Packet IDPurposeNotes
1 Login Sent once from client to server at login.
2 Play Status Used after the Server handles a Login or (Sub)Client Authentication Packet.
3 Server -> Client Handshake Sent from the server at the end of the login packet.
4 Client -> Server Handshake Sets up encryption and authenticates in educational version once at level startup from client.
5 Disconnect Player Sent from server. It is not fired if you are in a singleplayer game and you leave, but it is fired when there are split-screen clients.
6 Resource Packs Info
7 Resource Pack Stack This is sent to the client in response to a ResourcePackClientResponsePacket which is fired when MinecraftGame starts.
8 Resource Pack Client Response Sent to MinecraftGame to complete the resource pack loading process.
9 Text Message Used for commands, messages, and other info printed to the screen. Most of which are server->client or server broadcasted to all clients,
10 Set Time Every so often (and at login) the server sends the current time to the client, and additionally the client can set the server time through 2 commands: DayLockCommand and TimeCommand
11 Start Game Sent from the server to client when the game is starting (or client joins), gives ids and current tick. The player movement mode is also specified here, see ServerAuthMovementMode enum documentation for details on the modes.
12 Add Player A new player joins the game; the server sends this packet to the *other* players.
13 Add Actor (a.k.a. Entity) Newly created entities on server use AddActorPacket to notify clients that they exist.
14 Remove Actor Occasionally, during the server player tick some time is taken to remove nearby actors from the world.
15 Add Item Actor When an item actor is added to the world (punch a tree->tree block, for example)
16 ServerPlayerPostMovePositionPacket Used to send a player's server position to the respective client at the end of movement.
17 Take Item Actor A packet sent to the server when deal with picking up an item off the ground in the world.
18 Move Actor Absolute This is used primarily for motion updates of all actors from server to client. In legacy client authoritative movement mode it is also used for the client to position the vehicle they are in control of. See Player Auth Input for the equivalent in the latest protocol.
19 Move Player This has different uses depending on the movement mode, see ServerAuthMovementMode enum documentation. In legacy client authoritative mode the client sends this to the server as the primary way of informing them of motion and input. It is sent when they have moved enough to warrant sending it, or every tick if they are in a vehicle. When in a vehicle they will also be sending a MoveActorAbsolutePacket for the vehicle they are controlling if it is client predicted. In client authoritative and server authoritative movement modes it is only intended as a client-bound packet. It forces the player to a specified position with slightly different behavior depending on the position mode. For similar packets that move the player, see also: - CorrectPlayerMovePredictionPacket (server authoritative) - SetActorMotionPacket
20 Rider Jump Legacy client authoritative movement only. Sent for jumping in horses when releasing the spacebar. Specifically if the entity has `ActorFlags::CAN_POWER_JUMP`, `ActorFlags::WASD_CONTROLLED` and the `minecraft:horse.jump_strength` attribute. In server authoritative movement this is not explicitly specified but can be simulated using information from Player Auth Input, see that packet for more details.
21 Update Block Occasional packets sent from server when blocks update or are ticked. (For example, when digging.)
22 Add Painting Sends the information for a new painting actor from server to client.
24 LevelSoundEventPacketV1
25 Level Event Splash Potions, weather events, global pause, simlock commands, oh my!
26 Block Event Whenever a block event happens it is sent from the server to sync client and server, with arbitrarily encoded information in b0 and b1.
27 Actor Event All kinds of actor state changes (see Actor::handleEntityEvent) ranging from a crossbow being ready to fire to taming animals... ,
28 Mob Effect At the start of the game the server sends any mob effects with _sendAdditionalLevelData() if the joining player saved out with them, and then anytime a mob effect is added, removed, or updated this packet is sent. It is important for player movement simulation to ensure that the following effects are sent for the player or any client predicted vehicle they are in control of: - levitation - slow_falling - jump - movement_speed - movement_slowdown - weaving
29 Update Attributes Occasionally updating player attributes (buffs/debuffs, health, etc) The following attributes are important to supply with valid PlayerInputTick values for player movement simulation: - movement_speed - underwater_movement_speed - lava_movement_speed - jump_strength - hunger
30 Inventory Transaction Sent for item interaction UI depending on if ItemStackNetManager is enabled as well as when the player uses items in gameplay. See ComplexInventoryTransaction::Type for more details
31 Mob Equipment A bunch of things use this both server to client and can still be sent from the client if LocalPlayer's inventory doesn't match the inventory sent (deprecated pattern).
