Difference between revisions of "Protocol FAQ:zh-cn"

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# 服务端验证(此时CS的连接均为加密)
 
# 服务端验证(此时CS的连接均为加密)
 
# '''S''' → '''C''': [[Protocol#Set Compression|设置压缩]] (可选,启用压缩)
 
# '''S''' → '''C''': [[Protocol#Set Compression|设置压缩]] (可选,启用压缩)
# '''S''' → '''C''': [[Protocol#Login Success|完成登录]]
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# '''S''' → '''C''': [[Protocol#Login Success|登录完成]]
 
# '''S''' → '''C''': [[Protocol#Join Game|加入游戏]]
 
# '''S''' → '''C''': [[Protocol#Join Game|加入游戏]]
 
# '''S''' → '''C''': [[Protocol#Plugin Message (clientbound) |插件信息]]: [[Plugin channel#minecraft%3Abrand|<code>minecraft:brand</code>]]包含服务器的类型(可选)
 
# '''S''' → '''C''': [[Protocol#Plugin Message (clientbound) |插件信息]]: [[Plugin channel#minecraft%3Abrand|<code>minecraft:brand</code>]]包含服务器的类型(可选)
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== 离线模式 ==
 
== 离线模式 ==
If the server is in offline mode, it will not send the [[Protocol#Encryption Request|Encryption Request]] packet, and likewise, the client should not send [[Protocol#Encryption Response|Encryption Response]]. In this case, encryption is never enabled, and no authentication is performed.
+
如果服务端处于离线模式,则不会发送[[Protocol#Encryption Request|加密请求]]数据包并且客户端也不会发送[[Protocol#Encryption Response|加密响应]]数据包.在这种情况下,加密永远也不会被启用,也不进行认证.
  
Clients can tell that a server is in offline mode if the server sends a [[Protocol#Login Success|Login Success]] without sending [[Protocol#Encryption Request|Encryption Request]].
+
客户端可以判断出服务端是否处于离线模式,如果服务端直接发送了[[Protocol#Login Success|登录完成]]数据包而不发送[[Protocol#Encryption Request|加密请求]]数据包,则是离线模式,反之.
  
== I think I've done everything right, but… ==
+
== 我觉得我做好了,但是... ==
 
=== …my player isn't spawning! ===
 
=== …my player isn't spawning! ===
 
After sending the common-sense packets ([[Protocol#Handshake|Handshake]], [[Protocol#Login Start|Login Start]], [[Protocol#Window Items|inventory]], [[Protocol#Spawn Position|compass]], and [[Protocol#Chunk Data|chunks]]), you need to finally send the player their [[Protocol#Player Position And Look|initial position]] for them to leave the “Loading Map” screen.
 
After sending the common-sense packets ([[Protocol#Handshake|Handshake]], [[Protocol#Login Start|Login Start]], [[Protocol#Window Items|inventory]], [[Protocol#Spawn Position|compass]], and [[Protocol#Chunk Data|chunks]]), you need to finally send the player their [[Protocol#Player Position And Look|initial position]] for them to leave the “Loading Map” screen.

Revision as of 11:16, 3 January 2022

有人一直问我们关于Minecraft: Java Edition的协议的问题,所以我们将尝试在本文档中解决一些最常见的问题.如果你仍然有问题,请加入我们的IRC频道,irc.libera.chat上的#mcdevs.

协议文档是否完整?

根据你的定义,完整!所有的数据包类型都是已知的,它们的布局也有记录.虽说缺少一些细枝末节,但制作功能性程序所需的一切都有了.我们还收集了Pre-release协议变化的信息,使我们能够快速记录新的版本.

客户端正常的登录顺序是什么?

关于与Mojang服务器的通信,请参阅认证.

