QcMsg Namespace
The protocol messages: plain data structs in thematic headers, together the alternatives of the QcMessage variant (QcMessages.h). More...
| Header: | #include <common/protocol/QcSessionMessages.h> |
Namespaces
| namespace | AdminLimits |
Classes
Variables
| const quint16 | Burning |
| const quint16 | Drawing |
| const quint16 | InLove |
| const quint16 | InWater |
| const quint16 | OnGround |
| const quint16 | Riding |
| const quint16 | Rowing |
| const quint16 | Sneaking |
| const quint16 | Sprinting |
| const quint16 | Stuck |
| const quint16 | Swing |
| const quint16 | Young |
| const double | youngScale |
Functions
Detailed Description
Namespaces
namespace QcMsg::AdminLimits
Classes
class AdminCatalogue
Server -> client: the commands of the registry and the macros of the content. More...
class AdminChat
Server -> client: recent chat after subscribing (history), then each new line. More...
class AdminChatLine
One chat line as the server sent it to the players, with when (ms since the epoch) and who wrote it (empty for lines of the server). More...
class AdminHistory
Server -> client after subscribing to the status: the bounded history for charts, oldest first. More...
class AdminLists
Server -> client: operators, whitelist and bans. More...
class AdminLog
Server -> client: the log's tail (tail, answering a subscription or LogTail) or new lines. More...
class AdminLogLine
One line of the server's log (QcMessageLog::recent). More...
class AdminPlayers
Server -> client: everyone playing, with the server's view of each. More...
class AdminRequest
Client -> server: one request of the operator; the server answers with AdminResult (same id) and, for the readers and the changes of a list or setting, the report of that topic. More...
class AdminResult
Server -> client: the outcome of an AdminRequest (id 0 answers a subscription or ends it), with the command's replies as chat lines. More...
class AdminSample
One point of the status: at timeMs (milliseconds since the epoch, UTC) the ticks of the second before it, the players, chunks and entities, the resident memory and the network rates. More...
class AdminSettings
Server -> client: game rules and server limits with what a settings page needs. More...
class AdminStatus
Server -> client, about once a second while the operator follows the status. More...
class AdminSubscribe
Client -> server: the topics the operator follows; 0 ends the subscription. More...
class AdvancementProgress
Server -> client: the receiving player's progress in the adventure guide (decision E-923). More...
class AnvilState
Server -> client: the open anvil's slots, the name in its name field, what it would make and the levels that costs (QcAnvil::Result; 0 and an empty output for nothing). More...
class AttackEntity
Client -> server: hit an entity with the held item. More...
class BlockAck
Server -> client: the player's action numbered sequence (FinishMining, UseItem) is handled, together with every earlier one (decision E-853). More...
class BlockBatch
Server -> client: blocks set together in one tick (an explosion's, decision E-604). More...
class BlockUpdate
Server -> client: the block at pos is now block. More...
class CampfireDisplay
Server -> client: the items lying on the campfire at pos (decision E-772), sent after the ChunkData of its chunk and whenever they change; one content item id per slot, 0 for an empty one. More...
class CancelMining
Client -> server: the player stopped hitting before the block broke. More...
class ChatInput
Client -> server: chat line or command starting with '/'. More...
class ChatMessage
Server -> client: chat line or command feedback. More...
class ChooseEnchantment
Client -> server: take offer slot (0–2) of the open enchanting table. More...
class ChunkData
Server -> client: a whole chunk, sent when it comes into the player's view. More...
class ChunkLabels
Server -> client: the labels floating in a chunk (decision E-222), sent right after its ChunkData when there are any; they go with the chunk's ChunkUnload. More...
class ChunkUnload
Server -> client: the client forgets the chunk at pos. More...
class CloseAnvil
Client -> server: the anvil screen closed. More...
class CloseCrafting
Client -> server: the crafting screen closed; grid items go back to the inventory. More...
class CloseEnchanting
Client -> server: the enchanting screen closed. More...
class CloseMachine
Client -> server: the machine screen closed. More...
class CloseStonecutter
Client -> server: the stonecutter screen closed. More...
class CloseTrade
Client -> server: the player closed the trading screen. More...
class ConsumeItem
Client -> server: use the held item without a target: eat it, or put on held armour (swapping with what is worn in its slot). More...
class ContentSync
Server -> client: all content definitions; runtime block ids are the indices in this registry. More...
class CraftRecipe
Client -> server: craft a recipe directly from the inventory (recipe book), count times. More...
