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    Enumeration PacketId

    Represents the unique type of network packet.

    Index

    Enumeration Members

    ActorEventPacket ActorPickRequestPacket AddActorPacket AddBehaviorTreePacket AddItemActorPacket AddPaintingPacket AddPlayerPacket AddVolumeEntityPacket AgentActionEventPacket AgentAnimationPacket AnimateEntityPacket AnimatePacket AnvilDamagePacket AutomationClientConnectPacket AvailableActorIdentifiersPacket AvailableCommandsPacket AwardAchievementPacket BiomeDefinitionListPacket BlockActorDataPacket BlockEventPacket BlockPickRequestPacket BookEditPacket BossEventPacket CameraAimAssistActorPriorityPacket CameraAimAssistPacket CameraAimAssistPresetsPacket CameraInstructionPacket CameraPacket CameraPresetsPacket CameraShakePacket CameraSplinePacket ChangeDimensionPacket ChangeMobPropertyPacket ChunkRadiusUpdatedPacket ClientboundAttributeLayerSyncPacket ClientboundCloseFormPacket ClientboundControlSchemeSetPacket ClientboundDataDrivenUICloseScreenPacket ClientboundDataDrivenUIReloadPacket ClientboundDataDrivenUIShowScreenPacket ClientboundDataStorePacket ClientboundDebugRendererPacket ClientboundMapItemDataPacket ClientboundTextureShiftPacket ClientboundUpdateSoundDataPacket ClientCacheBlobStatusPacket ClientCacheMissResponsePacket ClientCacheStatusPacket ClientCameraAimAssistPacket ClientMovementPredictionSyncPacket ClientToServerHandshakePacket CodeBuilderPacket CodeBuilderSourcePacket CommandBlockUpdatePacket CommandOutputPacket CommandRequestPacket CompletedUsingItemPacket ContainerClosePacket ContainerOpenPacket ContainerRegistryCleanupPacket ContainerSetDataPacket CorrectPlayerMovePredictionPacket CraftingDataPacket CreatePhotoPacket CreativeContentPacket CurrentStructureFeaturePacket DeathInfoPacket DebugInfoPacket DimensionDataPacket DisconnectPacket EditorNetworkPacket EducationSettingsPacket EduUriResourcePacket EmoteListPacket EmotePacket FeatureRegistryPacket GameRulesChangedPacket GameTestRequestPacket GameTestResultsPacket GraphicsOverrideParameterPacket GuiDataPickItemPacket HurtArmorPacket InteractPacket InventoryContentPacket InventorySlotPacket InventoryTransactionPacket ItemRegistryPacket ItemStackRequestPacket ItemStackResponsePacket JigsawStructureDataPacket LabTablePacket LecternUpdatePacket LegacyTelemetryEventPacket LessonProgressPacket LevelChunkPacket LevelEventGenericPacket LevelEventPacket LevelSoundEventPacket LocatorBarPacket LoginPacket MapCreateLockedCopyPacket MapInfoRequestPacket MobArmorEquipmentPacket MobEffectPacket MobEquipmentPacket ModalFormRequestPacket ModalFormResponsePacket MotionPredictionHintsPacket MoveActorAbsolutePacket MoveActorDeltaPacket MovementEffectPacket MovePlayerPacket MultiplayerSettingsPacket NetworkChunkPublisherUpdatePacket NetworkSettingsPacket NetworkStackLatencyPacket NpcDialoguePacket NpcRequestPacket OnScreenTextureAnimationPacket OpenSignPacket PacketViolationWarningPacket PartyChangedPacket PartyDestinationCookieResponsePacket PhotoTransferPacket PlayerActionPacket PlayerArmorDamagePacket PlayerAuthInputPacket PlayerEnchantOptionsPacket PlayerFogPacket PlayerHotbarPacket PlayerListPacket PlayerLocationPacket PlayerSkinPacket PlayerStartItemCooldownPacket PlayerToggleCrafterSlotRequestPacket PlayerUpdateEntityOverridesPacket PlaySoundPacket PlayStatusPacket PositionTrackingDBClientRequestPacket PositionTrackingDBServerBroadcastPacket PrimitiveShapesPacket PurchaseReceiptPacket RecordStartedPacket RefreshEntitlementsPacket RemoveActorPacket RemoveObjectivePacket RemoveVolumeEntityPacket RequestAbilityPacket RequestChunkRadiusPacket RequestNetworkSettingsPacket RequestPermissionsPacket ResourcePackChunkDataPacket ResourcePackChunkRequestPacket ResourcePackClientResponsePacket ResourcePackDataInfoPacket ResourcePacksInfoPacket ResourcePacksReadyForValidationPacket ResourcePackStackPacket RespawnPacket ScriptMessagePacket SendPartyDestinationCookiePacket ServerboundDataDrivenScreenClosedPacket ServerboundDataStorePacket ServerboundDiagnosticsPacket ServerboundLoadingScreenPacket ServerboundPackSettingChangePacket ServerPlayerPostMovePositionPacket ServerPresenceInfoPacket ServerSettingsRequestPacket ServerSettingsResponsePacket ServerStatsPacket ServerStoreInfoPacket ServerToClientHandshakePacket SetActorDataPacket SetActorLinkPacket SetActorMotionPacket SetCommandsEnabledPacket SetDefaultGameTypePacket SetDifficultyPacket SetDisplayObjectivePacket SetHealthPacket SetHudPacket SetLastHurtByPacket SetLocalPlayerAsInitializedPacket SetPlayerFurnaceOptionsPacket SetPlayerGameTypePacket SetPlayerInventoryOptionsPacket SetScoreboardIdentityPacket SetScorePacket SetSpawnPositionPacket SetTimePacket SettingsCommandPacket SetTitlePacket ShowCreditsPacket ShowProfilePacket ShowStoreOfferPacket SimpleEventPacket SimulationTypePacket SpawnExperienceOrbPacket SpawnParticleEffectPacket StartGamePacket StopSoundPacket StructureBlockUpdatePacket StructureTemplateDataRequestPacket StructureTemplateDataResponsePacket SubChunkPacket SubChunkRequestPacket SubClientLoginPacket SyncActorPropertyPacket SyncWorldClocksPacket TakeItemActorPacket TextPacket TickingAreasLoadStatusPacket ToastRequestPacket TransferPacket TrimDataPacket UnlockedRecipesPacket UpdateAbilitiesPacket UpdateAdventureSettingsPacket UpdateAttributesPacket UpdateBlockPacket UpdateBlockSyncedPacket UpdateClientInputLocksPacket UpdateClientOptionsPacket UpdateEquipPacket UpdatePlayerGameTypePacket UpdateSoftEnumPacket UpdateSubChunkBlocksPacket UpdateTradePacket VoxelShapesPacket

