Раньше клиент умел только показывать меню. Теперь он заходит на сервер,
получает наш мир и рисует его.
Как это устроено:
- Наш сетевой слой (net/rustnotmc/client/net) читает наш протокол и
переводит его пакеты в пакеты игры. Игра остаётся игрой: у неё есть
мир, игрок, сущности и рендер, и все они работают. Не переписывать их
ради того, чтобы нарисовать тот же мир иначе, незачем.
- Пакеты игры, которые не имеют соответствия у нас, не отправляются, а
наоборот: перемещение игрока и ломание блока переводятся в наши.
- Экран входа игры (GuiConnecting) заменён наш: он спрашивает у лаунчера,
кем пришёл игрок, и подставляет это в рукопожатие.
- Соединение качается из тика игры, а не из экрана. Рукопожатие, которое
зависит от того, что экран ещё на экране, ломается alt-tab'ом.
Вход теперь через лаунчер, а не внутри игры:
- Лаунчер уже умеет логинить игрока и отдаёт игре имя, uuid и токен
(--username, --uuid, --accessToken). Это та же роль, что у Yggdrasil в
ванилле, только лаунчер наш.
- Сервер спрашивает лаунчер, один из ли наш этот игрок, и заодно получает
бан-лист. Токен используется один раз и не хранится.
- Свои аккаунты сервера, когда настроен лаунчер, закрыты: сервер с двумя
дверями не имеет дверей. Открыть их можно флагом, но намеренно.
- Если игру запустили без лаунчера, экран всё равно спрашивает имя и
пароль: это путь для своего сервера и для разработки.
Проверено живьём: клиент вошёл по токену лаунчера, сервер спросил
лаунчер, лаунчер сказал "свой", игрок получил мир, 210 чанков пришли и
лежат на диске, рельеф нарисован.
Что чинилось по дороге:
- Minecraft.setIngameFocus() возвращал на главное меню, когда окно
получало фокус. Игрок как раз кликает в окно, чтобы напечатать пароль, и
экран входа исчезал в этот самый момент.
- Ответ лаунчера разбирается, а не ищется подстрокой: {"valid": true} и
{"valid":true} это один и тот же ответ, и сервер, который понимает
только второй, ломает работающий лаунчер.
RustNotMC
A survival game built on a Minecraft 1.12.2 client as the rendering platform, with its own server, its own protocol and its own accounts.
Repositories
| Repository | License | What lives there |
|---|---|---|
rsx-client |
MIT | Loader, mod API, client hooks, deobfuscation tools |
rsx-protocol |
MIT | Wire format, packet schemas, shared simulation library |
rsx-plugin-api |
MIT | Interfaces for server-side content |
rsx-server-core |
proprietary | Tick loop, world, entities, scaling |
rsx-auth |
proprietary | Accounts, tokens, revocation |
Target
Base platform is Minecraft 1.12.2, forked into our own source tree so the game is moddable from the start rather than patched from outside.
- game fork: Java 17, compiled by
game-fork\scripts\prepare-game.ps1 - loader and mod API: Java 17
- mods: Java only
Capacity target is 200 players on 4 cores and 8 GB of RAM, scaling to 500 on larger hardware.
The fork
The client is not wrapped around the game jar. game-fork rebuilds it from the
verified vanilla jar into readable source, and the loader is an ordinary part
of that game rather than an agent injected into someone else's process.
vanilla client-1.12.2.jar verified Mojang signature
-> mcp-1.12.2-srg.zip 3344 classes, 20817 members
-> merge with MCP CSVs 9991 fields, 18715 methods renamed
-> SpecialSource 3310 classes in MCP names
-> FernFlower 2050 source files
-> hand patches + rules 114 patches, one regex rule
-> javac 3268 classes, clean
prepare-game.ps1 runs the whole thing and is idempotent. Hand fixes live in
game-fork\patches\decompiler-fixes.txt and are re-applied on every run, so
regenerating the tree never loses them.
Compiling clean proves nothing. Decompilation quietly breaks code that still
compiles, still has the right methods and still runs: an entity that compares
itself with itself never leaves the ground, a list indexed by entity id
removes the wrong player. Every patch here was checked against the original
bytecode with javap, and tools\javap_diff.py is the tool that makes that
comparison usable. The self-comparison finder and the remove-by-index finder
both came out of this class of bug.
The fork holds Mojang-derived code and is not published. What ships in the open repository is the loader, the mod API and the build tools.
