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README.md |
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. All clients will be
automatically logged in and validated against mojang's auth.
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.
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
- 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.
packet
event
Called with every packet parsed. Takes two params, the JSON data we parsed, and the packet metadata (name, id, state)
raw
event
Called with every packet, but as a buffer. Takes two params, the buffer and the packet metadata (name, id, state)
state
event
Called when the protocol changes state. Takes the new state and old state as parameters.
per-packet events
Check out the minecraft-data docs to know the event names and data field names.
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:
[
{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