node-minecraft-protocol/docs/API.md

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# Documentation
## mc.createServer(options)
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Returns a `Server` instance and starts listening. All clients will be
automatically logged in and validated against mojang's auth.
`options` is an object containing the properties :
* port : default to 25565
* host : default to undefined which means listen to all available ipv4 and ipv6 adresses
(see https://nodejs.org/api/net.html#net_server_listen_port_host_backlog_callback for details)
* kickTimeout : default to `10*1000` (10s), kick client that doesn't answer to keepalive after that time
* checkTimeoutInterval : default to `4*1000` (4s), send keepalive packet at that period
* online-mode : default to true
* beforePing : allow customisation of the answer to ping the server does.
It takes a function with argument response and client, response is the default json response, and client is client who sent a ping.
It can take as third argument a callback. If the callback is passed, the function should pass its result to the callback, if not it should return.
* motd : default to "A Minecraft server"
* maxPlayers : default to 20
* keepAlive : send keep alive packets : default to true
* version : 1.8 or 1.9 : default to 1.8
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* customPackets (optional) : an object index by version/state/direction/name, see client_custom_packet for an example
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* errorHandler : A way to override the default error handler for client errors. A function that takes a Client and an error.
The default kicks the client.
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* hideErrors : do not display errors, default to false
* agent : a http agent that can be used to set proxy settings for yggdrasil authentication confirmation (see proxy-agent on npm)
## mc.Server(version,[customPackets])
Create a server instance for `version` of minecraft.
### server.writeToClients(clients, name, params)
Write a packet to all `clients` but encode it only once.
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### server.onlineModeExceptions
This is a plain old JavaScript object. Add a key with the username you want to
be exempt from online mode or offline mode (whatever mode the server is in).
Make sure the entries in this object are all lower case.
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### server.clients
Javascript object mapping a `Client` from a clientId.
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### server.playerCount
The amount of players currently present on the server.
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### server.maxPlayers
The maximum amount of players allowed on the server.
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### server.motd
The motd that is sent to the player when he is pinging the server
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### server.favicon
A base64 data string representing the favicon that will appear next to the server
on the mojang client's multiplayer list.
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### `connection` event
Called when a client connects, but before any login has happened. Takes a
`Client` parameter.
### `login` event
Called when a client is logged in against server. Takes a `Client` parameter.
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## mc.createClient(options)
Returns a `Client` instance and perform login.
`options` is an object containing the properties :
* username
* port : default to 25565
* auth : the type of account to use, either `microsoft` or `mojang`. default to 'mojang'
* password : can be omitted
* (microsoft account) leave this blank to use device code auth. If you provide
a password, we try to do username and password auth, but this does not always work.
* (mojang account) If provided, we auth with the username and password. If this
is blank, and `profilesFolder` is specified, we auth with the tokens there instead.
If neither `password` or `profilesFolder` are specified, we connect in offline mode.
* host : default to localhost
* clientToken : generated if a password is given
* accessToken : generated if a password or microsoft account is given
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* authServer : auth server, default to https://authserver.mojang.com
* sessionServer : session server, default to https://sessionserver.mojang.com
* keepAlive : send keep alive packets : default to true
* closeTimeout : end the connection after this delay in milliseconds if server doesn't answer to ping, default to `120*1000`
* noPongTimeout : after the server opened the connection, wait for a default of `5*1000` after pinging and answers without the latency
* checkTimeoutInterval : default to `30*1000` (30s), check if keepalive received at that period, disconnect otherwise.
* version : 1.8 or 1.9 or false (to auto-negotiate): default to 1.8
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* customPackets (optional) : an object index by version/state/direction/name, see client_custom_packet for an example
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* hideErrors : do not display errors, default to false
* skipValidation : do not try to validate given session, defaults to false
* stream : a stream to use as connection
* connect : a function taking the client as parameter and that should client.setSocket(socket)
and client.emit('connect') when appropriate (see the proxy examples for an example of use)
* agent : a http agent that can be used to set proxy settings for yggdrasil authentication (see proxy-agent on npm)
* profilesFolder : optional
* (mojang account) the path to the folder that contains your `launcher_profiles.json`. defaults to your minecraft folder if it exists, otherwise the local directory. set to `false` to disable managing profiles
* (microsoft account) the path to store authentication caches, defaults to .minecraft
* onMsaCode(data) : (optional) callback called when signing in with a microsoft account
with device code auth. `data` is an object documented [here](https://docs.microsoft.com/en-us/azure/active-directory/develop/v2-oauth2-device-code#device-authorization-response)
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## mc.Client(isServer,version,[customPackets])
Create a new client, if `isServer` is true then it is a server-side client, otherwise it's a client-side client.
