stevenarella/src/protocol/packet.rs

1219 lines
50 KiB
Rust

// Copyright 2016 Matthew Collins
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
use format;
state_packets!(
handshake Handshaking {
serverbound Serverbound {
/// Handshake is the first packet sent in the protocol.
/// Its used for deciding if the request is a client
/// is requesting status information about the server
/// (MOTD, players etc) or trying to login to the server.
///
/// The host and port fields are not used by the vanilla
/// server but are there for virtual server hosting to
/// be able to redirect a client to a target server with
/// a single address + port.
///
/// Some modified servers/proxies use the handshake field
/// differently, packing information into the field other
/// 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.
packet Handshake {
/// The protocol version of the connecting client
field protocol_version: VarInt =,
/// The hostname the client connected to
field host: String =,
/// The port the client connected to
field port: u16 =,
/// The next protocol state the client wants
field next: VarInt =,
}
}
clientbound Clientbound {
}
}
play Play {
serverbound Serverbound {
/// TeleportConfirm is sent by the client as a reply to a telport from
/// the server.
packet TeleportConfirm {
field teleport_id: VarInt =,
}
/// TabComplete is sent by the client when the client presses tab in
/// the chat box.
packet TabComplete {
field text: String =,
field assume_command: bool =,
field has_target: bool =,
field target: Option<Position> = when(|p: &TabComplete| p.has_target),
}
/// ChatMessage is sent by the client when it sends a chat message or
/// executes a command (prefixed by '/').
packet ChatMessage {
field message: String =,
}
/// ClientStatus is sent to update the client's status
packet ClientStatus {
field action_id: VarInt =,
}
/// ClientSettings is sent by the client to update its current settings.
packet ClientSettings {
field locale: String =,
field view_distance: u8 =,
field chat_mode: VarInt =,
field chat_colors: bool =,
field displayed_skin_parts: u8 =,
field main_hand: VarInt =,
}
/// ConfirmTransactionServerbound is a reply to ConfirmTransaction.
packet ConfirmTransactionServerbound {
field id: u8 =,
field action_number: i16 =,
field accepted: bool =,
}
/// EnchantItem is sent when the client enchants an item.
packet EnchantItem {
field id: u8 =,
field enchantment: u8 =,
}
/// ClickWindow is sent when the client clicks in a window.
packet ClickWindow {
field id: u8 =,
field slot: i16 =,
field button: u8 =,
field action_number: u16 =,
field mode: VarInt =,
field clicked_item: Option<item::Stack> =,
}
/// CloseWindow is sent when the client closes a window.
packet CloseWindow {
field 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.
packet PluginMessageServerbound {
field channel: String =,
field data: Vec<u8> =,
}
/// UseEntity is sent when the user interacts (right clicks) or attacks
/// (left clicks) an entity.
packet UseEntity {
field target_id: VarInt =,
field ty: VarInt =,
field target_x: f32 = when(|p: &UseEntity| p.ty.0 == 2),
field target_y: f32 = when(|p: &UseEntity| p.ty.0 == 2),
field target_z: f32 = when(|p: &UseEntity| p.ty.0 == 2),
field hand: VarInt = when(|p: &UseEntity| p.ty.0 == 0 || p.ty.0 == 2),
}
/// KeepAliveServerbound is sent by a client as a response to a
/// KeepAliveClientbound. If the client doesn't reply the server
/// may disconnect the client.
packet KeepAliveServerbound {
field id: VarInt =,
}
/// PlayerPosition is used to update the player's position.
packet PlayerPosition {
field x: f64 =,
field y: f64 =,
field z: f64 =,
field on_ground: bool =,
}
/// PlayerPositionLook is a combination of PlayerPosition and
/// PlayerLook.
packet PlayerPositionLook {
field x: f64 =,
field y: f64 =,
field z: f64 =,
field yaw: f32 =,
field pitch: f32 =,
field on_ground: bool =,
}
/// PlayerLook is used to update the player's rotation.
packet PlayerLook {
field yaw: f32 =,
field pitch: f32 =,
field on_ground: bool =,
}
/// Player is used to update whether the player is on the ground or not.
packet Player {
field on_ground: bool =,
}
/// Sent by the client when in a vehicle instead of the normal move packet.
packet VehicleMove {
field x: f64 =,
field y: f64 =,
field z: f64 =,
field yaw: f32 =,
field pitch: f32 =,
}
/// TODO: Document
packet SteerBoat {
field unknown: bool =,
field unknown2: bool =,
}
/// ClientAbilities is used to modify the players current abilities.
