* update connect ver based on ping resp& add typings * Fixed and added extremeheat suggestion * Update API.md * Update createClient.js
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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 | 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 | Conditional | Required if offline set to true : Username to connect to server as. |
| authTitle | optional | The title ID to connect as, see the README for usage. |
| 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 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. |
| 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 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: {
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
Serverafter a client first joins the server. Second paramater is aServerPlayerinstance. - '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 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.
})
// 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.
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. You'll be asked to login if offline is not specified once you connect.
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 }) => {
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 }) => {
if (name === 'text') { // Intercept chat message to server and append time.
params.message += `, on ${new Date().toLocaleString()}`
}
})
})
'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().