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C# MinecraftServer类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中MinecraftServer的典型用法代码示例。如果您正苦于以下问题:C# MinecraftServer类的具体用法?C# MinecraftServer怎么用?C# MinecraftServer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



MinecraftServer类属于命名空间,在下文中一共展示了MinecraftServer类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: SendPacket

 public override void SendPacket(MinecraftServer server, MinecraftClient client)
 {
     client.SendData(CreateBuffer(
         DataUtility.CreateInt32(EntityId),
         DataUtility.CreateInt16(SlotIndex),
         Item.GetData()));
 }
开发者ID:Imperceptus,项目名称:Craft.Net,代码行数:7,代码来源:EntityEquipmentPacket.cs


示例2: HandlePacket

 public override void HandlePacket(MinecraftServer Server, ref MinecraftClient Client)
 {
     if (!Client.ReadyToSpawn)
         return;
     Client.Entity.Pitch = Pitch;
     Client.Entity.Yaw = Yaw;
 }
开发者ID:keneo,项目名称:Craft.Net,代码行数:7,代码来源:PlayerLookPacket.cs


示例3: SendPacket

 public override void SendPacket(MinecraftServer server, MinecraftClient client)
 {
     byte[] payload = new byte[] { PacketId, (byte)EntityIds.Length };
     foreach (int id in EntityIds)
         payload = payload.Concat(DataUtility.CreateInt32(id)).ToArray();
     client.SendData(payload);
 }
开发者ID:pdelvo,项目名称:Craft.Net,代码行数:7,代码来源:DestroyEntityPacket.cs


示例4: EntityAction

 public static void EntityAction(MinecraftClient client, MinecraftServer server, IPacket _packet)
 {
     var packet = (EntityActionPacket)_packet;
     switch (packet.Action)
     {
         case EntityActionPacket.EntityAction.Crouch:
             client.Entity.IsCrouching = true;
             break;
         case EntityActionPacket.EntityAction.Uncrouch:
             client.Entity.IsCrouching = false;
             break;
         case EntityActionPacket.EntityAction.StartSprinting:
             client.Entity.IsSprinting = true;
             break;
         case EntityActionPacket.EntityAction.StopSprinting:
             client.Entity.IsSprinting = false;
             break;
         case EntityActionPacket.EntityAction.LeaveBed:
             client.Entity.LeaveBed();
             break;
     }
     if (packet.Action != EntityActionPacket.EntityAction.LeaveBed) // NOTE: Does this matter?
     {
         // TODO ?
     }
 }
开发者ID:ammaraskar,项目名称:Craft.Net,代码行数:26,代码来源:PlayerMovementHandlers.cs


示例5: ThreadSleepForever

        private MinecraftServer mc; /* synthetic field */

        #endregion Fields

        #region Constructors

        public ThreadSleepForever(MinecraftServer minecraftserver)
        {
            mc = minecraftserver;
            //
            setDaemon(true);
            start();
        }
开发者ID:riverar,项目名称:Crafty,代码行数:13,代码来源:ThreadSleepForever.cs


示例6: Handshake

 public static void Handshake(MinecraftClient client, MinecraftServer server, IPacket _packet)
 {
     var packet = (HandshakePacket)_packet;
     if (packet.ProtocolVersion < PacketReader.ProtocolVersion)
     {
         client.SendPacket(new DisconnectPacket("Outdated client!"));
         return;
     }
     if (packet.ProtocolVersion > PacketReader.ProtocolVersion)
     {
         client.SendPacket(new DisconnectPacket("Outdated server!"));
         return;
     }
     if (server.Clients.Any(c => c.Username == packet.Username))
     {
         client.SendPacket(new DisconnectPacket(""));
         return;
     }
     client.Username = packet.Username;
     client.Hostname = packet.ServerHostname + ":" + packet.ServerPort;
     if (server.Settings.OnlineMode)
         client.AuthenticationHash = CreateHash();
     else
         client.AuthenticationHash = "-";
     if (server.Settings.EnableEncryption)
         client.SendPacket(CreateEncryptionRequest(client, server));
     else
         server.LogInPlayer(client);
 }
开发者ID:cpancake,项目名称:Craft.Net,代码行数:29,代码来源:LoginHandlers.cs


示例7: KeepAlive

 public static void KeepAlive(MinecraftClient client, MinecraftServer server, IPacket _packet)
 {
     var packet = (KeepAlivePacket)_packet;
     // TODO: Confirm value validity
     client.LastKeepAlive = DateTime.Now;
     client.Ping = (short)(client.LastKeepAlive - client.LastKeepAliveSent).TotalMilliseconds;
 }
开发者ID:skirmish,项目名称:Craft.Net,代码行数:7,代码来源:PacketHandlers.cs