/// Currently flying is the only one
packet ClientAbilities {
field flags: u8 =,
field flying_speed: f32 =,
field 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.
packet PlayerDigging {
field status: VarInt =,
field location: Position =,
field face: u8 =,
}
/// PlayerAction is sent when a player preforms various actions.
packet PlayerAction {
field entity_id: VarInt =,
field action_id: VarInt =,
field jump_boost: VarInt =,
}
/// SteerVehicle is sent by the client when steers or preforms an action
/// on a vehicle.
packet SteerVehicle {
field sideways: f32 =,
field forward: f32 =,
field flags: u8 =,
}
/// ResourcePackStatus informs the server of the client's current progress
/// in activating the requested resource pack
packet ResourcePackStatus {
field result: VarInt =,
}
/// HeldItemChange is sent when the player changes the currently active
/// hotbar slot.
packet HeldItemChange {
field slot: i16 =,
}
/// CreativeInventoryAction is sent when the client clicks in the creative
/// inventory. This is used to spawn items in creative.
packet CreativeInventoryAction {
field slot: i16 =,
field clicked_item: Option<item::Stack> =,
}
/// SetSign sets the text on a sign after placing it.
packet SetSign {
field location: Position =,
field line1: String =,
field line2: String =,
field line3: String =,
field line4: String =,
}
/// ArmSwing is sent by the client when the player left clicks (to swing their
/// arm).
packet ArmSwing {
field hand: VarInt =,
}
/// SpectateTeleport is sent by clients in spectator mode to teleport to a player.
packet SpectateTeleport {
field target: UUID =,
}
/// PlayerBlockPlacement is sent when the client tries to place a block.
packet PlayerBlockPlacement {
field location: Position =,
field face: VarInt =,
field hand: VarInt =,
field cursor_x: f32 =,
field cursor_y: f32 =,
field cursor_z: f32 =,
}
/// UseItem is sent when the client tries to use an item.
packet UseItem {
field hand: VarInt =,
}
}
clientbound Clientbound {
/// SpawnObject is used to spawn an object or vehicle into the world when it
/// is in range of the client.
packet SpawnObject {
field entity_id: VarInt =,
field uuid: UUID =,
field ty: u8 =,
field x: f64 =,
field y: f64 =,
field z: f64 =,
field pitch: i8 =,
field yaw: i8 =,
field data: i32 =,
field velocity_x: i16 =,
field velocity_y: i16 =,
field velocity_z: i16 =,
}
/// 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.
packet SpawnExperienceOrb {
field entity_id: VarInt =,
field x: f64 =,
field y: f64 =,
field z: f64 =,
field count: i16 =,
}
/// SpawnGlobalEntity spawns an entity which is visible from anywhere in the
/// world. Currently only used for lightning.
packet SpawnGlobalEntity {
field entity_id: VarInt =,
field ty: u8 =,
field x: f64 =,
field y: f64 =,
field z: f64 =,
}
/// SpawnMob is used to spawn a living entity into the world when it is in
/// range of the client.
packet SpawnMob {
field entity_id: VarInt =,
field uuid: UUID =,
field ty: VarInt =,
field x: f64 =,
field y: f64 =,
field z: f64 =,
field yaw: i8 =,
field pitch: i8 =,
field head_pitch: i8 =,
field velocity_x: i16 =,
field velocity_y: i16 =,
field velocity_z: i16 =,
field metadata: types::Metadata =,
}
/// 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.
packet SpawnPainting {
field entity_id: VarInt =,
field uuid: UUID =,
field title: String =,
field location: Position =,
field direction: u8 =,
}
/// 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.
packet SpawnPlayer {
field entity_id: VarInt =,
field uuid: UUID =,
field x: f64 =,
field y: f64 =,
field z: f64 =,
field yaw: i8 =,
field pitch: i8 =,
field metadata: types::Metadata =,
}
/// Animation is sent by the server to play an animation on a specific entity.
packet Animation {
field entity_id: VarInt =,
field animation_id: u8 =,
}
/// Statistics is used to update the statistics screen for the client.
