ProtocolLib
ProtocolLib
ProtocolLib has, for the most part, moved over to Spigot! If you need support, head over there!
Certain tasks are impossible to perform with the standard Bukkit API, and may require working with and even modify Minecraft directly. A common technique is to modify incoming and outgoing packets, or inject custom packets into the stream. This is quite cumbersome to do, however, and most implementations will break as soon as a new version of Minecraft has been released, mostly due to obfuscation.
Critically, different plugins that use this approach may hook into the same classes, with unpredictable outcomes. More than often this causes plugins to crash, but it may also lead to more subtle bugs.
Links
Support
Please create a issue with as much information as possible if you experience a problem that has not already been reported. Comments with a huge stack trace will be deleted.
If you need help with the API, please use the issue tracker. If your question cannot be made public for whatever reason (including security bugs), send me a personal message instead.
For server operators
Just download ProtocolLib from the link above. It doesn't do anything on its own, it simply allows other plugins to function.
FAQ
- Why do I get FieldAccessExceptions when I try to read or write from packets?
Quote:The reason for these exceptions is because ProtocolLib is not using the packet format as described on the Wiki, it's using the in-memory representation of these packets. Often, the in-memory representation will use integers instead of shorts and bytes, and store more complex objects (like ItemStacks) directly.
You can figure out the in-memory representation from the Minecraft source code, or just use PacketWrapper where I've done all that work for you.
Examples
Source code for a bunch of example programs that use ProtocolLib can be found at this thread on the main support forum.
You may also be interested in PacketWrapper, a library that makes it possible to modify a packet without having to decompile the Minecraft source code.
Finally, for the more advanced users who want to use ProtocolLib if present, but still fall back on their own packet listening system, I recommend taking a look at this thread. I explain where and how to inject code into CraftBukkit in order to intercept sent and received packets yourself.
Maven repository
If you're using Maven, you'll be able to automatically download the JAR, JavaDoc and associated sources from Maven Central. You can add it as a dependency like so:
<dependencies> <dependency> <groupId>net.dmulloy2</groupId> <artifactId>ProtocolLib</artifactId> <version>5.4.0</version> </dependency> <!-- And so on --> </dependencies>
Commands
Protocol
Main administrative command. Supports the following sub-commands:
- config: Reload the configuration file.
- check: Check for new versions on BukkitDev.
- update: Check for new versions and automatically download the JAR. The server must be restarted for this to take effect.
- timings: Toggle measuring the amount of CPU time spent by each plugin. See here for more information.
- listeners: Display what plugins are using ProtocolLib, and the packet types they are intercepting.
All of these commands require the permission protocol.admin.
Example:
/protocol update
Packet
Add or remove a debug packet listener. This is useful for plugin authors who just wants to see when a packet is sent, and with what content.
Sub commands:
- add: Add a packet listener with a given packet ID.
- remove: Remove one or every packet listener with the given packet IDs.
- names: Print the name of every given packet ID.
Parameters (in order):
- Connection side: Either client or server.
- Multiple ID ranges: Can be a single packet ID like 14, or a range like 10 - 15. Defaults to 0 - 255 if not specified.
- Detailed: If TRUE, prints the full packet content.
Example:
/packet add client 10-13 true
For 3.0.0 and above, you should specify the protocol, sender and name instead:
/packet add play server chat true
In 3.4.0-SNAPSHOT and above, you can also display the packet before its modified by any packet listeners:
/packet add play server chat compare
Remove all listeners:
/packet remove client /packet remove server
Note that this command should rarely be used on a production server. Listening to too many packets may crash the server.
Filter
The filter system (introduced in 2.4.1) uses the built in JavaScript interpreter in JVM 6 (Rhino) to extend the packet command with filtering capabilities - it is now possible to, say, only print entity metadata packet events (packet add server 40) for a given entity ID:
> packet add server 40 true Added listener ListeningWhitelist{priority=MONITOR, packets=[40]} > filter add entity_filter 40 Enter filter program ('}' to complete or CANCEL): function(event, packet) { > return packet.a == 1000; >} Added filter entity_filter.
This should be much more convenient than having to compile a test plugin and reload the whole server. Note that this feature is disabled by default for security reasons. To enable it, add "debug: true" to config.yml.