    Enumeration Members

    ActorEventPacket: "ActorEventPacket"

    Ranges from a crossbow being ready to fire to taming animals..., some of which may be obsolete (frex, ADD_PLAYER_LEVELS)

    ActorPickRequestPacket: "ActorPickRequestPacket"
    AddActorPacket: "AddActorPacket"

    Newly created entities on server use AddActorPacket to notify clients that they exist.

    AddBehaviorTreePacket: "AddBehaviorTreePacket"

    For automation

    AddItemActorPacket: "AddItemActorPacket"
    AddPaintingPacket: "AddPaintingPacket"
    AddPlayerPacket: "AddPlayerPacket"

    A new player joins the game; the server sends this packet to the other players.

    AddVolumeEntityPacket: "AddVolumeEntityPacket"
    AgentActionEventPacket: "AgentActionEventPacket"
    AgentAnimationPacket: "AgentAnimationPacket"
    AnimateEntityPacket: "AnimateEntityPacket"

    Several properties can be specified in the following order:
    - The name of the animation (a string) that the specified entities are to play.
    - The next state to transition to (a string) once the specified animation is finished playing.
    - The stop expression (a string), the condition that determines when to transition to the next state.
    - The name of an animation controller (a string) that you would like to use.
    - The blend out time (a float), the amount of time to blend out of this animation.
    - A vector of ActorRuntimeIds of the entities that will play the specified animation.

    AnimatePacket: "AnimatePacket"

    Combination of server bound and client bound packets to trigger animations.

    AnvilDamagePacket: "AnvilDamagePacket"

    Only used when Item Stack Net Manager is disabled on the server. Sends the position of the anvil that is requesting to be damaged from the client.

    AutomationClientConnectPacket: "AutomationClientConnectPacket"

    Only used though command to connect to server URLs. This is primarily used by EDU for connecting to their companion apps and other external applications through web sockets. Some mods/3rd party packs use it as well.

    AvailableActorIdentifiersPacket: "AvailableActorIdentifiersPacket"
    AvailableCommandsPacket: "AvailableCommandsPacket"
    AwardAchievementPacket: "AwardAchievementPacket"
    BiomeDefinitionListPacket: "BiomeDefinitionListPacket"
    • mBiomeData: map of biome string indices to biome definition data.
    • mStringList: list of biome name strings.
    BlockActorDataPacket: "BlockActorDataPacket"
    BlockEventPacket: "BlockEventPacket"
    BlockPickRequestPacket: "BlockPickRequestPacket"
    BookEditPacket: "BookEditPacket"
    BossEventPacket: "BossEventPacket"
    CameraAimAssistActorPriorityPacket: "CameraAimAssistActorPriorityPacket"

    Sent by the server to clients for updating the actor priority for client aim-assist systems.

