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Minecraft:RakNet

From SAS Gaming Wiki
Revision as of 11:17, 4 October 2026 by SyncBot (talk | contribs) (Sync: updated from Minecraft)

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RakNet<ref>http://www.jenkinssoftware.com/</ref> is a networking library and protocol for multiplayer games. It runs over UDP and provides connection management, configurable reliability and ordering, sequencing, and fragmentation.

UDP does not guarantee delivery or ordering. RakNet supports different delivery modes, so applications can request reliability or ordering when needed.

The source code for RakNet is available in the OculusVR archive.

Use in Bedrock Edition

In Minecraft:Bedrock Edition, Minecraft:NetherNet became the default transport for dedicated servers in Minecraft:26.50. RakNet is deprecated in the Minecraft:26.60.22 Preview.

Libraries

Here is an incomplete list of RakNet libraries. Their supported features and protocol versions may differ, so check each project's documentation for compatibility.

Name Description Language License
go-raknet RakNet implementation used by Dragonfly. Go MIT
RakNet Asynchronous RakNet implementation written in Rust. Rust Apache-2.0
PieRakNet RakNet implementation written in Python for PieMC. Python GPL-3.0
Cloudburst Network Network components used by CloudburstMC projects. Java Apache-2.0
rak-net Python RakNet implementation originally developed for Podrum. Python GPL-2.0
JRakNet Java implementation of the RakNet protocol. Java MIT
netty-raknet RakNet implementation for Netty. Java MIT
JRakLibPlus RakNet server library based on RakLib and JRakLib. Java LGPL
RakLib Lightweight PHP RakNet server implementation. PHP GPL-3.0
raknet UDP networking library for Node.js that follows the RakNet protocol. JavaScript MIT
PyRakLib Python port of RakLib that follows the RakNet protocol. Python GPL
rust-raknet RakNet implementation written in Rust. Rust MIT
Baltica Bedrock toolkit that includes a RakNet implementation. TypeScript See repository
RakNet.Py RakNet protocol version 5 implementation for older MCPE versions. Python GPL
LavishMC RakNet C++ fork of the original RakNet implementation. C++ BSD
RakNet (original) Original C++ RakNet implementation. C++ BSD-2-Clause

Data types

RakNet packet fields use fixed-width integers and a few protocol-specific types. Byte order depends on the field; use the packet definition when encoding or decoding multi-byte values.<ref>RakNet: BitStream GolemOrg: RakNet protocol notes</ref>

Type Size Description
Byte 1 byte Unsigned 8-bit value.
Boolean 1 byte Template:Cd is false; Template:Cd is true.
Short 2 bytes Signed 16-bit integer.
Unsigned Short 2 bytes Unsigned 16-bit integer.
Int 4 bytes Signed 32-bit integer.
Long 8 bytes 64-bit integer. Whether it represents a signed value depends on the field.
uint24le 3 bytes Unsigned 24-bit little-endian integer, used for frame sequence numbers.
String Variable In RakNet string fields, an unsigned 16-bit length precedes the string bytes.
Magic 16 bytes The fixed Template:Cd value used in offline packets.<ref>RakNet: RakPeer.cpp</ref>
Address 7 bytes (IPv4); 29 bytes (IPv6) Encodes the address family, address and port. IPv4 address bytes are inverted; the port is big-endian. IPv6 also includes address-family, flow-info and scope fields.<ref name="address-format">GolemOrg: RakNet address format</ref>

Handshake sequence

RakNet establishes a peer connection first, then completes the connection with the application.<ref>RakNet: RakPeer.cpp GolemOrg: RakNet connection sequence</ref>

  1. C→S: Open Connection Request 1
  2. S→C: Open Connection Reply 1 (or Incompatible Protocol)
  3. C→S: Open Connection Request 2
  4. S→C: Open Connection Reply 2. The RakNet peer connection is established.
  5. C→S: Connection Request
  6. S→C: Connection Request Accepted
  7. C→S: New Incoming Connection

After this exchange, peers can send connected packets. In Minecraft:Bedrock Edition, game packets are carried in RakNet frames as described at Game Packet.

Packets

Packet identifiers below follow the standard RakNet packet IDs. Some field details vary by implementation.<ref>RakNet: Message identifiers GolemOrg: RakNet protocol notes</ref>

Unconnected Ping

Packet ID Field Name Field Type Notes
0x01, 0x02 Time Long
MAGIC magic
Client GUID Long

The client sends this packet to discover a server. ID Template:Cd is a regular unconnected ping; Template:Cd asks for a response only when the server has open connections. The server replies with Unconnected Pong.

Unconnected Pong

Packet ID Field Name Field Type Notes
0x1c Time Long
Server GUID Long
MAGIC magic
Server ID String string Carries server-list information.

The server sends this in response to an unconnected ping. It echoes the ping time and includes its GUID and a server ID string. In Minecraft:Bedrock Edition, that string contains server-list information in a semicolon-delimited format; its fields can vary by game version.

Connected Ping

Packet ID Field Name Field Type Notes
0x00 Time Long

This packet measures latency on an established connection. It is commonly sent unreliably.

Connected Pong

Packet ID Field Name Field Type Notes
0x03 Ping Time Long
Pong Time Long

The receiver replies with the original ping time and its own response time. It is commonly sent unreliably.

Open Connection Request 1

The first packet in the handshake sequence, sent by the client to the server.

Packet ID Field Name Field Type Notes
0x05 Magic MAGIC
Protocol version byte RakNet protocol version used by the client.
MTU Zero padding Zero padding used to probe the path MTU.

