Tabs to spaces
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commit
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@ -3,9 +3,9 @@ extern crate serde_json;
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extern crate hyper;
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pub struct Profile {
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pub username: String,
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pub id: String,
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pub access_token: String
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pub username: String,
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pub id: String,
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pub access_token: String
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}
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const JOIN_URL: &'static str = "https://sessionserver.mojang.com/session/minecraft/join";
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@ -54,12 +54,12 @@ impl Profile {
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}
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fn twos_compliment(data: &mut Vec<u8>) {
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let mut carry = true;
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for i in (0 .. data.len()).rev() {
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data[i] = !data[i];
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if carry {
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carry = data[i] == 0xFF;
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data[i] += 1;
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}
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}
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let mut carry = true;
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for i in (0 .. data.len()).rev() {
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data[i] = !data[i];
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if carry {
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carry = data[i] == 0xFF;
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data[i] += 1;
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}
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}
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}
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@ -1,186 +1,186 @@
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state_packets!(
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handshake Handshaking {
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serverbound Serverbound {
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// Handshake is the first packet sent in the protocol.
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// Its used for deciding if the request is a client
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// is requesting status information about the server
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// (MOTD, players etc) or trying to login to the server.
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//
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// The host and port fields are not used by the vanilla
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// server but are there for virtual server hosting to
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// be able to redirect a client to a target server with
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// a single address + port.
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//
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// Some modified servers/proxies use the handshake field
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// differently, packing information into the field other
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// than the hostname due to the protocol not providing
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// any system for custom information to be transfered
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// by the client to the server until after login.
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Handshake => 0x00 {
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// The protocol version of the connecting client
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protocol_version: VarInt =,
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// The hostname the client connected to
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host: String =,
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// The port the client connected to
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port: u16 =,
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// The next protocol state the client wants
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next: VarInt =,
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}
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}
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clientbound Clientbound {
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}
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}
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play Play {
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serverbound Serverbound {
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// TabComplete is sent by the client when the client presses tab in
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// the chat box.
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TabComplete => 0x00 {
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text: String =,
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has_target: bool =,
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target: Option<Position> = when(|p: &TabComplete| p.has_target == true),
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}
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// ChatMessage is sent by the client when it sends a chat message or
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// executes a command (prefixed by '/').
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ChatMessage => 0x01 {
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message: String =,
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}
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// ClientStatus is sent to update the client's status
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ClientStatus => 0x02 {
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action_id: VarInt =,
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}
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// ClientSettings is sent by the client to update its current settings.
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ClientSettings => 0x03 {
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locale: String =,
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view_distance: u8 =,
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chat_mode: u8 =,
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chat_colors: bool =,
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displayed_skin_parts: u8 =,
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main_hand: VarInt =,
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}
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// ConfirmTransactionServerbound is a reply to ConfirmTransaction.
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ConfirmTransactionServerbound => 0x04 {
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id: u8 =,
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action_number: i16 =,
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accepted: bool =,
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}
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// EnchantItem is sent when the client enchants an item.
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EnchantItem => 0x05 {
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id: u8 =,
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enchantment: u8 =,
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}
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// ClickWindow is sent when the client clicks in a window.
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ClickWindow => 0x06 {
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id: u8 =,
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slot: i16 =,
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button: u8 =,
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action_number: u16 =,
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mode: u8 =,
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clicked_item: ()=, // TODO
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}
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}
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clientbound Clientbound {
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ServerMessage => 15 {
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message: format::Component =,
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position: u8 =,
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}
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}
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}
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login Login {
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serverbound Serverbound {
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// LoginStart is sent immeditately after switching into the login
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// state. The passed username is used by the server to authenticate
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// the player in online mode.
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LoginStart => 0 {
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username: String =,
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}
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// EncryptionResponse is sent as a reply to EncryptionRequest. All
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// packets following this one must be encrypted with AES/CFB8
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// encryption.
