Difference between revisions of "Pre-release protocol"
(→Entity Relative Move: fix move explanation (Grum explained that)) |
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==== Entity Look And Relative Move ==== | ==== Entity Look And Relative Move ==== | ||
− | 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 | + | 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) |
{| class="wikitable" | {| class="wikitable" |
Revision as of 23:09, 10 March 2016
Under construction
|
This page documents the changes from the last stable Minecraft release (currently 1.9, protocol 107) to the current pre-release (currently 1.9.1-pre2, protocol 108). Note that this page contains bleeding-edge information that may not be completely or correctly documented.
One who wishes to commandeer the merging of this into Protocol when an update is made must be sure to respect any changes that may have occurred to the respective packets there.
Contents
Data types
No changes so far.
Packets
ID | Packet name | Documentation | |
---|---|---|---|
Handshaking serverbound | |||
0x00 | Handshake | Current | Pre |
Play clientbound | |||
0x23 | Join Game | Current | Pre |
0x25 | Entity Relative Move | Current | Pre |
0x26 | Entity Look And Relative Move | Current | Pre |
0x3A | Attach Entity | Current | Pre |
Play serverbound | |||
0x00 | Teleport Confirm | Pre | |
0x01 | Tab-Complete | Current | Pre |
0x03 | Client Status | Current | Pre |
0x04 | Client Settings | Current | Pre |
0x0A | Use Entity | Current | Pre |
0x10 | Vehicle Move (serverbound) | Pre | |
0x11 | Steer Boat | Pre | |
0x13 | Player Digging | Current | Pre |
0x14 | Entity Action | Current | Pre |
0x19 | Update Sign | Current | Pre |
0x1A | Animation | Current | Pre |
0x1C | Player Block Placement | Current | Pre |
0x1D | Use Item | Pre |
New/modified data types
None so far.
Handshaking
Clientbound
No changes so far.
Serverbound
Handshake
This causes the server to switch into the target state.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
0x00 | Handshaking | Server | Protocol Version | VarInt | See protocol version numbers (currently |
Server Address | String | hostname or IP, e.g. localhost or 127.0.0.1 (does this support IPv6?) | |||
Server Port | Unsigned Short | default is 25565 | |||
Next State | VarInt Enum | 1 for status, 2 for login |
Play
Clientbound
Join Game
See Protocol Encryption for information on logging in.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
0x23 | Play | Client | 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 | -1: Nether, 0: Overworld, 1: End | ||||
Difficulty | Unsigned Byte | 0: peaceful, 1: easy, 2: normal, 3: hard | |||
Max Players | Unsigned Byte | Used by the client to draw the player list | |||
Level Type | String | default, flat, largeBiomes, amplified, default_1_1 | |||
Reduced Debug Info | Boolean | If true, a Notchian client shows reduced information on the debug screen. |
Entity Relative Move
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.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Client | Entity ID | VarInt | ||
Delta X | Change in X position as | ||||
Delta Y | Change in Y position as | ||||
Delta Z | Change in Z position as | ||||
On Ground | Boolean |
Entity Look And Relative Move
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)
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Client | Entity ID | VarInt | ||
Delta X | Change in X position as | ||||
Delta Y | Change in Y position as | ||||
Delta Z | Change in Z position as | ||||
Yaw | Angle | New angle, not a delta | |||
Pitch | Angle | New angle, not a delta | |||
On Ground | Boolean |
Attach Entity
This packet is sent when a player has been attached to an entity (e.g. Minecart).
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Client | Entity ID | Int | Attached entity's EID | |
Vehicle ID | Int | Vechicle's Entity ID. Set to -1 to detach | |||
Leash | Boolean | If true leashes the entity to the vehicle |
Serverbound
Teleport Confirm
Sent by client as confirmation of Player Position And Look packet.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
0x00 | Play | Server | Teleport ID | VarInt |
Tab-Complete
Sent when the user presses tab while writing text.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | Text | String | All text behind the cursor (e.g. to the left of the cursor in left-to-right languages like English) | |
Assume Command | Boolean | If true, the server will parse Text as a command even if it doesn't start with a / . Used in the command block GUI.
| |||
Has Position | Boolean | ||||
Looked At Block | Optional Position | The position of the block being looked at. Only sent if Has Position is true. |
Client Status
Sent when the client is ready to complete login and when the client is ready to respawn after death.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | Action ID | VarInt Enum | See below |
Action ID values:
Action ID | Action |
---|---|
0 | Perform respawn |
1 | Request stats |
2 |
Client Settings
Sent when the player connects, or when settings are changed.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | Locale | String | e.g. en_GB | |
View Distance | Byte | Client-side render distance, in chunks | |||
Chat Mode | 0: enabled, 1: commands only, 2: hidden | ||||
Chat Colors | Boolean | “Colors” multiplayer setting | |||
Displayed Skin Parts | Unsigned Byte | Skin parts, see note 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.
