Protocol used in Minecraft: Pocket Edition and variants. The network part of the
protocol is managed by RakNet.
<h3>Login sequence</h3>
+ The client sends a Login packet with the details of its game and its account
+ The server always replies with a PlayerStatus
+ If status field in the packet sent was different from ok the connection is closed
<h3>Spawning sequence</h3>
+ The server sends a StartGame packet with the world's informations
+ The server sends zero or more FullChunkData with the chunk's blocks and tiles
+ The server sends the player's inventory using ContainerSetContent
+ The server sends the world's textures through ResourcePacksInfo (the textures
may be empty)
+ The client replies with ResourcePackClientResponse telling the server that the
textures have been loaded
+ The server sends a PlayStatus packet set to spawned
+ The client spawns
Everything written in the documentation has been tested on sel-server.
The types and the packets without documentation haven't been tested yet or it's
not clear what their real purpose in the game is.
Packets related to the gameplay. Network-related packets (encapsulation, acks, nacks)
are managed by RakNet and every packet in this section is encapsualted in an Encapsualted
packet.
Protocol used in Minecraft: Pocket Edition and variants. The network part of the protocol is managed by RakNet.
<h3>Login sequence</h3> + The client sends a Login packet with the details of its game and its account + The server always replies with a PlayerStatus + If status field in the packet sent was different from ok the connection is closed
<h3>Spawning sequence</h3> + The server sends a StartGame packet with the world's informations + The server sends zero or more FullChunkData with the chunk's blocks and tiles + The server sends the player's inventory using ContainerSetContent + The server sends the world's textures through ResourcePacksInfo (the textures may be empty) + The client replies with ResourcePackClientResponse telling the server that the textures have been loaded + The server sends a PlayStatus packet set to spawned + The client spawns
Everything written in the documentation has been tested on sel-server. The types and the packets without documentation haven't been tested yet or it's not clear what their real purpose in the game is.