Automatically allocate packet ids (Fixes #13)

This commit is contained in:
Thinkofname 2016-03-18 11:39:03 +00:00
parent 7776690446
commit 57fcd3d957
3 changed files with 149 additions and 117 deletions

View File

@ -12,6 +12,8 @@
// See the License for the specific language governing permissions and
// limitations under the License.
#![recursion_limit="200"]
pub mod ecs;
pub mod protocol;
pub mod format;

View File

@ -34,13 +34,37 @@ use time;
pub const SUPPORTED_PROTOCOL: i32 = 74;
#[doc(hidden)]
macro_rules! create_ids {
($t:ty, ) => ();
($t:ty, prev($prev:ident), $name:ident) => (
#[allow(non_upper_case_globals)]
pub const $name: $t = $prev + 1;
);
($t:ty, prev($prev:ident), $name:ident, $($n:ident),+) => (
#[allow(non_upper_case_globals)]
pub const $name: $t = $prev + 1;
create_ids!($t, prev($name), $($n),+);
);
($t:ty, $name:ident, $($n:ident),+) => (
#[allow(non_upper_case_globals)]
pub const $name: $t = 0;
create_ids!($t, prev($name), $($n),+);
);
($t:ty, $name:ident) => (
#[allow(non_upper_case_globals)]
pub const $name: $t = 0;
);
}
/// Helper macro for defining packets
#[macro_export]
macro_rules! state_packets {
($($state:ident $stateName:ident {
$($dir:ident $dirName:ident {
$(
$name:ident => id($id:expr) {
$name:ident {
$($field:ident: $field_type:ty = $(when ($cond:expr))*, )+
})*
})+
@ -61,6 +85,7 @@ macro_rules! state_packets {
$(
pub mod $state {
$(
pub mod $dir {
#![allow(unused_imports)]
@ -71,6 +96,11 @@ macro_rules! state_packets {
use types;
use item;
pub mod internal_ids {
create_ids!(i32, $($name),*);
}
$(
#[derive(Default, Debug)]
pub struct $name {
@ -79,7 +109,7 @@ macro_rules! state_packets {
impl PacketType for $name {
fn packet_id(&self) -> i32 { $id }
fn packet_id(&self) -> i32 { internal_ids::$name }
fn write(self, buf: &mut io::Write) -> Result<(), io::Error> {
$(
@ -108,7 +138,7 @@ macro_rules! state_packets {
Direction::$dirName => {
match id {
$(
$id => {
self::$state::$dir::internal_ids::$name => {
use self::$state::$dir::$name;
let mut packet : $name = $name::default();
$(
@ -780,7 +810,7 @@ impl Conn {
pub fn do_status(mut self) -> Result<(Status, time::Duration), Error> {
use serde_json::Value;
use self::packet::status::serverbound::*;
use self::packet::handshake::serverbound::*;
use self::packet::handshake::serverbound::Handshake;
use self::packet::Packet;
let host = self.host.clone();
let port = self.port;

View File

@ -32,7 +32,7 @@ state_packets!(
// than the hostname due to the protocol not providing
// any system for custom information to be transfered
// by the client to the server until after login.
Handshake => id(0x00) {
Handshake {
// The protocol version of the connecting client
protocol_version: VarInt =,
// The hostname the client connected to
@ -50,22 +50,22 @@ state_packets!(
serverbound Serverbound {
// TabComplete is sent by the client when the client presses tab in
// the chat box.
TabComplete => id(0x00) {
TabComplete {
text: String =,
has_target: bool =,
target: Option<types::Position> = when(|p: &TabComplete| p.has_target == true),
}
// ChatMessage is sent by the client when it sends a chat message or
// executes a command (prefixed by '/').
ChatMessage => id(0x01) {
ChatMessage {
message: String =,
}
// ClientStatus is sent to update the client's status
ClientStatus => id(0x02) {
ClientStatus {
action_id: VarInt =,
}
// ClientSettings is sent by the client to update its current settings.
ClientSettings => id(0x03) {
ClientSettings {
locale: String =,
view_distance: u8 =,
chat_mode: u8 =,
@ -74,18 +74,18 @@ state_packets!(
main_hand: VarInt =,
}
// ConfirmTransactionServerbound is a reply to ConfirmTransaction.
ConfirmTransactionServerbound => id(0x04) {
ConfirmTransactionServerbound {
id: u8 =,
action_number: i16 =,
accepted: bool =,
}
// EnchantItem is sent when the client enchants an item.
