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Data Types
所有通过网络发送的数据均为大端序(big-endian,这意味着字节被从高位向低位发送。日常中大多数的计算机为小端序,所以可能需要在发送数据到网络之前将其转换为大端序。
Name | Size (bytes) | Encodes | Notes |
---|---|---|---|
Boolean | 1 | false or true | Value can be either true (0x01 ) or false (0x00 )
|
Byte | 1 | -128 to 127 | Signed 8-bit integer, two's complement |
Unsigned Byte | 1 | 0 to 255 | Unsigned 8-bit integer |
Short | 2 | -32768 to 32767 | Signed 16-bit integer, two's complement |
Unsigned Short | 2 | 0 to 65535 | Unsigned 16-bit integer |
Int | 4 | -2147483648 to 2147483647 | Signed 32-bit integer, two's complement |
Long | 8 | -9223372036854775808 to 9223372036854775807 | Signed 64-bit integer, two's complement |
Float | 4 | Single-precision 32-bit IEEE 754 floating point | |
Double | 8 | Double-precision 64-bit IEEE 754 floating point | |
String | ≥ 1 ≤ 2147483652 |
A sequence of Unicode code points | UTF-8 string prefixed with its size in bytes as a VarInt |
Chat | ≥ 1 ≤ 2147483652 |
See Chat | Encoded as a String |
VarInt | ≥ 1 ≤ 5 |
-2147483648 to 2147483647 | Protocol Buffer Varint, encoding a two's complement signed 32-bit integer |
VarLong | ≥ 1 ≤ 10 |
-9223372036854775808 to 9223372036854775807 | Protocol Buffer Varint, encoding a two's complement signed 64-bit integer |
Chunk | Varies | A vertical chunk column | See SMP Map Format#Data |
Metadata | Varies | See Entities#Entity Metadata Format | |
Slot | Varies | See Slot Data | |
Object Data | 4 or 10 | See Object Data | |
NBT Tag | Varies | See NBT | |
Position | 8 | Integer/block position: x (-33554432 to 33554431), y (-2048 to 2047), z (-33554432 to 33554431) | x as a 26-bit integer, followed by y as a 12-bit integer, followed by z as a 26-bit integer (all signed, two's complement). See also the section below. |
Angle | 1 | Rotation angle in steps of 1/256 of a full turn | Whether or not this is signed does not matter, since the resulting angles are the same. |
UUID | 16 | A UUID | The vanilla Minecraft server internally sends this as two longs.
this.writeLong(uuid.getMostSignificantBits()); this.writeLong(uuid.getLeastSignificantBits()); |
Optional X | 0 or size of X | A field of type X, or nothing | Whether or not the field is present must be known from the context. |
Array of X | count times size of X | Zero or more fields of type X | The count must be known from the context. |
Byte Array | Varies | Depends on context | This is just a sequence of zero or more bytes, its meaning should be explained somewhere else, e.g. in the packet description. The length must also be known from the context. |
位置
分成 3 部分的 64 个比特位
- x: 26 MSBs
- z: 26 LSBs
- y: 12 bits between them
像这样编码:
((x & 0x3FFFFFF) << 38) | ((y & 0xFFF) << 26) | (z & 0x3FFFFFF)
像这样解码:
long val; // Encoded value x = val >> 38; y = (val >> 26) & 0xFFF z = val << 38 >> 38
Note: 位移的细节是和编程语言相关的;以上代码若没有调整可能在 Java 中正确运行但在其他语言中无法正确运行????。
定点数据
有些域可能会被存储为 定点数(fixed point),即使用一定数量的比特位来存储小数的整数部分(小数点的左边),其余比特位表示小数部分 (小数点的右边)。浮点数 (float 和 double) 则相反,它将数字本身(底数)放在一个块里, 小数点的位置(指数)在其一旁存储。
实际上,虽然定点数的范围比浮点数小,但他们对于更高数值的精度更高。这使得他们成为在Minecraft中表示一个实体的全局坐标的理想选择,因为比起在一个方块(或一米)中精确的确定他们的位置而言,存储表示他们所在方块的整数部分显得更重要。
Coordinates are often represented as a 32-bit integer, where 5 of the least-significant bits are dedicated to the fractional part, and the rest store the integer part.
Java lacks support for fractional integers directly, but you can represent them as integers. To convert from a double to this integer representation, use the following formulas:
abs_int = (int)double * 32;
And back again:
double = (double)abs_int / 32;