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<h1 id="firstHeading" class="firstHeading" lang="en">Protocol</h1>
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<div id="siteSub">来自 wiki.vg</div>
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<div style="padding:0.5em 0.3em 0.3em 0.3em; margin:0; text-indent:0.1em; font-weight: bold; border-bottom:1px solid #aaaaaa;">头主题</div>
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<p>这是关于最新的Protocollib的文章 <b>稳定</b> Minecraft的版本 <b>电脑版</b> (<a href="http://wiki.vg/Protocol_version_numbers" title="Protocol version numbers">1.12.2, protocol 340</a>). 查看电脑版的协议文档 <a href="http://wiki.vg/Pre-release_protocol" title="Pre-release protocol">发布协议</a>. 珍藏版,请见 <a href="http://wiki.vg/Pocket_Edition_Protocol_Documentation" title="Pocket Edition Protocol Documentation">协议文档</a>.
</p>
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<p>这一页介绍了现在的情况 <b><a rel="nofollow" class="external text" href="https://minecraft.net/">Minecraft</a> protocol</b>.
</p><p>如果你有问题,可以去 <a href="http://wiki.vg/Protocol_FAQ" title="Protocol FAQ">问&答</a> 或者在 IRC channel 里求助<a rel="nofollow" class="external text" href="irc://irc.freenode.net/mcdevs">#地址: chat.freenode.net</a> (<a rel="nofollow" class="external text" href="http://wiki.vg/MCDevs">更多相关信息</a>).
</p><p>版本间的修改可以在这里看到: <a href="http://wiki.vg/Protocol_History" title="Protocol History">Protocol 的历史版本</a>.
</p>
<p>顺便说一句,翻译By(一条咸鱼)QQ2424441676</p>
<p>本人年龄较小能力有限,所以部分实在翻译不出来,如果你有更好的建议的话可以加我的QQ~</p>
<div id="toc" class="toc"><div id="toctitle"><h2>内容</h2><span class="toctoggle"> [<a role="button" tabindex="0" id="togglelink">缩放</a>] </span></div>
<ul>
<li class="toclevel-1 tocsection-1"><a href="#Definitions"><span class="tocnumber">1</span> <span class="toctext">Definitions</span></a>
<ul>
<li class="toclevel-2 tocsection-2"><a href="#Data_types"><span class="tocnumber">1.1</span> <span class="toctext">数据类型</span></a></li>
<li class="toclevel-2"><a href="#Identifier"><span class="tocnumber">1.2</span> <span class="toctext">标识符</span></a></li>
<li class="toclevel-2"><a href="#VarInt_and_VarLong"><span class="tocnumber">1.3</span> <span class="toctext">VarInt 和 VarLong</span></a></li>
<li class="toclevel-2"><a href="#Position"><span class="tocnumber">1.4</span> <span class="toctext">位置</span></a></li>
<li class="toclevel-2"><a href="#Fixed-point_numbers"><span class="tocnumber">1.5</span> <span class="toctext">定点数据</span></a></li>
<li class="toclevel-2 tocsection-3"><a href="#Other_definitions"><span class="tocnumber">1.6</span> <span class="toctext">其他</span></a></li>
</ul>
</li>
<li class="toclevel-1 tocsection-4"><a href="#Packet_format"><span class="tocnumber">2</span> <span class="toctext">包</span></a>
<ul>
<li class="toclevel-2 tocsection-5"><a href="#Without_compression"><span class="tocnumber">2.1</span> <span class="toctext">没有压缩</span></a></li>
<li class="toclevel-2 tocsection-6"><a href="#With_compression"><span class="tocnumber">2.2</span> <span class="toctext">压缩了的</span></a></li>
</ul>
</li>
<li class="toclevel-1 tocsection-7"><a href="#Handshaking"><span class="tocnumber">3</span> <span class="toctext">握手包</span></a>
<ul>
<li class="toclevel-2 tocsection-8"><a href="#Clientbound"><span class="tocnumber">3.1</span> <span class="toctext">玩家收的包</span></a></li>
<li class="toclevel-2 tocsection-9"><a href="#Serverbound"><span class="tocnumber">3.2</span> <span class="toctext">服务器收的包</span></a>
<ul>
<li class="toclevel-3 tocsection-10"><a href="#Handshake"><span class="tocnumber">3.2.1</span> <span class="toctext">握手包</span></a></li>
<li class="toclevel-3 tocsection-11"><a href="#Legacy_Server_List_Ping"><span class="tocnumber">3.2.2</span> <span class="toctext">Ping包</span></a></li>
</ul>
</li>
</ul>
</li>
<li class="toclevel-1 tocsection-12"><a href="#Play"><span class="tocnumber">4</span> <span class="toctext">游戏中的包</span></a>
<ul>
<li class="toclevel-2 tocsection-13"><a href="#Clientbound_2"><span class="tocnumber">4.1</span> <span class="toctext">玩家收的包</span></a>
<ul>
<li class="toclevel-3 tocsection-14"><a href="#Spawn_Object"><span class="tocnumber">4.1.1</span> <span class="toctext">生成对象(Object)</span></a></li>
<li class="toclevel-3 tocsection-15"><a href="#Spawn_Experience_Orb"><span class="tocnumber">4.1.2</span> <span class="toctext">生成经验球</span></a></li>
<li class="toclevel-3 tocsection-16"><a href="#Spawn_Global_Entity"><span class="tocnumber">4.1.3</span> <span class="toctext">生成球状的实体</span></a></li>
<li class="toclevel-3 tocsection-17"><a href="#Spawn_Mob"><span class="tocnumber">4.1.4</span> <span class="toctext">生成怪物</span></a></li>
<li class="toclevel-3 tocsection-18"><a href="#Spawn_Painting"><span class="tocnumber">4.1.5</span> <span class="toctext">生成 画</span></a></li>
<li class="toclevel-3 tocsection-19"><a href="#Spawn_Player"><span class="tocnumber">4.1.6</span> <span class="toctext">生成玩家</span></a></li>
<li class="toclevel-3 tocsection-20"><a href="#Animation_.28clientbound.29"><span class="tocnumber">4.1.7</span> <span class="toctext">状态(Animation?) (玩家)</span></a></li>
<li class="toclevel-3 tocsection-21"><a href="#Statistics"><span class="tocnumber">4.1.8</span> <span class="toctext">统计包(?)</span></a></li>
<li class="toclevel-3 tocsection-22"><a href="#Block_Break_Animation"><span class="tocnumber">4.1.9</span> <span class="toctext">方块破坏状态(Animation?)</span></a></li>
<li class="toclevel-3 tocsection-23"><a href="#Update_Block_Entity"><span class="tocnumber">4.1.10</span> <span class="toctext">刷新方块实体</span></a></li>
<li class="toclevel-3 tocsection-24"><a href="#Block_Action"><span class="tocnumber">4.1.11</span> <span class="toctext">交互方块</span></a></li>
<li class="toclevel-3 tocsection-25"><a href="#Block_Change"><span class="tocnumber">4.1.12</span> <span class="toctext">改变方块</span></a></li>
<li class="toclevel-3 tocsection-26"><a href="#Boss_Bar"><span class="tocnumber">4.1.13</span> <span class="toctext">Boss Bar</span></a></li>
<li class="toclevel-3 tocsection-27"><a href="#Server_Difficulty"><span class="tocnumber">4.1.14</span> <span class="toctext">服务器难度</span></a></li>
