Difference between revisions of "User:Sean/ClassicPrototest"
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===User Authentication=== | ===User Authentication=== | ||
− | The "key" provided when a user joins the server can be compared to the MD5 checksum of the server's "salt" plus the username to verify that the user is logged in to | + | The "key" provided when a user joins the server can be compared to the MD5 checksum of the server's "salt" plus the username to verify that the user is logged in to ClassiCube with that username. This is useful for establishing enough trust of the name provided to ban or op the player by name. |
if (player.key == md5(server.salt + player.name)) { | if (player.key == md5(server.salt + player.name)) { |
Revision as of 16:21, 9 April 2019
Documentation on the network protocol used by Minecraft Classic and clones (e.g. ClassiCube).
Contents
ClassiCube Communication
Heartbeats
To be able to connect to a server in ClassiCube from the Server List, a server must broadcast to classicube.net a so-called "heartbeat" every few minutes.
Most servers broadcast this heartbeat every 45 seconds.
A "heartbeat" takes the form of an HTTP request to https://www.classicube.net/server/heartbeat (/heartbeat.jsp is also accepted, and normal insecure HTTP can be used but is not recommended). After sending a heartbeat, the URL for the server is returned as the response body, or an error is returned in JSON format.
It can be a GET or POST request. A table of the required parameters is below:
Name | Details |
---|---|
port | Port number of the server. This is usually 25565 |
max | Maximum number of players on the server |
name | The name of the server |
public | Whether the server is public (i.e. appears in the lobby) or not. Can be true or false (case insensitive) |
salt | A random string of characters |
users | Number of users connected to the server |
software | (optional) Name of the software running the server |
Also see the ClassiCube API documentation.
User Authentication
The "key" provided when a user joins the server can be compared to the MD5 checksum of the server's "salt" plus the username to verify that the user is logged in to ClassiCube with that username. This is useful for establishing enough trust of the name provided to ban or op the player by name.
if (player.key == md5(server.salt + player.name)) { // player is logged in } else { // player is forging the username }
Note: This means that you should make sure your "salt" is kept a secret and shared only with the heartbeat interface. If your server's "salt" is visible anywhere to users, it is trivial for users to produce valid-looking "key"s without being logged in to ClassiCube.
Skins
Skins for a player are downloaded by the client from https://www.classicube.net/skins/skinname.png, where skinname is the name of the player. This means that the name for a player can be faked to give a desired skin.
Packet Protocol
The connection is done over TCP. Every packet starts with a byte representing the Packet ID.
Protocol Data Types
Type | Size [bytes] | Description |
---|---|---|
Byte | 1 | Single byte integer (0 to 255) |
SByte | 1 | Single byte signed integer (-128 to 127) |
Short | 2 | Signed integer, network order (-32768 to 32767) |
String | 64 | US-ASCII/ISO646-US encoded string padded with spaces (0x20) |
Byte array | 1024 | Binary data padded with null bytes (0x00) |
Client → Server packets
Packet ID | Purpose | Field Description | Field Type | Notes |
---|---|---|---|---|
0x00 | Player Identification | Packet ID | Byte | Sent by a player joining a server with relevant information. Current protocol version is 0x07. |
Protocol version | Byte | |||
Username | String | |||
Verification key | String | |||
Unused | Byte (0x00) | |||
0x05 | Set Block | Packet ID | Byte | Sent when a user changes a block. The mode field indicates whether a block was created (0x01) or destroyed (0x00).
