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redapricot (红杏) wire protocol

redapricot is a central-hub P2P tunnel that speaks (an extension of) the Minecraft Java Edition protocol. This document is the normative wire spec that the Java server (the hub) and the Go client both implement. It is self-contained: everything needed to write an interoperable implementation is here.

There are three roles:

Role Language Description
Server Java The central hub. Accepts every inbound TCP connection (players and clients) on one port.
Client Go Registers routing patterns with the hub and forwards player traffic to real destinations.
Player any An ordinary Minecraft client connecting through the hub.
   Player ──MC──▶ Hub(server) ══WorkerConn(mux)══▶ Client ──MC──▶ Destination
                    ▲   registers patterns / receives control requests   │
                    └────────────── Control Session ────────────────────┘

Security is intentionally lightweight: the goal is connectivity, not confidentiality against a determined attacker. The single shared secret is the PSK (pre-shared key), a UTF-8 passphrase configured on the hub and every client.


1. Primitive data types

These follow the Minecraft protocol exactly.

Type Encoding
VarInt LEB128, 7 data bits per byte, high bit = continuation, little-endian groups, two's-complement, max 5 bytes.
String VarInt byte-length of the UTF-8 encoding, followed by the UTF-8 bytes.
U16 unsigned 16-bit, big-endian.
I64 signed 64-bit, big-endian.
Bytes[N] exactly N raw bytes, no length prefix.
u8 single unsigned byte.

2. Minecraft packet framing (plaintext)

Every connection begins as an ordinary Minecraft connection. An uncompressed Minecraft packet is:

[Length: VarInt][PacketID: VarInt][Data...]      Length = len(PacketID)+len(Data)

redapricot never enables Minecraft compression on the hub link. Player traffic that is compressed end-to-end (negotiated between the player and the real destination) is irrelevant — the hub forwards raw bytes and never inspects anything past the Handshake.

2.1 Handshake

The first packet on every connection is the Handshake (packet id 0x00, Handshaking state):

ProtocolVersion : VarInt
ServerAddress   : String   (≤ 255)
ServerPort      : U16
Intent          : VarInt

The hub reads exactly one Handshake packet and dispatches on Intent:

Intent Meaning
17 redapricot session establishment (control session or worker conn).
18 Reserved for redapricot management/status. Never matched against patterns. The reference hub replies with a status line and closes.
anything else Player connection. ServerAddress is matched (case-insensitively) against registered PATTERNs.

For Intent == 17 the hub additionally requires ServerAddress == lowercase_hex(SHA3-224(PSK)) — a 56-character hex string. This is the first (cheap) proof that the peer knows the PSK. A mismatch closes the connection.

For player connections the hub normalizes ServerAddress before matching: lower-cased, and any trailing . or Forge/FML \0-suffix (host\0FML\0) stripped to the bare hostname.

3. Encryption

Immediately after the Intent == 17 Handshake, the connection switches to an encrypted, self-delimiting frame stream. redapricot uses ChaCha20 (RFC 8439, 32-bit block counter, 96-bit nonce) as a raw stream cipher applied to frame payloads (no Poly1305 tag — padding/space overhead is minimized, matching the design goal).

Each direction is an independent ChaCha20 keystream. Keys are derived from a "phase key" PK (raw bytes) as:

keyC2S = SHA3-256(PK ‖ 0x01)      # client → server
keyS2C = SHA3-256(PK ‖ 0x02)      # server → client
nonce  = 0x00 × 12                # both directions
counter starts at 0               # both directions

Using distinct keys per direction avoids a two-time-pad while keeping the nonce trivially fixed. Each side keeps two ChaCha20 instances (one encrypt, one decrypt) and feeds bytes through them incrementally; the keystream position is maintained across writes.

There are two phases:

  • Phase APK = PSK (the configured passphrase, UTF-8 bytes).
  • Phase BPK = REKEY (see §4), used for the remainder of the connection.