示例8: GetPingValue

 private static string GetPingValue(MinecraftServer server)
 {
     return "§1\0" + PacketReader.ProtocolVersion + "\0" +
         PacketReader.FriendlyVersion + "\0" +
         server.Settings.MotD + "\0" + server.Clients.Count(c => c.IsLoggedIn) +
         "\0" + server.Settings.MaxPlayers;
 }
开发者ID:nevercast,项目名称:Craft.Net,代码行数:7,代码来源:PacketHandlers.cs


示例9: ClientStatus

        public static void ClientStatus(MinecraftClient client, MinecraftServer server, IPacket _packet)
        {
            var packet = (ClientStatusPacket)_packet;
            if (packet.Status == ClientStatusPacket.ClientStatus.InitialSpawn)
            {
                // Create a hash for session verification
                SHA1 sha1 = SHA1.Create();
                AsnKeyBuilder.AsnMessage encodedKey = AsnKeyBuilder.PublicKeyToX509(server.ServerKey);
                byte[] shaData = Encoding.UTF8.GetBytes(client.AuthenticationHash)
                    .Concat(client.SharedKey)
                    .Concat(encodedKey.GetBytes()).ToArray();
                string hash = Cryptography.JavaHexDigest(shaData);

                // Talk to session.minecraft.net
                if (server.Settings.OnlineMode)
                {
                    var webClient = new WebClient();
                    var webReader = new StreamReader(webClient.OpenRead(
                        new Uri(string.Format(sessionCheckUri, client.Username, hash))));
                    string response = webReader.ReadToEnd();
                    webReader.Close();
                    if (response != "YES")
                    {
                        client.SendPacket(new DisconnectPacket("Failed to verify username!"));
                        return;
                    }
                }

                server.LogInPlayer(client);
            }
            else if (packet.Status == ClientStatusPacket.ClientStatus.Respawn)
            {
                // TODO
            }
        }
开发者ID:ammaraskar,项目名称:Craft.Net,代码行数:35,代码来源:LoginHandlers.cs


示例10: SendPacket

        public override void SendPacket(MinecraftServer server, MinecraftClient client)
        {
            // TODO: Refactor like mad
            var buffer = new List<byte>();
            buffer.Add(PacketId);
            buffer.AddRange(DataUtility.CreateInt32(Item.Id));
            if (Item.Item.Empty)
                buffer.AddRange(DataUtility.CreateInt16(-1));
            else
            {
                buffer.AddRange(DataUtility.CreateInt16((short)Item.Item.Id)); // TODO: Make slots use signed shorts
                buffer.Add(Item.Item.Count);
                buffer.AddRange(DataUtility.CreateInt16((short)Item.Item.Metadata));
                buffer.AddRange(DataUtility.CreateInt16(-1)); // TODO: Nbt appears to be sent here
            }

            buffer.AddRange(DataUtility.CreateAbsoluteInteger(Item.Position.X));
            buffer.AddRange(DataUtility.CreateAbsoluteInteger(Item.Position.Y));
            buffer.AddRange(DataUtility.CreateAbsoluteInteger(Item.Position.Z));
            buffer.AddRange(DataUtility.CreatePackedByte(Item.Pitch));
            buffer.AddRange(DataUtility.CreatePackedByte(Item.Pitch));
            buffer.AddRange(DataUtility.CreatePackedByte(Item.Yaw));

            client.SendData(buffer.ToArray());
        }
开发者ID:Imperceptus,项目名称:Craft.Net,代码行数:25,代码来源:SpawnDroppedItemPacket.cs


示例11: SendPacket

 public override void SendPacket(MinecraftServer server, MinecraftClient client)
 {
     client.SendData(CreateBuffer(
         DataUtility.CreateInt32((int)SpawnPosition.X),
         DataUtility.CreateInt32((int)SpawnPosition.Y),
         DataUtility.CreateInt32((int)SpawnPosition.Z)));
 }
开发者ID:Imperceptus,项目名称:Craft.Net,代码行数:7,代码来源:SpawnPositionPacket.cs