EnchantItem => id(0x05) {
EnchantItem {
id: u8 =,
enchantment: u8 =,
}
// ClickWindow is sent when the client clicks in a window.
ClickWindow => id(0x06) {
ClickWindow {
id: u8 =,
slot: i16 =,
button: u8 =,
@ -94,19 +94,19 @@ state_packets!(
clicked_item: Option<item::Stack> =,
}
// CloseWindow is sent when the client closes a window.
CloseWindow => id(0x07) {
CloseWindow {
id: u8 =,
}
// PluginMessageServerbound is used for custom messages between the client
// and server. This is mainly for plugins/mods but vanilla has a few channels
// registered too.
PluginMessageServerbound => id(0x08) {
PluginMessageServerbound {
channel: String =,
data: Vec<u8> =,
}
// UseEntity is sent when the user interacts (right clicks) or attacks
// (left clicks) an entity.
UseEntity => id(0x09) {
UseEntity {
target_id: VarInt =,
ty: VarInt =,
target_x: f32 = when(|p: &UseEntity| p.ty.0 == 2),
@ -117,11 +117,11 @@ state_packets!(
// KeepAliveServerbound is sent by a client as a response to a
// KeepAliveClientbound. If the client doesn't reply the server
// may disconnect the client.
KeepAliveServerbound => id(0x0A) {
KeepAliveServerbound {
id: VarInt =,
}
// PlayerPosition is used to update the player's position.
PlayerPosition => id(0x0B) {
PlayerPosition {
x: f64 =,
y: f64 =,
z: f64 =,
@ -129,7 +129,7 @@ state_packets!(
}
// PlayerPositionLook is a combination of PlayerPosition and
// PlayerLook.
PlayerPositionLook => id(0x0C) {
PlayerPositionLook {
x: f64 =,
y: f64 =,
z: f64 =,
@ -138,61 +138,61 @@ state_packets!(
on_ground: bool =,
}
// PlayerLook is used to update the player's rotation.
PlayerLook => id(0x0D) {
PlayerLook {
yaw: f32 =,
pitch: f32 =,
on_ground: bool =,
}
// Player is used to update whether the player is on the ground or not.
Player => id(0x0E) {
Player {
on_ground: bool =,
}
// ClientAbilities is used to modify the players current abilities.
// Currently flying is the only one
ClientAbilities => id(0x0F) {
ClientAbilities {
flags: u8 =,
flying_speed: f32 =,
walking_speed: f32 =,
}
// PlayerDigging is sent when the client starts/stops digging a block.
// It also can be sent for droppping items and eating/shooting.
PlayerDigging => id(0x10) {
PlayerDigging {
status: u8 =,
location: types::Position =,
face: u8 =,
}
// PlayerAction is sent when a player preforms various actions.
PlayerAction => id(0x11) {
PlayerAction {
entity_id: VarInt =,
action_id: VarInt =,
jump_boost: VarInt =,
}
// SteerVehicle is sent by the client when steers or preforms an action
// on a vehicle.
SteerVehicle => id(0x12) {
SteerVehicle {
sideways: f32 =,
forward: f32 =,
flags: u8 =,
}
// ResourcePackStatus informs the server of the client's current progress
// in activating the requested resource pack
ResourcePackStatus => id(0x13) {
ResourcePackStatus {
hash: String =,
result: VarInt =,
}
// HeldItemChange is sent when the player changes the currently active
// hotbar slot.
HeldItemChange => id(0x14) {
HeldItemChange {
slot: i16 =,
}
// CreativeInventoryAction is sent when the client clicks in the creative
// inventory. This is used to spawn items in creative.
CreativeInventoryAction => id(0x15) {
CreativeInventoryAction {
slot: i16 =,
clicked_item: Option<item::Stack> =,
}
// SetSign sets the text on a sign after placing it.
SetSign => id(0x16) {
SetSign {
location: types::Position =,
line1: String =,
line2: String =,
@ -201,15 +201,15 @@ state_packets!(
}
// ArmSwing is sent by the client when the player left clicks (to swing their
// arm).
ArmSwing => id(0x17) {
ArmSwing {
hand: VarInt =,
}
// SpectateTeleport is sent by clients in spectator mode to teleport to a player.
