# Documentation ## mc.ping(options, callback) `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.createServer(options) Returns a `Server` instance and starts listening. ## Server ## 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. ## server.clients Javascript object mapping a `Client` from a clientId. ## server.playerCount The amount of players currently present on the server. ## server.maxPlayers The maximum amount of players allowed on the server. ## server.motd The motd that is sent to the player when he is pinging the server ## server.favicon A base64 data string representing the favicon that will appear next to the server on the mojang client's multiplayer list. ## mc.createClient(options) Returns a `Client` instance and perform login. `options` is an object containing the properties : * username * port : default to 25565 * password : can be omitted (if the tokens are also omitted then it tries to connect in offline mode) * host : default to localhost * clientToken : generated if a password is given * accessToken : generated if a password is given * keepAlive : send keep alive packets : default to true ## Client ## 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. ## 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. ## client.socket Returns the internal nodejs Socket used to communicate with this client. ## 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. ## client.username The user's username. ## client.session The user's session, as returned by the Yggdrasil system. ## Not Immediately Obvious Data Type Formats Note : almost all data formats can be understood by looking at the packet structure in lib/protocol.js ## entityMetadata Value looks like this: ```js [ {type: 'slot', value: slot, key: 3}, {type: 'int', value: value, key: 4}, ... ] ``` Where the key is the numeric metadata key and the value is the value of the correct data type.