packet Statistics {
field statistices: LenPrefixed<VarInt, packet::Statistic> =,
}
/// BlockBreakAnimation is used to create and update the block breaking
/// animation played when a player starts digging a block.
packet BlockBreakAnimation {
field entity_id: VarInt =,
field location: Position =,
field stage: i8 =,
}
/// UpdateBlockEntity updates the nbt tag of a block entity in the
/// world.
packet UpdateBlockEntity {
field location: Position =,
field action: u8 =,
field nbt: Option<nbt::NamedTag> =,
}
/// BlockAction triggers different actions depending on the target block.
packet BlockAction {
field location: Position =,
field byte1: u8 =,
field byte2: u8 =,
field block_type: VarInt =,
}
/// BlockChange is used to update a single block on the client.
packet BlockChange {
field location: Position =,
field 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.
packet BossBar {
field uuid: UUID =,
field action: VarInt =,
field title: format::Component = when(|p: &BossBar| p.action.0 == 0 || p.action.0 == 3),
field health: f32 = when(|p: &BossBar| p.action.0 == 0 || p.action.0 == 2),
field color: VarInt = when(|p: &BossBar| p.action.0 == 0 || p.action.0 == 4),
field style: VarInt = when(|p: &BossBar| p.action.0 == 0 || p.action.0 == 4),
field flags: u8 = when(|p: &BossBar| p.action.0 == 0 || p.action.0 == 5),
}
/// ServerDifficulty changes the displayed difficulty in the client's menu
/// as well as some ui changes for hardcore.
packet ServerDifficulty {
field 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.
packet TabCompleteReply {
field 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.
packet ServerMessage {
field message: format::Component =,
/// 0 - Chat message, 1 - System message, 2 - Action bar message
field position: u8 =,
}
/// MultiBlockChange is used to update a batch of blocks in a single packet.
packet MultiBlockChange {
field chunk_x: i32 =,
field chunk_z: i32 =,
field records: LenPrefixed<VarInt, packet::BlockChangeRecord> =,
}
/// ConfirmTransaction notifies the client whether a transaction was successful
/// or failed (e.g. due to lag).
packet ConfirmTransaction {
field id: u8 =,
field action_number: i16 =,
field accepted: bool =,
}
/// WindowClose forces the client to close the window with the given id,
/// e.g. a chest getting destroyed.
packet WindowClose {
field 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.
packet WindowOpen {
field id: u8 =,
field ty: String =,
field title: format::Component =,
field slot_count: u8 =,
field entity_id: i32 = when(|p: &WindowOpen| p.ty == "EntityHorse"),
}
/// WindowItems sets every item in a window.
packet WindowItems {
field id: u8 =,
field items: LenPrefixed<i16, Option<item::Stack>> =,
}
/// WindowProperty changes the value of a property of a window. Properties
/// vary depending on the window type.
packet WindowProperty {
field id: u8 =,
field property: i16 =,
field value: i16 =,
}
/// WindowSetSlot changes an itemstack in one of the slots in a window.
packet WindowSetSlot {
field id: u8 =,
field property: i16 =,
field item: Option<item::Stack> =,
}
/// SetCooldown disables a set item (by id) for the set number of ticks
packet SetCooldown {
field item_id: VarInt =,
field 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.
packet PluginMessageClientbound {
field channel: String =,
field data: Vec<u8> =,
}
/// Plays a sound by name on the client
packet NamedSoundEffect {
field name: String =,
field category: VarInt =,
field x: i32 =,
field y: i32 =,
field z: i32 =,
field volume: f32 =,
field pitch: f32 =,
}
/// Disconnect causes the client to disconnect displaying the passed reason.
packet Disconnect {
field reason: format::Component =,
}
/// EntityAction causes an entity to preform an action based on the passed
/// id.
packet EntityAction {
field entity_id: i32 =,
field action_id: u8 =,
}
/// Explosion is sent when an explosion is triggered (tnt, creeper etc).
