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Mojang API

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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.

Contents

Request and response

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For requests with a payload, the following restrictions apply:

  • Request must include the Content-Type header, which must be application/json. Otherwise, the server returns HTTP 415.
  • Payload must be a valid json. Otherwise, the server returns HTTP 400.

If the request is successful, the server:

  • Returns a successful response code (HTTP 2XX)
  • Returns an empty payload (with HTTP 204) or a valid json

Otherwise, if the request fails, the server returns a non-2XX HTTP status code with this payload:

  • [NBT Compound / JSON Object]: Root tag.
    • [String] error: Error identifier
    • [String] errorMessage: Description of the error
    • [String] cause: Description of the cause of the error

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.

Account suspensions

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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.

Query player information

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These endpoints do not need an access token, and some endpoints can query registered account that do not own the game.

Query player's UUID

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Input

Player's name (case insensitive).

Request (GET)
  • https://api.mojang.com/users/profiles/minecraft/<player name>
    • This will occasionally return random 403 errors due to a misconfiguration[1] by Mojang.
  • https://api.minecraftservices.com/minecraft/profile/lookup/name/<player name>
  • https://api.mojang.com/minecraft/profile/lookup/name/<player name>
Response
  • [NBT Compound / JSON Object] Root tag
    • [String] id: UUID of the player.
    • [String] name: Name of the player, case sensitive.
    • [Boolean] legacy: Included in response if the account has not migrated to Mojang account.
    • [Boolean] demo: Included in response if the account does not own the game.
Example

https://api.mojang.com/users/profiles/minecraft/jeb_
Player jeb_'s UUID.

{
"name":"jeb_",
"id":"853c80ef3c3749fdaa49938b674adae6"
}
Error
  • HTTP 404 is returned if no player with such name exists.

Query player's username

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Input

Player's UUID.

Request (GET)

https://api.minecraftservices.com/minecraft/profile/lookup/<UUID>

Response

The same as #Query player's UUID.

Query player UUIDs in batch

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Payload

A JSON array with no more than 10 player names (case insensitive).

Request (POST)
  • https://api.mojang.com/profiles/minecraft
  • https://api.minecraftservices.com/minecraft/profile/lookup/bulk/byname
  • https://api.mojang.com/minecraft/profile/lookup/bulk/byname
Response
  • [NBT List / JSON Array] The UUID list for all the players. For players that does not exist, no result is returned.
    • [NBT Compound / JSON Object] Player name.
      • [String] id: UUID of the player.
      • [String] name: Name of the player, case sensitive.
      • [Boolean] legacy: Included in response if the account has not migrated to Mojang account.
      • [Boolean] demo: Included in response if the account does not own the game.
Example

Request 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.

Query player's skin and cape

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Input

Player UUID and whether the request is signed.

Request (GET)
  • https://sessionserver.mojang.com/session/minecraft/profile/<UUID>
    • Ratelimited at about 400 requests per 10 seconds.
  • https://sessionserver.mojang.com/session/minecraft/profile/<UUID>?unsigned=false
Response
  • [NBT Compound / JSON Object] Root tag
    • [String] id: Player's UUID.
    • [String] name: Player name, case sensitive.
    • [Boolean] legacy: Included in response if the account has not migrated to Mojang account.
    • [NBT List / JSON Array] properties: A list of player properties.
      • [String] name: Name of the property. For now, the only property that exists is textures.
      • [String] signature: Signature signed with Yggdrasil private key as Base64 string, only exists when unsigned=false.
      • [String] value: Base64 string with all player textures (skin and cape). The decoded string includes:
        • [NBT Compound / JSON Object] Texture object.
          • [Int] timestamp: Unix time in milliseconds the texture is accessed.
          • [String] profileId: Player's UUID without dashes.
          • [String] profileName: Player name.
          • [Boolean] signatureRequired: Only exists when unsigned=false.
          • [NBT Compound / JSON Object] textures: Texture.
            • [NBT Compound / JSON Object] SKIN: Skin texture. This does not exist if the player does not have a custom skin.
              • [String] url: URL to the skin texture.
              • [NBT Compound / JSON Object] metadata: Optional. Metadata for the skin.
                • [String] model: slim. Only exists when skin model is Alex. When skin model is Steve, this metadata does not exist.
            • [NBT Compound / JSON Object] CAPE: Cape texture. If the player does not have a cape, this does not exist.
              • [String] url: URL to the cape texture.
Example

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"
}
}
}
Error
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.