Takes a minecraft `version` as second argument.
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### client.write(name, params)
write a packet
### client.end(reason, fullReason)
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Ends the connection with `reason` or `fullReason`
If `fullReason` is not defined, then the `reason` will be used.
`fullReason` is a JSON object, which represents [chat](https://wiki.vg/Chat) message.
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### client.state
The internal state that is used to figure out which protocol state we are in during
packet parsing. This is one of the protocol.states.
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### client.isServer
True if this is a connection going from the server to the client,
False if it is a connection from client to server.
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### client.socket
Returns the internal nodejs Socket used to communicate with this client.
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### client.uuid
A string representation of the client's UUID. Note that UUIDs are unique for
each players, while playerNames, as of 1.7.7, are not unique and can change.
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### client.username
The user's username.
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### client.session
The user's session, as returned by the Yggdrasil system. (only client-side)
### client.profile
The player's profile, as returned by the Yggdrasil system. (only server-side)
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### client.latency
The latency of the client, in ms. Updated at each keep alive.
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### `packet` event
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Called with every packet parsed. Takes three params, the JSON data we parsed,
, the packet metadata (name, state) and the initial buffer
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### `raw` event
Called with every packet, but as a buffer. Takes two params, the buffer
and the packet metadata (name, state)
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### `state` event
Called when the protocol changes state. Takes the new state and old state as
parameters.
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### `session` event
Called when user authentication is resolved. Takes session data as parameter.
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### per-packet events
Check out the [minecraft-data docs](https://prismarinejs.github.io/minecraft-data/?v=1.8&d=protocol) to know the event names and data field names.
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### client.writeChannel(channel, params)
write a packet to a plugin channel
### client.registerChannel(name, typeDefinition, [custom])
Register a channel `name` using the protodef `typeDefinition` and sending the register packet if `custom` is true.
Start emitting channel events of the given name on the client object.
### client.unregisterChannel(name, [custom])
Unregister a channel `name` and send the unregister packet if `custom` is true.
## Not Immediately Obvious Data Type Formats
Note : almost all data formats can be understood by looking at
[minecraft-data docs](https://prismarinejs.github.io/minecraft-data/?v=1.8&d=protocol)
or [minecraft-data protocol.json](https://github.com/PrismarineJS/minecraft-data/blob/master/data/1.8/protocol.json)
### entityMetadata
Value looks like this:
```js
[
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{type: 1, value: 2, key: 3},
{type: 2, value: 3, key: 4},
...
]
```
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Where the key is the numeric metadata key and the value is the value of the
correct data type. You can figure out the types [here](http://wiki.vg/Entities#Entity_Metadata_Format)
## mc.ping(options, callback)
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Ping a minecraft server and retrieve information about it
`callback(err, pingResults)`
`pingResults`:
## Old version
* `prefix`
* `protocol`
* `version`
* `motd`
* `playerCount`
* `maxPlayers`
## New version
* `description`
* `players`
* `max`
* `online`
* `sample`
* `id`
* `name`
* `version`
* `name`
* `protocol`
* `favicon`
* `latency`
## mc.states
The minecraft protocol states.
## mc.supportedVersions
The supported minecraft versions.
## mc.createSerializer({ state = states.HANDSHAKING, isServer = false , version})
Returns a minecraft protocol [serializer](https://github.com/roblabla/ProtoDef#serializerprotomaintype) for these parameters.
## mc.createDeserializer({ state = states.HANDSHAKING, isServer = false, packetsToParse = {"packet": true}, version })
Returns a minecraft protocol [deserializer](https://github.com/roblabla/ProtoDef#parserprotomaintype) for these parameters.