SpectateTeleport => id(0x18) {
SpectateTeleport {
target: UUID =,
}
// PlayerBlockPlacement is sent when the client tries to place a block.
PlayerBlockPlacement => id(0x19) {
PlayerBlockPlacement {
location: types::Position =,
face: VarInt =,
hand: VarInt =,
@ -218,14 +218,14 @@ state_packets!(
cursor_z: u8 =,
}
// UseItem is sent when the client tries to use an item.
UseItem => id(0x1A) {
UseItem {
hand: VarInt =,
}
}
clientbound Clientbound {
// SpawnObject is used to spawn an object or vehicle into the world when it
// is in range of the client.
SpawnObject => id(0x00) {
SpawnObject {
entity_id: VarInt =,
uuid: UUID =,
ty: u8 =,
@ -242,7 +242,7 @@ state_packets!(
// SpawnExperienceOrb spawns a single experience orb into the world when
// it is in range of the client. The count controls the amount of experience
// gained when collected.
SpawnExperienceOrb => id(0x01) {
SpawnExperienceOrb {
entity_id: VarInt =,
x: i32 =,
y: i32 =,
@ -251,7 +251,7 @@ state_packets!(
}
// SpawnGlobalEntity spawns an entity which is visible from anywhere in the
// world. Currently only used for lightning.
SpawnGlobalEntity => id(0x02) {
SpawnGlobalEntity {
entity_id: VarInt =,
ty: u8 =,
x: i32 =,
@ -260,7 +260,7 @@ state_packets!(
}
// SpawnMob is used to spawn a living entity into the world when it is in
// range of the client.
SpawnMob => id(0x03) {
SpawnMob {
entity_id: VarInt =,
uuid: UUID =,
ty: u8 =,
@ -277,7 +277,7 @@ state_packets!(
}
// SpawnPainting spawns a painting into the world when it is in range of
// the client. The title effects the size and the texture of the painting.
SpawnPainting => id(0x04) {
SpawnPainting {
entity_id: VarInt =,
title: String =,
location: types::Position =,
@ -286,7 +286,7 @@ state_packets!(
// SpawnPlayer is used to spawn a player when they are in range of the client.
// This packet alone isn't enough to display the player as the skin and username
// information is in the player information packet.
SpawnPlayer => id(0x05) {
SpawnPlayer {
entity_id: VarInt =,
uuid: UUID =,
x: i32 =,
@ -297,44 +297,44 @@ state_packets!(
metadata: types::Metadata =,
}
// Animation is sent by the server to play an animation on a specific entity.
Animation => id(0x06) {
Animation {
entity_id: VarInt =,
animation_id: u8 =,
}
// Statistics is used to update the statistics screen for the client.
Statistics => id(0x07) {
Statistics {
statistices: LenPrefixed<VarInt, packet::Statistic> =,
}
// BlockBreakAnimation is used to create and update the block breaking
// animation played when a player starts digging a block.
BlockBreakAnimation => id(0x08) {
BlockBreakAnimation {
entity_id: VarInt =,
location: types::Position =,
stage: i8 =,
}
// UpdateBlockEntity updates the nbt tag of a block entity in the
// world.
UpdateBlockEntity => id(0x09) {
UpdateBlockEntity {
location: types::Position =,
action: u8 =,
nbt: Option<nbt::NamedTag> =,
}
// BlockAction triggers different actions depending on the target block.
BlockAction => id(0x0A) {
BlockAction {
location: types::Position =,
byte1: u8 =,
byte2: u8 =,
block_type: VarInt =,
}
// BlockChange is used to update a single block on the client.
BlockChange => id(0x0B) {
BlockChange {
location: types::Position =,
block_id: VarInt =,
}
// BossBar displays and/or changes a boss bar that is displayed on the
// top of the client's screen. This is normally used for bosses such as
// the ender dragon or the wither.
BossBar => id(0x0C) {
BossBar {
uuid: UUID =,
action: VarInt =,
title: format::Component = when(|p: &BossBar| p.action.0 == 0 || p.action.0 == 3),
@ -345,45 +345,45 @@ state_packets!(
}
// ServerDifficulty changes the displayed difficulty in the client's menu
// as well as some ui changes for hardcore.
ServerDifficulty => id(0x0D) {
ServerDifficulty {
difficulty: u8 =,
}
// TabCompleteReply is sent as a reply to a tab completion request.
// The matches should be possible completions for the command/chat the
// player sent.
