UNPKG

bedrock-protocol

Version:
230 lines (185 loc) 13.4 kB
# Documentation ## be.createClient(options) : Client Returns a `Client` instance and connects to the server. `options` is an object containing the properties : | Parameter | Optionality | Description | | ----------- | ----------- |-| | host | Conditional | Not required if `realms` is set. host to connect to, for example `127.0.0.1`. | | port | *optional* | port to connect to, default to **19132** | | version | *optional* | Version to connect as. If not specified, automatically match server version. | | offline | *optional* | default to **false**. Set this to true to disable Microsoft/Xbox auth. | | username | Required | The profile name to connect to the server as. If `offline` set to true, the username that will appear on join, that would normally be the Xbox Gamer Tag. | | connectTimeout | *optional* | default to **9000ms**. How long to wait in milliseconds while trying to connect to server. | | onMsaCode | *optional* | Callback called when signing in with a microsoft account with device code auth, `data` is an object documented [here](https://docs.microsoft.com/en-us/azure/active-directory/develop/v2-oauth2-device-code#device-authorization-response) | | profilesFolder | *optional* | Where to store cached authentication tokens. Defaults to .minecraft, or the node_modules folder if not found. | | skipPing | *optional* | Whether pinging the server to check its version should be skipped. | | followPort | *optional* | Update the options' port parameter to match the port broadcast on the server's ping data (default to true if `realms` not specified) | | autoInitPlayer | *optional* | default to true, If we should send SetPlayerInitialized to the server after getting play_status spawn. | | conLog | *optional* | Where to log connection information (server join, kick messages to). Defaults to console.log, set to `null` to not log anywhere. | | raknetBackend | *optional* | Specifies the raknet implementation to use. Possible options are 'raknet-native' (default, original C++ implementation), 'jsp-raknet' (JS port), and 'raknet-node' (Rust port). Please note when using the non-JS implementation you may the need approporate build tools on your system (for example a C++ or Rust compiler). | | compressionLevel | *optional* | What zlib compression level to use, default to **7** | | batchingInterval | *optional* | How frequently, in milliseconds to flush and write the packet queue (default: 20ms) | | realms | *optional* | An object which should contain one of the following properties: `realmId`, `realmInvite`, `pickRealm`. 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** | | realms.realmId | *optional* | The id of the Realm to join. | | realms.realmInvite | *optional* | The invite link/code of the Realm to join. | | realms.pickRealm | *optional* | A function which will have an array of the user Realms (joined/owned) passed to it. The function should return a Realm. | *`useNativeRaknet` is deprecated. Setting to true will use 'raknet-native' for `raknetBackend` and setting it to false will use a JavaScript implemenation (jsp-raknet)* The following special events are emitted by the client on top of protocol packets: * 'status' - When the client's login sequence status has changed * 'join' - When the client has joined the server after authenticating * 'spawn' - When the client has spawned into the game world, as it is getting chunks * 'kick' - The server has kicked the client * 'close' - The server has closed the connection * 'error' - An recoverable exception has happened. Not catching will throw an exception * 'connect_allowed' - Emitted after the client has pinged the server and gets version information. * 'heartbeat' - Emitted after two successful tick_sync (keepalive) packets have been sent bidirectionally * 'packet' - Emitted for all packets received by client * 'session' - When the client has finished authenticating and connecting ## be.createServer(options) : Server Returns a `Server` instance and starts listening for clients. All clients will be authenticated unless offline is set to true. `options` is an object containing the properties : | Parameter | Optionality | Description | | ----------- | ----------- |-| | host | **Required** | The host to bind to. use `0.0.0.0` to bind all IPv4 addresses. | | port | *optional* | the port to bind to, default **19132** | | version | *optional* | Version to run server as. Clients below this version will be kicked, clients above will still be permitted. | | offline | *optional* | default to **false**. Set this to true to disable Microsoft/Xbox auth enforcement. | | maxPlayers | *optional* | default to **3**. Set this to change the maximum number of players connected. | | kickTimeout | *[Future][1]* | How long to wait before kicking a unresponsive client. | | motd | *optional* | The "message of the day" for the server, the message shown to players in the server list. See usage below. | | advertisementFn | *optional* | optional. Custom function to call that should return a ServerAdvertisement, used for setting the RakNet server PONG data. Overrides `motd`. | | conLog | *optional* | Where to log connection information (server join, kick messages to). Default to log only in DEBUG mode. | | raknetBackend | *optional* | Specifies the raknet implementation to use. Possible options are 'raknet-native' (default, original C++ implementation), 'jsp-raknet' (JS port), and 'raknet-node' (Rust port). Please note when using the non-JS implementation you may the need approporate build tools on your system (for example a C++ or Rust compiler). | *`useNativeRaknet` is deprecated. Setting to true will use 'raknet-native' for `raknetBackend` and setting it to false will use a JavaScript implemenation (jsp-raknet)* ## be.ping({ host, port }) : ServerAdvertisement Ping a server and get the response. See type definitions for the structure. ## Server usage You can create a server as such: ```js const bedrock = require('bedrock-protocol') const server = bedrock.createServer({ host: '0.0.0.0', // the host to bind to, use '0.0.0.0' to bind all hosts port: 19132, // optional, port to bind to, default 19132 offline: false, // default false. verify connections with XBL motd: { motd: 'Funtime Server', // Top level message shown in server list levelName: 'Wonderland' // Sub-level header } }) ``` Then you can listen for clients and their events: ```js // The 'connect' event is emitted after a new client has started a connection with the server and is handshaking. // Its one paramater is the ServerPlayer class instance which handles this players' session from here on out. server.on('connect', (client) => { // 'join' is emitted after the client has authenticated & connection is now encrypted. client.on('join', () => { // Then we can continue with the server spawning sequence. See examples/serverTest.js for an example spawn sequence. // ... // Here's an example of sending a "text" packet, https://prismarinejs.github.io/minecraft-data/?v=bedrock_1.19.60&d=protocol#packet_text client.queue('text', { type: 'system', message: client.profile.name + ' just joined the server!' }) }) }) ``` Server event emissions: * 'connect' - emitted by `Server` after a client first joins the server. Second paramater is a `ServerPlayer` instance. 