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https://github.com/PrismarineJS/node-minecraft-protocol.git
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5bebac3662
* Update default version * Update README * 1.21.1 * Update version.js * Update ci.yml * Update version.js * add values for vec2f and ChatTypes * fix lint * fix server tests * fix lint * update mcdata * remove debug install --------- Co-authored-by: Romain Beaumont <romain.rom1@gmail.com>
226 lines
8.6 KiB
Markdown
226 lines
8.6 KiB
Markdown
# minecraft protocol
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[![NPM version](https://img.shields.io/npm/v/minecraft-protocol.svg)](https://www.npmjs.com/package/minecraft-protocol)
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[![Build Status](https://github.com/PrismarineJS/node-minecraft-protocol/workflows/CI/badge.svg)](https://github.com/PrismarineJS/node-minecraft-protocol/actions?query=workflow%3A%22CI%22)
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[![Discord](https://img.shields.io/badge/chat-on%20discord-brightgreen.svg)](https://discord.gg/GsEFRM8)
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[![Gitter](https://img.shields.io/badge/chat-on%20gitter-brightgreen.svg)](https://gitter.im/PrismarineJS/general)
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[![Irc](https://img.shields.io/badge/chat-on%20irc-brightgreen.svg)](https://irc.gitter.im/)
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[![Try it on gitpod](https://img.shields.io/badge/try-on%20gitpod-brightgreen.svg)](https://gitpod.io/#https://github.com/PrismarineJS/node-minecraft-protocol)
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Parse and serialize minecraft packets, plus authentication and encryption.
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## Features
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* Supports Minecraft PC version 1.7.10, 1.8.8, 1.9 (15w40b, 1.9, 1.9.1-pre2, 1.9.2, 1.9.4),
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1.10 (16w20a, 1.10-pre1, 1.10, 1.10.1, 1.10.2), 1.11 (16w35a, 1.11, 1.11.2), 1.12 (17w15a, 17w18b, 1.12-pre4, 1.12, 1.12.1, 1.12.2), and 1.13 (17w50a, 1.13, 1.13.1, 1.13.2-pre1, 1.13.2-pre2, 1.13.2), 1.14 (1.14, 1.14.1, 1.14.3, 1.14.4)
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, 1.15 (1.15, 1.15.1, 1.15.2) and 1.16 (20w13b, 20w14a, 1.16-rc1, 1.16, 1.16.1, 1.16.2, 1.16.3, 1.16.4, 1.16.5), 1.17 (21w07a, 1.17, 1.17.1), 1.18 (1.18, 1.18.1 and 1.18.2), 1.19 (1.19, 1.19.1, 1.19.2, 1.19.3, 1.19.4, 1.20, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6, 1.21.1)
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* Parses all packets and emits events with packet fields as JavaScript
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objects.
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* Send a packet by supplying fields as a JavaScript object.
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* Client
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- Authenticating and logging in
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- Encryption
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- Compression
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- Both online and offline mode
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- Respond to keep-alive packets
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- Follow DNS service records (SRV)
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- Ping a server for status
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* Server
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- Online/Offline mode
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- Encryption
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- Compression
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- Handshake
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- Keep-alive checking
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- Ping status
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* Robust test coverage.
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* Optimized for rapidly staying up to date with Minecraft protocol updates.
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Want to contribute on something important for PrismarineJS ? go to https://github.com/PrismarineJS/mineflayer/wiki/Big-Prismarine-projects
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## Third Party Plugins
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node-minecraft-protocol is pluggable.
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* [minecraft-protocol-forge](https://github.com/PrismarineJS/node-minecraft-protocol-forge) add forge support to minecraft-protocol
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## Projects Using node-minecraft-protocol
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* [mineflayer](https://github.com/PrismarineJS/mineflayer/) - Create minecraft
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bots with a stable, high level API.
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* [mcserve](https://github.com/andrewrk/mcserve) - Runs and monitors your
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minecraft server, provides real-time web interface, allow your users to
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create bots.
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* [flying-squid](https://github.com/PrismarineJS/flying-squid) - Create minecraft
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servers with a high level API, also a minecraft server by itself.
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* [pakkit](https://github.com/Heath123/pakkit) - A GUI tool to monitor Minecraft packets in real time, allowing you to view their data and interactively edit and resend them.
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* [minecraft-packet-debugger](https://github.com/wvffle/minecraft-packet-debugger) - A tool to capture Minecraft packets in a buffer then view them in a browser.
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* [aresrpg](https://github.com/aresrpg/aresrpg) - An open-source mmorpg minecraft server.
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* [SteveProxy](https://github.com/SteveProxy/proxy) - Proxy for Minecraft with the ability to change the gameplay using plugins.