    CameraAimAssistPacket: "CameraAimAssistPacket"
    CameraAimAssistPresetsPacket: "CameraAimAssistPresetsPacket"

    Sent by the server to clients for initializing and updating the client aim-assist registry. AddToExisting operations are sent by the server when new presets/categories are added to the registry through creator facing APIs.

    CameraInstructionPacket: "CameraInstructionPacket"
    CameraPacket: "CameraPacket"
    CameraPresetsPacket: "CameraPresetsPacket"
    CameraShakePacket: "CameraShakePacket"

    It may be used to queue or stop a camera shake

    CameraSplinePacket: "CameraSplinePacket"

    Sent by the server to clients for initializing custom spline data that can be played later through the camera command.

    ChangeDimensionPacket: "ChangeDimensionPacket"
    ChangeMobPropertyPacket: "ChangeMobPropertyPacket"
    ChunkRadiusUpdatedPacket: "ChunkRadiusUpdatedPacket"
    ClientboundAttributeLayerSyncPacket: "ClientboundAttributeLayerSyncPacket"
    ClientboundCloseFormPacket: "ClientboundCloseFormPacket"

    This will only have an affect if the client currently has a server form on the UI stack.

    ClientboundControlSchemeSetPacket: "ClientboundControlSchemeSetPacket"
    ClientboundDataDrivenUICloseScreenPacket: "ClientboundDataDrivenUICloseScreenPacket"
    ClientboundDataDrivenUIReloadPacket: "ClientboundDataDrivenUIReloadPacket"
    ClientboundDataDrivenUIShowScreenPacket: "ClientboundDataDrivenUIShowScreenPacket"
    ClientboundDataStorePacket: "ClientboundDataStorePacket"
    ClientboundDebugRendererPacket: "ClientboundDebugRendererPacket"
    ClientboundMapItemDataPacket: "ClientboundMapItemDataPacket"
    ClientboundTextureShiftPacket: "ClientboundTextureShiftPacket"
    ClientboundUpdateSoundDataPacket: "ClientboundUpdateSoundDataPacket"
    ClientCacheBlobStatusPacket: "ClientCacheBlobStatusPacket"

    Sent periodically by the client to update the server on which blob it has (ACK) and which blobs it is lacking (MISS).

    ClientCacheMissResponsePacket: "ClientCacheMissResponsePacket"

    Any missing blob should just be thrown into one of these packet ASAP and sent. This is actually how chunk data gets to the client the first time.

    ClientCacheStatusPacket: "ClientCacheStatusPacket"

    Sent by the Client once, at login, to communicate if it supports the client blob cache protocol or not.
    Documented in https://github.com/Mojang/bedrock-docs/blob/master/GameplaySystems/ClientBlobCacheProtocol.md

    ClientCameraAimAssistPacket: "ClientCameraAimAssistPacket"

    Sent by clients to the server for activating/deactivating aim-assist. Activation uses the CameraPreset Id for server-side lookup and uses its aim_assist field for aim-assist activation settings.

    ClientMovementPredictionSyncPacket: "ClientMovementPredictionSyncPacket"

    Only used in Server-Authoritative Movement. Sent periodically if the client has received corrections from the server. Contains information about client-predictions that are relevant to movement.

    ClientToServerHandshakePacket: "ClientToServerHandshakePacket"
    CodeBuilderPacket: "CodeBuilderPacket"

    This is EDU exclusively.It is sent once from _sendLevelData() in the start of a game from the server, and once per CodeBuilderCommand

    CodeBuilderSourcePacket: "CodeBuilderSourcePacket"
    CommandBlockUpdatePacket: "CommandBlockUpdatePacket"

    Sent when you close the command block screen on the client.

    CommandOutputPacket: "CommandOutputPacket"
    CommandRequestPacket: "CommandRequestPacket"
    CompletedUsingItemPacket: "CompletedUsingItemPacket"
    ContainerClosePacket: "ContainerClosePacket"
    ContainerOpenPacket: "ContainerOpenPacket"
    ContainerRegistryCleanupPacket: "ContainerRegistryCleanupPacket"

    Whenever the serverside ContainerRegistry does a clean, identifiers for the removed containers are gathered in a ContainerRegistryCleanUp packet and sent to the client so that the clientside container registry can remove those same containers.

    ContainerSetDataPacket: "ContainerSetDataPacket"
    CorrectPlayerMovePredictionPacket: "CorrectPlayerMovePredictionPacket"

    Used only in server authoritative movement mode, see ServerAuthMovementMode documentation.
    Since it is sent to the specified client the target player is implied to be the receiver.
    It is an optional part of the server authoritative protocol. A server could choose to never send this or do all corrections through MovePlayerPacket, although doing so would likely provide less smooth results.

