So, if you play Minecraft on your desktop, you must know about multiplayer servers. If you know about multiplayer servers, you might know that they require another computer program to run a server, right? Well, currently for the past few months, Intyre and I have been slowly rigging an MCPEServer program, to run a server from your computer that can be played on iOS or Android devices, and best of all, you do NOT need to be playing the game to run a server!
The program is standalone, meaning it does not require any other programsor MCPE to run it, thus you can host a server without having to have Minecraft PE running. To join a computer server is the same as joining a regular MCPE server, just enter the IP in your program of choice. Better yet, when multiplayer is online, this program will not require a jailbreak or rooted device to use!
The best part about MCPEServer will be its modding API. Since the server can handle which blocks are placed or removed, where the players move, when they jump, which entities spawn where and when and even more small parts, server mods would be able to modify the packets the server sends in order to create mods such as WorldEdit, world protection against griefers, different types of game modes, teleportation, giving x amount of y item to player z, etc. Server mods will be able to do much more then regular client mods, and for those of you that know Java, don't worry, it will be compliant with any mods you decide to make and include an API.
The actual progress is terrible, in the last three months and 500mb of packet captures, Intyre and I have only gotten as far as making the progress bar for the "loading world" screen move a small amount before saying "can not locate server." But since MCPE servers closely replicate MC servers, we will slowly develop the program better using the original Vanilla server source. Developement will take awhile though, since we don't have a whole lot people working on this who are actually experienced in ServerSockets and server-side programming, but don't worry, it will get done.
Current progress:
-- can identify and return 6 packets to the client (isn't much considering there is over 50 packets in total)
-- server commands do work as intended
-- can initiate a client list and set a higher max amount of players than MCPE can
-- can send the seed and time packet and the client can see the world, but the game quits after a little bit
-- the initial login is done
Screenshots of current progress:
The finished version will not show you the packets sent, only actions performed by users.
List of working commands
I quit regular modding to work on this, and for a good reason too! Client mods using a patcher are limited not only to what they do, but to where they work. For example, try using Grass to Diamond mod in a server, it won't work for other people. Why? Because it's only your device that thinks grass is diamond. If you join a blank server with no functionality at all, you won't be able to pick up blocks, see mobs, drown, die, leaves won't decay ever, arrows probably won't shoot, etc. That is because servers handle all that and more! Imagine if you made a server program and created mods for it? You could create mods such as: Redstone using wool blocks, make large creations using a World Edit port, save player inventory, create elemental arrows, import schematics (Minecraft models) by placing a certain type of block somewhere, generate flat lands, etc! So now do you see why I quit regular modding? It's all because server mods will be so much cooler!
A note to Johan or Aaron if you are spying, you could really do us a lot by giving us the data packets send instead of us having to carefully examine each and every packet.
This is a very nice mod. Have you tried looking at maybe all the version's of minecraft and see how the initialize's the server and handles packets. Maybe by comparing you might have something turn that didn't turn up before. I would like to help you guys with this and solve it together.
This is a very nice mod. Have you tried looking at maybe all the version's of minecraft and see how the initialize's the server and handles packets. Maybe by comparing you might have something turn that didn't turn up before. I would like to help you guys with this and solve it together.
This isn't a mod. This doesn't modify the game, only runs a server. It can modify attributes dealing with the server only.
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Sorry, meant sever program. You guys have gotten really far from the days when it was impossible to get past iOS app security. Have you figured out MCPE's protocol? That's probably the missing puzzle piece.
You guys have gotten really far from the days when it was impossible to get past iOS app security. Have you figured out MCPE's protocol? That's probably the missing puzzle piece.
We are still working on is dealing with figuring out what each packet does and means and how to identify them. As for iOS security, it doesn't play a role in this. As long as you can connect to a multiplayer server, you can connect to this server program, and I believe Johan is improving multiplayer before he officially releases the online option. Just trying to clear things up.
Also just a note, this isn't an idea, this is a project we are actually working on. If it was an idea, I wouldn't even have screenshots yet.
We are still working on is dealing with figuring out what each packet does and means and how to identify them. As for iOS security, it doesn't play a role in this. As long as you can connect to a multiplayer server, you can connect to this server program, and I believe Johan is improving multiplayer before he officially releases the online option. Just trying to clear things up.
