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Forbidden magic (maybe?) that keeps your mods updated.

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teaconmc/RemoteSync

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RemoteSync

... is forbidden magic that keeps your mods updated.

Preface

The keywords "MUST", "MUST NOT", "REQUIRED", "SHALL", "SHALL NOT", "SHOULD", "SHOULD NOT", "RECOMMENDED", "MAY", and "OPTIONAL" in this document are to be interpreted as described in RFC 2119.

Tl;dr: how to?

  1. This mod requires Forge (FML, to be exact).
    • For any Forge versions 28.1.65 or onward, drop this into your mods folder. Still, you SHOULD use sufficiently new Minecraft and Forge versions (i.e. those in active development or LTS).
      You MUST NOT try using RemoteSync to load RemoteSync itself. It will never work.
    • For any Forge versions 25.0.0 - 28.1.64: this might work, but you MUST somehow put this into your classpath.
      If you choose these Forge versions, you will also not receive any technical support here. Updates.
    • For any Forge versions 14.23.5.2855 or downward: this does NOT work on older versions, at all. See "Alternatives" section below for possible solutions.
  2. Prepare a collection of PGP public keys. You SHOULD make sure that your users trust these public keys.
  3. Host all of your mods and your mod list publicly. How to keep your list updated is up to you.
  4. Prepare your remote_sync.json.
  5. When packaging, only include the key rings and config file.

Workflow

RemoteSync works in the following way:

  1. The "mod" itself MUST be in the mods directory for technical reason.
  2. When game starts, RemoteSync loads the config file remote_sync.json (under your gameDir) and load public key rings from the path specified in the config file.
  3. RemoteSync will then fetch the mod list from the URL given in the config file remote_sync.json (under your gameDir). RemoteSync caches the mod list file and uses the cached version if remote does not have updates.
  4. RemoteSync then downloads and caches all mods and their signatures according to the mod list, verify their identity and handle them to FML if and only if verified.

Trust Model

RemoteSync uses PGP to verify if a mod file is trustworthy. Naturally, it means that the trust model of RemoteSync is the Web of Trust.

Put it simple, users establish trusts by trusting third parties' public key(s) and thus public keys that those third parties trust. Example:

  1. Alice and Bob meets in real life, exchanged and signed their public keys. They thus start to trust each other.
  2. Later, Bob and Clara meets in real life, exchanged and signed their public keys. Bob now trusts Clara.
  3. Now, Alice can trust Clara because Alice trusts Bob and Bob trusts Clara.
  4. The network expands organically as more people (e.g. David, Elise, Frank, ...) join in the same manner.

RemoteSync uses detached signatures, so that mod files themselves are verbatim.

Config file remote_sync.json

RemoteSync intentionally does not create this file. It is upon modpack creators to create and properly configure this file.

The following is explanation of this file:

{
  "modDir": "remote_synced_mods",
  "keyRingPath": "public_keys.asc",
  "keyServers": [],
  "keyIds": [],
  "modList": "http://example.com/",
  "timeout": 15000
}
  • modDir is the path to the directory where RemoteSync stores downloaded mods. It is relative to your game directory (a.k.a. the .minecraft directory).
  • keyRingPath is the path to the PGP key ring files whose contents are public keys that users trust. It also functions as the storage for keys received from designated key servers. It is also relative to your game directory.
  • keyServers is a list of key server URLs to receive keys from.
  • keyIds is a list of keys to search on key servers specified above. Usually, keys are described as a 16-digit-long hexadecimal number (i.e. the long format in GPG), without the 0x prefix.
  • modList is the URL to the mod list. The format of mod list is in next section.
  • timeout is the number of milliseconds for all remote connections to wait before giving up.

Mod List Format

The mod list is a JSON file containing exactly one JSON Array that looks like:

[
  {
    "name": "mod-a-1.0.jar",
    "file": "http://example.invalid/mod-a-1.0.jar",
    "sig": "http://example.invalid/mod-b-1.0.jar.sig"
  },
  {
    "name": "mod-b-1.0.jar",
    "file": "http://example.invalid/mod-b-1.0.jar",
    "sig": "http://example.invalid/mod-b-1.0.jar.sig"
  }
]
  • name is the file name to use for the local cache.
  • file is the URL to the mod file itself. URL must be direct and publicly accessible.
  • sig is the URL to the signature for the mod file. Again, URL must be direct publicly accessible.
  • The same structure can be repeated as many times as needed.

Alternatives

cpw's serverpackloactor is a good candidate to consider if you feel uncomfortable about setting up PGP keys.

If you accept using launch arguments, you can try the --fml.mavenRoots option. Do note that there is also --fml.modLists option which lets you use several list files instead of stuffing everything in the arguments. These list files MUST have extension of list (i.e. foo.list, bar.list), and their contents are simply maven coordinates, one per line.

Older versions of Forge (for Minecraft 1.12.2 or older) has two options with similar functionalities: --mods and --modListFile.

There is currently no alternatives if you are from Fabric ecosystem. I have started looking into it, but it is very tricky...

To developers who want to go down the rabbit hole

Directly import this project as a Gradle Project to your IDE, no special configuration needed.

It is worth noting that this project does not depend on Minecraft itself, only ForgeSPI and ModLauncher. One implication is that you cannot test it directly in your IDE unless you manually set it up.

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Forbidden magic (maybe?) that keeps your mods updated.

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