<li class="toclevel-3 tocsection-28"><a href="#Tab-Complete_.28clientbound.29"><span class="tocnumber">4.1.15</span> <span class="toctext">Tab-Complete(?) (玩家)</span></a></li>
<li class="toclevel-3 tocsection-29"><a href="#Chat_Message_.28clientbound.29"><span class="tocnumber">4.1.16</span> <span class="toctext">聊天信息 (玩家)</span></a></li>
<li class="toclevel-3 tocsection-30"><a href="#Multi_Block_Change"><span class="tocnumber">4.1.17</span> <span class="toctext">多个方块修改</span></a></li>
<li class="toclevel-3 tocsection-31"><a href="#Confirm_Transaction_.28clientbound.29"><span class="tocnumber">4.1.18</span> <span class="toctext">交易确认 (玩家)</span></a></li>
<li class="toclevel-3 tocsection-32"><a href="#Close_Window_.28clientbound.29"><span class="tocnumber">4.1.19</span> <span class="toctext">关闭GUI (clientbound)</span></a></li>
<li class="toclevel-3 tocsection-33"><a href="#Open_Window"><span class="tocnumber">4.1.20</span> <span class="toctext">打开GUI</span></a></li>
<li class="toclevel-3 tocsection-34"><a href="#Window_Items"><span class="tocnumber">4.1.21</span> <span class="toctext">GUI里的物品</span></a></li>
<li class="toclevel-3 tocsection-35"><a href="#Window_Property"><span class="tocnumber">4.1.22</span> <span class="toctext">GUI的属性</span></a></li>
<li class="toclevel-3 tocsection-36"><a href="#Set_Slot"><span class="tocnumber">4.1.23</span> <span class="toctext">设置GUI中某个物品位置</span></a></li>
<li class="toclevel-3 tocsection-37"><a href="#Set_Cooldown"><span class="tocnumber">4.1.24</span> <span class="toctext">设置物品冷却时间</span></a></li>
<li class="toclevel-3 tocsection-38"><a href="#Plugin_Message_.28clientbound.29"><span class="tocnumber">4.1.25</span> <span class="toctext">插件信息 (玩家)</span></a></li>
<li class="toclevel-3 tocsection-39"><a href="#Named_Sound_Effect"><span class="tocnumber">4.1.26</span> <span class="toctext">声音</span></a></li>
<li class="toclevel-3 tocsection-40"><a href="#Disconnect_.28play.29"><span class="tocnumber">4.1.27</span> <span class="toctext">掉线 (游戏中)</span></a></li>
<li class="toclevel-3 tocsection-41"><a href="#Entity_Status"><span class="tocnumber">4.1.28</span> <span class="toctext">实体状态(Status?)</span></a></li>
<li class="toclevel-3 tocsection-42"><a href="#Explosion"><span class="tocnumber">4.1.29</span> <span class="toctext">爆炸</span></a></li>
<li class="toclevel-3 tocsection-43"><a href="#Unload_Chunk"><span class="tocnumber">4.1.30</span> <span class="toctext">卸载区块</span></a></li>
<li class="toclevel-3 tocsection-44"><a href="#Change_Game_State"><span class="tocnumber">4.1.31</span> <span class="toctext">修改游戏模式</span></a></li>
<li class="toclevel-3 tocsection-45"><a href="#Keep_Alive_.28clientbound.29"><span class="tocnumber">4.1.32</span> <span class="toctext">心跳包 (玩家)</span></a></li>
<li class="toclevel-3 tocsection-46"><a href="#Chunk_Data"><span class="tocnumber">4.1.33</span> <span class="toctext">区块信息(Data)</span></a></li>
<li class="toclevel-3 tocsection-47"><a href="#Effect"><span class="tocnumber">4.1.34</span> <span class="toctext">效果</span></a></li>
<li class="toclevel-3 tocsection-48"><a href="#Particle"><span class="tocnumber">4.1.35</span> <span class="toctext">粒子效果</span></a></li>
<li class="toclevel-3 tocsection-49"><a href="#Join_Game"><span class="tocnumber">4.1.36</span> <span class="toctext">进入游戏</span></a></li>
<li class="toclevel-3 tocsection-50"><a href="#Map"><span class="tocnumber">4.1.37</span> <span class="toctext">地图</span></a></li>
<li class="toclevel-3 tocsection-51"><a href="#Entity"><span class="tocnumber">4.1.38</span> <span class="toctext">实体</span></a></li>
<li class="toclevel-3 tocsection-52"><a href="#Entity_Relative_Move"><span class="tocnumber">4.1.39</span> <span class="toctext">实体相对移动</span></a></li>
<li class="toclevel-3 tocsection-53"><a href="#Entity_Look_And_Relative_Move"><span class="tocnumber">4.1.40</span> <span class="toctext">实体相对移动和晃脑袋(改变视角)</span></a></li>
<li class="toclevel-3 tocsection-54"><a href="#Entity_Look"><span class="tocnumber">4.1.41</span> <span class="toctext">实体晃脑袋(改变视角)</span></a></li>
<li class="toclevel-3 tocsection-55"><a href="#Vehicle_Move_.28clientbound.29"><span class="tocnumber">4.1.42</span> <span class="toctext">载具移动 (玩家)</span></a></li>
<li class="toclevel-3 tocsection-56"><a href="#Open_Sign_Editor"><span class="tocnumber">4.1.43</span> <span class="toctext">打开牌子编辑界面</span></a></li>
<li class="toclevel-3 tocsection-57"><a href="#Craft_Recipe_Response"><span class="tocnumber">4.1.44</span> <span class="toctext">Craft Recipe Response(?)</span></a></li>
<li class="toclevel-3 tocsection-58"><a href="#Player_Abilities_.28clientbound.29"><span class="tocnumber">4.1.45</span> <span class="toctext">玩家能力 (玩家)</span></a></li>
<li class="toclevel-3 tocsection-59"><a href="#Combat_Event"><span class="tocnumber">4.1.46</span> <span class="toctext">战斗事件</span></a></li>
<li class="toclevel-3 tocsection-60"><a href="#Player_List_Item"><span class="tocnumber">4.1.47</span> <span class="toctext">玩家信息(Item List)</span></a></li>
<li class="toclevel-3 tocsection-61"><a href="#Player_Position_And_Look_.28clientbound.29"><span class="tocnumber">4.1.48</span> <span class="toctext">玩家移动和查看 (玩家)</span></a></li>
<li class="toclevel-3 tocsection-62"><a href="#Use_Bed"><span class="tocnumber">4.1.49</span> <span class="toctext">上床</span></a></li>
<li class="toclevel-3 tocsection-63"><a href="#Unlock_Recipes"><span class="tocnumber">4.1.50</span> <span class="toctext">解锁方法(Recipes?)</span></a></li>
<li class="toclevel-3 tocsection-64"><a href="#Destroy_Entities"><span class="tocnumber">4.1.51</span> <span class="toctext">实体销毁</span></a></li>
<li class="toclevel-3 tocsection-65"><a href="#Remove_Entity_Effect"><span class="tocnumber">4.1.52</span> <span class="toctext">移除实体效果</span></a></li>
<li class="toclevel-3 tocsection-66"><a href="#Resource_Pack_Send"><span class="tocnumber">4.1.53</span> <span class="toctext">发送资源包</span></a></li>
<li class="toclevel-3 tocsection-67"><a href="#Respawn"><span class="tocnumber">4.1.54</span> <span class="toctext">重生</span></a></li>