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EncryptionResponse => 1 {
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// The key for the AES/CFB8 cipher encrypted with the
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// public key
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shared_secret: LenPrefixed<VarInt, u8> =,
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// The verify token from the request encrypted with the
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// public key
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verify_token: LenPrefixed<VarInt, u8> =,
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}
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}
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clientbound Clientbound {
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// LoginDisconnect is sent by the server if there was any issues
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// authenticating the player during login or the general server
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// issues (e.g. too many players).
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LoginDisconnect => 0 {
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reason: format::Component =,
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}
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// EncryptionRequest is sent by the server if the server is in
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// online mode. If it is not sent then its assumed the server is
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// in offline mode.
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EncryptionRequest => 1 {
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// Generally empty, left in from legacy auth
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// but is still used by the client if provided
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server_id: String =,
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// A RSA Public key serialized in x.509 PRIX format
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public_key: LenPrefixed<VarInt, u8> =,
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// Token used by the server to verify encryption is working
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// correctly
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verify_token: LenPrefixed<VarInt, u8> =,
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}
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// LoginSuccess is sent by the server if the player successfully
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// authenicates with the session servers (online mode) or straight
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// after LoginStart (offline mode).
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LoginSuccess => 2 {
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// String encoding of a uuid (with hyphens)
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uuid: String =,
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username: String =,
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}
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// SetInitialCompression sets the compression threshold during the
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// login state.
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SetInitialCompression => 3 {
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// Threshold where a packet should be sent compressed
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threshold: VarInt =,
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}
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}
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}
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status Status {
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serverbound Serverbound {
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handshake Handshaking {
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serverbound Serverbound {
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// Handshake is the first packet sent in the protocol.
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// Its used for deciding if the request is a client
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// is requesting status information about the server
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// (MOTD, players etc) or trying to login to the server.
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//
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// The host and port fields are not used by the vanilla
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// server but are there for virtual server hosting to
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// be able to redirect a client to a target server with
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// a single address + port.
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//
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// Some modified servers/proxies use the handshake field
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// differently, packing information into the field other
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// than the hostname due to the protocol not providing
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// any system for custom information to be transfered
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// by the client to the server until after login.
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Handshake => 0x00 {
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// The protocol version of the connecting client
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protocol_version: VarInt =,
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// The hostname the client connected to
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host: String =,
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// The port the client connected to
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port: u16 =,
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// The next protocol state the client wants
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next: VarInt =,
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}
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}
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clientbound Clientbound {
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}
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}
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play Play {
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serverbound Serverbound {
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// TabComplete is sent by the client when the client presses tab in
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// the chat box.
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TabComplete => 0x00 {
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text: String =,
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has_target: bool =,
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target: Option<Position> = when(|p: &TabComplete| p.has_target == true),
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}
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// ChatMessage is sent by the client when it sends a chat message or
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// executes a command (prefixed by '/').
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ChatMessage => 0x01 {
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message: String =,
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}
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// ClientStatus is sent to update the client's status
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ClientStatus => 0x02 {
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action_id: VarInt =,
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}
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// ClientSettings is sent by the client to update its current settings.
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ClientSettings => 0x03 {
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locale: String =,
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view_distance: u8 =,
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chat_mode: u8 =,
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chat_colors: bool =,
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displayed_skin_parts: u8 =,
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main_hand: VarInt =,
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}
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// ConfirmTransactionServerbound is a reply to ConfirmTransaction.
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ConfirmTransactionServerbound => 0x04 {
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id: u8 =,
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action_number: i16 =,
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accepted: bool =,
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}
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// EnchantItem is sent when the client enchants an item.
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EnchantItem => 0x05 {
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id: u8 =,
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enchantment: u8 =,
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}
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// ClickWindow is sent when the client clicks in a window.
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ClickWindow => 0x06 {
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id: u8 =,
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slot: i16 =,
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button: u8 =,
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action_number: u16 =,
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mode: u8 =,
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clicked_item: ()=, // TODO
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}
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}
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clientbound Clientbound {
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ServerMessage => 15 {
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message: format::Component =,
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position: u8 =,
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}
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}
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}
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login Login {
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serverbound Serverbound {
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// LoginStart is sent immeditately after switching into the login
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// state. The passed username is used by the server to authenticate
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// the player in online mode.
