import EventEmitter from "events" import { Realm } from "prismarine-realms" import { ServerDeviceCodeResponse } from "prismarine-auth" declare module "bedrock-protocol" { type Version = '1.19.70' | '1.19.63' | '1.19.62' | '1.19.60' | '1.19.51' | '1.19.50' | '1.19.41 | 1.19.40' | '1.19.31' | '1.19.30' | '1.19.22' | '1.19.21' | '1.19.20' | '1.19.11' | '1.19.10' | '1.19.2' | '1.19.1' | '1.18.31' | '1.18.30' | '1.18.12' | '1.18.11' | '1.18.10' | '1.18.2' | '1.18.1' | '1.18.0' | '1.17.41' | '1.17.40' | '1.17.34' | '1.17.30' | '1.17.11' | '1.17.10' | '1.17.0' | '1.16.220' | '1.16.210' | '1.16.201' enum title { MinecraftNintendoSwitch, MinecraftJava } export interface Options { // The string version to start the client or server as version?: Version // For the client, the host of the server to connect to (default: 127.0.0.1) // For the server, the host to bind to (default: 0.0.0.0) host: string // The port to connect or bind to, default: 19132 port?: number // For the client, if we should login with Microsoft/Xbox Live. // For the server, if we should verify client's authentication with Xbox Live. offline?: boolean, // Whether or not to use C++ version of RakNet useNativeRaknet?: boolean, // If using JS implementation of RakNet, should we use workers? (This only affects the client) useRaknetWorker?: boolean // Compression level for zlib, default to 7 compressionLevel?: number // How frequently the packet queue should be flushed in milliseconds, defaults to 20ms batchingInterval?: number } export interface ClientOptions extends Options { // The username to connect to the server as username: string, // The view distance in chunks viewDistance?: number, // Specifies which game edition to sign in as. Optional, but some servers verify this. authTitle?: title | string, // How long to wait in milliseconds while trying to connect to the server. connectTimeout?: number // whether to skip initial ping and immediately connect skipPing?: boolean // Update the options' port parameter to match the port broadcast on the server's ping data (default to true if `realms` not specified) followPort?: boolean // where to log connection information to (default to console.log) conLog?: any // used to join a Realm instead of supplying a host/port realms?: RealmsOptions // the path to store authentication caches, defaults to .minecraft profilesFolder?: string | false // Called when microsoft authorization is needed when not provided it will the information log to the console instead onMsaCode?: (data: ServerDeviceCodeResponse) => void; } export interface ServerOptions extends Options { // The maximum number of players allowed on the server at any time. maxPlayers: number motd: { // The header for the MOTD shown in the server list. motd: string, // The sub-header for the MOTD shown in the server list. levelName: string } maxVersion: Version advertisementFn: () => ServerAdvertisement } enum ClientStatus { Disconected, Authenticating, Initializing, Initialized } export class Connection extends EventEmitter { readonly status: ClientStatus; // Check if the passed version is less than or greater than the current connected client version. versionLessThan(version: string | number): boolean versionGreaterThan(version: string | number): boolean // Writes a Minecraft bedrock packet and sends it without queue batching write(name: string, params: object): void // Adds a Minecraft bedrock packet to be sent in the next outgoing batch queue(name: string, params: object): void // Writes a MCPE buffer to the connection and skips Protodef serialization. `immediate` if skip queue. sendBuffer(buffer: Buffer, immediate?: boolean): void } type PlayStatus = | 'login_success' // # Displays "Could not connect: Outdated client!" | 'failed_client' // # Displays "Could not connect: Outdated server!" | 'failed_spawn' // # Sent after world data to spawn the player | 'player_spawn' // # Displays "Unable to connect to world. Your school does not have access to this server." | 'failed_invalid_tenant' // # Displays "The server is not running Minecraft: Education Edition. Failed to connect." | 'failed_vanilla_edu' // # Displays "The server is running an incompatible edition of Minecraft. Failed to connect." | 'failed_edu_vanilla' // # Displays "Wow this server is popular! Check back later to see if space opens up. Server Full" | 'failed_server_full' export class Client extends Connection { constructor(options: Options) // The client's EntityID returned by the server readonly entityId: BigInt /** * Close the connection, leave the server. */ close(): void /** * Send a disconnect packet and close the connection */ disconnect(): void } /** * `Player` represents a player connected to the server. */ export class Player extends Connection { /** * Disconnects a client before it has logged in via a PlayStatus packet. * @param {string} playStatus */ sendDisconnectStatus(playStatus: PlayStatus): void /** * Disconnects a client * @param reason The message to be shown to the user on disconnect * @param hide Don't show the client the reason for the disconnect */ disconnect(reason: string, hide?: boolean): void /** * Close the connection. Already called by disconnect. Call this to manually close RakNet connection. */ close(): void on(event: 'login', cb: () => void): any on(event: 'join', cb: () => void): any on(event: 'close', cb: (reason: string) => void): any } export class Server extends EventEmitter { clients: Map // Connection logging function conLog: Function constructor(options: Options) // Disconnects all currently connected clients close(disconnectReason: string): void } type RelayOptions = Options & { host: string, port: number, // Toggle packet logging. logging: boolean, // Skip authentication for connecting clients? offline: false, // Specifies which game edition to sign in as to the destination server. Optional, but some servers verify this. authTitle: title | string // Where to proxy requests to. destination: { realms?: RealmsOptions host: string, port: number, // Skip authentication connecting to the remote server? offline: false, } // Whether to enable chunk caching (default: false) enableChunkCaching?: boolean // Only allow one client to connect at a time (default: false) forceSinge: boolean // Dispatched when a new client has logged in, and we need authentication // tokens to join the backend server. Cached after the first login. // If this is not specified, the client will be disconnected with a login prompt. onMsaCode(data: ServerDeviceCodeResponse, client: Client): any } export class Relay extends Server { constructor(options: RelayOptions) } class ServerAdvertisement { motd: string name: string protocol: number version: string playersOnline: number playersMax: number gamemode: string serverId: string levelName:string } export interface RealmsOptions { realmId?: string realmInvite?: string pickRealm?: (realms: Realm[]) => Realm } export function createClient(options: ClientOptions): Client export function createServer(options: ServerOptions): Server export function ping({ host, port }: { host: string, port: number }): Promise }