Documentation ¶
Index ¶
Constants ¶
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const ( IDRayTransfer = iota + 0xFA IDRayText )
* The RakNet connection or rather mcpe packet ids
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const ( IDPlanetAuth = iota IDPlanetDisconnect IDPlanetTransfer IDPlanetTransferResponse IDPlanetText IDPlanetTextResponse //Is sent back if the given request is correct. IDPlanetUserInfo //used to send back errors IDPlanetUserInfoResponse )
* The TCP api packet ids.
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const ( TextResponseSuccess = iota TextResponseBadRequest TextResponseTargetsNotFound )
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const ( TransferResponseSuccess = iota TransferResponseBadRequest TransferResponseRemoteNotFound TransferResponseRemoteRejection )
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type PlanetAuth ¶
type PlanetAuth struct {
Key string
}
func (*PlanetAuth) ID ¶
func (p *PlanetAuth) ID() uint32
func (*PlanetAuth) Marshal ¶
func (p *PlanetAuth) Marshal(w *protocol.Writer)
func (*PlanetAuth) Unmarshal ¶
func (p *PlanetAuth) Unmarshal(r *protocol.Reader)
type PlanetDisconnect ¶
type PlanetDisconnect struct {
Message string
}
func (*PlanetDisconnect) ID ¶
func (p *PlanetDisconnect) ID() uint32
func (*PlanetDisconnect) Marshal ¶
func (p *PlanetDisconnect) Marshal(w *protocol.Writer)
func (*PlanetDisconnect) Unmarshal ¶
func (p *PlanetDisconnect) Unmarshal(r *protocol.Reader)
type PlanetTransfer ¶
type PlanetTransfer struct { // Address is the address of the new server, which might be either a hostname or an actual IP address. Address string // Port is the UDP port of the new server. Port uint16 //User is the uuid of the given player to transfer User string }
func (*PlanetTransfer) ID ¶
func (pk *PlanetTransfer) ID() uint32
func (*PlanetTransfer) Marshal ¶
func (pk *PlanetTransfer) Marshal(w *protocol.Writer)
func (*PlanetTransfer) Unmarshal ¶
func (pk *PlanetTransfer) Unmarshal(r *protocol.Reader)
type Text ¶
type Text struct { /* Servers is an array of strings that contains the servers IP addresses the text message should be broadcast to */ Servers []string /* The text message */ Message string }
Text is sent by the server to send a message to all the connected players on the proxy.
type TextResponse ¶
type TextResponse struct { /* Type is const shown above that represents the status of the request. */ Type byte /* Message is a accompanied message to the status can be anything basically. */ Message string }
TextResponse is sent in response to a tcp api call to the Text packet.
func (TextResponse) ID ¶
func (t TextResponse) ID() uint32
func (TextResponse) Marshal ¶
func (t TextResponse) Marshal(w *protocol.Writer)
func (TextResponse) Unmarshal ¶
func (t TextResponse) Unmarshal(r *protocol.Reader)
type Transfer ¶
type Transfer struct { // Address is the address of the new server, which might be either a hostname or an actual IP address. Address string // Port is the UDP port of the new server. Port uint16 }
Transfer is sent by the server to change a Players remote connection otherwise known as the fast transfer packet
type TransferResponse ¶
type TransferResponse struct { //Type is the said given type of response that we return Type byte //Message is a given message sent back with the response Message string }
func (*TransferResponse) ID ¶
func (t *TransferResponse) ID() uint32
func (*TransferResponse) Marshal ¶
func (t *TransferResponse) Marshal(w *protocol.Writer)
func (*TransferResponse) Unmarshal ¶
func (t *TransferResponse) Unmarshal(r *protocol.Reader)
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