ClientboundRespawnPacket.java

net.minecraft.network.protocol.game.ClientboundRespawnPacket

信息

  • 全限定名:net.minecraft.network.protocol.game.ClientboundRespawnPacket
  • 类型:public record
  • 包:net.minecraft.network.protocol.game
  • 源码路径:src/main/java/net/minecraft/network/protocol/game/ClientboundRespawnPacket.java
  • 起始行号:L8
  • 实现:Packet
  • 职责:

    TODO

字段/常量

  • STREAM_CODEC

    • 类型: StreamCodec<RegistryFriendlyByteBuf,ClientboundRespawnPacket>
    • 修饰符: public static final
    • 源码定位: L9
    • 说明:

      TODO

  • KEEP_ATTRIBUTE_MODIFIERS

    • 类型: byte
    • 修饰符: public static final
    • 源码定位: L12
    • 说明:

      TODO

  • KEEP_ENTITY_DATA

    • 类型: byte
    • 修饰符: public static final
    • 源码定位: L13
    • 说明:

      TODO

  • KEEP_ALL_DATA

    • 类型: byte
    • 修饰符: public static final
    • 源码定位: L14
    • 说明:

      TODO

内部类/嵌套类型

构造器

private ClientboundRespawnPacket(RegistryFriendlyByteBuf input) @ L16

  • 构造器名:ClientboundRespawnPacket
  • 源码定位:L16
  • 修饰符:private

参数:

  • input: RegistryFriendlyByteBuf

说明:

TODO

方法

下面的方法块按源码顺序生成。

private void write(RegistryFriendlyByteBuf output) @ L20

  • 方法名:write
  • 源码定位:L20
  • 返回类型:void
  • 修饰符:private

参数:

  • output: RegistryFriendlyByteBuf

说明:

TODO

public PacketType<ClientboundRespawnPacket> type() @ L25

  • 方法名:type
  • 源码定位:L25
  • 返回类型:PacketType
  • 修饰符:public

参数:

说明:

TODO

public void handle(ClientGamePacketListener listener) @ L30

  • 方法名:handle
  • 源码定位:L30
  • 返回类型:void
  • 修饰符:public

参数:

  • listener: ClientGamePacketListener

说明:

TODO

public boolean shouldKeep(byte mask) @ L34

  • 方法名:shouldKeep
  • 源码定位:L34
  • 返回类型:boolean
  • 修饰符:public

参数:

  • mask: byte

说明:

TODO

代码

public record ClientboundRespawnPacket(CommonPlayerSpawnInfo commonPlayerSpawnInfo, byte dataToKeep) implements Packet<ClientGamePacketListener> {
    public static final StreamCodec<RegistryFriendlyByteBuf, ClientboundRespawnPacket> STREAM_CODEC = Packet.codec(
        ClientboundRespawnPacket::write, ClientboundRespawnPacket::new
    );
    public static final byte KEEP_ATTRIBUTE_MODIFIERS = 1;
    public static final byte KEEP_ENTITY_DATA = 2;
    public static final byte KEEP_ALL_DATA = 3;
 
    private ClientboundRespawnPacket(RegistryFriendlyByteBuf input) {
        this(new CommonPlayerSpawnInfo(input), input.readByte());
    }
 
    private void write(RegistryFriendlyByteBuf output) {
        this.commonPlayerSpawnInfo.write(output);
        output.writeByte(this.dataToKeep);
    }
 
    @Override
    public PacketType<ClientboundRespawnPacket> type() {
        return GamePacketTypes.CLIENTBOUND_RESPAWN;
    }
 
    public void handle(ClientGamePacketListener listener) {
        listener.handleRespawn(this);
    }
 
    public boolean shouldKeep(byte mask) {
        return (this.dataToKeep & mask) != 0;
    }
}

引用的其他类