Difference between revisions of "Zh:Protocol"
(→方块更改) |
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==== 方块更改 ==== | ==== 方块更改 ==== | ||
− | + | 当渲染距离内的方块更改时触发。 | |
− | {{Warning2| | + | {{Warning2|在未加载的区块中更改一个方块不是一个稳定的动作。Notchian客户端当前使用“共享的”空区块来为所有未加载区块中的方块更改作修改;虽然在1.9中该区块永远不会渲染,但在更旧的版本中,更改的方块会出现在所有该空区块的副本中。服务端一个避免发送在未加载区块中发生的方块更改,且客户端应该忽略这类数据包。}} |
{| class="wikitable" | {| class="wikitable" | ||
Line 1,156: | Line 1,156: | ||
| Location | | Location | ||
| Position | | Position | ||
− | | | + | | 方块坐标 |
|- | |- | ||
| Block ID | | Block ID | ||
| VarInt | | VarInt | ||
− | | | + | | 方块的新版方块状态ID可参考{{Minecraft Wiki|zh:Java版数据值#Blocks|全局调色板}}给出的。查阅该章节以获取更多信息。 |
|} | |} | ||
Revision as of 03:29, 11 December 2019
注意!
|
本页面提供了对当前Minecraft协议的剖析。
如果你还有疑问,参考FAQ或在#mcdevs chat.freenode.net上的IRC频道寻求帮助(更多信息)。
注意:你可以不受限制地使用此页面内容来创建服务端、客户端、机器人等,但是如果你如果复制此页面的任何内容并在其他地方发布,那么仍需要提供#mcdevs的属性。
版本间的更改可以在协议历史中查看。
Contents
- 1 定义
- 2 数据包格式
- 3 握手中
- 4 游玩
- 4.1 客户端方
- 4.1.1 生成物体
- 4.1.2 生成经验球
- 4.1.3 生成全局实体
- 4.1.4 生成生物
- 4.1.5 生成画
- 4.1.6 生成玩家
- 4.1.7 动画(客户端方)
- 4.1.8 统计数据
- 4.1.9 方块破坏动画
- 4.1.10 更新方块实体
- 4.1.11 方块动作
- 4.1.12 方块更改
- 4.1.13 Boss条
- 4.1.14 服务端难度
- 4.1.15 聊天消息(客户端方)
- 4.1.16 多个方块更改
- 4.1.17 Tab补全(客户端方)
- 4.1.18 声明命令
- 4.1.19 确认交互(客户端方)
- 4.1.20 关闭窗口(客户端方)
- 4.1.21 窗口物品
- 4.1.22 窗口属性
- 4.1.23 设置槽
- 4.1.24 设置冷却
- 4.1.25 插件消息(客户端方)
- 4.1.26 命名声音效果
- 4.1.27 断开连接(游玩)
- 4.1.28 实体状态
- 4.1.29 爆炸
- 4.1.30 卸载区块
- 4.1.31 更改游戏状态
- 4.1.32 打开马窗口
- 4.1.33 Keep Alive(客户端)
- 4.1.34 区块数据
- 4.1.35 效果
- 4.1.36 粒子
- 4.1.37 更新光照
- 4.1.38 加入游戏
- 4.1.39 地图数据
- 4.1.40 交易列表
- 4.1.41 实体相对移动
- 4.1.42 实体外观和相对移动
- 4.1.43 实体外观
- 4.1.44 实体
- 4.1.45 载具移动(客户端方)
- 4.1.46 打开书
- 4.1.47 打开窗口
- 4.1.48 打开告示牌编辑器
- 4.1.49 合成配方响应
- 4.1.50 玩家能力(客户端方)
- 4.1.51 战斗事件
- 4.1.52 玩家信息
- 4.1.53 面向玩家
- 4.1.54 玩家位置和外观(客户端方)
- 4.1.55 解锁配方
- 4.1.56 破坏实体
- 4.1.57 移除实体效果
- 4.1.58 响应包发送
- 4.1.59 重生
- 4.1.60 实体头部外观
- 4.1.61 选择进度标签页
- 4.1.62 世界边界
- 4.1.63 摄像机
- 4.1.64 手持物品更改(客户端方)
- 4.1.65 更新视图位置
- 4.1.66 更新视图距离
- 4.1.67 显示记分板
- 4.1.68 实体元数据
- 4.1.69 附加实体
- 4.1.70 实体速度
- 4.1.71 实体装备
- 4.1.72 设置经验
- 4.1.73 更新生命值
- 4.1.74 记分板记分项
- 4.1.75 设置乘坐者
- 4.1.76 队伍
- 4.1.77 更新分数
- 4.1.78 生成位置
- 4.1.79 时间更新
- 4.1.80 标题
- 4.1.81 实体声音效果
- 4.1.82 声音效果
- 4.1.83 停止声音
- 4.1.84 玩家列表头和脚
- 4.1.85 NBT查询响应
- 4.1.86 收集物品
- 4.1.87 实体传送
- 4.1.88 进度
- 4.1.89 实体属性
- 4.1.90 实体效果
- 4.1.91 声明配方
- 4.1.92 标签
- 4.1.93 确认玩家挖掘
- 4.2 服务端方
- 4.2.1 传送确认
- 4.2.2 查询方块NBT
- 4.2.3 设置难度
- 4.2.4 聊天消息(服务端方)
- 4.2.5 客户端状态
- 4.2.6 客户端设置
- 4.2.7 Tab补全(服务端方)
- 4.2.8 确认交互(服务端方)
- 4.2.9 单击窗口按钮
- 4.2.10 单击窗口
- 4.2.11 关闭窗口(服务端方)
- 4.2.12 插件消息(服务端方)
- 4.2.13 编辑书
- 4.2.14 查询实体NBT
- 4.2.15 使用实体
- 4.2.16 Keep Alive(服务端方)
- 4.2.17 锁定难度
- 4.2.18 玩家位置
- 4.2.19 玩家位置和外观(服务端方)
- 4.2.20 玩家外观
- 4.2.21 玩家
- 4.2.22 载具移动(服务端方)
- 4.2.23 操控船
- 4.2.24 拾起物品
- 4.2.25 合成配方请求
- 4.2.26 玩家能力(服务端方)
- 4.2.27 玩家挖掘
- 4.2.28 实体动作
- 4.2.29 操控载具
- 4.2.30 配方书数据
- 4.2.31 命名物品
- 4.2.32 资源包状态
- 4.2.33 进度标签页
- 4.2.34 选择交易
- 4.2.35 设置信标效果
- 4.2.36 手持物品更改(服务端方)
- 4.2.37 更新命令方块
- 4.2.38 更新命令方块矿车
- 4.2.39 创造模式物品栏动作
- 4.2.40 更新拼图方块
- 4.2.41 更新结构方块
- 4.2.42 更新告示牌
- 4.2.43 动画(服务端方)
- 4.2.44 旁观
- 4.2.45 玩家方块放置
- 4.2.46 使用物品
- 4.1 客户端方
- 5 状态
- 6 登入
定义
Minecraft服务端接受来自TCP客户端的连接并通过数据包'进行交流。数据包是通过TCP连接发送的字节序列。数据包的含义取决于它的数据包ID和连接的当前状态。每个连接的初始状态都是握手中,状态通过数据包握手和登入成功来更改。
数据类型
所有在网络上发送的数据(除VarInt和VarLong外)都是大字节序的,也就是说,字节是从最高有效字节到最低有效字节发送。大多数日常遇到的电脑都是小字节序的,所以也许有必要在网络上发送数据前更改字节序。
名称 | 大小(字节) | 编码 | 注释 |
---|---|---|---|
Boolean | 1 | false或true | True被编码为0x01 ,false为0x00 。
|
Byte | 1 | -128到127之间的整数 | 有符号8位整数,补码 |
Unsigned Byte | 1 | 0和255之间的整数 | 无符号8位整数 |
Short | 2 | -32768和32767之间的整数 | 有符号16位整数,补码 |
Unsigned Short | 2 | 0和65535之间的整数 | 无符号16位整数 |
Int | 4 | -2147483648和2147483647之间的整数 | 有符号32位整数,补码 |
Long | 8 | -9223372036854775808和9223372036854775807之间的整数 | 有符号64位整数,补码 |
Float | 4 | 单精度32位IEEE 754浮点数 | |
Double | 8 | 双精度64位IEEE 754浮点数 | |
String(n) | ≥ 1 ≤ (n×4) + 3 |
Unicode标量序列 | 以它的大小用字节为单位表示对VarInt为前缀的UTF-8字符串。n 字符的最大长度随上下文而变化,最多可以使用n × 4 字节来编码n 个字符,并同时检查这些限制。最大的n 值为32767。+ 3是因为有效长度VarInt的最大大小。
|
Chat | ≥ 1 ≤ (32767×4) + 3 |
见Chat | 编码为最大长度为32767的字符串。 |
Identifier | ≥ 1 ≤ (32767×4) + 3 |
见下方标识符 | 编码为最大长度为32767的字符串。 |
VarInt | ≥ 1 ≤ 5 |
-2147483648和2147483647之间的整数 | 编码补码32位整型的可变长度数据,更多信息参阅它们的部分 |
VarLong | ≥ 1 ≤ 10 |
-9223372036854775808和9223372036854775807之间的整数 | 编码补码64位整型的可变长度数据,更多信息参阅它们的部分 |
Entity Metadata | 可变 | 有关实体的杂项信息 | 见实体#实体元数据格式 |
Slot | 可变 | 在物品栏或容器中的一组物品 | 见槽数据 |
NBT Tag | 可变 | 取决于上下文 | 见NBT |
Position | 8 | 一个整型/方块位置: x(-33554432至33554431)、y(-2048至2047)、z(-33554432至33554431) | x为26位整数,后面跟着12位整数的y,以及26位整数的z(都是有符号的,补码)。另见下面的部分。 |
Angle | 1 | 一圈的1/256为步长的旋转角度 | 这是否是有符号的都无所谓,因为结果角度是相同的。 |
UUID | 16 | UUID | 编码为无符号128整数(或两个无符号64位整数:高64位和低64位) |
Optional X | 0或X的大小 | 类型X的字段,或什么都没有 | 该字段是否出现必须从上下文得知。 |
Array of X | 数量乘上X的大小 | 类型X的零或更多的字段 | 数量必须必须从上下文得知。 |
X Enum | X的大小 | 给定列表中特定的值 | 可能的值的列表和每个该如何编码为X都必须从上下文中得知。无论哪一边发送的无效值通常都会导致客户端断开连接并产生一个错误甚至崩溃。 |
Byte Array | 可变 | 取决于上下文 | 这通常是一个零或更多字节的序列,它的含义会在别的地方解释,例如数据包描述中。长度必须从上下文中得知。 |
标识符
标识符是一个以minecraft:thing
为形式的带命名空间的位置。如果没有提供命名空间,那么它默认为minecraft
(即,thing
变为minecraft:thing
。自定义内容应该总是在它自己的命名空间中,而不是默认的中。命名空间应该只使用这些字符:0123456789abcdefghijklmnopqrstuvwxyz-_
,实际的名称可能会包含更多符号。命名约定是lower_case_with_underscores
(蛇形命名法)。更多信息。
VarInt和VarLong
可变长度格式,就像较小的数会使用较少的字节。于Protocol Buffer Varints非常相似:7个最底位用于编码值而最高位用于指示在之后还有多少用于数字下一部分的字节。最低位的组写在最前面,后面跟着更高位的组;因此,VarInts实际上是小字节序的(然而,组是7位而不是8位的)。
VarInts永远不会多余5字节,VarLongs永远不会多于10字节。
读取并写入VarInts和VarLongs的伪代码:
public static int readVarInt() {
int numRead = 0;
int result = 0;
byte read;
do {
read = readByte();
int value = (read & 0b01111111);
result |= (value << (7 * numRead));
numRead++;
if (numRead > 5) {
throw new RuntimeException("VarInt is too big");
}
} while ((read & 0b10000000) != 0);
return result;
}
public static long readVarLong() {
int numRead = 0;
long result = 0;
byte read;
do {
read = readByte();
int value = (read & 0b01111111);
result |= (value << (7 * numRead));
numRead++;
if (numRead > 10) {
throw new RuntimeException("VarLong is too big");
}
} while ((read & 0b10000000) != 0);
return result;
}
public static void writeVarInt(int value) {
do {
byte temp = (byte)(value & 0b01111111);
// Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
value >>>= 7;
if (value != 0) {
temp |= 0b10000000;
}
writeByte(temp);
} while (value != 0);
}
public static void writeVarLong(long value) {
do {
byte temp = (byte)(value & 0b01111111);
// Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone
value >>>= 7;
if (value != 0) {
temp |= 0b10000000;
}
writeByte(temp);
} while (value != 0);
}
注意Minecraft的VarInts不是使用Protocol Buffers编码的,它们只是相似罢了。如果你尝试将Protocol Buffers Varints用于Minecraft的VarInts,你会在某些情况下得到不正确的结果。主要的区别有:
- Minecraft的VarInts都是有符号的,但不使用ZigZag编码。Protocol buffers有三种类型Varints:
uint32
(普通编码、无符号)、sint32
(ZigZag编码、无符号)和int32
(普通编码、有符号)。 Minecraft的是int32
种类。因为Minecraft使用正常的编码而不是ZigZag编码,负值总是会使用字节的最大数字。 - Minecraft的VarInts永远不会多于5字节,VarLongs永不多于10字节,而Protocol Buffer Varints会总是使用10字节来编码负数,即使它是
int32
。
示例VarInts:
值 | 十六进制字节 | 十进制字节 |
---|---|---|
0 | 0x00 | 0 |
1 | 0x01 | 1 |
2 | 0x02 | 2 |
127 | 0x7f | 127 |
128 | 0x80 0x01 | 128 1 |
255 | 0xff 0x01 | 255 1 |
2147483647 | 0xff 0xff 0xff 0xff 0x07 | 255 255 255 255 7 |
-1 | 0xff 0xff 0xff 0xff 0x0f | 255 255 255 255 15 |
-2147483648 | 0x80 0x80 0x80 0x80 0x08 | 128 128 128 128 8 |
示例VarLongs:
值 | 十六进制字节 | 十进制字节 |
---|---|---|
0 | 0x00 | 0 |
1 | 0x01 | 1 |
2 | 0x02 | 2 |
127 | 0x7f | 127 |
128 | 0x80 0x01 | 128 1 |
255 | 0xff 0x01 | 255 1 |
2147483647 | 0xff 0xff 0xff 0xff 0x07 | 255 255 255 255 7 |
9223372036854775807 | 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x7f | 255 255 255 255 255 255 255 255 127 |
-1 | 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x01 | 255 255 255 255 255 255 255 255 255 1 |
-2147483648 | 0x80 0x80 0x80 0x80 0xf8 0xff 0xff 0xff 0xff 0x01 | 128 128 128 128 248 255 255 255 255 1 |
-9223372036854775808 | 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x01 | 128 128 128 128 128 128 128 128 128 1 |
位置
分隔位三个部分的64位值
- x:26个最高位
- z:26个中间位
- y:12个最低位
如下编码:
((x & 0x3FFFFFF) << 38) | ((z & 0x3FFFFFF) << 12) | (y & 0xFFF)
并如下解码:
val = read_unsigned_long(); x = val >> 38; y = val & 0xFFF; z = (val << 26 >> 38);
注意:位移的细节由语言决定,上述内容可能在Java中可以工作但可能不会不经修改就能在其他语言中工作。实际上,你通常会接受到正数,即使实际的坐标是负的。这可以通过加入如下内容修复:
if x >= 2^25 { x -= 2^26 } if y >= 2^11 { y -= 2^12 } if z >= 2^25 { z -= 2^26 }
定点数
一些字段被存储为定点数,其中一定数量的为用于表示有符号整数部分(小数点左侧的数字),其余表示小数部分(小数点右侧)。浮点数(float和double),相反,将数字本身(尾数)存储在内存块中,而小数点(指数)的位置存储在其一边。
本质上,虽然定点数有着比浮点数更小的范围,但是对于较大值来说它们的小数精度要更胜一筹。这使得它们用于表示Minecraft实体的全局坐标非常理想,因为比起将它们精确地定位在一个方块(或米)中,准确地保存它的整数部分要重要得多。
坐标经常被表示为32位整数,其中5个最低位用于小数部分,其余存储整数部分。
Java缺乏对分数整数的直接支持,但是你可以使用整数来表示它们。要将double转换成这种整数表示方法,使用以下公式:
abs_int = (int) (double * 32.0D);
以及反过来:
double = (double) (abs_int / 32.0D);
粒子
字段名称 | 字段类型 | 含义 |
---|---|---|
ID | VarInt | 粒子类型的ID,见下。 |
Data | 可变 | 根据粒子类型可变,见下。 |
粒子名称 | 粒子ID | 数据 | |||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
minecraft:ambient_entity_effect
|
0 | 无 | |||||||||||||||
minecraft:angry_villager
|
1 | 无 | |||||||||||||||
minecraft:barrier
|
2 | 无 | |||||||||||||||
minecraft:block
|