示例12: RegisterHandlers

        public static void RegisterHandlers(MinecraftServer server)
        {
            server.RegisterPacketHandler(typeof(HandshakePacket), LoginHandlers.Handshake);
            server.RegisterPacketHandler(typeof(LoginStartPacket), LoginHandlers.LoginStart);
            server.RegisterPacketHandler(typeof(EncryptionKeyResponsePacket), LoginHandlers.EncryptionKeyResponse);
            server.RegisterPacketHandler(typeof(ClientStatusPacket), LoginHandlers.ClientStatus);
            server.RegisterPacketHandler(typeof(ClientSettingsPacket), LoginHandlers.ClientSettings);

            server.RegisterPacketHandler(typeof(PlayerPacket), PlayerMovementHandlers.Player);
            server.RegisterPacketHandler(typeof(PlayerPositionPacket), PlayerMovementHandlers.PlayerPosition);
            server.RegisterPacketHandler(typeof(PlayerLookPacket), PlayerMovementHandlers.PlayerLook);
            server.RegisterPacketHandler(typeof(PlayerPositionAndLookPacket), PlayerMovementHandlers.PlayerPositionAndLook);
            server.RegisterPacketHandler(typeof(AnimationPacket), PlayerMovementHandlers.Animation);
            server.RegisterPacketHandler(typeof(EntityActionPacket), PlayerMovementHandlers.EntityAction);
            server.RegisterPacketHandler(typeof(PlayerAbilitiesPacket), PlayerMovementHandlers.PlayerAbilities);

            server.RegisterPacketHandler(typeof(CreativeInventoryActionPacket), InventoryHandlers.CreativeInventoryAction);
            server.RegisterPacketHandler(typeof(ClickWindowPacket), InventoryHandlers.ClickWindow);
            server.RegisterPacketHandler(typeof(CloseWindowPacket), InventoryHandlers.CloseWindow);
            server.RegisterPacketHandler(typeof(HeldItemPacket), InventoryHandlers.HeldItemChange);

            server.RegisterPacketHandler(typeof(PlayerBlockActionPacket), InteractionHandlers.PlayerDigging);
            server.RegisterPacketHandler(typeof(RightClickPacket), InteractionHandlers.RightClick);

            server.RegisterPacketHandler(typeof(StatusRequestPacket), StatusRequest);
            server.RegisterPacketHandler(typeof(StatusPingPacket), StatusPing);
            server.RegisterPacketHandler(typeof(ChatMessagePacket), ChatMessage);
            server.RegisterPacketHandler(typeof(KeepAlivePacket), KeepAlive);
        }
开发者ID:kaltinril,项目名称:Craft.Net,代码行数:29,代码来源:PacketHandlers.cs


示例13: SendPacket

 public override void SendPacket(MinecraftServer server, MinecraftClient client)
 {
     client.SendData(CreateBuffer(
         DataUtility.CreateString(PlayerName),
         DataUtility.CreateBoolean(Online),
         DataUtility.CreateInt16(Ping)));
 }
开发者ID:Imperceptus,项目名称:Craft.Net,代码行数:7,代码来源:PlayerListItemPacket.cs


示例14: HandlePacket

 public override void HandlePacket(MinecraftServer server, MinecraftClient client)
 {
     if (!client.ReadyToSpawn)
         return;
     client.Entity.Pitch = Pitch;
     client.Entity.Yaw = Yaw;
 }
开发者ID:Imperceptus,项目名称:Craft.Net,代码行数:7,代码来源:PlayerLookPacket.cs


示例15: SendPacket

 public override void SendPacket(MinecraftServer server, MinecraftClient client)
 {
     byte[] data = new byte[] {PacketId}
         .Concat(DataUtility.CreateInt32(EntityId))
         .Concat(new byte[] {(byte)Animation}).ToArray();
     client.SendData(data);
 }
开发者ID:pdelvo,项目名称:Craft.Net,代码行数:7,代码来源:AnimationPacket.cs


示例16: RegisterHandlers

        public static void RegisterHandlers(MinecraftServer server)
        {
            server.RegisterPacketHandler(HandshakePacket.PacketId, LoginHandlers.Handshake);
            server.RegisterPacketHandler(EncryptionKeyResponsePacket.PacketId, LoginHandlers.EncryptionKeyResponse);
            server.RegisterPacketHandler(ClientStatusPacket.PacketId, LoginHandlers.ClientStatus);
            server.RegisterPacketHandler(ClientSettingsPacket.PacketId, LoginHandlers.ClientSettings);

            server.RegisterPacketHandler(PlayerPacket.PacketId, PlayerMovementHandlers.Player);
            server.RegisterPacketHandler(PlayerPositionPacket.PacketId, PlayerMovementHandlers.PlayerPosition);
            server.RegisterPacketHandler(PlayerLookPacket.PacketId, PlayerMovementHandlers.PlayerLook);
            server.RegisterPacketHandler(PlayerPositionAndLookPacket.PacketId, PlayerMovementHandlers.PlayerPositionAndLook);
            server.RegisterPacketHandler(AnimationPacket.PacketId, PlayerMovementHandlers.Animation);
            server.RegisterPacketHandler(EntityActionPacket.PacketId, PlayerMovementHandlers.EntityAction);
            server.RegisterPacketHandler(PlayerAbilitiesPacket.PacketId, PlayerMovementHandlers.PlayerAbilities);