32 Mob Armor Equipment This is related to MobEquipmentPackets, but armor specifically and passes ALL equipment changes at once instead of one slot at a time.
33 Interact Used for inventory button press and in _updateInteraction() for a variety of purposes.
34 Block Pick Request Player picks up a block in the world; client to server.
35 Actor Pick Request Player clicks on an actor in the world, eg a chicken.
36 Player Action Sent from the client whenever the player performs an action (dashing, un-dashing, use an item, mine/hit, use a block, etc). The expected actions change depending on the ServerAuthMovementMode specified in the StartGamePacket. See the PlayerActionType enum for details on which have differing behavior. See also PlayerAuthInputPacket and InventoryTransactionPacket for similar types of player actions.
38 Hurt Armor Sends the damage taken after armor is taken into account. This looks like it is trying to be phased out, this is not sent while the ItemStackNetManagerServer is active.
39 Set Actor Data Regular Actor Data delta packets, sent from the level on tick, mob and actor during normal tick
40 Set Actor Motion This is used for the server to set the velocity of a client actor. It is primarily relevant for client predicted entities like the player or a boat or horse they are in control of. For most other actor types it does nothing. This is one of the packets that can directly affect player motion, for others, see: - MovePlayerPacket - CorrectPlayerMovePredictionPacket
41 Set Actor Link Sent by both client and server, only received by LegacyClientHandler.
42 Set Health This packet is sent to the client when the player is spawned in and when they respawn.
43 Set Spawn Position When a player logs in or the SetWorldSpawnCommand is used this is sent from the server to the client.
44 Animate Actor Combination of server bound and client bound packets to trigger animations. In legacy client authoritative movement this is where boat paddle inputs arrive. See Player Auth Input for documentation on how to compute equivalents to Action::RowRight and Action::RowLeft
45 Respawn Sent as a handshake between the client and server to respawn the player. For some reason each respawn 1 packet is sent from the client
46 Container Open Sent from the server so that the client knows to open the container screen and do the chest opening animation.
47 Container Close After the game deletes the container manager on the client, the client sends this packet.
48 Player Hotbar Sent from the server when the player uses pick block on actors or blocks, in addition to the player uses the clear, give,
49 Inventory Content This is used for updating an entire container. Example uses include: player respawned, replace items command, 3rd party content calls sendInventory(), block picking.
50 Inventory Slot Updates one slot in an inventory rather than the whole thing. So like animal inventory (horses, donkeys, etc) and chests.
51 Container Set Data This is sent from the server basically any time that the "cooking" state of the brewing stand or the furnace changes (i.e. the loading bar)
52 Crafting Data Sent from the server on level startup to send all recipes to the client. As of this writing it's a ~150k packet.
54 Gui Data Pick Item The server telling the client what item slot to hover over in the hotbar, this is only used when players use pick block,
56 Block Actor Data Sends the entire user data compound tag and the block position to the client.
57 Player Input Sent only to the server when using legacy client authoritative movement, see ServerAuthMovementMode documentation. This is sent every tick along with MovePlayerPacket when the client is in control of a vehicle.
58 Level Chunk Packet Used to start a chunk transaction.Used to start a Chunk Transaction - sends a list of hashes for the chunks it needs to send, followed by border blocks, block entities, and biomes.
59 Set Commands Enabled This is used by the world settings screen, cheats, EDU builds for teachers, and various other places to enable cheats/commands
60 Set Difficulty Used for when a client changes difficulty through the menu or when the server changes the difficulty.
61 Change Dimension The server sends this packet from the level to kick off dimension changing process.
62 Set Player Game Type The client handles the change of the UI element (the gametype dropdown, although this can be avoided by changing via command or on the server),
63 Player List Sent from the Server at the start of the game or when a player is added (or if the game does a clean up of disconnected players)
64 Simple Event This packet is used for enabling/disabling commands and for unlocking world template settings
65 Telemetry Event This is a legacy packet and should not be used anymore, although server side telemetry is not widely used/tested yet.
66 Spawn Experience Orb DEPRECATED
67 ClientboundMapItemDataPacket This is sent either if the user is creating a new map, if a map that exists cannot be found, or if the user is creating a locked copy of a map.
68 MapInfoRequestPacket In the case of the client being unable to find map data for a map item it sends a uuid for a map to the server.