    CraftingDataPacket: "CraftingDataPacket"

    Sent from the server on level startup to send all recipes to the client.

    CreatePhotoPacket: "CreatePhotoPacket"
    CreativeContentPacket: "CreativeContentPacket"

    Sent once by the server on startup to tell clients all of the items that can show up in the creative menu and recipe book.

    CurrentStructureFeaturePacket: "CurrentStructureFeaturePacket"

    Sends the name of the Structure Feature the player is currently occupying to the client. If the player is not in a structure, this packet contains an empty string.

    DeathInfoPacket: "DeathInfoPacket"

    mDeathCauseMessage: is untranslated cause of death string vector returned from ActorDamageSource

    DebugInfoPacket: "DebugInfoPacket"
    DimensionDataPacket: "DimensionDataPacket"

    Contains dimension definition data including height bounds and generator type for each dimension.

    DisconnectPacket: "DisconnectPacket"
    EditorNetworkPacket: "EditorNetworkPacket"
    EducationSettingsPacket: "EducationSettingsPacket"

    Currently transmits EducationLevelSettings to all clients when the game is starting.

    EduUriResourcePacket: "EduUriResourcePacket"
    EmoteListPacket: "EmoteListPacket"
    EmotePacket: "EmotePacket"

    Sent in both directions; by client to request that an emote is played and then from the server to the clients to indicate which player needs to now emote.

    FeatureRegistryPacket: "FeatureRegistryPacket"
    GameRulesChangedPacket: "GameRulesChangedPacket"

    Informs client about any changes to the game rules.

    GameTestRequestPacket: "GameTestRequestPacket"
    GameTestResultsPacket: "GameTestResultsPacket"

    Internal Text Packet

    GraphicsOverrideParameterPacket: "GraphicsOverrideParameterPacket"
    GuiDataPickItemPacket: "GuiDataPickItemPacket"

    This is only used when players use pick block, a command is used, tests, and some 3rd party content.

    HurtArmorPacket: "HurtArmorPacket"

    Sends the damage taken after armor is taken into account. This looks like it is trying to be phased out, this is not sent while the ItemStackNetManagerServer is active. From the server.

    InteractPacket: "InteractPacket"

    Used for inventory button press and in _updateInteraction() for a variety of purposes. From the client.

    InventoryContentPacket: "InventoryContentPacket"
    InventorySlotPacket: "InventorySlotPacket"
    InventoryTransactionPacket: "InventoryTransactionPacket"
    ItemRegistryPacket: "ItemRegistryPacket"

    This packet needs to be sent immediately after the StartGamePacket for primary clients.

    ItemStackRequestPacket: "ItemStackRequestPacket"
    ItemStackResponsePacket: "ItemStackResponsePacket"
    JigsawStructureDataPacket: "JigsawStructureDataPacket"

    Sends the serialized jigsaw rule JSON to the client as it's needed on both the client and server.

    LabTablePacket: "LabTablePacket"

    The packet can be fired from the client through the UI or from the server during updates.

    LecternUpdatePacket: "LecternUpdatePacket"

    It is a request from the client to either turn the page in the lectern or drop the book.

    LegacyTelemetryEventPacket: "LegacyTelemetryEventPacket"
    LessonProgressPacket: "LessonProgressPacket"
    LevelChunkPacket: "LevelChunkPacket"

    Used to start a chunk transaction.

    LevelEventGenericPacket: "LevelEventGenericPacket"
    LevelEventPacket: "LevelEventPacket"
    LevelSoundEventPacket: "LevelSoundEventPacket"

    Most sounds get launched on server and replicated to clients, but a handful of player initiated sounds are launched on their client and replicated through the network. (In most of the codebase 'Event' means telemetry events; this is not the case here, this is how sounds get replicated across the network in vanilla.) With support for custom entities. Entity Id is a string and Event Id is an integer.

    LocatorBarPacket: "LocatorBarPacket"
    LoginPacket: "LoginPacket"
    MapCreateLockedCopyPacket: "MapCreateLockedCopyPacket"

    It sends the original map id and the new map id. On the server it follows a similar process to creating a new map, sends the data and the map info to the client.

    MapInfoRequestPacket: "MapInfoRequestPacket"

    If the server finds the map, it sends the data back. If it can't find the map, it creates it and sends the map and data back. (the map creation data packet and the map data packet are separate packets). The response from the server potentially has to load from disk, just an fyi. This packet is fired via map item tick, if the map data we have is invalid, or if the map is placed in an item frame.

