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Difference between revisions of "Sending Packets/1.16"
(Copy Sending Packets to MC1.16 archive) |
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Latest revision as of 03:59, 27 July 2021
Once a packet has been added to the network, it can be called to send a message to the side it refers to. Usually there are four different directions a packet can be sent:
Direction | Description |
---|---|
PLAY_TO_CLIENT |
A packet is sent from the server to the client during gameplay. |
PLAY_TO_SERVER |
A packet is sent from the client to the server during gameplay. |
LOGIN_TO_CLIENT |
A packet is sent to the client on initial login. |
LOGIN_TO_SERVER |
A packet is sent to the server on initial login. |
The two login packets are handled internally by forge itself. However, the other two need to be sent using SimpleChannel#send
for SimpleChannel#sendToServer
. Each method takes a new instance of the message to send.
Client Packet Locations
It might not always be necessary to update every single client with a packet if they are not viewing the entity or are not affected by it. To specify which clients to send a packet from the server to, a PacketDistributor$PacketTarget
must also be passed in as a parameter. There are many helpful fields that hold simple implementations of where to send which packet within PacketDistributor
. However, they must be supplied with the required input either via PacketDistributor#with
or PacketDistributor#noArg
if it is going to all players.
Here is a list of distributors available: