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ViaVersion as a Service - standalone ViaVersion proxy

Home Page: https://viaversion.github.io/VIAaaS

License: GNU Affero General Public License v3.0

Kotlin 53.99% HTML 9.18% JavaScript 1.26% Java 23.87% TypeScript 11.70%
minecraft minecraft-proxy viaversion minecraft-server-proxy proxy-server saas minecraft-server-software proxy html5 js

viaaas's People

Contributors

creeper123123321 avatar florianmichael avatar hsgamer avatar jamestheawesomedude avatar kennytv avatar kichura avatar noahvdaa avatar raphimc avatar roblkyogre avatar

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viaaas's Issues

Online mode

Idea: using a https connection for logging in, so we can just keep the code without PLAY state listening

online mode login via chat

I personally wouldn't trust it, but...

  • add multiversion packet decoding

  • refactor connection to connect when frontend state is PLAY

  • basic PLAY packets (chat, join game, empty chunks...)

  • warn about remote login and mojang blocking accounts

  • todo: what does happen if server responds with different UUID or username???

No usage documentation

Currently the README.md doesn't list any information on how to test this out.

I've run ./gradlew and can create releases just fine.

However, when it comes to testing VIaaS currently when connecting it just floods open a bunch of UDP ports between the minecraft client and VIAaaS.

I'm aware this is probably incomplete, but I'm interested and code comments aren't helping much.

netty best practices

  • only add handlers when needed, making pipeline shorter
  • merge crypto, framing, compression and cross version translation encoders + decoders into codec handlers?
  • do not use replayingdecoder

alternative authenticators

  • Idea 1: Limbo server which the player connects to manage the Minecraft accounts, like auth.viaaas.localhost
  • Idea 2: Login plugin messages viaaas:request_auth
  • Idea 3: Chat? Insecure?
  • Idea 4: Command-line JAR?

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