/// This plays the effect and removes the effected blocks.
packet Explosion {
field x: f32 =,
field y: f32 =,
field z: f32 =,
field radius: f32 =,
field records: LenPrefixed<i32, packet::ExplosionRecord> =,
field velocity_x: f32 =,
field velocity_y: f32 =,
field velocity_z: f32 =,
}
/// ChunkUnload tells the client to unload the chunk at the specified
/// position.
packet ChunkUnload {
field x: i32 =,
field z: i32 =,
}
/// ChangeGameState is used to modify the game's state like gamemode or
/// weather.
packet ChangeGameState {
field reason: u8 =,
field value: f32 =,
}
/// KeepAliveClientbound is sent by a server to check if the
/// 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.
packet KeepAliveClientbound {
field id: VarInt =,
}
/// ChunkData sends or updates a single chunk on the client. If New is set
/// then biome data should be sent too.
packet ChunkData {
field chunk_x: i32 =,
field chunk_z: i32 =,
field new: bool =,
field bitmask: VarInt =,
field data: LenPrefixedBytes<VarInt> =,
field block_entities: LenPrefixed<VarInt, Option<nbt::NamedTag>> =,
}
/// 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.
packet Effect {
field effect_id: i32 =,
field location: Position =,
field data: i32 =,
field disable_relative: bool =,
}
/// Particle spawns particles at the target location with the various
/// modifiers.
packet Particle {
field particle_id: i32 =,
field long_distance: bool =,
field x: f32 =,
field y: f32 =,
field z: f32 =,
field offset_x: f32 =,
field offset_y: f32 =,
field offset_z: f32 =,
field speed: f32 =,
field count: i32 =,
field data1: VarInt = when(|p: &Particle| p.particle_id == 36 || p.particle_id == 37 || p.particle_id == 38),
field data2: VarInt = when(|p: &Particle| p.particle_id == 36),
}
/// JoinGame is sent after completing the login process. This
/// sets the initial state for the client.
packet JoinGame {
/// The entity id the client will be referenced by
field entity_id: i32 =,
/// The starting gamemode of the client
field gamemode: u8 =,
/// The dimension the client is starting in
field dimension: i32 =,
/// The difficuilty setting for the server
field difficulty: u8 =,
/// The max number of players on the server
field max_players: u8 =,
/// The level type of the server
field level_type: String =,
/// Whether the client should reduce the amount of debug
/// information it displays in F3 mode
field reduced_debug_info: bool =,
}
/// Maps updates a single map's contents
packet Maps {
field item_damage: VarInt =,
field scale: i8 =,
field tracking_position: bool =,
field icons: LenPrefixed<VarInt, packet::MapIcon> =,
field columns: u8 =,
field rows: Option<u8> = when(|p: &Maps| p.columns > 0),
field x: Option<u8> = when(|p: &Maps| p.columns > 0),
field z: Option<u8> = when(|p: &Maps| p.columns > 0),
field data: Option<LenPrefixedBytes<VarInt>> = when(|p: &Maps| p.columns > 0),
}
/// EntityMove moves the entity with the id by the offsets provided.
packet EntityMove {
field entity_id: VarInt =,
field delta_x: i16 =,
field delta_y: i16 =,
field delta_z: i16 =,
field on_ground: bool =,
}
/// EntityLookAndMove is a combination of EntityMove and EntityLook.
packet EntityLookAndMove {
field entity_id: VarInt =,
field delta_x: i16 =,
field delta_y: i16 =,
field delta_z: i16 =,
field yaw: i8 =,
field pitch: i8 =,
field on_ground: bool =,
}
/// EntityLook rotates the entity to the new angles provided.
packet EntityLook {
field entity_id: VarInt =,
field yaw: i8 =,
field pitch: i8 =,
field on_ground: bool =,
}
/// Entity does nothing. It is a result of subclassing used in Minecraft.
packet Entity {
field entity_id: VarInt =,
}
/// Teleports the player's vehicle
packet VehicleTeleport {
field x: f64 =,
field y: f64 =,
field z: f64 =,
field yaw: f32 =,
field pitch: f32 =,
}
/// 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.
packet SignEditorOpen {
field location: Position =,
}
/// PlayerAbilities is used to modify the players current abilities. Flying,
/// creative, god mode etc.
packet PlayerAbilities {
field flags: u8 =,
field flying_speed: f32 =,
field walking_speed: f32 =,
}
/// CombatEvent is used for... you know, I never checked. I have no
/// clue.
