People very, very often have questions regarding the Minecraft Modern Protocol, so we'll try to address some of the most common ones on this document. If you're still having trouble, join us on IRC, channel #mcdevs on irc.freenode.net.
Is the protocol documentation complete?
Depending on your definition, yes! All packet types are known and their layout documented. Some finer details are missing, but everything you need to make functional programs is present. We also collect information on the pre-release protocol changes, allowing us to quickly document new releases.
What's the normal login sequence for a client?
See Authentication for communication with Mojang's servers.
The recommended login sequence looks like this, where C is the client and S is the server:
- Client connects to server
- C→S: Handshake State=2
- C→S: Login Start
- S→C: Encryption Request
- Client auth
- C→S: Encryption Response
- Server auth, both enable encryption
- S→C: Login Success
- S→C: Join Game
- S→C: Spawn Position (“home” spawn, not where the client will spawn on login)
- S→C: Player Abilities
- S→C: Player Position And Look (tells the client they're ready to spawn)
- C→S: Player Position And Look (to confirm the spawn position)
- C→S: Client Status (sent either before or while receiving chunks, further testing needed)
- S→C: inventory, Map Chunk Bulk, entities, etc
I think I've done everything right, but…
…my player isn't spawning!
Note that if the following steps are taken, a Minecraft client will spawn the player:
- Do Handshake (see Protocol Encryption)
- Send Spawn Position packet
- Send Player Position And Look packet
While the above steps are sufficient for Minecraft 1.4.5, it is good form to send packets that inform the client about the world around the player before allowing the player to spawn.
…my client isn't receiving complete map chunks!
Main article: How to Write a Client
…all connecting clients spasm and jerk uncontrollably!
For newer clients, your server needs to send 49 chunks ahead of time, not just one. Send a 7×7 square of chunks, centered on the connecting client's position, before spawning them.