69 Request Chunk Radius The client can't just change the view radius without the server's approval, otherwise there could be holes on unrendered area.
70 Chunk Radius Updated Sent when the world is loading. We don't know why it is sent four times. Defines the tick distance.
72 Game Rules Changed Sent from server whenever any combination of gamerules is changed. the underlying data is a vector of GameRules
73 Camera Used only in EDU through the tripod camera item or the TakePictureCommand. Sends the camera actor id and the target player id from the server.
74 Boss Event Two-way packet.
75 Show Credits Starts on server when the credits screen should pop up. That packet is sent to the client.
76 Available Commands This very large packet (>10k) sends the available slash commands as part of the login process.
77 Command Request "slash" command execution, client to server.
78 Command Block Update Sent when you close the command block screen on the client
79 Command Output "slash" command execution, server to client.
80 UpdateTradePacket This is used when the player trades with an npc. This sends all of the updated trade info in one big ol' packet.
81 Update Equip Seemingly only used for the Horse Inventory... More specifically when the player opens the horse inventory.
82 Resource Pack Data Info Sent from the serverFileChunkUploader during the initialization of the file uploader. This packet is sent to the primary client.
83 ResourcePackChunkDataPacket
84 ResourcePackChunkRequestPacket
85 Transfer Player Used to kick off transferring the client between online games, or it can be used to cause players to quit the world and rejoin.
86 Play Sound This packet is only used via command or script event. This is for 3rd party content.
87 Stop Sound Allows you to stop a sound or all sounds on all clients, only used in a /command
88 Set Title Used by 3rd party content for the purpose of showing ui banners. There are 2 commands associated with it: title and titleraw.
89 Add Behavior Tree For automation.
90 Structure Block Update After the client makes changes in the Structure Block Screen we tell the server to update based off of that. This only sent when you close the UI.
91 Show Store Offer Where we wnat the client to redirect the user. The server can redirect the user to a 3rd party server page (if said server
92 Purchase Receipt Sent from client to serverSent from the client after we make a purchase in the store OR if we login and our entitlements are verified.
93 Player Skin This packet is used for when the player changes the skin they are using (in game or out of game).
94 Sub Client Login This packet starts the login process of subclients (splitscreen)
95 Initiates websocket connection. Only used though command to connect to server URLs. This is primarily used by EDU for connecting to their companion apps
96 Set Last Hurt By Any time a player is hit, the id of the last mob that attacked them is sent to the client
97 Book Edit Sends the updated state of the book and quill item from client to server during use, i.e. before you sign it, making it uneditible.
98 NPC Request Used for a number of interactions with the NPC Component.
99 Photo Transfer There is a camera item in EDU and they can use it to take screenshots and add them to a scrapbook.
100 Modal Form Request Not sent from vanilla. The feature is meant for third-party servers to be able to drive dynamic ui forms.
101 Modal Form Response Fired in response to third party server request to show the custom UI screen.
102 Server Settings Request Sent during the initialization of world settings on the client. It is also an empty packet. There is no handler for this packet, should be removed.
103 Server Settings Response
104 Show Profile The only use in vanilla is a test command called ProfileCommand. It makes the user's xbox profile popup.
105 Set Default Game Type Same as SetPlayerGameTypePacket & UpdatePlayerGameTypePacket, the only difference is that this changes the default for all clients
106 Remove Objective Using the scoreboard command, users can remove objectives that are tracked on the scoreboard. This is just the name of the objective.
107 Set Display Objective Sent from the server for 3rd party content to display current objectives and status
108 Set Score This packet is used to set the scoreboard which is used for 3rd party content.
109 Lab Table For the EDU Chemistry Lab Table block actor. The packet can be fired from the client through the UI or from the server during updates.
110 Update Block Synced Used to sync moving blocks with clients so they render correctlyVariation of UpdateBlockPacket that includes information to sync entities with renderchunk generation.
111 Move Actor Delta This packet is all the deltas of actors position, rotation, and head rotation. This is used for all actors.
112 Set Scoreboard Identity Send an update packet for a player identity definition iff a tracked player has logged in with a different display name.
113 Set Local Player As Initialized Client tells the server that the client is ready to roll.
114 Update Soft Enum This is used for the scoreboard and tag systems (overwhelmingly used by 3rd party content);
115 Ping Packet DEPRECATED. Was for testing / debug / telemetryFor testing / debug / telemetry:
118 SpawnParticleEffectPacket This is not used for much anymore, only the Particle command (spawn particle by name at a location) and for
119 Available Actor Identifiers On world start, send clients the info for all available actors.Sends the whole list of actor identifiers at game start from the server.
