#[non_exhaustive]pub struct TickEvents {Show 14 fields
pub chat: Vec<ChatMessage>,
pub chat_dropped: usize,
pub teleported: bool,
pub teleports: Vec<TeleportEvent>,
pub joined: bool,
pub respawned: bool,
pub died: bool,
pub health_changed: bool,
pub game_mode_changed: bool,
pub inventory: Events,
pub block_updates: Vec<(BlockPos, u32)>,
pub block_updates_dropped: usize,
pub raw: Vec<RawInbound>,
pub raw_dropped: usize,
}Expand description
What happened since the behaviour’s previous tick.
Fields (Non-exhaustive)§
This struct is marked as non-exhaustive
Struct { .. } syntax; cannot be matched against without a wildcard ..; and struct update syntax will not work.chat: Vec<ChatMessage>Chat messages in arrival order (only with Interests::CHAT).
chat_dropped: usizeChat messages dropped because too many piled up while the behaviour was not ticking.
teleported: boolThe server teleported / corrected the player.
teleports: Vec<TeleportEvent>Every teleport in arrival order, with the sent pose before it (at most 64 per tick).
joined: boolA join game packet arrived (first join or a proxy server switch).
respawned: boolThe player respawned or changed dimension.
died: boolThe player died (health reached 0).
health_changed: boolHealth, food or saturation changed.
game_mode_changed: boolThe game mode changed.
inventory: EventsInventory / window changes and click results (ghast-inventory).
block_updates: Vec<(BlockPos, u32)>Block changes in arrival order (only with Interests::BLOCK_UPDATES): position and
the version’s raw block state (1.8 id << 4 | meta, 1.16 the global palette id).
The world already holds them when the behaviour ticks.
block_updates_dropped: usizeBlock changes dropped because too many piled up between two behaviour ticks.
raw: Vec<RawInbound>The packets asked for with Behavior::raw_packets, in arrival order (kept while the
behaviour is on hold, like chat).
raw_dropped: usizeRaw packets dropped because more than 4096 piled up between two behaviour ticks.