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. <br/>(Future feature, see [#69][1]) If not specified, should automatically match server version. <br/>(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) |
| 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][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. |
| 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.](../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
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:
```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 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:
```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 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('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](data/latest/proto.yml) and [types.yml](data/latest/proto.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.
[1]: https://github.com/PrismarineJS/bedrock-protocol/issues/69