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
BlockEntity
s 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
The side of an
ActiveMinecraftConnection
.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.