Microsoft authentication

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👁 Image
For overview on the authentication steps, see Microsoft authentication.

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.

Obtain an Xbox Live token with Microsoft token

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Payload
  • [NBT Compound / JSON Object] Root tag
    • [NBT Compound / JSON Object] Properties: Authentication properties
      • [String] AuthMethod: Login method. This should be RPS.
      • [String] SiteName: Website name. This should be user.auth.xboxlive.com.
      • [String] RpsTicket: Ticket used for logging in. Value should be d=<Microsoft access token>.
    • [String] RelyingParty: Replying party. This should be http://auth.xboxlive.com.
    • [String] TokenType: Type of the access token. This should be JWT.
Request (POST)

https://user.auth.xboxlive.com/user/authenticate

SSL renegotiation required in SSL implementation.

Response
  • [NBT Compound / JSON Object] Root tag
    • [String] IssueInstant: Time when obtaining the Xbox Live token.
    • [String] NotAfter: Time the Xbox Live token is expired.
    • [String] Token: Xbox Live access token.
    • [NBT Compound / JSON Object] DisplayClaims: Unknown.
      • [NBT List / JSON Array] xui: Unknown.
        • [NBT Compound / JSON Object]
          • [String] uhs: User hashcode.

Obtain an XSTS token with Xbox Live token

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Payload
  • [NBT Compound / JSON Object] Root tag
    • [NBT Compound / JSON Object] Properties: Auth properties.
      • [String] SandboxId: Sandbox ID. This should be RETAIL.
      • [NBT List / JSON Array] UserTokens: User's Xbox Live token.
        • [String]: User's Xbox Live token obtained in the previous step.
    • [String] RelyingParty: Replying party. This should be rp://api.minecraftservices.com/.
    • [String] TokenType: Type of the access token. This should be JWT.
Request (POST)

https://xsts.auth.xboxlive.com/xsts/authorize

SSL renegotiation required in SSL implementation.

Response
  • [NBT Compound / JSON Object] Root tag
    • [String] IssueInstant: Time when obtaining the XSTS token.
    • [String] NotAfter: Time the XSTS token is expired.
    • [String] Token: XSTS access token.
    • [NBT Compound / JSON Object] DisplayClaims: Unknown.
      • [NBT List / JSON Array] xui: Unknown.
        • [NBT Compound / JSON Object]
          • [String] uhs: User hashcode.
Error

HTTP 401 is returned if an error occurs in obtaining the XSTS token.

Obtain Minecraft access token with XSTS token

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Payload
  • [NBT Compound / JSON Object] Root tag
    • [String] identityToken: Identity token. The value should be XBL3.0 x=<User hashcode>;<XSTS access token>.
Request (POST)

https://api.minecraftservices.com/authentication/login_with_xbox

Response
  • [NBT Compound / JSON Object] Root tag
    • [String] username: UUID (not the UUID for the player)
    • [NBT List / JSON Array] roles: Unknown, empty.
    • [String] access_token: Minecraft access token.
    • [String] token_type: Token type. This is always Bearer.
    • [String] expires_in: Time period until the token expires in seconds.

Check if the account owns Minecraft

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Request header

Authorization should be Bearer <Minecraft access token>.

Request (GET)

https://api.minecraftservices.com/entitlements/license?requestId=<v4 UUID>

Response

If the account owns Minecraft, returns:

  • [NBT Compound / JSON Object] Root tag
    • [NBT List / JSON Array] items: Products licensed to use.
      • [String] name: Data name, either product_minecraft, game_minecraft, product_minecraft_bedrock or game_minecraft_bedrock.
    • [String] signature: JWT signature.
    • [String] keyID: Unknown.

If the account does not own Minecraft or is playing with Xbox Game Pass, empty payload is returned.

Player config

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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.

Query player profile

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Request (GET)

/minecraft/profile

Response
  • [NBT Compound / JSON Object] Root tag
    • [String] id: Player's UUID.
    • [String] name: Player name.
    • [NBT List / JSON Array] skins: A list of info of all the skins the player owns.
      • [NBT Compound / JSON Object]: A skin.
        • [String] id: Skin's UUID.
        • [String] state: Usage status for the skin. ACTIVE when the skin is the player's current skin, and INACTIVE when the skin was previously used.
        • [String] url: URL to the skin.
        • [String] variant: Skin variant. CLASSIC for the Steve model and SLIM for the Alex model.
    • [NBT List / JSON Array] capes: A list of info of all the capes the player owns.
      • [NBT Compound / JSON Object]: A cape.
        • [String] id: Cape's UUID.
        • [String] state: Usage status for the cape. ACTIVE when the cape is the player's current cape, and INACTIVE when the cape is owned but not displayed in-game.
        • [String] url: URL to the cape.
        • [String] alias: Alias for the cape.

