func (player *Player) Start() { buf := &bytes.Buffer{} // TODO pass proper dimension. This is low priority, because we don't yet // support multiple dimensions. proto.ServerWriteLogin(buf, player.EntityId, 0, DimensionNormal) proto.WriteSpawnPosition(buf, &player.spawnBlock) player.TransmitPacket(buf.Bytes()) go player.receiveLoop() go player.transmitLoop() go player.mainLoop() }
func (player *Player) Run() { buf := &bytes.Buffer{} // TODO pass proper dimension. This is low priority, because we don't yet // support multiple dimensions. // TODO pass proper map seed. // TODO pass proper values for the difficulty. // TODO proper max number of players. proto.ServerWriteLogin(buf, player.EntityId, 0, 0, DimensionNormal, GameDifficultyNormal, MaxYCoord+1, 8) proto.WriteSpawnPosition(buf, &player.spawnBlock) player.TransmitPacket(buf.Bytes()) go player.receiveLoop() go player.transmitLoop() go player.mainLoop() }