mirror of
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282 lines
9.5 KiB
C#
282 lines
9.5 KiB
C#
namespace Minecraft.Server.FourKit.Entity;
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using System.Runtime.InteropServices;
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using Minecraft.Server.FourKit.Command;
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using Minecraft.Server.FourKit.Inventory;
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using Minecraft.Server.FourKit.Net;
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/// <summary>
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/// Represents a player connected to the server.
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/// </summary>
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public class Player : HumanEntity, OfflinePlayer, CommandSender
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{
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private float _saturation = 5.0f;
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private float _walkSpeed = 0.2f;
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private Guid _playerUniqueId;
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private string? _displayName;
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private bool _sneaking;
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private bool _sprinting;
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private bool _allowFlight;
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private bool _sleepingIgnored;
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internal bool IsOnline { get; set; }
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internal Player(int entityId, string name)
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{
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SetEntityIdInternal(entityId);
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SetEntityTypeInternal(EntityType.PLAYER);
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SetNameInternal(name);
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IsOnline = true;
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_playerInventory._holder = this;
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}
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/// <inheritdoc/>
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public override EntityType getType() => EntityType.PLAYER;
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/// <inheritdoc/>
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public override EntityType GetType() => EntityType.PLAYER;
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/// <inheritdoc/>
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public override bool teleport(Location location)
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{
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NativeBridge.TeleportPlayer?.Invoke(getEntityId(), location.X, location.Y, location.Z);
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SetLocation(location);
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return true;
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}
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/// <inheritdoc/>
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public Player? getPlayer() => IsOnline ? this : null;
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/// <summary>
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/// Gets the "friendly" name to display of this player.
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/// This may include color. If no custom display name has been set,
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/// this returns the player's <see cref="HumanEntity.getName"/>.
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/// </summary>
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/// <returns>The display name.</returns>
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public string getDisplayName() => _displayName ?? getName();
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/// <summary>
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/// Sets the "friendly" name to display of this player.
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/// </summary>
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/// <param name="name">The display name, or <c>null</c> to reset to <see cref="HumanEntity.getName"/>.</param>
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public void setDisplayName(string? name)
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{
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_displayName = name;
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}
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/// <inheritdoc/>
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public bool isOnline() => IsOnline;
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/// <summary>
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/// Returns the UUID that uniquely identifies this player across sessions.
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/// This is the player-specific UUID, not the entity UUID.
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/// </summary>
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/// <returns>The player's unique identifier.</returns>
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public new Guid getUniqueId() => _playerUniqueId;
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/// <summary>
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/// Gets the player's current saturation level.
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/// Saturation acts as a buffer before hunger begins to deplete.
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/// </summary>
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/// <returns>The current saturation level.</returns>
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public float getSaturation() => _saturation;
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/// <summary>
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/// Gets the current allowed speed that a client can walk.
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/// The default value is 0.2.
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/// </summary>
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/// <returns>The current walk speed.</returns>
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public float getWalkSpeed() => _walkSpeed;
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/// <summary>
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/// Sets the speed at which a client will walk.
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/// This calls into the native server to apply the change.
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/// </summary>
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/// <param name="value">The new walk speed.</param>
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public void setWalkSpeed(float value)
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{
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_walkSpeed = value;
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NativeBridge.SetWalkSpeed?.Invoke(getEntityId(), value);
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}
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/// <summary>
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/// Returns if the player is in sneak mode.
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/// </summary>
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/// <returns>True if player is in sneak mode.</returns>
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public bool isSneaking() => _sneaking;
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/// <summary>
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/// Gets whether the player is sprinting or not.
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/// </summary>
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/// <returns>True if player is sprinting.</returns>
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public bool isSprinting() => _sprinting;
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/// <summary>
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/// Sets whether the player is ignored as not sleeping. If everyone is
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/// either sleeping or has this flag set, then time will advance to the
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/// next day. If everyone has this flag set but no one is actually in
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/// bed, then nothing will happen.
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/// </summary>
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/// <param name="isSleeping">Whether to ignore.</param>
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public void setSleepingIgnored(bool isSleeping)
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{
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_sleepingIgnored = isSleeping;
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NativeBridge.SetSleepingIgnored?.Invoke(getEntityId(), isSleeping ? 1 : 0);
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}
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/// <summary>
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/// Returns whether the player is sleeping ignored.
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/// </summary>
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/// <returns>Whether player is ignoring sleep.</returns>
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public bool isSleepingIgnored() => _sleepingIgnored;
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/// <summary>
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/// Play a sound for a player at the location.
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/// This function will fail silently if Location or Sound are null.
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/// </summary>
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/// <param name="location">The location to play the sound.</param>
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/// <param name="sound">The sound to play.</param>
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/// <param name="volume">The volume of the sound.</param>
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/// <param name="pitch">The pitch of the sound.</param>
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public void playSound(Location location, Sound sound, float volume, float pitch)
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{
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if (location == null)
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return;
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NativeBridge.PlaySound?.Invoke(getEntityId(), (int)sound, location.X, location.Y, location.Z, volume, pitch);
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}
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/// <summary>
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/// Determines if the Player is allowed to fly via jump key double-tap
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/// like in creative mode.
