* support 1.21.3 * Add bitflags, registryEntryHolder and registryEntryHolderSet types * Fix spacing in compiler types * Update compiler-minecraft.js * Fix registryEntryHolderSet read code (#1351) * Update ci.yml * Fix test for 1.21.3 (#1353) * Remove debug logging * Fix benchmark tests for 1.21.3 * Start updating packetTest for 1.21.3 * Update packetTest.js with new types * Fix minecraft-compiler * Speedup tests by setting world type to flat and disabling structures. * Didn't mean to commit that --------- Co-authored-by: extremeheat <extreme@protonmail.ch> Co-authored-by: Grooble <grooble.dierne@gmail.com>
8.6 KiB
minecraft protocol
Parse and serialize minecraft packets, plus authentication and encryption.
Features
- 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), 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) , 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, 1.20.1, 1.20.2, 1.20.3, 1.20.4, 1.20.5, 1.20.6), 1.21 (1.21, 1.21.1, 1.21.3)
- 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
- Compression
- Both online and offline mode
- Respond to keep-alive packets
- Follow DNS service records (SRV)
- Ping a server for status
- Server
- Online/Offline mode
- Encryption
- Compression
- Handshake
- Keep-alive checking
- Ping status
- Robust test coverage.
- Optimized for rapidly staying up to date with Minecraft protocol updates.
Want to contribute on something important for PrismarineJS ? go to https://github.com/PrismarineJS/mineflayer/wiki/Big-Prismarine-projects
Third Party Plugins
node-minecraft-protocol is pluggable.
- minecraft-protocol-forge add forge support to minecraft-protocol
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.
- flying-squid - Create minecraft servers with a high level API, also a minecraft server by itself.
- pakkit - A GUI tool to monitor Minecraft packets in real time, allowing you to view their data and interactively edit and resend them.
- minecraft-packet-debugger - A tool to capture Minecraft packets in a buffer then view them in a browser.
- aresrpg - An open-source mmorpg minecraft server.
- SteveProxy - Proxy for Minecraft with the ability to change the gameplay using plugins.
- and several thousands others
Installation
npm install minecraft-protocol
Documentation
Usage
Echo client example
const mc = require('minecraft-protocol');
const client = mc.createClient({
host: "localhost", // optional
port: 25565, // set if you need a port that isn't 25565
username: 'Bot', // username to join as if auth is `offline`, else a unique identifier for this account. Switch if you want to change accounts
// 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
// password: '12345678' // set if you want to use password-based auth (may be unreliable). If specified, the `username` must be an email
});
client.on('playerChat', function (ev) {
// Listen for chat messages and echo them back.
const content = ev.formattedMessage
? JSON.parse(ev.formattedMessage)
: ev.unsignedChat
? JSON.parse(ev.unsignedContent)
: ev.plainMessage
const jsonMsg = JSON.parse(packet.message)
if (ev.senderName === client.username) return
client.chat(JSON.stringify(content))
});
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.
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.
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.
Client example joining a Realm
Example to connect to a Realm that the authenticating account is owner of or has been invited to:
const mc = require('minecraft-protocol');
const client = mc.createClient({
realms: {
pickRealm: (realms) => realms[0] // Function which recieves an array of joined/owned Realms and must return a single Realm. Can be async
},
auth: 'microsoft'
})
Hello World server example
For a more up to date example, see examples/server/server.js.
const mc = require('minecraft-protocol')
const nbt = require('prismarine-nbt')
const server = mc.createServer({
'online-mode': true, // optional
encryption: true, // optional
host: '0.0.0.0', // optional
port: 25565, // optional
version: '1.18'
})
const mcData = require('minecraft-data')(server.version)
function chatText (text) {
return mcData.supportFeature('chatPacketsUseNbtComponents')
? nbt.comp({ text: nbt.string(text) })
: JSON.stringify({ text })
}
server.on('playerJoin', function(client) {
const loginPacket = mcData.loginPacket
client.write('login', {
...loginPacket,
enforceSecureChat: false,
entityId: client.id,
hashedSeed: [0, 0],
maxPlayers: server.maxPlayers,
viewDistance: 10,
reducedDebugInfo: false,
enableRespawnScreen: true,
isDebug: false,
isFlat: false
})
client.write('position', {
x: 0,
y: 255,
z: 0,
yaw: 0,
pitch: 0,
flags: 0x00
})
const message = {
translate: 'chat.type.announcement',
with: [
'Server',
'Hello, world!'
]
}
if (mcData.supportFeature('signedChat')) {
client.write('player_chat', {
plainMessage: message,
signedChatContent: '',
unsignedChatContent: chatText(message),
type: 0,
senderUuid: 'd3527a0b-bc03-45d5-a878-2aafdd8c8a43', // random
senderName: JSON.stringify({ text: 'me' }),
senderTeam: undefined,
timestamp: Date.now(),
salt: 0n,
signature: mcData.supportFeature('useChatSessions') ? undefined : Buffer.alloc(0),
previousMessages: [],
filterType: 0,
networkName: JSON.stringify({ text: 'me' })
})
} else {
client.write('chat', { message: JSON.stringify({ text: message }), position: 0, sender: 'me' })
}
})
Testing
- Ensure your system has the
java
executable inPATH
. MC_SERVER_JAR_DIR=some/path/to/store/minecraft/server/ MC_USERNAME=email@example.com MC_PASSWORD=password npm test
Debugging
You can enable some protocol debugging output using DEBUG
environment variable:
DEBUG="minecraft-protocol" node [...]
On Windows:
set DEBUG=minecraft-protocol
node your_script.js
Contribute
Please read https://github.com/PrismarineJS/prismarine-contribute
History
See history
Related
- node-rcon can be used to access the rcon server in the minecraft server
- map-colors can be used to convert any image into a buffer of minecraft compatible colors