The padding is used to probe the path MTU. The server replies with the selected MTU, or sends Incompatible Protocol if it does not support the client's RakNet protocol version.

Open Connection Reply 1

The second packet in the handshake sequence, sent by the server to the client.

Packet ID Field Name Field Type Notes
0x06 Magic MAGIC
Server GUID Long
Use security boolean Indicates whether the server is using RakNet's security challenge.
Cookie Int Present only when security is enabled; returned by the client in Open Connection Request 2.
MTU Unsigned short Selected MTU for the connection.

Open Connection Request 2

The third packet in the handshake sequence, sent by the client to the server.

Packet ID Field Name Field Type Notes
0x07 Magic MAGIC
Cookie Int Present only when the server provided a cookie.
Has security challenge boolean Sent with the cookie when security is enabled.
Server Address address
MTU Unsigned Short
Client GUID Long

Open Connection Reply 2

The fourth packet in the handshake sequence, sent by the server to the client.

Packet ID Field Name Field Type Notes
0x08 Magic MAGIC
Server GUID Long
Client Address address
MTU Unsigned Short
Encryption enabled boolean

Connection Request

The client sends this packet after the RakNet peer connection is established to request an application-level connection.

Packet ID Field Name Field Type Notes
0x09 GUID Long
Time Long
Use security boolean

Connection Request Accepted

The server sends this packet to accept the client's connection request.

Packet ID Field Name Field Type Notes
0x10 Client address address
System index Unsigned Short System index assigned by the server.
Internal addresses 10x address Internal server addresses.
Request time Long Shall be the corresponding timestamp of the Connection Request
Time Long Server acceptance time.

New Incoming Connection

The client sends this packet to confirm that it received the server's acceptance.

Packet ID Field Name Field Type Notes
0x13 Server address address
Internal addresses 20x address Internal client addresses.
Incoming Timestamp Long
Server Timestamp Long

Disconnection Notification

This packet notifies the other peer that the sender is disconnecting

Packet ID Field Name Field Type Notes
0x15 No payload Signals that the sender is disconnecting.

Incompatible Protocol

The server sends this packet when it does not support the RakNet protocol version used by the client.

Packet ID Field Name Field Type Notes
0x19 Protocol byte
Magic MAGIC
Server GUID Long


Frame Set Packet

This packet carries one or more frames between connected peers.

Packet ID Field Name Field Type Notes
0x80..0x8d Sequence number uint24le Used for building ACK and NACK ranges
Frames Flags byte Top 3 bits give the reliability type, fourth bit is 1 when the frame is fragmented and part of a compound.
Length IN BITS unsigned short Length of the body in bits. Big-endian.
Reliable frame index uint24le Only if reliable, used for detecting frame level duplication
Sequenced frame index uint24le Only if sequenced, used for discarding out-of-date packets
Order
(only if ordered, see
below)
Ordered frame index uint24le Tells the receiver the correct order in which to deliver frames to the application
Order channel byte Maximum of 32 channels
Fragment
(only if fragmented)
Compound size Unsigned Int Total size of the compound
Compound ID Unsigned Short Identifies which compound this fragment is part of
Index Unsigned Int Index of this fragment in the compound
Body ceil(length/8) bytes

Note 1: there can be multiple frames in each Frame Set Packet.
Note 2: A packet is a Frame Set Packet if (packet_ID & 0x80) == 0x80 and (packet_ID & 0x60) == 0

The reliability types are as follows:

ID Name Reliable Sequenced Ordered
0 unreliable
1 unreliable sequenced x
2 reliable x
3 reliable ordered x x
4 reliable sequenced x x
5 unreliable (+ ACK receipt)
6 reliable (+ ACK receipt) x
7 reliable ordered (+ ACK receipt) x x

Sequenced delivery discards older packets when a newer packet has arrived. Ordered delivery preserves the order of reliable packets within a channel.

Game Packet

This packet carries game-protocol data. In Minecraft:Bedrock Edition, its body contains a batch of game packets.

Packet ID Field Name Field Type Notes
0xfe Body bytes In Minecraft:Bedrock Edition, the body contains a batch of game packets. Framing and compression are described in Bedrock Edition protocol.

In Minecraft:Bedrock Edition, the body carries a batch of game packets encoded according to the Minecraft:Bedrock Edition protocol. See Bedrock Edition protocol/Packets for their definitions.

NACK

This packet reports datagrams that were not received so the sender can retransmit them when required.

Packet ID Field Name Field Type Notes
0xa0 Record count Unsigned Short Number of records in the packet
Records Is Single? boolean False for range, True for no range
No Range, if is_single == true Sequence number uint24le Datagram sequence number in this record.
Range, if is_single == false Start Sequence number uint24le First datagram sequence number in the range.
End Sequence number uint24le Last datagram sequence number in the range.

A NACK reports frame-set sequence numbers that were not received, prompting retransmission where required.

ACK

This packet acknowledges datagrams received from the other peer.

Packet ID Field Name Field Type Notes
0xc0 Record count Unsigned Short Number of records in the packet
Records Is Single? boolean False for range, True for no range
No Range, if is_single == true Sequence number uint24le Datagram sequence number in this record.
Range, if is_single == false Start Sequence number uint24le First datagram sequence number in the range.
End Sequence number uint24le Last datagram sequence number in the range.

An ACK reports frame-set sequence numbers that were received. Both ACK and NACK packets can contain multiple records.

References

Template:Reflist

Navigation

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