Query player attributes

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Request (GET)

/player/attributes

Response
  • [NBT Compound / JSON Object] Root tag
    • [NBT Compound / JSON Object] privileges: Player's privileges
      • [NBT Compound / JSON Object] onlineChat: Privilege of accepting chat messages.
        • [Boolean] enable
      • [NBT Compound / JSON Object] multiplayerServer: Privilege of joining servers.
        • [Boolean] enable
      • [NBT Compound / JSON Object] multiplayerRealms: Privilege of joining Realms.
        • [Boolean] enable
      • [NBT Compound / JSON Object] telemetry: Privilege of sending telemetry.
        • [Boolean] enable
      • [NBT Compound / JSON Object] optionalTelemetry: Privilege of sending optional telemetry.
        • [Boolean] enable
    • [NBT Compound / JSON Object] profanityFilterPreferences: Profanity filter settings.
      • [Boolean] profanityFilterOn: If Realms profanity filter is on.
    • [NBT Compound / JSON Object] friendsPreferences:
      • [String] friends: Whether the player has enabled the friend list feature. Values: ENABLED, DISABLED.
      • [String] acceptInvites: Whether the player allows friend requests. Values: ENABLED, DISABLED.
    • [NBT Compound / JSON Object] chatPreferences:
      • [String] textCommunication: Serves the same purpose as [NBT Compound / JSON Object] onlineChat, with the addition of the 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.
    • [NBT Compound / JSON Object] banStatus: Player's ban status
      • [NBT Compound / JSON Object] bannedScopes: Scope in which the player is banned.
        • [NBT Compound / JSON Object]: Ban scope. If the player is not banned, these objects do not exist. Only MULTIPLAYER exists.
          • [String] banId: UUID of the ban.
          • [String] expires: When the ban expires. This does not exist if the player is permanently banned.
          • [String] reason: Reason for the ban.
          • [String] reasonMessage: Ban message displayed.

Modify player attributes

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Payload

A JSON array containing the desired keys to update, right now, only profanityFilterPreferences and friendsPreferences can be updated

  • Example
  • [NBT Compound / JSON Object] Root tag
    • [NBT Compound / JSON Object] profanityFilterPreferences: Realms profanity filter options.
      • [Boolean] profanityFilterOn: If filter is on.
    • [NBT Compound / JSON Object] friendsPreferences: Friends list options.
      • [NBT Compound / JSON Object] friends: Whether the player has enabled the friend list feature. Values: ENABLED, DISABLED
      • [NBT Compound / JSON Object] acceptInvites: Whether the player allows friend requests. Values: ENABLED, DISABLED.
Request (POST)

/player/attributes

Response

The same as #Query player attributes.

Get list of blocked users

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Request (GET)

/privacy/blocklist

Response
  • [NBT Compound / JSON Object] Root tag
    • [NBT List / JSON Array] blockedProfiles: A list of blocked players whose chat messages and Realms invitations are ignored.
      • [String]: UUID for the blocked player.

Get keypair for signature

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Request (POST)

/player/certificates

Response
  • [NBT Compound / JSON Object] Root tag
    • [NBT Compound / JSON Object] keyPair: Keypair used for signature.
      • [String] privateKey: Private key. Starts with -----BEGIN RSA PRIVATE KEY----- and ends with -----END RSA PRIVATE KEY-----.
      • [String] publicKey: Public key. Starts with-----BEGIN RSA PUBLIC KEY----- and ends with -----END RSA PUBLIC KEY-----.
    • [String] publicKeySignature: Deprecated, see below.
    • [String] publicKeySignatureV2: Public key signature.
    • [String] expiresAt: When the keypair expires.
    • [String] refreshedAfter: When the keypair should be refreshed.

Query player's name change information

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Request (GET)

/minecraft/profile/namechange

Response
  • [NBT Compound / JSON Object] Root tag
    • [String] changedAt: The last time the name has been changed.
    • [String] createdAt: The time the player profile is created.
    • [Boolean] nameChangeAllowed: If the player can change name.

