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This page provides documentation for API endpoints provided by Mojang Studios which allows user to query player data and make changes programmatically.
Most of the API has a per-IP ratelimit of 200 requests per 2 minutes. For IPv6, the ratelimits are bucketed by /56 subnet. Some endpoints have different ratelimits.
For requests with a payload, the following restrictions apply:
Content-Type header, which must be application/json. Otherwise, the server returns HTTP 415.If the request is successful, the server:
Otherwise, if the request fails, the server returns a non-2XX HTTP status code with this payload:
These are some common causes:
| HTTP status code | error
|
errorMessage
|
Explanation |
|---|---|---|---|
| 400 | IllegalArgumentException | Depends on the endpoint | Incorrect or invalid argument in the request. |
| MismatchedInputException | JSON payload does not meet the required schema or payload is not an invalid JSON. | ||
| JsonParseException | |||
| 401 | (empty payload) | (empty payload) | Endpoint requires authentication, but request header does not have an Authorization header or the token is invalid.
|
| Unauthorized | The request requires user authentication | Endpoint requires authentication, but request header does not have an Authorization header.
| |
| 403 | ForbiddenOperationException | Forbidden | Invalid auth token. |
| N/A | Your account has been suspended. Please contact customer service. | Account has been banned/suspended state by triggering a high volume of erroneous requests. See #Account suspensions. | |
| 404 | Not Found | The server has not found anything matching the request URI | Endpoint does not exist. |
| 405 | Method Not Allowed | The method specified in the request is not allowed for the resource identified by the request URI | Request method is not supported. |
| 415 | Unsupported Media Type | The server is refusing to service the request because the entity of the request is in a format not supported by the requested resource for the requested method | Content-Type request header does not match the type the endpoint allows.
|
A Minecraft account can be entered into a banned/suspended state by triggering a high volume of erroneous requests, such as a high volume of 429s while uploading a skin.
These suspensions appear to be temporary, although this is speculation and the exact functionality of this automatic suspension system is unknown.
POST https://api.minecraftservices.com/authentication/login_with_xbox
Returns 403 with the following JSON data
{ "path":"/authentication/login_with_xbox", "details":{ "reason":"ACCOUNT_SUSPENDED" }, "errorMessage":"Your account has been suspended. Please contact customer service." }
Other services will report that the account is banned, such as servers serving the otherwise unused message You are banned from playing online.
These suspensions typically clear within 24 hours but may require contacting Minecraft support if they don't.
These endpoints do not need an access token, and some endpoints can query registered account that do not own the game.
Player's name (case insensitive).
https://api.mojang.com/users/profiles/minecraft/<player name>
https://api.minecraftservices.com/minecraft/profile/lookup/name/<player name>https://api.mojang.com/minecraft/profile/lookup/name/<player name>https://api.mojang.com/users/profiles/minecraft/jeb_
Player jeb_'s UUID.
{ "name":"jeb_", "id":"853c80ef3c3749fdaa49938b674adae6" }
Player's UUID.
https://api.minecraftservices.com/minecraft/profile/lookup/<UUID>
The same as #Query player's UUID.
A JSON array with no more than 10 player names (case insensitive).
https://api.mojang.com/profiles/minecrafthttps://api.minecraftservices.com/minecraft/profile/lookup/bulk/bynamehttps://api.mojang.com/minecraft/profile/lookup/bulk/bynameRequest with payload ["jeb_","notch"].
[ { "id":"853c80ef3c3749fdaa49938b674adae6", "name":"jeb_" }, { "id":"069a79f444e94726a5befca90e38aaf5", "name":"Notch" } ]
| HTTP status code | error
|
errorMessage
|
Explanation |
|---|---|---|---|
| 400 | CONSTRAINT_VIOLATION | size must be between 1 and 10 | RequestPayload is an empty array. |
| RequestPayload is has more than 10 elements. | |||
| Invalid profile name | RequestPayload includes an empty string. |
Player UUID and whether the request is signed.
https://sessionserver.mojang.com/session/minecraft/profile/<UUID>
https://sessionserver.mojang.com/session/minecraft/profile/<UUID>?unsigned=falsetextures.unsigned=false.unsigned=false.slim. Only exists when skin model is Alex. When skin model is Steve, this metadata does not exist.https://sessionserver.mojang.com/session/minecraft/profile/853c80ef3c3749fdaa49938b674adae6
Returns:
{ "id":"853c80ef3c3749fdaa49938b674adae6", "name":"jeb_", "properties":[ { "name":"textures", "value":"ewogICJ0aW1lc3R..." } ] }
Content in [String] value after Base64 decoded:
{ "timestamp":1653838459263, "profileId":"853c80ef3c3749fdaa49938b674adae6", "profileName":"jeb_", "textures":{ "SKIN":{ "url":"http://textures.minecraft.net/texture/7fd9ba42a7c81eeea22f1524271ae85a8e045ce0af5a6ae16c6406ae917e68b5" }, "CAPE":{ "url":"http://textures.minecraft.net/texture/9e507afc56359978a3eb3e32367042b853cddd0995d17d0da995662913fb00f7" } } }
| HTTP status code | error
|
errorMessage
|
Explanation |
|---|---|---|---|
| 204 | (empty payload) | (empty payload) | This UUID does not have an associated player |
| 400 | (empty) | Not a valid UUID: <inputted argument> | UUID is invalid. |
Authentication for Microsoft accounts. Before using Microsoft auth, an Microsoft Azure Application must be created to obtain OAuth 2.0 client ID and token, which can then be used to obtain a Microsoft token. When obtaining the token, the scope parameter should include XboxLive.signin to obtain an Xbox Live token.
RPS.user.auth.xboxlive.com.d=<Microsoft access token>.http://auth.xboxlive.com.JWT.https://user.auth.xboxlive.com/user/authenticate
SSL renegotiation required in SSL implementation.
RETAIL.rp://api.minecraftservices.com/.JWT.https://xsts.auth.xboxlive.com/xsts/authorize
SSL renegotiation required in SSL implementation.
HTTP 401 is returned if an error occurs in obtaining the XSTS token.
XBL3.0 x=<User hashcode>;<XSTS access token>.https://api.minecraftservices.com/authentication/login_with_xbox
Bearer.Authorization should be Bearer <Minecraft access token>.
https://api.minecraftservices.com/entitlements/license?requestId=<v4 UUID>
If the account owns Minecraft, returns:
product_minecraft, game_minecraft, product_minecraft_bedrock or game_minecraft_bedrock.If the account does not own Minecraft or is playing with Xbox Game Pass, empty payload is returned.
These endpoints are at https://api.minecraftservices.com, and all requires the Authorization header in request with value Bearer <Minecraft access token>. HTTP 401 is returned if token is missing or invalid.
/minecraft/profile
ACTIVE when the skin is the player's current skin, and INACTIVE when the skin was previously used.CLASSIC for the Steve model and SLIM for the Alex model.ACTIVE when the cape is the player's current cape, and INACTIVE when the cape is owned but not displayed in-game./player/attributes
ENABLED, DISABLED.ENABLED, DISABLED.FRIENDS_ONLY value for hiding chat messages from non-friends. [NBT Compound / JSON Object] onlineChat remains as a form of backwards compatibility to versions which do not query [String] textCommunication. Values: ENABLED, DISABLED, FRIENDS_ONLY.MULTIPLAYER exists.
A JSON array containing the desired keys to update, right now, only profanityFilterPreferences and friendsPreferences can be updated
ENABLED, DISABLEDENABLED, DISABLED./player/attributes
The same as #Query player attributes.
/privacy/blocklist
/player/certificates
-----BEGIN RSA PRIVATE KEY----- and ends with -----END RSA PRIVATE KEY-----.-----BEGIN RSA PUBLIC KEY----- and ends with -----END RSA PUBLIC KEY-----./minecraft/profile/namechange
/productvoucher/giftcode
Returns HTTP 200 or 204 if the gift code is valid. Otherwise returns HTTP 404.
/minecraft/profile/name/<name to be checked>/available
DUPLICATE means the name is taken. AVAILABLE means the name is available.NOT_ALLOWED means the name does not meet requirements.Name to change to
/minecraft/profile/name/<name to change to>
CLASSIC for the Steve model and SLIM for the Alex model.| HTTP status code | error
|
errorMessage
|
Explanation |
|---|---|---|---|
| 400 | CONSTRAINT_VIOLATION | changeProfileName.profileName: Invalid profile name | Name does not meet requirement. The name must have less than or equal to 16 characters and must consist of alphanumericals and underscores. |
| 403 | (empty) | Could not change name for profile | Cannot change name. If detail.status is DUPLICATE, the name has already been taken.
|
| 429 | - | - | Too many rename requests sent. |
classic for the Steve model and slim for the Alex model./minecraft/profile/skins
Returns the profile if operation succeeds.
Payload is made up of two parts:
variant: Skin variant. classic for the Steve model and slim for the Alex model.file: Image data for the new skin. See example below./minecraft/profile/skins
curl-XPOST-H"Authorization: Bearer <access token>"-Fvariant=classic-Ffile="@steeevee.png;type=image/png"https://api.minecraftservices.com/minecraft/profile/skins
Returns the profile if operation succeeds.
Player's UUID.
/minecraft/profile/skins/active
Returns the profile if operation succeeds.
/minecraft/profile/capes/active
Returns the profile if operation succeeds.
/minecraft/profile/capes/active
Returns the profile if operation succeeds.
| HTTP status code | error
|
errorMessage
|
Explanation |
|---|---|---|---|
| 400 | (empty) | profile does not own cape | The player does not own the cape. |
https://sessionserver.mojang.com/blockedservers
A text file where every line is the SHA-1 hash of a blocked server.
Server ID is obtained from the following algorithm:
publicstaticStringgenerateServerId(StringbaseServerId,// Base server ID, usually an empty string"" PublicKeypublicKey,// Server's RSA public key SecretKeysecretKey// The symmetric AES secret key used between server and client )throwsException{ MessageDigestmessageDigest=MessageDigest.getInstance("SHA-1"); messageDigest.update(baseServerId.getBytes("ISO_8859_1")); messageDigest.update(secretKey.getEncoded()); messageDigest.update(publicKey.getEncoded()); byte[]digestData=messageDigest.digest(); returnnewBigInteger(digestData).toString(16); }
https://sessionserver.mojang.com/session/minecraft/join
Returns HTTP 204 if authentication passes.
Case insensitive player name, server ID obtained by the above algorithm and the client IP (optional).
https://sessionserver.mojang.com/session/minecraft/hasJoined?username=<player name>&serverId=<Server ID>&ip=<Client IP>
Returns this payload if verification passes.
https://api.minecraftservices.com/publickeys
https://sessionserver.mojang.com/session/minecraft/profile/<UUID>?unsigned=false. A player property is considered valid by the client iff signed by any of these keys.
https://api.minecraftservices.com/player/certificates. A player certificate is considered valid by the client iff signed by any of these keys.
Authorization Header in most requests to the Minecraft API.
The friends list was introduced in Minecraft Java Edition 26.2 Snapshot 7. The API and client behavior are as such unstable and likely to change.
These endpoints are located on https://api.minecraftservices.com, and all require the Authorization header to be provided in the request with a value of Bearer <Minecraft access token>. An HTTP 401 error is returned if the token is missing or invalid.
/friends
You may send an optional If-None-Match request header. See below for details.
true if the player has 0 friends and 0 incoming or outgoing friend requests.The response has an ETag response header, which you may save and reuse as the value for filling the If-None-Match request header in further requests.
If the friends list has not changed since the last request, and the value of the If-None-Match request header matches the value of the ETag response header in the last request, Mojang will return a HTTP 304 Not Modified response.
{ "friends":[ { "profileId":"61699b2ed3274a019f1e0ea8c3f06bc6", "name":"Dinnerbone" } ], "incomingRequests":[ { "profileId":"853c80ef3c3749fdaa49938b674adae6", "name":"jeb_" } ], "outgoingRequests":[ { "profileId":"069a79f444e94726a5befca90e38aaf5", "name":"Notch" } ], "empty":false }
/friends
ADD for sending or accepting friend requests, REMOVE for removing friends or denying friend requests.name and profileId are optional, but at least one must be provided. If both are present, profileId will be prioritized.
{ "profileId":"069a79f444e94726a5befca90e38aaf5", "updateType":"ADD" }
Identical to #Get list of friends and friend requests.
/friends.| HTTP status code | details.status
|
errorMessage
|
Explanation |
|---|---|---|---|
| 400 | UNKNOWN_PROFILE | Name or profile does not exist | |
| CANNOT_ADD_SELF | Cannot add yourself as friend | ||
| NOT_FRIENDS | Not friend with profileId cannot remove
|
||
| ALREADY_FRIENDS | Already friend with profileId
|
||
| INVALID_JSON | Depends on request body | All required arguments presents in request body, but somehow cannot be decoded (e.g. wrong enum values, invalid UUID) | |
| CONSTRAINT_VIOLATION | Depends on request body | Some required arguments are missing | |
| 403 | INVITE_REJECTED | User does not have friends enabled or accept invites |
This API is used for both querying friends' presences and reporting your current presence status. There is no standalone API for querying friends' presences.
/presence
null. See below.For all presence statuses you may choose to omit the entire joinInfo object, even while reporting a PLAYING_HOSTED_SERVER status. Your friends' game client won't show "Ask to join" button in this situation. This is likely unintended behavior, and is subject to change in the near future.
To report an OFFLINE, ONLINE, PLAYING_OFFLINE or PLAYING_SERVER status, you must have a string (1 <= length <= 256) or a numeric joinInfo.value present or omit the entire joinInfo object, otherwise Mojang will return a HTTP 400 Bad Request response.
To report a PLAYING_HOSTED_SERVER status, you must have a null joinInfo.value present or omit the entire joinInfo object, otherwise Mojang will return a HTTP 400 Bad Request response.
To report a PLAYING_REALMS status, you must have a numeric joinInfo.value present or omit the entire joinInfo object, otherwise Mojang will return a HTTP 400 Bad Request response.
You can add non-friends (even dummy UUIDs, such as all zeroes) to joinInfo.invites, and Mojang will not return an error. However, since you're not friends, you won't appear in their friends list, so they won't receive your peer-to-peer multiplayer invite.
joinInfo will be omitted if your friends omitted it when reporting their presence. This should not happen in vanilla Minecraft clients.
