PrismarineJS / PrismarineJS/minecraft-data
Legacy ping protocol
Nobody has claimed this yet.
- Dominant language
- JavaScript
- Stars
- 937
- Forks
- 294
- Avg merge
- 2d 10h
- Merged PRs (30d)
- 23
Description
re: https://github.com/PrismarineJS/node-minecraft-protocol/issues/332 FE legacy ping support
0xfe is not correctly decoded/encoded, although it is defined in the handshaking state, it does not have a varint packet id and length like modern packets.
This can be worked around in node-minecraft-protocol, but it might be better if minecraft-data's protocol specification could include knowledge of the legacy ping's specialized packet format.
(Not clear how to do this, if it is something protodef can handle, see https://github.com/PrismarineJS/node-minecraft-protocol/issues/332#issuecomment-177322556)
Contributor guide
No contributing guide indexed for this repository
First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start with the linked node-minecraft-protocol issue and the handshaking state, where packet 0xfe is currently defined. Determine whether the protocol specification or protodef can represent its specialized format, then verify that legacy ping packets are decoded and encoded correctly without modern varint packet framing.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- javascript
- Domain
- networking
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 25/100