# ProtocolLib Certain tasks are impossible to perform with the standard Bukkit API, and may require working with and even modify Minecraft directly. A common technique is to modify incoming and outgoing [packets](https://www.wiki.vg/Protocol), or inject custom packets into the stream. This is quite cumbersome to do, however, and most implementations will break as soon as a new version of Minecraft has been released, mostly due to obfuscation. Critically, different plugins that use this approach may _hook_ into the same classes, with unpredictable outcomes. More than often this causes plugins to crash, but it may also lead to more subtle bugs. Currently maintained by dmulloy2 on behalf of [Spigot](https://www.spigotmc.org/). ### Resources * [Resource Page](https://www.spigotmc.org/resources/protocollib.1997/) * [Dev Builds](https://ci.dmulloy2.net/job/ProtocolLib) * [JavaDoc](https://ci.dmulloy2.net/job/ProtocolLib/javadoc) ### Compilation ProtocolLib is built with Maven and requires Spigot and SpigotAPI, which can be found [here](https://www.spigotmc.org/wiki/buildtools/). ### A new API __ProtocolLib__ attempts to solve this problem by providing a event API, much like Bukkit, that allows plugins to monitor, modify, or cancel packets sent and received. But, more importantly, the API also hides all the gritty, obfuscated classes with a simple index based read/write system. You no longer have to reference CraftBukkit! ### Using ProtocolLib To use this library, first add ProtocolLib.jar to your Java build path. Then, add ProtocolLib as a dependency or soft dependency to your plugin.yml file like any other plugin: ````yml depend: [ProtocolLib] ```` You can also add ProtocolLib as a Maven dependency: ````xml dmulloy2-repo https://repo.dmulloy2.net/repository/public/ ... com.comphenix.protocol ProtocolLib 4.6.0 ```` Or use the maven dependency with gradle: ```gradle repositories { maven { url "https://repo.dmulloy2.net/repository/public/" } } dependencies { compileOnly group: "com.comphenix.protocol", name: "ProtocolLib", version: "4.6.0"; } ``` Then get a reference to ProtocolManager in onLoad() or onEnable() and you're good to go. ````java private ProtocolManager protocolManager; public void onLoad() { protocolManager = ProtocolLibrary.getProtocolManager(); } ```` To listen for packets sent by the server to a client, add a server-side listener: ````java // Disable all sound effects protocolManager.addPacketListener( new PacketAdapter(this, ListenerPriority.NORMAL, PacketType.Play.Server.NAMED_SOUND_EFFECT) { @Override public void onPacketSending(PacketEvent event) { // Item packets (id: 0x29) if (event.getPacketType() == PacketType.Play.Server.NAMED_SOUND_EFFECT) { event.setCancelled(true); } } }); ```` It's also possible to read and modify the content of these packets. For instance, you can create a global censor by listening for Packet3Chat events: ````java // Censor protocolManager.addPacketListener(new PacketAdapter(this, ListenerPriority.NORMAL, PacketType.Play.Client.CHAT) { @Override public void onPacketReceiving(PacketEvent event) { if (event.getPacketType() == PacketType.Play.Client.CHAT) { PacketContainer packet = event.getPacket(); String message = packet.getStrings().read(0); if (message.contains("shit") || message.contains("damn")) { event.setCancelled(true); event.getPlayer().sendMessage("Bad manners!"); } } } }); ```` ### Sending packets Normally, you might have to do something ugly like the following: ````java Packet60Explosion fakeExplosion = new Packet60Explosion(); fakeExplosion.a = player.getLocation().getX(); fakeExplosion.b = player.getLocation().getY(); fakeExplosion.c = player.getLocation().getZ(); fakeExplosion.d = 3.0F; fakeExplosion.e = new ArrayList(); ((CraftPlayer) player).getHandle().netServerHandler.sendPacket(fakeExplosion); ```` But with ProtocolLib, you can turn that into something more manageable. Notice that you don't have to create an ArrayList with this version: ````java PacketContainer fakeExplosion = new PacketContainer(PacketType.Play.Server.EXPLOSION); fakeExplosion.getDoubles(). write(0, player.getLocation().getX()). write(1, player.getLocation().getY()). write(2, player.getLocation().getZ()); fakeExplosion.getFloat().write(0, 3.0F); try { protocolManager.sendServerPacket(player, fakeExplosion); } catch (InvocationTargetException e) { throw new RuntimeException( "Cannot send packet " + fakeExplosion, e); } ```` ### Compatibility One of the main goals of this project was to achieve maximum compatibility with CraftBukkit. And the end result is quite flexible. Aside from netty package changes, it should be resilient against future changes. It's likely that I won't have to update ProtocolLib for anything but bug fixes and new features. How is this possible? It all comes down to reflection in the end. Essentially, no name is hard coded - every field, method and class is deduced by looking at field types, package names or parameter types. It's remarkably consistent across different versions.