# Documentation ## be.createClient(options) : Client Returns a `Client` instance and connects to the server. `options` is an object containing the properties : | Paramater | Optionality | Description | | ----------- | ----------- |-| | host | **Required** | Hostname to connect to, for example `127.0.0.1`. | | port | *optional* | port to connect to, default to **19132** | | version | *optional* | Version to connect as.
(Future feature, see [#69][1]) If not specified, should automatically match server version.
(Current feature) Defaults to latest version. | | offline | *optional* | default to **false**. Set this to true to disable Microsoft/Xbox auth. | | username | Conditional | Required if `offline` set to true : Username to connect to server as. | | 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) | | autoInitPlayer | optional | default to true, If we should send SetPlayerInitialized to the server after getting play_status spawn. | ## 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 : | Paramater | Optionality | Description | | ----------- | ----------- |-| | host | **Required** | The hostname 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 | *[Future][1]* | 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 | *[Future][1]* | ServerAdvertisement instance. The server advertisment shown to clients, including the message of the day, level name. | | advertismentFn | *[Future][1]* | optional. Custom function to call that should return a ServerAdvertisement, used for setting the RakNet server PONG data. Overrides `motd`. | ## be.ping({ host, port }) : ServerAdvertisement Ping a server and get the response. See type definitions for the structure. ## Methods [See the type defintions for this library for more information on methods.](../index.d.ts) Both Client and Server 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. ## 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 hostname to bind to, use '0.0.0.0' to bind all hostnames port: 19132, // optional, port to bind to, default 19132 offline: false // default false. verify connections with XBL }) ``` 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 client class instance which handles this 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. }) }) ``` Order of server client event emisions: * 'connect' - emitted by `Server` after a client first joins the server. Second paramater is a `ServerPlayer` instance. * 'login' - emitted by client after the client has been authenticated by the server * 'join' - the client is ready to recieve game packets after successful server-client handshake/encryption * 'spawn' - emitted after the client lets the server know that it has successfully spawned ## Client docs You can create a server as such: ```js const bedrock = require('bedrock-protocol') const client = bedrock.createClient({ host: '127.0.0.1', // the hostname to bind to, use '0.0.0.0' to bind all hostnames port: 19132, // optional, port to bind to, default 19132 username: 'Notch' // Any profile name, only used internally for account caching. You'll // be asked to sign-in with Xbox Live the first time. }) ``` ```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('join', 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) }) ``` Order of client event emisions: * '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 [1]: https://github.com/PrismarineJS/bedrock-protocol/issues/69