class CreativeItem
Client -> server, creative mode only (decision E-283): puts stack into the inventory slot slot (0..35, or an armour slot 100..103 for armour made for it), onto the same item up to its stack size, else in place of what is there; an empty stack clears the slot (the bin). More...
class DebugSubscribe
Client -> server: which debug data the client wants while its debug display, the control interface or the statistics log needs it; 0 stops it. More...
class Disconnect
Both directions: the connection ends. More...
class DrawLauncher
Client -> server: the use button pressed or released with a launcher in the hand, or the draw given up (a screen opened, decision E-425). More...
class DropItem
Client -> server: throw one item (or the whole stack) of the selected hotbar slot. More...
class EditSign
Client -> server: the lines the player wrote on the sign at pos. More...
class EnchantingOffer
One of the three offers as the player sees it: the levels it needs (0: no offer) and, as a clue, the first enchantment it gives (its content name and level). More...
class EnchantingState
Server -> client: the open enchanting table's slots, the bookshelves that count, the offers and the rune seed the screen writes the clues with (decision E-884: a random value of the player's own, drawn anew with the enchanting seed but not derived from it, so the order of the readable letters stays until the player enchants and tells nothing about the offers). More...
class EntityMove
The state of one entity in EntityMoves; the fields as in EntitySpawn. More...
class EntityMoves
Server -> client: positions of all visible entities that changed this tick, with the server's time of the tick (players' time, QcServerClock::playerTimeNs, in ms) for the client's interpolation buffer (decision E-271). More...
class EntityRemove
Server -> client: the entity id left the player's view or died. More...
class EntitySpawn
Server -> client: an entity came into view, with its kind (decision E-365); a creature also names its type, an index into the content's mobs. More...
class Explosion
Server -> client: an explosion of power (QcBlastDefinition) at centre (decision E-604); the client shows its flash and smoke, the sound comes as a sound event. More...
class FinishMining
Client -> server: the client's timer says the block is broken; the server checks the time itself. More...
class ForgeAnvil
Client -> server: take the anvil's output output for levelCost levels, as the last AnvilState showed them; refused when either changed since. More...
class GameMode
Server -> client: the receiving player's game mode (decision E-282), after the welcome and with every change. More...
class Hello
Client -> server: first message on every connection. More...
class InventoryState
Server -> client: the receiving player's complete inventory, crafting grid and armour slots. More...
class LatencyEcho
Server -> client: the answer to LatencyProbe. More...
class LatencyProbe
Client -> server: measures the round trip of the connection (decision E-886). More...
class Lightning
Server -> client: lightning struck at position (the top of the column it hit). More...
class LoginChallenge
Server -> client after Hello from a remote client: what the server needs for the login. More...
class LoginResponse
Client -> server: the answer to LoginChallenge. More...
class MachineState
Server -> client: contents and progress of the open machine. More...
class MapUpdate
Server -> client: what is new of map id for a player holding it (decision E-802): its place on the grid, the pixels of area row by row (QcMapPixel; an empty area sends none) and the players shown on it now (QcMapMarker). More...
class MobGoal
Where a creature is heading: chasing a player, wandering or fleeing. More...
class MoveInventoryItem
Client -> server: move count items from slot from to slot to. More...
class OpenAnvil
Server -> client: the player opened the anvil at pos (decision E-866); AnvilState follows. More...
class OpenCrafting
Server -> client: open the crafting screen with a grid of this size (crafting table). More...
class OpenEnchanting
Server -> client: the player opened the enchanting table at pos (decision E-864); EnchantingState follows. More...
class OpenMachine
Server -> client: the player opened the machine at pos, or with an empty category the storage block (chest) there; MachineState follows. More...
class OpenSignEditor
Server -> client: the player placed or used the sign at pos; the client opens its editor with the sign's current lines. More...
class OpenStonecutter
Server -> client: the player opened the stonecutter at pos (decision E-785); StonecutterState follows. More...
class PauseRequest
Client -> server: the player opened (paused) or left the pause menu (decision E-877). More...
class PickBlock
Client -> server: the middle mouse button on a block (decision E-285). More...
class Ping
Server -> client: measures the round trip for the admin channel's player list (decision E-848); the client's tick thread answers at once with a Pong of the same nonce. More...
class PlayerAir
Server -> client: the receiving player's air under water (decision E-955), sent only when what the HUD shows changes: the bubbles (QcAirSupply::bubblesOf), a full breath or whether the eyes are under water. More...
class PlayerExperience
Server -> client: the receiving player's experience (decision E-398): his level and the points towards the next one, which needs pointsForNext (QcExperience::pointsForNext, sent so the client needs no curve). More...