TabCompleteReply => id(0x0E) {
TabCompleteReply {
matches: LenPrefixed<VarInt, String> =,
}
// ServerMessage is a message sent by the server. It could be from a player
// or just a system message. The Type field controls the location the
// message is displayed at and when the message is displayed.
ServerMessage => id(0x0F) {
ServerMessage {
message: format::Component =,
// 0 - Chat message, 1 - System message, 2 - Action bar message
position: u8 =,
}
// MultiBlockChange is used to update a batch of blocks in a single packet.
MultiBlockChange => id(0x10) {
MultiBlockChange {
chunk_x: i32 =,
chunk_y: i32 =,
records: LenPrefixed<VarInt, packet::BlockChangeRecord> =,
}
// ConfirmTransaction notifies the client whether a transaction was successful
// or failed (e.g. due to lag).
ConfirmTransaction => id(0x11) {
ConfirmTransaction {
id: u8 =,
action_number: i16 =,
accepted: bool =,
}
// WindowClose forces the client to close the window with the given id,
// e.g. a chest getting destroyed.
WindowClose => id(0x12) {
WindowClose {
id: u8 =,
}
// WindowOpen tells the client to open the inventory window of the given
// type. The ID is used to reference the instance of the window in
// other packets.
WindowOpen => id(0x13) {
WindowOpen {
id: u8 =,
ty: String =,
title: format::Component =,
@ -391,48 +391,48 @@ state_packets!(
entity_id: i32 = when(|p: &WindowOpen| p.ty == "EntityHorse"),
}
// WindowItems sets every item in a window.
WindowItems => id(0x14) {
WindowItems {
id: u8 =,
items: LenPrefixed<i16, Option<item::Stack>> =,
}
// WindowProperty changes the value of a property of a window. Properties
// vary depending on the window type.
WindowProperty => id(0x15) {
WindowProperty {
id: u8 =,
property: i16 =,
value: i16 =,
}
// WindowSetSlot changes an itemstack in one of the slots in a window.
WindowSetSlot => id(0x16) {
WindowSetSlot {
id: u8 =,
property: i16 =,
item: Option<item::Stack> =,
}
// SetCooldown disables a set item (by id) for the set number of ticks
SetCooldown => id(0x17) {
SetCooldown {
item_id: VarInt =,
ticks: VarInt =,
}
// PluginMessageClientbound is used for custom messages between the client
// and server. This is mainly for plugins/mods but vanilla has a few channels
// registered too.
PluginMessageClientbound => id(0x18) {
PluginMessageClientbound {
channel: String =,
data: Vec<u8> =,
}
// Disconnect causes the client to disconnect displaying the passed reason.
Disconnect => id(0x19) {
Disconnect {
reason: format::Component =,
}
// EntityAction causes an entity to preform an action based on the passed
// id.
EntityAction => id(0x1A) {
EntityAction {
entity_id: i32 =,
action_id: u8 =,
}
// Explosion is sent when an explosion is triggered (tnt, creeper etc).
// This plays the effect and removes the effected blocks.
Explosion => id(0x1B) {
Explosion {
x: f32 =,
y: f32 =,
z: f32 =,
@ -444,17 +444,17 @@ state_packets!(
}
// ChunkUnload tells the client to unload the chunk at the specified
// position.
ChunkUnload => id(0x1C) {
ChunkUnload {
x: i32 =,
z: i32 =,
}
// SetCompression updates the compression threshold.
SetCompression => id(0x1D) {
SetCompression {
threshold: VarInt =,
}
// ChangeGameState is used to modify the game's state like gamemode or
// weather.
ChangeGameState => id(0x1E) {
ChangeGameState {
reason: u8 =,
value: f32 =,
}
@ -462,12 +462,12 @@ state_packets!(
// client is still responding and keep the connection open.
// The client should reply with the KeepAliveServerbound
// packet setting ID to the same as this one.
KeepAliveClientbound => id(0x1F) {
KeepAliveClientbound {
id: VarInt =,
}
// ChunkData sends or updates a single chunk on the client. If New is set
// then biome data should be sent too.
ChunkData => id(0x20) {
ChunkData {
chunk_x: i32 =,
chunk_z: i32 =,
new: bool =,
@ -477,7 +477,7 @@ state_packets!(
// Effect plays a sound effect or particle at the target location with the
// volume (of sounds) being relative to the player's position unless
// DisableRelative is set to true.
