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 Jan 14, 2013@aadnk
i still have version 1.8.3
i tried /protocol update
but it said no update found
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Posted Jan 14, 2013@ha11oga11o
Really? It should update if you call /protocol update.
As for the configuration file ... are you sure? It should have created a folder with the name ProtocolLib. Which version of PL are you using?
You could create the config.yml file manually, though. Here's the default configuration file.
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Posted Jan 13, 2013Hello,
ProtocolLib in console says theres update for it, but will not download it because its set in CFG NO_DOWNLOAD.
Now, plugin itself did not create and folder as other do, so i can find config file and edit it. Can you please tell me where is that config file, or if i need to create folder and file what names should be.
many thnx in advance :)
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Posted Jan 13, 2013@aadnk
Ahhhhh, that makes sense. I was doing something slightly different with my code, but the .deepClone() method still did the trick. Thanks for your help, and thanks for ProtocolLib. Makes my life a lot easier!
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Posted Jan 13, 2013@DeathWalking
No, I haven't coded a flow limiter. Hm. Are you doing something like this?
I can actually see a player stop sneaking and then sneak again, though it is only for a very short time.
To see if the client was actually receiving zero flags in EntityMetadata packets, I fired up SMProxy and intercepted them in transit:
Strange - the client is actually receiving entity metadata packets with a zero flag.
And then it hit me. WrappedDataWatcher(List) and getWatchableObjects() operates on the NMS objects directly, by reference! They actually change the original object that is stored in the EntityTracker. Quite a design flaw, I admit ... At the very least, I should have made that clear by using static constructors instead (fromReference() and fromCopy(), or something like that).
So, in order to fix this, you will have to clone all the WatchableObjects before modifying them, for instance with deepClone():
And that seems to have done it.
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Posted Jan 12, 2013Is there some sort of flow limiter on the PacketListener? I'm setting the sneaking field in packet 40 to always sneaking and it works in the majority of cases, but if you tap the sneak key very very quickly some non-sneaking packets get sent.
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Posted Jan 12, 2013@Cybermaxke
It's only sent to nearby players. It's never sent to the player that is actually digging the block.
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Posted Jan 11, 2013@aadnk
I was trying to use the block the break animation for certain materials but the packet is not always send.
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Posted Jan 11, 2013@Cybermaxke
Could you elaborate? Perhaps post the source code of the problem you're having?
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Posted Jan 11, 2013The events get loaded but are never called. :/
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Posted Jan 11, 2013@Zacky1
try
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Posted Jan 10, 2013@aadnk
Another random question, not quiet sure why it's being sent to me though D:
http://pastie.org/5665410
Oh and another thing I forgot to point out, this only happens when the player clicks on a empty slot...
Adding the two fallowing null checks return the same error
Will return with the same error as in the pastie in the console...
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Posted Jan 10, 2013@aadnk
Thanks :D
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Posted Jan 10, 2013finally adding this to my server :D mainly for the chairs feature in craftbook.
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Posted Jan 9, 2013@slenky
You can use either ProtocolLib or the Bukkit API (plugin channels) to receieve custom packets or data from the client, and then mandate all users to install a client mod that verifies the integrity of the JAR with MD5.
Unfortunately, you can't prevent a user from simply modifying your mod to send a fake MD5 on the whitelist. The user has full control of the computer (no trusted computing, etc.), which makes this impossible to fool-proof in theory.
But practically speaking, anti-cheating software (or spyware, as some argue) such as Warden is actually quite effective. You just have to send an obfuscated "challenge" program to the client on run-time that is difficult to anticipate.
Remote code execution is dangerous though - especially if it can be exploited by third-parties. And your users will have to trust that both the client mod AND the real-time code is safe to execute. If you DO go this route, you should probably try to sand case the code as much as possible - maybe even as an interpreted virtual machine.
There's a lot of possibilities here. It really depends on how far you and the attacker is willing to go. If you're just trying to prevent less knowledgeable people from installing Nodus, it might be sufficient with a custom mod and a MD5 check. A competent hacker is a different story.
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Posted Jan 9, 2013Hey guys, I want to made cheat protection like this - client with modification send MD5 of minecraft.jar to server plugin, plugin check him and kick player if MD5 != default. Can i made this with ProtocolLib API? Thanks.
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Posted Jan 8, 2013@Zacky1
@Devil_Boy
Also, get specific modifier should only be used on primitive types and strings, otherwise you'll end up with net.minecraft.server-specific classes:
Unless, of course, you NEED the NMS version.
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Posted Jan 8, 2013@Zacky1
Change this line:
to be:
This is because the specific modifier gives you a set of ItemStack objects in the packet. There is only one in the packet, so you access it with 0.
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Posted Jan 8, 2013Getting this error when listening to a packet, and not quit sure why :o
http://pastie.org/5652626
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Posted Jan 5, 2013Build 17 giving this error on server stop: http://www.pastie.org/5626426