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redapricot (红杏)

A central-hub P2P tunnel that speaks the Minecraft Java Edition protocol. redapricot lets a Minecraft server that lives behind NAT/CGNAT (a "client") publish itself through a public hub, so that players connecting to the hub are transparently forwarded to the hidden server — no port forwarding required.

It works by extending the Minecraft handshake: the hub listens on a single port and tells players apart from tunnel endpoints by the handshake Intent field, so a vanilla Minecraft client needs no modification.

红杏出墙 — "the red apricot reaches over the wall": a server behind a wall, made reachable from the outside.

   Player ──MC──▶  Hub (Java)  ══ Worker Conn (mux) ══▶  Client (Go)  ──MC──▶  Real MC server
   vanilla client   public IP      encrypted, pooled       behind NAT           (localhost)
                       │                                        ▲
                       └────────────── Control Session ─────────┘
                          (pattern registration + control requests)
  • Hub / server — Java 21+, Vert.x. One public TCP port.
  • Client — Go. Registers hostnames with the hub and forwards to real servers.
  • Player — any Minecraft client. Connects to the hub using a registered hostname; the connection lands on the hidden server.

The full wire protocol is specified in PROTOCOL.md; the design rationale is in docs/architecture.md.


How it works (in one paragraph)

A client opens a control session to the hub: it sends a Minecraft handshake with Intent = 17 and a Server Address equal to hex(SHA3-224(PSK)), then the link switches to ChaCha20-encrypted frames keyed by the shared PSK, re-keyed to a per-connection secret. Over that session the client registers one or more hostname patterns — each a regular expression. When a player connects to the hub with a hostname that matches a registered pattern (and any normal Intent), the hub assigns a random CID, buffers the player's bytes, and asks the client (via the control session) to take over. The client picks a worker connection — a multiplexed, encrypted TCP link that carries many players as lightweight streams — opens a stream for that CID, dials the real destination (optionally announcing the player's real IP with the HAProxy v2 protocol), and bridges the two ends. Worker connections are pooled: the client uses up to maxConn of them and always places a new stream on the least-loaded one.

Repository layout

PROTOCOL.md                     normative wire spec (read this to build another impl)
docs/architecture.md            design, sequence diagrams, threading, limitations
server/                         Java hub (Gradle, Vert.x)
  src/main/java/io/icybear/redapricot/
client/                         Go client library
  wire/                         VarInt/MC codec, SHA3+ChaCha20, encrypted framing
cmd/redapricot-client/          Go client binary
e2e/                            end-to-end integration tests (Java hub + Go client)
scripts/build.sh                build hub + client
scripts/e2e.sh                  build, then run all tests

Prerequisites

  • JDK 21+ (the hub compiles at Java 21; it runs fine on newer JDKs).
  • Gradle 8.5+ / 9.x (Gradle 9.2.1 is used here).
  • Go 1.24+ (needs the standard-library crypto/sha3; developed with Go 1.26).

If you use SDKMAN!, scripts/build.sh auto-discovers a JDK at ~/.sdkman/candidates/java/current and Gradle at ~/.sdkman/candidates/gradle/current. Otherwise set JAVA_HOME and make gradle / go available on PATH.

Build

./scripts/build.sh

This produces:

  • the hub at server/build/install/redapricot-server/bin/redapricot-server
  • the client binary at bin/redapricot-client

Alternatively, build a single self-contained fat jar for the hub (via the Shadow plugin):

gradle -p server shadowJar          # (with JAVA_HOME set)
java -jar server/build/libs/redapricot-server-0.1.0-all.jar hub.json

Run

1. Start the hub (public machine). Copy and edit the example config:

cp server/config.example.json hub.json    # set a strong "psk"
server/build/install/redapricot-server/bin/redapricot-server hub.json

On startup the hub logs its PSK handshake address, e.g. PSK handshake address: 90188f2d... — this confirms the PSK the hub expects.

