Struct valence::protocol::packets::play::PlayerSpawnS2c

pub struct PlayerSpawnS2c {
    pub entity_id: VarInt,
    pub player_uuid: Uuid,
    pub position: DVec3,
    pub yaw: ByteAngle,
    pub pitch: ByteAngle,
}
Expand description

This packet is sent by the server when a player comes into visible range, not when a player joins.

This packet must be sent after the Player Info Update packet that adds the player data for the client to use when spawning a player. If the Player Info for the player spawned by this packet is not present when this packet arrives, Notchian clients will not spawn the player entity. The Player Info packet includes skin/cape data.

Servers can, however, safely spawn player entities for players not in visible range. The client appears to handle it correctly.

wiki : Spawn Player

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§entity_id: VarInt

A unique integer ID mostly used in the protocol to identify the player.

§player_uuid: Uuid§position: DVec3§yaw: ByteAngle§pitch: ByteAngle

Trait Implementations§

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impl Clone for PlayerSpawnS2c

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fn clone(&self) -> PlayerSpawnS2c

Returns a copy 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 PlayerSpawnS2c

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

Formats the value using the given formatter. Read more
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impl<'a> Decode<'a> for PlayerSpawnS2c

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fn decode(_r: &mut &'a [u8]) -> Result<PlayerSpawnS2c, Error>

Reads this object from the provided byte slice. Read more
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impl Encode for PlayerSpawnS2c

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fn encode(&self, _w: impl Write) -> Result<(), Error>

Writes this object to the provided writer. Read more
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fn encode_slice(slice: &[Self], w: impl Write) -> Result<(), Error>
where Self: Sized,

Like Encode::encode, except that a whole slice of values is encoded. Read more
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impl Packet for PlayerSpawnS2c

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const ID: i32 = 3i32

The leading VarInt ID of this packet.
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const NAME: &'static str = "PlayerSpawnS2c"

The name of this packet for debugging purposes.
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const SIDE: PacketSide = ::valence_protocol::PacketSide::Clientbound

The side this packet is intended for.
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const STATE: PacketState = ::valence_protocol::PacketState::Play

The state in which this packet is used.
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fn encode_with_id(&self, w: impl Write) -> Result<(), Error>
where Self: Encode,

Encodes this packet’s VarInt ID first, followed by the packet’s body.
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impl Copy for PlayerSpawnS2c

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