package net.minecraft.network.play; import net.minecraft.network.INetHandler; import net.minecraft.network.play.client.C00PacketKeepAlive; import net.minecraft.network.play.client.C01PacketChatMessage; import net.minecraft.network.play.client.C02PacketUseEntity; import net.minecraft.network.play.client.C03PacketPlayer; import net.minecraft.network.play.client.C07PacketPlayerDigging; import net.minecraft.network.play.client.C08PacketPlayerBlockPlacement; import net.minecraft.network.play.client.C09PacketHeldItemChange; import net.minecraft.network.play.client.C0APacketAnimation; import net.minecraft.network.play.client.C0BPacketEntityAction; import net.minecraft.network.play.client.C0CPacketInput; import net.minecraft.network.play.client.C0DPacketCloseWindow; import net.minecraft.network.play.client.C0EPacketClickWindow; import net.minecraft.network.play.client.C0FPacketConfirmTransaction; import net.minecraft.network.play.client.C10PacketCreativeInventoryAction; import net.minecraft.network.play.client.C11PacketEnchantItem; import net.minecraft.network.play.client.C12PacketUpdateSign; import net.minecraft.network.play.client.C13PacketPlayerAbilities; import net.minecraft.network.play.client.C14PacketTabComplete; import net.minecraft.network.play.client.C15PacketClientSettings; import net.minecraft.network.play.client.C16PacketClientStatus; import net.minecraft.network.play.client.C17PacketCustomPayload; public interface INetHandlerPlayServer extends INetHandler { /** * Processes the player swinging its held item */ void processAnimation(C0APacketAnimation packetIn); /** * Process chat messages (broadcast back to clients) and commands (executes) */ void processChatMessage(C01PacketChatMessage packetIn); /** * Retrieves possible tab completions for the requested command string and sends them to the client */ void processTabComplete(C14PacketTabComplete packetIn); /** * Processes the client status updates: respawn attempt from player, opening statistics or achievements, or * acquiring 'open inventory' achievement */ void processClientStatus(C16PacketClientStatus packetIn); /** * Updates serverside copy of client settings: language, render distance, chat visibility, chat colours, difficulty, * and whether to show the cape */ void processClientSettings(C15PacketClientSettings packetIn); /** * Received in response to the server requesting to confirm that the client-side open container matches the servers' * after a mismatched container-slot manipulation. It will unlock the player's ability to manipulate the container * contents */ void processConfirmTransaction(C0FPacketConfirmTransaction packetIn); /** * Enchants the item identified by the packet given some convoluted conditions (matching window, which * should/shouldn't be in use?) */ void processEnchantItem(C11PacketEnchantItem packetIn); /** * Executes a container/inventory slot manipulation as indicated by the packet. Sends the serverside result if they * didn't match the indicated result and prevents further manipulation by the player until he confirms that it has * the same open container/inventory */ void processClickWindow(C0EPacketClickWindow packetIn); /** * Processes the client closing windows (container) */ void processCloseWindow(C0DPacketCloseWindow packetIn); /** * Synchronizes serverside and clientside book contents and signing */ void processVanilla250Packet(C17PacketCustomPayload packetIn); /** * Processes interactions ((un)leashing, opening command block GUI) and attacks on an entity with players currently * equipped item */ void processUseEntity(C02PacketUseEntity packetIn); /** * Updates a players' ping statistics */ void processKeepAlive(C00PacketKeepAlive packetIn); /** * Processes clients perspective on player positioning and/or orientation */ void processPlayer(C03PacketPlayer packetIn); /** * Processes a player starting/stopping flying */ void processPlayerAbilities(C13PacketPlayerAbilities packetIn); /** * Processes the player initiating/stopping digging on a particular spot, as well as a player dropping items?. (0: * initiated, 1: reinitiated, 2? , 3-4 drop item (respectively without or with player control), 5: stopped; x,y,z, * side clicked on;) */ void processPlayerDigging(C07PacketPlayerDigging packetIn); /** * Processes a range of action-types: sneaking, sprinting, waking from sleep, opening the inventory or setting jump * height of the horse the player is riding */ void processEntityAction(C0BPacketEntityAction packetIn); /** * Processes player movement input. Includes walking, strafing, jumping, sneaking; excludes riding and toggling * flying/sprinting */ void processInput(C0CPacketInput packetIn); /** * Updates which quickbar slot is selected */ void processHeldItemChange(C09PacketHeldItemChange packetIn); /** * Update the server with an ItemStack in a slot. */ void processCreativeInventoryAction(C10PacketCreativeInventoryAction packetIn); void processUpdateSign(C12PacketUpdateSign packetIn); /** * Processes block placement and block activation (anvil, furnace, etc.) */ void processPlayerBlockPlacement(C08PacketPlayerBlockPlacement packetIn); }