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* and [several thousands others](https://github.com/PrismarineJS/node-minecraft-protocol/network/dependents?package_id=UGFja2FnZS0xODEzMDk0OQ%3D%3D)
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## Installation
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`npm install minecraft-protocol`
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## Documentation
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* [API doc](API.md)
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* [faq](FAQ.md)
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* [protocol doc](https://prismarinejs.github.io/minecraft-data/?d=protocol) and [wiki.vg/Protocol](https://wiki.vg/Protocol)
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## Usage
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### Echo client example
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```js
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const mc = require('minecraft-protocol');
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const client = mc.createClient({
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host: "localhost", // optional
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port: 25565, // set if you need a port that isn't 25565
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username: 'Bot', // username to join as if auth is `offline`, else a unique identifier for this account. Switch if you want to change accounts
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// version: false, // only set if you need a specific version or snapshot (ie: "1.8.9" or "1.16.5"), otherwise it's set automatically
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// password: '12345678' // set if you want to use password-based auth (may be unreliable). If specified, the `username` must be an email
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});
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client.on('playerChat', function (ev) {
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// Listen for chat messages and echo them back.
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const content = ev.formattedMessage
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? JSON.parse(ev.formattedMessage)
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: ev.unsignedChat
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? JSON.parse(ev.unsignedContent)
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: ev.plainMessage
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const jsonMsg = JSON.parse(packet.message)
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if (ev.senderName === client.username) return
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client.chat(JSON.stringify(content))
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});
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```
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Set `auth` to `offline` if the server is in offline mode. If `auth` is set to `microsoft`, you will be prompted to login to microsoft.com with a code in your browser. After signing in on your browser, the client will automatically obtain and cache authentication tokens (under your specified username) so you don't have to sign-in again.
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To switch the account, update the supplied username. By default, cached tokens will be stored in your user's .minecraft folder, or if profilesFolder is specified, they'll instead be stored there. For more information on bot options see the [API doc](./API.md).
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Note: SRV records will only be looked up if the port is unspecified or set to 25565 and if the `host` is a valid non-local domain name.
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### Client example joining a Realm
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Example to connect to a Realm that the authenticating account is owner of or has been invited to:
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```js
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const mc = require('minecraft-protocol');
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const client = mc.createClient({
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realms: {
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pickRealm: (realms) => realms[0] // Function which recieves an array of joined/owned Realms and must return a single Realm. Can be async
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},
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auth: 'microsoft'
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})
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```
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### Hello World server example
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For a more up to date example, see examples/server/server.js.
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```js
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const mc = require('minecraft-protocol')
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const nbt = require('prismarine-nbt')
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const server = mc.createServer({
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'online-mode': true, // optional
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encryption: true, // optional
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host: '0.0.0.0', // optional
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port: 25565, // optional
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version: '1.18'
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})
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const mcData = require('minecraft-data')(server.version)
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function chatText (text) {
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return mcData.supportFeature('chatPacketsUseNbtComponents')
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? nbt.comp({ text: nbt.string(text) })
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: JSON.stringify({ text })
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}
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server.on('playerJoin', function(client) {
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const loginPacket = mcData.loginPacket
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client.write('login', {
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...loginPacket,
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enforceSecureChat: false,
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entityId: client.id,
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hashedSeed: [0, 0],
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maxPlayers: server.maxPlayers,
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viewDistance: 10,
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reducedDebugInfo: false,
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enableRespawnScreen: true,
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isDebug: false,
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isFlat: false
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})
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client.write('position', {
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x: 0,
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y: 255,
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z: 0,
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yaw: 0,
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pitch: 0,
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flags: 0x00
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})
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const message = {
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translate: 'chat.type.announcement',
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with: [
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'Server',
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'Hello, world!'
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]
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}
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if (mcData.supportFeature('signedChat')) {
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client.write('player_chat', {
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plainMessage: message,
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signedChatContent: '',
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unsignedChatContent: chatText(message),
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type: 0,
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senderUuid: 'd3527a0b-bc03-45d5-a878-2aafdd8c8a43', // random
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senderName: JSON.stringify({ text: 'me' }),
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senderTeam: undefined,
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timestamp: Date.now(),
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salt: 0n,
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signature: mcData.supportFeature('useChatSessions') ? undefined : Buffer.alloc(0),
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previousMessages: [],
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filterType: 0,
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networkName: JSON.stringify({ text: 'me' })
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})
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} else {
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client.write('chat', { message: JSON.stringify({ text: message }), position: 0, sender: 'me' })
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}
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})
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```
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## Testing
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* Ensure your system has the `java` executable in `PATH`.
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* `MC_SERVER_JAR_DIR=some/path/to/store/minecraft/server/ MC_USERNAME=email@example.com MC_PASSWORD=password npm test`
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## Debugging
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You can enable some protocol debugging output using `DEBUG` environment variable:
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```bash
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DEBUG="minecraft-protocol" node [...]
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```
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On Windows:
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```
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set DEBUG=minecraft-protocol
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node your_script.js
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```
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## Contribute
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Please read https://github.com/PrismarineJS/prismarine-contribute
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## History
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See [history](HISTORY.md)
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## Related
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* [node-rcon](https://github.com/pushrax/node-rcon) can be used to access the rcon server in the minecraft server
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* [map-colors][aresmapcolor] can be used to convert any image into a buffer of minecraft compatible colors
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[aresmapcolor]: https://github.com/AresRPG/aresrpg-map-colors
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