Check gift code validity

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Request (GET)

/productvoucher/giftcode

Response

Returns HTTP 200 or 204 if the gift code is valid. Otherwise returns HTTP 404.

Check name availability

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Request (GET)

/minecraft/profile/name/<name to be checked>/available

  • This endpoint has a per-account ratelimit of 20 requests per 5 minutes.
Response
  • [NBT Compound / JSON Object] Root tag
    • [String] status: Status of the name. DUPLICATE means the name is taken. AVAILABLE means the name is available.NOT_ALLOWED means the name does not meet requirements.

Change name

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Input

Name to change to

Request (PUT)

/minecraft/profile/name/<name to change to>

Response
  • [NBT Compound / JSON Object] Root tag
    • [String] id: Player's UUID.
    • [String] name: Player name.
    • [NBT List / JSON Array] skins: A list of info of all the skins the player owns.
      • [NBT Compound / JSON Object]: A skin.
        • [String] id: Cape's UUID.
        • [String] state: Usage status for the cape.
        • [String] url: URL to the skin.
        • [String] variant: Skin variant. CLASSIC for the Steve model and SLIM for the Alex model.
    • [NBT List / JSON Array] capes: A list of info of all the capes the player owns.
      • [NBT Compound / JSON Object]: A cape.
        • [String] id: Cape's UUID.
        • [String] state: Usage status for the cape.
        • [String] url: URL to the cape.
        • [String] alias: Alias for the cape.
Error
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.

Change skin

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Payload
  • [NBT Compound / JSON Object] Root tag
    • [String] variant: Skin variant. classic for the Steve model and slim for the Alex model.
    • [String] url: URL to the skin.
Request (POST)

/minecraft/profile/skins

Response

Returns the profile if operation succeeds.

Upload skin

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Payload

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.
Request (POST)

/minecraft/profile/skins

Example
curl-XPOST-H"Authorization: Bearer <access token>"-Fvariant=classic-Ffile="@steeevee.png;type=image/png"https://api.minecraftservices.com/minecraft/profile/skins
Response

Returns the profile if operation succeeds.

Reset skin

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Input

Player's UUID.

Request (DELETE)

/minecraft/profile/skins/active

Response

Returns the profile if operation succeeds.

Hide cape

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Request (DELETE)

/minecraft/profile/capes/active

Response

Returns the profile if operation succeeds.

Show cape

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Payload
  • [NBT Compound / JSON Object] Root tag
    • [String] capeId: UUID for the cape to activate
Request (PUT)

/minecraft/profile/capes/active

Response

Returns the profile if operation succeeds.

Error
HTTP status code error errorMessage Explanation
400 (empty) profile does not own cape The player does not own the cape.

Server

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Query blocked server list

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Request (GET)

https://sessionserver.mojang.com/blockedservers

Response

A text file where every line is the SHA-1 hash of a blocked server.


Verify login session on client

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Payload
  • [NBT Compound / JSON Object] Root tag
    • [String] accessToken: Minecraft access token.
    • [String] selectedProfile: Player UUID without dashes.
    • [String] serverId: Server ID. See below.

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);
}
Request (POST)

https://sessionserver.mojang.com/session/minecraft/join

  • This endpoint has a per-account ratelimit of 6 joins per 30 seconds.
Response

Returns HTTP 204 if authentication passes.

Verify login session on server

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Input

Case insensitive player name, server ID obtained by the above algorithm and the client IP (optional).

Request (GET)

https://sessionserver.mojang.com/session/minecraft/hasJoined?username=<player name>&serverId=<Server ID>&ip=<Client IP>

Response

Returns this payload if verification passes.

Get Mojang public keys

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Request (GET)

https://api.minecraftservices.com/publickeys

Response
  • [NBT Compound / JSON Object] Root tag
    • [NBT List / JSON Array] profilePropertyKeys: A list of public keys used for verifying player properties (such as skin and cape textures), from e.g. 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.
      • [String]: Base64-encoded DER public key.
    • [NBT List / JSON Array] playerCertificateKeys: A list of public keys used for verifying player public keys, e.g. from https://api.minecraftservices.com/player/certificates. A player certificate is considered valid by the client iff signed by any of these keys.
      • [String]: Base64-encoded DER public key.
    • [NBT List / JSON Array] authenticationKeys: A list of public keys used for verifying authentication tokens, like the JWT access token used in the Authorization Header in most requests to the Minecraft API.
      • [String]: Base64-encoded DER public key.

