Package net.fabricmc.fabric.api.networking.v1
The Networking API, version 1.
For login stage networking see ServerLoginNetworking
.
For play stage networking see ServerPlayNetworking
.
For events related to the connection to a client see ServerLoginConnectionEvents
for login stage
or ServerPlayConnectionEvents
for play stage.
For events related to the ability of a client to receive packets on a channel of a specific name see S2CPlayChannelEvents
.
-
Interface Summary Interface Description EntityTrackingEvents.StartTracking EntityTrackingEvents.StopTracking PacketSender Represents something that supports sending packets to channels.S2CPlayChannelEvents.Register S2CPlayChannelEvents.Unregister ServerLoginConnectionEvents.Disconnect ServerLoginConnectionEvents.Init ServerLoginConnectionEvents.QueryStart ServerLoginNetworking.LoginQueryResponseHandler ServerLoginNetworking.LoginSynchronizer Allows blocking client log-in until all all futures passed intoServerLoginNetworking.LoginSynchronizer.waitFor(Future)
are completed.ServerPlayConnectionEvents.Disconnect ServerPlayConnectionEvents.Init ServerPlayConnectionEvents.Join ServerPlayNetworking.PlayChannelHandler -
Class Summary Class Description EntityTrackingEvents Events related to a tracking entities within a player's view distance.FutureListeners Utilities for working with netty's future listeners.PacketByteBufs Helper methods for working with and creatingPacketByteBuf
s.PlayerLookup For example, a block entity may use the methods in this class to send a packet to all clients which can see the block entity in order notify clients about a change.S2CPlayChannelEvents Offers access to events related to the indication of a connected client's ability to receive packets in certain channels.ServerLoginConnectionEvents Offers access to events related to the connection to a client on a logical server while a client is logging in.ServerLoginNetworking Offers access to login stage server-side networking functionalities.ServerPlayConnectionEvents Offers access to events related to the connection to a client on a logical server while a client is in game.ServerPlayNetworking Offers access to play stage server-side networking functionalities.