node-minecraft-protocol/doc/README.md

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# 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.