<li class="toclevel-3 tocsection-68"><a href="#Entity_Head_Look"><span class="tocnumber">4.1.55</span> <span class="toctext">实体晃脑袋(改变视角)</span></a></li>
<li class="toclevel-3 tocsection-69"><a href="#Select_Advancement_Tab"><span class="tocnumber">4.1.56</span> <span class="toctext">Select Advancement Tab(?)</span></a></li>
<li class="toclevel-3 tocsection-70"><a href="#World_Border"><span class="tocnumber">4.1.57</span> <span class="toctext">世界边界</span></a></li>
<li class="toclevel-3 tocsection-71"><a href="#Camera"><span class="tocnumber">4.1.58</span> <span class="toctext">视角</span></a></li>
<li class="toclevel-3 tocsection-72"><a href="#Held_Item_Change_.28clientbound.29"><span class="tocnumber">4.1.59</span> <span class="toctext">手动物品改变 (玩家)</span></a></li>
<li class="toclevel-3 tocsection-73"><a href="#Display_Scoreboard"><span class="tocnumber">4.1.60</span> <span class="toctext">显示计分板</span></a></li>
<li class="toclevel-3 tocsection-74"><a href="#Entity_Metadata"><span class="tocnumber">4.1.61</span> <span class="toctext">实体属性</span></a></li>
<li class="toclevel-3 tocsection-75"><a href="#Attach_Entity"><span class="tocnumber">4.1.62</span> <span class="toctext">Attach Entity(?)</span></a></li>
<li class="toclevel-3 tocsection-76"><a href="#Entity_Velocity"><span class="tocnumber">4.1.63</span> <span class="toctext">实体速度</span></a></li>
<li class="toclevel-3 tocsection-77"><a href="#Entity_Equipment"><span class="tocnumber">4.1.64</span> <span class="toctext">实体装备</span></a></li>
<li class="toclevel-3 tocsection-78"><a href="#Set_Experience"><span class="tocnumber">4.1.65</span> <span class="toctext">设置经验</span></a></li>
<li class="toclevel-3 tocsection-79"><a href="#Update_Health"><span class="tocnumber">4.1.66</span> <span class="toctext">刷新血量</span></a></li>
<li class="toclevel-3 tocsection-80"><a href="#Scoreboard_Objective"><span class="tocnumber">4.1.67</span> <span class="toctext">计分板的点(详见Bukkit API)</span></a></li>
<li class="toclevel-3 tocsection-81"><a href="#Set_Passengers"><span class="tocnumber">4.1.68</span> <span class="toctext">设置骑乘者</span></a></li>
<li class="toclevel-3 tocsection-82"><a href="#Teams"><span class="tocnumber">4.1.69</span> <span class="toctext">队</span></a></li>
<li class="toclevel-3 tocsection-83"><a href="#Update_Score"><span class="tocnumber">4.1.70</span> <span class="toctext">刷新分数(Score)</span></a></li>
<li class="toclevel-3 tocsection-84"><a href="#Spawn_Position"><span class="tocnumber">4.1.71</span> <span class="toctext">生成位置</span></a></li>
<li class="toclevel-3 tocsection-85"><a href="#Time_Update"><span class="tocnumber">4.1.72</span> <span class="toctext">时间刷新</span></a></li>
<li class="toclevel-3 tocsection-86"><a href="#Title"><span class="tocnumber">4.1.73</span> <span class="toctext">Title</span></a></li>
<li class="toclevel-3 tocsection-87"><a href="#Sound_Effect"><span class="tocnumber">4.1.74</span> <span class="toctext">音乐效果</span></a></li>
<li class="toclevel-3 tocsection-88"><a href="#Player_List_Header_And_Footer"><span class="tocnumber">4.1.75</span> <span class="toctext">Player List Header And Footer(?)</span></a></li>
<li class="toclevel-3 tocsection-89"><a href="#Collect_Item"><span class="tocnumber">4.1.76</span> <span class="toctext">捡起物品</span></a></li>
<li class="toclevel-3 tocsection-90"><a href="#Entity_Teleport"><span class="tocnumber">4.1.77</span> <span class="toctext">实体传送</span></a></li>
<li class="toclevel-3 tocsection-91"><a href="#Advancements"><span class="tocnumber">4.1.78</span> <span class="toctext">Advancements(?)</span></a></li>
<li class="toclevel-3 tocsection-92"><a href="#Entity_Properties"><span class="tocnumber">4.1.79</span> <span class="toctext">实体属性</span></a></li>
<li class="toclevel-3 tocsection-93"><a href="#Entity_Effect"><span class="tocnumber">4.1.80</span> <span class="toctext">实体效果</span></a></li>
</ul>
</li>
<li class="toclevel-2 tocsection-94"><a href="#Serverbound_2"><span class="tocnumber">4.2</span> <span class="toctext">服务器收的包</span></a>
<ul>
<li class="toclevel-3 tocsection-95"><a href="#Teleport_Confirm"><span class="tocnumber">4.2.1</span> <span class="toctext">确认传送</span></a></li>
<li class="toclevel-3 tocsection-96"><a href="#Tab-Complete_.28serverbound.29"><span class="tocnumber">4.2.2</span> <span class="toctext">Tab-补全完成(?) (服务器)</span></a></li>
<li class="toclevel-3 tocsection-97"><a href="#Chat_Message_.28serverbound.29"><span class="tocnumber">4.2.3</span> <span class="toctext">聊天信息 (服务器)</span></a></li>
<li class="toclevel-3 tocsection-98"><a href="#Client_Status"><span class="tocnumber">4.2.4</span> <span class="toctext">客户端状态</span></a></li>
<li class="toclevel-3 tocsection-99"><a href="#Client_Settings"><span class="tocnumber">4.2.5</span> <span class="toctext">客户端设置</span></a></li>
<li class="toclevel-3 tocsection-100"><a href="#Confirm_Transaction_.28serverbound.29"><span class="tocnumber">4.2.6</span> <span class="toctext">交易确认 (服务器)</span></a></li>
<li class="toclevel-3 tocsection-101"><a href="#Enchant_Item"><span class="tocnumber">4.2.7</span> <span class="toctext">附魔物品</span></a></li>
<li class="toclevel-3 tocsection-102"><a href="#Click_Window"><span class="tocnumber">4.2.8</span> <span class="toctext">点击GUI</span></a></li>
<li class="toclevel-3 tocsection-103"><a href="#Close_Window_.28serverbound.29"><span class="tocnumber">4.2.9</span> <span class="toctext">关闭GUI (服务器)</span></a></li>
<li class="toclevel-3 tocsection-104"><a href="#Plugin_Message_.28serverbound.29"><span class="tocnumber">4.2.10</span> <span class="toctext">插件信息 (服务器)</span></a></li>
<li class="toclevel-3 tocsection-105"><a href="#Use_Entity"><span class="tocnumber">4.2.11</span> <span class="toctext">使用实体</span></a></li>
<li class="toclevel-3 tocsection-106"><a href="#Keep_Alive_.28serverbound.29"><span class="tocnumber">4.2.12</span> <span class="toctext">心跳包 (服务器)</span></a></li>
<li class="toclevel-3 tocsection-107"><a href="#Player"><span class="tocnumber">4.2.13</span> <span class="toctext">玩家</span></a></li>
<li class="toclevel-3 tocsection-108"><a href="#Player_Position"><span class="tocnumber">4.2.14</span> <span class="toctext">玩家位置</span></a></li>