3 |
| |||||||||||||||
minecraft:bubble
|
4 | 无 | |||||||||||||||
minecraft:cloud
|
5 | 无 | |||||||||||||||
minecraft:crit
|
6 | 无 | |||||||||||||||
minecraft:damage_indicator
|
7 | 无 | |||||||||||||||
minecraft:dragon_breath
|
8 | 无 | |||||||||||||||
minecraft:dripping_lava
|
9 | 无 | |||||||||||||||
minecraft:falling_lava
|
10 | 无 | |||||||||||||||
minecraft:landing_lava
|
11 | 无 | |||||||||||||||
minecraft:dripping_water
|
12 | 无 | |||||||||||||||
minecraft:falling_water
|
13 | 无 | |||||||||||||||
minecraft:dust
|
14 |
| |||||||||||||||
minecraft:effect
|
15 | 无 | |||||||||||||||
minecraft:elder_guardian
|
16 | 无 | |||||||||||||||
minecraft:enchanted_hit
|
17 | 无 | |||||||||||||||
minecraft:enchant
|
18 | 无 | |||||||||||||||
minecraft:end_rod
|
19 | 无 | |||||||||||||||
minecraft:entity_effect
|
20 | 无 | |||||||||||||||
minecraft:explosion_emitter
|
21 | 无 | |||||||||||||||
minecraft:explosion
|
22 | 无 | |||||||||||||||
minecraft:falling_dust
|
23 |
| |||||||||||||||
minecraft:firework
|
24 | 无 | |||||||||||||||
minecraft:fishing
|
25 | 无 | |||||||||||||||
minecraft:flame
|
26 | 无 | |||||||||||||||
minecraft:flash
|
27 | 无 | |||||||||||||||
minecraft:happy_villager
|
28 | 无 | |||||||||||||||
minecraft:composter
|
29 | 无 | |||||||||||||||
minecraft:heart
|
30 | 无 | |||||||||||||||
minecraft:instant_effect
|
31 | 无 | |||||||||||||||
minecraft:item
|
32 |
| |||||||||||||||
minecraft:item_slime
|
33 | 无 | |||||||||||||||
minecraft:item_snowball
|
34 | 无 | |||||||||||||||
minecraft:large_smoke
|
35 | 无 | |||||||||||||||
minecraft:lava
|
36 | 无 | |||||||||||||||
minecraft:mycelium
|
37 | 无 | |||||||||||||||
minecraft:note
|
38 | 无 | |||||||||||||||
minecraft:poof
|
39 | 无 | |||||||||||||||
minecraft:portal
|
40 | 无 | |||||||||||||||
minecraft:rain
|
41 | 无 | |||||||||||||||
minecraft:smoke
|
42 | 无 | |||||||||||||||
minecraft:sneeze
|
43 | 无 | |||||||||||||||
minecraft:spit
|
44 | 无 | |||||||||||||||
minecraft:squid_ink
|
45 | 无 | |||||||||||||||
minecraft:sweep_attack
|
46 | 无 | |||||||||||||||
minecraft:totem_of_undying
|
47 | 无 | |||||||||||||||
minecraft:underwater
|
48 | 无 | |||||||||||||||
minecraft:splash
|
49 | 无 | |||||||||||||||
minecraft:witch
|
50 | 无 | |||||||||||||||
minecraft:bubble_pop
|
51 | 无 | |||||||||||||||
minecraft:current_down
|
52 | 无 | |||||||||||||||
minecraft:bubble_column_up
|
53 | 无 | |||||||||||||||
minecraft:nautilus
|
54 | 无 | |||||||||||||||
minecraft:dolphin
|
55 | 无 | |||||||||||||||
minecraft:campfire_cosy_smoke
|
56 | 无 | |||||||||||||||
minecraft:campfire_signal_smoke
|
57 | 无 |
其他定义
术语 | 定义 |
---|---|
Player | 当以单数使用时,玩家(Player)总是指代连接至服务端的客户端。 |
Entity | 实体(Entity)指代任何物品、玩家、生物、矿车或船等,见Minecraft Wiki文章来获取完整列表。 |
EID | EID — 或实体ID — 是一个用于区分特定实体的4字节序列。实体的EID在整个服务端中是唯一的。 |
XYZ | 在本文档中,轴的名称于调试屏幕(F3)中显示的是一样的。Y指向上方,X指向东方,而Z指向南方。 |
Meter | 米(Meter)是Minecraft中长度的基本单位,等于一个实心方块的棱长。术语“方块(block)”可能用来指“米”或“立方米”。 |
Global palette | 映射非负整数为方块状态的表/字典/调色板。方块状态是根据分配顺序以线性方式创建的。一个方块状态ID分配给方块的每一个唯一方块状态,如果一个方块由多种属性,那么分配状态的数量是每一个状态的值数量之积。属性和状态ID范围的当前列表可以在此处找到:burger。
或者,原版服务端现在包含一个到处当前方块状态ID映射的选项,通过运行 |
Notchian | 由Mojang开发并发布的原版Minecraft的官方实现。 |
数据包格式
未经压缩
字段名称 | 字段类型 | 注释 |
---|---|---|
Length | VarInt | 数据包数据的长度 + 数据包ID的长度 |
Packet ID | VarInt | |
Data | Byte Array | 取决于连接状态和和数据包ID,见下面的部分 |
经压缩
一旦发送了设置压缩数据包(带有非负阈值),将为接下来的所有数据包启用zlib压缩。数据包的格式会略有变化,来包含未压缩数据包的大小。
压缩? | 字段名称 | 字段类型 | 注释 |
---|---|---|---|
无 | Packet Length | VarInt | Data Length的长度 + (Packet ID + Data)的压缩长度 |
无 | Data Length | VarInt | (Packet ID + Data)的未压缩长度或0 |
是 | Packet ID | VarInt | zlib压缩的数据包ID(见下面的部分) |
Data | Byte Array | zlib压缩的数据包数据(见下面的部分) |
由Packet Length字段提供的长度是数据包中剩余的字节数,包括Data Length字段。
如果Data Length设置为0,那么该数据包是未压缩的,否则这就是未压缩数据包的大小。
如果压缩,(Packet ID + Data)的未压缩长度必须等于或大于数据包设置压缩数据包中的阈值,否则接收方将会断开连接。
压缩可以通过发送一个负阈值的设置压缩数据包来禁用,或从开始就不发送设置压缩数据包。
握手中
客户端方
在握手中(Handshaking)状态中没有客户端方的数据包,因为协议会在客户端发送第一个数据包的瞬间切换为别的状态。
服务端方
握手
这将会导致服务端切换为目标状态。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x00 | 握手中(Handshaking) | 客户端 | Protocol Version | VarInt | 见数据包版本号(当前在1.14.4中为498) |
Server Address | String (255) | 主机名或IP,如,localhost或127.0.0.1,用于连接。Notchian服务端不使用该信息,注意SRV记录是一个重定向,例如,如果_minecraft._tcp.example.com指向mc.example.org,用户连接至example.com会提供mc.example.org作为服务器地址并连接到它。 | |||
Server Port | Unsigned Short | 默认为25565。Notchian服务端不使用该信息。 | |||
Next State | VarInt Enum | 1表示状态,2表示登入 |
旧版服务端列表Ping
该数据包使用非标准的格式。它从不会是有长度前缀的,数据包ID是Unsigned Byte而不是VarInt。
虽然从技术上来说不是当前协议的一部分,旧版客户端还是可能会发送该数据包来初始化服务端列表Ping,所以现代服务端还是应该能正确地处理它。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0xFE | 握手中(Handshaking) | 服务端 | Payload | Unsigned Byte | 总是为1(0x01 )
|
有关跟随该数据包的细节见服务端列表Ping#1.6
游玩
客户端方
生成物体
当载具或其他物体创建时由服务端发送。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x00 | 游玩(Play) | 客户端 | Entity ID | VarInt | 物体的EID |
Object UUID | UUID | ||||
Type | VarInt | 物体的类型(与生成生物中的相同) | |||
X | Double | ||||
Y | Double | ||||
Z | Double | ||||
Pitch | Angle | ||||
Yaw | Angle | ||||
Data | Int | 意味着Type字段的值时独立的,详见物体数据。 | |||
Velocity X | Short | 与实体速度中相同的单位。总是发送,但只用在Data大于0时(除了一些总是会忽略它的实体,详见物体数据)。 | |||
Velocity Y | Short | ||||
Velocity Z | Short |
生成经验球
生成一或多个经验球。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x01 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
X | Double | ||||
Y | Double | ||||
Z | Double | ||||
Count | Short | 该经验球收集后会奖励的经验量。 |
生成全局实体
使用这个数据包,服务端会在玩家周围512格半径内发生雷击时通知客户端。坐标指定了雷击的确切位置。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x02 | 游玩(Play) | 客户端 | Entity ID | VarInt | 闪电的EID |
Type | Byte Enum | 全局实体类型,当前对于闪电来说总是为1 | |||
X | Double | ||||
Y | Double | ||||
Z | Double |
生成生物
当生物实体生成时由服务端发送。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x03 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Entity UUID | UUID | ||||
Type | VarInt | 生物的类型。见实体#实体 | |||
X | Double | ||||
Y | Double | ||||
Z | Double | ||||
Yaw | Angle | ||||
Pitch | Angle | ||||
Head Pitch | Angle | ||||
Velocity X | Short | 与实体速度相同的单位 | |||
Velocity Y | Short | 与实体速度相同的单位 | |||
Velocity Z | Short | 与实体速度相同的单位 | |||
Metadata | 实体元数据 |
生成画
该数据包显示画的位置、名称和类型。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x04 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Entity UUID | UUID | ||||
Motive | VarInt | 画的ID,见下 | |||
Location | Position | 中心坐标(见下) | |||
Direction | Byte Enum | 画面向的方向(North = 2,South = 0,West = 1,East = 3) |
计算图像的中心:给定一个(width × height)的网格,(0, 0)
为左上角,中心就是(max(0, width / 2 - 1), height / 2)
。例如(1, 0)
是2×1的画,或(1, 2)
是4×4的画。
paintings_kristoffer_zetterstrand.png
中按坐标排列的画列表(其中x和y是从左上角开始数的像素,而宽度和高度是一像素为单位或1/16格):
名称 | ID | x | y | 宽度 | 高度 |
---|---|---|---|---|---|
minecraft:kebab
|
0 | 0 | 0 | 16 | 16 |
minecraft:aztec
|
1 | 16 | 0 | 16 | 16 |
minecraft:alban
|
2 | 32 | 0 | 16 | 16 |
minecraft:aztec2
|
3 | 48 | 0 | 16 | 16 |
minecraft:bomb
|
4 | 64 | 0 | 16 | 16 |
minecraft:plant
|
5 | 80 | 0 | 16 | 16 |
minecraft:wasteland
|
6 | 96 | 0 | 16 | 16 |
minecraft:pool
|
7 | 0 | 32 | 32 | 16 |
minecraft:courbet
|
8 | 32 | 32 | 32 | 16 |
minecraft:sea
|
9 | 64 | 32 | 32 | 16 |
minecraft:sunset
|
10 | 96 | 32 | 32 | 16 |
minecraft:creebet
|
11 | 128 | 32 | 32 | 16 |
minecraft:wanderer
|
12 | 0 | 64 | 16 | 32 |
minecraft:graham
|
13 | 16 | 64 | 16 | 32 |
minecraft:match
|
14 | 0 | 128 | 32 | 32 |
minecraft:bust
|
15 | 32 | 128 | 32 | 32 |
minecraft:stage
|
16 | 64 | 128 | 32 | 32 |
minecraft:void
|
17 | 96 | 128 | 32 | 32 |
skull_and_roses
|
18 | 128 | 128 | 32 | 32 |
minecraft:wither
|
19 | 160 | 128 | 32 | 32 |
minecraft:fighters
|
20 | 0 | 96 | 64 | 32 |
minecraft:pointer
|
21 | 0 | 192 | 64 | 64 |
minecraft:pigscene
|
22 | 64 | 192 | 64 | 64 |
minecraft:burning_skull
|
23 | 128 | 192 | 64 | 64 |
minecraft:skeleton
|
24 | 192 | 64 | 64 | 48 |
minecraft:donkey_kong
|
25 | 192 | 112 | 64 | 48 |
Minecraft Wiki上这篇有关画的文章也提供了画名称到实际图像的列表。
生成玩家
当玩家进入可见范围时,而不是玩家加入时,由服务端发送。
该数据包必须在生成玩家时用于服务端添加玩家数据的玩家信息数据包之后发送。如果当该数据包到达时还不存在由该数据包生成的玩家信息,那么Notchian客户端将不会生成该玩家实体。玩家信息数据包包含皮肤/披风数据。
虽然服务器可以为不在可见范围内的玩家安全地生成玩家实体,客户端看起来也能正确地处理它。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x05 | 游玩(Play) | 客户端 | Entity ID | VarInt | 玩家的EID |
Player UUID | UUID | 见下方有关离线模式和NPC的注释 | |||
X | Double | ||||
Y | Double | ||||
Z | Double | ||||
Yaw | Angle | ||||
Pitch | Angle | ||||
Metadata | 实体元数据 |
当处于在线模式时,UUID必须有效且拥有有效的皮肤信息。
当处于离线模式时,UUID v3会与以UTF-8编码(大小写敏感)的字符串OfflinePlayer:<player name>
一起使用。
而对于NPC会使用UUID v2。注释:
<+Grum> i will never confirm this as a feature you know that :) <+Grum> 我觉得这是你绝对不会知道的特性:)
在一个示例UUID(xxxxxxxx-xxxx-Yxxx-xxxx-xxxxxxxxxxxx
)中,UUID版本由Y
指定。所以,对于UUID v3,Y
总是为3
,而对于UUID v2,Y
将总是为2
。
动画(客户端方)
子啊无论何时实体应改变动画时发送。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x06 | 游玩(Play) | 客户端 | Entity ID | VarInt | 玩家ID |
Animation | Unsigned Byte | 动画ID(见下) |
动画可以时下列值中的一个:
ID | 动画 |
---|---|
0 | 摇摆主手 |
1 | 受到伤害 |
2 | 离开床 |
3 | 摇摆副手 |
4 | 暴击 |
5 | 魔法暴击效果 |
统计数据
作为对客户端状态0x04(id 1)的响应发送。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 | ||
---|---|---|---|---|---|---|---|
0x07 | 游玩(Play) | 客户端 | Count | VarInt | 后续数组的元素数 | ||
Statistic | Category ID | Array | VarInt | 见下 | |||
Statistic ID | VarInt | 见下 | |||||
Value | VarInt | 将它设置为的量 |
类别(这些是带命名空间的,但是将其中的:
替换成了.