3.1 Encrypted frames

Once encryption is on, the connection speaks length-prefixed frames:

[Length: VarInt]            # PLAINTEXT (not encrypted)
[Payload: Bytes[Length]]    # ciphertext (ChaCha20)

Only the payload is encrypted; the Length prefix is sent in the clear. The cipher is a continuous per-direction keystream: each frame's payload advances the keystream by exactly Length bytes (the length prefix consumes no keystream). This keeps framing trivial — a reader reads a plaintext VarInt, then decrypts exactly that many following bytes as one unit — and lets the cipher phase switch (§4) happen cleanly on a frame boundary without ever decrypting a later frame's bytes with the wrong key. Max payload length is 1 MiB; larger closes the connection.

4. Session establishment (Intent 17)

The first frame is sent by the peer that opened the connection (client → server) and is encrypted with Phase A. Its payload is the Rekey message:

Magic     : u8       # 0x01 = control session, 0x02 = worker conn
RandLen   : VarInt    # 8 ≤ RandLen ≤ 64
Rand      : Bytes[RandLen]   # cryptographically random
Timestamp : I64       # client's epoch milliseconds

The hub:

  1. Decrypts frame 1 with Phase A.
  2. Rejects (closes) if |now Timestamp| > timestampWindowMs (default 30000), or if RandLen is out of range.
  3. Computes REKEY = Rand ‖ Timestamp (the 8 timestamp bytes big-endian appended to Rand — the Magic byte is not included).
  4. Switches both its ciphers to Phase B keys derived from REKEY.

The client, after sending frame 1 with Phase A, likewise switches both its ciphers to Phase B. In practice only frame 1 uses Phase A; every later frame (both directions) is Phase B, counters reset to 0.

The hub then sends one Phase-B frame to confirm success:

SessionReady : payload = [ 0x00 ]

A hub that rejects the session simply closes the TCP connection (optionally after a Phase-B Error frame, §6). After SessionReady:

  • Magic == 0x01 → the connection is a Control Session (§5).
  • Magic == 0x02 → the connection is a Worker Conn (§7).

5. Control session messages

After SessionReady, a control session exchanges control messages, one per encrypted frame. Frame payload:

Type : u8
...  : type-specific fields
Type Name Direction Fields
0x00 SessionReady S → C (none) — the confirmation frame from §4
0x01 Register C → S Pattern: String
0x02 Unregister C → S Pattern: String
0x03 RegisterAck S → C Pattern: String, Status: u8 (0 = ok)
0x04 ControlRequest S → C CID: Bytes[16], Pattern: String, PlayerIP: String, PlayerPort: U16
0x05 Ping C → S Nonce: I64
0x06 Pong S → C Nonce: I64
  • Register / Unregister: the client may (un)register a PATTERN at any time. Patterns are stored lower-cased. Re-registering an existing pattern reassigns it to the newest session (last writer wins).
  • ControlRequest: emitted by the hub when a player Handshake matches a PATTERN this session registered. CID is 16 cryptographically-random bytes generated by the hub, unique to that pending player. PlayerIP/PlayerPort are the player's source address (used for HAProxy v2).
  • Ping/Pong: optional keepalive so idle control sessions survive NAT timeouts. The client pings periodically; the hub echoes the nonce.

6. Error frame (any redapricot connection)

At any time either side may send, then close:

Type : u8 = 0x7F
Msg  : String

Purely informational; the receiver logs it.

7. Worker conn & multiplexing

A Worker Conn (Magic == 0x02) carries player↔destination traffic for many players over one TCP connection using a minimal stream multiplexer. The unit of work is a stream. Stream ids are assigned by the client (the only side that opens streams), unique per worker conn, starting at 1 and increasing.

Each encrypted frame on a worker conn carries one mux frame:

FrameType : u8
StreamID  : VarInt
Data      : Bytes[...]     # remainder of the frame payload
FrameType Name Direction Data
0x00 SYN C → S CID: Bytes[16] — open a stream to take over the pending player identified by CID.
0x01 DATA both raw tunneled bytes for the stream.
0x02 FIN both (empty) — graceful close of the stream (both directions). This is the "disconnect" the hub sends when the player leaves.
0x03 RST both (optional 1 byte reason) — abnormal close (e.g. CID unknown/expired, destination dial failed).