Friends list

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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.

Get list of friends and friend requests

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Request (GET)

/friends

You may send an optional If-None-Match request header. See below for details.

Response
  • [NBT Compound / JSON Object]: Root tag.
    • [NBT List / JSON Array] friends: Accepted friends.
      • [NBT Compound / JSON Object]: An accepted friend.
        • [String] profileId: UUID of player.
        • [String] name: Java Edition profile name of player.
    • [NBT List / JSON Array] incomingRequests: Friend requests received from others.
      • [NBT Compound / JSON Object]: A friend request.
        • [String] profileId: UUID of player.
        • [String] name: Java Edition profile name of player.
    • [NBT List / JSON Array] outgoingRequests: Friend requests sent to others.
      • [NBT Compound / JSON Object]: A friend request.
        • [String] profileId: UUID of player.
        • [String] name: Java Edition profile name of player.
    • [Boolean] empty: If the friends list is empty. 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.

Example
{
"friends":[
{
"profileId":"61699b2ed3274a019f1e0ea8c3f06bc6",
"name":"Dinnerbone"
}
],
"incomingRequests":[
{
"profileId":"853c80ef3c3749fdaa49938b674adae6",
"name":"jeb_"
}
],
"outgoingRequests":[
{
"profileId":"069a79f444e94726a5befca90e38aaf5",
"name":"Notch"
}
],
"empty":false
}

Friend management

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Request (PUT)

/friends

Payload
  • [NBT Compound / JSON Object] Root tag
    • [String] name: Profile name of the player to add or remove. Optional.
    • [String] profileId: UUID of the player to add or remove. Could be UUID with or without dashes Optional.
    • [String] updateType: Action to perform. Values: 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.

Example
{
"profileId":"069a79f444e94726a5befca90e38aaf5",
"updateType":"ADD"
}
Response

Identical to #Get list of friends and friend requests.

Error
  • [NBT Compound / JSON Object] Root tag
    • [String] path: The requested path. For this API Endpoint, it will always be /friends.
    • [NBT Compound / JSON Object] details:
      • [String] status: Error code. See the table below.
    • [String] errorMessage: Human-readable error message.
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

Presence

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This API is used for both querying friends' presences and reporting your current presence status. There is no standalone API for querying friends' presences.

Request (POST)

/presence

Payload
  • [NBT Compound / JSON Object] Root tag
    • [String] status: Your current presence status. See the table below for all available statuses.
    • [NBT Compound / JSON Object] joinInfo: Information relating to peer-to-peer multiplayer invites. Should be omitted in certain situations, see below.
      • [String] value: Currently the game client always sends null. See below.
      • [NBT List / JSON Array] invites: List of invited players. Optional.
        • [String]: UUID of a invited player. Could be UUID with or without dashes.

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.

Response
  • [NBT Compound / JSON Object] Root tag
    • [NBT List / JSON Array] presence: List of presence statuses. Only online friends will be included within this list.
      • [NBT Compound / JSON Object]: A presence status.
        • [String] profileId: UUID of the player, with dashes.
        • [String] pmid: PMID used in peer-to-peer multiplayer, encoded in player's Access Token. UUID with dashes.
        • [String] status: Player's presence status. See the table below for all available statuses.
        • [NBT Compound / JSON Object] joinInfo: May be omitted in certain situations, see below.
          • [String] value: Typically the same as the PMID, but can also be other values.
          • [Boolean] invited: Whether you are invited to join the peer-to-peer multiplayer session.
        • [String] lastUpdated: Timestamp of the most recent presence report from this player.

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.

All available presence statuses
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
Error

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.

Example request
{
"status":"PLAYING_HOSTED_SERVER",
"joinInfo":{
"value":null,
"invites":[
"069a79f4-44e9-4726-a5be-fca90e38aaf5",
"853c80ef-3c37-49fd-aa49-938b674adae6",
"61699b2e-d327-4a01-9f1e-0ea8c3f06bc6"
]
}
}
Example response
{
"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 multiplayer networking

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This section describes content that has been removed and was only present in earlier versions of Java Edition.
 
This feature was present only in development versions and the related API endpoints are no longer available.
This feature has never been present in other editions of the game.