):
名称 | ID | 注册项 |
---|---|---|
minecraft.mined
|
0 | Blocks |
minecraft.crafted
|
1 | Items |
minecraft.used
|
2 | Items |
minecraft.broken
|
3 | Items |
minecraft.picked_up
|
4 | Items |
minecraft.dropped
|
5 | Items |
minecraft.killed
|
6 | Entities |
minecraft.killed_by
|
7 | Entities |
minecraft.custom
|
8 | Custom |
方块、物品和实体会使用方块(非方块状态)、物品和实体ID。
Custom拥有以下内容(单位只对客户端有影响):
名称 | ID | 单位 |
---|---|---|
minecraft.leave_game
|
0 | 无 |
minecraft.play_one_minute
|
1 | 时间 |
minecraft.time_since_death
|
2 | 时间 |
minecraft.sneak_Time
|
3 | 时间 |
minecraft.walk_one_cm
|
4 | 距离 |
minecraft.crouch_one_cm
|
5 | 距离 |
minecraft.sprint_one_cm
|
6 | 距离 |
minecraft.swim_one_cm
|
7 | 距离 |
minecraft.fall_one_cm
|
8 | 距离 |
minecraft.climb_one_cm
|
9 | 距离 |
minecraft.fly_one_cm
|
10 | 距离 |
minecraft.dive_one_cm
|
11 | 距离 |
minecraft.minecart_one_cm
|
12 | 距离 |
minecraft.boat_one_cm
|
13 | 距离 |
minecraft.pig_one_cm
|
14 | 距离 |
minecraft.horse_one_cm
|
15 | 距离 |
minecraft.aviate_one_cm
|
16 | 距离 |
minecraft.jump
|
17 | 无 |
minecraft.drop
|
18 | 无 |
minecraft.damage_dealt
|
19 | 伤害 |
minecraft.damage_taken
|
20 | 伤害 |
minecraft.deaths
|
21 | 无 |
minecraft.mob_kills
|
22 | 无 |
minecraft.animals_bred
|
23 | 无 |
minecraft.player_kills
|
24 | 无 |
minecraft.fish_caught
|
25 | 无 |
minecraft.talked_to_villager
|
26 | 无 |
minecraft.traded_with_villager
|
27 | 无 |
minecraft.eat_cake_slice
|
28 | 无 |
minecraft.fill_cauldron
|
29 | 无 |
minecraft.use_cauldron
|
30 | 无 |
minecraft.clean_armor
|
31 | 无 |
minecraft.clean_banner
|
32 | 无 |
minecraft.interact_with_brewingstand
|
33 | 无 |
minecraft.interact_with_beacon
|
34 | 无 |
minecraft.inspect_dropper
|
35 | 无 |
minecraft.inspect_hopper
|
36 | 无 |
minecraft.inspect_dispenser
|
37 | 无 |
minecraft.play_noteblock
|
38 | 无 |
minecraft.tune_noteblock
|
39 | 无 |
minecraft.pot_flower
|
40 | 无 |
minecraft.trigger_trapped_chest
|
41 | 无 |
minecraft.open_enderchest
|
42 | 无 |
minecraft.enchant_item
|
43 | 无 |
minecraft.play_record
|
44 | 无 |
minecraft.interact_with_furnace
|
45 | 无 |
minecraft.interact_with_crafting_table
|
46 | 无 |
minecraft.open_chest
|
47 | 无 |
minecraft.sleep_in_bed
|
48 | 无 |
minecraft.open_shulker_box
|
49 | 无 |
单位:
- 无:只是一个正常的数字(格式化为0个小数位)
- 伤害:数值是十倍于正常量
- 距离:以厘米为单位的距离(百分之一格)
- 时间:以游戏刻为单位的时间跨度
方块破坏动画
0–9时可以显示的破坏阶段,而其他的数字代表在该坐标上没有动画。
方块破坏动画也用应用于空气上,尽管没有方块正在被破坏,但动画仍然是可见的。然而,如果将其应用于透明的方块上时,会发生古怪的图像效果,包括水会丢失它的透明。(类似于正常游玩过程中破坏冰块的效果)
如果你需要在同一时间显示多个破坏动画,那么你需要给它们每个一个唯一的实体ID。该实体ID不需要与客户端中的实际实体对应,就算使用随机生成的数字也是有效的。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x08 | 游玩(Play) | 客户端 | Entity ID | VarInt | 破坏方块的实体ID |
Location | Position | 方块位置 | |||
Destroy Stage | Byte | 0–9来设置它,而其他值移除它 |
更新方块实体
设置给定位置处方块所关联的方块实体。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x09 | 游玩(Play) | 客户端 | Location | Position | |
Action | Unsigned Byte | 要表现的更新类型,见下 | |||
NBT Data | NBT标签 | 要设置的数据。也许是TAG_END(0),在给定位置的方块实体被移除的情况下(尽管这并不是必需的,因为客户端会在区块卸载或方块移除时自动移除方块实体) |
Action字段:
- 1:设置刷怪箱的数据(除SpawnPotentials之外的内容:当前延迟、最小/大延迟、生成的生物、生成计数和生成范围等)
- 2:设置命令方块文本(命令和最后执行状态)
- 3:设置信标的等级、主效果及辅助效果
- 4:设置生物头颅的皮肤和旋转
- 5:声明一个潮涌核心
- 6:设置旗帜的基础色和图案
- 7:为Structure附加值实体设置数据
- 8:设置末地折跃门的目的地
- 9:设置告示牌上的文本
- 10:未使用
- 11:声明一张床
- 12:设置拼图方块的数据
- 13:设置营火中的物品
方块动作
该数据包是用于一些由方块表现的动作和动画(通常是非持久性的)。
值列表详见方块动作。
该数据包使用方块ID而不是方块状态。不幸的是,方块ID不之间包含在数据生成器的输出中,但可以手动计算出来。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0A | 游玩(Play) | 客户端 | Location | Position | 方块坐标 |
Action ID (Byte 1) | Unsigned Byte | 取决于方块而变化——见方块动作 | |||
Action Param (Byte 2) | Unsigned Byte | 取决于方块而变化——见方块动作 | |||
Block Type | VarInt | 该方块的方块类型ID。这与给定坐标的方块匹配。 |
方块更改
当渲染距离内的方块更改时触发。
在未加载的区块中更改一个方块不是一个稳定的动作。Notchian客户端当前使用“共享的”空区块来为所有未加载区块中的方块更改作修改;虽然在1.9中该区块永远不会渲染,但在更旧的版本中,更改的方块会出现在所有该空区块的副本中。服务端一个避免发送在未加载区块中发生的方块更改,且客户端应该忽略这类数据包。
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0B | 游玩(Play) | 客户端 | Location | Position | 方块坐标 |
Block ID | VarInt | 方块的新版方块状态ID可参考全局调色板给出的。查阅该章节以获取更多信息。 |
Boss条
数据包ID | 状态 | 绑定至 | Field Name | 字段类型 | 注释 | |
---|---|---|---|---|---|---|
0x0C | 游玩(Play) | 客户端 | UUID | UUID | Unique ID for this bar | |
Action | VarInt Enum | Determines the layout of the remaining packet | ||||
Action | 字段名称 | |||||
0: add | Title | Chat | ||||
Health | Float | From 0 to 1. Values greater than 1 do not crash a Notchian client, and start rendering part of a second health bar at around 1.5. | ||||
Color | VarInt Enum | Color ID (see below) | ||||
Division | VarInt Enum | Type of division (see below) | ||||
Flags | Unsigned Byte | Bit mask. 0x1: should darken sky, 0x2: is dragon bar (used to play end music), 0x04: create fog (previously was also controlled by 0x02) | ||||
1: remove | no fields | no fields | Removes this boss bar | |||
2: update health | Health | Float | as above | |||
3: update title | Title | Chat | ||||
4: update style | Color | VarInt Enum | Color ID (see below) | |||
Dividers | VarInt Enum | as above | ||||
5: update flags | Flags | Unsigned Byte | as above |
ID | Color |
---|---|
0 | Pink |
1 | Blue |
2 | Red |
3 | Green |
4 | Yellow |
5 | Purple |
6 | White |
ID | Type of division |
---|---|
0 | No division |
1 | 6 notches |
2 | 10 notches |
3 | 12 notches |
4 | 20 notches |
服务端难度
Changes the difficulty setting in the client's option menu
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0D | 游玩(Play) | 客户端 | Difficulty | Unsigned Byte | 0: peaceful, 1: easy, 2: normal, 3: hard |
Difficulty locked? | Boolean |
聊天消息(客户端方)
Identifying the difference between Chat/System Message is important as it helps respect the user's chat visibility options. See processing chat for more info about these positions.
Game info accepts json formatting but does not display it, although the deprecated §-based formatting works. This is not an issue when using the Title packet, so prefer that packet for displaying information in that slot. See MC-119145 for more information.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0E | 游玩(Play) | 客户端 | JSON Data | Chat | Limited to 32767 bytes |
Position | Byte | 0: chat (chat box), 1: system message (chat box), 2: game info (above hotbar). |
多个方块更改
Fired whenever 2 or more blocks are changed within the same chunk on the same tick.
Changing blocks in chunks not loaded by the client is unsafe (see note on Block Change).
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | ||
---|---|---|---|---|---|---|---|
0x0F | 游玩(Play) | 客户端 | Chunk X | Int | Chunk X coordinate | ||
Chunk Z | Int | Chunk Z coordinate | |||||
Record Count | VarInt | Number of elements in the following array, i.e. the number of blocks affected | |||||
Record | Horizontal Position | Array | Unsigned Byte | The 4 most significant bits (0xF0 ) encode the X coordinate, relative to the chunk. The 4 least significant bits (0x0F ) encode the Z coordinate, relative to the chunk.
| |||
Y Coordinate | Unsigned Byte | Y coordinate of the block | |||||
Block ID | VarInt | The new block state ID for the block as given in the global palette. See that section for more information. |
To decode the position into a world position:
worldX = (horizPos >> 4 & 15) + (chunkX * 16);
worldY = vertPos;
worldZ = (horizPos & 15) + (chunkZ * 16);
Tab补全(客户端方)
The server responds with a list of auto-completions of the last word sent to it. In the case of regular chat, this is a player username. Command names and parameters are also supported. The client sorts these alphabetically before listing them.
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | ||
---|---|---|---|---|---|---|---|
0x10 | 游玩(Play) | 客户端 | |||||
ID | VarInt | Transaction ID | |||||
Start | VarInt | Start of the text to replace | |||||
Length | VarInt | Length of the text to replace | |||||
Count | VarInt | Number of elements in the following array | |||||
Matches | Match | Array | String (32767) | One eligible value to insert, note that each command is sent separately instead of in a single string, hence the need for Count. Note that for instance this doesn't include a leading / on commands.
| |||
Has tooltip | Boolean | True if the following is present | |||||
Tooltip | Optional Chat | Tooltip to display; only present if previous boolean is true |
声明命令
Lists all of the commands on the server, and how they are parsed.
This is a directed graph, with one root node. Each redirect or child node must refer only to nodes that have already been declared.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x11 | 游玩(Play) | 客户端 | Count | VarInt | Number of elements in the following array |
Nodes | Array of Node | An array of nodes | |||
Root index | VarInt | Index of the root node in the previous array
|
For more information on this packet, see the Command Data article.
确认交互(客户端方)
A packet from the server indicating whether a request from the client was accepted, or whether there was a conflict (due to lag). If the packet was not accepted, the client must respond with a serverbound confirm transaction packet.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x12 | 游玩(Play) | 客户端 | Window ID | Byte | The ID of the window that the action occurred in |
Action Number | Short | Every action that is to be accepted has a unique number. This number is an incrementing integer (starting at 0) with separate counts for each window ID. | |||
Accepted | Boolean | Whether the action was accepted |
关闭窗口(客户端方)
This packet is sent from the server to the client when a window is forcibly closed, such as when a chest is destroyed while it's open.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x13 | 游玩(Play) | 客户端 | Window ID | Unsigned Byte | This is the ID of the window that was closed. 0 for inventory. |
窗口物品
Sent by the server when items in multiple slots (in a window) are added/removed. This includes the main inventory, equipped armour and crafting slots.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x14 | 游玩(Play) | 客户端 | Window ID | Unsigned Byte | The ID of window which items are being sent for. 0 for player inventory. |
Count | Short | Number of elements in the following array | |||
Slot Data | Array of Slot |
See inventory windows for further information about how slots are indexed.
窗口属性
This packet is used to inform the client that part of a GUI window should be updated.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x15 | 游玩(Play) | 客户端 | Window ID | Unsigned Byte | |
Property | Short | The property to be updated, see below | |||
Value | Short | The new value for the property, see below |
The meaning of the Property field depends on the type of the window. The following table shows the known combinations of window type and property, and how the value is to be interpreted.
Window type | Property | Value |
---|---|---|
Furnace | 0: Fire icon (fuel left) | counting from fuel burn time down to 0 (in-game ticks) |
1: Maximum fuel burn time | fuel burn time or 0 (in-game ticks) | |
2: Progress arrow | counting from 0 to maximum progress (in-game ticks) | |
3: Maximum progress | always 200 on the notchian server | |
Enchantment Table | 0: Level requirement for top enchantment slot | The enchantment's xp level requirement |
1: Level requirement for middle enchantment slot | ||
2: Level requirement for bottom enchantment slot | ||
3: The enchantment seed | Used for drawing the enchantment names (in SGA) clientside. The same seed is used to calculate enchantments, but some of the data isn't sent to the client to prevent easily guessing the entire list (the seed value here is the regular seed bitwise and 0xFFFFFFF0 ).
| |
4: Enchantment ID shown on mouse hover over top enchantment slot | The enchantment id (set to -1 to hide it), see below for values | |
5: Enchantment ID shown on mouse hover over middle enchantment slot | ||
6: Enchantment ID shown on mouse hover over bottom enchantment slot | ||
7: Enchantment level shown on mouse hover over the top slot | The enchantment level (1 = I, 2 = II, 6 = VI, etc.), or -1 if no enchant | |
8: Enchantment level shown on mouse hover over the middle slot | ||
9: Enchantment level shown on mouse hover over the bottom slot | ||
Beacon | 0: Power level | 0-4, controls what effect buttons are enabled |
1: First potion effect | Potion effect ID for the first effect, or -1 if no effect | |
2: Second potion effect | Potion effect ID for the second effect, or -1 if no effect | |
Anvil | 0: Repair cost | The repair's cost in xp levels |
Brewing Stand | 0: Brew time | 0 – 400, with 400 making the arrow empty, and 0 making the arrow full |
1: Fuel time | 0 - 20, with 0 making the arrow empty, and 20 making the arrow full |
For an enchanting table, the following numerical IDs are used:
Numerical ID | Enchantment ID | Enchantment Name |
---|---|---|
0 | minecraft:protection | Protection |
1 | minecraft:fire_protection | Fire Protection |
2 | minecraft:feather_falling | Feather Falling |
3 | minecraft:blast_protection | Blast Protection |
4 | minecraft:projectile_protection | Projectile Protection |
5 | minecraft:respiration | Respiration |
6 | minecraft:aqua_affinity | Aqua Affinity |
7 | minecraft:thorns | Thorns |
8 | minecraft:depth_strider | Depth Strider |
9 | minecraft:frost_walker | Frost Walker |
10 | minecraft:binding_curse | Curse of Binding |
11 | minecraft:sharpness | Sharpness |
12 | minecraft:smite | Smite |
13 | minecraft:bane_of_arthropods | Bane of Arthropods |
14 | minecraft:knockback | Knockback |
15 | minecraft:fire_aspect | Fire Aspect |
16 | minecraft:looting | Looting |
17 | minecraft:sweeping | Sweeping Edge |
18 | minecraft:efficiency | Efficiency |
19 | minecraft:silk_touch | Silk Touch |
20 | minecraft:unbreaking | Unbreaking |
21 | minecraft:fortune | Fortune |
22 | minecraft:power | Power |
23 | minecraft:punch | Punch |
24 | minecraft:flame | Flame |
25 | minecraft:infinity | Infinity |
26 | minecraft:luck_of_the_sea | Luck of the Sea |
27 | minecraft:lure | Lure |
28 | minecraft:loyalty | Loyalty |
29 | minecraft:impaling | Impaling |
30 | minecraft:riptide | Riptide |
31 | minecraft:channeling | Channeling |
32 | minecraft:mending | Mending |
33 | minecraft:vanishing_curse | Curse of Vanishing |
设置槽
Sent by the server when an item in a slot (in a window) is added/removed.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x16 | 游玩(Play) | 客户端 | Window ID | Byte | The window which is being updated. 0 for player inventory. Note that all known window types include the player inventory. This packet will only be sent for the currently opened window while the player is performing actions, even if it affects the player inventory. After the window is closed, a number of these packets are sent to update the player's inventory window (0). |
Slot | Short | The slot that should be updated | |||
Slot Data | Slot |
To set the cursor (the item currently dragged with the mouse), use -1 as Window ID and as Slot.
This packet can only be used to edit the hotbar of the player's inventory if window ID is set to 0 (slots 36 through 44). If the window ID is set to -2, then any slot in the inventory can be used but no add item animation will be played.
设置冷却
Applies a cooldown period to all items with the given type. Used by the Notchian server with enderpearls. This packet should be sent when the cooldown starts and also when the cooldown ends (to compensate for lag), although the client will end the cooldown automatically. Can be applied to any item, note that interactions still get sent to the server with the item but the client does not play the animation nor attempt to predict results (i.e block placing).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x17 | 游玩(Play) | 客户端 | Item ID | VarInt | Numeric ID of the item to apply a cooldown to. |
Cooldown Ticks | VarInt | Number of ticks to apply a cooldown for, or 0 to clear the cooldown. |
插件消息(客户端方)
- Main article: Plugin channels
Mods and plugins can use this to send their data. Minecraft itself uses several plugin channels. These internal channels are in the minecraft
namespace.