For most cases joinInfo.value should be same as the PMID, but could also be something else if your friends send a non-null value while reporting their presences. This shouldn't happen in vanilla Minecraft clients. The meaning of this key is unclear, since the game client ignores it.
joinInfo.invited could be true when status is ONLINE. This means your friend set "Presence: LIMITED" in their settings, which restricts the status to reporting either ONLINE or OFFLINE, while still allowing them to invite others to join their peer-to-peer multiplayer session.
Currently, the game client doesn't seem to report the OFFLINE status before shutting down. After 10 minutes the server will consider the player offline due to their lack of presence updates.
This API Endpoint will always return the latest presence status reported by your friends. It means, if you have two game instance running at the same time, a race condition may occur since both instances are trying to report their presence status, and which status your friends will see depends on when their client report their presence status.
status
|
Text shows on UI | Explanation | Comment |
|---|---|---|---|
| OFFLINE | Offline | The player is offline | Offline players won't appear in their friends' presence responses |
| ONLINE | Online | The player is online but not playing any world or server (e.g. idling on the main menu, tweaking settings, etc.) | If the player set "Presence: LIMITED" in settings, the game will always report this |
| PLAYING_OFFLINE | Online (World) | The player is playing a world which isn't open to peer-to-peer multiplayer (Multiplayer set to "OFF" or "LAN") | |
| PLAYING_HOSTED_SERVER | Online (World) | The player is playing a world which is open to peer-to-peer multiplayer and allow others to ask to join | There will be an "Ask to join" button |
| PLAYING_REALMS | Online (Realms) | The player is playing a Realms server | Currently the game client will not report this |
| PLAYING_SERVER | Online (Server) | The player is playing on a third-party server | Currently the game client will not report this |
Nearly identical to #Friends management, with only INVALID_JSON and CONSTRAINT_VIOLATION present. If you have joinInfo.value present but violate the rules mentioned above, Mojang will return a HTTP 400 Bad Request error with only path and errorMessage.
{ "status":"PLAYING_HOSTED_SERVER", "joinInfo":{ "value":null, "invites":[ "069a79f4-44e9-4726-a5be-fca90e38aaf5", "853c80ef-3c37-49fd-aa49-938b674adae6", "61699b2e-d327-4a01-9f1e-0ea8c3f06bc6" ] } }
{ "presence":[ { "profileId":"069a79f4-44e9-4726-a5be-fca90e38aaf5", "pmid":"c41da2ff-0874-4bbe-a28b-d122bc467b1f", "status":"ONLINE", "lastUpdated":"2026-05-15T19:25:58Z" }, { "profileId":"853c80ef-3c37-49fd-aa49-938b674adae6", "pmid":"87c83220-965c-4d65-867f-8718f5ba04a6", "status":"ONLINE", "joinInfo":{ "value":"87c83220-965c-4d65-867f-8718f5ba04a6", "invited":true }, "lastUpdated":"2026-05-15T19:26:12Z" }, { "profileId":"61699b2e-d327-4a01-9f1e-0ea8c3f06bc6", "pmid":"f289feed-30ab-4039-bef8-5752ea9d2c1c", "status":"PLAYING_HOSTED_SERVER", "joinInfo":{ "value":"f289feed-30ab-4039-bef8-5752ea9d2c1c", "invited":false }, "lastUpdated":"2026-05-15T19:26:32Z" } ] }
Peer-to-peer (P2P) multiplayer networking was introduced in Java Edition 26.2 Snapshot 7 and removed in Java Edition 26.2 Pre-Release 1. It allows a host's singleplayer world to be joinable by friends over Peer-to-Peer WebRTC data channels. A Mojang-hosted signaling service handles the handshake, gameplay traffic flows peer-to-peer (using ICE). The protocol described below is unstable and likely to change.
General Properties:
Connection.isSecureTransport() == true). The Minecraft in-protocol AES encryption is skipped, but the standard Mojang online-mode handshake (encryption request, key packet, Yggdrasil hasJoinedServer check) is still performed, without adding the Encryption/Decryption layers.The signaling service routes messages by the PMID. A friend's PMID is obtained from the pmid field of their entry in their presence response.
When a peer-to-peer connection completes, the host resolves the guest's profile UUID locally from the PMID via its presence cache and pins it to the connection. The standard ServerboundHelloPacket profile UUID sent from the guest is ignored; the server obtains the guest's profile UUID via the normal login flow, and rejects the connection if the result does not match the UUID from its PMID presence cache. See #Full Connection sequence below.
Authentication uses the same Mojang access token as the rest of the Mojang API, but is sent in the x-mojangauth HTTP header rather than as a Bearer token.
