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mirror of https://github.com/Mojang/bedrock-protocol-docs.git synced 2024-11-27 05:09:01 +00:00
bedrock-protocol-docs/dot/PlayerAuthInputPacket.dot
Oswaldo Leyva Barrientos ca7b330f4a
Protocol for r/21_u4 NetworkProtocolVersion 748 (#15)
* Protocol for r/21_u4 NetworkProtocolVersion 748

* Addressed feedback from the community
2024-11-07 14:34:16 -08:00

153 lines
13 KiB
Plaintext

digraph "PlayerAuthInputPacket" {
rankdir = LR
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0 [label="PlayerAuthInputPacket",comment="name: \"PlayerAuthInputPacket\", typeName: \"\", id: 0, branchId: 144, recurseId: -1, attributes: 0, notes: \"\""];
1 [label="Player Rotation",comment="name: \"Player Rotation\", typeName: \"Vec2\", id: 1, branchId: 0, recurseId: -1, attributes: 256, notes: \"Orientation of the player at the start of the tick.\""];
2 [label="Vec2",comment="name: \"Vec2\", typeName: \"\", id: 2, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
3 [label="Position",comment="name: \"Position\", typeName: \"Vec3\", id: 3, branchId: 0, recurseId: -1, attributes: 256, notes: \"Client predicted position at the end of the tick. Referring to the player unless they are controlling a client predicted vehicle in which case it's the vehicle position.\""];
4 [label="Vec3",comment="name: \"Vec3\", typeName: \"\", id: 4, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
5 [label="Move Vector",comment="name: \"Move Vector\", typeName: \"Vec2\", id: 5, branchId: 0, recurseId: -1, attributes: 256, notes: \"The desired local space move direction of the player in the vehicle. Convert this to world space by rotating by Player Rotation along the Y (up) axis.\""];
6 [label="Vec2",comment="name: \"Vec2\", typeName: \"\", id: 6, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
7 [label="Player's Head Rotation",comment="name: \"Player's Head Rotation\", typeName: \"\", id: 7, branchId: 0, recurseId: -1, attributes: 0, notes: \"Effectively the same as the Y component of Player Rotation\""];
8 [label="float",comment="name: \"float\", typeName: \"\", id: 8, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
9 [label="Input Data",comment="name: \"Input Data\", typeName: \"\", id: 9, branchId: 0, recurseId: -1, attributes: 0, notes: \"Bitset where the bits are indexed by PlayerAuthInputPacket::InputData, see enum table for details.\""];
10 [label="unsigned varint64",comment="name: \"unsigned varint64\", typeName: \"\", id: 10, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
11 [label="Input Mode",comment="name: \"Input Mode\", typeName: \"\", id: 11, branchId: 0, recurseId: -1, attributes: 0, notes: \"\""];
12 [label="unsigned varint",comment="name: \"unsigned varint\", typeName: \"\", id: 12, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
13 [label="Play Mode",comment="name: \"Play Mode\", typeName: \"\", id: 13, branchId: 0, recurseId: -1, attributes: 0, notes: \"\""];
14 [label="unsigned varint",comment="name: \"unsigned varint\", typeName: \"\", id: 14, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
15 [label="New Interaction Model",comment="name: \"New Interaction Model\", typeName: \"\", id: 15, branchId: 0, recurseId: -1, attributes: 0, notes: \"\""];
16 [label="unsigned varint",comment="name: \"unsigned varint\", typeName: \"\", id: 16, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
17 [label="Interact Rotation",comment="name: \"Interact Rotation\", typeName: \"Vec2\", id: 17, branchId: 0, recurseId: -1, attributes: 256, notes: \"The rotation the player is looking that they intend to use for interactions. In default modes this is the same as Player Rotation. For creator cameras and VR it may not.\""];
18 [label="Vec2",comment="name: \"Vec2\", typeName: \"\", id: 18, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
19 [label="Client tick",comment="name: \"Client tick\", typeName: \"PlayerInputTick\", id: 19, branchId: 0, recurseId: -1, attributes: 256, notes: \"Which simulation frame client is on. The server should send back the most recently processed PlayerInputTick in any client-bound packets referring to player data that have a PlayerInputTick.\""];
20 [label="PlayerInputTick",comment="name: \"PlayerInputTick\", typeName: \"\", id: 20, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
21 [label="Pos Delta",comment="name: \"Pos Delta\", typeName: \"Vec3\", id: 21, branchId: 0, recurseId: -1, attributes: 256, notes: \"Client predicted velocity at the end of the tick. This is referring to the player unless they're in control of a client predicted vehicle in which case it's the vehicle.\""];
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117 [label="Player Block Actions",comment="name: \"Player Block Actions\", typeName: \"PlayerBlockActions\", id: 117, branchId: 0, recurseId: -1, attributes: 256, notes: \"\""];
159 [label="PlayerBlockActions",comment="name: \"PlayerBlockActions\", typeName: \"\", id: 159, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
160 [label="Dependency on 'IsInClientPredictedVehicle bit set'",shape=note,comment="name: \"Dependency on 'IsInClientPredictedVehicle bit set'\", typeName: \"\", id: 160, branchId: 0, recurseId: -1, attributes: 2, notes: \"\""];
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163 [label="if (1)",shape=diamond,comment="name: \"if (1)\", typeName: \"\", id: 163, branchId: 1, recurseId: -1, attributes: 4, notes: \"\""];
164 [label="Vehicle Rotation",comment="name: \"Vehicle Rotation\", typeName: \"Vec2\", id: 164, branchId: 0, recurseId: -1, attributes: 256, notes: \"The client predicted rotation of a client predicted vehicle at the end of the tick if the player is in control of one.\""];
165 [label="Vec2",comment="name: \"Vec2\", typeName: \"\", id: 165, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
166 [label="Client Predicted Vehicle",comment="name: \"Client Predicted Vehicle\", typeName: \"ActorUniqueID\", id: 166, branchId: 0, recurseId: -1, attributes: 256, notes: \"The ID of the vehicle the client thinks they are in control of. Relevant for the server to disambiguate client predictions when switching between two vehicles.\""];
167 [label="ActorUniqueID",comment="name: \"ActorUniqueID\", typeName: \"\", id: 167, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
168 [label="Analog MoveVector",comment="name: \"Analog MoveVector\", typeName: \"Vec2\", id: 168, branchId: 0, recurseId: -1, attributes: 256, notes: \"Same idea as move vector\""];
169 [label="Vec2",comment="name: \"Vec2\", typeName: \"\", id: 169, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
170 [label="Camera Orientation",comment="name: \"Camera Orientation\", typeName: \"Vec3\", id: 170, branchId: 0, recurseId: -1, attributes: 256, notes: \"The world space unit vector that represents the camera's forward direction. This is used to transform movement to be camera relative.\""];
171 [label="Vec3",comment="name: \"Vec3\", typeName: \"\", id: 171, branchId: 0, recurseId: -1, attributes: 512, notes: \"\""];
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}