    For Client Side Generation when we re-sample pixels from the Client's ChunkSource we need to inform the Server's map about
    these new pixels so that it can save them to LevelStorage. Use this packet to send to the Server the extra pixels
    
    MobArmorEquipmentPacket: "MobArmorEquipmentPacket"

    This is related to MobEquipmentPackets, but armor specifically and passes ALL equipment changes at once instead of one slot at a time.

    MobEffectPacket: "MobEffectPacket"

    At the start of the game the server sends any mob effects with _sendAdditionalLevelData() if the joining player saved out with them, and then anytime a mob effect is added, removed, or updated this packet is sent.
    It is important for player movement simulation to ensure that the following effects are sent for the player or any client predicted vehicle they are in control of:

    • levitation
    • slow_falling
    • jump
    • movement_speed
    • movement_slowdown
    • weaving
    MobEquipmentPacket: "MobEquipmentPacket"
    ModalFormRequestPacket: "ModalFormRequestPacket"

    Not sent from vanilla. The feature is meant for third-party servers to be able to drive dynamic ui forms. The request comes with some JSON that describes a custom UI screen thirdparty uses.Server->client.

    ModalFormResponsePacket: "ModalFormResponsePacket"

    see ModalFormRequestPacket

    MotionPredictionHintsPacket: "MotionPredictionHintsPacket"

    This is from the server when spatial optimizations are enabled and the server does not send a spatial update.

    MoveActorAbsolutePacket: "MoveActorAbsolutePacket"
    MoveActorDeltaPacket: "MoveActorDeltaPacket"

    Each position, rotation and head-rotation component is sent as an independent optional, accompanied by flags indicating whether the actor is on the ground and whether this is a teleport.

    MovementEffectPacket: "MovementEffectPacket"

    These MovementEffects can be client-predicted. Ex: Fireworks Rockets used while gliding send this packet to the client so they know the exact duration of the GLIDE_BOOST MovementEffect.

    MovePlayerPacket: "MovePlayerPacket"
    MultiplayerSettingsPacket: "MultiplayerSettingsPacket"

    This is used by EDU for joining players and removing players from your session, the settings (there is only one) is an enum for enabling/disabling/refreshing multiplayer join codes. Starts on the client, and a response to the client is issued from the server.

    NetworkChunkPublisherUpdatePacket: "NetworkChunkPublisherUpdatePacket"

    Used (from the server) when a user's Chunk View moves, I.e. the area that determines what chunks exist. For ClientSideGeneration we also send the client a list of ChunkPos that the Server will fully build.

    NetworkSettingsPacket: "NetworkSettingsPacket"
    NetworkStackLatencyPacket: "NetworkStackLatencyPacket"

    DEPRECATED. Was for testing/debug/telemetry: Used to provide ping time to in game debug graph, also for realms telemetry of actual in game latency. Sent from both client & server.

    NpcDialoguePacket: "NpcDialoguePacket"
    NpcRequestPacket: "NpcRequestPacket"

    A request is made from the client during an interaction with an NPC then the request is processed by the server. Actor MUST have the NPCComponent to be handled. We currently only use this for EDU, but the goal was to expose the NPC Component to creators.

    OnScreenTextureAnimationPacket: "OnScreenTextureAnimationPacket"

    Sent from the player (and in one case from the village) to make those really cool animated effects for the hero of the village and the totem saving you. Just an id (unsigned int). At least thats what the code suggests. May be obsolete / deprecated.

    OpenSignPacket: "OpenSignPacket"
    PacketViolationWarningPacket: "PacketViolationWarningPacket"
    PartyChangedPacket: "PartyChangedPacket"
    PartyDestinationCookieResponsePacket: "PartyDestinationCookieResponsePacket"
    PhotoTransferPacket: "PhotoTransferPacket"

    When the player uses the camera item or adds a photo to the scrapbook it sends the photo to the server, then the server sends a response back on whether that was successful or not. Either uploads a photo to the server's photoStorage or request one from it to be stored in client's photoStorage. If no mPhotoData is provided it is a request for the given filename.

    PlayerActionPacket: "PlayerActionPacket"

    The expected actions change depending on the ServerAuthMovementMode specified in the StartGamePacket. See the PlayerActionType enum for details on which have differing behavior. See also PlayerAuthInputPacket and InventoryTransactionPacket for similar types of player actions.

    PlayerArmorDamagePacket: "PlayerArmorDamagePacket"
    PlayerAuthInputPacket: "PlayerAuthInputPacket"

    These are for Server Authoritative Movement to sync all player input with the server.

    PlayerEnchantOptionsPacket: "PlayerEnchantOptionsPacket"
    PlayerFogPacket: "PlayerFogPacket"

    This is the packet that tracks the active fog stack from the server so the local players can apply different fog settings.

