Interface | Description |
---|---|
EntityTrackingEvents.StartTracking | |
EntityTrackingEvents.StopTracking | |
PacketSender |
Represents something that supports sending packets to channels.
|
S2CPlayChannelEvents.Register | |
S2CPlayChannelEvents.Unregister | |
ServerLoginConnectionEvents.Disconnect | |
ServerLoginConnectionEvents.Init | |
ServerLoginConnectionEvents.QueryStart | |
ServerLoginNetworking.LoginQueryResponseHandler | |
ServerLoginNetworking.LoginSynchronizer |
Allows blocking client log-in until all all futures passed into
ServerLoginNetworking.LoginSynchronizer.waitFor(Future) are completed. |
ServerPlayConnectionEvents.Disconnect | |
ServerPlayConnectionEvents.Init | |
ServerPlayConnectionEvents.Join | |
ServerPlayNetworking.PlayChannelHandler |
Class | Description |
---|---|
EntityTrackingEvents |
Events related to a tracking entities within a player's view distance.
|
FutureListeners |
Utilities for working with netty's future listeners.
|
PacketByteBufs |
Helper methods for working with and creating
PacketByteBuf s. |
PlayerLookup |
For example, a block entity may use the methods in this class to send a packet to all clients which can see the block entity in order notify clients about a change.
|
S2CPlayChannelEvents |
Offers access to events related to the indication of a connected client's ability to receive packets in certain channels.
|
ServerLoginConnectionEvents |
Offers access to events related to the connection to a client on a logical server while a client is logging in.
|
ServerLoginNetworking |
Offers access to login stage server-side networking functionalities.
|
ServerPlayConnectionEvents |
Offers access to events related to the connection to a client on a logical server while a client is in game.
|
ServerPlayNetworking |
Offers access to play stage server-side networking functionalities.
|
For login stage networking see ServerLoginNetworking
.
For play stage networking see ServerPlayNetworking
.
For events related to the connection to a client see ServerLoginConnectionEvents
for login stage
or ServerPlayConnectionEvents
for play stage.
For events related to the ability of a client to receive packets on a channel of a specific name see S2CPlayChannelEvents
.