Modding
Mods are jars with a descriptor at META-INF/rsxmod.properties:
id=rsxm-demo
name=RustNotMC Demo
version=1.1.0
env=CLIENT
entrypoint=net.rustnotmc.demo.DemoMod
access=hud,commands,files
depends.core=>=1.0
env is CLIENT, SERVER or BOTH. The loader runs on the client today;
the field exists so a mod that targets both sides does not need a format
change when the loader moves to the server.
Each mod gets its own class loader. Load order comes from the dependency graph, not from filenames. Shutdown runs in reverse.
What a mod may touch
A client mod changes what the client shows. It never decides what is true about the world: the server owns the world, the inventory, the player and the network. Capabilities are only granted when something actually checks them.
| Capability | Grants | Checked |
|---|---|---|
CORE |
lifecycle, logging, own mod directory | always |
HUD |
draw overlays through the game's font | granted from descriptor |
INPUT |
read keyboard and mouse state | granted from descriptor |
COMMANDS |
register commands the player can type | granted from descriptor |
FILES |
a directory of its own under run/mods/<id> |
granted from descriptor |
REFLECTION |
reach into game internals | never automatic, operator consent |
WORLD, PLAYER, NETWORK, TEXT, INPUT and COMMAND were removed: they
were advertised but not enforced, so a descriptor could claim them and receive
nothing. A capability that cannot be granted is worse than an absent one.
Commands carry a scope. CLIENT commands run on the client and are never sent
anywhere. SERVER and BOTH commands are registered but deliberately not
executed on the client, because the server is what has to see them and decide.
The client API contains no game types at all, which is what lets the loader
build and test with the game closed: the SPI is implemented on the game side
and the API never depends on it. tick() advances on the client's own tick,
not on frames, so a mod counts the same twenty steps a second at 60 fps and at
240.
Building
rsx-client\scripts\build.ps1 # dist\rsx-loader.jar
rsx-client\scripts\test.ps1 # self test, 128 checks
game-fork\scripts\prepare-game.ps1 # rebuild the fork from the vanilla jar
game-fork\scripts\compile-game.ps1 # compile only, fast iteration
rsx-client\scripts\run-game.ps1 # launch the client
Only a JDK is required. No Gradle, no network once the mappings are cached.
Assets
The client will not run without a real asset tree, and the launcher on this
machine keeps assets the modern way: indexes/1.12.json pointing at
objects/<aa>/<sha1>. A 1.12.2 client reads neither. It wants
<assetsDir>/minecraft/<path>.
Pointing --assetsDir straight at the object store does not look broken. Text
and textures come from the jar, so the game looks complete, but every sound has
been an asset since 1.7.3 and none of them are on disk: the sound engine
starts, play() is called, nothing is found, and paulscode says nothing.
tools\materialize_assets.py lays the tree out and run-game.ps1 calls it on
every launch, so this cannot be forgotten again.
Tools
| Script | Purpose |
|---|---|
rsx-client\tools\merge_srg_mcp.py |
vanilla SRG plus MCP CSVs into one obf to MCP SRG |
rsx-client\tools\apply_patches.py |
re-applies the hand fixes, fails loudly if one misses |
rsx-client\tools\add_patch.py |
appends a reviewed patch to the fix file |
rsx-client\tools\fix_stale_locals.py |
FernFlower's stale local references, scoped per method |
rsx-client\tools\fix_generic_casts.py |
inserts the cast where a generic loses its type parameter |
rsx-client\tools\fix_decompiler_rules.py |
systematic rewrites that would be hundreds of patches |
rsx-client\tools\show_errors.py |
javac errors next to the source line that caused them |
rsx-client\tools\struct_diff.py |
class-by-class comparison against the reference, plus orphan analysis |
rsx-client\tools\javap_diff.py |
instruction-level comparison, normalising constant pool and offsets |
rsx-client\tools\find_self_comparisons.py |
finds x == x, the decompiler's signature bug |
rsx-client\tools\find_remove_index_bugs.py |
finds List<Integer>.remove(int) where an object was meant |
rsx-client\tools\find_callers.py |
who calls a field or method, via the constant pool |
rsx-client\tools\materialize_assets.py |
lays the asset tree out from the index and object store |
rsx-client\tools\ogg_duration.py |
real length of an ogg, to tell a short file from a cut-off one |
rsx-client\tools\stage_run.py |
writes the runtime classpath |
rsx-client\tools\fetch_missing.py |
pulls natives into the local run directory |
Legal
Minecraft is a trademark of Mojang Studios. This project is not affiliated with or endorsed by Mojang or Microsoft. Game assets are not redistributed here.