Effect => id(0x21) {
Effect {
effect_id: i32 =,
location: types::Position =,
data: i32 =,
@ -485,7 +485,7 @@ state_packets!(
}
// Particle spawns particles at the target location with the various
// modifiers.
Particle => id(0x22) {
Particle {
particle_id: i32 =,
long_distance: bool =,
x: f32 =,
@ -500,7 +500,7 @@ state_packets!(
data2: VarInt = when(|p: &Particle| p.particle_id == 36),
}
// SoundEffect plays the named sound at the target location.
SoundEffect => id(0x23) {
SoundEffect {
name: String =,
x: i32 =,
y: i32 =,
@ -510,7 +510,7 @@ state_packets!(
}
// JoinGame is sent after completing the login process. This
// sets the initial state for the client.
JoinGame => id(0x24) {
JoinGame {
// The entity id the client will be referenced by
entity_id: i32 =,
// The starting gamemode of the client
@ -528,7 +528,7 @@ state_packets!(
reduced_debug_info: bool =,
}
// Maps updates a single map's contents
Maps => id(0x25) {
Maps {
item_damage: VarInt =,
scale: i8 =,
tracking_position: bool =,
@ -540,7 +540,7 @@ state_packets!(
data: Option<LenPrefixedBytes<VarInt>> = when(|p: &Maps| p.columns > 0),
}
// EntityMove moves the entity with the id by the offsets provided.
EntityMove => id(0x26) {
EntityMove {
entity_id: VarInt =,
delta_x: i8 =,
delta_y: i8 =,
@ -548,7 +548,7 @@ state_packets!(
on_ground: bool =,
}
// EntityLookAndMove is a combination of EntityMove and EntityLook.
EntityLookAndMove => id(0x27) {
EntityLookAndMove {
entity_id: VarInt =,
delta_x: i8 =,
delta_y: i8 =,
@ -558,31 +558,31 @@ state_packets!(
on_ground: bool =,
}
// EntityLook rotates the entity to the new angles provided.
EntityLook => id(0x28) {
EntityLook {
entity_id: VarInt =,
yaw: i8 =,
pitch: i8 =,
on_ground: bool =,
}
// Entity does nothing. It is a result of subclassing used in Minecraft.
Entity => id(0x29) {
Entity {
entity_id: VarInt =,
}
// SignEditorOpen causes the client to open the editor for a sign so that
// it can write to it. Only sent in vanilla when the player places a sign.
SignEditorOpen => id(0x2A) {
SignEditorOpen {
location: types::Position =,
}
// PlayerAbilities is used to modify the players current abilities. Flying,
// creative, god mode etc.
PlayerAbilities => id(0x2B) {
PlayerAbilities {
flags: u8 =,
flying_speed: f32 =,
walking_speed: f32 =,
}
// CombatEvent is used for... you know, I never checked. I have no
// clue.
CombatEvent => id(0x2C) {
CombatEvent {
event: VarInt =,
direction: Option<VarInt> = when(|p: &CombatEvent| p.event.0 == 1),
player_id: Option<VarInt> = when(|p: &CombatEvent| p.event.0 == 2),
@ -591,13 +591,13 @@ state_packets!(
}
// PlayerInfo is sent by the server for every player connected to the server
// to provide skin and username information as well as ping and gamemode info.
PlayerInfo => id(0x2D) {
PlayerInfo {
inner: packet::PlayerInfoData =, // Ew but watcha gonna do?
}
// TeleportPlayer is sent to change the player's position. The client is expected
// to reply to the server with the same positions as contained in this packet
// otherwise will reject future packets.
TeleportPlayer => id(0x2E) {
TeleportPlayer {
x: f64 =,
y: f64 =,
z: f64 =,
@ -606,40 +606,40 @@ state_packets!(
flags: u8 =,
}
// EntityUsedBed is sent by the server when a player goes to bed.
EntityUsedBed => id(0x2F) {
EntityUsedBed {
entity_id: VarInt =,
location: types::Position =,
}
// EntityDestroy destroys the entities with the ids in the provided slice.
EntityDestroy => id(0x30) {
EntityDestroy {
entity_ids: LenPrefixed<VarInt, VarInt> =,
}
// EntityRemoveEffect removes an effect from an entity.
EntityRemoveEffect => id(0x31) {
EntityRemoveEffect {
entity_id: VarInt =,
effect_id: i8 =,
}
// ResourcePackSend causes the client to check its cache for the requested
// resource packet and download it if its missing. Once the resource pack
// is obtained the client will use it.
