ClientboundLogin

Struct ClientboundLogin 

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pub struct ClientboundLogin {
    pub player_id: MinecraftEntityId,
    pub hardcore: bool,
    pub levels: Vec<Identifier>,
    pub max_players: i32,
    pub chunk_radius: u32,
    pub simulation_distance: u32,
    pub reduced_debug_info: bool,
    pub show_death_screen: bool,
    pub do_limited_crafting: bool,
    pub common: CommonPlayerSpawnInfo,
    pub enforces_secure_chat: bool,
}
Expand description

The first packet sent by the server to the client after login.

This packet contains information about the state of the player, the world, and the registry.

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§player_id: MinecraftEntityId§hardcore: bool§levels: Vec<Identifier>§max_players: i32§chunk_radius: u32§simulation_distance: u32§reduced_debug_info: bool§show_death_screen: bool§do_limited_crafting: bool§common: CommonPlayerSpawnInfo§enforces_secure_chat: bool

Implementations§

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impl ClientboundLogin

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pub fn write(&self, buf: &mut impl Write) -> Result<()>

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pub fn read( buf: &mut Cursor<&[u8]>, ) -> Result<ClientboundGamePacket, BufReadError>

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impl AzaleaRead for ClientboundLogin

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fn azalea_read(buf: &mut Cursor<&[u8]>) -> Result<Self, BufReadError>

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impl AzaleaWrite for ClientboundLogin

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fn azalea_write(&self, buf: &mut impl Write) -> Result<(), Error>

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impl Clone for ClientboundLogin

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fn clone(&self) -> ClientboundLogin

Returns a duplicate of the value. Read more
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fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Debug for ClientboundLogin

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fn fmt(&self, f: &mut Formatter<'_>) -> Result

Formats the value using the given formatter. Read more
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impl Packet<ClientboundGamePacket> for ClientboundLogin

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impl PartialEq for ClientboundLogin

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fn eq(&self, other: &ClientboundLogin) -> bool

Tests for self and other values to be equal, and is used by ==.
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fn ne(&self, other: &Rhs) -> bool

Tests for !=. The default implementation is almost always sufficient, and should not be overridden without very good reason.
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impl StructuralPartialEq for ClientboundLogin

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