The client also includes two stable identifiers for every request:
Session-Id: a UUID created once at startup. Sent on every subsequent request.Request-Id: a fresh UUID generated per request.For each join attempt a third identifier is used:
sessionId: a fresh UUID generated by the guest. Every FriendJoin and WebRtc signaling message belonging to that join attempt includes this id. Reusing an old session id will be rejected by the host.The client selects one of two environments using the signaling.environment environment variable, falling back to a JVM system property of the same name, and finally defaulting to PRODUCTION.
signaling.environment
|
Base URL |
|---|---|
stage / staging
|
https://signaling-afd.stage-6fd5f759.franchise.minecraft-services.net
|
prod / production (default)
|
https://signaling-afd.franchise.minecraft-services.net
|
The staging URL does not work and produces an Azure Front Door Service 404 Not found page[2].
/api/v1.0/configuration/java
Headers:
x-mojangauth: Minecraft access token. Required.Session-Id: Could be any non-empty value. Optional. See below.Request-Id: Fresh per-request UUID with or without dashes, but could be also any non-empty value. Optional. See below.Both Session-Id and Request-Id can be any non-empty values or even be omitted. The server may behaves differently but it won't return errors. See below for details.
wss://….hh:mm:ss format, which tells the client how long to wait between sending ping messages.The response will always contains a Request-Id header, which is a UUID without dashes matches the one you send in the request. However, if you omitted it in the request or filled it with other values cannot be recognized as UUID, it will be a new UUID without dashes generated by the server itself.
The response may contains a Session-Id header matches the one you send in the request as-is, or will also omit it if you omitted it in the request.
result.signalingUri may vary by multiple reasons, such as data encoded in access token or where you send the request. It doesn't matter if you and your friends connect to different signaling servers, although P2P multiplayer session invites and join requests are transferred on the signaling server, players connect to differnet signaling servers could still receive invites or join requests.
For reference, result.signalingUri currently follows the format wss://signal-{location}.franchise.minecraft-services.net, where {location} corresponds to one of the following Microsoft Azure region identifiers:
brazilsouthcentralindiaeastasiaeastus2mexicocentralnortheuropewesteuropewestus2These shouldn't be hardcoded, as they are subject to change in the future.
{ "result":{ "signalingUri":"wss://signal-westeurope.franchise.minecraft-services.net", "pingFrequency":"00:01:00" } }
The client caches the signalingUri for 5 minutes.
GET {signalingUri}/ws/v1.0/messaging/connect/java with a WebSocket upgrade, using the same three headers (x-mojangauth, Session-Id, Request-Id).
Once the connection is open:
System_Ping_v1_0 JSON-RPC notification every 50 seconds. The server is expected to reply with a System_Pong_v1_0 notification, which the client otherwise ignores. The pingFrequency from the discovery request is ignored by the client.Signaling_ReceiveMessage_v1_0 requests to the client at any time.If the WebSocket disconnects, or a connection attempt fails, and the client still needs signaling, it schedules another connection attempt after a random delay. The upper bound starts at 1 second and doubles after each failed attempt, capped at 30 seconds; the actual delay is uniformly chosen below that bound. If the client no longer needs signaling, it stays disconnected and the retry counter is reset. The counter is also reset after a successful signaling connection.
The WebSocket server disconnects the client automatically after 120 seconds of inactivity, or after 60 seconds if no data is sent since the connection established. In both cases, the connection is terminated forcefully with close code 1006 (Abnormal Closure). This is applicable for all messages and isn't limited to System_Ping_v1_0 messages.
The WebSocket protocol is JSON-RPC 2.0 over text frames. The framing rules used by the client are:
id must be an integer. The game client uses an increasing integer starting at 1, the signaling server uses an increasing integer starting at 2. The response must have the identical id. See below for details.{"code":-32601,"message":"Method not found"} (METHOD_NOT_FOUND).{"code":-32603,"message":"Internal error"} (INTERNAL_ERROR).The signaling server actually accept any id including string, number or even null, but cannot be boolean. Sending a WebSocket frame with a boolean id will cause the signaling server to immediately terminate the connection with close code 1000 (Normal Closure).
Although the signaling servers accept multiple data types for id, the game client strictly requires an integer id. If the signaling servers request the client with a non-integer id, this request will be dropped by the client.
For System_Ping_v1_0 requests sent by the client, the signaling server will just treat it as a notification, disregarding whether id was presented or not. The signaling server won't respond to it since it treats the request as a notification, instead, it will immediately send the client a System_Pong_v1_0 request with id presented, while the game client doesn't really care about whether the server requested it, and also treats it as a notification which will never be responded. The only exception is the following one right below.
In most cases, id can be freely reused. However, if the client send an id used in the previous System_Ping_v1_0 requests, the signaling server will respond with an InternalServerError error, and the next time you reuse this id again, the server will behave normally.
