Difference between revisions of "Pre-release protocol"

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  |style="background-color: #d9ead3;"|Seems to be 1 for XP orbs, otherwise the number of items in the stack.
 
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Revision as of 14:59, 10 August 2016

This page documents the changes from the last stable Minecraft release (currently 1.10.2, protocol 210) to the current pre-release (currently 16w32a, protocol 301). 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

No changes so far.

ID Packet name Documentation
Handshaking serverbound
0x00 Handshake Current Pre
Play clientbound
0x03 Spawn Mob Current Pre
0x48 Collect Item Current 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 210 301)
Server Address String Hostname or IP, e.g. localhost or 127.0.0.1, that was used to connect. The Notchian server does not use this information.
Server Port Unsigned Short Default is 25565. The Notchian server does not use this information.
Next State VarInt Enum 1 for status, 2 for login

Play

Clientbound

Spawn Mob

Sent by the server when a mob entity is spawned.

Packet ID State Bound To Field Name Field Type Notes
0x03 Play Client Entity ID VarInt
Entity UUID UUID
Type Unsigned Byte VarInt The type of mob. See Entities#Mobs
X Double
Y Double
Z Double
Yaw Angle
Pitch Angle
Head Pitch Angle
Velocity X Short Same units as Entity Velocity
Velocity Y Short Same units as Entity Velocity
Velocity Z Short Same units as Entity Velocity
Metadata Entity Metadata

Collect Item

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.

Packet ID State Bound To Field Name Field Type Notes
0x48 Play Client 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.

Serverbound

No changes so far.

Status

Clientbound

No changes so far.

Serverbound

No changes so far.

Login

Clientbound

No changes so far.

Serverbound

No changes so far.