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LoginStart => 0 {
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username: String =,
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}
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// EncryptionResponse is sent as a reply to EncryptionRequest. All
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// packets following this one must be encrypted with AES/CFB8
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// encryption.
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EncryptionResponse => 1 {
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// The key for the AES/CFB8 cipher encrypted with the
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// public key
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shared_secret: LenPrefixed<VarInt, u8> =,
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// The verify token from the request encrypted with the
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// public key
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verify_token: LenPrefixed<VarInt, u8> =,
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}
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}
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clientbound Clientbound {
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// LoginDisconnect is sent by the server if there was any issues
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// authenticating the player during login or the general server
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// issues (e.g. too many players).
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LoginDisconnect => 0 {
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reason: format::Component =,
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}
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// EncryptionRequest is sent by the server if the server is in
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// online mode. If it is not sent then its assumed the server is
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// in offline mode.
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EncryptionRequest => 1 {
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// Generally empty, left in from legacy auth
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// but is still used by the client if provided
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server_id: String =,
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// A RSA Public key serialized in x.509 PRIX format
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public_key: LenPrefixed<VarInt, u8> =,
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// Token used by the server to verify encryption is working
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// correctly
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verify_token: LenPrefixed<VarInt, u8> =,
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}
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// LoginSuccess is sent by the server if the player successfully
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// authenicates with the session servers (online mode) or straight
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// after LoginStart (offline mode).
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LoginSuccess => 2 {
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// String encoding of a uuid (with hyphens)
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uuid: String =,
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username: String =,
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}
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// SetInitialCompression sets the compression threshold during the
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// login state.
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SetInitialCompression => 3 {
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// Threshold where a packet should be sent compressed
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threshold: VarInt =,
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}
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}
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}
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status Status {
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serverbound Serverbound {
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// StatusRequest is sent by the client instantly after
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// switching to the Status protocol state and is used
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// to signal the server to send a StatusResponse to the
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// client
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StatusRequest => 0 {
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empty: () =,
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}
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StatusRequest => 0 {
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empty: () =,
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}
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// StatusPing is sent by the client after recieving a
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// StatusResponse. The client uses the time from sending
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// the ping until the time of recieving a pong to measure
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// the latency between the client and the server.
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StatusPing => 1 {
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ping: i64 =,
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}
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}
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clientbound Clientbound {
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// StatusResponse is sent as a reply to a StatusRequest.
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// The Status should contain a json encoded structure with
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// version information, a player sample, a description/MOTD
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// and optionally a favicon.
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//
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// The structure is as follows
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// {
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// "version": {
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// "name": "1.8.3",
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// "protocol": 47,
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// },
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// "players": {
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// "max": 20,
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// "online": 1,
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// "sample": [
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// {"name": "Thinkofdeath", "id": "4566e69f-c907-48ee-8d71-d7ba5aa00d20"}
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// ]
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// },
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// "description": "Hello world",
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// "favicon": "data:image/png;base64,<data>"
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// }
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StatusPing => 1 {
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ping: i64 =,
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}
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}
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clientbound Clientbound {
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// StatusResponse is sent as a reply to a StatusRequest.
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// The Status should contain a json encoded structure with
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// version information, a player sample, a description/MOTD
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// and optionally a favicon.
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//
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// The structure is as follows
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// {
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// "version": {
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// "name": "1.8.3",
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// "protocol": 47,
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// },
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// "players": {
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// "max": 20,
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// "online": 1,
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// "sample": [
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// {"name": "Thinkofdeath", "id": "4566e69f-c907-48ee-8d71-d7ba5aa00d20"}
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// ]
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// },
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// "description": "Hello world",
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// "favicon": "data:image/png;base64,<data>"
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// }
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StatusResponse => 0 {
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status: String =,
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}
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@ -190,6 +190,6 @@ state_packets!(
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StatusPong => 1 {
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ping: i64 =,
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}
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}
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}
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}
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}
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);
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