Returns a Server
instance and starts listening. All clients will be
automatically logged in and validated against mojang's auth.
options
is an object containing the properties :
- port : default to 25565
- host : default to undefined which means listen to all available ipv4 and ipv6 adresses (see https://nodejs.org/api/net.html#net_server_listen_port_host_backlog_callback for details)
- kickTimeout : default to
10*1000
(10s), kick client that doesn't answer to keepalive after that time - checkTimeoutInterval : default to
4*1000
(4s), send keepalive packet at that period - online-mode : default to true
- beforePing : allow customisation of the answer to ping the server does.
It takes a function with argument response and client, response is the default json response, and client is client who sent a ping.
It can take as third argument a callback. If the callback is passed, the function should pass its result to the callback, if not it should return.
If the result is
false
instead of a response object then the connection is terminated and no ping is returned to the client. - beforeLogin : allow customisation of client before the
success
packet is sent. It takes a function with argument client and should be synchronous for the server to wait for completion before continuing execution. - motd : default to "A Minecraft server"
- motdMsg : A json object of the chat message to use instead of
motd
. Can be build using prismarine-chat and calling .toJSON(). Not used with legacy pings. - maxPlayers : default to 20
- keepAlive : send keep alive packets : default to true
- version : the version of the server, defaults to the latest version. Set version to
false
to enable dynamic cross version support. - fallbackVersion (optional) : the version that should be used as a fallback, if the client version isn't supported, only works with dynamic cross version support.
- favicon (optional) : the favicon to set, base64 encoded
- customPackets (optional) : an object index by version/state/direction/name, see client_custom_packet for an example
- errorHandler : A way to override the default error handler for client errors. A function that takes a Client and an error. The default kicks the client.
- hideErrors : do not display errors, default to false
- agent : a http agent that can be used to set proxy settings for yggdrasil authentication confirmation (see proxy-agent on npm)
- validateChannelProtocol (optional) : whether or not to enable protocol validation for custom protocols using plugin channels for the connected clients. Defaults to true
- enforceSecureProfile (optional) : Kick clients that do not have chat signing keys from Mojang (1.19+)
- generatePreview (optional) : Function to generate chat previews. Takes the raw message string and should return the message preview as a string. (1.19-1.19.2)
- socketType (optional) : either
tcp
oripc
. Switches from a tcp connection to a ipc socket connection (or named pipes on windows). With theipc
optionhost
becomes the path off the ipc connection on the local filesystem. Example:\\.\pipe\minecraft-ipc
(Windows)/tmp/minecraft-ipc.sock
(unix based systems). See the ipcConnection example for an example. - Server : You can pass a custom server class to use instead of the default one.
Create a server instance for version
of minecraft.
Write a packet to all clients
but encode it only once.
(1.19-1.19.2) Verifies if player's chat message packet was signed with their Mojang provided key. Handled internally (and thus deprecated) in 1.19.3 and above
(1.19.1+) You must call this function when the server receives a message from a player and that message gets broadcast to other players in player_chat packets. This function stores these packets so the server can then verify a player's lastSeenMessages field in inbound chat packets to ensure chain integrity. For more information, see chat.md.
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.
Javascript object mapping a Client
from a clientId.
The amount of players currently present on the server.
The maximum amount of players allowed on the server.
The motd that is sent to the player when he is pinging the server
A base64 data string representing the favicon that will appear next to the server on the mojang client's multiplayer list.
Called when a client connects, but before any login has happened. Takes a
Client
parameter.
Called when a client is logged in against server. Takes a Client
parameter.
Emitted after a player joins and enters the PLAY protocol state and can send and recieve game packets. This is emitted after the login
event. On 1.20.2 and above after we emit the login
event, the player will enter a CONFIG state, as opposed to the PLAY state (where game packets can be sent), so you must instead now wait for playerJoin
.
Called when the server is listening for connections. This means that the server is ready to accept incoming connections.
Called when the server is no longer listening to incoming connections.