120 LevelSoundEventPacketV2
121 Network Chunk Publisher Update Tells clients to update the chunk view for the local player.Used (from the server) when a user's Chunk View moves, I.e. the area that determines what chunks exist
122 Biome Definition List On world start, send clients the info for all available biomes.Sends the whole list of the biomes from server to the client at the start of the game from _sendLevelData()
123 Level Sound Event With support for custom entities. Entity Id is a string and Event Id is an integer.
124 LevelEventGenericPacket
125 LecternUpdatePacket This is used for the Lectern Block Actor. It is a request from the client to either turn the page in the lectern or drop the book.
129 Client Cache Status Packet It is sent by the Client once, at login, to communicate if it supports the cache or not.Sent by the Client once, at login, to communicate if it supports the client blob cache protocol or not.
130 On-Screen Texture Animation Sent from the player (and in one case from the village) to make those really cool animated effects for the hero of the village
131 Create Locked Map Ask server to create a locked map.This is fired when the user locks a map item utilizing the Cartography Table in game.
132 Structure Data Request Used to request structure information from a server.How we want to get our structure: by capturing what is live in the world,
133 Structure Data Response Used to reply to a request for structure information.This is used in exporting from load, exporting from save, and querying saved structures from structure blocks.
135 Client Cache Blob Status Packet Sent periodically by the client to update the server on which blob it has (ACK) and which blobs it is lacking (MISS).Indicates status of binary blob transfers from server. Used heavily when server is sending chunks.
136 Client Cache Miss Response Packet Any missing blob should just be thrown into one of these packet ASAP and sent.Only active in a *real* client-server scenario. This packet is just a list of pairs sent from server to client.
137 Education Settings Packet Transmits EducationLevelSettings to all clients.Currently transmits EducationLevelSettings to all clients when the game is starting.
138 Emote Packet A client sends this to the server to notify other clients about the emote.Sent in both directions; by client to request that an emote is played and then from the server to the clients
139 Multiplayer Settings Packet EDU: Syncs multiplayer settingsThis is used by EDU for joining players and removing players from your session,
140 Settings Command Packet Requests a setting to be changed through commands.Used when the player changes the world settings like doDayNightCycle or WeatherCycle via the world settings menu
141 Anvil Damage Packet Requests an anvil to be damaged.Sends the current damage the anvil has taken per use from client.
142 Completed Using Item Send server to client to complete the using item process. An example is when you finish drinking or eating.
143 NetworkSettingsPacket Sends tunable options from host to client (compression threshold and algorithm)
144 Player Auth Input Added for Server Authoritative Movement to sync all player input with the server. See ServerAuthMovementMode for a description of the movement modes. This takes the place of the following packets from legacy client authoritative movement: - PlayerActionPacket (one-off actions) - PlayerInputPacket (vehicle control) - MovePlayerPacket (primary input) - MoveActorAbsolutePacket (positioning client authoritative vehicles) - PassengerJumpPacket (horse jumping) - AnimatePacket (boat row input and animation) The jump scale (progress bar for horse jumping) is computed like this: - Jump ticks start accumulating when `InputData::Jumping` is set in `PlayerAuthInputPacket` - Every following tick that `InputData::Jumping` is still set the jump ticks increase by 1 - The first tick that releases `InputData::Jumping` expects the jump to trigger, producing the same jump scale as was in `PassengerJumpPacket` using this formula floor((ticks < 10.0f ? ticks x 0.1f : 0.8f + (2.0f / (ticks - 9.0f)) x 0.1f) x 100.0) Boat paddling determines the ActorDataIDs::ROW_TIME_LEFT and ROW_TIME_RIGHT like this: Every tick the row time is incremented on that side if it is paddling. Paddle input is determined in two different ways depending on input mode. 'Paddle force' mode is used if: - `PlayerAuthInputPacket::mInputMode` is anything other than `InputMode::Touch` - `PlayerAuthInputPacket::mPlayMode` is `ClientPlayMode::Reality` (VR) - `PlayerAuthInputPacket::mNewInteractionModel` is `NewInteractionModel::Touch` or `NewInteractionModel::Classic` Paddle force mode Paddle force uses the `PlayerAuthInputPacket::mMove` direction to paddle the boat relative to its orientation like in keyboard mode. Left will paddle the left oar meaning the boat turns right. This means the paddle state can be implied from `mMove`: - Left is paddling if `mMove.y` is nonzero or `mMove.x` is negative - Right is paddling if `mMove.y` is nonzero or `mMove.x` is positive Non paddle force mode - Left is paddling if `InputData::PaddlingLeft` is set - Right is paddling if `InputData::PaddlingRight` is set Adopting server authoritative movement protocol This packet can be used to implement client authoritative motion by blindly accepting the Player Position and Rotation values except for the caveat described in PlayerActionType::HandledTeleport. If they are riding a client predicted vehicle as determined by a previous SetActorLinkPacket from the server, the position and velocity is interpreted as the vehicle, not the player. If desired, the server can additionally simulate motion and send CorrectPlayerMovePredictionPackets rather than accepting client reported positions. The server may also reject the InputData state transitions usually by sending a corrective SetActorDataPacket, see the PlayerAuthInputPacket::InputData enum table for details. All tick values for client bound packets that have them should be written as specified in the documentation on PlayerInputTick.
