examples | ||
lib | ||
test | ||
.gitignore | ||
.jshintrc | ||
index.js | ||
package.json | ||
README.md | ||
rsa-wrap.js |
minecraft protocol
![Gitter](https://badges.gitter.im/Join Chat.svg)
Parse and serialize minecraft packets, plus authentication and encryption.
Features
- Supports Minecraft version 1.7.10
- 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('chat', function(packet) {
// Listen for chat messages and echo them back.
var jsonMsg = JSON.parse(packet.message);
if (jsonMsg.translate == 'chat.type.announcement' || jsonMsg.translate == 'chat.type.text') {
var username = jsonMsg.using[0];
var msg = jsonMsg.using[1];
if (username === client.username) return;
client.write(0x03, {
message: msg
});
}
});
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('login', {
entityId: client.id,
levelType: 'default',
gameMode: 0,
dimension: 0,
difficulty: 2,
maxPlayers: server.maxPlayers
});
client.write('position', {
x: 0,
y: 1.62,
z: 0,
yaw: 0,
pitch: 0,
onGround: true
});
var msg = { translate: 'chat.type.announcement', using: [
'Server',
'Hello, ' + client.username
]};
client.write(0x03, { message: JSON.stringify(msg) });
});
Installation
npm install minecraft-protocol
On Windows, first follow the Windows instructions from Obvious/ursa
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(option)
Returns a Client
instance and perform login
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:
[
{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 inPATH
. - 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
√ handshaking,ServerBound,0x00
√ status,ServerBound,0x00
√ status,ServerBound,0x01
√ status,ClientBound,0x00
√ status,ClientBound,0x01
√ login,ServerBound,0x00
√ login,ServerBound,0x01
√ login,ClientBound,0x00
√ login,ClientBound,0x01
√ login,ClientBound,0x02
√ play,ServerBound,0x00
√ play,ServerBound,0x01
√ play,ServerBound,0x02
√ play,ServerBound,0x03
√ play,ServerBound,0x04
√ play,ServerBound,0x05
√ play,ServerBound,0x06
√ play,ServerBound,0x07
√ play,ServerBound,0x08
√ play,ServerBound,0x09
√ play,ServerBound,0x0a
√ play,ServerBound,0x0b
√ play,ServerBound,0x0c
√ play,ServerBound,0x0d
√ play,ServerBound,0x0e
√ play,ServerBound,0x0f
√ play,ServerBound,0x10
√ play,ServerBound,0x11
√ play,ServerBound,0x12
√ play,ServerBound,0x13
√ play,ServerBound,0x14
√ play,ServerBound,0x15
√ play,ServerBound,0x16
√ play,ServerBound,0x17
√ play,ClientBound,0x00
√ play,ClientBound,0x01
√ play,ClientBound,0x02
√ play,ClientBound,0x03
√ play,ClientBound,0x04
√ play,ClientBound,0x05
√ play,ClientBound,0x06
√ play,ClientBound,0x07
√ play,ClientBound,0x08
√ play,ClientBound,0x09
√ play,ClientBound,0x0a
√ play,ClientBound,0x0b
√ play,ClientBound,0x0c
√ play,ClientBound,0x0d
√ play,ClientBound,0x0e
√ play,ClientBound,0x0f
√ play,ClientBound,0x10
√ play,ClientBound,0x11
√ play,ClientBound,0x12
√ play,ClientBound,0x13
√ play,ClientBound,0x14
√ play,ClientBound,0x15
√ play,ClientBound,0x16
√ play,ClientBound,0x17
√ play,ClientBound,0x18
√ play,ClientBound,0x19
√ play,ClientBound,0x1a
√ play,ClientBound,0x1b
√ play,ClientBound,0x1c
√ play,ClientBound,0x1d
√ play,ClientBound,0x1e
√ play,ClientBound,0x1f
√ play,ClientBound,0x20
√ play,ClientBound,0x21
√ play,ClientBound,0x22
√ play,ClientBound,0x23
√ play,ClientBound,0x24
√ play,ClientBound,0x25
√ play,ClientBound,0x26
√ play,ClientBound,0x27
√ play,ClientBound,0x28
√ play,ClientBound,0x29
√ play,ClientBound,0x2a
√ play,ClientBound,0x2b
√ play,ClientBound,0x2c
