Fix not building due to missing readme.txt, add field specifying whether server supports PlayerClick extension.

This commit is contained in:
UnknownShadow200 2015-07-01 11:53:10 +10:00
parent b106fd7e95
commit d0351d5d78
4 changed files with 9 additions and 7 deletions

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@ -209,7 +209,7 @@
<None Include="launcher instructions.txt"> <None Include="launcher instructions.txt">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None> </None>
<None Include="readme.txt"> <None Include="readme.md">
<CopyToOutputDirectory>Always</CopyToOutputDirectory> <CopyToOutputDirectory>Always</CopyToOutputDirectory>
</None> </None>
</ItemGroup> </ItemGroup>

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@ -163,7 +163,7 @@ namespace ClassicalSharp {
Picking = new PickingRenderer( this ); Picking = new PickingRenderer( this );
string connectString = "Connecting to " + IPAddress + ":" + Port + ".."; string connectString = "Connecting to " + IPAddress + ":" + Port + "..";
SetNewScreen( new LoadingMapScreen( this, connectString, "Reticulating splines" ) ); SetNewScreen( new LoadingMapScreen( this, connectString, "Reticulating splines" ) );
Network.Connect(); Network.Connect( IPAddress, Port );
} }
public void SetViewDistance( int distance ) { public void SetViewDistance( int distance ) {

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@ -30,15 +30,15 @@ namespace ClassicalSharp {
bool useBlockPermissions = false; bool useBlockPermissions = false;
bool receivedFirstPosition = false; bool receivedFirstPosition = false;
public bool UsingExtPlayerList = false; public bool UsingExtPlayerList = false;
public bool UsingPlayerClick = false;
public void Connect() { public void Connect( IPAddress address, int port ) {
IPAddress address = Window.IPAddress;
socket = new Socket( address.AddressFamily, SocketType.Stream, ProtocolType.Tcp ); socket = new Socket( address.AddressFamily, SocketType.Stream, ProtocolType.Tcp );
try { try {
socket.Connect( address, Window.Port ); socket.Connect( address, port );
} catch( SocketException ex ) { } catch( SocketException ex ) {
Utils.LogError( "Error while trying to connect: {0}{1}", Environment.NewLine, ex ); Utils.LogError( "Error while trying to connect: {0}{1}", Environment.NewLine, ex );
Window.Disconnect( "&eUnable to reach " + Window.IPAddress + ":" + Window.Port, Window.Disconnect( "&eUnable to reach " + address + ":" + port,
"Unable to establish an underlying connection" ); "Unable to establish an underlying connection" );
Dispose(); Dispose();
return; return;
@ -440,6 +440,8 @@ namespace ClassicalSharp {
UsingExtPlayerList = true; UsingExtPlayerList = true;
} else if( extensionName == "BlockPermissions" ) { } else if( extensionName == "BlockPermissions" ) {
useBlockPermissions = true; useBlockPermissions = true;
} else if( extensionName == "PlayerClick" ) {
UsingPlayerClick = true;
} }
cpeServerExtensionsCount--; cpeServerExtensionsCount--;
if( cpeServerExtensionsCount == 0 ) { if( cpeServerExtensionsCount == 0 ) {

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@ -23,7 +23,7 @@ define `__MonoCS__` when building, otherwise you will get runtime errors when de
#### Instructions #### Instructions
The simple way to use ClassicalSharp is to use the launcher application. You can connect to LAN/locally hosted servers, minecraft.net servers, and classicube.net servers through the launcher. The simple way to use ClassicalSharp is to use the launcher application. You can connect to LAN/locally hosted servers, minecraft.net servers, and classicube.net servers through the launcher.
Note that the first time you run the launcher, a dialog box will pop up saying: "Some required resources weren't found. Would you like to download them now?" Just click OK. Note that the first time you run the launcher, a dialog box will pop up saying: *"Some required resources weren't found. Would you like to download them now?"* Just click OK.
(This is necessary because I cannot legally redistribute the assets of Minecraft Classic with the application) (This is necessary because I cannot legally redistribute the assets of Minecraft Classic with the application)
*Alternatively, you can pass command line arguments directly to the client. The client expects these arguments to be in the form: `<username> <mppass> <ip> <port> <skin server>`, where skin server is optional.* *Alternatively, you can pass command line arguments directly to the client. The client expects these arguments to be in the form: `<username> <mppass> <ip> <port> <skin server>`, where skin server is optional.*