packet CombatEvent {
field event: VarInt =,
field direction: Option<VarInt> = when(|p: &CombatEvent| p.event.0 == 1),
field player_id: Option<VarInt> = when(|p: &CombatEvent| p.event.0 == 2),
field entity_id: Option<i32> = when(|p: &CombatEvent| p.event.0 == 1 || p.event.0 == 2),
field message: Option<format::Component> = when(|p: &CombatEvent| p.event.0 == 2),
}
/// 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.
packet PlayerInfo {
field inner: packet::PlayerInfoData =,
}
/// 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.
packet TeleportPlayer {
field x: f64 =,
field y: f64 =,
field z: f64 =,
field yaw: f32 =,
field pitch: f32 =,
field flags: u8 =,
field teleport_id: VarInt =,
}
/// EntityUsedBed is sent by the server when a player goes to bed.
packet EntityUsedBed {
field entity_id: VarInt =,
field location: Position =,
}
/// EntityDestroy destroys the entities with the ids in the provided slice.
packet EntityDestroy {
field entity_ids: LenPrefixed<VarInt, VarInt> =,
}
/// EntityRemoveEffect removes an effect from an entity.
packet EntityRemoveEffect {
field entity_id: VarInt =,
field 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.
packet ResourcePackSend {
field url: String =,
field hash: String =,
}
/// Respawn is sent to respawn the player after death or when they move worlds.
packet Respawn {
field dimension: i32 =,
field difficulty: u8 =,
field gamemode: u8 =,
field level_type: String =,
}
/// EntityHeadLook rotates an entity's head to the new angle.
packet EntityHeadLook {
field entity_id: VarInt =,
field head_yaw: i8 =,
}
/// WorldBorder configures the world's border.
packet WorldBorder {
field action: VarInt =,
field old_radius: Option<f64> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 1),
field new_radius: Option<f64> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 1 || p.action.0 == 0),
field speed: Option<VarLong> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 1),
field x: Option<f64> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 2),
field z: Option<f64> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 2),
field portal_boundary: Option<VarInt> = when(|p: &WorldBorder| p.action.0 == 3),
field warning_time: Option<VarInt> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 4),
field warning_blocks: Option<VarInt> = when(|p: &WorldBorder| p.action.0 == 3 || p.action.0 == 5),
}
/// Camera causes the client to spectate the entity with the passed id.
/// Use the player's id to de-spectate.
packet Camera {
field target_id: VarInt =,
}
/// SetCurrentHotbarSlot changes the player's currently selected hotbar item.
packet SetCurrentHotbarSlot {
field slot: u8 =,
}
/// ScoreboardDisplay is used to set the display position of a scoreboard.
packet ScoreboardDisplay {
field position: u8 =,
field name: String =,
}
/// EntityMetadata updates the metadata for an entity.
packet EntityMetadata {
field entity_id: VarInt =,
field metadata: types::Metadata =,
}
/// EntityAttach attaches to entities together, either by mounting or leashing.
/// -1 can be used at the EntityID to deattach.
packet EntityAttach {
field entity_id: i32 =,
field vehicle: i32 =,
}
/// EntityVelocity sets the velocity of an entity in 1/8000 of a block
/// per a tick.
packet EntityVelocity {
field entity_id: VarInt =,
field velocity_x: i16 =,
field velocity_y: i16 =,
field velocity_z: i16 =,
}
/// 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.
packet EntityEquipment {
field entity_id: VarInt =,
field slot: VarInt =,
field item: Option<item::Stack> =,
}
/// SetExperience updates the experience bar on the client.
packet SetExperience {
field experience_bar: f32 =,
field level: VarInt =,
field total_experience: VarInt =,
}
/// UpdateHealth is sent by the server to update the player's health and food.
packet UpdateHealth {
field health: f32 =,
field food: VarInt =,
field food_saturation: f32 =,
}
/// ScoreboardObjective creates/updates a scoreboard objective.