Configuration
A small set of configuration options are available:
Global section
| Option | Default |
Description |
|---|---|---|
| auto updater.notify | true | Inform any player with the permission protocol.info when a new version of ProtocolLib is out. |
| auto updater.download | true | Automatically download and install the newest version of ProtocolLib. The installation will take effect when the server restarts. |
| auto updater.delay | 43200 | The number of seconds between each check for a new update. |
| auto updater.last | 0 | This simply records the last time (in seconds since 01.01.1970) an update check was performed. Set it to 0 to force a new update check. |
| metrics | true | If TRUE, ProtocolLib will publish anonymous usage data to mcstats.org. Set it to FALSE to opt-out. |
| background compiler | true | If TRUE, ProtocolLib will try and improve performance by replacing reflection with compiled code on-the-fly. |
| ignore version check | None | Force ProtocolLib to start for a specified Minecraft version, even if it is incompatible. |
| suppressed reports | None | If any error or warning report is present in this list, they will not appear in the console or the log. |
For more information, take a look at the default configuration file.
Tutorial for developers
See this page for more information.
Compatibility
One of the main goals of this project was to achieve maximum compatibility with Minecraft. And the end result is quite good, it should be resilient against future changes. It's likely that I won't have to update ProtocolLib for anything but bug and performance fixes.
How is this possible? It all comes down to reflection in the end. Essentially, no name is hard coded - every field, method and class is deduced by looking at field types, package names or parameter types. It's remarkably consistent across different versions.
(note that the below list hasn't been updated in ages and ymmv)
Plugins that appear to be compatible
Plugins known to be compatible
- SpoutPlugin
Plugins using ProtocolLib
- Orebfuscator
- TagAPI
- DisguiseCraft
- VanishNoPacket (v3.18.5 and earlier)
- BkCommonLib
- CraftBook
- ChairsReloaded (3.0.2 and earlier)
- Scavenger
- TabAPI
- Individual-Signs
- ItemRenamer
- RandomCoords
- AntiCommandTab
- Sneaky
- Spy
- Statues
- Seasons
- Safe Command Block
- PlayerHider
- Phantasma Chat Filter
- Ghost Hunt
- ReMap
- AttributeHider
- uCars
- uPlanes
- PropHunt
- Portable-Horses
- ClickEdit
- RageBan
- ReChat
- PlayEffect
- FakePlayers
- PlayerCountMessage
- Vampire
- Murder
- NoSpy
- PingNachricht
- NoCheatPlus
- ScoreboardStats
Inactive projects
Please let me know if you want me to add your plugin to this list. :)
Privacy
This plugin uses BStats to generate and publish anonymous aggregate usage statistics, but you can easily opt-out by setting metrics in config.yml to false.
If enabled, the following is sent every ten minutes:
- Metrics revision version (currently 6).
- Server's GUID
- Players currently online (not max player count)
- Server version string (the same version string you see in /version)
- Current version of ProtocolLib
- The name of every plugin that registers a packet listener in ProtocolLib.
Donating
If ProtocolLib has made your life significantly easier or you're feeling particularly generous, consider donating! It's a great way to support the many hours I've spent maintaining this plugin and keeps me motivated. Don't donate if you can't afford it.

I would like to thank everyone who has donated to ProtocoLib on BukkitDev. I really appreciate it. :)
Note: Create an issue if you're having problems. I generally don't check the BukkitDev comments.
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Posted Jun 11, 2014Does this plugin support the command /help ? Because Im wondering why this appears: "/help [search term] [page]" when i type in: "/help". I found out that it was made by this plugin, but how can i take it off?
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Posted Jun 10, 2014Two questions.
1. Will you be adding a getUUID() to WrappedGameProfile instead of forcing plugins to handle strings while the server uses UUID's
2. Have a ETA on the next release?
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Posted Jun 10, 2014@Andre424971
I see you're registering an asynchronous packet listener (ListenerOptions.ASYNC), which means that its onPacketSending() method will be executed off the game thread (and thus not cause any lag).
Of course, ProtocolLib itself does have some minor overhead due to reflection, but that shouldn't really be measurable. Can you confirm that ProtocolLib and your plugin is causing the slowdown, perhaps by removing them? Do you have the same problem when only ProtocolLib and your plugin is enabled (on a test server, say)?
