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There are no clientbound packets in the Handshaking state, since the protocol immediately switches to a different state after the client sends the first packet.This causes the server to switch into the target state.
The changes between versions may be viewed at Protocol History.This article is about the protocol for the latest stable release of Minecraft computer edition (1.12.2, protocol 340).For the computer edition pre-releases, see Pre-release protocol.This can be fixed by adding something like the following: Some fields may be stored as fixed-point numbers, where a certain number of bits represents the signed integer part (number to the left of the decimal point) and the rest represents the fractional part (to the right).Floating points (float and double), in contrast, keep the number itself (mantissa) in one chunk, while the location of the decimal point (exponent) is stored beside it.The list of possible values and how each is encoded as an X must be known from the context. Variable-length format such that smaller numbers use fewer bytes.
An invalid value sent by either side will usually result in the client being disconnected with an error or even crashing. These are very similar to Protocol Buffer Varints: the 7 least significant bits are used to encode the value and the most significant bit indicates whether there's another byte after it for the next part of the number.
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Essentially, while fixed-point numbers have lower range than floating points, their fractional precision is greater for higher values.
This makes them ideal for representing global coordinates of an entity in Minecraft, as it's more important to store the integer part accurately than position them more precisely within a single block (or meter).
Coordinates are often represented as a 32-bit integer, where 5 of the least-significant bits are dedicated to the fractional part, and the rest store the integer part.