Returns a Client
instance and perform login.
options
is an object containing the properties :
- username
- port : default to 25565
- auth : the type of account to use, either
microsoft
,mojang
,offline
orfunction (client, options) => void
. defaults to 'offline'. - password : can be omitted
- (microsoft account) leave this blank to use device code auth. If you provide a password, we try to do username and password auth, but this does not always work.
- (mojang account) If provided, we auth with the username and password. If this
is blank, and
profilesFolder
is specified, we auth with the tokens there instead. If neitherpassword
orprofilesFolder
are specified, we connect in offline mode.
- host : default to localhost
- session : An object holding clientToken, accessToken and selectedProfile. Generated after logging in using username + password with mojang auth or after logging in using microsoft auth.
clientToken
,accessToken
andselectedProfile: {name: '<username>', id: '<selected profile uuid>'}
can be set inside ofsession
when using createClient to login with a client and access Token instead of a password.session
is also emitted by theClient
instance with the event 'session' after successful authentication.- clientToken : generated if a password is given or can be set when when using createClient
- accessToken : generated if a password or microsoft account is given or can be set when using createBot
- selectedProfile : generated if a password or microsoft account is given. Can be set as a object with property
name
andid
that specifies the selected profile.- name : The selected profiles in game name needed for logging in with access and client Tokens.
- id : The selected profiles uuid in short form (without
-
) needed for logging in with access and client Tokens.
- authServer : auth server, default to https://authserver.mojang.com
- sessionServer : session server, default to https://sessionserver.mojang.com
- keepAlive : send keep alive packets : default to true
- closeTimeout : end the connection after this delay in milliseconds if server doesn't answer to ping, default to
120*1000
- noPongTimeout : after the server opened the connection, wait for a default of
5*1000
after pinging and answers without the latency - checkTimeoutInterval : default to
30*1000
(30s), check if keepalive received at that period, disconnect otherwise. - version : 1.8 or 1.9 or false (to auto-negotiate): default to 1.8
- customPackets (optional) : an object index by version/state/direction/name, see client_custom_packet for an example
- hideErrors : do not display errors, default to false
- skipValidation : do not try to validate given session, defaults to false
- stream : a stream to use as connection
- connect : a function taking the client as parameter and that should client.setSocket(socket) and client.emit('connect') when appropriate (see the proxy examples for an example of use)
- agent : a http agent that can be used to set proxy settings for yggdrasil authentication (see proxy-agent on npm)
- fakeHost : (optional) hostname to send to the server in the set_protocol packet
- profilesFolder : optional
- (mojang account) the path to the folder that contains your
launcher_profiles.json
. defaults to your minecraft folder if it exists, otherwise the local directory. set tofalse
to disable managing profiles - (microsoft account) the path to store authentication caches, defaults to .minecraft
- (mojang account) the path to the folder that contains your
- onMsaCode(data) : (optional) callback called when signing in with a microsoft account
with device code auth.
data
is an object documented here - id : a numeric client id used for referring to multiple clients in a server
- validateChannelProtocol (optional) : whether or not to enable protocol validation for custom protocols using plugin channels. Defaults to true
- disableChatSigning (optional) : Don't try obtaining chat signing keys from Mojang (1.19+)
- realms : An object which should contain one of the following properties:
realmId
orpickRealm
. When defined will attempt to join a Realm without needing to specify host/port. The authenticated account must either own the Realm or have been invited to it- realmId : The id of the Realm to join.
- pickRealm(realms) : A function which will have an array of the user Realms (joined/owned) passed to it. The function should return a Realm.
- Client : You can pass a custom client class to use instead of the default one, which would allow you to create completely custom communication. Also note that you can use the
stream
option instead where you can supply custom duplex, but this will still use serialization/deserialization of packets.
Create a new client, if isServer
is true then it is a server-side client, otherwise it's a client-side client.
Takes a minecraft version
as second argument.
write a packet
write a raw buffer as a packet
Ends the connection with reason
or fullReason
If fullReason
is not defined, then the reason
will be used.
fullReason
is a JSON object, which represents chat message.
