endregion
#region Player Events
public delegate void ExperienceSetHandler(float expBar, short level, short totalExp);
public event ExperienceSetHandler experienceSet;
public delegate void PlayerRespawnedHandler();
public event PlayerRespawnedHandler PlayerRespawned;
public delegate void LocationChangedHandler();
public event LocationChangedHandler LocationChanged;
public delegate void OpenWindowHandler(byte Window_ID, byte Type, string Title, byte slots, bool useTitle);
public event OpenWindowHandler OpenWindow;
public delegate void CloseWindowHandler(byte windowID);
public event CloseWindowHandler CloseWindow;
public delegate void HeldSlotChangedHandler(byte slot);
public event HeldSlotChangedHandler HeldSlotChanged;
public delegate void SetWindowItemHandler(byte window_ID, short slot, Item item);
public event SetWindowItemHandler SetWindowItem;
public delegate void SetInventoryItemHandler(short slot, Item item);
public event SetInventoryItemHandler SetInventoryItem;
public delegate void SetPlayerHealthHandler(float health, short hunger, float saturation);
public event SetPlayerHealthHandler SetPlayerHealth;
#endregion
#region Scoreboard Events
public delegate void ScoreboardObjectiveAddHandler(string name, string value);
public event ScoreboardObjectiveAddHandler ScoreboardObjectiveAdd;
public delegate void ScoreboardObjectiveUpdateHandler(string name, string value);
public event ScoreboardObjectiveUpdateHandler scoreboardObjectiveUpdate;
public delegate void ScoreboardObjectiveRemoveHandler(string name);
public event ScoreboardObjectiveRemoveHandler ScoreboardObjectiveRemove;
public delegate void DisplayScoreboardHandler(byte position, string scoreName);
public event DisplayScoreboardHandler DisplayScoreboard;
#endregion
#region Server Events
public delegate void PluginMessageHandler(string channel, byte[] data);
public event PluginMessageHandler PluginMessage;
public delegate void PlayerListitemAddHandler(string name, short ping);
public event PlayerListitemAddHandler PlayerListitemAdd;
public delegate void PlayerListitemRemoveHandler(string name);
public event PlayerListitemRemoveHandler PlayerListitemRemove;
public delegate void PlayerListitemUpdateHandler(string name, short ping);
public event PlayerListitemUpdateHandler PlayerListitemUpdate;
public delegate void LoginSuccessHandler(object sender);
public event LoginSuccessHandler LoginSuccess;
public delegate void LoginFailureHandler(object sender, string reason);
public event LoginFailureHandler LoginFailure;
public delegate void JoinGameHandler();
public event JoinGameHandler JoinedGame;
public delegate void TransactionRejectedHandler(byte Window_ID, short Action_ID);
public event TransactionRejectedHandler TransactionRejected;
public delegate void TransactionAcceptedHandler(byte Window_ID, short Action_ID);
public event TransactionAcceptedHandler TransactionAccepted;
public delegate void PlayerKickedHandler(string reason);
public event PlayerKickedHandler PlayerKicked;
public delegate void PingMsReceivedHandler(int msPing);
public event PingMsReceivedHandler MsPingReceived;
public delegate void PingResponseReceivedHandler(string VersionName, int ProtocolVersion, int MaxPlayers, int OnlinePlayers, string[] PlayersSample, string MOTD, Image Favicon);
public event PingResponseReceivedHandler PingResponseReceived;
#endregion
#endregion
}
}