You can easily see the skin. Head support Fixed a head loading error, dynamic head is supported. Profile cache Cache profile in a file and can be used without internet. For the place Load the skin directly from the computer. You can also use this feature to preview your skin in the game and even change the default skin and pattern. Skins support Fixed an issue with rendering incorrect textures. The key is provided in DER format, so it can be used directly in the Authlib, without modifying the signature checking algorithm.
The same endpoint as the previous one, except that it returns the key in PEM format. Actually, this is the Ely.
Received response should be directly sent to the client without any modification via game server API. If there is no requested username or mojangSignature field isn't set, status code will be sent. The textures will contain unmodified json with addition property with name "chrly" as shown in the example above. Each request to the internal API should be performed with the Bearer authorization header. Example curl request:. Warning : skin uploading via skin field is not implemented for now.
Endpoint allows you to create or update skin record for a username. To upload skin, you have to send multipart form data. If successful you'll receive status code.
In the case of failure there will be status code and errors list as json:. Performs record removal by identity id. Request body is not required. On success you will receive status code. On failure it'll be with the json body:. Same endpoint as above but it removes record by identity's username. Have the same behavior, but in case of failure response will be:. The worker mode can be used in cooperation with the remote server mode to exchange Mojang usernames to UUIDs.
This mode by itself doesn't solve the problem of extremely strict limits on the number of requests to the Mojang's API. But with a proxying load balancer e. HAProxy, Nginx, etc. The instructions for setting up a proxy load balancer are outside the context of this documentation, but you get the idea ;. This endpoint can be used to programmatically check the status of the server. If all internal checks are successful, the server will return status code with the following body:.
If any of the checks fails, the server will return status code with the following body:. This project uses dep for dependencies management, so it should be installed too.
You only need to execute go run main. Redis can be installed manually, but if you have Docker installed , you can run predefined docker-compose service. Simply execute the next commands:. After all of that go run main. Unlike the official skins system , Ely. All the skins can be filtered by various parameters such as color, type, popularity, tags etc. Moreover you can upload skin from other skin catalogs just by providing an URL. The rest of work will be done by our clever parser. We have tried very hard and hope, that you will like Ely.
Moreover our project has full API documentation, that will help you with the integration of Ely. Our goal is to create an opportunity for players with official and unofficial clients to install skins they like and play together on any Minecraft server. Now you don't have to create yet another skin system of your own, since you can simply use the universal Ely.
Moreover Ely. This will let your players to play on your server using their Ely. You won't need to waste your time on implementing your own authorization system and your players won't be bored with another one registration or using authme plugin. They will simply use their Ely.
In addition to server and launcher authorization we have an oAuth too, which will let your players log in to your website using their Ely.
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