/* * This file was automatically generated by sel-utils and * released under the MIT License. * * License: https://github.com/sel-project/sel-utils/blob/master/LICENSE * Repository: https://github.com/sel-project/sel-utils * Generated from https://github.com/sel-project/sel-utils/blob/master/xml/protocol/hncom1.xml */ /** * Protocol used for the communication between an hub and multiple nodes with support * for Minecraft and Minecraft: Pocket Edition and different versions of their protocols. * * <h2>Definitions</h2> * * <h3>Hub</h3> * The hub (server) is the network part of the game server and handles pings, login * sequences, keep alive packets, queries, external consoles and everything else that * is not related to the gameplay. * A server can work with only an hub (nodeless) but every player that will try to * join the server will be disconnected because the server is full after the login * process. * * <h3>Node</h3> * The node (client) is the gameplay part of the game server. It contains worlds and * entities and has only one network connection, with the hub. * * <h2>Connection</h2> * * Hncom uses a packet-oriented TCP connection and every packet is prefixed with a * little-endian unsigned 32-bits integer, without any exception. * * <h3>Authentication</h3> * The node starts the connection sending a ConnectionRequest packet with its credentials * and waits for a ConnectionResponse packet. */ module sul.protocol.hncom1; public import sul.protocol.hncom1.types; public import sul.protocol.hncom1.login; public import sul.protocol.hncom1.status; public import sul.protocol.hncom1.player;