    PlayerHotbarPacket: "PlayerHotbarPacket"
    PlayerListPacket: "PlayerListPacket"

    Sent from the Server at the start of the game or when a player is added to all clients. Lists the players.

    PlayerLocationPacket: "PlayerLocationPacket"

    Sent by PlayerLocationSender when a player position changes beyond a certain angle.

    PlayerSkinPacket: "PlayerSkinPacket"

    Sent from the client to server, then processed and broadcasted to all clients. This is used by third-party(3P) servers to send custom geometry.

    PlayerStartItemCooldownPacket: "PlayerStartItemCooldownPacket"

    Packet sent by the player to start the cooldown on an item.

    PlayerToggleCrafterSlotRequestPacket: "PlayerToggleCrafterSlotRequestPacket"
    PlayerUpdateEntityOverridesPacket: "PlayerUpdateEntityOverridesPacket"

    Updates client entity property override data. Sets/removes an override for the indicated property for a specific entity on a client or clears all overrides for that entity.

    PlaySoundPacket: "PlaySoundPacket"
    PlayStatusPacket: "PlayStatusPacket"

    Used after the Server handles a Login or (Sub)Client Authentication Packet If everything is good, then it sends this packet to the client to finish the handshake. If everything is not good, it terminates the connection.

    PositionTrackingDBClientRequestPacket: "PositionTrackingDBClientRequestPacket"

    Client to server packet for server authoratative runtime database (with persistent LevelStorage backup) designed primarily to track lodestone stuff. See Position Tracking DB Notes.md in bedrock-docs. see PositionTrackingDBServerBroadcastPacket

    PositionTrackingDBServerBroadcastPacket: "PositionTrackingDBServerBroadcastPacket"
    PrimitiveShapesPacket: "PrimitiveShapesPacket"
    PurchaseReceiptPacket: "PurchaseReceiptPacket"

    Sent from the client after we make a purchase in the store OR if we login and our entitlements are verified. It sends a vector of purchase receipts(string).There is a handler and a multiple senders.

    RecordStartedPacket: "RecordStartedPacket"
    RefreshEntitlementsPacket: "RefreshEntitlementsPacket"
    RemoveActorPacket: "RemoveActorPacket"

    This is sent to the client to confirm which entity is being removed. This is done by sending an ActorUniqueID

    RemoveObjectivePacket: "RemoveObjectivePacket"

    This is just the name of the objective.

    RemoveVolumeEntityPacket: "RemoveVolumeEntityPacket"
    RequestAbilityPacket: "RequestAbilityPacket"

    Once changed, the server will broadcast the updated state of abilities for that player. If the request is rejected, the caller will receive their reverted state of Abilities. Can only be used to modify the calling player. - mVariable: Info about this variable

    RequestChunkRadiusPacket: "RequestChunkRadiusPacket"

    This packet is to make sure that the server expands/shrinks first. Additionally for ClientSide Chunk Generation we can send a byte, based on client's hardware capabilities what is the max chunk radius client can handle.

    RequestNetworkSettingsPacket: "RequestNetworkSettingsPacket"

    This is the initial packet sent from the client to initiate a connection. NOTE: this packet should not contain anything other than the client version, don't add new data here.

    RequestPermissionsPacket: "RequestPermissionsPacket"

    Can only be used by Operators or Hosts.

    ResourcePackChunkDataPacket: "ResourcePackChunkDataPacket"

    (only one marked for uncompressed) realms resource pack download

    ResourcePackChunkRequestPacket: "ResourcePackChunkRequestPacket"
    ResourcePackClientResponsePacket: "ResourcePackClientResponsePacket"

    Sent to MinecraftGame to complete the resource pack loading process.

    ResourcePackDataInfoPacket: "ResourcePackDataInfoPacket"

    Sent from the serverFileChunkUploader during the initialization of the file uploader. This packet is sent to the primary client.

    ResourcePacksInfoPacket: "ResourcePacksInfoPacket"

    Sends resource pack information to the client including pack IDs, versions, sizes, and content keys.

    ResourcePacksReadyForValidationPacket: "ResourcePacksReadyForValidationPacket"
    ResourcePackStackPacket: "ResourcePackStackPacket"

    Sent to client in response to ResourcePackClientResponsePacket with info on current resource pack stack.

    RespawnPacket: "RespawnPacket"

    For some reason each respawn 1 packet is sent from the client and 3 are sent from the server.

