Login
Identity, optional encryption, and the compression threshold.
11 packets: 5 serverbound, 6 clientbound.
IDs restart at 0x00 in every state, so the same number means a different packet in login than in play.
| ID | Direction | Packet | Fields |
|---|---|---|---|
0x00 |
→ server | Hello | username, playerUUID |
0x01 |
→ server | Key | sharedSecret, verifyToken |
0x02 |
→ server | CustomQueryAnswer | messageId, data |
0x03 |
→ server | LoginAcknowledged | |
0x04 |
→ server | CookieResponse | key, value |
0x00 |
→ client | LoginDisconnect | reason |
0x01 |
→ client | Hello | serverId, publicKey, verifyToken, shouldAuthenticate |
0x02 |
→ client | LoginFinished | gameProfile, sessionId |
0x03 |
→ client | LoginCompression | threshold |
0x04 |
→ client | CustomQuery | messageId, channel, data |
0x05 |
→ client | CookieRequest | cookie |