<li class="toclevel-3 tocsection-109"><a href="#Player_Position_And_Look_.28serverbound.29"><span class="tocnumber">4.2.15</span> <span class="toctext">玩家位置和视角 (服务器)</span></a></li>
<li class="toclevel-3 tocsection-110"><a href="#Player_Look"><span class="tocnumber">4.2.16</span> <span class="toctext">玩家视角</span></a></li>
<li class="toclevel-3 tocsection-111"><a href="#Vehicle_Move_.28serverbound.29"><span class="tocnumber">4.2.17</span> <span class="toctext">载具移动 (服务器)</span></a></li>
<li class="toclevel-3 tocsection-112"><a href="#Steer_Boat"><span class="tocnumber">4.2.18</span> <span class="toctext">Steer Boat</span></a></li>
<li class="toclevel-3 tocsection-113"><a href="#Craft_Recipe_Request"><span class="tocnumber">4.2.19</span> <span class="toctext">Craft Recipe Request(?)</span></a></li>
<li class="toclevel-3 tocsection-114"><a href="#Player_Abilities_.28serverbound.29"><span class="tocnumber">4.2.20</span> <span class="toctext">玩家能力 (服务器)</span></a></li>
<li class="toclevel-3 tocsection-115"><a href="#Player_Digging"><span class="tocnumber">4.2.21</span> <span class="toctext">玩家挖掘</span></a></li>
<li class="toclevel-3 tocsection-116"><a href="#Entity_Action"><span class="tocnumber">4.2.22</span> <span class="toctext">实体交互</span></a></li>
<li class="toclevel-3 tocsection-117"><a href="#Steer_Vehicle"><span class="tocnumber">4.2.23</span> <span class="toctext">驾驶载具</span></a></li>
<li class="toclevel-3 tocsection-118"><a href="#Crafting_Book_Data"><span class="tocnumber">4.2.24</span> <span class="toctext">方块信息</span></a></li>
<li class="toclevel-3 tocsection-119"><a href="#Resource_Pack_Status"><span class="tocnumber">4.2.25</span> <span class="toctext">资源包状态</span></a></li>
<li class="toclevel-3 tocsection-120"><a href="#Advancement_Tab"><span class="tocnumber">4.2.26</span> <span class="toctext">成就 Tab</span></a></li>
<li class="toclevel-3 tocsection-121"><a href="#Held_Item_Change_.28serverbound.29"><span class="tocnumber">4.2.27</span> <span class="toctext">手上物品改变 (服务器)</span></a></li>
<li class="toclevel-3 tocsection-122"><a href="#Creative_Inventory_Action"><span class="tocnumber">4.2.28</span> <span class="toctext">背包交互</span></a></li>
<li class="toclevel-3 tocsection-123"><a href="#Update_Sign"><span class="tocnumber">4.2.29</span> <span class="toctext">牌子刷新</span></a></li>
<li class="toclevel-3 tocsection-124"><a href="#Animation_.28serverbound.29"><span class="tocnumber">4.2.30</span> <span class="toctext">Animation(?) (服务器)</span></a></li>
<li class="toclevel-3 tocsection-125"><a href="#Spectate"><span class="tocnumber">4.2.31</span> <span class="toctext">观察者</span></a></li>
<li class="toclevel-3 tocsection-126"><a href="#Player_Block_Placement"><span class="tocnumber">4.2.32</span> <span class="toctext">玩家方块摆放</span></a></li>
<li class="toclevel-3 tocsection-127"><a href="#Use_Item"><span class="tocnumber">4.2.33</span> <span class="toctext">使用物品</span></a></li>
</ul>
</li>
</ul>
</li>
<li class="toclevel-1 tocsection-128"><a href="#Status"><span class="tocnumber">5</span> <span class="toctext">状态</span></a>
<ul>
<li class="toclevel-2 tocsection-129"><a href="#Clientbound_3"><span class="tocnumber">5.1</span> <span class="toctext">玩家</span></a>
<ul>
<li class="toclevel-3 tocsection-130"><a href="#Response"><span class="tocnumber">5.1.1</span> <span class="toctext">答复包</span></a></li>
<li class="toclevel-3 tocsection-131"><a href="#Pong"><span class="tocnumber">5.1.2</span> <span class="toctext">Pong包</span></a></li>
</ul>
</li>
<li class="toclevel-2 tocsection-132"><a href="#Serverbound_3"><span class="tocnumber">5.2</span> <span class="toctext">服务器</span></a>
<ul>
<li class="toclevel-3 tocsection-133"><a href="#Request"><span class="tocnumber">5.2.1</span> <span class="toctext">请求包</span></a></li>
<li class="toclevel-3 tocsection-134"><a href="#Ping"><span class="tocnumber">5.2.2</span> <span class="toctext">Ping包</span></a></li>
</ul>
</li>
</ul>
</li>
<li class="toclevel-1 tocsection-135"><a href="#Login"><span class="tocnumber">6</span> <span class="toctext">登录</span></a>
<ul>
<li class="toclevel-2 tocsection-136"><a href="#Clientbound_4"><span class="tocnumber">6.1</span> <span class="toctext">玩家</span></a>
<ul>
<li class="toclevel-3 tocsection-137"><a href="#Disconnect_.28login.29"><span class="tocnumber">6.1.1</span> <span class="toctext">掉线 (登录时)</span></a></li>
<li class="toclevel-3 tocsection-138"><a href="#Encryption_Request"><span class="tocnumber">6.1.2</span> <span class="toctext">请求加密</span></a></li>
<li class="toclevel-3 tocsection-139"><a href="#Login_Success"><span class="tocnumber">6.1.3</span> <span class="toctext">登录成功</span></a></li>
<li class="toclevel-3 tocsection-140"><a href="#Set_Compression"><span class="tocnumber">6.1.4</span> <span class="toctext">设置压缩(?)</span></a></li>
</ul>
</li>
<li class="toclevel-2 tocsection-141"><a href="#Serverbound_4"><span class="tocnumber">6.2</span> <span class="toctext">服务器</span></a>
<ul>
<li class="toclevel-3 tocsection-142"><a href="#Login_Start"><span class="tocnumber">6.2.1</span> <span class="toctext">开始登录</span></a></li>
<li class="toclevel-3 tocsection-143"><a href="#Encryption_Response"><span class="tocnumber">6.2.2</span> <span class="toctext">请求加密</span></a></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
<h2><span class="mw-headline" id="Definitions">前言(不知道这一段是否翻译的恰当)</span></h2>
<p>我的世界服务器用的是TCP协议,通信使用的是<i>包</i>.
数据包是通过TCP协议连接发送的字节序列。 包的内容取决于包的ID和包的连接状态。每个连接的初始状态是 <a href="#Handshaking">握手包(Handshaking)</a>交换包的状态<a href="#Handshake">握手包(Handshake)</a> 和 <a href="#Login_Success">登陆成功</a>.
</p>
<h3><span class="mw-headline" id="Data_types">数据类型</span></h3>
<p>通过网络发送发的所以数据 (除了 VarInt 和 VarLong) 是 <a href="http://en.wikipedia.org/wiki/Endianness#Big-endian" class="extiw" title="wikipedia:Endianness">big-endian</a>,
that is the bytes are sent from most significant byte to least
significant byte. The majority of everyday computers are little-endian,
therefore it may be necessary to change the endianness before sending
data over the network.
