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https://github.com/Mojang/bedrock-protocol-docs.git
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230 lines
6.0 KiB
HTML
230 lines
6.0 KiB
HTML
<!DOCTYPE html>
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<html lang="en">
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<head>
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<meta charset="UTF-8">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<title>UpdatePlayerGameTypePacket (151)</title>
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<style>
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body {
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font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif;
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margin: 0;
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padding: 20px;
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background-color: #f5f5f5;
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line-height: 1.6;
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}
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.container {
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max-width: 1200px;
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margin: 0 auto;
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background-color: white;
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padding: 30px;
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box-shadow: 0 2px 4px rgba(0,0,0,0.1);
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color: #34495e;
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color: #555;
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table {
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.description {
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margin: 10px 0 20px 0;
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a:hover {
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text-decoration: underline;
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.packet-list {
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column-gap: 20px;
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.packet-list li {
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break-inside: avoid;
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@media (max-width: 900px) {
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columns: 2;
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@media (max-width: 600px) {
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.packet-list {
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columns: 1;
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</style>
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</head>
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<body>
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<div class="container">
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<p><a href="index.html">← Back to Index</a></p>
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<h1>UpdatePlayerGameTypePacket (151)</h1>
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<div class="description">The server will send this back to all clients on receipt of the SetPlayerGameTypePacket so that cached game type and permissions flags in mLevel on all clients is kept up to date.</div>
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<div style="margin-left: 0px; margin-top: 10px;">
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<table border="1" cellpadding="5" cellspacing="0" style="border-collapse: collapse; width: 100%; max-width: 800px;">
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<thead>
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<tr style="background-color: #f0f0f0;">
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<th>Field Name</th>
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<th>Type</th>
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<th>Ordinal Index</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td rowspan="2"><strong>Player Game Type</strong></td>
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<td>varint32</td>
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<td>0</td>
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<td></td>
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</tr>
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<tr>
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<td colspan="3"><div style="margin-left: 20px; margin-top: 5px; margin-bottom: 5px;">
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<strong>Enum Values:</strong>
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<table border="1" cellpadding="3" cellspacing="0" style="border-collapse: collapse; width: 100%; max-width: 760px; font-size: 12px;">
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<thead>
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<tr style="background-color: #e8e8e8;">
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<th style="width: 40px;">Index</th>
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<th>Value</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td style="text-align: center;">0</td>
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<td><code>Undefined</code></td>
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</tr>
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<tr>
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<td style="text-align: center;">1</td>
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<td><code>Survival</code></td>
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</tr>
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<tr>
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<td style="text-align: center;">2</td>
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<td><code>Creative</code></td>
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</tr>
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<tr>
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<td style="text-align: center;">3</td>
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<td><code>Adventure</code></td>
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</tr>
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<tr>
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<td style="text-align: center;">4</td>
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<td><code>Default</code></td>
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</tr>
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<tr>
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<td style="text-align: center;">5</td>
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<td><code>Spectator</code></td>
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</tr>
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<tr>
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<td style="text-align: center;">6</td>
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<td><code>WorldDefault</code></td>
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</tr>
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</tbody>
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</table>
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</div></td>
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</tr>
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<tr>
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<td rowspan="2"><strong>Target player</strong></td>
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<td>ActorUniqueID</td>
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<td>1</td>
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<td></td>
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</tr>
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<tr>
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<td colspan="3"><div style="margin-left: 20px; margin-top: 10px;">
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<h3>ActorUniqueID</h3>
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<table border="1" cellpadding="5" cellspacing="0" style="border-collapse: collapse; width: 100%; max-width: 800px;">
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<thead>
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<tr style="background-color: #f0f0f0;">
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<th>Field Name</th>
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<th>Type</th>
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<th>Ordinal Index</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Actor Unique ID</strong></td>
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<td>varint64</td>
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<td>0</td>
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<td></td>
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</tr>
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</tbody>
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</table>
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</div></td>
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</tr>
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<tr>
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<td rowspan="2"><strong>Tick</strong></td>
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<td>PlayerInputTick</td>
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<td>2</td>
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<td>Most relevant to supply for transitioning into and out of spectator while in motion</td>
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</tr>
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<tr>
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<td colspan="3"><div style="margin-left: 20px; margin-top: 10px;">
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<h3>PlayerInputTick</h3>
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<table border="1" cellpadding="5" cellspacing="0" style="border-collapse: collapse; width: 100%; max-width: 800px;">
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<thead>
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<tr style="background-color: #f0f0f0;">
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<th>Field Name</th>
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<th>Type</th>
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<th>Ordinal Index</th>
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<th>Description</th>
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</tr>
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</thead>
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<tbody>
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<tr>
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<td><strong>Input tick</strong></td>
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<td>varuint64</td>
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<td>0</td>
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<td>In server authoritative movement mode the client supplies this in PlayerAuthInputPacket.
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For any client-bound packets containing a tick, the server should supply the tick value corresponding to the most recently processed PlayerAuthInputPacket.
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This allows the client to adjust any client predictions made while the packet was in flight.
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If the packet is being sent to the client but not relating to data of the player or a client-predicted vehicle, it can be zero.
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It is also acceptable to specify zero for players, although this may lead to minor visual flickers and less smooth application of CorrectPlayerMovePredictionPacket.</td>
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</tr>
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</tbody>
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</table>
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</div></td>
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</tr>
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</tbody>
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</table>
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</div>
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</div>
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</body>
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</html> |