class PlayerFood
Server -> client: the receiving player's food points. More...
class PlayerHealth
Server -> client: the receiving player's health; dead players wait for Respawn. More...
class PlayerInput
Client -> server: one tick of movement intent. More...
class PlayerList
Server -> client: everyone on the server, sent to all whenever someone joins or leaves, and every two seconds while a round trip changed (decision E-886). More...
class PlayerState
Server -> client: authoritative state of the receiving player. More...
class Pong
Client -> server: the answer to Ping. More...
class QuickMoveItem
Client -> server: shift-click on a slot. More...
class RenameAnvil
Client -> server: the text of the anvil's name field changed (at most QcItemData::maxNameLength characters after trimming). More...
class Respawn
Client -> server: leave the death screen. More...
class SelectHotbarSlot
Client -> server: the player selected another hotbar slot. More...
class SelectStonecutterRecipe
Client -> server: choose the stonecutting recipe recipe for the input of the open stonecutter (empty: none); the server answers with StonecutterState. More...
class ServerDebug
Server -> client: tick phases and server counts, at most twice a second while subscribed. More...
class ServerPause
Server -> client: the server stopped (paused) or resumed its ticks (decision E-877). More...
class SetAppearance
Client -> server: the player changed their look. More...
class SignText
Server -> client: the text on the sign at pos, sent after the ChunkData of its chunk and whenever it changes; all lines empty: no text (cleared, or the sign is gone). More...
class SoundEvent
Server -> client: a sound at a world position (block broken, creature hurt, furnace crackling). More...
class SpawnerDisplay
Server -> client: the creature kind shown spinning in the monster spawner at pos (decision E-520), sent after the ChunkData of its chunk and whenever it changes; mob is the kind's index in the content, -1 for none (an empty cage, or the spawner is gone). More...
class StartMining
Client -> server: the player starts hitting a block. More...
class StonecutterState
Server -> client: the open stonecutter's input slot and the stonecutting recipe chosen for it (empty: none). More...
class TakeCraftingResult
Client -> server: take the crafting result once into the inventory. More...
class ThrowItem
Client -> server: the use button pressed with a throwable item in the hand (a snowball, decision E-427); the server throws it unless its cooldown runs. More...
class Trade
Client -> server: trade the offer at index offer of the open screen once, or with repeat as often as the inventory and the uses left allow (shift-click). More...
class TradeOffer
One offer as the trading screen shows it: what the player pays (one or two stacks, the first at its current price), what they get, and how often it can still be traded before the villager restocks. More...
class TradeState
Server -> client: the trading screen of the villager villager opened or changed (a trade, a restock, a level gained). More...
class UseEntity
Client -> server: use the held item on a creature (catch a firefly with an empty bottle) or on an armour stand (put on or take off armour or the held item; the server picks the body part from the player's view). More...
class UseItem
Client -> server: use the held item on a block face (places blocks, opens doors). More...
class Weather
Server -> client: the weather as this player sees it (decision E-395). More...
class Welcome
Server -> client: accepted connection. More...
class WorldTime
Server -> client: seconds since the world began and the length of a full day; running is false while the time of day stands still (game rule daylightCycle, decision E-221). More...
Variable Documentation
const quint16 QcMsg::Burning
On fire (decision E-393): flames around the body.
const quint16 QcMsg::Drawing
A player drawing a bow (decision E-425): arms raised to aim in the third person.
const quint16 QcMsg::InLove
An animal in love after feeding: hearts above it.
const quint16 QcMsg::InWater
Flag bit: the entity is in a liquid.
const quint16 QcMsg::OnGround
Flag bit: the entity stands on the ground.
const quint16 QcMsg::Riding
A player sitting in a minecart (decision E-382).
const quint16 QcMsg::Rowing
On a boat the sprint bit tells that its driver paddles: his latest input pressed a key that paddles or turns (decision E-920); the paddles row.
const quint16 QcMsg::Sneaking
Flag bit: the entity sneaks.
const quint16 QcMsg::Sprinting
Flag bit: the entity sprints.
const quint16 QcMsg::Stuck
A projectile stuck in a block: it no longer turns with its flight.
const quint16 QcMsg::Swing
Flag bit: a swing of the right arm started this tick (mining, attacking, using).
const quint16 QcMsg::Young
A young animal (decision E-293): drawn at QcMsg::youngScale of its size.
const double QcMsg::youngScale
The size of a young animal relative to a grown one.