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ProtoProxy on online-mode server - Printable Version

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RE: ProtoProxy on online-mode server - xoft - 01-14-2015

Uff, do I really have to? I'm not really interested in ProtoProxy online mode and have lots of other stuff to do.

Basically it boils down to the client and server exchanging a token of trust through Mojang servers, and there's no way for ProtoProxy to intercept this token. The only possibility would be that ProtoProxy would act both as a client and as a (different) server, so that the real client will exchange the token with ProtoProxy and Mojang servers, and ProtoProxy will exchange a different token with the real server and Mojang servers. For this, ProtoProxy would need to have access to your player account data (login + password), otherwise it cannot exchchange that trust token with Mojang servers.


RE: ProtoProxy on online-mode server - xoft - 01-14-2015

When the server is in online mode, it checks each incoming player by contacting Mojang auth server and asking if such a client asked to join the server (http://wiki.vg/Protocol_Encryption#Server )
So in order to join a server in online mode, the client first needs to inform the Mojang auth servers that it's gonna join the server. ( http://wiki.vg/Protocol_Encryption#Client )
The message that informs Mojang auth server about the client joining contains the user's "access token", which the client only receives when it authenticates with the auth servers before starting MineCraft (in the launcher, http://wiki.vg/Authentication#Authenticate )


RE: ProtoProxy on online-mode server - daniel0916 - 01-14-2015

I only need it. I think i won't create a pull request when noone other need this.

Is it not enough that the proxy works as client and authenticate with the server? Is it needed that the client authenticate it with the proxy?


RE: ProtoProxy on online-mode server - xoft - 01-14-2015

It should be enough if the proxy authenticated as a client, then it can talk to the real client without crypto.