Parse and serialize minecraft packets, plus authentication and encryption.
Find a file
2013-07-08 10:55:42 +02:00
examples fix incorrect playerCount in ping. closes #41 2013-02-10 17:51:47 -05:00
lib improved 0x64 packet support, code refactorized using an optional_fields hash 2013-07-08 10:07:07 +02:00
test tests fixed: parse properly the new JSON chat messages 2013-07-08 10:55:42 +02:00
.gitignore getting encryption request 2012-12-31 20:33:35 -05:00
.jshintrc add .jshintrc 2013-01-26 22:13:06 -05:00
index.js bugfix: debug undefined in inde.js 2013-04-07 20:47:12 +02:00
package.json Release 0.10.1 2013-05-05 04:09:05 +02:00
README.md Release 0.10.1 2013-05-05 04:09:05 +02:00

minecraft protocol NPM version

Parse and serialize minecraft packets, plus authentication and encryption.

Features

  • Supports Minecraft version 1.5
  • Parses all packets and emits events with packet fields as JavaScript objects.
  • Send a packet by supplying fields as a JavaScript object.
  • Client
    • Authenticating and logging in
    • Encryption on and encryption off
    • Both online and offline mode
    • Respond to keep-alive packets.
    • Ping a server for status
  • Server
    • Offline mode
    • Encryption and online mode
    • Handshake
    • Keep-alive checking
    • Ping status
  • Robust test coverage. See Test Coverage section below.
  • Optimized for rapidly staying up to date with Minecraft protocol updates.

Projects Using node-minecraft-protocol

  • mineflayer - create minecraft bots with a stable, high level API.
  • mcserve - runs and monitors your minecraft server, provides real-time web interface, allow your users to create bots.

Usage

Echo client example

var mc = require('minecraft-protocol');
var client = mc.createClient({
  host: "localhost",   // optional
  port: 25565,         // optional
  username: "email@example.com",
  password: "12345678",
});
client.on(0x03, function(packet) {
  // Listen for chat messages and echo them back.
  if (packet.message.indexOf(client.session.username) !== -1) return;
  client.write(0x03, {
    message: packet.message,
  });
});

If the server is in offline mode, you may leave out the password option.

Hello World server example

var mc = require('minecraft-protocol');
var server = mc.createServer({
  'online-mode': true,   // optional
  encryption: true,      // optional
  host: '0.0.0.0',       // optional
  port: 25565,           // optional
});
server.on('login', function(client) {
  client.write(0x01, {
    entityId: client.id,
    levelType: 'default',
    gameMode: 0,
    dimension: 0,
    difficulty: 2,
    maxPlayers: server.maxPlayers
  });
  client.write(0x0d, {
    x: 0,
    y: 1.62,
    stance: 0,
    z: 0,
    yaw: 0,
    pitch: 0,
    onGround: true
  });
  client.write(0x03, { message: 'Hello, ' + client.username });
});

Installation

Linux

npm install minecraft-protocol

Windows

  • Follow the Windows instructions from Obvious/ursa
  • npm install minecraft-protocol

Documentation

mc.ping(options, callback)

callback(err, pingResults)

pingResults:

  • prefix
  • protocol
  • version
  • motd
  • playerCount
  • maxPlayers

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.maxPlayers

Not Immediately Obvious Data Type Formats

entityMetadata

Value looks like this:

[
  {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.

Testing

  • Ensure your system has the java executable in PATH.
  • Download the appropriate version of minecraft_server.jar.
  • MC_SERVER_JAR=path/to/minecraft_server.jar MC_USERNAME=email@example.com MC_PASSWORD=password npm test

