var mc = require('minecraft-protocol'); if(process.argv.length < 4 || process.argv.length > 6) { console.log("Usage : node echo.js [] []"); process.exit(1); } var host = process.argv[2]; var port = parseInt(process.argv[3]); var username = process.argv[4] ? process.argv[4] : "echo"; var password = process.argv[5]; mc.ping({host, port}, function(err, response) { if (err) throw err; console.log('ping response',response); if (!response.modinfo || response.modinfo.type !== 'FML') { throw new Error('not an FML server, aborting connection'); // TODO: gracefully connect non-FML // TODO: could also use ping pre-connect to save description, type, negotiate protocol etc. // ^ see https://github.com/PrismarineJS/node-minecraft-protocol/issues/327 } // Use the list of Forge mods from the server ping, so client will match server var forgeMods = response.modinfo.modList; console.log('Using forgeMods:',forgeMods); var client = mc.createClient({ forgeMods: forgeMods, host: host, port: port, username: username, password: password }); client.on('connect', function() { console.info('connected'); }); client.on('disconnect', function(packet) { console.log('disconnected: '+ packet.reason); }); client.on('end', function(err) { console.log('Connection lost'); }); client.on('chat', function(packet) { var jsonMsg = JSON.parse(packet.message); if(jsonMsg.translate == 'chat.type.announcement' || jsonMsg.translate == 'chat.type.text') { var username = jsonMsg.with[0].text; var msg = jsonMsg.with[1]; if(username === client.username) return; client.write('chat', {message: msg}); } }); client.on('forgeMods', function(mods) { console.log('Received forgeMods event:',mods); }); });