Block type is always the type player is holding, (even when deleting). Client assumes that this command packet always succeeds, and so draws the new block immediately. To disallow block creation, server must send back Set Block packet with the old block type. The XYZ coordinates of the block are just shorts representing the coordinate of the block. (As opposed to player coordinates where the lower 5 bits are fractional coordinates) |
X | Short | |||
Y | Short | |||
Z | Short | |||
Mode | Byte | |||
Block type | Byte | |||
0x08 | Position and Orientation | Packet ID | Byte | Sent frequently (even while not moving) by the player with the player's current location and orientation. Player ID is always 255, referring to itself. Player coordinates are fixed-point values with the lowest 5 bits representing the fractional position (i.e. divide by 32 to get actual position in terms of block coordinates). The angle parameters are scaled such that a value of 256 would correspond to 360 degrees. |
Player ID | Byte | |||
X | Short | |||
Y | Short | |||
Z | Short | |||
Yaw (Heading) | Byte | |||
Pitch | Byte | |||
0x0d | Message | Packet ID | Byte | Contain chat messages sent by player. (See How chat works) |
Unused | Byte (0xFF) | |||
Message | String |
Server → Client packets
Packet ID | Purpose | Field Description | Field Type | Notes |
---|---|---|---|---|
0x00 | Server Identification | Packet ID | Byte | Response to a joining player. The user type indicates whether a player is an op (0x64) or not (0x00) Current protocol version is 0x07. |
Protocol version | Byte | |||
Server name | String | |||
Server MOTD | String | |||
User type | Byte | |||
0x01 | Ping | Packet ID | Byte | Sent to clients periodically. The only way a client can disconnect at the moment is to force it closed, which does not let the server know. The ping packet is used to determine if the connection is still open. |
0x02 | Level Initialize | Packet ID | Byte | Notifies player of incoming level data. |
0x03 | Level Data Chunk | Packet ID | Byte | Contains a chunk of gzipped map (not level.dat file). The decompression must be done on the all the chunks sent in Level Data Chunk packets together, not independently. After decompression the map consists of a big-endian int(4 bytes) containing the number of blocks, followed by a raw map array. (chunk is up to 1024 bytes, padded with 0x00s if less). |
Chunk Length | Short | |||
Chunk Data | Byte Array | |||
Percent Complete | Byte | |||
0x04 | Level Finalize | Packet ID | Byte | Sent after level data is complete and gives map dimensions. The y coordinate is how tall the map is. |
X Size | Short | |||
Y Size | Short | |||
Z Size | Short | |||
0x06 | Set Block | Packet ID | Byte | Sent to indicate a block change by physics or by players. In the case of a player change, the server will also echo the block change back to the player who initiated it. |
X | Short | |||
Y | Short | |||
Z | Short | |||
Block Type | Byte | |||
0x07 | Spawn Player | Packet ID | Byte | Sent to indicate where a new player is spawning in the world. Position and orientation are encoded the same as for packet 0x08 below. PlayerID -1 (255 unsigned) indicates the player's self. This will set the player's spawn point. |
Player ID | SByte | |||
Player Name | String | |||
X | Short | |||
Y | Short | |||
Z | Short | |||
Yaw (Heading) | Byte | |||
Pitch | Byte | |||
0x08 | Position and Orientation (Player Teleport) | Packet ID | Byte | Sent with changes in player position and rotation. Teleports player it's sent to if player ID < 0 (For sending initial position in map, and /tp) |
Player ID | SByte | |||
X | Short | |||
Y | Short | |||
Z | Short | |||
Yaw (Heading) | Byte | |||
Pitch | Byte | |||
0x09 | Position and Orientation Update | Packet ID | Byte | Sent with changes in player position and rotation. Sent when both position and orientation is changed at the same time.
Not required for server operation. |
Player ID | SByte | |||
Change in X | SByte | |||
Change in Y | SByte | |||
Change in Z | SByte | |||
Yaw (Heading) | Byte | |||
Pitch | Byte | |||
0x0a | Position Update | Packet ID | Byte | Sent with changes in player position.
Not required for server operation. |
Player ID | SByte | |||
Change in X | SByte | |||
Change in Y | SByte | |||
Change in Z | SByte | |||
0x0b | Orientation Update | Packet ID | Byte | Sent with changes in player rotation.
