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Difference between revisions of "Sending Packets"
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The two login packets are handled internally by forge itself. However, the other two need to be sent using <code>SimpleChannel#send</code> for <code>SimpleChannel#sendToServer</code>. Each method takes a new instance of the message to send. | The two login packets are handled internally by forge itself. However, the other two need to be sent using <code>SimpleChannel#send</code> for <code>SimpleChannel#sendToServer</code>. Each method takes a new instance of the message to send. | ||
− | == Client Packet Locations == | + | ==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 <code>PacketDistributor$PacketTarget</code> must also be passed in as a parameter. There are many helpful fields that hold simple implementations of where to send which packet within <code>PacketDistributor</code>. However, they must be supplied with the required input either via <code>PacketDistributor#with</code> or <code>PacketDistributor#noArg</code> if it is going to all players. | + | * It might not always be necessary to update every single client with a packet if they are not viewing the entity or are not affected by it. To specify which clients to send a packet from the server to, a <code>PacketDistributor$PacketTarget</code> must also be passed in as a parameter. There are many helpful fields that hold simple implementations of where to send which packet within <code>PacketDistributor</code>. However, they must be supplied with the required input either via <code>PacketDistributor#with</code> or <code>PacketDistributor#noArg</code> if it is going to all players. |
+ | * | ||
− | Here is a list of | + | Here is a list of Forge provided <code>PacketDistributor</code>s: |
+ | |||
+ | {| class="wikitable sortable" border=1 | ||
+ | !<code>PacketDistributor</code> !!Supplied Value !!Description | ||
+ | |- | ||
+ | | <code>PLAYER</code> || <code>ServerPlayer</code> || Send to the specified player . | ||
+ | |- | ||
+ | | <code>DIMENSION</code> || <code>ResourceKey<Level></code> || Send to all players within the specified dimension. | ||
+ | |- | ||
+ | | <code>NEAR</code> || <code>TargetPoint</code> || Send to all players within the range of the target point. | ||
+ | |- | ||
+ | | <code>ALL</code> || None || Send to all currently logged in players. | ||
+ | |- | ||
+ | | <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. | ||
+ | |- | ||
+ | | <code>TRACKING_ENTITY</code> || <code>Entity</code> || Send to all players currently tracking the specified entity. | ||
+ | |- | ||
+ | | <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. | ||
+ | |- | ||
+ | | <code>TRACKING_CHUNK</code> || <code>LevelChunk</code> || Send to all players tracking the specified chunk. | ||
+ | |- | ||
+ | | <code>NMLIST</code> || <code>List<Connection></code> || Send to the listed connections. Each connection is typically an individual player. | ||
+ | |- | ||
+ | |} |
Latest revision as of 16:11, 27 May 2023
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 withinPacketDistributor
. However, they must be supplied with the required input either viaPacketDistributor#with
orPacketDistributor#noArg
if it is going to all players.
Here is a list of Forge provided PacketDistributor
s:
PacketDistributor |
Supplied Value | Description |
---|---|---|
PLAYER |
ServerPlayer |
Send to the specified player . |
DIMENSION |
ResourceKey<Level> |
Send to all players within the specified dimension. |
NEAR |
TargetPoint |
Send to all players within the range of the target point. |
ALL |
None | Send to all currently logged in players. |
SERVER |
None | Send from the player client to the server. This is the only distributor that should be used for client -> server communication. |
TRACKING_ENTITY |
Entity |
Send to all players currently tracking the specified entity. |
TRACKING_ENTITY_AND_SELF |
Entity |
Send to all players currently tracking the specified entity and the entity itself, if it is a player. |
TRACKING_CHUNK |
LevelChunk |
Send to all players tracking the specified chunk. |
NMLIST |
List<Connection> |
Send to the listed connections. Each connection is typically an individual player. |