Pre-release protocol
This page documents the changes from the last stable Minecraft release (currently 1.7.4, protocol 4) to the current pre-release. Note that this page contains bleeding-edge information that may not be completely or correctly documented. He 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 occured to the respective packets there.
Contents
Protocol History
14w02a
- Added 'Unknown' to Chat Message Clientbound
- Changed Player Position And Look's 'OnGround' type from boolean to byte
- Changed Open Inventory's 'Inventory Type' type from byte to string
- Added Server Difficulty
- Removed Client Settings' 'Difficulty'
Protocol Version
Version | Protocol |
---|---|
14w02a | 5 |
Play
Clientbound
Chat Message
Packet ID | Field Name | Field Type | Notes |
---|---|---|---|
0x02 | JSON Data | String | https://gist.github.com/thinkofdeath/e882ce057ed83bac0a1c , Limited to 32767 bytes |
Unknown | Byte |
Malformed JSON will disconnect the client
Player Position And Look
Updates the players position on the server.
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 units will result in the client being 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.
The yaw of player (in degrees), standing at point (x0,z0) and looking towards point (x,z) one can be calculated with:
l = x-x0 w = z-z0 c = sqrt( l*l + w+w ) alpha1 = -arcsin(l/c)/PI*180 alpha2 = arccos(w/c)/PI*180 if alpha2 > 90 then yaw = 180 - alpha1 else yaw = alpha1
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)
Packet ID | Field Name | Field Type | Notes |
---|---|---|---|
0x08 | X | Double | Absolute position |
Y | Double | Absolute position | |
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? | Byte |
Open Window
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.
Packet ID | Field Name | Field Type | Notes |
---|---|---|---|
0x2D | Window id | Unsigned Byte | A unique id number for the window to be displayed. Notchian server implementation is a counter, starting at 1. |
Inventory Type | String | The window type to use for display. Check below | |
Window title | String | The title of the window. | |
Number of Slots | Unsigned Byte | Number of slots in the window (excluding the number of slots in the player inventory). | |
Use provided window title | Bool | If false, the client will look up a string like "window.minecart". If true, the client uses what the server provides. | |
Entity ID | Int | EntityHorse's entityId. Only sent when window type is equal to "EntityHorse". |
See inventory windows for further information.
Server Difficulty
Packet ID | Field Name | Field Type | Notes |
---|---|---|---|
0x41 | Difficulty | Unsigned Byte | 0:PEACEFUL, 1:EASY, 2:NORMAL, 3: HARD |
Serverbound
Client Settings
Sent when the player connects, or when settings are changed.
Packet ID | Field Name | Field Type | Notes |
---|---|---|---|
0x15 | Locale | String | en_GB |
View distance | Byte | 0-3 for 'far', 'normal', 'short', 'tiny'. | |
Chat flags | Byte | Chat settings. See notes below. | |
Chat colours | Bool | "Colours" multiplayer setting | |
Show Cape | Bool | Client-side "show cape" option |
Chat flags has several values packed into one byte.
Chat Enabled: Bits 0-1. 00: Enabled. 01: Commands only. 10: Hidden.