* add protocolValidation field to server and client options * add doc * change option name
13 KiB
Documentation
mc.createServer(options)
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.
- beforeLogin : allow customisation of client before the
success
packet is sent. It takes a function with argument client and should be synchronous for the server to wait for completion before continuing execution. - 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
- favicon (optional) : the favicon to set, base64 encoded
- customPackets (optional) : an object index by version/state/direction/name, see client_custom_packet for an example
- 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.
- 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)
- validateChannelProtocol (optional) : whether or not to enable protocol validation for custom protocols using plugin channels for the connected clients. Defaults to true
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.
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.
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.
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
ormojang
. 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 neitherpassword
orprofilesFolder
are specified, we connect in offline mode.
- host : default to localhost
- session : An object holding clientToken, accessToken and selectedProfile. Generated after logging in using username + password with mojang auth or after logging in using microsoft auth.
clientToken
,accessToken
andselectedProfile: {name: '<username>', id: '<selected profile uuid>'}
can be set inside ofsession
when using createClient to login with a client and access Token instead of a password.session
is also emitted by theClient
instance with the event 'session' after successful authentication.- clientToken : generated if a password is given or can be set when when using createClient
- accessToken : generated if a password or microsoft account is given or can be set when using createBot
- selectedProfile : generated if a password or microsoft account is given. Can be set as a object with property
name
andid
that specifies the selected profile.- name : The selected profiles in game name needed for logging in with access and client Tokens.
- id : The selected profiles uuid in short form (without
-
) needed for logging in with access and client Tokens.
- 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
- customPackets (optional) : an object index by version/state/direction/name, see client_custom_packet for an example
- 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)
- fakeHost : (optional) hostname to send to the server in the set_protocol packet
- 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 tofalse
to disable managing profiles - (microsoft account) the path to store authentication caches, defaults to .minecraft
- (mojang account) the path to the folder that contains your
- onMsaCode(data) : (optional) callback called when signing in with a microsoft account
with device code auth.
data
is an object documented here - id : a numeric client id used for referring to multiple clients in a server
- validateChannelProtocol (optional) : whether or not to enable protocol validation for custom protocols using plugin channels. Defaults to true
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.
client.write(name, params)
write a packet
client.writeRaw(buffer)
write a raw buffer as a packet
client.end(reason, fullReason)
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 message.
client.connect(port, host)
Used by the Client Class to connect to a server, done by createClient automatically
client.setSocket(socket)
Sets the client's connection socket.
client.registerChannel(name, typeDefinition, custom)
Registers a plugin channel with the given name
and protodef typeDefinition
client.unregisterChannel(name)
Unregisters a plugin channel.
client.writeChannel(channel, params)
Write to Plugin Channels
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. (only client-side)
client.profile
The player's profile, as returned by the Yggdrasil system. (only server-side)
client.latency
The latency of the client, in ms. Updated at each keep alive.
client.customPackets
An object index by version/state/direction/name, see client_custom_packet for an example
client.protocolVersion
The client's protocol version
client.version
The client's version
packet
event
Called with every packet parsed. Takes four paramaters, the JSON data we parsed, the packet metadata (name, state), the buffer (raw data) and the full buffer (includes surplus data and may include the data of following packets on versions below 1.8)
raw
event
Called with every packet, but as a buffer. Takes two params, the buffer and the packet metadata (name, state)
connect
event
when the socket connects to the server, this is emitted
end
event
Called when the client's connection is disconnected. Takes the reason as parameter
session
event
Called when user authentication is resolved. Takes session data as parameter.
state
event
Called when the protocol changes state. Takes the new state and old state as parameters.
error
event
Called when an error occurs within the client. Takes an Error as parameter.
per-packet events
Check out the minecraft-data docs to know the event names and data field names.
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 or minecraft-data protocol.json
entityMetadata
Value looks like this:
[
{type: 1, value: 2, key: 3},
{type: 2, value: 3, key: 4},
...
]
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
mc.ping(options, callback)
options
is an object containing the following:
- host : default to localhost
- port : default to 25565
- version: default to most recent version
Ping a minecraft server and return a promise or use an optional callback containing the information about it
returns: promise( <pending> ).then(pingResult).catch(err)
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.states
The minecraft protocol states.
mc.supportedVersions
The supported minecraft versions.
mc.createSerializer({ state = states.HANDSHAKING, isServer = false , version})
Returns a minecraft protocol serializer for these parameters.
mc.createDeserializer({ state = states.HANDSHAKING, isServer = false, packetsToParse = {"packet": true}, version })
Returns a minecraft protocol deserializer for these parameters.