145 CreativeContentPacket Sent once by the server on startup to tell clients all of the items that can show up in the creative menu, blocks and items.
146 PlayerEnchantOptionsPacket This packet is sent from the server whenever a player rerolls a new set of enchantment options from the enchantment table
147 ItemStackRequestPacket The new server auth inventory item transaction request. This is done in batches of items, and is as of Dec 2019
148 ItemStackResponsePacket The new server auth inventory item transaction response, sent from the server.
149 PlayerArmorDamagePacket Sent from server whenever the player's armor takes damage. This packet sends all armor data at once.
150 CodeBuilderPacket This is EDU exclusively. It is sent once from _sendLevelData() in the start of a game from the server, and once per CodeBuilderCommand
151 UpdatePlayerGameTypePacket
152 EmoteListPacket Allows clients to download emotes that other clients have equipped.
153 PositionTrackingDBServerBroadcastPacket Server to client packet for server authoratative runtime database (with persistent LevelStorage backup) designed primarily to track lodestone stuff. See Position Tracking DB Notes.md in bedrock-docs.
154 PositionTrackingDBClientRequestPacket Client to server packet for server authoratative runtime database (with persistent LevelStorage backup) designed primarily to track lodestone stuff. See Position Tracking DB Notes.md in bedrock-docs.
155 DebugInfoPacket The system sends debug information via a generic network packet. This enables rendering of any server information on the client in for instance ImGui.
156 PacketViolationWarningPacket This is sent when the client detects a malformed packet.
157 MotionPredictionHintsPacket This is from the server when spatial optimizations are enabled and the server does not send a spatial update. It is
158 AnimateEntityPacket The AnimateEntityPacket is used to trigger a one-off animation on the client it is sent to.
159 CameraShakePacket The CameraShakePacket is used to control trigger camera shake movements on the client's player camera.
160 PlayerFogPacket This is the packet that tracks the active fog stack from the server so the local players can apply different fog settings.
161 Correct Player Move Prediction Used only in server authoritative movement mode, see ServerAuthMovementMode documentation. Sent to a player when their simulation of movement mismatches enough from the server that it wants to correct the client. Since it is sent to the specified client the target player is implied to be the receiver. It is an optional part of the server authoritative protocol. A server could choose to never send this or do all corrections through MovePlayerPacket, although doing so would likely provide less smooth results.
162 ItemComponentPacket Definitions for component items. Should be fine to send one with an empty mItems array after the StartGamePacket.
164 ClientboundDebugRendererPacket Sent from the server to client to add/remove debug rendering objects
165 SyncActorPropertyPacket Allows us to synchronize Actor properties across the network.
166 AddVolumeEntityPacket Sends a volume entity's definition and components from server to client.
167 RemoveVolumeEntityPacket Sends a volume entity to be removed from server to client.
168 SimulationTypePacket Sent from the server to the client when setting the simulation type for toolbox mode. (Not yet suported)
169 NpcDialoguePacket Sent from the server to client when remote firing an NPC dialogue window for a client.
170 EduUriResourcePacket Transmits Edu Shared Uri Resource settings to all clients.
171 CreatePhotoPacket Players now have the possibility to export photos from their portfolios into photo items in their inventory. EDU.