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:

  • The transport is DTLS-encrypted at the WebRTC layer; the client treats the resulting channel as a secure transport (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.
  • Both peers must be friends with each other (see #Friends list).
  • Only one handshake is permitted per client and host at a time.
  • The integrated server, when published peer-to-peer, forces online mode on regardless of any singleplayer-side configuration. The guest's identity is verified twice: once at signaling (via the PMID) and at the normal Minecraft login sequence.

Identification

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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.

Signaling service

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Environment

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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].

Discover the signaling WebSocket URL

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Request (GET)

/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.

Response
  • [NBT Compound / JSON Object] Root tag
    • [NBT Compound / JSON Object] result:
      • [String] signalingUri: WebSocket endpoint, beginning with wss://….
      • [String] pingFrequency: A time in 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:

  • brazilsouth
  • centralindia
  • eastasia
  • eastus2
  • mexicocentral
  • northeurope
  • westeurope
  • westus2

These shouldn't be hardcoded, as they are subject to change in the future.

Example
{
"result":{
"signalingUri":"wss://signal-westeurope.franchise.minecraft-services.net",
"pingFrequency":"00:01:00"
}
}

The client caches the signalingUri for 5 minutes.

Open the signaling WebSocket

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Request

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:

  • The client sends a 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.
  • The server may push 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.

WebSocket Framing

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The WebSocket protocol is JSON-RPC 2.0 over text frames. The framing rules used by the client are:

  • One JSON-RPC envelope per text message. Multi-frame messages are accumulated until the WebSocket flags the last frame.
  • The total size of a single message is capped at 65 536 bytes. Oversize messages are dropped with a warning.
  • 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.
  • Unknown server-to-client methods are answered with the error {"code":-32601,"message":"Method not found"} (METHOD_NOT_FOUND).
  • Handler exceptions on incoming requests are answered with a JSON-RPC error {"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).

Methods

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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.

Server-side errors

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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


TURN credentials

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Before creating a peer connection, the client fetches TURN authentication credentials from the WebSocket connection.

Request
{
"jsonrpc":"2.0",
"id":1,
"method":"Signaling_TurnAuth_v1_0",
"params":[]
}
Response (result)
  • [NBT Compound / JSON Object] Root tag
    • [Int] ExpirationInSeconds: Time until the credentials should be refreshed, in seconds.
    • [NBT List / JSON Array] TurnAuthServers: One or more TURN/STUN server entries.
      • [NBT Compound / JSON Object]:
        • [String] Username: TURN username.
        • [String] Password: TURN password (long-term credential).
        • [NBT List / JSON Array] Urls: List of STUN/TURN URLs.
          • [String]: TURN/STUN URL (e.g. 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.

Example
{
"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).

SignalingMessage format

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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).

Envelope
  • [NBT Compound / JSON Object] Root tag
    • [String] type: Message kind. One of JOIN_REQUEST, JOIN_ACCEPTED, JOIN_REJECTED, INVITE_DECLINED, OFFER, ANSWER, ICE_CANDIDATE.
    • [String] sessionId: UUID identifying the join attempt this message belongs to. Always present.
    • [String] sdp: Full SDP body. Required for OFFER and ANSWER; omitted otherwise. May also carry the candidate string in the legacy ICE_CANDIDATE fallback (see below).
    • [NBT Compound / JSON Object] iceCandidate: ICE candidate. Required for ICE_CANDIDATE; omitted otherwise.
      • [String] candidate: Candidate attribute line, e.g. candidate:842163049 1 udp 2122260223 192.0.2.1 49152 typ host.
      • [String] sdpMid: SDP Media stream Id. Optional and defaults to "0".
      • [Int] sdpMLineIndex: SDP m-line index, e.g. 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.

Message types:

[edit | edit source]
// 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
}
}

Application semantics

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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:

  • If the host is not currently hosting a world, an incoming JOIN_REQUEST is rejected with JOIN_REJECTED immediately.
  • If the host and the sender are not mutual friends, the JOIN_REQUEST is silently dropped, no JOIN_REJECTED is sent.
  • If the sender's PMID is in the host's outstanding presence joinInfo.invites, the host auto-accepts (sends JOIN_ACCEPTED).
  • Otherwise, the request waits to be Accepted or Rejected by the user.

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.

Sending and receiving signaling messages

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Sending (Signaling_SendClientMessage_v1_0)

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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.

Receiving (Signaling_ReceiveMessage_v1_0)

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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.

Service envelope (delivery failure)

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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.