</p>
<table class="wikitable">
<tbody><tr>
<th> Name
</th>
<th> Size (bytes)
</th>
<th> Encodes
</th>
<th> Notes
</th></tr>
<tr>
<th> Boolean
</th>
<td> 1
</td>
<td> Either false or true
</td>
<td> True is encoded as <code>0x01</code>, false as <code>0x00</code>.
</td></tr>
<tr>
<th> Byte
</th>
<td> 1
</td>
<td> An integer between -128 and 127
</td>
<td> Signed 8-bit integer, <a href="http://en.wikipedia.org/wiki/Two%27s_complement" class="extiw" title="wikipedia:Two's complement">two's complement</a>
</td></tr>
<tr>
<th> Unsigned Byte
</th>
<td> 1
</td>
<td> An integer between 0 and 255
</td>
<td> Unsigned 8-bit integer
</td></tr>
<tr>
<th> Short
</th>
<td> 2
</td>
<td> An integer between -32768 and 32767
</td>
<td> Signed 16-bit integer, two's complement
</td></tr>
<tr>
<th> Unsigned Short
</th>
<td> 2
</td>
<td> An integer between 0 and 65535
</td>
<td> Unsigned 16-bit integer
</td></tr>
<tr>
<th> Int
</th>
<td> 4
</td>
<td> An integer between -2147483648 and 2147483647
</td>
<td> Signed 32-bit integer, two's complement
</td></tr>
<tr>
<th> Long
</th>
<td> 8
</td>
<td> An integer between -9223372036854775808 and 9223372036854775807
</td>
<td> Signed 64-bit integer, two's complement
</td></tr>
<tr>
<th> Float
</th>
<td> 4
</td>
<td> A <a href="http://en.wikipedia.org/wiki/Single-precision_floating-point_format" class="extiw" title="wikipedia:Single-precision floating-point format">single-precision 32-bit IEEE 754 floating point number</a>
</td>
<td>
</td></tr>
<tr>
<th> Double
</th>
<td> 8
</td>
<td> A <a href="http://en.wikipedia.org/wiki/Double-precision_floating-point_format" class="extiw" title="wikipedia:Double-precision floating-point format">double-precision 64-bit IEEE 754 floating point number</a>
</td>
<td>
</td></tr>
<tr>
<th> String (n)
</th>
<td> ≥ 1 <br>≤ (n×4) + 3
</td>
<td> A sequence of <a href="http://en.wikipedia.org/wiki/Unicode" class="extiw" title="wikipedia:Unicode">Unicode</a> <a rel="nofollow" class="external text" href="http://unicode.org/glossary/#unicode_scalar_value">scalar values</a>
</td>
<td> <a href="http://en.wikipedia.org/wiki/UTF-8" class="extiw" title="wikipedia:UTF-8">UTF-8</a> string prefixed with its size in bytes as a VarInt. Maximum length of <code>n</code> characters, which varies by context; up to <code>n × 4</code> bytes can be used to encode <code>n</code> characters and both of those limits are checked. Maximum <code>n</code> value is 32767. The + 3 is due to the max size of a valid length VarInt.
</td></tr>
<tr>
<th> Chat
</th>
<td> ≥ 1 <br>≤ (32767×4) + 3
</td>
<td> See <a href="http://wiki.vg/Chat" title="Chat">Chat</a>
</td>
<td> Encoded as a String with max length of 32767.
</td></tr>
<tr>
<th> Identifier
</th>
<td> ≥ 1 <br>≤ (32767×4) + 3
</td>
<td> See <a href="#Identifier">Identifier</a> below
</td>
<td> Encoded as a String with max length of 32767.
</td></tr>
<tr>
<th> VarInt
</th>
<td> ≥ 1 <br>≤ 5
</td>
<td> An integer between -2147483648 and 2147483647
</td>
<td> Variable-length data encoding a two's complement signed 32-bit integer; more info in <a href="#VarInt_and_VarLong">their section</a>
</td></tr>
<tr>
<th> VarLong
</th>
<td> ≥ 1 <br>≤ 10
</td>
<td> An integer between -9223372036854775808 and 9223372036854775807
</td>
<td> Variable-length data encoding a two's complement signed 64-bit integer; more info in <a href="#VarInt_and_VarLong">their section</a>
</td></tr>
<tr>
<th> Entity Metadata
</th>
<td> Varies
</td>
<td> Miscellaneous information about an entity
</td>
<td> See <a href="http://wiki.vg/Entities#Entity_Metadata_Format" class="mw-redirect" title="Entities">Entities#Entity Metadata Format</a>
</td></tr>
<tr>
<th> Slot
</th>
<td> Varies
</td>
<td> An item stack in an inventory or container
</td>
<td> See <a href="http://wiki.vg/Slot_Data" title="Slot Data">Slot Data</a>
</td></tr>
<tr>
<th> NBT Tag
</th>
<td> Varies
</td>
<td> Depends on context
</td>
<td> See <a href="http://wiki.vg/NBT" title="NBT">NBT</a>
</td></tr>
<tr>
<th> Position
</th>
<td> 8
</td>
<td> An integer/block position: x (-33554432 to 33554431), y (-2048 to 2047), z (-33554432 to 33554431)
</td>
<td> x as a 26-bit integer, followed by y as a 12-bit integer, followed
by z as a 26-bit integer (all signed, two's complement). See also <a href="#Position">the section below</a>.
</td></tr>
<tr>
<th> Angle
</th>
<td> 1
</td>
<td> A rotation angle in steps of 1/256 of a full turn
</td>
<td> Whether or not this is signed does not matter, since the resulting angles are the same.
</td></tr>
<tr>
<th> UUID
</th>
<td> 16
</td>
<td> A <a href="http://en.wikipedia.org/wiki/Universally_unique_identifier" class="extiw" title="wikipedia:Universally unique identifier">UUID</a>
</td>
<td> Encoded as an unsigned 128-bit integer (or two unsigned 64-bit
integers: the most significant 64 bits and then the least significant 64
bits)
</td></tr>
<tr>
<th> Optional X
</th>
<td> 0 or size of X
</td>
<td> A field of type X, or nothing
</td>
<td> Whether or not the field is present must be known from the context.
</td></tr>
<tr>
<th> Array of X
</th>
<td> count times size of X
</td>
<td> Zero or more fields of type X
</td>
<td> The count must be known from the context.
</td></tr>
<tr>
<th> X Enum
</th>
<td> size of X
</td>
<td> A specific value from a given list
</td>
<td> The list of possible values and how each is encoded as an X must be
known from the context. An invalid value sent by either side will
usually result in the client being disconnected with an error or even
crashing.
</td></tr>
<tr>
<th> Byte Array
</th>
<td> Varies
</td>
<td> Depends on context
</td>
<td> This is just a sequence of zero or more bytes, its meaning should
be explained somewhere else, e.g. in the packet description. The length
must also be known from the context.
</td></tr></tbody></table>
<h3><span class="mw-headline" id="Identifier">Identifier</span></h3>
<p>Identifiers are a namespaced location, in the form of <code>minecraft:thing</code>. If the namespace is not provided, it defaults to <code>minecraft</code> (i.e. <code>thing</code> is <code>minecraft:thing</code>. Custom content should always be in its own namespace, not the default one. The namespace should only use the characters <code>0123456789abcdefghijklmnopqrstuvwxyz-_</code>; actual names may contain more symbols. The naming convention is <code>lower_case_with_underscores</code>. <a rel="nofollow" class="external text" href="https://minecraft.net/en-us/article/minecraft-snapshot-17w43a">More information</a>.