packet ScoreboardObjective {
field name: String =,
field mode: u8 =,
field value: String = when(|p: &ScoreboardObjective| p.mode == 0 || p.mode == 2),
field ty: String = when(|p: &ScoreboardObjective| p.mode == 0 || p.mode == 2),
}
/// SetPassengers mounts entities to an entity
packet SetPassengers {
field entity_id: VarInt =,
field passengers: LenPrefixed<VarInt, VarInt> =,
}
/// Teams creates and updates teams
packet Teams {
field name: String =,
field mode: u8 =,
field display_name: Option<String> = when(|p: &Teams| p.mode == 0 || p.mode == 2),
field prefix: Option<String> = when(|p: &Teams| p.mode == 0 || p.mode == 2),
field suffix: Option<String> = when(|p: &Teams| p.mode == 0 || p.mode == 2),
field flags: Option<u8> = when(|p: &Teams| p.mode == 0 || p.mode == 2),
field name_tag_visibility: Option<String> = when(|p: &Teams| p.mode == 0 || p.mode == 2),
field collision_rule: Option<String> = when(|p: &Teams| p.mode == 0 || p.mode == 2),
field color: Option<u8> = when(|p: &Teams| p.mode == 0 || p.mode == 2),
field players: Option<LenPrefixed<VarInt, String>> = when(|p: &Teams| p.mode == 0 || p.mode == 3 || p.mode == 4),
}
/// UpdateScore is used to update or remove an item from a scoreboard
/// objective.
packet UpdateScore {
field name: String =,
field action: u8 =,
field object_name: String =,
field value: Option<VarInt> = when(|p: &UpdateScore| p.action != 1),
}
/// SpawnPosition is sent to change the player's current spawn point. Currently
/// only used by the client for the compass.
packet SpawnPosition {
field location: 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 send this now and again
packet TimeUpdate {
field world_age: i64 =,
field time_of_day: i64 =,
}
/// Title configures an on-screen title.
packet Title {
field action: VarInt =,
field title: Option<format::Component> = when(|p: &Title| p.action.0 == 0),
field sub_title: Option<format::Component> = when(|p: &Title| p.action.0 == 1),
field action_bar_text: Option<String> = when(|p: &Title| p.action.0 == 2),
field fade_in: Option<i32> = when(|p: &Title| p.action.0 == 3),
field fade_stay: Option<i32> = when(|p: &Title| p.action.0 == 3),
field fade_out: Option<i32> = when(|p: &Title| p.action.0 == 3),
}
/// SoundEffect plays the named sound at the target location.
packet SoundEffect {
field name: VarInt =,
field category: VarInt =,
field x: i32 =,
field y: i32 =,
field z: i32 =,
field volume: f32 =,
field pitch: f32 =,
}
/// PlayerListHeaderFooter updates the header/footer of the player list.
packet PlayerListHeaderFooter {
field header: format::Component =,
field footer: format::Component =,
}
/// CollectItem causes the collected item to fly towards the collector. This
/// does not destroy the entity.
packet CollectItem {
field collected_entity_id: VarInt =,
field collector_entity_id: VarInt =,
field number_of_items: VarInt =,
}
/// EntityTeleport teleports the entity to the target location. This is
/// sent if the entity moves further than EntityMove allows.
packet EntityTeleport {
field entity_id: VarInt =,
field x: f64 =,
field y: f64 =,
field z: f64 =,
field yaw: i8 =,
field pitch: i8 =,
field on_ground: bool =,
}
/// EntityProperties updates the properties for an entity.
packet EntityProperties {
field entity_id: VarInt =,
field properties: LenPrefixed<i32, packet::EntityProperty> =,
}
/// EntityEffect applies a status effect to an entity for a given duration.
packet EntityEffect {
field entity_id: VarInt =,
field effect_id: i8 =,
field amplifier: i8 =,
field duration: VarInt =,
field hide_particles: bool =,
}
}
}
login Login {
serverbound Serverbound {
/// 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.
packet LoginStart {
field username: String =,
}
/// EncryptionResponse is sent as a reply to EncryptionRequest. All
/// packets following this one must be encrypted with AES/CFB8
/// encryption.
packet EncryptionResponse {
/// The key for the AES/CFB8 cipher encrypted with the
/// public key
field shared_secret: LenPrefixedBytes<VarInt> =,
/// The verify token from the request encrypted with the
/// public key
field verify_token: LenPrefixedBytes<VarInt> =,
}
}
clientbound Clientbound {
/// 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).
packet LoginDisconnect {
field 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.
packet EncryptionRequest {
/// Generally empty, left in from legacy auth
/// but is still used by the client if provided
field server_id: String =,
/// A RSA Public key serialized in x.509 PRIX format
field public_key: LenPrefixedBytes<VarInt> =,
/// Token used by the server to verify encryption is working
/// correctly
field verify_token: LenPrefixedBytes<VarInt> =,
}
/// LoginSuccess is sent by the server if the player successfully
/// authenicates with the session servers (online mode) or straight
/// after LoginStart (offline mode).