The server-to-client Signaling_ReceiveMessage_v1_0 requests are delivered sequentially by the signaling service. After the server sends a Signaling_ReceiveMessage_v1_0 request with an id, it waits for the client to send either a success response or an error response with the same id before sending the next server-to-client request on that WebSocket connection. If the client does not respond, later server-to-client requests are queued server-side and will not be delivered until the pending request is answered or the connection is closed.
Standard JSON-RPC 2.0 envelopes:
// Request (id must be a JSON integer, parms can be omitted if no params are required) {"jsonrpc":"2.0","id":1,"method":"<name>","params":[...]} // Notification (id omitted, won't be responded unless error occurred) {"jsonrpc":"2.0","method":"<name>","params":[...]} // Success response {"jsonrpc":"2.0","id":1,"result":<any>} // Error response for backend error { "jsonrpc":"2.0", "id":1, "error":{ "code":-32601,// Numeric error code defined in JSON-RPC 2.0 spec "message":"...", "data":{ "Namespace":"ServiceRuntime", "Code":"<Name for the error code field>", "Message":"<Same content as in 'message'>", "CustomData":{}, "StackTrace":null, "InnerError":null } } } // Error response for JSON-RPC gateway error { "jsonrpc":"2.0", "id":1, "error":{ "code":-32602, "message":"...", "data":{// may be omitted "type":"...", "message":"...", "stack":null, "code":-2146233088, "inner":{...}// nested data object or null } } }
"jsonrpc": "2.0" is actually optional for both signaling server and game client, but it's recommended to present to respect the JSON-RPC 2.0 specification.
If the client send a WebSocket frame that cannot be recognized as a JSON-RPC request (including sending a response containing a not requested id), the signaling server will close the connection with close code 1000 (Normal Closure).
| Direction | Method | Params | Result |
|---|---|---|---|
| C→S notification | System_Ping_v1_0
|
[]
|
— |
| S→C notification | System_Pong_v1_0
|
(ignored) | — |
| C→S request | Signaling_TurnAuth_v1_0
|
[]
|
TurnAuthResult (see #TURN credentials)
|
| C→S request | Signaling_SendClientMessage_v1_0
|
{ messageId, toPlayerId, message }
|
null / {} (client ignores on success)
|
| S→C request | Signaling_ReceiveMessage_v1_0
|
[{ From, Message, Id }]
|
{} (ACK only if id is present)
|
The third parameter (message) of Signaling_SendClientMessage_v1_0 is a stringified JSON value, not a nested JSON object. The signaling service treats it opaquely and forwards it verbatim as the Message field of Signaling_ReceiveMessage_v1_0 on the recipient's side.
On C→S requests, the server may return a JSON-RPC error whose data is an object. The client checks an optional string field data.Code:
| Named Error code | Numeric Error code | Error Message | Explanation |
|---|---|---|---|
MissingOrExpiredIdentity
|
-32000 (Invalid request)
|
Player not registered with the service. | The target PMID is Invalid |
InternalServerError
|
-32000 (Invalid request)
|
Depends on request | An internal server error occurred |
| (not presented) | -32601 (Method not found)
|
No method by the name '<method name>' is found. | |
| (not presented) | -32602 (Invalid params)
|
Unable to find method '<method name>/<presented params count>' on {no object} for the following reasons: An argument was not supplied for a required parameter. | Some required params are missing |
| (not presented) | -32602 (Invalid params)
|
Unable to find method '<method name>/<presented params count>' on {no object} for the following reasons: depends on params presented | Some params presented cannot be recognized |
Before creating a peer connection, the client fetches TURN authentication credentials from the WebSocket connection.
{ "jsonrpc":"2.0", "id":1, "method":"Signaling_TurnAuth_v1_0", "params":[] }
result)stun:..., turn:...)The result will be cached by the game client for 60 seconds in 26.2-snapshot-7 or ExpirationInSeconds - 60 seconds in 26.2-snapshot-8.
{ "jsonrpc":"2.0", "id":1, "result":{ "ExpirationInSeconds":604799, "TurnAuthServers":[ { "Username":"<long base64 string>", "Password":"<base64 string>", "Urls":[ "stun:relay.communication.microsoft.com:3478", "turn:relay.communication.microsoft.com:3478" ] } ] } }
The client constructs a single RTCIceServer by taking the Username and Password of the first entry and the union of Urls from all entries. The peer-connection configuration disables TCP candidates and enables IPv6 (including on Wi-Fi).
All application-level signaling traffic between two peers is exchanged as SignalingMessage envelopes, encoded as a string in the third parameter of Signaling_SendClientMessage_v1_0 (outbound) or in the Message field of Signaling_ReceiveMessage_v1_0 (inbound).