    ScriptMessagePacket: "ScriptMessagePacket"
    SendPartyDestinationCookiePacket: "SendPartyDestinationCookiePacket"
    ServerboundDataDrivenScreenClosedPacket: "ServerboundDataDrivenScreenClosedPacket"
    ServerboundDataStorePacket: "ServerboundDataStorePacket"
    ServerboundDiagnosticsPacket: "ServerboundDiagnosticsPacket"
    ServerboundLoadingScreenPacket: "ServerboundLoadingScreenPacket"

    In order for the client to send a packet with StartLoadingScreen, the server needs to anticipate that this packet is coming. If the server doesn't expect that we are about to start a loading screen, the server will disconnect the client. EndLoadingScreen is sent by the client when the loading screen closes. The Loading Screen Id field will be empty if the loading screen is triggered by the initial loading into of a world. The Loading Screen Id field will have a value if sent by the server. This currently happens as part of ChangeDimensionPacket if the player is alive.

    ServerboundPackSettingChangePacket: "ServerboundPackSettingChangePacket"
    ServerPlayerPostMovePositionPacket: "ServerPlayerPostMovePositionPacket"

    Is currently only used for debug draw. Packets will not be sent if debug draw is not available.

    ServerPresenceInfoPacket: "ServerPresenceInfoPacket"
    ServerSettingsRequestPacket: "ServerSettingsRequestPacket"

    It is also an empty packet. There is no handler for this packet, should be removed.

    ServerSettingsResponsePacket: "ServerSettingsResponsePacket"
    ServerStatsPacket: "ServerStatsPacket"

    Sent from server.

    ServerStoreInfoPacket: "ServerStoreInfoPacket"
    ServerToClientHandshakePacket: "ServerToClientHandshakePacket"

    Sent from the server at the end of the login packet

    SetActorDataPacket: "SetActorDataPacket"
    SetActorLinkPacket: "SetActorLinkPacket"

    Sent when the player starts riding something. Two are sent at a time for some reason.

    SetActorMotionPacket: "SetActorMotionPacket"

    It is primarily relevant for client predicted entities like the player or a boat or horse they are in control of. For most other actor types it does nothing.
    This is one of the packets that can directly affect player motion, for others, see:
    - MovePlayerPacket
    - CorrectPlayerMovePredictionPacket

    SetCommandsEnabledPacket: "SetCommandsEnabledPacket"

    see SimpleEventPacket

    SetDefaultGameTypePacket: "SetDefaultGameTypePacket"
    SetDifficultyPacket: "SetDifficultyPacket"

    Used for when a client changes difficulty through the menu or when the server changes the difficulty.

    SetDisplayObjectivePacket: "SetDisplayObjectivePacket"
    SetHealthPacket: "SetHealthPacket"
    SetHudPacket: "SetHudPacket"

    This packet will toggle the HUD visibility.

    SetLastHurtByPacket: "SetLastHurtByPacket"
    SetLocalPlayerAsInitializedPacket: "SetLocalPlayerAsInitializedPacket"

    Client tells the server that the client is ready to roll.

    SetPlayerFurnaceOptionsPacket: "SetPlayerFurnaceOptionsPacket"
    SetPlayerGameTypePacket: "SetPlayerGameTypePacket"

    The client handles the change of the UI element (the gametype dropdown, although this can be avoided by changing via command or on the server), then the client sends a packet to the server, then the server changes the player's gametype and sends a packet back (UpdatePlayerGameTypePacket) to make sure it matches on the client.

    SetPlayerInventoryOptionsPacket: "SetPlayerInventoryOptionsPacket"
    SetScoreboardIdentityPacket: "SetScoreboardIdentityPacket"

    Send an update packet for a player identity definition iff a tracked player has logged in with a different display name.

    SetScorePacket: "SetScorePacket"

    Sets the scoreboard which is used for 3rd party content.

    SetSpawnPositionPacket: "SetSpawnPositionPacket"

    see RespawnPacket

    SetTimePacket: "SetTimePacket"

    Every so often (and at login) the server sends the current time to the client, and additionally the client can set the server time through 2 commands: DayLockCommand and TimeCommand

    SettingsCommandPacket: "SettingsCommandPacket"

    Used when the player changes the world settings like doDayNightCycle or WeatherCycle via the world settings menu

    SetTitlePacket: "SetTitlePacket"

    There are 2 commands associated with it: title and titleraw. Both of which have functionality to change fade in/out time for titles, sub titles, and action bar text. titleraw is using json to format so it will be bigger (i don't have an example)

    ShowCreditsPacket: "ShowCreditsPacket"

    That packet is sent to the client. When the credits have concluded, a packet is sent back to the server to let it know to reinstate the player watching the credits.

    ShowProfilePacket: "ShowProfilePacket"

    The only use in vanilla is a test command called ProfileCommand. It makes the user's xbox profile popup.

    ShowStoreOfferPacket: "ShowStoreOfferPacket"

    The server can redirect the user to a 3rd party server page, to a marketplace offer description page, or to a dressing room page containing desired offer.

