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 Aug 22, 2013@aadnk
Is it possible to increase the player sight distance so that they are visible from a very long range? I would need this for some of our arenas that are too big scaled to see the players playing on it.
I have tried increasing the player activation ranges on the bukkit.yml but that didn't seem to change anything :(
Any ideas?
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Posted Aug 17, 2013Upgrade to the latest developer build.
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Posted Aug 17, 2013I downloaded protocollib for my server that i bought hosting and im trying to get PropHunt and i downloaded them both and PropHunt Works when protocolib is installed but i cant place blocks/signs or use world edit and it says: [ProtocolLub] Task #5 for ProtoColLib v2.5.0 generated an exception
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Posted Aug 17, 2013@jacob_vejvoda
Try upgrading to the latest developer build.
But regardless, I need to know what directly follows that line to properly resolve the issue. Could you post a bit more of the server log with pastebin?
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Posted Aug 17, 2013I keep getting this error:
[ProtocolLib] Task #2 for ProtocolLib v2.6.0 generated an exception
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Posted Aug 14, 2013@Kami675
Build #120? It's gone when I'm testing against a local server, at least.
Perhaps you're just having some intermittent latency issues? You should try testing for a bit before you conclude anything.
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Posted Aug 14, 2013@aadnk
hmm i was just using that build and i still had that issue
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Posted Aug 14, 2013@Kami675
I can confirm that this is an issue with ProtocolLib (ticket here).
But it should be fixed in the latest development build.
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Posted Aug 13, 2013@aadnk
Dev build v 2.6.1 causes an issue with half-block placement and door opening for me. When I place a half-block item of some sort it double places it into a full block =/ and when i try to open a door it opens it twice causes it to revert back to its original position :( idk wats causing this but once i downgraded from 2.6.1 to 2.6.0 and downgraded my prophunt everything was fixed. I understand this is a DEV build but thought I should throw it out there ^_^
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Posted Aug 13, 2013@jackcraft295
Use the latest developer build. 2.5.0 and 2.6.0 doesn't work properly with PropHunt because of a minor bug.
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Posted Aug 13, 2013How do I get this to work for PropHunt??
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Posted Aug 9, 2013@libraryaddict
Ah, thanks for the heads up.
I'll add it straight away.
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Posted Aug 9, 2013Packet 63 - Packet63WorldParticles is missing from the "Packets.Server.<PacketName>"
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Posted Aug 7, 2013@aadnk
Hahah.
Forgot you can send packets that skips listeners.
That solves that problem.
Guess I shouldn't be skipping my own listeners.
Its nice to know the problem was entirely on my side ^^
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Posted Aug 6, 2013@libraryaddict
I suppose it would be useful to know whether or not a packet has been cancelled during monitoring. Perhaps something like this? You can get the latest development build here.
Cancelled packets will still be seen by monitors. In fact, even packets sent using sendServerPacket(Player, PacketContainer, false) can be seen by monitor listeners, something I added by request from Bergerkiller a few versions back, as he needed it for BkCommonLib.
Now, I could add a way for monitor listeners to determine whether or not a packet has "skipped" all the other listeners, if this behavior is a problem. But I don't think its a good idea for plugins to be able to fully skip any listeners.
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Posted Aug 6, 2013@aadnk I'm trying to solve a problem in my plugin.
Basically I'm adding the player to his own entity tracker then cancelling unrelevent packets.
And I noticed a few problems.
For the "Packet add server <ID" etc command.
Can you please either hide the cancelled packets or something so we know its been cancelled?
Its kind of hard to know if the packet has been dealt with.
And are you doing anything to the packets when logging them?
I get unexpected behavior when using the logging.
More specifically.
When I use 'packet add server 1-255' as a catch all.
I get a entityplayer spawning in when it shouldn't be.
I do send that packet through the entityplayer playerconnection.
But I cancel it when I catch it with ProtocolLib.
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Posted Aug 6, 2013@Libraryaddict
I am running VERY heavy plugins, alot of them, for each user on the server, so i am trying to keep excess packets and cpu usage to a minimum.
This may be light, but it will be working off of that heavy plugin, may or may not make a difference, i will work on this in the future.
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Posted Aug 6, 2013@TommehRRR
You would only need to send the wither spawn packet.
Then the packet for the name change.
Then you just have to keep the wither close enough that the player keeps the health bar on his screen.
So you would be sending entity teleport packets every 20 seconds or perhaps every movement.
Unless the player shouldn't be moving that far away.
Wonder if adding invisibility to the wither would make it invisible or just fail.
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Posted Aug 5, 2013@aadnk
Okay thanks, well it seems that it isn't too heavy, i'll keep it for something in the future.
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Posted Aug 4, 2013@TommehRRR
We're only talking of a couple of packets per second here. Of course, you have to multiply it by the number of observing players, but I don't think it's all that significant. It's certainly less than the equivalent for a full blown wither, as it would also produce movement packets, particle and sound effect, etc.
But if you're still concerned, I'd recommend calculating the size of each packet you send with a method like this:
https://gist.github.com/aadnk/5841715
Using that, you could probably estimate the bandwidth consumed per second per player.