Documentation ¶
Index ¶
Constants ¶
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const IDCraftingEvent = 53
Variables ¶
This section is empty.
Functions ¶
func NewClientPool ¶
func NewServerPool ¶
Types ¶
type CraftingEvent ¶
type CraftingEvent struct { // WindowID is the ID representing the window that the player crafted in. WindowID byte // CraftingType is a type that indicates the way the crafting was done, for example if a crafting table // was used. // TODO: Find out the options of the CraftingType field in the CraftingEvent packet. CraftingType int32 // RecipeUUID is the UUID of the recipe that was crafted. It points to the UUID of the recipe that was // sent earlier in the CraftingData packet. RecipeUUID uuid.UUID // Input is a list of items that the player put into the recipe so that it could create the Output items. // These items are consumed in the process. Input []protocol.ItemInstance // Output is a list of items that were obtained as a result of crafting the recipe. Output []protocol.ItemInstance }
CraftingEvent is sent by the client when it crafts a particular item. Note that this packet may be fully ignored, as the InventoryTransaction packet provides all the information required.
func (*CraftingEvent) Marshal ¶
func (pk *CraftingEvent) Marshal(io protocol.IO)
type ShowStoreOffer ¶
type ShowStoreOffer struct { // OfferID is a string that identifies the offer for which a window should be opened. While typically a // UUID, the ID could be anything. OfferID string // ShowAll specifies if all other offers of the same 'author' as the one of the offer associated with the // OfferID should also be displayed, alongside the target offer. ShowAll bool }
func (*ShowStoreOffer) ID ¶
func (*ShowStoreOffer) ID() uint32
func (*ShowStoreOffer) Marshal ¶
func (pk *ShowStoreOffer) Marshal(io protocol.IO)
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