Use Entity
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.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | 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 |
Vehicle Move (serverbound)
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.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
0x10 | Play | Server | 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 |
Steer Boat
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
0x11 | Play | Server | Boolean | Unknown | |
Boolean | Unknown 2 |
Player Digging
Sent when the player mines a block. A Notchian server only accepts digging packets with coordinates within a 6-unit radius of the player's position.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | Status | Byte 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 | Notes |
---|---|---|
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 | Location is always set to 0/0/0, Face is always set to Special. |
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 (or the Special value used for “shoot arrow / finish eating”):
Value | Offset | Face |
---|---|---|
0 | -Y | Bottom |
1 | +Y | Top |
2 | -Z | North |
3 | +Z | South |
4 | -X | West |
5 | +X | East |
255 | — | Special |
Entity Action
Sent at least when crouching, leaving a bed, or sprinting. To send action animation to client use 0x28. The client will send this with Action ID = 3 when “Leave Bed” is clicked.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | Entity ID | VarInt | Player ID | |
Action ID | VarInt Enum | The ID of the action, see below | |||
Jump Boost | VarInt | Horse jump boost. Ranged from 0 to 100. |
Action ID can be one of the following values:
ID | Action |
---|---|
0 | Crouch |
1 | Uncrouch |
2 | Leave bed |
3 | Start sprinting |
4 | Stop sprinting |
5 | Start Jump with horse |
6 | Stop Jump with horse |
7 | Open ridden horse inventory |
8 | Start Elytra Flying |
“Open inventory” is now sent via the Client Status packet.
Update Sign
This message is sent from the client to the server when the “Done” button is pushed after placing a sign.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | Location | Position | Block Coordinates | |
Line 1 | First line of text in the sign | ||||
Line 2 | Second line of text in the sign | ||||
Line 3 | Third line of text in the sign | ||||
Line 4 | Fourth line of text in the sign |
Animation
Sent when the player's arm swings.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | Hand | VarInt Enum | Hand used for the animation |
Player Block Placement
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
Play | Server | Location | Position | Block position | |
Face | The face on which the block is placed (as documented at Player Digging) | ||||
Held Item | Slot | ||||
Hand | VarInt Enum | The hand from which the block is placed; 0: main hand, 1: off hand | |||
Cursor Position X | Unsigned Byte | The position of the crosshair on the block, from 0 to 15 increasing from west to east | |||
Cursor Position Y | Unsigned Byte | The position of the crosshair on the block, from 0 to 15 increasing from bottom to top | |||
Cursor Position Z | Unsigned Byte | The position of the crosshair on the block, from 0 to 15 increasing from north to south |
In normal operation (i.e. placing a block), this packet is sent once, with the values set normally.
The Cursor Position X/Y/Z fields (also known as in-block coordinates) are calculated using raytracing. The unit corresponds to one pixel 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 0–7) or as a top slab (values 8–15). The Cursor Position Z should be 15 since the player was looking at the southernmost part of the block.
This packet has a special case where X, Y, Z, and Direction are all -1. (Note that Y is unsigned so set to 255.) This special packet indicates that the currently held item for the player should have its state updated such as eating food, pulling back bows, using buckets, etc.
Special note on using buckets: When using buckets, the Notchian client might send two packets: first a normal and then a special case. The first normal packet is sent when you're looking at a block (e.g. the water you want to scoop up). This normal packet does not appear to do anything with a Notchian server. The second, special case packet appears to perform the action — based on current position/orientation and with a distance check — it appears that buckets can only be used within a radius of 6 units.
Use Item
Sent when pressing the Use Item key (default: right click) with an item in hand.
Packet ID | State | Bound To | Field Name | Field Type | Notes |
---|---|---|---|---|---|
0x1D | Play | Server | Hand | VarInt Enum | Hand used for the animation |
Status
Clientbound
No changes so far.
Serverbound
No changes so far.
Login
Clientbound
No changes so far.
Serverbound
No changes so far.