172 UpdateSubChunkBlocksPacket Packet sent for every set of blocks changed in a sub chunk every tick.
174 SubChunkPacket Sent from server to client representing a batch of subchunk data and the required information to place the subchunk in the correct part of the world
175 SubChunkRequestPacket Sent from the client to the server representing a batch of subchunks that the client requests from the server
176 PlayerStartItemCooldownPacket Packet sent by the player to start the cooldown on an item.
177 ScriptMessagePacket Used to send custom messages between client and server.
178 CodeBuilderSourcePacket This is EDU exclusive, used in getInterface() of WebviewSystem.
179 TickingAreasLoadStatusPacket Used to inform the client that the server is waiting for ticking areas to finish preloading.
180 DimensionDataPacket brief packet containing data-driven dimension properties
181 AgentActionEventPacket packet containing data of Agent Action Type
182 ChangeMobPropertyPacket packet containing data for changing mob property
183 LessonProgressPacket Lesson Progress
184 RequestAbilityPacket Sent from client to server. Used to request an ability change.
185 RequestPermissionsPacket Sent from client to server. Used to request a new Permissions Levels. Can only be used by Operators or Hosts.
186 ToastRequestPacket Pushes a UI toast message to be displayed by the client
187 UpdateAbilitiesPacket Sent by the server to update the state of a player's Abilities.
188 UpdateAdventureSettingsPacket Sent by the server to update the state of AdventureSettings. Replaces the AdventureSettingsPacket for updating AdventureSettings from server to client.
189 DeathInfoPacket Sent from the server to client when player dies (Level::onPlayerDeath).
190 EditorNetworkPacket General use Editor specific packet - carries a payload of whatever serialized
191 FeatureRegistryPacket This is the packet that tracks the active feature registry data from the server so that client can place the features themselves.
192 ServerStatsPacket Used to send performance and other valuable stats back to the client
193 RequestNetworkSettingsPacket requests tunable options from host to client (compression threshold and algorithm)
194 GameTestRequestPacket Internal Text Packet
195 GameTestResultsPacket Internal Text Packet
196 UpdateClientInputLocksPacket Used to update the players input permissions. Sends the full permission set and the server position of the player at the time the permission was modified.
198 CameraPresetsPacket Used to sync CameraPresets data from server to clients.
199 UnlockedRecipesPacket Sent from server to client, for all previously unlocked recipes on load and
300 CameraInstructionPacket Used to send a CameraInstruction from the server to the specified clients.
301 CompressedBiomeDefinitionList
302 TrimDataPacket Sent from the server on level startup to send all trim patterns to the client.
303 OpenSignPacket Sent from the server so that the client knows to open the sign screen.
304 AgentAnimationPacket Broadcasted to other players when an Agent performs an animation so it gets properly replicated
305 RefreshEntitlementsPacket
306 PlayerToggleCrafterSlotRequestPacket
307 SetPlayerInventoryOptionsPacket
308 SetHudPacket This packet is only used via the set hud command. This is for 3rd party content.
309 AwardAchievementPacket
310 ClientboundCloseFormPacket Sent from the server to client to force close all server forms on the stack and return to the HUD screen.
312 ServerboundLoadingScreenPacket Sent from the client to the server to message to the server about the state of the loading screen.
313 Jigsaw Structure data used by client jigsaw structure worldgen This packet contains a copy of the behavior pack jigsaw structure rulesSends the serialized jigsaw rule JSON to the client as it's needed on both the client and server.
314 Informs the client of which Structure Feature they are currently occupying. If the player is not in a structure, this packet contains an empty string.Sends the name of the Structure Feature the player is currently occupying to the client.
315 ServerboundDiagnosticsPacket Sent from the client to the server IF ProfilerLite is enabled AND the creator toggle for
316 CameraAimAssistPacket CameraAimAssist
317 Cleanup of Dynamic Container Registry This is used to trigger a clientside cleanup of the dynamic container registry. Whenever the serverside
318 Movement Effect These packets are sent to the client to update specific MovementEffects. These MovementEffects can be client-predicted. Ex: Fireworks Rockets used while gliding send this packet to the client so they know the exact duration of the GLIDE_BOOST MovementEffect.
319 Set Movement Authority Tells clients to change their ServerAuthMovementMode. For preview-only use during flights of server authoritative movement.Server was asked to change the movement authority mode