4 Offset Size Type Description
5 0 4 data protocol tag, must be 0xFB1AB1AF
6 4 2 uint sequence number
8 8 4 data bitfield with previous acks
9 12 1 uint type code for the payload
10 13 3 none padding, reserved for future use
11 16 0-484 data payload, contents and length vary,
12 mostly depending on the type code
14 all multibyte values are in LE
15 the current code does no conversion, so only works on machines
16 with native LE (or BE if the server and all clients are on that,
17 but that's by accident and will break if conversion code is ever
27 To tell the other side we're still alive.
28 Both server and client will send this if they haven't sent something in
38 Sent from client to serveri as a request to join. The server may
39 respond negatively if the player name is already taken or some cap has
44 0 player name, max 32 byte UTF-8 string,
45 shorter names should be zero terminated
51 Sent by the server either as a response to a successful login or when
56 0 entity ID of the player, 32bit unsigned int
57 4 chunk coords of the player, 3x 32bit signed int
58 16 pos/vel/rot/ang of the player, 13x 32bit float
59 68 name of the world the server's currently running
60 max 32 byte UTF-8 string
66 Sent by the server either as a respons to a failed login or when the
68 Optionally sent by the client on disconnect.