Test Coverage

  packets
    ✓ 0x00 
    ✓ 0x01 
    ✓ 0x02 
    ✓ 0x03 
    ✓ 0x04 
    ✓ 0x05 
    ✓ 0x06 
    ✓ 0x07 
    ✓ 0x08 
    ✓ 0x09 
    ✓ 0x0a 
    ✓ 0x0b 
    ✓ 0x0c 
    ✓ 0x0d 
    ✓ 0x0e 
    ✓ 0x0f 
    ✓ 0x10 
    ✓ 0x11 
    ✓ 0x12 
    ✓ 0x13 
    ✓ 0x14 
    ✓ 0x16 
    ✓ 0x17 
    ✓ 0x18 
    ✓ 0x19 
    ✓ 0x1a 
    ✓ 0x1c 
    ✓ 0x1d 
    ✓ 0x1e 
    ✓ 0x1f 
    ✓ 0x20 
    ✓ 0x21 
    ✓ 0x22 
    ✓ 0x23 
    ✓ 0x26 
    ✓ 0x27 
    ✓ 0x28 
    ✓ 0x29 
    ✓ 0x2a 
    ✓ 0x2b 
    ✓ 0x33 
    ✓ 0x34 
    ✓ 0x35 
    ✓ 0x36 
    ✓ 0x37 
    ✓ 0x38 
    ✓ 0x3c 
    ✓ 0x3d 
    ✓ 0x3e 
    ✓ 0x3f 
    ✓ 0x46 
    ✓ 0x47 
    ✓ 0x64 
    ✓ 0x65 
    ✓ 0x66 
    ✓ 0x67 
    ✓ 0x68 
    ✓ 0x69 
    ✓ 0x6a 
    ✓ 0x6b 
    ✓ 0x6c 
    ✓ 0x82 
    ✓ 0x83 
    ✓ 0x84 
    ✓ 0xc8 
    ✓ 0xc9 
    ✓ 0xca 
    ✓ 0xcb 
    ✓ 0xcc 
    ✓ 0xcd 
    ✓ 0xce 
    ✓ 0xcf 
    ✓ 0xd0 
    ✓ 0xd1 
    ✓ 0xfa 
    ✓ 0xfc 
    ✓ 0xfd 
    ✓ 0xfe 
    ✓ 0xff 

  client
    ✓ pings the server (6653ms)
    ✓ connects successfully - online mode (4041ms)
    ✓ connects successfully - offline mode (2663ms)
    ✓ gets kicked when no credentials supplied in online mode (4678ms)
    ✓ does not crash for 10000ms (12492ms)
...............
  mc-server
    ✓ starts listening and shuts down cleanly (44ms)
    ✓ kicks clients that do not log in (149ms)
    ✓ kicks clients that do not send keepalive packets (153ms)
    ✓ responds to ping requests 
    ✓ clients can log in and chat (71ms)
    ✓ kicks clients when invalid credentials (263ms)
    ✓ gives correct reason for kicking clients when shutting down (40ms)


  91 tests complete (50 seconds)

Debugging

You can enable some protocol debugging output using NODE_DEBUG environment variable:

NODE_DEBUG="minecraft-protocol" node [...]

History

0.10.1

  • support minecraft protocol 1.5.2 / protocol version 61

0.10.0

  • Added SRV record support when connecting to a server (thanks Matt Stith)
  • 0x66: shift renamed to mode and changed from bool to byte

0.9.0

0.8.1

0.8.0

0.7.9

  • support minecraft protocol 1.5 / protocol version 60 (thanks Matt Bell)

0.7.8

  • server: ability to change motd and maxPlayers
  • server: fix incorrect playerCount

0.7.7

  • server: fix crash when client disconnects quickly

0.7.6

  • onlineModeExceptions are all lowercase now. fixes security hole.

0.7.5

  • server: add onlineModeExceptions. When server is in:
    • online mode: these usernames are exempt from online mode.
    • offline mode: these usernames must authenticate.

0.7.4

  • server: online mode: don't log in client until username verification

0.7.3

  • revert removing socket delays to reduce latency as it was causing errors and test failures.
  • server: Client now emits more predictable 'end' events.

0.7.2

  • fix objectData writer. This fixes sending an 0x17 packet.

0.7.1

  • remove socket delays to reduce latency. (thanks Matt Bell)

0.7.0

  • createServer: rename encryption-enabled option to encryption to stay consistent with the examples. (thanks Robin Lambertz)
  • createClient: don't require both email and username.
    • The username and password arguments are used to authenticate with the official minecraft servers and determine the case-correct username. If you have migrated your user account to a mojang login, username looks like an email address.
    • If you leave out the password argument, username is used to connect directly to the server. In this case you will get kicked if the server is in online mode.

0.6.7

Emit 'error' event instead of crashing when other computers abuse the minecraft protocol.

Big thanks to Robin Lambertz for this release.

0.6.6

  • ping: fix calling callback twice when server sends kick
  • server: send a kick packet when kicking clients. (thanks Robin Lambertz)
  • ping: include latency property (thanks Jan Buschtöns)

0.6.5

  • createServer: allow empty options
  • server: support online mode and encryption (thanks Robin Lambertz)

0.6.4

  • Allow minecraft username instead of mojang email. (thanks Robin Lambertz)

0.6.3

  • y values when only 1 byte are always unsigned

0.6.2

  • 0x0e: change face to unsigned byte

0.6.1

  • 0x0d: fix incorrectly swapped stance and y