</p>
<h3><span class="mw-headline" id="VarInt_and_VarLong">VarInt and VarLong</span></h3>
<p>Variable-length format such that smaller numbers use fewer bytes. These are very similar to <a rel="nofollow" class="external text" href="http://developers.google.com/protocol-buffers/docs/encoding#varints">Protocol Buffer Varints</a>:
the 7 least significant bits are used to encode the value and the most
significant bit indicates whether there's another byte after it for the
next part of the number. The least significant group is written first,
followed by each of the more significant groups; thus, VarInts are
effectively little endian (however, groups are 7 bits, not 8).
</p><p>VarInts are never longer than 5 bytes, and VarLongs are never longer than 10 bytes.
</p><p>Pseudocode to read and write VarInts and VarLongs:
</p>
<div class="mw-highlight mw-content-ltr" dir="ltr"><pre><span class="kd">public</span> <span class="kd">static</span> <span class="kt">int</span> <span class="nf">readVarInt</span><span class="o">()</span> <span class="o">{</span>
<span class="kt">int</span> <span class="n">numRead</span> <span class="o">=</span> <span class="mi">0</span><span class="o">;</span>
<span class="kt">int</span> <span class="n">result</span> <span class="o">=</span> <span class="mi">0</span><span class="o">;</span>
<span class="kt">byte</span> <span class="n">read</span><span class="o">;</span>
<span class="k">do</span> <span class="o">{</span>
<span class="n">read</span> <span class="o">=</span> <span class="n">readByte</span><span class="o">();</span>
<span class="kt">int</span> <span class="n">value</span> <span class="o">=</span> <span class="o">(</span><span class="n">read</span> <span class="o">&</span> <span class="mb">0b01111111</span><span class="o">);</span>
<span class="n">result</span> <span class="o">|=</span> <span class="o">(</span><span class="n">value</span> <span class="o"><<</span> <span class="o">(</span><span class="mi">7</span> <span class="o">*</span> <span class="n">numRead</span><span class="o">));</span>
<span class="n">numRead</span><span class="o">++;</span>
<span class="k">if</span> <span class="o">(</span><span class="n">numRead</span> <span class="o">></span> <span class="mi">5</span><span class="o">)</span> <span class="o">{</span>
<span class="k">throw</span> <span class="k">new</span> <span class="n">RuntimeException</span><span class="o">(</span><span class="s">"VarInt is too big"</span><span class="o">);</span>
<span class="o">}</span>
<span class="o">}</span> <span class="k">while</span> <span class="o">((</span><span class="n">read</span> <span class="o">&</span> <span class="mb">0b10000000</span><span class="o">)</span> <span class="o">!=</span> <span class="mi">0</span><span class="o">);</span>
<span class="k">return</span> <span class="n">result</span><span class="o">;</span>
<span class="o">}</span>
</pre></div>
<div class="mw-highlight mw-content-ltr" dir="ltr"><pre><span class="kd">public</span> <span class="kd">static</span> <span class="kt">long</span> <span class="nf">readVarLong</span><span class="o">()</span> <span class="o">{</span>
<span class="kt">int</span> <span class="n">numRead</span> <span class="o">=</span> <span class="mi">0</span><span class="o">;</span>
<span class="kt">long</span> <span class="n">result</span> <span class="o">=</span> <span class="mi">0</span><span class="o">;</span>
<span class="kt">byte</span> <span class="n">read</span><span class="o">;</span>
<span class="k">do</span> <span class="o">{</span>
<span class="n">read</span> <span class="o">=</span> <span class="n">readByte</span><span class="o">();</span>
<span class="kt">int</span> <span class="n">value</span> <span class="o">=</span> <span class="o">(</span><span class="n">read</span> <span class="o">&</span> <span class="mb">0b01111111</span><span class="o">);</span>
<span class="n">result</span> <span class="o">|=</span> <span class="o">(</span><span class="n">value</span> <span class="o"><<</span> <span class="o">(</span><span class="mi">7</span> <span class="o">*</span> <span class="n">numRead</span><span class="o">));</span>
<span class="n">numRead</span><span class="o">++;</span>
<span class="k">if</span> <span class="o">(</span><span class="n">numRead</span> <span class="o">></span> <span class="mi">10</span><span class="o">)</span> <span class="o">{</span>
<span class="k">throw</span> <span class="k">new</span> <span class="n">RuntimeException</span><span class="o">(</span><span class="s">"VarLong is too big"</span><span class="o">);</span>
<span class="o">}</span>
<span class="o">}</span> <span class="k">while</span> <span class="o">((</span><span class="n">read</span> <span class="o">&</span> <span class="mb">0b10000000</span><span class="o">)</span> <span class="o">!=</span> <span class="mi">0</span><span class="o">);</span>
<span class="k">return</span> <span class="n">result</span><span class="o">;</span>
<span class="o">}</span>
</pre></div>
<div class="mw-highlight mw-content-ltr" dir="ltr"><pre><span class="kd">public</span> <span class="kd">static</span> <span class="kt">void</span> <span class="nf">writeVarInt</span><span class="o">(</span><span class="kt">int</span> <span class="n">value</span><span class="o">)</span> <span class="o">{</span>
<span class="k">do</span> <span class="o">{</span>
<span class="kt">byte</span> <span class="n">temp</span> <span class="o">=</span> <span class="o">(</span><span class="kt">byte</span><span class="o">)(</span><span class="n">value</span> <span class="o">&</span> <span class="mb">0b01111111</span><span class="o">);</span>
<span class="c1">// Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone</span>
<span class="n">value</span> <span class="o">>>>=</span> <span class="mi">7</span><span class="o">;</span>
<span class="k">if</span> <span class="o">(</span><span class="n">value</span> <span class="o">!=</span> <span class="mi">0</span><span class="o">)</span> <span class="o">{</span>
<span class="n">temp</span> <span class="o">|=</span> <span class="mb">0b10000000</span><span class="o">;</span>
<span class="o">}</span>
<span class="n">writeByte</span><span class="o">(</span><span class="n">temp</span><span class="o">);</span>
<span class="o">}</span> <span class="k">while</span> <span class="o">(</span><span class="n">value</span> <span class="o">!=</span> <span class="mi">0</span><span class="o">);</span>
<span class="o">}</span>
</pre></div>
<div class="mw-highlight mw-content-ltr" dir="ltr"><pre><span class="kd">public</span> <span class="kd">static</span> <span class="kt">void</span> <span class="nf">writeVarLong</span><span class="o">(</span><span class="kt">long</span> <span class="n">value</span><span class="o">)</span> <span class="o">{</span>
<span class="k">do</span> <span class="o">{</span>
<span class="kt">byte</span> <span class="n">temp</span> <span class="o">=</span> <span class="o">(</span><span class="kt">byte</span><span class="o">)(</span><span class="n">value</span> <span class="o">&</span> <span class="mb">0b01111111</span><span class="o">);</span>