    SimpleEventPacket: "SimpleEventPacket"

    This is fired from the client to the server and a SetCommandsEnabledPacket is sent back when enabling commands.

    SimulationTypePacket: "SimulationTypePacket"
    • mSimType: an enum representing the simulation type to switch to.
    SpawnExperienceOrbPacket: "SpawnExperienceOrbPacket"

    Note: This can be seen as "ContainerWantSetSlotPacket" when sent from client to server. Currently, the client handles side-effects relating to it's own inventory, regardless of the success of the operation.

    SpawnParticleEffectPacket: "SpawnParticleEffectPacket"

    This is not used for much anymore, only the Particle command (spawn particle by name at a location) and for ScriptServerSpawnParticleAttachedToActor and ScriptServerSpawnParticleInWorldEvent.

    StartGamePacket: "StartGamePacket"

    The player movement mode is also specified here, see ServerAuthMovementMode enum documentation for details on the modes.

    StopSoundPacket: "StopSoundPacket"
    StructureBlockUpdatePacket: "StructureBlockUpdatePacket"
    StructureTemplateDataRequestPacket: "StructureTemplateDataRequestPacket"

    This is used to kick off the process of loading and returning a structure in a Tag from the server back to the client. Currently this functionality is completely disabled and does nothing.

    StructureTemplateDataResponsePacket: "StructureTemplateDataResponsePacket"

    The client sends a packet to the server, from there the structure is built and then put into a Tag where it is sent back to the client, from there you can view the structure in the Structure Block Screen. Currently this functionality is completely disabled and does nothing. Used to reply to a request for structure information.

    SubChunkPacket: "SubChunkPacket"

    Contains subchunk terrain data, heightmaps, and optional blob cache IDs.

    SubChunkRequestPacket: "SubChunkRequestPacket"
    SubClientLoginPacket: "SubClientLoginPacket"
    SyncActorPropertyPacket: "SyncActorPropertyPacket"

    Intended to one day replace SynchedActorData.

    SyncWorldClocksPacket: "SyncWorldClocksPacket"

    Sent from the server when a client joins to initialize all world clocks for the client and periodically to all clients to keep them in sync. It is also sent to all clients when a world clock's paused state changes or when time markers are added or removed.

    TakeItemActorPacket: "TakeItemActorPacket"

    From this the item and count is turned into an item and the transaction is handled afterwards.

    TextPacket: "TextPacket"

    Used for commands, messages, and other info printed to the screen. Most of which are server->client or server broadcasted to all clients, but some cases have a client to other client via the server

    TickingAreasLoadStatusPacket: "TickingAreasLoadStatusPacket"
    ToastRequestPacket: "ToastRequestPacket"
    TransferPacket: "TransferPacket"
    TrimDataPacket: "TrimDataPacket"
    • mTrimPatterns: vector of TrimPattern
    • mTrimMaterials: vector of TrimMaterial
    UnlockedRecipesPacket: "UnlockedRecipesPacket"
    UpdateAbilitiesPacket: "UpdateAbilitiesPacket"
    UpdateAdventureSettingsPacket: "UpdateAdventureSettingsPacket"

    Sent by the server to update the state of AdventureSettings. Replaces the AdventureSettingsPacket for updating AdventureSettings from server to client.

    UpdateAttributesPacket: "UpdateAttributesPacket"

    Occasionally updating player attributes (buffs/debuffs, health, etc)

    UpdateBlockPacket: "UpdateBlockPacket"

    This happens often. Luckily, the packets are small.

    UpdateBlockSyncedPacket: "UpdateBlockSyncedPacket"

    Variation of UpdateBlockSyncedPacket that includes information to sync entities with renderchunk generation. Occasionally when blocks change a sync message is sent and during the change on the dimension, this packet is sent to the client to alert the update flags and sync info at a specific position.

    UpdateClientInputLocksPacket: "UpdateClientInputLocksPacket"

    Used to update the players input permissions. Sends the full permission set and the server position of the player at the time the permission was modified.

    UpdateClientOptionsPacket: "UpdateClientOptionsPacket"

    The values in this packet are originally synced through the Connection Request and then updated via this packet.

    UpdateEquipPacket: "UpdateEquipPacket"
    UpdatePlayerGameTypePacket: "UpdatePlayerGameTypePacket"
    UpdateSoftEnumPacket: "UpdateSoftEnumPacket"

    This allows someone to sync between server and client tags and enums on mobs or on the level.

    UpdateSubChunkBlocksPacket: "UpdateSubChunkBlocksPacket"
    UpdateTradePacket: "UpdateTradePacket"
    VoxelShapesPacket: "VoxelShapesPacket"

    Sends the serializable voxel shapes data to the client as it's needed on both the client and server. This packet should always be sent before StartGamePacket.