More documentation on this: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x18 | 游玩(Play) | 客户端 | Channel | Identifier | Name of the plugin channel used to send the data |
Data | Byte Array | Any data, depending on the channel. minecraft: channels are documented here. The length of this array must be inferred from the packet length.
|
命名声音效果
- See also: #Sound Effect
Used to play a sound effect on the client. Custom sounds may be added by resource packs.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x19 | 游玩(Play) | 客户端 | Sound Name | Identifier | All sound effect names as of 1.14.4 can be seen here. |
Sound Category | VarInt Enum | The category that this sound will be played from (current categories) | |||
Effect Position X | Int | Effect X multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part) | |||
Effect Position Y | Int | Effect Y multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part) | |||
Effect Position Z | Int | Effect Z multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part) | |||
Volume | Float | 1 is 100%, can be more | |||
Pitch | Float | Float between 0.5 and 2.0 by Notchian clients |
断开连接(游玩)
Sent by the server before it disconnects a client. The client assumes that the server has already closed the connection by the time the packet arrives.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1A | 游玩(Play) | 客户端 | Reason | Chat | Displayed to the client when the connection terminates. |
实体状态
Entity statuses generally trigger an animation for an entity. The available statuses vary by the entity's type (and are available to subclasses of that type as well).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1B | 游玩(Play) | 客户端 | Entity ID | Int | |
Entity Status | Byte Enum | See below |
See Entity statuses for a list of which statuses are valid for each type of entity.
爆炸
Sent when an explosion occurs (creepers, TNT, and ghast fireballs).
Each block in Records is set to air. Coordinates for each axis in record is int(X) + record.x
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1C | 游玩(Play) | 客户端 | X | Float | |
Y | Float | ||||
Z | Float | ||||
Radius | Float | Currently unused in the client | |||
Record Count | Int | Number of elements in the following array | |||
Records | Array of (Byte, Byte, Byte) | Each record is 3 signed bytes long, each bytes are the XYZ (respectively) offsets of affected blocks. | |||
Player Motion X | Float | X velocity of the player being pushed by the explosion | |||
Player Motion Y | Float | Y velocity of the player being pushed by the explosion | |||
Player Motion Z | Float | Z velocity of the player being pushed by the explosion |
卸载区块
Tells the client to unload a chunk column.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1D | 游玩(Play) | 客户端 | Chunk X | Int | Block coordinate divided by 16, rounded down |
Chunk Z | Int | Block coordinate divided by 16, rounded down |
It is legal to send this packet even if the given chunk is not currently loaded.
更改游戏状态
Used for a wide variety of game state things, from whether to bed use to gamemode to demo messages.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1E | 游玩(Play) | 客户端 | Reason | Unsigned Byte | See below |
Value | Float | Depends on Reason |
Reason codes:
Reason | Effect | Value |
---|---|---|
0 | Invalid Bed | Would be used to switch between messages, but the only used message is 0 for invalid bed |
1 | End raining | |
2 | Begin raining | |
3 | Change gamemode | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator |
4 | Exit end | 0: Immediately send Client Status of respawn without showing end credits; 1: Show end credits and respawn at the end (or when esc is pressed). 1 is sent if the player has not yet received the "The end?" advancement, while if they do have it 0 is used. |
5 | Demo message | 0: Show welcome to demo screen, 101: Tell movement controls, 102: Tell jump control, 103: Tell inventory control |
6 | Arrow hitting player | Appears to be played when an arrow strikes another player in Multiplayer |
7 | Fade value | The current darkness value. 1 = Dark, 0 = Bright, Setting the value higher causes the game to change color and freeze |
8 | Fade time | Time in ticks for the sky to fade |
9 | Play pufferfish sting sound | |
10 | Play elder guardian mob appearance (effect and sound) |
打开马窗口
This packet is used exclusively for opening the horse GUI. Open Window is used for all other GUIs.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1F | 游玩(Play) | 客户端 | Window ID? | Byte | |
Number of slots? | VarInt | ||||
Entity ID? | Integer |
Keep Alive(客户端)
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet. If the client does not respond to them for over 30 seconds, the server kicks the client. Vice versa, if the server does not send any keep-alives for 20 seconds, the client will disconnect and yields a "Timed out" exception.
The Notchian server uses a system-dependent time in milliseconds to generate the keep alive ID value.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x20 | 游玩(Play) | 客户端 | Keep Alive ID | Long |
区块数据
- Main article: Chunk Format
- See also: #Unload Chunk
The server only sends skylight information for chunk pillars in the Overworld, it's up to the client to know in which dimenison the player is currently located. You can also infer this information from the primary bitmask and the amount of uncompressed bytes sent. This packet also sends all block entities in the chunk (though sending them is not required; it is still legal to send them with Update Block Entity later).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x21 | 游玩(Play) | 客户端 | Chunk X | Int | Chunk coordinate (block coordinate divided by 16, rounded down) |
Chunk Z | Int | Chunk coordinate (block coordinate divided by 16, rounded down) | |||
Full chunk | Boolean | See Chunk Format | |||
Primary Bit Mask | VarInt | Bitmask with bits set to 1 for every 16×16×16 chunk section whose data is included in Data. The least significant bit represents the chunk section at the bottom of the chunk column (from y=0 to y=15). | |||
Heightmaps | NBT | Compound containing one long array named MOTION_BLOCKING , which is a heightmap for the highest solid block at each position in the chunk (as a compacted long array with 256 entries at 9 bits per entry totaling 36 longs). The Notchian server also adds a WORLD_SURFACE long array, the purpose of which is unknown, but it's not required for the chunk to be accepted.
| |||
Size | VarInt | Size of Data in bytes | |||
Data | Byte array | See data structure in Chunk Format | |||
Number of block entities | VarInt | Number of elements in the following array | |||
Block entities | Array of NBT Tag | All block entities in the chunk. Use the x, y, and z tags in the NBT to determine their positions. |
Note that the Notchian client requires an Update View Position packet when it crosses a chunk border, otherwise it'll only display render distance + 2 chunks around the chunk it spawned in.
效果
Sent when a client is to play a sound or particle effect.
By default, the Minecraft client adjusts the volume of sound effects based on distance. The final boolean field is used to disable this, and instead the effect is played from 2 blocks away in the correct direction. Currently this is only used for effect 1023 (wither spawn) and effect 1028 (enderdragon death); it is ignored on other effects.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x22 | 游玩(Play) | 客户端 | Effect ID | Int | The ID of the effect, see below |
Location | Position | The location of the effect | |||
Data | Int | Extra data for certain effects, see below | |||
Disable Relative Volume | Boolean | See above |
Effect IDs:
ID | Name | Data |
---|---|---|
Sound | ||
1000 | Dispenser dispenses | |
1001 | Dispenser fails to dispense | |
1002 | Dispenser shoots | |
1003 | Ender eye launched | |
1004 | Firework shot | |
1005 | Iron door opened | |
1006 | Wooden door opened | |
1007 | Wooden trapdoor opened | |
1008 | Fence gate opened | |
1009 | Fire extinguished | |
1010 | Play record | Special case, see below for more info |
1011 | Iron door closed | |
1012 | Wooden door closed | |
1013 | Wooden trapdoor closed | |
1014 | Fence gate closed | |
1015 | Ghast warns | |
1016 | Ghast shoots | |
1017 | Enderdragon shoots | |
1018 | Blaze shoots | |
1019 | Zombie attacks wood door | |
1020 | Zombie attacks iron door | |
1021 | Zombie breaks wood door | |
1022 | Wither breaks block | |
1023 | Wither spawned | |
1024 | Wither shoots | |
1025 | Bat takes off | |
1026 | Zombie infects | |
1027 | Zombie villager converted | |
1028 | Ender dragon death | |
1029 | Anvil destroyed | |
1030 | Anvil used | |
1031 | Anvil landed | |
1032 | Portal travel | |
1033 | Chorus flower grown | |
1034 | Chorus flower died | |
1035 | Brewing stand brewed | |
1036 | Iron trapdoor opened | |
1037 | Iron trapdoor closed | |
Particle | ||
2000 | Spawns 10 smoke particles, e.g. from a fire | Direction, see below |
2001 | Block break + block break sound | Block state, as an index into the global palette |
2002 | Splash potion. Particle effect + glass break sound. | Potion ID |
2003 | Eye of Ender entity break animation — particles and sound | |
2004 | Mob spawn particle effect: smoke + flames | |
2005 | Bonemeal particles | How many particles to spawn (if set to 0, 15 are spawned) |
2006 | Dragon breath | |
2007 | Instant splash potion | Potion ID |
3000 | End gateway spawn | |
3001 | Enderdragon growl |
Smoke directions:
ID | Direction |
---|---|
0 | South-East |
1 | South |
2 | South-West |
3 | East |
4 | (Up or middle ?) |
5 | West |
6 | North-East |
7 | North |
8 | North-West |
Play record: This is actually a special case within this packet. You can start/stop a record at a specific location. Use a valid Record ID to start a record (or overwrite a currently playing one), any other value will stop the record. See Data Generators for information on item IDs.
粒子
Displays the named particle
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x23 | 游玩(Play) | 客户端 | Particle ID | Int | The particle ID listed in the particle data type. |
Long Distance | Boolean | If true, particle distance increases from 256 to 65536 | |||
X | Float | X position of the particle | |||
Y | Float | Y position of the particle | |||
Z | Float | Z position of the particle | |||
Offset X | Float | This is added to the X position after being multiplied by random.nextGaussian() | |||
Offset Y | Float | This is added to the Y position after being multiplied by random.nextGaussian() | |||
Offset Z | Float | This is added to the Z position after being multiplied by random.nextGaussian() | |||
Particle Data | Float | The data of each particle | |||
Particle Count | Int | The number of particles to create | |||
Data | Varies | The variable data listed in the particle data type. |
更新光照
Updates light levels for a chunk.
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | ||
---|---|---|---|---|---|---|---|
0x24 | 游玩(Play) | 客户端 | Chunk X | VarInt | Chunk coordinate (block coordinate divided by 16, rounded down) | ||
Chunk Z | VarInt | Chunk coordinate (block coordinate divided by 16, rounded down) | |||||
Sky Light Mask | VarInt | Mask containing 18 bits, with the lowest bit corresponding to chunk section -1 (in the void, y=-16 to y=-1) and the highest bit for chunk section 16 (above the world, y=256 to y=271) | |||||
Block Light Mask | VarInt | Mask containing 18 bits, with the same order as sky light | |||||
Empty Sky Light Mask | VarInt | Mask containing 18 bits, which indicates sections that have 0 for all their sky light values. If a section is set in both this mask and the main sky light mask, it is ignored for this mask and it is included in the sky light arrays (the notchian server does not create such masks). If it is only set in this mask, it is not included in the sky light arrays. | |||||
Empty Block Light Mask | VarInt | Mask containing 18 bits, which indicates sections that have 0 for all their block light values. If a section is set in both this mask and the main block light mask, it is ignored for this mask and it is included in the block light arrays (the notchian server does not create such masks). If it is only set in this mask, it is not included in the block light arrays. | |||||
Sky Light arrays | Length | Array | VarInt | Length of the following array in bytes (always 2048) | |||
Sky Light array | Array of 2048 bytes | There is 1 array for each bit set to true in the sky light mask, starting with the lowest value. Half a byte per light value. | |||||
Block Light arrays | Length | Array | VarInt | Length of the following array in bytes (always 2048) | |||
Block Light array | Array of 2048 bytes | There is 1 array for each bit set to true in the block light mask, starting with the lowest value. Half a byte per light value. |
Individual block or sky light arrays are is given for each block with increasing x coordinates, within rows of increasing z coordinates, within layers of increasing y coordinates. Even-indexed items (those with an even x coordinate, starting at 0) are packed into the low bits, odd-indexed into the high bits.
加入游戏
See Protocol Encryption for information on logging in.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x25 | 游玩(Play) | 客户端 | Entity ID | Int | The player's Entity ID (EID) |
Gamemode | Unsigned Byte | 0: Survival, 1: Creative, 2: Adventure, 3: Spectator. Bit 3 (0x8) is the hardcore flag. | |||
Dimension | Int Enum | -1: Nether, 0: Overworld, 1: End; also, note that this is not a VarInt but instead a regular int. | |||
Max Players | Unsigned Byte | Was once used by the client to draw the player list, but now is ignored | |||
Level Type | String Enum (16) | default, flat, largeBiomes, amplified, customized, buffet, default_1_1 | |||
View Distance | VarInt | Render distance (2-32) | |||
Reduced Debug Info | Boolean | If true, a Notchian client shows reduced information on the debug screen. For servers in development, this should almost always be false. |
地图数据
Updates a rectangular area on a map item.
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | ||
---|---|---|---|---|---|---|---|
0x26 | 游玩(Play) | 客户端 | Map ID | VarInt | Map ID of the map being modified | ||
Scale | Byte | From 0 for a fully zoomed-in map (1 block per pixel) to 4 for a fully zoomed-out map (16 blocks per pixel) | |||||
Tracking Position | Boolean | Specifies whether player and item frame icons are shown | |||||
Locked | Boolean | True if the map has been locked in a cartography table | |||||
Icon Count | VarInt | Number of elements in the following array | |||||
Icon | Type | Array | VarInt enum | See below | |||
X | Byte | Map coordinates: -128 for furthest left, +127 for furthest right | |||||
Z | Byte | Map coordinates: -128 for highest, +127 for lowest | |||||
Direction | Byte | 0-15 | |||||
Has Display Name | Boolean | ||||||
Display Name | Optional Chat | Only present if previous Boolean is true | |||||
Columns | Unsigned Byte | Number of columns updated | |||||
Rows | Optional Byte | Only if Columns is more than 0; number of rows updated | |||||
X | Optional Byte | Only if Columns is more than 0; x offset of the westernmost column | |||||
Z | Optional Byte | Only if Columns is more than 0; z offset of the northernmost row | |||||
Length | Optional VarInt | Only if Columns is more than 0; length of the following array | |||||
Data | Optional Array of Unsigned Byte | Only if Columns is more than 0; see Map item format |
For icons, a direction of 0 is a vertical icon and increments by 22.5° (360/16).
Types are based off of rows and columns in map_icons.png
:
Icon type | Result |
---|---|
0 | White arrow (players) |
1 | Green arrow (item frames) |
2 | Red arrow |
3 | Blue arrow |
4 | White cross |
5 | Red pointer |
6 | White circle (off-map players) |
7 | Small white circle (far-off-map players) |
8 | Mansion |
9 | Temple |
10 | White Banner |
11 | Orange Banner |
12 | Magenta Banner |
13 | Light Blue Banner |
14 | Yellow Banner |
15 | Lime Banner |
16 | Pink Banner |
17 | Gray Banner |
18 | Light Gray Banner |
19 | Cyan Banner |
20 | Purple Banner |
21 | Blue Banner |
22 | Brown Banner |
23 | Green Banner |
24 | Red Banner |
25 | Black Banner |
26 | Treasure marker |
交易列表
The list of trades a villager NPC is offering.
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | ||
---|---|---|---|---|---|---|---|
0x27 | 游玩(Play) | 客户端 | |||||
Window ID | VarInt | The ID of the window that is open; this is an int rather than a byte. | |||||
Size | Byte | The number of trades in the following array | |||||
Trades | Input item 1 | Array | Slot | The first item the villager is buying | |||
Output item | Slot | The item the villager is selling | |||||
Has second item | Boolean | Whether there is a second item | |||||
Input item 2 | Optional Slot | The second item the villager is buying; only present if they have a second item. | |||||
Trade disabled | Boolean | True if the trade is disabled; false if the trade is enabled. | |||||
Number of trade uses | Integer | Number of times the trade has been used so far | |||||
Maximum number of trade uses | Integer | Number of times this trade can be used | |||||
XP | Integer | ||||||
Special Price | Integer | ||||||
Price Multiplier | Float | ||||||
Demand | Integer | ||||||
Villager level | VarInt | Appears on the trade GUI; meaning comes from the translation key merchant.level. + level.
1: Novice, 2: Apprentice, 3: Journeyman, 4: Expert, 5: Master | |||||
Experience | VarInt | Total experience for this villager (always 0 for the wandering trader) | |||||
Is regular villager | Boolean | True if this is a regular villager; false for the wandering trader. When false, hides the villager level and some other GUI elements. | |||||
Can restock | Boolean | True for regular villagers and false for the wandering trader. If true, the "Villagers restock up to two times per day." message is displayed when hovering over disabled trades. |
实体相对移动
This packet is sent by the server when an entity moves less then 8 blocks; if an entity moves more than 8 blocks Entity Teleport should be sent instead.
This packet allows at most 8 blocks movement in any direction, because short range is from -32768 to 32767. And 32768 / (128 * 32)
= 8.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x28 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Delta X | Short | Change in X position as (currentX * 32 - prevX * 32) * 128
| |||
Delta Y | Short | Change in Y position as (currentY * 32 - prevY * 32) * 128
| |||
Delta Z | Short | Change in Z position as (currentZ * 32 - prevZ * 32) * 128
| |||
On Ground | Boolean |
实体外观和相对移动
This packet is sent by the server when an entity rotates and moves. Since a short range is limited from -32768 to 32767, and movement is offset of fixed-point numbers, this packet allows at most 8 blocks movement in any direction. (-32768 / (32 * 128) == -8
)
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x29 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Delta X | Short | Change in X position as (currentX * 32 - prevX * 32) * 128
| |||
Delta Y | Short | Change in Y position as (currentY * 32 - prevY * 32) * 128
| |||
Delta Z | Short | Change in Z position as (currentZ * 32 - prevZ * 32) * 128
| |||
Yaw | Angle | New angle, not a delta | |||
Pitch | Angle | New angle, not a delta | |||
On Ground | Boolean |
实体外观
This packet is sent by the server when an entity rotates.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2A | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Yaw | Angle | New angle, not a delta | |||
Pitch | Angle | New angle, not a delta | |||
On Ground | Boolean |
实体
This packet may be used to initialize an entity.