JOIN_REQUEST, JOIN_ACCEPTED, JOIN_REJECTED, INVITE_DECLINED, OFFER, ANSWER, ICE_CANDIDATE.OFFER and ANSWER; omitted otherwise. May also carry the candidate string in the legacy ICE_CANDIDATE fallback (see below).ICE_CANDIDATE; omitted otherwise.
candidate:842163049 1 udp 2122260223 192.0.2.1 49152 typ host."0".0.If an ICE_CANDIDATE message arrives without a valid iceCandidate object, the decoder falls back to using the sdp field as the candidate attribute, with the defaults sdpMid="0" and sdpMLineIndex=0.
// JOIN_REQUEST {"type":"JOIN_REQUEST","sessionId":"6b8b4567-327d-4ee8-90c2-0d8c1f9f1d9e"} // JOIN_ACCEPTED {"type":"JOIN_ACCEPTED","sessionId":"6b8b4567-327d-4ee8-90c2-0d8c1f9f1d9e"} // JOIN_REJECTED {"type":"JOIN_REJECTED","sessionId":"6b8b4567-327d-4ee8-90c2-0d8c1f9f1d9e"} // INVITE_DECLINED {"type":"INVITE_DECLINED","sessionId":"a3f1c8d2-1111-2222-3333-444455556666"} // OFFER {"type":"OFFER","sessionId":"6b8b4567-...","sdp":"v=0\r\no=- ...\r\n"} // ANSWER {"type":"ANSWER","sessionId":"6b8b4567-...","sdp":"v=0\r\no=- ...\r\n"} // ICE_CANDIDATE { "type":"ICE_CANDIDATE", "sessionId":"6b8b4567-...", "iceCandidate":{ "candidate":"candidate:842163049 1 udp 2122260223 192.0.2.1 49152 typ host", "sdpMid":"0", "sdpMLineIndex":0 } }
type
|
Direction | Meaning |
|---|---|---|
JOIN_REQUEST
|
Guest → Host | Request to join the hosted world. Sent by the joiner with a fresh sessionId.
|
JOIN_ACCEPTED
|
Host → Guest | The host accepted the request. The guest must follow up by initiating the WebRTC handshake using the same sessionId.
|
JOIN_REJECTED
|
Host → Guest | The host rejected the request due to any reason. |
INVITE_DECLINED
|
Guest → Host | The guest declined an invite that the host had previously listed in their joinInfo.invites. The host clears the corresponding presence invite.
|
OFFER
|
Initiator (guest) → Host | WebRTC SDP offer for the handshake identified by sessionId.
|
ANSWER
|
Host → Initiator (guest) | WebRTC SDP answer for the same sessionId.
|
ICE_CANDIDATE
|
Either direction | ICE candidate produced by the local peer-connection. Always tagged with the same sessionId.
|
Host-side validation:
JOIN_REQUEST is rejected with JOIN_REJECTED immediately.JOIN_REQUEST is silently dropped, no JOIN_REJECTED is sent.joinInfo.invites, the host auto-accepts (sends JOIN_ACCEPTED).The host filters incoming OFFER messages against the sender PMID and sessionId pair it previously sent JOIN_ACCEPTED for. Offers that do not match (no prior accept, wrong session id) are silently dropped.
Signaling_SendClientMessage_v1_0)Every outbound application message is wrapped as follows. The third positional parameter is the SignalingMessage envelope serialised to a JSON string, not a nested JSON object.
{ "jsonrpc":"2.0", "id":2, "method":"Signaling_SendClientMessage_v1_0", "params":{ "messageId":"5c2a87a0-2bd1-4b9f-9c50-1c2d5b4f8a91",// could be UUID with dashes or null, if it's null, signaling server server will generate a random UUID as messageId "toPlayerId":"069a79f4-44e9-4726-a5be-fca90e38aaf5",// PMID of recipient "message":"{\"type\":\"JOIN_REQUEST\",\"sessionId\":\"6b8b4567-327d-4ee8-90c2-0d8c1f9f1d9e\"}"// message to send } }
On success the server responds with a JSON-RPC result that the client ignores.
If the client requests the signaling server Signaling_SendClientMessage_v1_0 but the PMID didn't connect to the signaling server at least once, the signaling server will return a MissingOrExpiredIdentity error.
Signaling_ReceiveMessage_v1_0)Inbound application messages arrive as server-initiated JSON-RPC requests:
{ "jsonrpc":"2.0", "id":17, "method":"Signaling_ReceiveMessage_v1_0", "params":{ "From":"61699b2e-d327-4a01-9f1e-0ea8c3f06bc6",// PMID of sender "Message":"{\"type\":\"JOIN_REQUEST\",\"sessionId\":\"6b8b4567-327d-4ee8-90c2-0d8c1f9f1d9e\"}",// message received "Id":"5c2a87a0-2bd1-4b9f-9c50-1c2d5b4f8a91"// messageId } }
If the request carries a numeric id, the client must immediately replies with {"jsonrpc":"2.0","id":<id>,"result":{}} as an ACK, otherwise the signaling service will not deliver later Signaling_ReceiveMessage_v1_0 requests on the same WebSocket connection.
