Dive into secure and efficient coding practices with our curated list of the top 10 examples showcasing 'minecraft-protocol' in functional components in JavaScript. Our advanced machine learning engine meticulously scans each line of code, cross-referencing millions of open source libraries to ensure your implementation is not just functional, but also robust and secure. Elevate your React applications to new heights by mastering the art of handling side effects, API calls, and asynchronous operations with confidence and precision.
let remoteClient = this.clients[remoteClientId];
if (!remoteClient) {
console.log("INVALID RemoteClientId, DOING NOTHING");
return "failed";
}
let oldServerName = remoteClient.currentServer;
let newServer = this.serverList[newServerName];
if (remoteClient.currentServer === newServerName) return;
this.emit('playerMoving', remoteClientId, oldServerName, newServerName);
this.clients[remoteClientId].currentServer = newServerName;
let newLocalClient = mc.createClient({
host: newServer.host,
port: newServer.port,
username: remoteClient.username,
keepAlive: false, // keep alive is set to false because the remote server will send the packets and the remote client will respond
version: remoteClient.version
});
newLocalClient.on('error', (err) => {
this.emit('playerMoveFailed', err, remoteClientId, oldServerName, newServerName)
this.emit('error', err)
console.error("Move Error:", err);
// this.setRemoteServer(remoteClientId, newServerName);
// this.fallback(remoteClientId)
});
if (!remoteClient.isFirstConnection) {
mc.ping({host, port}, function(err, response) {
if (err) throw err;
console.log('ping response',response);
if (!response.modinfo || response.modinfo.type !== 'FML') {
throw new Error('not an FML server, aborting connection');
// TODO: gracefully connect non-FML
// TODO: could also use ping pre-connect to save description, type, negotiate protocol etc.
// ^ see https://github.com/PrismarineJS/node-minecraft-protocol/issues/327
}
// Use the list of Forge mods from the server ping, so client will match server
var forgeMods = response.modinfo.modList;
console.log('Using forgeMods:',forgeMods);
var client = mc.createClient({
forgeMods: forgeMods,
host: host,
port: port,
username: username,
password: password
});
client.on('connect', function() {
console.info('connected');
});
client.on('disconnect', function(packet) {
console.log('disconnected: '+ packet.reason);
});
client.on('end', function(err) {
console.log('Connection lost');
});
const mc = require('minecraft-protocol')
const options = {
motd: 'Vox Industries',
'max-players': 127,
port: 25565,
'online-mode': false
}
const server = mc.createServer(options)
server.on('login', function (client) {
broadcast(client.username + ' joined the game.')
const addr = client.socket.remoteAddress + ':' + client.socket.remotePort
console.log(client.username + ' connected', '(' + addr + ')')
client.on('end', function () {
broadcast(client.username + ' left the game.', client)
console.log(client.username + ' disconnected', '(' + addr + ')')
})
// send init data so client will start rendering world
client.write('login', {
entityId: client.id,
levelType: 'default',
gameMode: 1,
// item settings
const item_server = 3;
const item_category = 4;
const item_functional = 2;
// messages
const message_loading = '\u00a7aLoading... ';
const menu_title = "\u00a70Choose a server";
const message_error_exit = "You didn't select a server to join! ";
const message_bye = "Bye! ";
/* == END OF SETTINGS AREA == */
const type = require("type-detect");
const mc = require('minecraft-protocol');
const server = mc.createServer({
'online-mode': false, // optional
encryption: true, // optional
host: listen_host, // optional
port: listen_port, // optional
});
console.log("Server is now started! ");
server.on('login', function(client) {
modifyClient(client);
client.write('login', {
entityId: 0,
levelType: 'default',
gameMode: 3,
dimension: 0,
difficulty: 2,
}
stop();
// setTimeout(startQueuing, 100); // reconnect after 100 ms
});
client.on('error', (err) => {
if (proxyClient) {
proxyClient.end(`Connection error by 2b2t server.\n Error message: ${err}\nReconnecting...`);
proxyClient = null
}
console.log('err', err);
stop();
// setTimeout(startQueuing, 100); // reconnect after 100 ms
});
server = mc.createServer({ // create a server for us to connect to
'online-mode': false,
encryption: true,
host: '0.0.0.0',
port: config.ports.minecraft,
version: config.MCversion,
'max-players': maxPlayers = 1
});
server.on('login', (newProxyClient) => { // handle login
newProxyClient.write('login', {
entityId: newProxyClient.id,
levelType: 'default',
gameMode: 0,
dimension: 0,
difficulty: 2,
maxPlayers: server.maxPlayers,
const mc = require('minecraft-protocol')
const server = mc.createServer({
'online-mode': false, // optional
encryption: false, // optional
host: '0.0.0.0', // optional
port: 25565, // optional
version: '1.10'
})
server.on('login', function (client) {
client.registerChannel('MC|Brand', ['string', []])
client.on('MC|Brand', console.log)
client.write('login', {
entityId: client.id,
levelType: 'default',
gameMode: 0,
dimension: 0,
difficulty: 2,
var mc = require('minecraft-protocol');
var states = mc.protocol.states;
var options = {
motd: 'Bushido Studios',
'max-players': 127,
port: 25565,
'online-mode': true,
};
var server = mc.createServer(options);
server.on('login', function(client) {
broadcast(client.username+' joined the game.');
var addr = client.socket.remoteAddress + ':' + client.socket.remotePort;
console.log(client.username+' connected', '('+addr+')');
client.on('end', function() {
broadcast(client.username+' left the game.', client);
console.log(client.username+' disconnected', '('+addr+')');
});
// send init data so client will start rendering world
client.write('login', {
entityId: client.id,
levelType: 'default',
gameMode: 1,
const mc = require('minecraft-protocol')
const options = {
'online-mode': true
}
const server = mc.createServer(options)
server.on('login', function (client) {
const addr = client.socket.remoteAddress
console.log('Incoming connection', '(' + addr + ')')
client.on('end', function () {
console.log('Connection closed', '(' + addr + ')')
})
client.on('error', function (error) {
console.log('Error:', error)
})
// send init data so client will start rendering world
client.write('login', {
entityId: client.id,
const mc = require('minecraft-protocol')
const server = mc.createServer({
'online-mode': false, // optional
encryption: false, // optional
host: '0.0.0.0', // optional
port: 25565, // optional
version: '1.10'
})
server.on('login', function (client) {
client.write('login', {
entityId: client.id,
levelType: 'default',
gameMode: 0,
dimension: 0,
difficulty: 2,
maxPlayers: server.maxPlayers,
reducedDebugInfo: false
function createClient(options) {
assert.ok(options, "options is required");
var stream = options.stream;
assert.ok(stream, "stream is required");
assert.ok(options.username, "username is required");
var keepAlive = options.keepAlive == null ? true : options.keepAlive;
var optVersion = options.version || require('./mcversion.js');
var mcData = require('minecraft-data')(optVersion);
var version = mcData.version;
var client = new Client(false, version.majorVersion);
// Options to opt-out of MC protocol packet framing (useful since WS is alreay framed)
if (options.noPacketFramer) {
client.framer = EmptyTransformStream;
}
if (options.noPacketSplitter) {
client.splitter = EmptyTransformStream;
}
client.on('connect', onConnect);
client.once('success', onLogin);
client.once('compress', onCompressionRequest);
client.once('set_compression', onCompressionRequest);
if (keepAlive) client.on('keep_alive', onKeepAlive);
client.username = options.username;