There is no explicit SYN-ACK: success is implied by the hub forwarding the buffered Handshake as the stream's first DATA; failure is an RST.

7.1 Stream allocation (client side)

The client keeps a pool of 1 ≤ N ≤ max_conn worker conns (max_conn configurable, 1..8). To place a new stream:

  1. Pick the worker conn with the fewest active streams.
  2. If that minimum conn is saturated (active streams > 8) and poolSize < max_conn, dial a new worker conn and use it instead.
  3. Otherwise use the least-loaded conn (even if it exceeds 8 at max_conn).

7.2 End-to-end player flow

  1. Player connects to the hub and sends a Handshake with a matching ServerAddress and Intent ∉ {17,18}.
  2. Hub normalizes the address, finds the registering control session, generates CID, pauses the player socket, buffers everything read so far (the raw Handshake plus any pipelined bytes), and sends ControlRequest on the control session. If no SYN arrives within pendingTimeoutMs (default 10000) the pending entry is dropped and the player socket closed.
  3. The client receives ControlRequest, looks up the destination for Pattern, allocates a worker conn + StreamID, and sends SYN(StreamID, CID). In parallel it dials the destination and (if configured) writes a HAProxy v2 header (§8) carrying PlayerIP:PlayerPort.
  4. The hub matches CID to the pending player, binds (workerConn, StreamID) ↔ playerSocket, forwards the buffered bytes as DATA, and resumes the player socket. Subsequent player bytes become DATA frames; DATA frames from the client are written to the player socket. If CID is unknown/expired the hub replies RST.
  5. When the player disconnects the hub sends FIN on the stream; the client closes the destination. When the destination closes, the client sends FIN; the hub closes the player socket. RST is treated the same way (hard close).

Data on a worker conn is subject to that TCP connection's back-pressure. Each stream has a bounded outbound queue on the receiving side; overflow resets the stream (RST). (This is a deliberate simplification — no per-stream credit windows — acceptable for the interactive, low-throughput Minecraft handshake + gameplay traffic pattern.)

8. HAProxy protocol v2 (optional)

When a mapping has proxyProtocol: true, the client prepends a PROXY v2 header to the destination connection before any tunneled bytes, so the real server sees the player's true source address.

Signature : 0D 0A 0D 0A 00 0D 0A 51 55 49 54 0A     (12 bytes)
VerCmd    : 0x21                                     (v2, PROXY command)
FamProto  : 0x11 (TCP/IPv4) | 0x21 (TCP/IPv6)
Len       : U16  (length of the address block)
Addresses : IPv4 → srcAddr[4] dstAddr[4] srcPort[2] dstPort[2]   (12 bytes)
            IPv6 → srcAddr[16] dstAddr[16] srcPort[2] dstPort[2] (36 bytes)

src is the player; dst is the destination the client dialed. Ports are big-endian.

9. Configuration

9.1 Hub (server) — JSON

{
  "listen": "0.0.0.0:25565",
  "psk": "change-me",
  "timestampWindowMs": 30000,
  "pendingTimeoutMs": 10000
}

9.2 Client — JSON

{
  "server": "127.0.0.1:25565",
  "psk": "change-me",
  "maxConn": 4,
  "pingIntervalMs": 20000,
  "mappings": [
    { "pattern": "mc.example.com", "destination": "127.0.0.1:25566", "proxyProtocol": true }
  ]
}

10. Constants summary

Name Value
redapricot Handshake intent 17
reserved management intent 18
Handshake address for Intent 17 hex(SHA3-224(PSK))
cipher ChaCha20 (RFC 8439), 12-byte zero nonce, per-direction key, payload-only
frame length prefix plaintext VarInt
key derivation SHA3-256(PK ‖ 0x01) c→s, SHA3-256(PK ‖ 0x02) s→c
rekey material Rand ‖ Timestamp(I64 BE)
Magic: control / worker 0x01 / 0x02
CID length 16 bytes
max frame payload 1 MiB
saturation threshold active streams > 8
max worker conns max_conn ∈ [1,8]