packet LoginSuccess {
/// String encoding of a uuid (with hyphens)
field uuid: String =,
field username: String =,
}
/// SetInitialCompression sets the compression threshold during the
/// login state.
packet SetInitialCompression {
/// Threshold where a packet should be sent compressed
field threshold: VarInt =,
}
}
}
status Status {
serverbound Serverbound {
/// StatusRequest is sent by the client instantly after
/// switching to the Status protocol state and is used
/// to signal the server to send a StatusResponse to the
/// client
packet StatusRequest {
field 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.
packet StatusPing {
field ping: i64 =,
}
}
clientbound Clientbound {
/// StatusResponse is sent as a reply to a StatusRequest.
/// The Status should contain a json encoded structure with
/// version information, a player sample, a description/MOTD
/// and optionally a favicon.
//
/// The structure is as follows
///
/// ```json
/// {
/// "version": {
/// "name": "1.8.3",
/// "protocol": 47,
/// },
/// "players": {
/// "max": 20,
/// "online": 1,
/// "sample": [
/// packet {"name": "Thinkofdeath", "id": "4566e69f-c907-48ee-8d71-d7ba5aa00d20"}
/// ]
/// },
/// "description": "Hello world",
/// "favicon": "data:image/png;base64,<data>"
/// }
/// ```
packet StatusResponse {
field 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.
packet StatusPong {
field ping: i64 =,
}
}
}
);
#[derive(Debug, Default)]
pub struct Statistic {
pub name: String,
pub value: VarInt,
}
impl Serializable for Statistic {
fn read_from<R: io::Read>(buf: &mut R) -> Result<Self, Error> {
Ok(Statistic {
name: try!(Serializable::read_from(buf)),
value: try!(Serializable::read_from(buf)),
})
}
fn write_to<W: io::Write>(&self, buf: &mut W) -> Result<(), Error> {
try!(self.name.write_to(buf));
self.value.write_to(buf)
}
}
#[derive(Debug, Default)]
pub struct BlockChangeRecord {
pub xz: u8,
pub y: u8,
pub block_id: VarInt,
}
impl Serializable for BlockChangeRecord {
fn read_from<R: io::Read>(buf: &mut R) -> Result<Self, Error> {
Ok(BlockChangeRecord {
xz: try!(Serializable::read_from(buf)),
y: try!(Serializable::read_from(buf)),
block_id: try!(Serializable::read_from(buf)),
})
}
fn write_to<W: io::Write>(&self, buf: &mut W) -> Result<(), Error> {
try!(self.xz.write_to(buf));
try!(self.y.write_to(buf));
self.block_id.write_to(buf)
}
}
#[derive(Debug, Default)]
pub struct ExplosionRecord {
pub x: i8,
pub y: i8,
pub z: i8,
}
impl Serializable for ExplosionRecord {
fn read_from<R: io::Read>(buf: &mut R) -> Result<Self, Error> {
Ok(ExplosionRecord {
x: try!(Serializable::read_from(buf)),
y: try!(Serializable::read_from(buf)),
z: try!(Serializable::read_from(buf)),
})
}
fn write_to<W: io::Write>(&self, buf: &mut W) -> Result<(), Error> {
try!(self.x.write_to(buf));
try!(self.y.write_to(buf));
self.z.write_to(buf)
}
}
#[derive(Debug)]
pub struct MapIcon {
pub direction_type: i8,
pub x: i8,
pub z: i8,
}
impl Serializable for MapIcon {
fn read_from<R: io::Read>(buf: &mut R) -> Result<Self, Error> {
Ok(MapIcon {
direction_type: try!(Serializable::read_from(buf)),
x: try!(Serializable::read_from(buf)),
z: try!(Serializable::read_from(buf)),
})
}
fn write_to<W: io::Write>(&self, buf: &mut W) -> Result<(), Error> {
try!(self.direction_type.write_to(buf));
try!(self.x.write_to(buf));
self.z.write_to(buf)
}
}
impl Default for MapIcon {
fn default() -> Self {
MapIcon {
direction_type: 0,