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/// </summary>
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/// <returns>True if the player is allowed to fly.</returns>
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public bool getAllowFlight() => _allowFlight;
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/// <summary>
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/// Sets if the Player is allowed to fly via jump key double-tap like
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/// in creative mode.
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/// </summary>
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/// <param name="flight">If flight should be allowed.</param>
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public void setAllowFlight(bool flight)
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{
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_allowFlight = flight;
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NativeBridge.SetAllowFlight?.Invoke(getEntityId(), flight ? 1 : 0);
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}
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/// <inheritdoc/>
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public void sendMessage(string message)
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{
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if (string.IsNullOrEmpty(message) || NativeBridge.SendMessage == null)
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return;
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if (message.Length > FourKit.MAX_CHAT_LENGTH)
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message = message[..FourKit.MAX_CHAT_LENGTH];
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IntPtr ptr = Marshal.StringToCoTaskMemUTF8(message);
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try
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{
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NativeBridge.SendMessage(getEntityId(), ptr, System.Text.Encoding.UTF8.GetByteCount(message));
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}
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finally
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{
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Marshal.FreeCoTaskMem(ptr);
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}
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}
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/// <inheritdoc/>
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public void sendMessage(string[] messages)
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{
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foreach (var msg in messages)
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sendMessage(msg);
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}
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/// <summary>
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/// Kicks player with the default <see cref="DisconnectReason.KICKED"/> reason.
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/// </summary>
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public void kickPlayer()
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{
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NativeBridge.KickPlayer?.Invoke(getEntityId(), (int)DisconnectReason.KICKED);
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}
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/// <summary>
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/// Bans the player by UID with the specified reason and disconnects them.
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/// </summary>
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/// <param name="reason">The ban reason.</param>
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/// <returns><c>true</c> if the ban was applied successfully.</returns>
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public bool banPlayer(string reason)
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{
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if (NativeBridge.BanPlayer == null) return false;
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IntPtr ptr = Marshal.StringToCoTaskMemUTF8(reason ?? string.Empty);
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try
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{
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int byteLen = System.Text.Encoding.UTF8.GetByteCount(reason ?? string.Empty);
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return NativeBridge.BanPlayer(getEntityId(), ptr, byteLen) != 0;
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}
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finally
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{
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Marshal.FreeCoTaskMem(ptr);
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}
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}
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/// <summary>
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/// Bans the player's IP address with the specified reason.
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/// </summary>
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/// <param name="reason">The ban reason.</param>
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/// <returns><c>true</c> if the IP ban was applied successfully.</returns>
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public bool banPlayerIp(string reason)
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{
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if (NativeBridge.BanPlayerIp == null) return false;
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IntPtr ptr = Marshal.StringToCoTaskMemUTF8(reason ?? string.Empty);
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try
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{
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int byteLen = System.Text.Encoding.UTF8.GetByteCount(reason ?? string.Empty);
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return NativeBridge.BanPlayerIp(getEntityId(), ptr, byteLen) != 0;
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}
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finally
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{
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Marshal.FreeCoTaskMem(ptr);
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}
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}
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/// <summary>
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/// Gets the socket address of this player.
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/// </summary>
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/// <returns>The player's socket address, or <c>null</c> if the address could not be determined.</returns>
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public InetSocketAddress? getAddress()
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{
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if (NativeBridge.GetPlayerAddress == null)
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return null;
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const int ipBufSize = 64;
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IntPtr ipBuf = Marshal.AllocCoTaskMem(ipBufSize);
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IntPtr portBuf = Marshal.AllocCoTaskMem(sizeof(int));
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try
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{
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int result = NativeBridge.GetPlayerAddress(getEntityId(), ipBuf, ipBufSize, portBuf);
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if (result == 0)
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return null;
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string? ip = Marshal.PtrToStringAnsi(ipBuf);
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int port = Marshal.ReadInt32(portBuf);
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if (string.IsNullOrEmpty(ip))
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return null;
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return new InetSocketAddress(new InetAddress(ip), port);
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}
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finally
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{
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Marshal.FreeCoTaskMem(ipBuf);
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Marshal.FreeCoTaskMem(portBuf);
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}
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}
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// INTERNAL
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internal void SetSaturationInternal(float saturation) => _saturation = saturation;
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internal void SetWalkSpeedInternal(float walkSpeed) => _walkSpeed = walkSpeed;
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internal void SetPlayerUniqueIdInternal(Guid id) => _playerUniqueId = id;
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internal void SetSneakingInternal(bool sneaking) => _sneaking = sneaking;
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internal void SetSprintingInternal(bool sprinting) => _sprinting = sprinting;
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internal void SetAllowFlightInternal(bool allowFlight) => _allowFlight = allowFlight;
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internal void SetSleepingIgnoredInternal(bool ignored) => _sleepingIgnored = ignored;
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}
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