If the client requests the signaling server Signaling_SendClientMessage_v1_0 with a valid PMID but the message somehow cannot be delivered, the signaling server will send the client a Signaling_ReceiveMessage_v1_0 request immediately with opposite's PlayFab ID (a 16 characters length hex string) presented in params[0].From, along with a service envelope describe below presented in params[0].Message. The PlayFab ID params[0].From looks like a bug and may subject to changed in future.
The inner Message may also be a service envelope indicating a delivery failure rather than a peer message. A service envelope is a JSON object with a top-level numeric Code and a Message field. It does not include a type field:
{"Code":1,"Message":"Player 069a79f4-... is not reachable"}
Code
|
Symbolic name | Meaning |
|---|---|---|
| 1 | PLAYER_UNREACHABLE
|
The target PMID is not currently connected to signaling. |
| 2 | MESSAGE_DELIVERY_FAILED
|
The signaling service could not deliver the message. |
| 3 | TURN_AUTH_FAILED
|
Server-side TURN auth failure for the underlying flow. |
The full sequence for guest A joining host B
Signaling_TurnAuth_v1_0 to obtain TURN credentials and constructs an RTCIceServer.sessionId and sends JOIN_REQUEST targeted at B's PMID, wrapped in Signaling_SendClientMessage_v1_0. The join request expires after one minute on As side.JOIN_REQUEST via Signaling_ReceiveMessage_v1_0. After friend and hosting checks, it either:
invites); orJOIN_REJECTED immediately (if B is not hosting); orPMID and sessionId), and sends JOIN_ACCEPTED with the same sessionId.JOIN_ACCEPTED, builds the peer connection, creates a data channel labelled "minecraft", and sends the SDP as OFFER. A also starts a 10-second handshake timer.ICE_CANDIDATE with the same sessionId.OFFER, validates that (from, sessionId) matches, builds its own peer connection, generates the SDP answer, and sends it as ANSWER. B starts its own 10-second timer and sends its ICE candidates back as ICE_CANDIDATE.ICE_CANDIDATE messages into addIceCandidate. When the data channel reaches the OPEN state, the handshake is considered complete and both 10-second timers are cancelled.ServerboundHelloPacket announcing its profile name and profile UUID. The host does perform the standard online-mode handshake (ClientboundHelloPacket → ServerboundKeyPacket → Mojang hasJoinedServer check); the only difference from a normal TCP login is that the negotiated symmetric key is not applied to the channel (the connection is already DTLS-encrypted, so setEncryptionKey is skipped). The auth-derived profile UUID is then checked against the connection's pinned intendedProfileId; if they do not match, the host disconnects with a Connection failed message.RTCConfiguration used by the clientFor both sides, the configuration is identical:
RTCConfigurationcfg=newRTCConfiguration(); cfg.iceServers.add(turnAuth); cfg.portAllocatorConfig .setDisableTcp(true) .setEnableIpv6(true) .setEnableIpv6OnWifi(true);
RTCDataChannelInitinit=newRTCDataChannelInit(); init.ordered=true; init.maxRetransmits=-1; init.priority=RTCPriorityType.HIGH; peerConnection.createDataChannel("minecraft",init);
The responder does not create its own data channel; it receives the initiator's channel via onDataChannel.
Once the data channel reaches OPEN:
"rtc-peer" as the placeholder host name and port 0, sends a single ServerboundHelloPacket(profileName, profileId). From that point on the standard login, configuration and play protocol runs over the data channel.The client and server enforce the following on outbound data-channel writes:
bufferedAmount on the data channel exceeds 1 MiB, the Netty channel is marked non-writable and the application is expected to back off.bufferedAmount falls back below 256 KiB, the Netty channel is marked writable again and writes resume.| April 14, 2014 | Mojang API is released. | ||||||
|---|---|---|---|---|---|---|---|
| November 2020 | Endpoint for obtaining player UUID no longer supports the at parameter. | ||||||
| October 8, 2021 | Endpoint for querying Mojang API status is removed. The endpoint was https://status.mojang.com/check. | ||||||
| May 8, 2022 | Endpoint for querying Minecraft sales is removed. The endpoint was https://api.mojang.com/orders/statistics. | ||||||
| September 13, 2022 | The endpoint for querying names a player used to use is removed. The endpoint was https://api.mojang.com/user/profiles/<UUID>/names. | ||||||
| January 15, 2025 | The endpoint for querying UUIDs based on a player's name has experimental rate limits introduced. The endpoint is https://api.mojang.com/users/profiles/minecraft/<username>/names. | ||||||
| May 12, 2026 | Mojang introduced friend lists for Java Edition alongside the WebSocket/WebRTC P2P protocol. | ||||||
This article is partially adapted from Mojang API on wiki.vg.