'error' event is emitted when a catchable exception happens with a client (for example receiving a bad encrypted packet). A ServerPlayer instance also emits the following special events: * 'join' - the client is ready to recieve game packets after successful server-client handshake/encryption * 'close' - emitted when client quit the server * 'login' - emitted by client after the client has been authenticated by the server * 'spawn' - emitted after the client lets the server know that it has successfully spawned * 'packet' - Emitted for all packets received by client ## Client usage You can create a client like below: ```js const bedrock = require('bedrock-protocol') const client = bedrock.createClient({ host: '127.0.0.1', // the host to bind to, use '0.0.0.0' to bind all hosts port: 19132, // optional, port to bind to, default 19132 username: 'Notch' // Any profile name, only used internally for account caching when in online mode. In offline mode, the username to connect with. }) ``` ```js // The 'join' event is emitted after the player has authenticated // and is ready to recieve chunks and start game packets client.on('join', client => console.log('Player has joined!')) // The 'spawn' event is emitted. The chunks have been sent and all is well. client.on('spawn', client => console.log('Player has spawned!')) // We can listen for text packets. See proto.yml for documentation. client.on('text', (packet) => { console.log('Client got text packet', packet) }) // For example, we can listen to https://prismarinejs.github.io/minecraft-data/?v=bedrock_1.19.60&d=protocol#packet_add_player // and send them a chat message when a player joins saying hello. Note the lack of the `packet` prefix, and that the packet // names and as explained in the "Protocol doc" section below, fields are all case sensitive! client.on('add_player', (packet) => { client.queue('text', { type: 'chat', needs_translation: false, source_name: client.username, xuid: '', platform_chat_id: '', filtered_message: '', message: `Hey, ${packet.username} just joined!` }) }) ``` Order of client event emissions: * 'connect' - emitted after a client first joins the server * 'login' - emitted after the client has been authenticated by the server * 'join' - the client is ready to recieve game packets after successful server-client handshake * 'spawn' - emitted after the client has permission from the server to spawn ## Methods [See the type defintions for this library for more information on methods.](../index.d.ts) Both Client and ServerPlayer classes have `write(name, params)` and `queue(name, params)` methods. The former sends a packet immediately, and the latter queues them to be sent in the next packet batch. Prefer the latter for better performance and less blocking. You can use `.close()` to terminate a connection, and `.disconnect(reason)` to gracefully kick a connected client. ### Protocol docs For documentation on the protocol, and packets/fields see the [the protocol doc](https://prismarinejs.github.io/minecraft-data/?v=bedrock_1.18.0&d=protocol) (the emitted event names are the Packet types in lower case without the "packet_" prefix). More information on syntax can be found in CONTRIBUTING.md. When sending a packet, you must fill out all of the required fields. ### Realm docs To make joining a Realm easier we've added an optional `realm` property to the client. It accepts the following options `realmId`, `realmInvite`, and `pickRealm`, supplying one of these will fetch host/port information for the specified Realm and then attempt to connect the bot. - `realmId` - The id of the Realm to join. - `realmInvite` - The invite code/link of the Realm to join. - `pickRealm` - A function that will be called with a list of Realms to pick from. The function should return the Realm to join. ```js const bedrock = require('bedrock-protocol') const client = bedrock.createClient({ realms: { pickRealm: (realms) => realms[0] // Function which recieves an array of joined/owned Realms and must return a single Realm. Can be async } }) ``` ### Proxy docs You can create a proxy ("Relay") to create a machine-in-the-middle (MITM) connection to a server. You can observe and intercept packets as they go through. The Relay is a server+client combo with some special packet handling and forwarding that takes care of the authentication and encryption on the server side. Clients will be asked to login if `offline` is not specified on connection. ```js const { Relay } = require('bedrock-protocol') const relay = new Relay({ version: '1.16.220', // The version /* host and port to listen for clients on */ host: '0.0.0.0', port: 19132, /* Where to send upstream packets to */ destination: { host: '127.0.0.1', port: 19131 } }) relay.listen() // Tell the server to start listening. relay.on('connect', player => { console.log('New connection', player.connection.address) // Server is sending a message to the client. player.on('clientbound', ({ name, params }, des) => { if (name === 'disconnect') { // Intercept kick params.message = 'Intercepted' // Change kick message to "Intercepted" } }) // Client is sending a message to the server player.on('serverbound', ({ name, params }, des) => { if (name === 'text') { // Intercept chat message to server and append time. params.message += `, on ${new Date().toLocaleString()}` } if (name === 'command_request') { // Intercept command request to server and cancel if its "/test" if (params.command == "/test") { des.canceled = true } } }) }) ``` 'Relay' emits 'clientbound' and 'serverbound' events, along with the data for the outgoing packet that can be modified. You can send a packet to the client with `player.queue()` or to the backend server with `player.upstream.queue()`.