<span class="c1">// Note: >>> means that the sign bit is shifted with the rest of the number rather than being left alone</span>
<span class="n">value</span> <span class="o">>>>=</span> <span class="mi">7</span><span class="o">;</span>
<span class="k">if</span> <span class="o">(</span><span class="n">value</span> <span class="o">!=</span> <span class="mi">0</span><span class="o">)</span> <span class="o">{</span>
<span class="n">temp</span> <span class="o">|=</span> <span class="mb">0b10000000</span><span class="o">;</span>
<span class="o">}</span>
<span class="n">writeByte</span><span class="o">(</span><span class="n">temp</span><span class="o">);</span>
<span class="o">}</span> <span class="k">while</span> <span class="o">(</span><span class="n">value</span> <span class="o">!=</span> <span class="mi">0</span><span class="o">);</span>
<span class="o">}</span>
</pre></div>
<div style="background:#FFF3BD; padding: 0px 5px 0px 5px; border: 1px solid #C4B674;">
<p><a href="http://wiki.vg/File:Warning.png" class="image"><img alt="Warning.png" src="%E7%BF%BB%E8%AF%91_files/Warning.png" width="14" height="14"></a>
Note that Minecraft's VarInts are not encoded using Protocol Buffers;
it's just similar. If you try to use Protocol Buffers Varints with
Minecraft's VarInts, you'll get incorrect results in some cases. The
major differences:
</p>
<ul><li>Minecraft's VarInts are all signed, but do not use the ZigZag encoding. Protocol buffers have 3 types of Varints: <code>uint32</code> (normal encoding, unsigned), <code>sint32</code> (ZigZag encoding, signed), and <code>int32</code> (normal encoding, signed). Minecraft's are the <code>int32</code>
variety. Because Minecraft uses the normal encoding instead of ZigZag
encoding, negative values always use the maximum number of bytes.</li>
<li>Minecraft's VarInts are never be longer than 5 bytes and its
VarLongs will never be longer than 10 bytes, while Protocol Buffer
Varints will always use 10 bytes when encoding negative numbers, even if
it's an <code>int32</code>.</li></ul>
</div>
<p>Sample VarInts:
</p>
<table class="wikitable">
<tbody><tr>
<th> Value </th>
<th> Hex bytes </th>
<th> Decimal bytes
</th></tr>
<tr>
<td> 0 </td>
<td> 0x00 </td>
<td> 0
</td></tr>
<tr>
<td> 1 </td>
<td> 0x01 </td>
<td> 1
</td></tr>
<tr>
<td> 2 </td>
<td> 0x02 </td>
<td> 2
</td></tr>
<tr>
<td> 127 </td>
<td> 0x7f </td>
<td> 127
</td></tr>
<tr>
<td> 128 </td>
<td> 0x80 0x01 </td>
<td> 128 1
</td></tr>
<tr>
<td> 255 </td>
<td> 0xff 0x01 </td>
<td> 255 1
</td></tr>
<tr>
<td> 2147483647 </td>
<td> 0xff 0xff 0xff 0xff 0x07 </td>
<td> 255 255 255 255 7
</td></tr>
<tr>
<td> -1 </td>
<td> 0xff 0xff 0xff 0xff 0x0f </td>
<td> 255 255 255 255 15
</td></tr>
<tr>
<td> -2147483648 </td>
<td> 0x80 0x80 0x80 0x80 0x08 </td>
<td> 128 128 128 128 8
</td></tr></tbody></table>
<p>Sample VarLongs:
</p>
<table class="wikitable">
<tbody><tr>
<th> Value </th>
<th> Hex bytes </th>
<th> Decimal bytes
</th></tr>
<tr>
<td> 0 </td>
<td> 0x00 </td>
<td> 0
</td></tr>
<tr>
<td> 1 </td>
<td> 0x01 </td>
<td> 1
</td></tr>
<tr>
<td> 2 </td>
<td> 0x02 </td>
<td> 2
</td></tr>
<tr>
<td> 127 </td>
<td> 0x7f </td>
<td> 127
</td></tr>
<tr>
<td> 128 </td>
<td> 0x80 0x01 </td>
<td> 128 1
</td></tr>
<tr>
<td> 255 </td>
<td> 0xff 0x01 </td>
<td> 255 1
</td></tr>
<tr>
<td> 2147483647 </td>
<td> 0xff 0xff 0xff 0xff 0x07 </td>
<td> 255 255 255 255 7
</td></tr>
<tr>
<td> 9223372036854775807 </td>
<td> 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x7f </td>
<td> 255 255 255 255 255 255 255 255 127
</td></tr>
<tr>
<td> -1 </td>
<td> 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0xff 0x01 </td>
<td> 255 255 255 255 255 255 255 255 255 1
</td></tr>
<tr>
<td> -2147483648 </td>
<td> 0x80 0x80 0x80 0x80 0xf8 0xff 0xff 0xff 0xff 0x01 </td>
<td> 128 128 128 128 248 255 255 255 255 1
</td></tr>
<tr>
<td> -9223372036854775808 </td>
<td> 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x80 0x01 </td>
<td> 128 128 128 128 128 128 128 128 128 1
</td></tr></tbody></table>
<h3><span class="mw-headline" id="Position">Position</span></h3>
<p>64-bit value split in to three parts
</p>
<ul><li> x: 26 MSBs</li>
<li> z: 26 LSBs</li>
<li> y: 12 bits between them</li></ul>
<p>Encoded as followed:
</p>
<pre>((x & 0x3FFFFFF) << 38) | ((y & 0xFFF) << 26) | (z & 0x3FFFFFF)
</pre>
<p>And decoded as:
</p>
<pre>val = read_unsigned_long();
x = val >> 38;
y = (val >> 26) & 0xFFF;
z = val << 38 >> 38;
</pre>
<p>Note: The details of bit shifting are rather language dependent; the
above may work in Java but probably won't in other languages without
some tweaking. In particular, you will usually receive positive numbers
even if the actual coordinates are negative. This can be fixed by adding
something like the following:
</p>
<pre>if x >= 2^25 { x -= 2^26 }
if y >= 2^11 { y -= 2^12 }
if z >= 2^25 { z -= 2^26 }
</pre>
<h3><span class="mw-headline" id="Fixed-point_numbers">Fixed-point numbers</span></h3>
<p>Some fields may be stored as <a rel="nofollow" class="external text" href="https://en.wikipedia.org/wiki/Fixed-point_arithmetic">fixed-point numbers</a>,
where a certain number of bits represents the signed integer part
(number to the left of the decimal point) and the rest represents the
fractional part (to the right). Floating points (float and double), in
contrast, keep the number itself (mantissa) in one chunk, while the
location of the decimal point (exponent) is stored beside it.
</p><p>Essentially, while fixed-point numbers have lower range than
floating points, their fractional precision is greater for higher
values. This makes them ideal for representing global coordinates of an
entity in Minecraft, as it's more important to store the integer part
accurately than position them more precisely within a single block (or
meter).
</p><p>Coordinates are often represented as a 32-bit integer, where 5 of
the least-significant bits are dedicated to the fractional part, and
the rest store the integer part.
</p><p>Java lacks support for fractional integers directly, but you can
represent them as integers. To convert from a double to this integer
representation, use the following formulas:
</p>
<pre> abs_int = (int)double * 32.0D;
</pre>
<p>And back again:
</p>
<pre> double = (double)abs_int / 32.0D;
</pre>
<h3><span class="mw-headline" id="Other_definitions">Other definitions</span></h3>
<table class="wikitable">
<tbody><tr>
<th> Term
</th>
<th> Definition
</th></tr>
<tr>
<td> Player
</td>
<td> When used in the singular, Player always refers to the client connected to the server.
</td></tr>
<tr>
<td> Entity
</td>
<td> Entity refers to any item, player, mob, minecart or boat etc. See <span class="plainlinks"><a rel="nofollow" class="external text" href="http://minecraft.gamepedia.com/Entity">the Minecraft Wiki article</a></span> for a full list.
