All Classes and Interfaces

Class
Description
 
An active game connection to a single receiver (and with a single sender).
A connection to the other side - this is either an ActiveClientConnection or an ActiveServerConnection.
A connection on the server side to a specific ServerPlayerEntity.
This should be implemented by BlockEntitys that wish to send their own initial data packet to players individually, rather than using BlockEntity#toInitialChunkDataTag() or BlockEntity.toUpdatePacket().
An ActiveConnection which buffers packets until one of the following: BufferedConnection.flushQueue() is called BufferedConnection.maximumPacketSize() is reached.
Debug variant of NetByteBuf that writes the method calls to ensure that it's a perfect mirror.
Unchecked exception that's thrown when one of the types doesn't match.
A networking related method that wrote data to the buffer.
 
 
 
 
 
The container object
 
 
 
 
 
 
IPacketCustomId<T extends net.minecraft.network.listener.PacketListener>
 
 
 
Holder for everything related to a normal minecraft connection.
 
 
 
Various utilities for reading and writing data
Special PacketByteBuf class that provides methods specific to "offset" reading and writing - like writing a single bit to the stream, and auto-compacting it with similar bits into a single byte.
 
A leaf node that will send and receive messages.
 
 
 
 
 
 
Base class for NetIdData and NetIdSignal.
 
 
 
 
 
 
 
 
 
 
 
 
A parent node that doesn't write any header information for it's children: the static context (given by the IMsgReadCtx or IMsgWriteCtx) should be enough.
The base type for all parent nodes - that is nodes used for organising the data that is sent (or for writing header information), but you can't send or receive data through this.
 
 
 
 
A parent node that writes out the context for the receiver to obtain the same object.
 
The base class for all networking ID's.