Documentation ¶
Index ¶
Constants ¶
This section is empty.
Variables ¶
View Source
var DefaultSettings = NewSettings(&packet.ClientSettings{ Locale: "en_US", ViewDistance: 10, ChatColors: true, SkinParts: 127, MainHand: 1, })
Functions ¶
This section is empty.
Types ¶
type Settings ¶
type Settings interface { Locale() language.Tag // Locale of the Minecraft client. // ViewDistance returns the client's view distance. This does not guarantee the client will see this many // chunks, since your servers are responsible for sending the chunks. ViewDistance() uint8 ChatMode() ChatMode // The chat setting of the client. ChatColors() bool // Whether the client has chat colors disabled. SkinParts() SkinParts // The parts of player skin the client will show. MainHand() MainHand // The primary hand of the client. // ClientListing returns whether the client explicitly // allows listing on the TabList in anonymous tab list mode. // // This feature was introduced in 1.18. ClientListing() bool }
Settings are the client settings the player gave us.
func NewSettings ¶
func NewSettings(packet *packet.ClientSettings) Settings
type SkinParts ¶
type SkinParts byte
func (SkinParts) LeftSleeve ¶
func (SkinParts) RightPants ¶
func (SkinParts) RightSleeve ¶
type TabList ¶
type TabList interface { AddEntry(TabListEntry) error // Adds an entry to the tab list. RemoveEntry(id uuid.UUID) error // Removes an entry from the tab list. HasEntry(id uuid.UUID) bool // Determines if the specified entry exists in the tab list. Entries() map[uuid.UUID]TabListEntry // Returns the entries in the tab list. }
TabList is the tab list of a proxy.Player.
type TabListEntry ¶
type TabListEntry interface { TabList() TabList // The TabList this entry is in. // Profile returns the profile of the entry, which uniquely identifies the entry with its // containing uuid, as well as deciding what is shown as the player head in the tab list. Profile() profile.GameProfile // DisplayName returns the optional text displayed for this entry in the TabList, // otherwise if returns nil Profile().Name is shown (but not returned here). DisplayName() component.Component // SetDisplayName the text to be displayed for the entry. // If nil Profile().Name will be shown. SetDisplayName(component.Component) error // GameMode returns the game mode the entry has been set to. // 0 - Survival // 1 - Creative // 2 - Adventure // 3 - Spectator GameMode() int // SetGameMode sets the gamemode for the entry. // See GameMode() for more details. SetGameMode(int) error // Latency returns the latency/ping for the entry. // // The icon shown in the tab list is calculated // by the millisecond latency as follows: // // A negative latency will display the no connection icon // 0-150 will display 5 bars // 150-300 will display 4 bars // 300-600 will display 3 bars // 600-1000 will display 2 bars // A latency move than 1 second will display 1 bar Latency() time.Duration // SetLatency sets the latency/ping for the entry. // See Latency() for how it is displayed. SetLatency(time.Duration) error }
TabListEntry is a single entry in a TabList.
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