</td></tr>
<tr>
<td> EID
</td>
<td> An EID — or Entity ID — is a 4-byte sequence used to identify a
specific entity. An entity's EID is unique on the entire server.
</td></tr>
<tr>
<td> XYZ
</td>
<td> In this document, the axis names are the same as those shown in the
debug screen (F3). Y points upwards, X points east, and Z points south.
</td></tr>
<tr>
<td> Meter
</td>
<td> The meter is Minecraft's base unit of length, equal to the length
of a vertex of a solid block. The term “block” may be used to mean
“meter” or “cubic meter”.
</td></tr>
<tr>
<td> Global palette
</td>
<td> A table/dictionary/palette mapping nonnegative integers to block states. The block state IDs can be constructed from <span class="plainlinks"><a rel="nofollow" class="external text" href="http://minecraft.gamepedia.com/Data_values">this table</a></span>
by multiplying what the Minecraft Wiki calls “block IDs” by 16 and
adding the metadata/damage value (or in most programming languages <code>block_id << 4 | metadata</code>).
</td></tr>
<tr>
<td> Notchian
</td>
<td> The official implementation of vanilla Minecraft as developed and released by Mojang.
</td></tr></tbody></table>
<h2><span class="mw-headline" id="Packet_format">Packet format</span></h2>
<h3><span class="mw-headline" id="Without_compression">Without compression</span></h3>
<table class="wikitable">
<tbody><tr>
<th> Field Name
</th>
<th> Field Type
</th>
<th> Notes
</th></tr>
<tr>
<td> Length
</td>
<td> VarInt
</td>
<td> Length of packet data + length of the packet ID
</td></tr>
<tr>
<td> Packet ID
</td>
<td> VarInt
</td>
<td>
</td></tr>
<tr>
<td> Data
</td>
<td> Byte Array
</td>
<td> Depends on the connection state and packet ID, see the sections below
</td></tr></tbody></table>
<h3><span class="mw-headline" id="With_compression">With compression</span></h3>
<p>Once a <a href="#Set_Compression">Set Compression</a> packet (with a non-negative threshold) is sent, <a href="http://en.wikipedia.org/wiki/Zlib" class="extiw" title="wikipedia:Zlib">zlib</a>
compression is enabled for all following packets. The format of a
packet changes slighty to include the size of the uncompressed packet.
</p>
<table class="wikitable">
<tbody><tr>
<th> Compressed?
</th>
<th> Field Name
</th>
<th> Field Type
</th>
<th> Notes
</th></tr>
<tr>
<td> No
</td>
<td> Packet Length
</td>
<td> VarInt
</td>
<td> Length of Data Length + compressed length of (Packet ID + Data)
</td></tr>
<tr>
<td> No
</td>
<td> Data Length
</td>
<td> VarInt
</td>
<td> Length of uncompressed (Packet ID + Data) or 0
</td></tr>
<tr>
<td rowspan="2"> Yes
</td>
<td> Packet ID
</td>
<td> Varint
</td>
<td> zlib compressed packet ID (see the sections below)
</td></tr>
<tr>
<td> Data
</td>
<td> Byte Array
</td>
<td> zlib compressed packet data (see the sections below)
</td></tr></tbody></table>
<p>The length given by the Packet Length field is the number of bytes that remain in that packet, including the Data Length field.
</p><p>If Data Length is set to zero, then the packet is uncompressed; otherwise it is the size of the uncompressed packet.
</p><p>If compressed, the uncompressed length of (Packet ID + Data) must be equal to or over the threshold set in the packet <a href="#Set_Compression_2">Set Compression</a>, otherwise the receiving party will disconnect.
</p><p>Compression can be disabled by sending the packet <a href="#Set_Compression">Set Compression</a> with a negative Threshold, or not sending the Set Compression packet at all.
</p>
<h2><span class="mw-headline" id="Handshaking">Handshaking</span></h2>
<h3><span class="mw-headline" id="Clientbound">Clientbound</span></h3>
<p>There are no clientbound packets in the Handshaking state, since the
protocol immediately switches to a different state after the client
sends the first packet.
</p>
<h3><span class="mw-headline" id="Serverbound">Serverbound</span></h3>
<h4><span class="mw-headline" id="Handshake">Handshake</span></h4>
<p>This causes the server to switch into the target state.
</p>
<table class="wikitable">
<tbody><tr>
<th> Packet ID
</th>
<th> State
</th>
<th> Bound To
</th>
<th> Field Name
</th>
<th> Field Type
</th>
<th> Notes
</th></tr>
<tr>
<td rowspan="4"> 0x00
</td>
<td rowspan="4"> Handshaking
</td>
<td rowspan="4"> Server
</td>
<td> Protocol Version
</td>
<td> VarInt
</td>
<td> See <a href="http://wiki.vg/Protocol_version_numbers" title="Protocol version numbers">protocol version numbers</a> (currently 340 in Minecraft 1.12.2)
</td></tr>
<tr>
<td> Server Address
</td>
<td> String (255)
</td>
<td> Hostname or IP, e.g. localhost or 127.0.0.1, that was used to connect. The Notchian server does not use this information.
</td></tr>
<tr>
<td> Server Port
</td>
<td> Unsigned Short
</td>
<td> Default is 25565. The Notchian server does not use this information.
</td></tr>
<tr>
<td> Next State
</td>
<td> VarInt Enum
</td>
<td> 1 for <a href="#Status">status</a>, 2 for <a href="#Login">login</a>
</td></tr></tbody></table>
<h4><span class="mw-headline" id="Legacy_Server_List_Ping">Legacy Server List Ping</span></h4>
<p><span style="background:#FFF3BD; padding: 1px 5px 3px 5px; border: 1px solid #C4B674;">
<a href="http://wiki.vg/File:Warning.png" class="image"><img alt="Warning.png" src="%E7%BF%BB%E8%AF%91_files/Warning.png" width="14" height="14"></a> This packet uses a nonstandard format. It is never length-prefixed, and the packet ID is an Unsigned Byte instead of a VarInt.
</span>
</p><p>While not technically part of the current protocol, legacy clients may send this packet to initiate <a href="http://wiki.vg/Server_List_Ping" title="Server List Ping">Server List Ping</a>, and modern servers should handle it correctly.
</p>
<table class="wikitable">
<tbody><tr>
<th> Packet ID
</th>
<th> State
</th>
<th> Bound To
</th>
<th> Field Name
</th>
<th> Field Type
</th>
<th> Notes
</th></tr>
<tr>
<td> 0xFE
</td>
<td> Handshaking
</td>
<td> Server
</td>
<td> Payload
</td>
<td> Unsigned Byte
</td>
<td> always 1 (<code>0x01</code>)
</td></tr></tbody></table>
<p>See <a href="http://wiki.vg/Server_List_Ping#1.6" title="Server List Ping">Server List Ping#1.6</a> for the details of the protocol that follows this packet.
</p>
<h2><span class="mw-headline" id="Play">游戏中</span></h2>
<h3><span class="mw-headline" id="Clientbound_2">玩家一方</span></h3>
<h4><span class="mw-headline" id="Spawn_Object">生成对象</span></h4>
<p>当一个对象或者载具生成时这个包就会从服务器发出去哒。
</p>
<table class="wikitable">
<tbody><tr>
<th> 包的ID
</th>
<th> 状态
</th>
<th> 发送到
</th>
<th> 变量名