Used by the Client Class to connect to a server, done by createClient automatically
Sets the client's connection socket.
Registers a plugin channel with the given name
and protodef typeDefinition
Unregisters a plugin channel.
Write to Plugin Channels
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.
True if this is a connection going from the server to the client, False if it is a connection from client to server.
Returns the internal nodejs Socket used to communicate with this client.
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.
The user's username.
The user's session, as returned by the Yggdrasil system. (only client-side)
The player's profile, as returned by the Yggdrasil system. (only server-side)
The latency of the client, in ms. Updated at each keep alive.
An object index by version/state/direction/name, see client_custom_packet for an example
The client's protocol version
The client's version, as a string
Called with every packet parsed. Takes four paramaters, the JSON data we parsed, the packet metadata (name, state), the buffer (raw data) and the full buffer (includes surplus data and may include the data of following packets on versions below 1.8)
Called with every packet, but as a buffer. Takes two params, the buffer and the packet metadata (name, state)
when the socket connects to the server, this is emitted
Called when the client's connection is disconnected. Takes the reason as parameter
Called when user authentication is resolved. Takes session data as parameter.
Called when the protocol changes state. Takes the new state and old state as parameters.
Emitted after the player enters the PLAY protocol state and can send and recieve game packets
Called when an error occurs within the client. Takes an Error as parameter.
Called when a chat message from another player arrives. The emitted object contains:
- formattedMessage -- (JSON) the chat message preformatted, if done on server side
- plainMessage -- (Plaintext) the chat message without formatting (for example no
<username> message
; insteadmessage
), on version 1.19+ - unsignedContent -- (JSON) unsigned formatted chat contents ; should only be present when the message is modified and server has chat previews disabled - only on version 1.19 - 1.19.2
- type -- the message type - on 1.19, which format string to use to render message ; below, the place where the message is displayed (for example chat or action bar)
- sender -- the UUID of the player sending the message
- senderTeam -- scoreboard team of the player (pre 1.19)
- senderName -- Name of the sender
- targetName -- Name of the target (for outgoing commands like /tell). Only in 1.19.2+
- verified -- true if message is signed, false if not signed, undefined on versions prior to 1.19
Called when a system chat message arrives. A system chat message is any message not sent by a player. The emitted object contains:
- formattedMessage -- (JSON) the chat message preformatted
- positionId -- the chat type of the message. 1 for system chat and 2 for actionbar
See the chat example for usage.
Check out the minecraft-data docs to know the event names and data field names.
write a packet to a plugin channel
Register a channel name
using the protodef typeDefinition
and sending the register packet if custom
is true.
Start emitting channel events of the given name on the client object.
Unregister a channel name
and send the unregister packet if custom
is true.
Send a chat message to the server, with signing on 1.19+.
client.signMessage(message: string, timestamp: BigInt, salt?: number, preview?: string, acknowledgements?: Buffer[]) : Buffer
(1.19) Generate a signature for a chat message to be sent to server
(1.19) Verifies a player chat packet sent by another player against their public key
Note : almost all data formats can be understood by looking at minecraft-data docs or minecraft-data protocol.json
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
options
is an object containing the following:
- host : default to localhost
- port : default to 25565
- version: default to most recent version
Ping a minecraft server and return a promise or use an optional callback containing the information about it
returns: promise( <pending> ).then(pingResult).catch(err)
callback callback(err, pingResults)
pingResults
:
prefix
protocol
version
motd
playerCount
maxPlayers
description
players
max
online
sample
id
name
version
name
protocol
favicon
latency
The minecraft protocol states.
The supported minecraft versions.
The current default minecraft version.
Returns a minecraft protocol serializer for these parameters.
mc.createDeserializer({ state = states.HANDSHAKING, isServer = false, packetsToParse = {"packet": true}, version })
Returns a minecraft protocol deserializer for these parameters.