Also just a note, this isn't an idea, this is a project we are actually working on. If it was an idea, I wouldn't even have screenshots yet.
So is everything going according to plan? Have there been any errors encountered yet? I will test the program if necessary!
We don't need testers at this point, not until we at least make it so it's playable. Right now you don't ever get to even see the world since it doesn't send the packet with the seed.
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Did you know I make music? Just click my logo to listen to my awesome Electronic beats!
Dude. He said it would be android AND ios. The only thing i'm worried about is MAC or PC. The screenshot was of a pc so I hope this is coming for mac to! Wait nevermind! Both computers can run server.jars!
I +1'd this. I really hope you guys can pull this off, because if you do, it will be amazing. It will make running servers so easy for MCPE, so good luck guys!!!
The program is standalone, meaning it does not require any other programs or MCPE to run it, thus you can host a server without having to have Minecraft PE running. To join a computer server is the same as joining a regular MCPE server, just enter the IP in your program of choice. Better yet, when multiplayer is online, this program will not require a jailbreak or rooted device to use!
The best part about MCPEServer will be its modding API. Since the server can handle which blocks are placed or removed, where the players move, when they jump, which entities spawn where and when and even more small parts, server mods would be able to modify the packets the server sends in order to create mods such as WorldEdit, world protection against griefers, different types of game modes, teleportation, giving x amount of y item to player z, etc. Server mods will be able to do much more then regular client mods, and for those of you that know Java, don't worry, it will be compliant with any mods you decide to make and include an API.
The actual progress is terrible, in the last three months and 500mb of packet captures, Intyre and I have only gotten as far as making the progress bar for the "loading world" screen move a small amount before saying "can not locate server." But since MCPE servers closely replicate MC servers, we will slowly develop the program better using the original Vanilla server source. Developement will take awhile though, since we don't have a whole lot people working on this who are actually experienced in ServerSockets and server-side programming, but don't worry, it will get done.
Current progress:
-- can identify and return 6 packets to the client (isn't much considering there is over 50 packets in total)
-- server commands do work as intended
-- can initiate a client list and set a higher max amount of players than MCPE can
-- can send the seed and time packet and the client can see the world, but the game quits after a little bit
-- the initial login is done
Screenshots of current progress:
The finished version will not show you the packets sent, only actions performed by users.
List of working commands
I quit regular modding to work on this, and for a good reason too! Client mods using a patcher are limited not only to what they do, but to where they work. For example, try using Grass to Diamond mod in a server, it won't work for other people. Why? Because it's only your device that thinks grass is diamond. If you join a blank server with no functionality at all, you won't be able to pick up blocks, see mobs, drown, die, leaves won't decay ever, arrows probably won't shoot, etc. That is because servers handle all that and more! Imagine if you made a server program and created mods for it? You could create mods such as: Redstone using wool blocks, make large creations using a World Edit port, save player inventory, create elemental arrows, import schematics (Minecraft models) by placing a certain type of block somewhere, generate flat lands, etc! So now do you see why I quit regular modding? It's all because server mods will be so much cooler!
A note to Johan or Aaron if you are spying, you could really do us a lot by giving us the data packets send instead of us having to carefully examine each and every packet.
This isn't a mod. This doesn't modify the game, only runs a server. It can modify attributes dealing with the server only.
If you ever need a tester for this program I will gladly volunteer to test.
(Whispers "I'm not actually dead, I'm just in hiding and watching you all...)
We are still working on is dealing with figuring out what each packet does and means and how to identify them. As for iOS security, it doesn't play a role in this. As long as you can connect to a multiplayer server, you can connect to this server program, and I believe Johan is improving multiplayer before he officially releases the online option. Just trying to clear things up.
Also just a note, this isn't an idea, this is a project we are actually working on. If it was an idea, I wouldn't even have screenshots yet.
do you have to port forward to do this?
http://www.minecraft...-with-download/
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Need a tester? i can help!
Dude. He said it would be android AND ios. The only thing i'm worried about is MAC or PC. The screenshot was of a pc so I hope this is coming for mac to! Wait nevermind! Both computers can run server.jars!
(Whispers "I'm not actually dead, I'm just in hiding and watching you all...)
The Boys!