Rust/azalea port of aesthetic0001/mineflayer-reflection-proxy: "replay mod, but live." The proxy owns the single real Microsoft-authed connection to the target server; your bot and any vanilla-client viewers connect to the proxy locally. Whoever holds control drives the session; everyone else spectates — and control can move between clients at any time with a chat command.
This is the original's key design move and the reason spectating works at all: since every controller's movement arrives at the proxy as serverbound packets, the proxy always knows where the controlled player is and can replicate that to viewers. It also makes control handoff nearly free — it's just changing whose serverbound packets get forwarded.
Bot-side change: Account::offline("reflected") → 127.0.0.1:25566
instead of Account::microsoft(...) → hypixel.net. The proxy does the
Microsoft auth now (same azalea-auth token cache, so login is interactive
at most once per account).
Add the crate to your bot:
[dependencies]
azalea-reflection-proxy = "0.1"Spawn the proxy in-process and point your azalea bot at it — two changed lines relative to a normal bot:
use azalea_reflection_proxy::ReflectionProxy;
let proxy = ReflectionProxy::builder()
.target("mc.hypixel.net")
.email("account@example.com") // proxy owns the Microsoft auth now
.spawn()
.await?;
ClientBuilder::new()
.set_handler(handle)
.start(Account::offline("reflected"), proxy.local_addr()) // was: microsoft + real host
.await?;Spectate by adding a vanilla-client server entry for the same address
(default 127.0.0.1:25566; .bind("127.0.0.1:0") picks a free port).
The client must be on the same protocol version as the azalea release
this crate builds against. A standalone binary (cargo run, configured
via PROXY_EMAIL / PROXY_TARGET / PROXY_BIND / PROXY_AUTH_CACHE
env vars) wraps the same builder.
,acquire— take control of the session (steals it if someone else has it; they become a spectator),release— give up control; the proxy answers keepalives and teleport confirms itself so the session stays alive with nobody driving (unlessalways_first_controlis on, in which case the oldest viewer inherits control),spectate [username]— lock the camera to a player entity (no arg = the reflected bot; repeat with no arg to detach). Viewers only.,gamemode <survival|creative|adventure|spectator|0-3>— client-side game mode for the issuing viewer
.whitelist(["Name", ...])— only these usernames may connect (case-insensitive); everyone else gets a disconnect message.max_clients(n)— cap simultaneous clients.always_first_control(true)— original'salwaysFirstControl.plugin(Box::new(...))— frame-level ProxyPlugin pipeline
let mut events = proxy.subscribe();
tokio::spawn(async move {
while let Ok(ev) = events.recv().await {
// ProxyEvent::{SessionStarted, SessionEnded, ClientJoined,
// ClientLeft, ControlChanged}
println!("{ev:?}");
}
});- Session actor (
session.rs) — one task owns each session: clientbound traffic broadcast to every client, serverbound forwarded only from the controller, viewers' acks/keepalives swallowed. Handles the,commandset, control handoff (the acquiring client gets the real game mode + abilities back, the ghost bot entity removed, and a teleport onto the bot's pose with its accept swallowed), and the controllerless stand-in: with nobody driving, the proxy answers keepalives and confirms teleports itself, so the session survives the bot process exiting entirely. - Join replay (
session.rs+snapshot.rs) — viewers joining mid-session get cached config frames + a synthesized FinishConfiguration, then Login, Respawn (if the session changed dimension), position, Game Event 13, the full raw chunk cache, and the world snapshot. Chunk replay is a hard requirement: the vanilla client won't leave "Loading terrain..." until the chunk under its feet loads. - World snapshot (
snapshot.rs) — the snapshot.js port: entities (with positions accumulated from relative moves), tab list (merged player-info entries), scoreboards/teams, player inventory, health/food/xp, time, held slot and weather, cached as raw frames. - Spectator viewers (
reflect.rs) — viewers get the full spectator kit on join (own-uuid player info + game event + abilities — modern clients key game mode off the player-info entry, so the event alone is not enough), re-asserted after every Login/Respawn broadcast. They see the bot as a synthesized player entity mirrored live from the controller's serverbound movement packets. The session's own teleports, abilities, and game-mode changes are filtered away from viewers so their free camera survives; one position frame is let through after dimension changes so they land in the new world. - Login legs (
upstream.rs,local_server.rs) — full Microsoft auth + encryption + compression dance upstream; offline-mode mirror locally (uncompressed, loopback only). - Plugin pipeline (
plugin.rs) — Forward / Drop / Replace verdicts on raw frames, in registration order, mirroring the original's plugin semantics (onReadReal≈on_clientbound,onWriteReal≈on_serverbound,bindToReflected≈on_session_start). - Packet ids (
ids.rs) — every id the proxy matches on, pinned bycargo testagainst azalea's own encoders where construction is cheap; Login has a runtime first-game-frame guard instead. Includes a canary test for an azalea 0.16 bug (itsplayer_info_updatewriter omitsupdate_list_order/update_hatentry data) so a fixed azalea release announces itself as a test failure.
Byte forwarding is impossible: the upstream leg is encrypted with keys the proxy negotiated. Fully-typed forwarding is unnecessary and fragile: the proxy shouldn't break because it can't parse a packet it doesn't care about. Raw frames (packet id + body after decrypt/decompress) are the middle ground — the relay interprets nothing, and only the code that needs a specific packet (snapshot, reflected entity, commands) parses that one packet.
Everything above is implemented; the passthrough and replicator paths
(bot through proxy, viewer join, terrain + spectator mode) have been
tested live. The newer surfaces — control handoff, ,spectate camera,
events, whitelist/max_clients — have unit-test coverage but no live
mileage yet. Treat ,acquire with care on anticheat-guarded servers:
position is aligned on handoff, but momentum is not carried over.
,connect+ the limbo world (noLimbo,spawnPosition) — clients here replicate immediately on join, which is exactly what the original'screateBotReflectedintegration mode forces (noLimbo: true); a limbo lobby only matters for its standalone public-server mode.versionoption — the protocol version is pinned by the azalea release this crate builds against.- Physics simulation while uncontrolled — the original hosts a mineflayer bot in-process and re-enables its physics; here the bot is your own azalea process, so the proxy stands in (keepalives + teleport confirms) and the player idles server-side instead.
spoofUsername/anonymize — would require rewriting every forwarded player-info/chat frame; omitted.- The explosion-velocity handoff trick from synchronization.js — handoff here aligns position with a plain teleport (the GrimAC-style option from the original's README); momentum is not carried over.
- Skin textures on the reflected bot entity (needs a signed sessionserver profile lookup); it renders with a default skin.
The local leg is offline-mode by design. Never bind it beyond loopback:
anyone who can reach the port can drive the authenticated session. If
you must share it, .whitelist(...) and .max_clients(...) reduce the
blast radius — they do not make it safe on the open internet.