Here is a list of Forge provided <code>PacketDistributor</code>s:
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{| class="wikitable sortable" border=1
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* <u>PLAYER:</u>Send to the specified Player.
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!<code>PacketDistributor</code> !!Supplied Value !!Description
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* <u>DIMENSION:</u>Send to everyone in the specified dimension.
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|-
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* <u>NEAR:</u>Send to everyone near the specified <code>PacketDistributor$TargetPoint</code>
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| <code>PLAYER</code> || <code>ServerPlayer</code> || Send to the specified player .
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* <u>ALL:</u>Send to everyone
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|-
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* <u>SERVER:</u>Send to the server(from client)
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| <code>DIMENSION</code> || <code>ResourceKey<Level></code> || Send to all players within the specified dimension.
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* <u>TRACKING_ENTITY:</u>Send to all tracking the specified Entity<br />
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* <u>TRACKING_ENTITY_AND_SELF:</u>Send to all tracking the specified Entity and Player
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| <code>NEAR</code> || <code>TargetPoint</code> || Send to all players within the range of the target point.
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* <u>TRACKING_CHUNK:</u>Send to all tracking the specified Chunk
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|-
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* <u>NMLIST:</u>Send to each NetworkManager instance in the specified List
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| <code>ALL</code> || None || Send to all currently logged in players.
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|-
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| <code>SERVER</code> || None || Send from the player client to the server. This is the only distributor that should be used for client -> server communication.
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| <code>TRACKING_ENTITY</code> || <code>Entity</code> || Send to all players currently tracking the specified entity.
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|-
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| <code>TRACKING_ENTITY_AND_SELF</code> || <code>Entity</code> || Send to all players currently tracking the specified entity and the entity itself, if it is a player.
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| <code>TRACKING_CHUNK</code> || <code>LevelChunk</code> || Send to all players tracking the specified chunk.
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| <code>NMLIST</code> || <code>List<Connection></code> || Send to the listed connections. Each connection is typically an individual player.