ClientboundSetEquipmentPacket.java

net.minecraft.network.protocol.game.ClientboundSetEquipmentPacket

信息

  • 全限定名:net.minecraft.network.protocol.game.ClientboundSetEquipmentPacket
  • 类型:public class
  • 包:net.minecraft.network.protocol.game
  • 源码路径:src/main/java/net/minecraft/network/protocol/game/ClientboundSetEquipmentPacket.java
  • 起始行号:L13
  • 实现:Packet
  • 职责:

    TODO

字段/常量

  • STREAM_CODEC

    • 类型: StreamCodec<RegistryFriendlyByteBuf,ClientboundSetEquipmentPacket>
    • 修饰符: public static final
    • 源码定位: L14
    • 说明:

      TODO

  • CONTINUE_MASK

    • 类型: byte
    • 修饰符: private static final
    • 源码定位: L17
    • 说明:

      TODO

  • entity

    • 类型: int
    • 修饰符: private final
    • 源码定位: L18
    • 说明:

      TODO

  • slots

    • 类型: List<Pair<EquipmentSlot,ItemStack>>
    • 修饰符: private final
    • 源码定位: L19
    • 说明:

      TODO

内部类/嵌套类型

构造器

public ClientboundSetEquipmentPacket(int entity, List<Pair<EquipmentSlot,ItemStack>> slots) @ L21

  • 构造器名:ClientboundSetEquipmentPacket
  • 源码定位:L21
  • 修饰符:public

参数:

  • entity: int
  • slots: List<Pair<EquipmentSlot,ItemStack>>

说明:

TODO

private ClientboundSetEquipmentPacket(RegistryFriendlyByteBuf input) @ L26

  • 构造器名:ClientboundSetEquipmentPacket
  • 源码定位:L26
  • 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) @ L39

  • 方法名:write
  • 源码定位:L39
  • 返回类型:void
  • 修饰符:private

参数:

  • output: RegistryFriendlyByteBuf

说明:

TODO

public PacketType<ClientboundSetEquipmentPacket> type() @ L53

  • 方法名:type
  • 源码定位:L53
  • 返回类型:PacketType
  • 修饰符:public

参数:

说明:

TODO

public void handle(ClientGamePacketListener listener) @ L58

  • 方法名:handle
  • 源码定位:L58
  • 返回类型:void
  • 修饰符:public

参数:

  • listener: ClientGamePacketListener

说明:

TODO

public int getEntity() @ L62

  • 方法名:getEntity
  • 源码定位:L62
  • 返回类型:int
  • 修饰符:public

参数:

说明:

TODO

public List<Pair<EquipmentSlot,ItemStack>> getSlots() @ L66

  • 方法名:getSlots
  • 源码定位:L66
  • 返回类型:List<Pair<EquipmentSlot,ItemStack>>
  • 修饰符:public

参数:

说明:

TODO

代码

public class ClientboundSetEquipmentPacket implements Packet<ClientGamePacketListener> {
    public static final StreamCodec<RegistryFriendlyByteBuf, ClientboundSetEquipmentPacket> STREAM_CODEC = Packet.codec(
        ClientboundSetEquipmentPacket::write, ClientboundSetEquipmentPacket::new
    );
    private static final byte CONTINUE_MASK = -128;
    private final int entity;
    private final List<Pair<EquipmentSlot, ItemStack>> slots;
 
    public ClientboundSetEquipmentPacket(int entity, List<Pair<EquipmentSlot, ItemStack>> slots) {
        this.entity = entity;
        this.slots = slots;
    }
 
    private ClientboundSetEquipmentPacket(RegistryFriendlyByteBuf input) {
        this.entity = input.readVarInt();
        this.slots = Lists.newArrayList();
 
        int slotId;
        do {
            slotId = input.readByte();
            EquipmentSlot slot = EquipmentSlot.VALUES.get(slotId & 127);
            ItemStack itemStack = ItemStack.OPTIONAL_STREAM_CODEC.decode(input);
            this.slots.add(Pair.of(slot, itemStack));
        } while ((slotId & -128) != 0);
    }
 
    private void write(RegistryFriendlyByteBuf output) {
        output.writeVarInt(this.entity);
        int size = this.slots.size();
 
        for (int i = 0; i < size; i++) {
            Pair<EquipmentSlot, ItemStack> e = this.slots.get(i);
            EquipmentSlot slotType = e.getFirst();
            boolean shouldContinue = i != size - 1;
            int slotId = slotType.ordinal();
            output.writeByte(shouldContinue ? slotId | -128 : slotId);
            ItemStack.OPTIONAL_STREAM_CODEC.encode(output, e.getSecond());
        }
    }
 
    @Override
    public PacketType<ClientboundSetEquipmentPacket> type() {
        return GamePacketTypes.CLIENTBOUND_SET_EQUIPMENT;
    }
 
    public void handle(ClientGamePacketListener listener) {
        listener.handleSetEquipment(this);
    }
 
    public int getEntity() {
        return this.entity;
    }
 
    public List<Pair<EquipmentSlot, ItemStack>> getSlots() {
        return this.slots;
    }
}

引用的其他类