For player entities, either this packet or any move/look packet is sent every game tick. So the meaning of this packet is basically that the entity did not move/look since the last such packet.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2B | 游玩(Play) | 客户端 | Entity ID | VarInt |
载具移动(客户端方)
Note that all fields use absolute positioning and do not allow for relative positioning.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2C | 游玩(Play) | 客户端 | X | Double | Absolute position (X coordinate) |
Y | Double | Absolute position (Y coordinate) | |||
Z | Double | Absolute position (Z coordinate) | |||
Yaw | Float | Absolute rotation on the vertical axis, in degrees | |||
Pitch | Float | Absolute rotation on the horizontal axis, in degrees |
打开书
Sent when a player right clicks with a signed book. This tells the client to open the book GUI.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2D | 游玩(Play) | 客户端 | Hand | VarInt enum | 0: Main hand, 1: Off hand |
打开窗口
This is sent to the client when it should open an inventory, such as a chest, workbench, or furnace. This message is not sent anywhere for clients opening their own inventory. For horses, use Open Horse Window.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2E | 游玩(Play) | 客户端 | Window ID | VarInt | A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1. |
Window Type | VarInt | The window type to use for display. Contained in the minecraft:menu regisry; see Inventory for the different values.
| |||
Window Title | Chat | The title of the window |
打开告示牌编辑器
Sent when the client has placed a sign and is allowed to send Update Sign. There must already be a sign at the given location (which the client does not do automatically) - send a Block Change first.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2F | 游玩(Play) | 客户端 | Location | Position |
合成配方响应
Response to the serverbound packet (Craft Recipe Request), with the same recipe ID. Appears to be used to notify the UI.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x30 | 游玩(Play) | 客户端 | Window ID | Byte | |
Recipe | Identifier | A recipe ID |
玩家能力(客户端方)
The latter 2 floats are used to indicate the field of view and flying speed respectively, while the first byte is used to determine the value of 4 booleans.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x31 | 游玩(Play) | 客户端 | Flags | Byte | Bit field, see below |
Flying Speed | Float | 0.05 by default | |||
Field of View Modifier | Float | Modifies the field of view, like a speed potion. A Notchian server will use the same value as the movement speed sent in the Entity Properties packet, which defaults to 0.1 for players. |
About the flags:
Field | Bit |
---|---|
Invulnerable | 0x01 |
Flying | 0x02 |
Allow Flying | 0x04 |
Creative Mode (Instant Break) | 0x08 |
战斗事件
数据包ID | 状态 | 绑定至 | Field Name | 字段类型 | 注释 | |
---|---|---|---|---|---|---|
0x32 | 游玩(Play) | 客户端 | Event | VarInt Enum | Determines the layout of the remaining packet | |
Event | 字段名称 | |||||
0: enter combat | no fields | no fields | ||||
1: end combat | Duration | VarInt | ||||
Entity ID | Int | |||||
2: entity dead | Player ID | VarInt | ||||
Entity ID | Int | |||||
Message | Chat |
玩家信息
Sent by the server to update the user list (<tab> in the client).
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | |||||
---|---|---|---|---|---|---|---|---|---|---|
0x33 | 游玩(Play) | 客户端 | Action | VarInt | Determines the rest of the Player format after the UUID | |||||
Number Of Players | VarInt | Number of elements in the following array | ||||||||
Player | UUID | Array | UUID | |||||||
Action | Field Name | |||||||||
0: add player | Name | String (16) | ||||||||
Number Of Properties | VarInt | Number of elements in the following array | ||||||||
Property | Name | Array | String (32767) | |||||||
Value | String (32767) | |||||||||
Is Signed | Boolean | |||||||||
Signature | Optional String (32767) | Only if Is Signed is true | ||||||||
Gamemode | VarInt | |||||||||
Ping | VarInt | Measured in milliseconds | ||||||||
Has Display Name | Boolean | |||||||||
Display Name | Optional Chat | Only if Has Display Name is true | ||||||||
1: update gamemode | Gamemode | VarInt | ||||||||
2: update latency | Ping | VarInt | Measured in milliseconds | |||||||
3: update display name | Has Display Name | Boolean | ||||||||
Display Name | Optional Chat | Only send if Has Display Name is true | ||||||||
4: remove player | no fields | no fields |
The Property field looks as in the response of Mojang API#UUID -> Profile + Skin/Cape, except of course using the protocol format instead of JSON. That is, each player will usually have one property with Name “textures” and Value being a base64-encoded JSON string as documented at Mojang API#UUID -> Profile + Skin/Cape. An empty properties array is also acceptable, and will cause clients to display the player with one of the two default skins depending on UUID.
Ping values correspond with icons in the following way:
- A ping that negative (i.e. not known to the server yet) will result in the no connection icon.
- A ping under 150 milliseconds will result in 5 bars
- A ping under 300 milliseconds will result in 4 bars
- A ping under 600 milliseconds will result in 3 bars
- A ping under 1000 milliseconds (1 second) will result in 2 bars
- A ping greater than or equal to 1 second will result in 1 bar.
面向玩家
Used to rotate the client player to face the given location or entity (for /teleport [<targets>] <x> <y> <z> facing
).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x34 | 游玩(Play) | 客户端 | |||
Feet/eyes | VarInt enum | Values are feet=0, eyes=1. If set to eyes, aims using the head position; otherwise aims using the feet position. | |||
Target x | Double | x coordinate of the point to face towards | |||
Target y | Double | y coordinate of the point to face towards | |||
Target z | Double | z coordinate of the point to face towards | |||
Is entity | Boolean | If true, additional information about an entity is provided. | |||
Entity ID | Optional VarInt | Only if is entity is true — the entity to face towards | |||
Entity feet/eyes | Optional VarInt enum | Whether to look at the entity's eyes or feet. Same values and meanings as before, just for the entity's head/feet. |
If the entity given by entity ID cannot be found, this packet should be treated as if is entity was false.
玩家位置和外观(客户端方)
Updates the player's position on the server. This packet will also close the “Downloading Terrain” screen when joining/respawning.
If the distance between the last known position of the player on the server and the new position set by this packet is greater than 100 meters, the client will be kicked for “You moved too quickly :( (Hacking?)”.
Also if the fixed-point number of X or Z is set greater than 3.2E7D
the client will be kicked for “Illegal position”.
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0, -1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x35 | 游玩(Play) | 客户端 | X | Double | Absolute or relative position, depending on Flags |
Y | Double | Absolute or relative position, depending on Flags | |||
Z | Double | Absolute or relative position, depending on Flags | |||
Yaw | Float | Absolute or relative rotation on the X axis, in degrees | |||
Pitch | Float | Absolute or relative rotation on the Y axis, in degrees | |||
Flags | Byte | Bit field, see below | |||
Teleport ID | VarInt | Client should confirm this packet with Teleport Confirm containing the same Teleport ID |
About the Flags field:
<Dinnerbone> It's a bitfield, X/Y/Z/Y_ROT/X_ROT. If X is set, the x value is relative and not absolute.
Field | Bit |
---|---|
X | 0x01 |
Y | 0x02 |
Z | 0x04 |
Y_ROT | 0x08 |
X_ROT | 0x10 |
解锁配方
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x36 | 游玩(Play) | 客户端 | |||
Action | VarInt | 0: init, 1: add, 2: remove | |||
Crafting Recipe Book Open | Boolean | If true, then the crafting recipe book will be open when the player opens its inventory. | |||
Crafting Recipe Book Filter Active | Boolean | If true, then the filtering option is active when the players opens its inventory. | |||
Smelting Recipe Book Open | Boolean | If true, then the smelting recipe book will be open when the player opens its inventory. | |||
Smelting Recipe Book Filter Active | Boolean | If true, then the filtering option is active when the players opens its inventory. | |||
Array size 1 | VarInt | Number of elements in the following array | |||
Recipe IDs | Array of Identifier | ||||
Array size 2 | Optional VarInt | Number of elements in the following array, only present if mode is 0 (init) | |||
Recipe IDs | Optional Array of Identifier, only present if mode is 0 (init) |
Action:
- 0 (init) = All the recipes in the list 2 will added to the recipe book. All the recipes in list 1 will be tagged as displayed, recipes that aren't tagged will be shown in the notification. VERIFY LIST ORDER?
- 1 (add) = All the recipes in the list are added and their icon will be shown in the notification.
- 2 (remove) = Remove all the recipes in the list. This allows them to re-displayed when they are readded.
破坏实体
Sent by the server when a list of entities is to be destroyed on the client.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x37 | 游玩(Play) | 客户端 | Count | VarInt | Number of elements in the following array |
Entity IDs | Array of VarInt | The list of entities of destroy |
移除实体效果
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x38 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Effect ID | Byte | See this table |
响应包发送
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x39 | 游玩(Play) | 客户端 | URL | String (32767) | The URL to the resource pack. |
Hash | String (40) | A 40 character hexadecimal and lowercase SHA-1 hash of the resource pack file. (must be lower case in order to work) If it's not a 40 character hexadecimal string, the client will not use it for hash verification and likely waste bandwidth — but it will still treat it as a unique id |
重生
To change the player's dimension (overworld/nether/end), send them a respawn packet with the appropriate dimension, followed by prechunks/chunks for the new dimension, and finally a position and look packet. You do not need to unload chunks, the client will do it automatically.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x3A | 游玩(Play) | 客户端 | Dimension | Int Enum | -1: The Nether, 0: The Overworld, 1: The End |
Gamemode | Unsigned Byte | 0: survival, 1: creative, 2: adventure, 3: spectator. The hardcore flag is not included | |||
Level Type | String (16) | Same as Join Game |
Avoid changing player's dimension to same dimension they were already in unless they are dead. If you change the dimension to one they are already in, weird bugs can occur, such as the player being unable to attack other players in new world (until they die and respawn).
If you must respawn a player in the same dimension without killing them, send two respawn packets, one to a different world and then another to the world you want. You do not need to complete the first respawn; it only matters that you send two packets.
实体头部外观
Changes the direction an entity's head is facing.
While sending the Entity Look packet changes the vertical rotation of the head, sending this packet appears to be necessary to rotate the head horizontally.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x3B | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Head Yaw | Angle | New angle, not a delta |
选择进度标签页
Sent by the server to indicate that the client should switch advancement tab. Sent either when the client switches tab in the GUI or when an advancement in another tab is made.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x3C | 游玩(Play) | 客户端 | Has id | Boolean | Indicates if the next field is present |
Optional Identifier | String (32767) | See below |
The Identifier can be one of the following:
Optional Identifier |
---|
minecraft:story/root |
minecraft:nether/root |
minecraft:end/root |
minecraft:adventure/root |
minecraft:husbandry/root |
If no or an invalid identifier is sent, the client will switch to the first tab in the GUI.
世界边界
数据包ID | 状态 | 绑定至 | Field Name | 字段类型 | 注释 | |
---|---|---|---|---|---|---|
0x3D | 游玩(Play) | 客户端 | Action | VarInt Enum | Determines the format of the rest of the packet | |
Action | 字段名称 | |||||
0: set size | Diameter | Double | Length of a single side of the world border, in meters | |||
1: lerp size | Old Diameter | Double | Current length of a single side of the world border, in meters | |||
New Diameter | Double | Target length of a single side of the world border, in meters | ||||
Speed | VarLong | Number of real-time milliseconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0. | ||||
2: set center | X | Double | ||||
Z | Double | |||||
3: initialize | X | Double | ||||
Z | Double | |||||
Old Diameter | Double | Current length of a single side of the world border, in meters | ||||
New Diameter | Double | Target length of a single side of the world border, in meters | ||||
Speed | VarLong | Number of real-time milliseconds until New Diameter is reached. It appears that Notchian server does not sync world border speed to game ticks, so it gets out of sync with server lag. If the world border is not moving, this is set to 0. | ||||
Portal Teleport Boundary | VarInt | Resulting coordinates from a portal teleport are limited to ±value. Usually 29999984. | ||||
Warning Time | VarInt | In seconds as set by /worldborder warning time
| ||||
Warning Blocks | VarInt | In meters | ||||
4: set warning time | Warning Time | VarInt | In seconds as set by /worldborder warning time
| |||
5: set warning blocks | Warning Blocks | VarInt | In meters |
The Notchian client determines how solid to display the warning by comparing to whichever is higher, the warning distance or whichever is lower, the distance from the current diameter to the target diameter or the place the border will be after warningTime seconds. In pseudocode:
distance = max(min(resizeSpeed * 1000 * warningTime, abs(targetDiameter - currentDiameter)), warningDistance);
if (playerDistance < distance) {
warning = 1.0 - playerDistance / distance;
} else {
warning = 0.0;
}
摄像机
Sets the entity that the player renders from. This is normally used when the player left-clicks an entity while in spectator mode.
The player's camera will move with the entity and look where it is looking. The entity is often another player, but can be any type of entity. The player is unable to move this entity (move packets will act as if they are coming from the other entity).
If the given entity is not loaded by the player, this packet is ignored. To return control to the player, send this packet with their entity ID.
The Notchian server resets this (sends it back to the default entity) whenever the spectated entity is killed or the player sneaks, but only if they were spectating an entity. It also sends this packet whenever the player switches out of spectator mode (even if they weren't spectating an entity).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x3E | 游玩(Play) | 客户端 | Camera ID | VarInt | ID of the entity to set the client's camera to |
The notchian also loads certain shaders for given entities:
- Creeper →
shaders/post/creeper.json
- Spider (and cave spider) →
shaders/post/spider.json
- Enderman →
shaders/post/invert.json
- Anything else → the current shader is unloaded
手持物品更改(客户端方)
Sent to change the player's slot selection.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x3F | 游玩(Play) | 客户端 | Slot | Byte | The slot which the player has selected (0–8) |
更新视图位置
Updates the client's location. This is used to determine what chunks should remain loaded and if a chunk load should be ignored; chunks outside of the view distance may be unloaded.
Sent whenever the player moves across a chunk border horizontally, and also (according to testing) for any integer change in the vertical axis, even if it doesn't go across a chunk section border.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x40 | 游玩(Play) | 客户端 | Chunk X | VarInt | Chunk X coordinate of the player's position |
Chunk Z | VarInt | Chunk Z coordinate of the player's position |
更新视图距离
Sent by the integrated singleplayer server when changing render distance. Does not appear to be used by the dedicated server, as view-distance
in server.properties cannot be changed at runtime.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x41 | 游玩(Play) | 客户端 | View Distance | VarInt | Render distance (2-32) |
显示记分板
This is sent to the client when it should display a scoreboard.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x42 | 游玩(Play) | 客户端 | Position | Byte | The position of the scoreboard. 0: list, 1: sidebar, 2: below name, 3 - 18: team specific sidebar, indexed as 3 + team color. |
Score Name | String (16) | The unique name for the scoreboard to be displayed. |
实体元数据
Updates one or more metadata properties for an existing entity. Any properties not included in the Metadata field are left unchanged.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x43 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Metadata | Entity Metadata |
附加实体
This packet is sent when an entity has been leashed to another entity.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x44 | 游玩(Play) | 客户端 | Attached Entity ID | Int | Attached entity's EID |
Holding Entity ID | Int | ID of the entity holding the lead. Set to -1 to detach. |
实体速度
Velocity is believed to be in units of 1/8000 of a block per server tick (50ms); for example, -1343 would move (-1343 / 8000) = −0.167875 blocks per tick (or −3,3575 blocks per second).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x45 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Velocity X | Short | Velocity on the X axis | |||
Velocity Y | Short | Velocity on the Y axis | |||
Velocity Z | Short | Velocity on the Z axis |
实体装备
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x46 | 游玩(Play) | 客户端 | Entity ID | VarInt | Entity's EID |
Slot | VarInt Enum | Equipment slot. 0: main hand, 1: off hand, 2–5: armor slot (2: boots, 3: leggings, 4: chestplate, 5: helmet) | |||
Item | Slot |
设置经验
Sent by the server when the client should change experience levels.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x47 | 游玩(Play) | 客户端 | Experience bar | Float | Between 0 and 1 |
Level | VarInt | ||||
Total Experience | VarInt | See Experience#Leveling up on the Minecraft Wiki for Total Experience to Level conversion |
更新生命值
Sent by the server to update/set the health of the player it is sent to.
