/// <summary> /// Disconnects from the minecraft server (if connected) and resets the client's variables. /// </summary> public void Disconnect() { Nm.Disconnect(); Location = new Vector3S(); Position = new byte[2]; Entities.Clear(); ClientWorld = null; }
/// <summary> /// Connects to a minecraft server. /// </summary> /// <param name="serverNameOrUrl">Can be the name of the server, the full server play url, or left blank.</param> /// <param name="isUrl">Set this to true if 'ServerNameorUrl' is a play url.</param> /// <param name="ip">Ip of the server to connect to. Use this if verify names is off.</param> /// <param name="port">Port of the server to connect to. Use this if verify names is off.</param> public void Connect(string serverNameOrUrl, bool isUrl, string ip="", int port=0) { if (VerifyNames) { var ls = new ClassicubeInteraction(Username, Password); if (!ls.Login()) { RaiseErrorMessage("Failed to verify name."); return; } var myServer = isUrl ? ls.GetServerByUrl(serverNameOrUrl) : ls.GetServerInfo(serverNameOrUrl); Ip = myServer.Ip; Port = myServer.Port; MpPass = myServer.Mppass; } else { Ip = ip; Port = port; } Entities = new Dictionary<sbyte, Entity>(); ClientWorld = new WorldContainer(); Nm = new NetworkManager(this); Nm.Connect(); }