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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。
坐标通常被表示为一个 32 位的整型,低 5 位被用来存储小数部分,剩余的用来存储整数部分。
Java 缺乏对带小数部分的整型的直接支持,但你可以将他们表示为整型(integer)。如果要从一个 double 转换到这个整型表示,使用以下公式:
abs_int = (int)double * 32;
逆向过程:
double = (double)abs_int / 32;