Not required for server operation. |
Player ID | SByte | |||
Yaw (Heading) | Byte | |||
Pitch | Byte | |||
0x0c | Despawn Player | Packet ID | Byte | Sent when player disconnects. |
Player ID | SByte | |||
0x0d | Message | Packet ID | Byte | Messages sent by chat or from the console. (See How chat works) |
Player ID | SByte | |||
Message | String | |||
0x0e | Disconnect player | Packet ID | Byte | Sent to a player when they're disconnected from the server.
|
Disconnect reason | String | |||
0x0f | Update user type | Packet ID | Byte | Sent when a player is opped/deopped. User type is 0x64 for op, 0x00 for normal user. |
User type | Byte |
Player Position
Fixed Point
Player position is represented via X, Y, and Z fixed-point coordinates. The fractional portion is 5 bits, so dividing the short integers received in position update packets by 32, you will have floating point coordinates for the player- likewise, multiplying a floating point number by 32 and converting it to an integer will result in the fixed-point coordinates. This position corresponds to the center of the client viewport.
Standing On Things
The bottom of the player's feet is located 1.59375 (fixed-point: 51) units below the center of the viewport, so to position the player on top of a particular block you could send a teleport (0x08) packet specifying a Y value based on the block position as: (Y x 32 + 51)
Orientation
A yaw value of 0 means the player is facing in the Z=0 (negative Z) direction. This value increases in a clockwise direction as seen from above. If we call the negative Z direction "North", then a yaw of 64 means "East", 128 means "South", and 192 means "West".
A pitch value of 0 means level and this value increases in a downward direction. 64 is down, and 192 is up. Values of 65 to 191 should never occur because the player cannot look further up or down than the 64 → 0, 255 → 192 range. However, the Minecraft Classic client does not ignore invalid values, so it is possible to make players' heads "upside-down".
Color Codes
Messages sent from the server to the client can contain color codes, which allow coloring of text for various purposes.
An ampersand followed by a hex digit in the message tells the client to switch colors while displaying text.
Colour coding at the start of the message will only work if the player ID byte is less than 127. If it's 127 or higher, the game automatically adds &e before the message, making it yellow. However, colour codes after the first character still work. If you use an ID below 127, it doesn't add a colour code, so the ones you use will work.
It is important to note that an ampersand at the end of a message that is not followed by a hex digit will crash all clients that receive it, so it is a must to sanitize chat messages received from clients.
The algorithm to get the RGB bytes from color code c is as follows:
int cc = "0123456789abcdef".indexOf(c);
int br = (cc & 0x8) * 8;
int r = ((cc & 0x4) >> 2) * 191 + br;
int g = ((cc & 0x2) >> 1) * 191 + br;
int b = (cc & 0x1) * 191 + br;
Color Code Table
Sample | Code | Common Name | Foreground Color | Background Color | ||||
---|---|---|---|---|---|---|---|---|
R | G | B | R | G | B | |||
&0 | Black | 0 | 0 | 0 | 0 | 0 | 0 | |
&1 | Dark Blue | 0 | 0 | 191 | 0 | 0 | 47 | |
&2 | Dark Green | 0 | 191 | 0 | 0 | 47 | 0 | |
&3 | Dark Teal | 0 | 191 | 191 | 0 | 47 | 47 | |
&4 | Dark Red | 191 | 0 | 0 | 47 | 0 | 0 | |
&5 | Purple | 191 | 0 | 191 | 47 | 0 | 47 | |
&6 | Gold | 191 | 191 | 0 | 47 | 47 | 0 | |
&7 | Gray | 191 | 191 | 191 | 47 | 47 | 47 | |
&8 | Dark Gray | 64 | 64 | 64 | 16 | 16 | 16 | |
&9 | Blue | 64 | 64 | 255 | 16 | 16 | 63 | |
&a | Bright Green | 64 | 255 | 64 | 16 | 63 | 16 | |
&b | Teal | 64 | 255 | 255 | 16 | 63 | 63 | |
&c | Red | 255 | 64 | 64 | 63 | 16 | 16 | |
&d | Pink | 255 | 64 | 255 | 63 | 16 | 63 | |
&e | Yellow | 255 | 255 | 64 | 63 | 63 | 16 | |
&f | White | 255 | 255 | 255 | 63 | 63 | 63 |