Skip to content
mc-protocol
Esc
↑↓navigate↵open⌘Jpreview

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

Was this page helpful?