√ play,ClientBound,0x2d
√ play,ClientBound,0x2e
√ play,ClientBound,0x2f
√ play,ClientBound,0x30
√ play,ClientBound,0x31
√ play,ClientBound,0x32
√ play,ClientBound,0x33
√ play,ClientBound,0x34
√ play,ClientBound,0x35
√ play,ClientBound,0x36
√ play,ClientBound,0x37
√ play,ClientBound,0x38
√ play,ClientBound,0x39
√ play,ClientBound,0x3a
√ play,ClientBound,0x3b
√ play,ClientBound,0x3c
√ play,ClientBound,0x3d
√ play,ClientBound,0x3e
√ play,ClientBound,0x3f
√ play,ClientBound,0x40
client
√ pings the server (32734ms)
√ connects successfully - online mode (23367ms)
√ connects successfully - offline mode (10261ms)
√ gets kicked when no credentials supplied in online mode (18400ms)
√ does not crash for 10000ms (24780ms)
mc-server
√ starts listening and shuts down cleanly (73ms)
√ kicks clients that do not log in (295ms)
√ kicks clients that do not send keepalive packets (266ms)
√ responds to ping requests (168ms)
√ clients can log in and chat (158ms)
√ kicks clients when invalid credentials (680ms)
√ gives correct reason for kicking clients when shutting down (123ms)
111 tests complete (3 minutes)
Debugging
You can enable some protocol debugging output using NODE_DEBUG
environment variable:
NODE_DEBUG="minecraft-protocol" node [...]
History
0.12.3
- Fix for/in used over array, causing glitches with augmented Array prototypes (thanks pelikhan)
0.12.2
- Updated protocol version to support 1.7.10
- Some bug fixes in parser (thanks Luke Young)
- 'raw' event to catch all raw buffers (thanks deathcap)
- Misc bug fixes
0.12.1
- Updated protocol version to support 1.7.6
0.12.0
- Updated protocol version to support 1.7.2
- Overhaul the serializer backend to be more general-purpose and future-proof.
- Support listening packets by name (thanks deathcap)
- Support reading/writing a raw buffer to the socket.
0.11.6
- Updated protocol version to support 1.6.4 (thanks Matt Bell)
0.11.5
- Fix handling of some conditional fields (thanks Florian Wesch)
0.11.4
- Chat packet string max length fix (thanks Robin Lambertz)
0.11.3
- packet 0x2c: packet writing fixed, UUID format simplified, tests updated
0.11.2
- 1.6.2 support fixes: updated 0x2c packets to include
elementList
and added 0x85 Tile Editor Open packets
0.11.1
- support minecraft protocol 1.6.2 / protocol version 74 (thanks Matt Bell)
0.11.0
- support minecraft protocol 1.6.1 / protocol version 73 (thanks Matt Bell)
- note: chat packets have a new format (see the examples for how to upgrade).
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 tomode
and changed from bool to byte
0.9.0
- 0xce: create changed from bool to byte (thanks Robin Lambertz)
0.8.1
- fix buffer length checking bug in readSlot() (thanks Xabier de Zuazo)
- fix C2 calculation bug (fixed #35) (thanks Xabier de Zuazo)
- fix oob Buffer at readEntityMetadata (fixed #40) (thanks Xabier de Zuazo)
0.8.0
- fix remaining bugs for 1.5.1 protocol (thanks Xabier de Zuazo)
- writing packets is 6% faster (thanks Matt Bell)
0.7.9
- support minecraft protocol 1.5 / protocol version 60 (thanks Matt Bell)
0.7.8
- server: ability to change
motd
andmaxPlayers
- 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
: renameencryption-enabled
option toencryption
to stay consistent with the examples. (thanks Robin Lambertz)createClient
: don't require bothemail
andusername
.- The
username
andpassword
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.
- The
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