Food saturation acts as a food “overcharge”. Food values will not decrease while the saturation is over zero. Players logging in automatically get a saturation of 5.0. Eating food increases the saturation as well as the food bar.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x48 | 游玩(Play) | 客户端 | Health | Float | 0 or less = dead, 20 = full HP |
Food | VarInt | 0–20 | |||
Food Saturation | Float | Seems to vary from 0.0 to 5.0 in integer increments |
记分板记分项
This is sent to the client when it should create a new scoreboard objective or remove one.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x49 | 游玩(Play) | 客户端 | Objective Name | String (16) | An unique name for the objective |
Mode | Byte | 0 to create the scoreboard. 1 to remove the scoreboard. 2 to update the display text. | |||
Objective Value | Optional Chat | Only if mode is 0 or 2. The text to be displayed for the score | |||
Type | Optional VarInt enum | Only if mode is 0 or 2. 0 = "integer", 1 = "hearts". |
设置乘坐者
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x4A | 游玩(Play) | 客户端 | Entity ID | VarInt | Vehicle's EID |
Passenger Count | VarInt | Number of elements in the following array | |||
Passengers | Array of VarInt | EIDs of entity's passengers |
队伍
Creates and updates teams.
数据包ID | 状态 | 绑定至 | Field Name | 字段类型 | 注释 | |
---|---|---|---|---|---|---|
0x4B | 游玩(Play) | 客户端 | Team Name | String (16) | A unique name for the team. (Shared with scoreboard). | |
Mode | Byte | Determines the layout of the remaining packet | ||||
0: create team | Team Display Name | Chat | ||||
Friendly Flags | Byte | Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible players on same team | ||||
Name Tag Visibility | String Enum (32) | always , hideForOtherTeams , hideForOwnTeam , never
| ||||
Collision Rule | String Enum (32) | always , pushOtherTeams , pushOwnTeam , never
| ||||
Team Color | VarInt enum | Used to color the name of players on the team; see below | ||||
Team Prefix | Chat | Displayed before the names of players that are part of this team | ||||
Team Suffix | Chat | Displayed after the names of players that are part of this team | ||||
Entity Count | VarInt | Number of elements in the following array | ||||
Entities | Array of String (40) | Identifiers for the entities in this team. For players, this is their username; for other entities, it is their UUID. | ||||
1: remove team | no fields | no fields | ||||
2: update team info | Team Display Name | Chat | ||||
Friendly Flags | Byte | Bit mask. 0x01: Allow friendly fire, 0x02: can see invisible entities on same team | ||||
Name Tag Visibility | String Enum (32) | always , hideForOtherTeams , hideForOwnTeam , never
| ||||
Collision Rule | String Enum (32) | always , pushOtherTeams , pushOwnTeam , never
| ||||
Team Color | VarInt enum | Used to color the name of players on the team; see below | ||||
Team Prefix | Chat | Displayed before the names of players that are part of this team | ||||
Team Suffix | Chat | Displayed after the names of players that are part of this team | ||||
3: add players to team | Entity Count | VarInt | Number of elements in the following array | |||
Entities | Array of String (40) | Identifiers for the entities added. For players, this is their username; for other entities, it is their UUID. | ||||
4: remove players from team | Entity Count | VarInt | Number of elements in the following array | |||
Entities | Array of String (40) | Identifiers for the entities removed. For players, this is their username; for other entities, it is their UUID. |
Team Color: The color of a team defines how the names of the team members are visualized; any formatting code can be used. The following table lists all the possible values.
ID | Formatting |
---|---|
0-15 | Color formatting, same values as Chat colors. |
16 | Obfuscated |
17 | Bold |
18 | Strikethrough |
19 | Underlined |
20 | Italic |
21 | Reset |
更新分数
This is sent to the client when it should update a scoreboard item.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x4C | 游玩(Play) | 客户端 | Entity Name | String (40) | The entity whose score this is. For players, this is their username; for other entities, it is their UUID. |
Action | Byte | 0 to create/update an item. 1 to remove an item. | |||
Objective Name | String (16) | The name of the objective the score belongs to | |||
Value | Optional VarInt | The score to be displayed next to the entry. Only sent when Action does not equal 1. |
生成位置
Sent by the server after login to specify the coordinates of the spawn point (the point at which players spawn at, and which the compass points to). It can be sent at any time to update the point compasses point at.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x4D | 游玩(Play) | 客户端 | Location | Position | Spawn location |
时间更新
Time is based on ticks, where 20 ticks happen every second. There are 24000 ticks in a day, making Minecraft days exactly 20 minutes long.
The time of day is based on the timestamp modulo 24000. 0 is sunrise, 6000 is noon, 12000 is sunset, and 18000 is midnight.
The default SMP server increments the time by 20
every second.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x4E | 游玩(Play) | 客户端 | World Age | Long | In ticks; not changed by server commands |
Time of day | Long | The world (or region) time, in ticks. If negative the sun will stop moving at the Math.abs of the time |
标题
数据包ID | 状态 | 绑定至 | Field Name | 字段类型 | 注释 | |
---|---|---|---|---|---|---|
0x4F | 游玩(Play) | 客户端 | Action | VarInt Enum | ||
Action | 字段名称 | |||||
0: set title | Title Text | Chat | ||||
1: set subtitle | Subtitle Text | Chat | ||||
2: set action bar | Action bar text | Chat | Displays a message above the hotbar (the same as position 2 in Chat Message (clientbound), except that it correctly renders formatted chat. See MC-119145 for more information.) | |||
3: set times and display | Fade In | Int | Ticks to spend fading in | |||
Stay | Int | Ticks to keep the title displayed | ||||
Fade Out | Int | Ticks to spend out, not when to start fading out | ||||
4: hide | no fields | no fields | ||||
5: reset | no fields | no fields |
“Hide” makes the title disappear, but if you run times again the same title will appear. “Reset” erases the text.
The title is visible on screen for Fade In + Stay + Fade Out ticks.
实体声音效果
Plays a sound effect from an entity.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x50 | 游玩(Play) | 客户端 | Sound ID | VarInt | ID of hardcoded sound event (events as of 1.14.4) |
Sound Category | VarInt Enum | The category that this sound will be played from (current categories) | |||
Entity ID | VarInt | ||||
Volume | Float | 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients | |||
Pitch | Float | Float between 0.5 and 2.0 by Notchian clients |
声音效果
This packet is used to play a number of hardcoded sound events. For custom sounds, use Named Sound Effect.
Numeric sound effect IDs are liable to change between versions
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x51 | 游玩(Play) | 客户端 | Sound ID | VarInt | ID of hardcoded sound event (events as of 1.14.4) |
Sound Category | VarInt Enum | The category that this sound will be played from (current categories) | |||
Effect Position X | Int | Effect X multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part) | |||
Effect Position Y | Int | Effect Y multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part) | |||
Effect Position Z | Int | Effect Z multiplied by 8 (fixed-point number with only 3 bits dedicated to the fractional part) | |||
Volume | Float | 1.0 is 100%, capped between 0.0 and 1.0 by Notchian clients | |||
Pitch | Float | Float between 0.5 and 2.0 by Notchian clients |
停止声音
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x52 | 游玩(Play) | 客户端 | Flags | Byte | Controls which fields are present. |
Source | Optional VarInt enum | Only if flags is 3 or 1 (bit mask 0x1). See below. If not present, then sounds from all sources are cleared. | |||
Sound | Optional Identifier | Only if flags is 2 or 3 (bit mask 0x2). A sound effect name, see Named Sound Effect. If not present, then all sounds are cleared. |
Categories:
Name | Value |
---|---|
master | 0 |
music | 1 |
record | 2 |
weather | 3 |
block | 4 |
hostile | 5 |
neutral | 6 |
player | 7 |
ambient | 8 |
voice | 9 |
玩家列表头和脚
This packet may be used by custom servers to display additional information above/below the player list. It is never sent by the Notchian server.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x53 | 游玩(Play) | 客户端 | Header | Chat | To remove the header, send a empty translatable component: {"translate":""} |
Footer | Chat | To remove the footer, send a empty translatable component: {"translate":""} |
NBT查询响应
Sent in response to Query Block NBT or Query Entity NBT.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x54 | 游玩(Play) | 客户端 | Transaction ID | VarInt | Can be compared to the one sent in the original query packet. |
NBT | NBT Tag | The NBT of the block or entity. May be a TAG_END (0) in which case no NBT is present. |
收集物品
Sent by the server when someone picks up an item lying on the ground — its sole purpose appears to be the animation of the item flying towards you. It doesn't destroy the entity in the client memory, and it doesn't add it to your inventory. The server only checks for items to be picked up after each Player Position (and Player Position And Look) packet sent by the client. The collector entity can be any entity; it does not have to be a player. The collected entity also can be any entity, but the Notchian server only uses this for items, experience orbs, and the different varieties of arrows.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x55 | 游玩(Play) | 客户端 | Collected Entity ID | VarInt | |
Collector Entity ID | VarInt | ||||
Pickup Item Count | VarInt | Seems to be 1 for XP orbs, otherwise the number of items in the stack. |
实体传送
This packet is sent by the server when an entity moves more than 8 blocks.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x56 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
X | Double | ||||
Y | Double | ||||
Z | Double | ||||
Yaw | Angle | New angle, not a delta | |||
Pitch | Angle | New angle, not a delta | |||
On Ground | Boolean |
进度
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | ||
---|---|---|---|---|---|---|---|
0x57 | 游玩(Play) | 客户端 | Reset/Clear | Boolean | Whether to reset/clear the current advancements | ||
Mapping size | VarInt | Size of the following array | |||||
Advancement mapping | Key | Array | Identifier | The identifier of the advancement | |||
Value | Advancement | See below | |||||
List size | VarInt | Size of the following array | |||||
Identifiers | Array of Identifier | The identifiers of the advancements that should be removed | |||||
Progress size | VarInt | Size of the following array | |||||
Progress mapping | Key | Array | Identifier | The identifier of the advancement | |||
Value | Advancement progress | See below |
Advancement structure:
Field Name | Field Type | 注释 | ||
---|---|---|---|---|
Has parent | Boolean | Indicates whether the next field exists. | ||
Parent id | Optional Identifier | The identifier of the parent advancement. | ||
Has display | Boolean | Indicates whether the next field exists | ||
Display data | Optional advancement display | See below. | ||
Number of criteria | VarInt | Size of the following array | ||
Criteria | Key | Array | Identifier | The identifier of the criterion |
Value | Void | There is no content written here. Perhaps this will be expanded in the future? | ||
Array length | VarInt | Number of arrays in the following array | ||
Requirements | Array length 2 | Array | VarInt | Number of elements in the following array |
Requirement | Array of String | Array of required criteria |
Advancement display:
字段名称 | 字段类型 | 注释 |
---|---|---|
Title | Chat | |
Description | Chat | |
Icon | Slot | |
Frame type | VarInt enum | 0 = task , 1 = challenge , 2 = goal
|
Flags | Integer | 0x1: has background texture; 0x2: show_toast ; 0x4: hidden
|
Background texture | Optional Identifier | Background texture location. Only if flags indicates it. |
X coord | Float | |
Y coord | Float |
Advancement progress:
Field Name | Field Type | 注释 | ||
---|---|---|---|---|
Size | VarInt | Size of the following array | ||
Criteria | Criterion identifier | Array | Identifier | The identifier of the criterion. |
Criterion progress | Criterion progress |
Criterion progress:
字段名称 | 字段类型 | 注释 |
---|---|---|
Achieved | Boolean | If true, next field is present |
Date of achieving | Optional Long | As returned by Date.getTime
|
实体属性
Sets attributes on the given entity.
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | ||
---|---|---|---|---|---|---|---|
0x58 | 游玩(Play) | 客户端 | Entity ID | VarInt | |||
Number Of Properties | Int | Number of elements in the following array | |||||
Property | Key | Array | String (64) | See below | |||
Value | Double | See below | |||||
Number Of Modifiers | VarInt | Number of elements in the following array | |||||
Modifiers | Array of Modifier Data | See Attribute#Modifiers. Modifier Data defined below. |
Known Key values (see also Attribute#Modifiers):
Key | Default | Min | Max | Label |
---|---|---|---|---|
generic.maxHealth | 20.0 | 0.0 | 1024.0 | Max Health |
generic.followRange | 32.0 | 0.0 | 2048.0 | Follow Range |
generic.knockbackResistance | 0.0 | 0.0 | 1.0 | Knockback Resistance |
generic.movementSpeed | 0.699999988079071 | 0.0 | 1024.0 | Movement Speed |
generic.attackDamage | 2.0 | 0.0 | 2048.0 | Attack Damage |
generic.attackSpeed | 4.0 | 0.0 | 1024.0 | Attack Speed |
generic.flyingSpeed | 0.4000000059604645 | 0.0 | 1024.0 | Flying Speed |
horse.jumpStrength | 0.7 | 0.0 | 2.0 | Jump Strength |
zombie.spawnReinforcements | 0.0 | 0.0 | 1.0 | Spawn Reinforcements Chance |
generic.reachDistance | 5.0 | 0.0 | 1024.0 | Player Reach Distance (Forge only) |
forge.swimSpeed | 1.0 | 0.0 | 1024.0 | Swimming Speed (Forge only) |
Modifier Data structure:
字段名称 | 字段类型 | 注释 |
---|---|---|
UUID | UUID | |
Amount | Double | May be positive or negative |
Operation | Byte | See below |
The operation controls how the base value of the modifier is changed.
- 0: Add/subtract amount
- 1: Add/subtract amount percent of the current value
- 2: Multiply by amount percent
All of the 0's are applied first, and then the 1's, and then the 2's.
实体效果
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x59 | 游玩(Play) | 客户端 | Entity ID | VarInt | |
Effect ID | Byte | See this table | |||
Amplifier | Byte | Notchian client displays effect level as Amplifier + 1 | |||
Duration | VarInt | Seconds | |||
Flags | Byte | Bit field, see below. |
Within flags:
- 0x01: Is ambient - was the effect spawned from a beacon? All beacon-generated effects are ambient. Ambient effects use a different icon in the HUD (blue border rather than gray). If all effects on an entity are ambient, the "Is potion effect ambient" living metadata field should be set to true. Usually should not be enabled.
- 0x02: Show particles - should all particles from this effect be hidden? Effects with particles hidden are not included in the calculation of the effect color, and are not rendered on the HUD (but are still rendered within the inventory). Usually should be enabled.
声明配方
数据包ID | 状态 | 绑定至 | Field Name | Field Type | 注释 | ||
---|---|---|---|---|---|---|---|
0x5A | 游玩(Play) | 客户端 | Num Recipes | VarInt | Number of elements in the following array | ||
Recipe | Recipe ID | Array | Identifier | ||||
Type | String | The recipe type, see below | |||||
Data | Optional, varies | Additional data for the recipe. For some types, there will be no data. |
Recipe types:
Type | Description | Data | ||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
crafting_shapeless
|
Shapeless crafting recipe. All items in the ingredient list must be present, but in any order/slot. | As follows:
| ||||||||||||||||||
crafting_shaped
|
Shaped crafting recipe. All items must be present in the same pattern (which may be flipped horizontally or translated) | As follows:
| ||||||||||||||||||
crafting_special_armordye
|
Recipe for dying leather armor | None | ||||||||||||||||||
crafting_special_bookcloning
|
Recipe for copying contents of written books | None | ||||||||||||||||||
crafting_special_mapcloning
|
Recipe for copying maps | None | ||||||||||||||||||
crafting_special_mapextending
|
Recipe for adding paper to maps | None | ||||||||||||||||||
crafting_special_firework_rocket
|
Recipe for making firework rockets | None | ||||||||||||||||||
crafting_special_firework_star
|
Recipe for making firework stars | None | ||||||||||||||||||
crafting_special_firework_star_fade
|
Recipe for making firework stars fade between multiple colors | None | ||||||||||||||||||
crafting_special_repairitem
|
Recipe for repairing items via crafting | None | ||||||||||||||||||
crafting_special_tippedarrow
|
Recipe for crafting tipped arrows | None | ||||||||||||||||||
crafting_special_bannerduplicate
|
Recipe for copying banner patterns | None | ||||||||||||||||||
crafting_special_banneraddpattern
|
Recipe for adding patterns to banners | None | ||||||||||||||||||
crafting_special_shielddecoration
|
Recipe for applying a banner's pattern to a shield | None | ||||||||||||||||||
crafting_special_shulkerboxcoloring
|
Recipe for recoloring a shulker box | None | ||||||||||||||||||
smelting
|
Smelting recipe | As follows:
|
Ingredient is defined as:
Name | Type | Description |
---|---|---|
Count | VarInt | Number of elements in the following array |
Items | Array of Slot | Any item in this array may be used for the recipe. The count of each item should be 1. |
标签
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x5B | 游玩(Play) | 客户端 | Block Tags | (See below) | IDs are block IDs |
Item Tags | (See below) | IDs are item IDs | |||
Fluid Tags | (See below) | IDs are fluid IDs | |||
Entity Tags | (See below) | IDs are entity IDs |
Tags look like:
Field Name | Field Type | 注释 | ||
---|---|---|---|---|
Length | VarInt | Number of elements in the following array | ||
Tags | Tag name | Array | Identifier | |
Count | VarInt | Number of elements in the following array | ||
Entries | Array of VarInt | Numeric ID of the block/item. |
确认玩家挖掘
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x5C | 游玩(Play) | 客户端 | Location | Position | Position where the digging was happening |
Block | VarInt | Block state ID of the block that should be at that position now. | |||
Status | VarInt enum | Same as Player Digging. Only Started digging (0), Cancelled digging (1), and Finished digging (2) are used. | |||
Successful | Boolean | True if the digging succeeded; false if the client should undo any changes it made locally. (How does this work?) |
服务端方
传送确认
Sent by client as confirmation of Player Position And Look.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x00 | 游玩(Play) | 服务端 | Teleport ID | VarInt | The ID given by the Player Position And Look packet |
查询方块NBT
Used when Shift+F3+I is pressed while looking at a block.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x01 | 游玩(Play) | 服务端 | Transaction ID | VarInt | An incremental ID so that the client can verify that the response matches. |
Location | Position | The location of the block to check. |
设置难度
Must have at least op level 2 to use. Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x02 | 游玩(Play) | 服务端 | New difficulty | Byte | 0: peaceful, 1: easy, 2: normal, 3: hard |
聊天消息(服务端方)
Used to send a chat message to the server. The message may not be longer than 256 characters or else the server will kick the client.
