Difference between revisions of "Plugin channels"
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=== <code>MC|AdvCdm</code> === | === <code>MC|AdvCdm</code> === | ||
− | '' | + | ''Client -> Server'' |
− | Adventure mode command block. | + | Adventure mode command block. |
+ | |||
+ | The first byte is ''type'' which is followed by either: | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Type !! Field Name !! Field Type !! Notes | ||
+ | |- | ||
+ | | rowspan=6 | 0x00 | ||
+ | | X || Int || | ||
+ | |- | ||
+ | | Y || Int || | ||
+ | |- | ||
+ | | Z || Int || | ||
+ | |- | ||
+ | | Command || String || | ||
+ | |} | ||
+ | |||
+ | or | ||
+ | |||
+ | {| class="wikitable" | ||
+ | ! Type !! Field Name !! Field Type !! Notes | ||
+ | |- | ||
+ | | rowspan=6 | 0x01 | ||
+ | | Entity ID || Int || | ||
+ | |- | ||
+ | | Command || String || | ||
+ | |} | ||
+ | |||
+ | depending on the ''mode'' | ||
=== <code>MC|Beacon</code> === | === <code>MC|Beacon</code> === |
Revision as of 19:56, 7 November 2013
Plugin channels are implemented using packet 0xFA, allowing client mods and server plugins to communicate without cluttering up chat. This post by Dinnerbone is a good introduction and basic documentation.
Contents
Reserved channels
REGISTER
Two-way
Allows the client to register for one or more custom channels, indicating that the server should send data on those channels if the appropriate plugin is installed. Payload is a null (\00) separated list of strings.
UNREGISTER
Two-way
Allows the client to unregister from one or more custom channels, indicating that the server should stop sending data on those channels. Payload is a null-separated list of strings.
Channels internal to Minecraft
As of 1.3, Minecraft itself started using plugin channels to implement new features. These internal channel names are prefixed by MC|
. They are not formally registered using the REGISTER channel. The vanilla Minecraft server will send these packets regardless, and the vanilla client will accept them.
MC|AdvCdm
Client -> Server
Adventure mode command block.
The first byte is type which is followed by either:
Type | Field Name | Field Type | Notes |
---|---|---|---|
0x00 | X | Int | |
Y | Int | ||
Z | Int | ||
Command | String |
or
Type | Field Name | Field Type | Notes |
---|---|---|---|
0x01 | Entity ID | Int | |
Command | String |
depending on the mode
MC|Beacon
Client to server
Two integers corresponding to the 2 effects a user wishes to have active.
MC|BEdit
Client to server
When a player edits an unsigned book.
This payload is simply a set of bytes corresponding to an ItemStack. It is serialized / deserialized exactly the same as itemstacks in packets.
MC|BSign
Client to server
When a player signs a book. This payload is simply a set of bytes corresponding to an ItemStack. It is serialized / deserialized exactly the same as itemstacks in packets.
MC|ItemName
Two-way
When a player uses an anvil to name an item. The payload is just a string: the item's new name.
MC|RPack
Server to client
Remote resource packs. This contains a string representing the url to get the resource pack from.
MC|TrList
Server to client
The list of trades a villager NPC is offering.
MC|TrSel
Client to server
When a player selects a specific trade offered by a villager NPC. It contains a single int id corresponding to the selected slot int the players current (trading) inventory.
MC|PingHost
Client to server
Sent after a Server list ping. More information on Server List Ping
MC|Brand
Two-way
Announces the server and client implementation name right after a player has logged in. For Minecraft and the standard Minecraft server, this is "vanilla" (encoded as a UTF-8 string).
Notable community plugin channels
Channels listed in this section are not Mojang-sanctioned. This is just a likely-incomplete list of channels used by mods/plugins popular within the Minecraft community.
FML
Two-way
Used by Forge ModLoader to negotiate required mods, among other things. [1]
ML|OpenTE
Server to client
Used by ModLoader to support custom GUI windows. Does not use the REGISTER channel.
WECUI
Two-way
Used by the server-side WorldEdit and the client-side WorldEditCUI to coordinate selections.