建议的登录顺序如下,C代表客户端S代表服务端:

  1. 客户端连接到服务端
  2. CS: 握手 State=2
  3. CS: 开始登录
  4. SC: 加密请求
  5. 客户端验证
  6. CS: 加密响应
  7. 服务端验证(此时CS的连接均为加密)
  8. SC: 设置压缩 (可选,启用压缩)
  9. SC: 登录完成
  10. SC: 加入游戏
  11. SC: 插件信息: minecraft:brand包含服务器的类型(可选)
  12. SC: 服务器难度 (可选)
  13. SC: 玩家的能力 (可选)
  14. CS: 插件信息: minecraft:brand包含客户端的类型(可选)
  15. CS: 客户端设置
  16. SC: 手持物品的变化
  17. SC: 合成表
  18. SC: 标签
  19. SC: 实体状态 (为OP权限级别;见Entity statuses#Player)
  20. SC: 命令
  21. SC: 解锁合成表
  22. SC: 玩家位置和朝向
  23. SC: 玩家信息 (添加玩家的动作)
  24. SC: 玩家信息 (更新延时动作)
  25. SC: 更新视线位置
  26. SC: 更新光照 (在以玩家位置为中心的正方形中,每个区块都发送一次.)
  27. SC: 区块数据 (在以玩家位置为中心的正方形中,每个区块都发送一次.)
  28. SC: 世界边界 (Once the world is finished loading)
  29. SC: 出生位置 ("家"出生点,不是客户端登录时的位置)
  30. SC: 玩家位置和朝向 (必须,告诉客户端已经准备好生成了)
  31. CS: 传送确认
  32. CS: 玩家位置和朝向 (确认生成位置)
  33. CS: 客户端状态 (在接收区块前或接收区块时发送,需要进一步测试,如果没有发送,服务端会正确处理.)
  34. SC: 物品栏、实体...

正常的状态ping顺序是什么样子的?

当Notchian客户端和服务端在ping状态中交换信息时,数据包的交换情况如下:

  1. CS: 握手 State=1
  2. 服务器将协议State设置为1
  3. CS: 请求
  4. SC: 响应
  5. CS: Ping
  6. SC: Pong
  7. S → ❌: 服务端终止与客户端的连接

离线模式

如果服务端处于离线模式,则不会发送加密请求数据包并且客户端也不会发送加密响应数据包.在这种情况下,加密永远也不会被启用,也不进行认证.

客户端可以判断出服务端是否处于离线模式,如果服务端直接发送了登录完成数据包而不发送加密请求数据包,则是离线模式,反之.

我觉得我做好了,但是...

…my player isn't spawning!

After sending the common-sense packets (Handshake, Login Start, inventory, compass, and chunks), you need to finally send the player their initial position for them to leave the “Loading Map” screen.

Note that if the following steps are taken, a Minecraft client will spawn the player:

  1. Do Handshake (see Protocol Encryption)
  2. Send Spawn Position packet
  3. Send Player Position And Look (clientbound) 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

The standard Minecraft server sends full chunks only when your client is sending player status update packets (any of Player (0x03) through Player Position And Look (0x06)).

…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.

…the client is trying to send an invalid packet that begins with 0xFE01

The client is attempting a legacy ping, this happens if your server did not respond to the Server List Ping properly, including if it sent malformed JSON.

…the client disconnects after some time with a "Timed out" error

The server is expected to send a Keep Alive packet every 1-15 seconds (if the server does not send a keep alive within 20 seconds of state change to Play, the client will disconnect from the server for Timed Out), and the client should respond with the serverbound version of that packet. If either party does not receive keep alives for some period of time, they will disconnect.

...my client isn't sending a Login Start packet!

The Notchian client may group packets if the size of the packet and delay between the last packet are too small. To solve this issue, you must use the Packet Length to infer there is another packet by comparing it and the data length.

Huh.png The following information needs to be added to this page:
Pseudo code example on how to parse a grouped packet?

How do I open/save a command block?

The process to actually open the command block window clientside is somewhat complex; the client actually uses the Update Block Entity (0x09) packet to open it.

First, the client must have at least an OP permission level of 2, or else the client will refuse to open the command block. (The op permission level is set with the Entity Status packet)

To actually open the command block:

  1. CS: Player Block Placement (0x1C), with the position being the command block that was right-clicked.
  2. SC: Update Block Entity (0x09), with the NBT of the command block.

And to save it, use the MC|AutoCmd plugin channel.