If the message starts with a /
, the server will attempt to interpret it as a command. Otherwise, the server will broadcast the same chat message to all players on the server (including the player that sent the message), prepended with player's name. Specifically, it will respond with a translate chat component, "chat.type.text
" with the first parameter set to the display name of the player (including some chat component logic to support clicking the name to send a PM) and the second parameter set to the message. See processing chat for more information.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x03 | 游玩(Play) | 服务端 | Message | String (256) | The client sends the raw input, not a Chat component |
客户端状态
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x04 | 游玩(Play) | 服务端 | Action ID | VarInt Enum | See below |
Action ID values:
Action ID | Action | 注释 |
---|---|---|
0 | Perform respawn | Sent when the client is ready to complete login and when the client is ready to respawn after death. |
1 | Request stats | Sent when the client opens the Statistics menu |
客户端设置
Sent when the player connects, or when settings are changed.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x05 | 游玩(Play) | 服务端 | Locale | String (16) | e.g. en_GB |
View Distance | Byte | Client-side render distance, in chunks | |||
Chat Mode | VarInt Enum | 0: enabled, 1: commands only, 2: hidden. See processing chat for more information. | |||
Chat Colors | Boolean | “Colors” multiplayer setting | |||
Displayed Skin Parts | Unsigned Byte | Bit mask, see below | |||
Main Hand | VarInt Enum | 0: Left, 1: Right |
Displayed Skin Parts flags:
- Bit 0 (0x01): Cape enabled
- Bit 1 (0x02): Jacket enabled
- Bit 2 (0x04): Left Sleeve enabled
- Bit 3 (0x08): Right Sleeve enabled
- Bit 4 (0x10): Left Pants Leg enabled
- Bit 5 (0x20): Right Pants Leg enabled
- Bit 6 (0x40): Hat enabled
The most significant bit (bit 7, 0x80) appears to be unused.
Tab补全(服务端方)
Sent when the client needs to tab-complete a minecraft:ask_server
suggestion type.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x06 | 游玩(Play) | 服务端 | Transaction Id | VarInt | The id received in the tab completion request packet, must match or the client will ignore this packet. Client generates this and increments it each time it sends another tab completion that doesn't get a response. |
Text | String (32500) | All text behind the cursor without the / (e.g. to the left of the cursor in left-to-right languages like English)
|
确认交互(服务端方)
If a transaction sent by the client was not accepted, the server will reply with a Confirm Transaction (clientbound) packet with the Accepted field set to false. When this happens, the client must send this packet to apologize (as with movement), otherwise the server ignores any successive transactions.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x07 | 游玩(Play) | 服务端 | Window ID | Byte | The ID of the window that the action occurred in |
Action Number | Short | Every action that is to be accepted has a unique number. This number is an incrementing integer (starting at 1) with separate counts for each window ID. | |||
Accepted | Boolean | Whether the action was accepted |
单击窗口按钮
Used when clicking on window buttons. Until 1.14, this was only used by enchantment tables.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x07 | 游玩(Play) | 服务端 | Window ID | Byte | The ID of the window sent by Open Window |
Button ID | Byte | Meaning depends on window type; see below |
Window type | ID | Meaning |
---|---|---|
Enchantment Table | 0 | Topmost enchantment |
1 | Middle enchantment | |
2 | Bottom enchantment | |
Lectern | 1 | Unknown - maybe previous page? (which does give a redstone output) |
2 | Unknown - maybe next page? | |
3 | Take Book | |
100? | Unknown - actual value is 100 + some parameter, so there may be multiple | |
Stonecutter | Recipe button number - 4*row + col. Depends on the item. | |
Loom | Recipe button number - 4*row + col. Depends on the item. |
单击窗口
This packet is sent by the player when it clicks on a slot in a window.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x09 | 游玩(Play) | 服务端 | Window ID | Unsigned Byte | The ID of the window which was clicked. 0 for player inventory. |
Slot | Short | The clicked slot number, see below | |||
Button | Byte | The button used in the click, see below | |||
Action Number | Short | A unique number for the action, implemented by Notchian as a counter, starting at 1 (different counter for every window ID). Used by the server to send back a Confirm Transaction (clientbound). | |||
Mode | VarInt Enum | Inventory operation mode, see below | |||
Clicked item | Slot | The clicked slot. Has to be empty (item ID = -1) for drop mode. |
See Inventory for further information about how slots are indexed.
When right-clicking on a stack of items, half the stack will be picked up and half left in the slot. If the stack is an odd number, the half left in the slot will be smaller of the amounts.
The distinct type of click performed by the client is determined by the combination of the Mode and Button fields.
Mode | Button | Slot | Trigger |
---|---|---|---|
0 | 0 | Normal | Left mouse click |
1 | Normal | Right mouse click | |
1 | 0 | Normal | Shift + left mouse click |
1 | Normal | Shift + right mouse click (identical behavior) | |
2 | 0 | Normal | Number key 1 |
1 | Normal | Number key 2 | |
2 | Normal | Number key 3 | |
⋮ | ⋮ | ⋮ | |
8 | Normal | Number key 9 | |
3 | 2 | Normal | Middle click, only defined for creative players in non-player inventories. |
4 | 0 | Normal* | Drop key (Q) (* Clicked item is different, see above) |
1 | Normal* | Ctrl + Drop key (Ctrl-Q) (drops full stack) | |
0 | -999 | Left click outside inventory holding nothing (no-op) | |
1 | -999 | Right click outside inventory holding nothing (no-op) | |
5 | 0 | -999 | Starting left mouse drag |
4 | -999 | Starting right mouse drag | |
8 | -999 | Starting middle mouse drag, only defined for creative players in non-player inventories. (Note: the vanilla client will still incorrectly send this for non-creative players - see MC-46584) | |
1 | Normal | Add slot for left-mouse drag | |
5 | Normal | Add slot for right-mouse drag | |
9 | Normal | Add slot for middle-mouse drag, only defined for creative players in non-player inventories. (Note: the vanilla client will still incorrectly send this for non-creative players - see MC-46584) | |
2 | -999 | Ending left mouse drag | |
6 | -999 | Ending right mouse drag | |
10 | -999 | Ending middle mouse drag, only defined for creative players in non-player inventories. (Note: the vanilla client will still incorrectly send this for non-creative players - see MC-46584) | |
6 | 0 | Normal | Double click |
Starting from version 1.5, “painting mode” is available for use in inventory windows. It is done by picking up stack of something (more than 1 item), then holding mouse button (left, right or middle) and dragging held stack over empty (or same type in case of right button) slots. In that case client sends the following to server after mouse button release (omitting first pickup packet which is sent as usual):
- packet with mode 5, slot -999, button (0 for left | 4 for right);
- packet for every slot painted on, mode is still 5, button (1 | 5);
- packet with mode 5, slot -999, button (2 | 6);
If any of the painting packets other than the “progress” ones are sent out of order (for example, a start, some slots, then another start; or a left-click in the middle) the painting status will be reset.
The server will send back a Confirm Transaction packet. If the click was not accepted, the client must send a matching serverbound confirm transaction packet before sending more Click Window packets, otherwise the server will reject them silently. The Notchian server also sends a Window Items packet for the open window and Set Slot packets for the clicked and cursor slot, but only when the click was not accepted, probably to resynchronize client and server.
关闭窗口(服务端方)
This packet is sent by the client when closing a window.
Notchian clients send a Close Window packet with Window ID 0 to close their inventory even though there is never an Open Window packet for the inventory.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0A | 游玩(Play) | 服务端 | Window ID | Unsigned Byte | This is the ID of the window that was closed. 0 for player inventory. |
插件消息(服务端方)
- Main article: Plugin channels
Mods and plugins can use this to send their data. Minecraft itself uses some plugin channels. These internal channels are in the minecraft
namespace.
More documentation on this: http://dinnerbone.com/blog/2012/01/13/minecraft-plugin-channels-messaging/
Note that the length of Data is known only from the packet length, since the packet has no length field of any kind.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0B | 游玩(Play) | 服务端 | Channel | Identifier | Name of the plugin channel used to send the data |
Data | Byte Array | Any data, depending on the channel. minecraft: channels are documented here. The length of this array must be inferred from the packet length.
|
编辑书
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0C | 游玩(Play) | 服务端 | New book | Slot | |
Is signing | Boolean | True if the player is signing the book; false if the player is saving a draft. | |||
Hand | VarInt enum | 0: Main hand, 1: Off hand |
When editing a draft, the NBT section of the Slot contains this:
TAG_Compound(''): 1 entry { TAG_List('pages'): 2 entries { TAG_String(0): 'Something on Page 1' TAG_String(1): 'Something on Page 2' } }
When signing the book, it instead looks like this:
TAG_Compound(''): 3 entires { TAG_String('author'): 'Steve' TAG_String('title'): 'A Wonderful Book' TAG_List('pages'): 2 entries { TAG_String(0): 'Something on Page 1' TAG_String(1): 'Something on Page 2' } }
查询实体NBT
Used when Shift+F3+I is pressed while looking at an entity.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0D | 游玩(Play) | 服务端 | Transaction ID | VarInt | An incremental ID so that the client can verify that the response matches. |
Entity ID | VarInt | The ID of the entity to query. |
使用实体
This packet is sent from the client to the server when the client attacks or right-clicks another entity (a player, minecart, etc).
A Notchian server only accepts this packet if the entity being attacked/used is visible without obstruction and within a 4-unit radius of the player's position.
Note that middle-click in creative mode is interpreted by the client and sent as a Creative Inventory Action packet instead.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0E | 游玩(Play) | 服务端 | Target | VarInt | |
Type | VarInt Enum | 0: interact, 1: attack, 2: interact at | |||
Target X | Optional Float | Only if Type is interact at | |||
Target Y | Optional Float | Only if Type is interact at | |||
Target Z | Optional Float | Only if Type is interact at | |||
Hand | Optional VarInt Enum | Only if Type is interact or interact at; 0: main hand, 1: off hand |
Keep Alive(服务端方)
The server will frequently send out a keep-alive, each containing a random ID. The client must respond with the same packet.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x0F | 游玩(Play) | 服务端 | Keep Alive ID | Long |
锁定难度
Must have at least op level 2 to use. Appears to only be used on singleplayer; the difficulty buttons are still disabled in multiplayer.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x10 | 游玩(Play) | 服务端 | Locked | Boolean |
玩家位置
Updates the player's XYZ position on the server.
Checking for moving too fast is achieved like this:
- Each server tick, the player's current position is stored
- When a player moves, the changes in x, y, and z coordinates are compared with the positions from the previous tick (Δx, Δy, Δz)
- Total movement distance squared is computed as Δx² + Δy² + Δz²
- The expected movement distance squared is computed as velocityX² + veloctyY² + velocityZ²
- If the total movement distance squared value minus the expected movement distance squared value is more than 100 (300 if the player is using an elytra), they are moving too fast.
If the player is moving too fast, it will be logged that "<player> moved too quickly! " followed by the change in x, y, and z, and the player will be teleported back to their current (before this packet) serverside position.
Also, if the absolute value of X or the absolute value of Z is a value greater than 3.2×107, or X, Y, or Z are not finite (either positive infinity, negative infinity, or NaN), the client will be kicked for “Invalid move player packet received”.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x11 | 游玩(Play) | 服务端 | X | Double | Absolute position |
Feet Y | Double | Absolute feet position, normally Head Y - 1.62 | |||
Z | Double | Absolute position | |||
On Ground | Boolean | True if the client is on the ground, false otherwise |
玩家位置和外观(服务端方)
A combination of Player Look and Player Position.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x12 | 游玩(Play) | 服务端 | X | Double | Absolute position |
Feet Y | Double | Absolute feet position, normally Head Y - 1.62 | |||
Z | Double | Absolute position | |||
Yaw | Float | Absolute rotation on the X Axis, in degrees | |||
Pitch | Float | Absolute rotation on the Y Axis, in degrees | |||
On Ground | Boolean | True if the client is on the ground, false otherwise |
玩家外观
Updates the direction the player is looking in.
Yaw is measured in degrees, and does not follow classical trigonometry rules. The unit circle of yaw on the XZ-plane starts at (0, 1) and turns counterclockwise, with 90 at (-1, 0), 180 at (0,-1) and 270 at (1, 0). Additionally, yaw is not clamped to between 0 and 360 degrees; any number is valid, including negative numbers and numbers greater than 360.
Pitch is measured in degrees, where 0 is looking straight ahead, -90 is looking straight up, and 90 is looking straight down.
The yaw and pitch of player (in degrees), standing at point (x0, y0, z0) and looking towards point (x, y, z) can be calculated with:
dx = x-x0 dy = y-y0 dz = z-z0 r = sqrt( dx*dx + dy*dy + dz*dz ) yaw = -atan2(dx,dz)/PI*180 if yaw < 0 then yaw = 360 + yaw pitch = -arcsin(dy/r)/PI*180
You can get a unit vector from a given yaw/pitch via:
x = -cos(pitch) * sin(yaw) y = -sin(pitch) z = cos(pitch) * cos(yaw)
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x13 | 游玩(Play) | 服务端 | Yaw | Float | Absolute rotation on the X Axis, in degrees |
Pitch | Float | Absolute rotation on the Y Axis, in degrees | |||
On Ground | Boolean | True if the client is on the ground, False otherwise |
玩家
This packet as well as Player Position, Player Look, and Player Position And Look are called the “serverbound movement packets”. Vanilla clients will send Player Position once every 20 ticks even for a stationary player.
This packet is used to indicate whether the player is on ground (walking/swimming), or airborne (jumping/falling).
When dropping from sufficient height, fall damage is applied when this state goes from false to true. The amount of damage applied is based on the point where it last changed from true to false. Note that there are several movement related packets containing this state.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x14 | 游玩(Play) | 服务端 | On Ground | Boolean | True if the client is on the ground, false otherwise |
载具移动(服务端方)
Sent when a player moves in a vehicle. Fields are the same as in Player Position And Look. Note that all fields use absolute positioning and do not allow for relative positioning.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x15 | 游玩(Play) | 服务端 | X | Double | Absolute position (X coordinate) |
Y | Double | Absolute position (Y coordinate) | |||
Z | Double | Absolute position (Z coordinate) | |||
Yaw | Float | Absolute rotation on the vertical axis, in degrees | |||
Pitch | Float | Absolute rotation on the horizontal axis, in degrees |
操控船
Used to visually update whether boat paddles are turning. The server will update the Boat entity metadata to match the values here.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x16 | 游玩(Play) | 服务端 | Left paddle turning | Boolean | |
Right paddle turning | Boolean |
Right paddle turning is set to true when the left button or forward button is held; left paddle turning is set to true when the right button or forward button is set to true.
拾起物品
Used to swap out an empty space on the hotbar with the item in the given inventory slot. The Notchain client uses this for pick block functionality (middle click) to retrieve items from the inventory.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x17 | 游玩(Play) | 服务端 | Slot to use | VarInt | See Inventory |
The server will first search the player's hotbar for an empty slot, starting from the current slot and looping around to the slot before it. If there are no empty slots, it will start a second search from the current slot and find the first slot that does not contain an enchanted item. If there still are no slots that meet that criteria, then the server will use the currently selected slot.