            server.RegisterPacketHandler(CreativeInventoryActionPacket.PacketId, InventoryHandlers.CreativeInventoryAction);
            server.RegisterPacketHandler(ClickWindowPacket.PacketId, InventoryHandlers.ClickWindow);
            server.RegisterPacketHandler(CloseWindowPacket.PacketId, InventoryHandlers.CloseWindow);
            server.RegisterPacketHandler(HeldItemChangePacket.PacketId, InventoryHandlers.HeldItemChange);

            server.RegisterPacketHandler(PlayerDiggingPacket.PacketId, InteractionHandlers.PlayerDigging);
            server.RegisterPacketHandler(RightClickPacket.PacketId, InteractionHandlers.RightClick);

            server.RegisterPacketHandler(ServerListPingPacket.PacketId, ServerListPing);
            server.RegisterPacketHandler(ChatMessagePacket.PacketId, ChatMessage);
            server.RegisterPacketHandler(KeepAlivePacket.PacketId, KeepAlive);
        }
开发者ID:nevercast,项目名称:Craft.Net,代码行数:27,代码来源:PacketHandlers.cs


示例17: HandlePacket

        public override void HandlePacket(MinecraftServer server, MinecraftClient client)
        {
            var target = server.EntityManager.GetEntity(TargetId);
            if (target == null || 
                server.EntityManager.GetEntityWorld(target) != server.EntityManager.GetEntityWorld(client.Entity) ||
                target.Position.DistanceTo(client.Entity.Position) > client.Reach)
                return;

            if (target is LivingEntity)
            {
                // Do damage
                if (LeftClick)
                {
                    var livingEntity = target as LivingEntity;
                    if (livingEntity.Invulnerable)
                        return;

                    var item = client.Entity.SelectedItem.Item;
                    if (item == null)
                        item = new AirBlock();
                    client.Entity.FoodExhaustion += 0.3f;
                    livingEntity.Damage(item.AttackDamage);
                    livingEntity.Velocity /*+*/= DataUtility.RotateY(new Vector3(0, 0, client.Entity.IsSprinting ? 10 : 3),
                                                                     // TODO: Knockback enchantment
                                                                     DataUtility.DegreesToRadians(client.Entity.Yaw));
                    if (livingEntity is PlayerEntity)
                    {
                        (livingEntity as PlayerEntity).LastDamageType = DamageType.Combat;
                        (livingEntity as PlayerEntity).LastAttackingEntity = client.Entity;
                    }
                    // TODO: Physics
                }
            }
        }
开发者ID:Imperceptus,项目名称:Craft.Net,代码行数:34,代码来源:UseEntityPacket.cs


示例18: EntityTracker

 public EntityTracker(MinecraftServer minecraftserver)
 {
     trackedEntitySet = new HashSet();
     trackedEntityHashTable = new MCHashTable();
     mcServer = minecraftserver;
     maxTrackingDistanceThreshold = minecraftserver.configManager.func_640_a();
 }
开发者ID:riverar,项目名称:Crafty,代码行数:7,代码来源:EntityTracker.cs


示例19: SendPacket

 public override void SendPacket(MinecraftServer server, MinecraftClient client)
 {
     client.SendData(CreateBuffer(
         DataUtility.CreateInt16(Health),
         DataUtility.CreateInt16(Food),
         DataUtility.CreateFloat(FoodSaturation)));
 }
开发者ID:Imperceptus,项目名称:Craft.Net,代码行数:7,代码来源:UpdateHealthPacket.cs


示例20: HandlePacket

 public override void HandlePacket(MinecraftServer server, MinecraftClient client)
 {
     switch (Action)
     {
         case EntityAction.Crouch:
             client.IsCrouching = true;
             break;
         case EntityAction.Uncrouch:
             client.IsCrouching = false;
             break;
         case EntityAction.StartSprinting:
             client.IsSprinting = true;
             break;
         case EntityAction.StopSprinting:
             client.IsSprinting = false;
             break;
         case EntityAction.LeaveBed:
             client.Entity.LeaveBed();
             break;
     }
     if (Action != EntityAction.LeaveBed) // NOTE: Does this matter?
     {
         // TODO ?
     }
 }
开发者ID:pdelvo,项目名称:Craft.Net,代码行数:25,代码来源:EntityActionPacket.cs



注:本文中的MinecraftServer类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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