Packets ======= Ping ---- To tell the other side we're still alive. Both server and client will send this if they haven't sent something in a while. Code: 0 Payload: none Login ----- Sent from client to serveri as a request to join. The server may respond negatively if the player name is already taken or some cap has been reached. Code: 1 Payload: 0 player name, max 32 byte UTF-8 string, shorter names should be zero terminated Join ---- Sent by the server either as a response to a successful login or when it's changing worlds. Code: 2 Payload: 0 entity ID of the player, 32bit unsigned int 4 chunk coords of the player, 3x 32bit signed int 16 pos/vel/rot/ang of the player, 13x 32bit float 68 name of the world the server's currently running max 32 byte UTF-8 string Part ---- Sent by the server either as a respons to a failed login or when the client was kicked. Optionally sent by the client on disconnect. Code: 3 Payload: none