181 lines
6 KiB
TypeScript
181 lines
6 KiB
TypeScript
import EventEmitter from "events"
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declare module "bedrock-protocol" {
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type Version = '1.18.11' | '1.18.10' | '1.18.2' | '1.18.1' | '1.18.0' | '1.17.41' | '1.17.40' | '1.17.34' | '1.17.30' | '1.17.11' | '1.17.10' | '1.17.0' | '1.16.220' | '1.16.210' | '1.16.201'
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enum title { MinecraftNintendoSwitch, MinecraftJava }
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export interface Options {
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// The string version to start the client or server as
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version?: string
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// For the client, the host of the server to connect to (default: 127.0.0.1)
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// For the server, the host to bind to (default: 0.0.0.0)
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host: string
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// The port to connect or bind to, default: 19132
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port?: number
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// For the client, if we should login with Microsoft/Xbox Live.
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// For the server, if we should verify client's authentication with Xbox Live.
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offline?: boolean,
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// Whether or not to use C++ version of RakNet
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useNativeRaknet?: boolean,
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// If using JS implementation of RakNet, should we use workers? (This only affects the client)
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useRaknetWorker?: boolean
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// Compression level for zlib, default to 7
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compressionLevel?: number
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// How frequently the packet queue should be flushed in milliseconds, defaults to 20ms
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batchingInterval?: number
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}
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export interface ClientOptions extends Options {
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// The username to connect to the server as
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username: string,
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// The view distance in chunks
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viewDistance?: number,
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// Specifies which game edition to sign in as. Optional, but some servers verify this.
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authTitle?: title | string,
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// How long to wait in milliseconds while trying to connect to the server.
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connectTimeout?: number
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// whether to skip initial ping and immediately connect
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skipPing?: boolean
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// where to log connection information to (default to console.log)
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conLog?
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}
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export interface ServerOptions extends Options {
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// The maximum number of players allowed on the server at any time.
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maxPlayers: number
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motd: {
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// The header for the MOTD shown in the server list.
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motd: string,
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// The sub-header for the MOTD shown in the server list.
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levelName: string
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}
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advertisementFn: () => ServerAdvertisement
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}
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enum ClientStatus {
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Disconected, Authenticating, Initializing, Initialized
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}
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export class Connection extends EventEmitter {
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readonly status: ClientStatus
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// Check if the passed version is less than or greater than the current connected client version.
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versionLessThan(version: string | number)
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versionGreaterThan(version: string | number)
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// Writes a Minecraft bedrock packet and sends it without queue batching
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write(name: string, params: object)
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// Adds a Minecraft bedrock packet to be sent in the next outgoing batch
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queue(name: string, params: object)
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// Writes a MCPE buffer to the connection and skips Protodef serialization. `immediate` if skip queue.
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sendBuffer(buffer: Buffer, immediate?: boolean)
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}
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type PlayStatus =
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| 'login_success'
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// # Displays "Could not connect: Outdated client!"
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| 'failed_client'
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// # Displays "Could not connect: Outdated server!"
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| 'failed_spawn'
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// # Sent after world data to spawn the player
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| 'player_spawn'
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// # Displays "Unable to connect to world. Your school does not have access to this server."
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| 'failed_invalid_tenant'
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// # Displays "The server is not running Minecraft: Education Edition. Failed to connect."
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| 'failed_vanilla_edu'
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// # Displays "The server is running an incompatible edition of Minecraft. Failed to connect."
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| 'failed_edu_vanilla'
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// # Displays "Wow this server is popular! Check back later to see if space opens up. Server Full"
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| 'failed_server_full'
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export class Client extends Connection {
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constructor(options: Options)
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// The client's EntityID returned by the server
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readonly entityId: BigInt
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/**
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* Close the connection, leave the server.
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*/
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close()
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/**
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* Send a disconnect packet and close the connection
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*/
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disconnect()
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}
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/**
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* `Player` represents a player connected to the server.
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*/
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export class Player extends Connection {
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/**
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* Disconnects a client before it has logged in via a PlayStatus packet.
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* @param {string} playStatus
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*/
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sendDisconnectStatus(playStatus: PlayStatus)
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/**
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* Disconnects a client
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* @param reason The message to be shown to the user on disconnect
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* @param hide Don't show the client the reason for the disconnect
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*/
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disconnect(reason: string, hide?: boolean)
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/**
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* Close the connection. Already called by disconnect. Call this to manually close RakNet connection.
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*/
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close()
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}
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export class Server extends EventEmitter {
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clients: Map<string, Player>
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// Connection logging function
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conLog: Function
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constructor(options: Options)
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// Disconnects all currently connected clients
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close(disconnectReason: string)
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}
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type RelayOptions = Options & {
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host: string,
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port: number,
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// Toggle packet logging.
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logging: boolean,
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// Skip authentication for connecting clients?
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offline: false,
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// Specifies which game edition to sign in as to the destination server. Optional, but some servers verify this.
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authTitle: title | string
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// Where to proxy requests to.
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destination: {
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host: string,
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port: number,
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// Skip authentication connecting to the remote server?
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offline: false,
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}
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// Whether to enable chunk caching (default: false)
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enableChunkCaching?: boolean
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}
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export class Relay extends Server {
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constructor(options: RelayOptions)
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}
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class ServerAdvertisement {
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motd: string
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name: string
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protocol: number
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version: string
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playersOnline: number
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playersMax: number
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gamemode: string
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serverId: string
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}
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export function createClient(options: ClientOptions): Client
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export function createServer(options: ServerOptions): Server
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export function ping({ host, port }: { host: string, port: number }): Promise<ServerAdvertisement>
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}
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