ResourcePackSend => id(0x32) {
ResourcePackSend {
url: String =,
hash: String =,
}
// Respawn is sent to respawn the player after death or when they move worlds.
Respawn => id(0x33) {
Respawn {
dimension: i32 =,
difficulty: u8 =,
gamemode: u8 =,
level_type: String =,
}
// EntityHeadLook rotates an entity's head to the new angle.
EntityHeadLook => id(0x34) {
EntityHeadLook {
entity_id: VarInt =,
head_yaw: i8 =,
}
// WorldBorder configures the world's border.
WorldBorder => id(0x35) {
WorldBorder {
action: VarInt =,
old_radius: Option<f64> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 1),
new_radius: Option<f64> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 1 || p.action.0 == 0),
@ -652,33 +652,33 @@ state_packets!(
}
// Camera causes the client to spectate the entity with the passed id.
// Use the player's id to de-spectate.
Camera => id(0x36) {
Camera {
target_id: VarInt =,
}
// SetCurrentHotbarSlot changes the player's currently selected hotbar item.
SetCurrentHotbarSlot => id(0x37) {
SetCurrentHotbarSlot {
slot: u8 =,
}
// ScoreboardDisplay is used to set the display position of a scoreboard.
ScoreboardDisplay => id(0x38) {
ScoreboardDisplay {
position: u8 =,
name: String =,
}
// EntityMetadata updates the metadata for an entity.
EntityMetadata => id(0x39) {
EntityMetadata {
entity_id: VarInt =,
metadata: types::Metadata =,
}
// EntityAttach attaches to entities together, either by mounting or leashing.
// -1 can be used at the EntityID to deattach.
EntityAttach => id(0x3A) {
EntityAttach {
entity_id: i32 =,
vehicle: i32 =,
leash: bool =,
}
// EntityVelocity sets the velocity of an entity in 1/8000 of a block
// per a tick.
EntityVelocity => id(0x3B) {
EntityVelocity {
entity_id: VarInt =,
velocity_x: i16 =,
velocity_y: i16 =,
@ -687,32 +687,32 @@ state_packets!(
// EntityEquipment is sent to display an item on an entity, like a sword
// or armor. Slot 0 is the held item and slots 1 to 4 are boots, leggings
// chestplate and helmet respectively.
EntityEquipment => id(0x3C) {
EntityEquipment {
entity_id: VarInt =,
slot: VarInt =,
item: Option<item::Stack> =,
}
// SetExperience updates the experience bar on the client.
SetExperience => id(0x3D) {
SetExperience {
experience_bar: f32 =,
level: VarInt =,
total_experience: VarInt =,
}
// UpdateHealth is sent by the server to update the player's health and food.
UpdateHealth => id(0x3E) {
UpdateHealth {
health: f32 =,
food: VarInt =,
food_saturation: f32 =,
}
// ScoreboardObjective creates/updates a scoreboard objective.
ScoreboardObjective => id(0x3F) {
ScoreboardObjective {
name: String =,
mode: u8 =,
value: String = when(|p: &ScoreboardObjective| p.mode == 0 || p.mode == 2),
ty: String = when(|p: &ScoreboardObjective| p.mode == 0 || p.mode == 2),
}
// Teams creates and updates teams
Teams => id(0x40) {
Teams {
name: String =,
mode: u8 =,
display_name: Option<String> = when(|p: &Teams| p.mode == 0 || p.mode == 2),
@ -726,7 +726,7 @@ state_packets!(
}
// UpdateScore is used to update or remove an item from a scoreboard
// objective.
UpdateScore => id(0x41) {
UpdateScore {
name: String =,
action: u8 =,
object_name: String =,
@ -734,19 +734,19 @@ state_packets!(
}
// SpawnPosition is sent to change the player's current spawn point. Currently
// only used by the client for the compass.
SpawnPosition => id(0x42) {
SpawnPosition {
location: types::Position =,
}
// TimeUpdate is sent to sync the world's time to the client, the client
// will manually tick the time itself so this doesn't need to sent repeatedly
// but if the server or client has issues keeping up this can fall out of sync
// so it is a good idea to sent this now and again
TimeUpdate => id(0x43) {
TimeUpdate {
world_age: i64 =,
time_of_day: i64 =,
}
// Title configures an on-screen title.