x: 0,
z: 0,
}
}
}
#[derive(Debug, Default)]
pub struct EntityProperty {
pub key: String,
pub value: f64,
pub modifiers: LenPrefixed<VarInt, PropertyModifier>,
}
impl Serializable for EntityProperty {
fn read_from<R: io::Read>(buf: &mut R) -> Result<Self, Error> {
Ok(EntityProperty {
key: try!(Serializable::read_from(buf)),
value: try!(Serializable::read_from(buf)),
modifiers: try!(Serializable::read_from(buf)),
})
}
fn write_to<W: io::Write>(&self, buf: &mut W) -> Result<(), Error> {
try!(self.key.write_to(buf));
try!(self.value.write_to(buf));
self.modifiers.write_to(buf)
}
}
#[derive(Debug, Default)]
pub struct PropertyModifier {
pub uuid: UUID,
pub amount: f64,
pub operation: i8,
}
impl Serializable for PropertyModifier {
fn read_from<R: io::Read>(buf: &mut R) -> Result<Self, Error> {
Ok(PropertyModifier {
uuid: try!(Serializable::read_from(buf)),
amount: try!(Serializable::read_from(buf)),
operation: try!(Serializable::read_from(buf)),
})
}
fn write_to<W: io::Write>(&self, buf: &mut W) -> Result<(), Error> {
try!(self.uuid.write_to(buf));
try!(self.amount.write_to(buf));
self.operation.write_to(buf)
}
}
#[derive(Debug)]
pub struct PlayerInfoData {
pub action: VarInt,
pub players: Vec<PlayerDetail>,
}
impl Serializable for PlayerInfoData {
fn read_from<R: io::Read>(buf: &mut R) -> Result<Self, Error> {
let mut m = PlayerInfoData {
action: try!(Serializable::read_from(buf)),
players: Vec::new(),
};
let len = try!(VarInt::read_from(buf));
for _ in 0..len.0 {
let uuid = try!(UUID::read_from(buf));
match m.action.0 {
0 => {
let name = try!(String::read_from(buf));
let mut props = Vec::new();
let plen = try!(VarInt::read_from(buf)).0;
for _ in 0..plen {
let mut prop = PlayerProperty {
name: try!(String::read_from(buf)),
value: try!(String::read_from(buf)),
signature: Default::default(),
};
if try!(bool::read_from(buf)) {
prop.signature = Some(try!(String::read_from(buf)));
}
props.push(prop);
}
let p = PlayerDetail::Add {
uuid: uuid,
name: name,
properties: props,
gamemode: try!(Serializable::read_from(buf)),
ping: try!(Serializable::read_from(buf)),
display: {
if try!(bool::read_from(buf)) {
Some(try!(Serializable::read_from(buf)))
} else {
None
}
},
};
m.players.push(p);
}
1 => {
m.players.push(PlayerDetail::UpdateGamemode {
uuid: uuid,
gamemode: try!(Serializable::read_from(buf)),
})
}
2 => {
m.players.push(PlayerDetail::UpdateLatency {
uuid: uuid,
ping: try!(Serializable::read_from(buf)),
})
}
3 => {
m.players.push(PlayerDetail::UpdateDisplayName {
uuid: uuid,
display: {
if try!(bool::read_from(buf)) {
Some(try!(Serializable::read_from(buf)))
} else {
None
}
},
})
}
4 => {
m.players.push(PlayerDetail::Remove { uuid: uuid })
}
_ => panic!(),
}
}
Ok(m)
}
fn write_to<W: io::Write>(&self, _: &mut W) -> Result<(), Error> {
unimplemented!() // I'm lazy
}
}
impl Default for PlayerInfoData {
fn default() -> Self {
PlayerInfoData {
action: VarInt(0),
players: Vec::new(),
}
}
}
#[derive(Debug)]
pub enum PlayerDetail {
Add {
uuid: UUID,
name: String,
properties: Vec<PlayerProperty>,
gamemode: VarInt,
ping: VarInt,
display: Option<format::Component>,
},
UpdateGamemode {
uuid: UUID,
gamemode: VarInt,
},
UpdateLatency {
uuid: UUID,
ping: VarInt,
},
UpdateDisplayName {
uuid: UUID,
display: Option<format::Component>,
},
Remove {
uuid: UUID,
},
}
#[derive(Debug)]
pub struct PlayerProperty {
pub name: String,
pub value: String,
pub signature: Option<String>,
}