2. Start the client (machine next to the real Minecraft server). Edit the example config so psk matches the hub, server points at the hub, and each mapping routes a hostname to a real server:

cp client/config.example.json client.json
# {
#   "server": "hub.example.com:25565",
#   "psk":    "same-as-the-hub",
#   "maxConn": 4,
#   "mappings": [
#     { "pattern": "mc\\.example\\.com", "destination": "127.0.0.1:25566", "proxyProtocol": true }
#   ]
# }
bin/redapricot-client client.json

3. Connect a player. Point a DNS record for mc.example.com at the hub (or just add the hub's IP with that hostname), then join mc.example.com in Minecraft. The hub matches the hostname against the registered regex patterns and tunnels you to 127.0.0.1:25566 behind the client. With proxyProtocol: true, the real server sees your true IP (enable proxy-protocol / a compatible front-end on that server to consume it).

Container image (client)

The Go client ships two ways to build an image.

Dockerfile (multi-stage, distroless static, build from the repo root):

docker build -t redapricot-client .
docker run --rm -v "$PWD/client.json:/etc/redapricot/client.json" \
  redapricot-client /etc/redapricot/client.json

ko (Dockerfile-less; used by CI) builds and pushes straight from the Go package:

export KO_DOCKER_REPO=your-registry/namespace/redapricot-client
ko build ./cmd/redapricot-client --bare

CI publishes the image on version tags via .github/workflows/publish-client-image.yml. Before using it, edit the KO_DOCKER_REPO placeholder at the top of that file to your registry, and (for a non-ghcr.io registry) set the REGISTRY_USERNAME / REGISTRY_PASSWORD repo secrets. The base image and build flags live in .ko.yaml.

Configuration reference

Hub (server/config.example.json)

Key Default Meaning
listen 0.0.0.0:25565 Host:port the hub accepts all connections on.
psk (required) Shared secret; must match every client.
timestampWindowMs 30000 Allowed clock skew for a client's rekey timestamp.
pendingTimeoutMs 10000 How long a matched player waits for a worker to take over.

Client (client/config.example.json)

Key Default Meaning
server (required) Hub host:port.
psk (required) Shared secret; must match the hub.
maxConn 1 (clamped 18) Max worker connections in the pool.
pingIntervalMs 20000 Control-session keepalive interval.
mappings[] (≥1 required) Route table (below).
mappings[].pattern Regex matched against the whole player hostname, case-insensitively. Escape dots (mc\.example\.com); . is a wildcard.
mappings[].destination Real server host:port to forward to.
mappings[].proxyProtocol false Prepend a HAProxy v2 header carrying the player's IP.

Testing

./scripts/e2e.sh                       # build, Go unit tests, then the full e2e suite

Or run pieces directly:

# Go unit tests (codec, crypto, encrypted framing)
go test ./client/... -v

# Java unit tests (VarInt/codec, SHA3-224 vector, key derivation, normalization)
JAVA_HOME=$HOME/.sdkman/candidates/java/current \
  gradle -p server test

# End-to-end (spawns the real Java hub + in-process Go client + a mock destination)
go test ./e2e/... -v

The e2e suite covers: a full player round-trip with verbatim handshake forwarding and case-insensitive matching, regex wildcard pattern routing, multi-megabyte transfers, concurrent streams spreading across multiple worker connections, HAProxy v2 source-address propagation, player- and destination-initiated disconnect propagation, wrong-PSK rejection, dropping of unmatched hostnames, stream isolation under a slow player and under a slow destination (no head-of-line blocking), and rejection of pre-flow-control peers. The Go and Java crypto layers are independently pinned to the same SHA3-224 test vector so they cannot silently drift apart.

Design notes & limitations

  • Security is deliberately light. The PSK proves membership; traffic is ChaCha20-encrypted (no AEAD tag) to minimize overhead. This protects against casual sniffing, not a determined active attacker (see the note at the top of PROTOCOL.md and docs/architecture.md §8).
  • Per-stream flow control. Each stream has credit-based windows in both directions (windows exchanged at session setup, default 256 KiB), so a slow player or slow destination jams only its own stream at a bounded buffer — no application-level head-of-line blocking between streams. What remains is TCP-level HOL (packet loss stalls a whole worker connection briefly); raising maxConn spreads that.
  • Single hub event loop. The hub deploys one Vert.x verticle, so all state is confined to one event loop (no locking). Throughput is bounded by one core; ample for hundreds of players, not designed for tens of thousands.

Attribution

The Minecraft protocol reference bundled as CURRENT_MC_PROTO.txt is derived from the Minecraft Wiki and is licensed under CC BY-SA 3.0.

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