How do you measure the lag, by the way? TPS? Also, although not entirely necessary, it would still be very nice if you could run a profiler (JProfile) and actually see if ProtocolLib has anything to do with the slowdown. It's also possible to use BkCommonLib here, but it's not as detailed.
EDIT: As an aside, you should add "depend: [ProtocolLib]" to your plugin.yml. Otherwise, your plugin might start before ProtocolLib is enabled, and crash. There's also a problem when starting your plugin for the first time - you have to restart the server before its properly initialized.
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Posted Jun 10, 2014@Stevenpcc
Interesting - looks like this is caused by cached equivalent converts that refer to a world instance. I can get around this by simply not caching them - like this.
This fix is now live in build #255. Let me know if this eliminates the memory leak. :)
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Posted Jun 10, 2014Been getting a memory leak recently (mini game server that's unloading and reloading worlds). Worlds are sometimes not getting unloaded. Looked at the heap dump and it seems to point at ProtocolLib. The plugins using it are DisguiseCraft and TagAPI.
Here is an album showing the references to a leaked world (two screenshots as I couldn't fit it all in one).
http://imgur.com/a/iffG0
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Posted Jun 8, 2014@aadnk
aadnk its ok, the best thing is you did it anyway, thanks for the effort, appreciated :)
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Posted Jun 7, 2014i get a motd error. it says unknown then ur ip. please fix!
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Posted Jun 6, 2014@yanniclord
@MrMaleficus
Good news. I've now added support for Cauldron (formerly MCPC+).
I apologize for not getting it done sooner, though - I've just been too busy lately. But I should have some time now. :)
@macboinc
You should add WrapperPlayServerWorldParticles and AbstractPacket to your project. Then construct a new WrapperPlayServerWorldParticles, and use sendPacket(Player) to send it to a player, which should create a particle effect. Remember to set the particle location.
@gronnmann
You should just create a new GameProfile. Like here.
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Posted Jun 5, 2014@MrMaleficus
I did open a ticket for it before:
http://dev.bukkit.org/bukkit-plugins/protocollib/tickets/225-cauldron-renamed-mcpc-incompatible/
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Posted Jun 5, 2014Regarding WrappedGameProfile.
There is no getter for UUID. Just the string version
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Posted Jun 4, 2014Hello
I've an issue using protocollib on Cauldron (the new MCPC)
http://pastebin.com/sKhZJxG1
MM
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Posted Jun 2, 2014PLEASE HELP!
How would I create a particle effect with protocollib, I do not get this API at all...
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Posted Jun 2, 2014@aadnk
Do you have any example classes of editing the GameProfile?
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Posted Jun 1, 2014@aadnk
aadnk: ProtocolLib is unfortunately not working with Cauldron anymore, i did open a ticket for it to, i hope you can fix it soon :)
Regards -Yanniclord (PS: Keep the good work up, lots of plugins depend on yours :D)
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Posted Jun 1, 2014@gronnmann
Yes, the server sends both the player name and player UUID in that packet, encapsulated as a GameProfile.
And indeed, PlayerDisplayModifier does support changing the displayed name of a player.
@Shevchikden
Thanks for the heads up. I'll check if ProtocolLib is still working ...
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Posted May 30, 2014Just a note:
mcpc+ name will soon change to cauldron, and i think i saw some code in your plugin that was relying on server name returning mcpc.
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Posted May 29, 2014@aadnk
Thanks for help! I have one question: Is any of the strings in NAMED_ENTITY_SPAWN packet the player's name. If so, which, and couldn't you just change the string to change the player's name?
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Posted May 29, 2014@gronnmann
You should take a look at this thread (and this class in particular) if you're targeting Minecraft 1.7.9. But beware - this method will crash 1.7.8 clients, and does not work in 1.7.2.
For Minecraft 1.6.4 and earlier, take a look at TagHelper. For 1.7.2, look at TagAPI.
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Posted May 28, 2014I have one question: How do I change a player's name with ProtocolLib(I don't want a link to TagAPI)?
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Posted May 25, 2014@aadnk
Correct.
Smooth teleporting is introduced in the 1.8 snapshots.
He is complaining because he can't use it yet.