Full Connection sequence

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The full sequence for guest A joining host B

  1. A sends Signaling_TurnAuth_v1_0 to obtain TURN credentials and constructs an RTCIceServer.
  2. A generates a fresh 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.
  3. B's client receives JOIN_REQUEST via Signaling_ReceiveMessage_v1_0. After friend and hosting checks, it either:
    • Auto-accepts (if A is in B's outstanding presence invites); or
    • Silently drops (if A is not a friend); or
    • Sends JOIN_REJECTED immediately (if B is not hosting); or
    • Waits for player approval before accepting or rejecting the join request.
  4. On acceptance, B records (A's PMID and sessionId), and sends JOIN_ACCEPTED with the same sessionId.
  5. A receives 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.
  6. As local ICE candidates appear on A, each is sent as ICE_CANDIDATE with the same sessionId.
  7. B receives 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.
  8. Both sides add incoming 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.
  9. A wraps the open data channel as a Netty channel and runs the standard Minecraft login flow over it: sends ServerboundHelloPacket announcing its profile name and profile UUID. The host does perform the standard online-mode handshake (ClientboundHelloPacketServerboundKeyPacket → 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.
  10. B wraps the open data channel similarly and hands it to its integrated server as a pre-authenticated connection bound to A's profile UUID (resolved from A's PMID).
  11. A and B both check whether they still need signaling; if not, the WebSocket is closed.

RTCConfiguration used by the client

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For both sides, the configuration is identical:

RTCConfigurationcfg=newRTCConfiguration();
cfg.iceServers.add(turnAuth);
cfg.portAllocatorConfig
.setDisableTcp(true)
.setEnableIpv6(true)
.setEnableIpv6OnWifi(true);

Data channel parameters (initiator only)

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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.

Hand-off to standard Minecraft Protocol

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Once the data channel reaches OPEN:

  • Guest side: constructs a Netty channel adapter over the data channel, builds a Minecraft serverbound play connection using "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.
  • Host side: constructs the same Netty channel adapter and passes it, together with the guest's profile UUID (resolved from the PMID), into the integrated server's authenticated channels. The server thereafter treats the connection as a normally-authenticated, connected player.

Outbound chunking and backpressure

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The client and server enforce the following on outbound data-channel writes:

  • Every Netty write that exceeds 256 KiB is split into 256 KiB chunks before being sent.
  • When the WebRTC bufferedAmount on the data channel exceeds 1 MiB, the Netty channel is marked non-writable and the application is expected to back off.
  • When bufferedAmount falls back below 256 KiB, the Netty channel is marked writable again and writes resume.

History

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April 14, 2014Mojang API is released.
November 2020Endpoint for obtaining player UUID no longer supports the at parameter.
October 8, 2021Endpoint for querying Mojang API status is removed. The endpoint was https://status.mojang.com/check.
May 8, 2022Endpoint for querying Minecraft sales is removed. The endpoint was https://api.mojang.com/orders/statistics.
September 13, 2022The endpoint for querying names a player used to use is removed. The endpoint was https://api.mojang.com/user/profiles/<UUID>/names.
January 15, 2025The 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, 2026Mojang introduced friend lists for Java Edition alongside the WebSocket/WebRTC P2P protocol.

References

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This article is partially adapted from Mojang API on wiki.vg.

Examples

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  • C# - Full API wrapper
  • C# - Full API wrapper with Mojang/Microsoft Authentication
  • Dart - Almost full API wrapper with Mojang Authentication
  • Go - Full API wrapper
  • Go - UUIDs or names to profiles with skins, capes and name histories
  • Python - Full API Wrapper. Also supports authentication & parts of the Minecraft website
  • Python - Pymojang is a full wrapper around de Mojang API and Mojang Authentication API. Also support RCON, Query and Server List Ping
  • Python - Full API wrapper (not updated since 2018)
  • Python - UUIDs or names to profiles (not updated since 2018)
  • PHP - Complete Mojang's API wrapper
  • PHP - Almost full API wrapper with Mojang Authentication. Also support head rendering
  • PHP - UUIDs or names to profiles with skins, heads and name histories
  • PHP - UUIDs to names
  • PHP - UUIDs to names, names to uuids
  • Java - Almost full API Wrapper
  • Java - Almost full API Wrapper with auth
  • Java - Almost full API with Mojang Authentication and can also work as a console Application.
  • JavaScript - UUIDs or names to profiles with skins, capes and name histories
  • JavaScript/TypeScript - Almost full API wrapper

References

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Navigation

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