bedrock-protocol/docs/API.md
2021-04-20 09:55:57 -04:00

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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 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) 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
profilesFolder optional Where to store cached authentication tokens. Defaults to .minecraft, or the node_modules folder if not found.
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 :

Parameter 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 optional default to 3. Set this to change the maximum number of players connected.
kickTimeout Future 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.
advertismentFn optional 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.

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:

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
  motd: {
    name: 'Funtime Server', // Top level message shown in server list
    levelName: 'Wonderland' // Sub-level header
  }
})

Then you can listen for clients and their events:

// 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 emissions:

  • '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:

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 when in online mode. In offline mode, the username to connect with.
})
// 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 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

Protocol docs

For documentation on the protocol, and packets/fields see the proto.yml and types.yml files. More information on syntax can be found in CONTRIBUTING.md. When sending a packet, you must fill out all of the required fields.