Structs§
- The main client component. Contains the underlying network connection and packet buffer.
- The bundle of components needed for clients to function. All components are required unless otherwise stated.
- Arguments for
ClientBundle::new
. - Marker
Component
for client entities. This component should exist even if the client is disconnected. - Contains a list of Minecraft entities that need to be despawned. Entity IDs in this list will be despawned all at once at the end of the tick.
- The
SystemSet
inPostUpdate
where clients have their packet buffer flushed. Any system that writes packets to clients should happen before this. Otherwise, the data will arrive one tick late. - This event will be emitted when a entity is loaded for a client (e.g when moving into range of the entity).
- The
ViewDistance
at the end of the previous tick. Automatically updated asViewDistance
is changed. - Automatically generated [
WorldQuery
] item type forOldView
, returned when iterating over query results. - The value of
VisibleChunkLayer
from the end of the previous tick. - The value of
VisibleEntityLayers
from the end of the previous tick. - Player properties from the game profile.
- This event will be emitted when a entity is unloaded for a client (e.g when moving out of range of the entity).
- The system set where various facets of the client are updated. Systems that modify layers should run before this.
- Automatically generated [
WorldQuery
] item type forView
, returned when iterating over query results. - A
Component
containing a handle to theChunkLayer
a client can see. - A
Component
containing the set ofEntityLayer
s a client can see. All Minecraft entities from all layers in this set are potentially visible to the client.
Traits§
- Represents the bidirectional packet channel between the server and a client in the “play” state.