Title => id(0x44) {
Title {
action: VarInt =,
title: Option<format::Component> = when(|p: &Title| p.action.0 == 0),
sub_title: Option<format::Component> = when(|p: &Title| p.action.0 == 1),
@ -755,7 +755,7 @@ state_packets!(
fade_out: Option<format::Component> = when(|p: &Title| p.action.0 == 2),
}
// UpdateSign sets or changes the text on a sign.
UpdateSign => id(0x45) {
UpdateSign {
location: types::Position =,
line1: format::Component =,
line2: format::Component =,
@ -763,19 +763,19 @@ state_packets!(
line4: format::Component =,
}
// PlayerListHeaderFooter updates the header/footer of the player list.
PlayerListHeaderFooter => id(0x46) {
PlayerListHeaderFooter {
header: format::Component =,
footer: format::Component =,
}
// CollectItem causes the collected item to fly towards the collector. This
// does not destroy the entity.
CollectItem => id(0x47) {
CollectItem {
collected_entity_id: VarInt =,
collector_entity_id: VarInt =,
}
// EntityTeleport teleports the entity to the target location. This is
// sent if the entity moves further than EntityMove allows.
EntityTeleport => id(0x48) {
EntityTeleport {
entity_id: VarInt =,
x: i32 =,
y: i32 =,
@ -785,12 +785,12 @@ state_packets!(
on_ground: bool =,
}
// EntityProperties updates the properties for an entity.
EntityProperties => id(0x49) {
EntityProperties {
entity_id: VarInt =,
properties: LenPrefixed<i32, packet::EntityProperty> =,
}
// EntityEffect applies a status effect to an entity for a given duration.
EntityEffect => id(0x4A) {
EntityEffect {
entity_id: VarInt =,
effect_id: i8 =,
amplifier: i8 =,
@ -804,13 +804,13 @@ state_packets!(
// LoginStart is sent immeditately after switching into the login
// state. The passed username is used by the server to authenticate
// the player in online mode.
LoginStart => id(0x00) {
LoginStart {
username: String =,
}
// EncryptionResponse is sent as a reply to EncryptionRequest. All
// packets following this one must be encrypted with AES/CFB8
// encryption.
EncryptionResponse => id(0x01) {
EncryptionResponse {
// The key for the AES/CFB8 cipher encrypted with the
// public key
shared_secret: LenPrefixedBytes<VarInt> =,
@ -823,13 +823,13 @@ state_packets!(
// LoginDisconnect is sent by the server if there was any issues
// authenticating the player during login or the general server
// issues (e.g. too many players).
LoginDisconnect => id(0x00) {
LoginDisconnect {
reason: format::Component =,
}
// EncryptionRequest is sent by the server if the server is in
// online mode. If it is not sent then its assumed the server is
// in offline mode.
EncryptionRequest => id(0x01) {
EncryptionRequest {
// Generally empty, left in from legacy auth
// but is still used by the client if provided
server_id: String =,
@ -842,14 +842,14 @@ state_packets!(
// LoginSuccess is sent by the server if the player successfully
// authenicates with the session servers (online mode) or straight
// after LoginStart (offline mode).
LoginSuccess => id(0x02) {
LoginSuccess {
// String encoding of a uuid (with hyphens)
uuid: String =,
username: String =,
}
// SetInitialCompression sets the compression threshold during the
// login state.
SetInitialCompression => id(0x03) {
SetInitialCompression {
// Threshold where a packet should be sent compressed
threshold: VarInt =,
}
@ -861,14 +861,14 @@ state_packets!(
// switching to the Status protocol state and is used
// to signal the server to send a StatusResponse to the
// client
StatusRequest => id(0x00) {
StatusRequest {
empty: () =,
}
// StatusPing is sent by the client after recieving a
// StatusResponse. The client uses the time from sending
// the ping until the time of recieving a pong to measure
// the latency between the client and the server.
StatusPing => id(0x01) {
StatusPing {
ping: i64 =,
}
}
@ -894,13 +894,13 @@ state_packets!(
// "description": "Hello world",
// "favicon": "data:image/png;base64,<data>"
// }
StatusResponse => id(0x00) {
StatusResponse {
status: String =,
}
// StatusPong is sent as a reply to a StatusPing.
// The Time field should be exactly the same as the
// one sent by the client.
StatusPong => id(0x01) {
StatusPong {
ping: i64 =,
}
}