After finding the appropriate slot, the server swaps the items and then send 3 packets:
- Set Slot, with window ID set to -2 and slot set to the newly chosen slot and the item set to the item that is now in that slot (which was previously at the slot the client requested)
- Set Slot, with window ID set to -2 and slot set to the slot the player requested, with the item that is now in that slot and was previously on the hotbar slot
- Held Item Change, with the slot set to the newly chosen slot.
合成配方请求
This packet is sent when a player clicks a recipe in the crafting book that is craftable (white border).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x18 | 游玩(Play) | 服务端 | Window ID | Byte | |
Recipe | Identifier | A recipe ID | |||
Make all | Boolean | Affects the amount of items processed; true if shift is down when clicked |
玩家能力(服务端方)
The latter 2 fields are used to indicate the walking and flying speeds respectively, while the first field is used to determine the value of 4 booleans.
The vanilla client sends this packet when the player starts/stops flying with the Flags parameter changed accordingly. All other parameters are ignored by the vanilla server.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x19 | 游玩(Play) | 服务端 | Flags | Byte | Bit mask. 0x08: damage disabled (god mode), 0x04: can fly, 0x02: is flying, 0x01: is Creative |
Flying Speed | Float | ||||
Walking Speed | Float |
玩家挖掘
Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius between the center of the block and 1.5 units from the player's feet (not their eyes).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1A | 游玩(Play) | 服务端 | Status | VarInt Enum | The action the player is taking against the block (see below) |
Location | Position | Block position | |||
Face | Byte Enum | The face being hit (see below) |
Status can be one of seven values:
Value | Meaning | 注释 |
---|---|---|
0 | Started digging | |
1 | Cancelled digging | Sent when the player lets go of the Mine Block key (default: left click) |
2 | Finished digging | Sent when the client thinks it is finished |
3 | Drop item stack | Triggered by using the Drop Item key (default: Q) with the modifier to drop the entire selected stack (default: depends on OS). Location is always set to 0/0/0, Face is always set to -Y. |
4 | Drop item | Triggered by using the Drop Item key (default: Q). Location is always set to 0/0/0, Face is always set to -Y. |
5 | Shoot arrow / finish eating | Indicates that the currently held item should have its state updated such as eating food, pulling back bows, using buckets, etc. Location is always set to 0/0/0, Face is always set to -Y. |
6 | Swap item in hand | Used to swap or assign an item to the second hand. Location is always set to 0/0/0, Face is always set to -Y. |
The Face field can be one of the following values, representing the face being hit:
Value | Offset | Face |
---|---|---|
0 | -Y | Bottom |
1 | +Y | Top |
2 | -Z | North |
3 | +Z | South |
4 | -X | West |
5 | +X | East |
实体动作
Sent by the client to indicate that it has performed certain actions: sneaking (crouching), sprinting, exiting a bed, jumping with a horse, and opening a horse's inventory while riding it.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1B | 游玩(Play) | 服务端 | Entity ID | VarInt | Player ID |
Action ID | VarInt Enum | The ID of the action, see below | |||
Jump Boost | VarInt | Only used by the “start jump with horse” action, in which case it ranges from 0 to 100. In all other cases it is 0. |
Action ID can be one of the following values:
ID | Action |
---|---|
0 | Start sneaking |
1 | Stop sneaking |
2 | Leave bed |
3 | Start sprinting |
4 | Stop sprinting |
5 | Start jump with horse |
6 | Stop jump with horse |
7 | Open horse inventory |
8 | Start flying with elytra |
Leave bed is only sent when the “Leave Bed” button is clicked on the sleep GUI, not when waking up due today time.
Open horse inventory is only sent when pressing the inventory key (default: E) while on a horse — all other methods of opening a horse's inventory (involving right-clicking or shift-right-clicking it) do not use this packet.
操控载具
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1C | 游玩(Play) | 服务端 | Sideways | Float | Positive to the left of the player |
Forward | Float | Positive forward | |||
Flags | Unsigned Byte | Bit mask. 0x1: jump, 0x2: unmount |
Also known as 'Input' packet.
配方书数据
数据包ID | 状态 | 绑定至 | Field Name | 字段类型 | 注释 | |
---|---|---|---|---|---|---|
0x1D | 游玩(Play) | 服务端 | Type | VarInt | Determines the format of the rest of the packet | |
Type | 字段名称 | |||||
0: Displayed Recipe | Recipe ID | Identifier | A recipe ID | |||
1: Recipe Book States | Crafting Recipe Book Open | Boolean | Whether the player has the crafting recipe book currently opened/active. | |||
Crafting Recipe Filter Active | Boolean | Whether the player has the crafting recipe book filter option currently active. | ||||
Smelting Recipe Book Open | Boolean | Whether the player has the smelting recipe book currently opened/active. | ||||
Smelting Recipe Filter Active | Boolean | Whether the player has the smelting recipe book filter option currently active. | ||||
Blasting Recipe Book Open | Boolean | May be swapped with smoking recipe book. Also, the notchian client appears to use the same value for both of those books currently. | ||||
Blasting Recipe Filter Active | Boolean | May be swapped with smoking recipe book. Also, the notchian client appears to use the same value for both of those books currently. | ||||
Smoking Recipe Book Open | Boolean | |||||
Smoking Recipe Filter Active | Boolean |
The Recipe Book Status type is sent when one of the states changes.
命名物品
Sent as a player is renaming an item in an anvil (each keypress in the anvil UI sends a new Name Item packet). If the new name is empty, then the item loses its custom name (this is different from setting the custom name to the normal name of the item). The item name may be no longer than 35 characters long, and if it is longer than that, then the rename is silently ignored.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1E | 游玩(Play) | 服务端 | Item name | String (32767) | The new name of the item |
资源包状态
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x1F | 游玩(Play) | 服务端 | Result | VarInt Enum | 0: successfully loaded, 1: declined, 2: failed download, 3: accepted |
进度标签页
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x20 | 游玩(Play) | 服务端 | Action | VarInt enum | 0: Opened tab, 1: Closed screen |
Tab ID | Optional identifier | Only present if action is Opened tab |
选择交易
When a player selects a specific trade offered by a villager NPC.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x21 | 游玩(Play) | 服务端 | Selected slot | VarInt | The selected slot int the players current (trading) inventory. (Was a full Integer for the plugin message) |
设置信标效果
Changes the effect of the current beacon.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x22 | 游玩(Play) | 服务端 | Primary Effect | VarInt | A Potion ID. (Was a full Integer for the plugin message) |
Secondary Effect | VarInt | A Potion ID. (Was a full Integer for the plugin message) |
手持物品更改(服务端方)
Sent when the player changes the slot selection
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x23 | 游玩(Play) | 服务端 | Slot | Short | The slot which the player has selected (0–8) |
更新命令方块
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x24 | 游玩(Play) | 服务端 | |||
Location | Position | ||||
Command | String (32767) | ||||
Mode | VarInt enum | One of SEQUENCE (0), AUTO (1), or REDSTONE (2) | |||
Flags | Byte | 0x01: Track Output (if false, the output of the previous command will not be stored within the command block); 0x02: Is conditional; 0x04: Automatic |
更新命令方块矿车
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x25 | 游玩(Play) | 服务端 | Entity ID | VarInt | |
Command | String | ||||
Track Output | Boolean | If false, the output of the previous command will not be stored within the command block. |
创造模式物品栏动作
While the user is in the standard inventory (i.e., not a crafting bench) in Creative mode, the player will send this packet.
Clicking in the creative inventory menu is quite different from non-creative inventory management. Picking up an item with the mouse actually deletes the item from the server, and placing an item into a slot or dropping it out of the inventory actually tells the server to create the item from scratch. (This can be verified by clicking an item that you don't mind deleting, then severing the connection to the server; the item will be nowhere to be found when you log back in.) As a result of this implementation strategy, the "Destroy Item" slot is just a client-side implementation detail that means "I don't intend to recreate this item.". Additionally, the long listings of items (by category, etc.) are a client-side interface for choosing which item to create. Picking up an item from such listings sends no packets to the server; only when you put it somewhere does it tell the server to create the item in that location.
This action can be described as "set inventory slot". Picking up an item sets the slot to item ID -1. Placing an item into an inventory slot sets the slot to the specified item. Dropping an item (by clicking outside the window) effectively sets slot -1 to the specified item, which causes the server to spawn the item entity, etc.. All other inventory slots are numbered the same as the non-creative inventory (including slots for the 2x2 crafting menu, even though they aren't visible in the vanilla client).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x26 | 游玩(Play) | 服务端 | Slot | Short | Inventory slot |
Clicked Item | Slot |
更新拼图方块
Sent when Done is pressed on the Jigsaw Block interface.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x27 | 游玩(Play) | 服务端 | Location | Position | Block entity location |
Attachment type | Identifier | ||||
Target pool | Identifier | ||||
Final state | String | "Turns into" on the GUI, final_state in NBT
|
更新结构方块
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x28 | 游玩(Play) | 服务端 | |||
Location | Position | Block entity location | |||
Action | VarInt enum | An additional action to perform beyond simply saving the given data; see below | |||
Mode | VarInt enum | One of SAVE (0), LOAD (1), CORNER (2), DATA (3). | |||
Name | String | ||||
Offset X | Byte | Between -32 and 32 | |||
Offset Y | Byte | Between -32 and 32 | |||
Offset Z | Byte | Between -32 and 32 | |||
Size X | Byte | Between 0 and 32 | |||
Size Y | Byte | Between 0 and 32 | |||
Size Z | Byte | Between 0 and 32 | |||
Mirror | VarInt enum | One of NONE (0), LEFT_RIGHT (1), FRONT_BACK (2). | |||
Rotation | VarInt enum | One of NONE (0), CLOCKWISE_90 (1), CLOCKWISE_180 (2), COUNTERCLOCKWISE_90 (3). | |||
Metadata | String | ||||
Integrity | Float | Between 0 and 1 | |||
Seed | VarLong | ||||
Flags | Byte | 0x01: Ignore entities; 0x02: Show air; 0x04: Show bounding box |
Possible actions:
- 0 - Update data
- 1 - Save the structure
- 2 - Load the structure
- 3 - Detect size
The Notchian client uses update data to indicate no special action should be taken (i.e. the done button).
更新告示牌
This message is sent from the client to the server when the “Done” button is pushed after placing a sign.
The server only accepts this packet after Open Sign Editor, otherwise this packet is silently ignored.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x29 | 游玩(Play) | 服务端 | Location | Position | Block Coordinates |
Line 1 | String (384) | First line of text in the sign | |||
Line 2 | String (384) | Second line of text in the sign | |||
Line 3 | String (384) | Third line of text in the sign | |||
Line 4 | String (384) | Fourth line of text in the sign |
动画(服务端方)
Sent when the player's arm swings.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2A | 游玩(Play) | 服务端 | Hand | VarInt Enum | Hand used for the animation. 0: main hand, 1: off hand. |
旁观
Teleports the player to the given entity. The player must be in spectator mode.
The Notchian client only uses this to teleport to players, but it appears to accept any type of entity. The entity does not need to be in the same dimension as the player; if necessary, the player will be respawned in the right world. If the given entity cannot be found (or isn't loaded), this packet will be ignored. It will also be ignored if the player attempts to teleport to themselves.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2B | 游玩(Play) | 服务端 | Target Player | UUID | UUID of the player to teleport to (can also be an entity UUID) |
玩家方块放置
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2C | 游玩(Play) | 服务端 | Hand | VarInt Enum | The hand from which the block is placed; 0: main hand, 1: off hand |
Location | Position | Block position | |||
Face | VarInt Enum | The face on which the block is placed (as documented at Player Digging) | |||
Cursor Position X | Float | The position of the crosshair on the block, from 0 to 1 increasing from west to east | |||
Cursor Position Y | Float | The position of the crosshair on the block, from 0 to 1 increasing from bottom to top | |||
Cursor Position Z | Float | The position of the crosshair on the block, from 0 to 1 increasing from north to south | |||
Inside block | Boolean | True when the player's head is inside of a block. |
Upon placing a block, this packet is sent once.
The Cursor Position X/Y/Z fields (also known as in-block coordinates) are calculated using raytracing. The unit corresponds to sixteen pixels in the default resource pack. For example, let's say a slab is being placed against the south face of a full block. The Cursor Position X will be higher if the player was pointing near the right (east) edge of the face, lower if pointing near the left. The Cursor Position Y will be used to determine whether it will appear as a bottom slab (values 0.0–0.5) or as a top slab (values 0.5-1.0). The Cursor Position Z should be 1.0 since the player was looking at the southernmost part of the block.
Inside block is true when a player's head (specifically eyes) are inside of a block's collision. In 1.13 and later versions, collision is rather complicated and individual blocks can have multiple collision boxes. For instance, a ring of vines has a non-colliding hole in the middle. This value is only true when the player is directly in the box. In practice, though, this value is only used by scaffolding to place in front of the player when sneaking inside of it (other blocks will place behind when you intersect with them -- try with glass for instance).
使用物品
Sent when pressing the Use Item key (default: right click) with an item in hand.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x2D | 游玩(Play) | 服务端 | Hand | VarInt Enum | Hand used for the animation. 0: main hand, 1: off hand. |
状态
- Main article: Server List Ping
客户端方
响应
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x00 | Status | 客户端 | JSON Response | String (32767) | See Server List Ping#Response |
Pong
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x01 | Status | 客户端 | Payload | Long | Should be the same as sent by the client |
服务端方
请求
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x00 | Status | 服务端 | no fields |
Ping
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x01 | Status | 服务端 | Payload | Long | May be any number. Notchian clients use a system-dependent time value which is counted in milliseconds. |
登入
The login process is as follows:
- C→S: Handshake with Next State set to 2 (login)
- C→S: Login Start
- S→C: Encryption Request
- Client auth
- C→S: Encryption Response
- Server auth, both enable encryption
- S→C: Set Compression (optional)
- S→C: Login Success
Set Compression, if present, must be sent before Login Success. Note that anything sent after Set Compression must use the Post Compression packet format.
For unauthenticated and localhost connections (either of the two conditions is enough for an unencrypted connection) there is no encryption. In that case Login Start is directly followed by Login Success.
See Protocol Encryption for details.
客户端方
断开连接(登入)
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x00 | Login | 客户端 | Reason | Chat |
加密请求
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x01 | Login | 客户端 | Server ID | String (20) | Appears to be empty |
Public Key Length | VarInt | Length of Public Key | |||
Public Key | Byte Array | ||||
Verify Token Length | VarInt | Length of Verify Token. Always 4 for Notchian servers. | |||
Verify Token | Byte Array | A sequence of random bytes generated by the server |
See Protocol Encryption for details.
登入成功
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x02 | Login | 客户端 | UUID | String (36) | Unlike in other packets, this field contains the UUID as a string with hyphens. |
Username | String (16) |
This packet switches the connection state to play.
设置压缩
Enables compression. If compression is enabled, all following packets are encoded in the compressed packet format. Negative values will disable compression, meaning the packet format should remain in the uncompressed packet format. However, this packet is entirely optional, and if not sent, compression will also not be enabled (the notchian server does not send the packet when compression is disabled).
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x03 | Login | 客户端 | Threshold | VarInt | Maximum size of a packet before it is compressed |
登入插件请求
Used to implement a custom handshaking flow together with Login Plugin Response.
Unlike plugin messages in "play" mode, these messages follow a lock-step request/response scheme, where the client is expected to respond to a request indicating whether it understood. The notchian client always responds that it hasn't understood, and sends an empty payload.
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x04 | Login | 客户端 | Message ID | VarInt | Generated by the server - should be unique to the connection. |
Channel | Identifier | Name of the plugin channel used to send the data | |||
Data | Byte Array | Any data, depending on the channel. The length of this array must be inferred from the packet length. |
服务端方
登入开始
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x00 | Login | 服务端 | Name | String (16) | Player's Username |
加密响应
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x01 | Login | 服务端 | Shared Secret Length | VarInt | Length of Shared Secret |
Shared Secret | Byte Array | ||||
Verify Token Length | VarInt | Length of Verify Token | |||
Verify Token | Byte Array |
See Protocol Encryption for details.
登入插件响应
数据包ID | 状态 | 绑定至 | 字段名称 | 字段类型 | 注释 |
---|---|---|---|---|---|
0x02 | Login | 服务端 | Message ID | VarInt | Should match ID from server. |
Successful | Boolean | true if the client understands the request, false otherwise. When false , no payload follows.
| |||
Data | Optional Byte Array | Any data, depending on the channel. The length of this array must be inferred from the packet length. |