Shared protocol library for the tachyne cluster: the attach protocol, canonical-770 renderer, multi-version translation chain, and the gateway session pipeline https://tachyne.com
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Wesley Channon adae2f969c A 26.2 client keeps a 26.3 sign's text: folded into block_entity_data
26.3 moved a sign item's text into sign_text_front, sign_text_back and
waxed; 26.2 keeps it in the block entity tag. On the way to a 26.2 client
the three now fold into block_entity_data as SignText's tag (messages as
{text} compounds, filtered_messages, color, has_glowing_text, is_waxed):
into the stack's own block_entity_data, or one naming sign or hanging_sign
from the item. A creative client that sends the stack back hands the text
in with it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01JhRruHDTswJ2XVRSq6f3RE
2026-10-03 09:01:59 +02:00
.github/workflows tachyne-common: initial public release 2026-07-10 14:43:21 +02:00
access Access admin client (bans, grants); the client IP rides the attach Hello 2026-09-25 16:38:11 +02:00
attach Advancement tree reset on reload; vanilla's nine recipe property sets 2026-10-03 07:52:41 +02:00
gwsession Advancement tree reset on reload; vanilla's nine recipe property sets 2026-10-03 07:52:41 +02:00
handover handover: widen stack rows for the book id column 2026-07-13 11:50:27 +02:00
protocol A 26.2 client keeps a 26.3 sign's text: folded into block_entity_data 2026-10-03 09:01:59 +02:00
proxyproto tachyne-common: initial public release 2026-07-10 14:43:21 +02:00
render770 Advancement tree reset on reload; vanilla's nine recipe property sets 2026-10-03 07:52:41 +02:00
scripts Advancement tree reset on reload; vanilla's nine recipe property sets 2026-10-03 07:52:41 +02:00
shard tachyne-common: initial public release 2026-07-10 14:43:21 +02:00
CONTRIBUTING.md tachyne-common: initial public release 2026-07-10 14:43:21 +02:00
go.mod tachyne-common: initial public release 2026-07-10 14:43:21 +02:00
LICENSE tachyne-common: initial public release 2026-07-10 14:43:21 +02:00
NOTICE tachyne-common: initial public release 2026-07-10 14:43:21 +02:00
README.md README: document gwsession, shard and handover; drop the private-module setup 2026-08-03 22:19:09 +02:00

tachyne-common

tachyne is an unofficial fan project, not affiliated with Mojang, Microsoft, or Minecraft's developer/publisher in any way. See the Disclaimer at the bottom.

Project status

Work in progress. tachyne is young and moving fast: a full survival game runs today, but expect rough edges, missing vanilla features, and breaking changes between updates. Bug reports are genuinely useful — please open a GitHub Issue with your client version/edition and what you saw. Contributions are welcome too: see CONTRIBUTING.md.

Just want to run a server? The quickstart repo brings up the whole stack in one command — Docker Compose or Kubernetes, classic infinite survival by default, real-Cape-Town earth mode as a variant.

What's implemented? Gameplay features live in the world engine, not the gateways — see tachyne-world's feature matrix for what to expect (implemented / partial / missing) as a player.

Shared pure-Go module for the tachyne Minecraft cluster. This module is where the Minecraft wire format lives — the world engine (tachyne-world) has no wire code at all ("worlds are versionless"); gateways compose these packages to terminate real clients.

Packages

  • attach/ — the domain attach protocol between gateways and world pods: the engine's ONLY external interface. Framing u32be len | u8 type | payload; JSON payloads except Chunk (JSON header + zlib binary of raw block-state/light arrays) and Ping/Pong. The frame catalog is typed end to end: core session frames 0x01–0x09 (Hello/Welcome/Want/Chunk/Move/Time/ Ping/Pong/Bye), clientbound domain events (entities 0x0a–0x10, dig/place/ held/blockset 0x11–0x14, dimension/teleport/command 0x15–0x17, bossbar 0x1a, survival 0x1b–0x1f, items/windows 0x20–0x27, sound/particles/worldfx 0x28–0x2a, misc 0x2b–0x33, entity-status/swing 0x40/0x41), and serverbound typed actions 0x34–0x3f. entities.go (consts + struct docs) is the protocol reference — keep it current when adding frames. Events carry ABSOLUTE positions; per-viewer delta math is the renderer's job. Codec rules that bit us once: one json tag PER field, no custom marshalers on embedded structs (a promoted MarshalJSON silently dropped on_ground).

  • render770/ — the shared canonical-770 (Minecraft 1.21.5) renderer + serverbound parsers for the attach events. EntityView is the per-viewer entity tracker: relative i16-delta moves against what THIS viewer actually rendered, absolute resync on first sight / ≥7.5-block jumps / every 40th move, NoSync for entities that must never get sync_entity_position (the 776 dragon constraint). Family renderers: presence (sanitizing chat NBT, boss bars, time), survival (health/XP/effects/hurt/death), items (ItemStack with opaque canonical components, equipment, windows, entity metadata), effects (inline-by-name sounds, particles, world FX, block set), misc (game events, abilities, passengers, vehicles, velocity, trades, difficulty, command tree, respawn). parse.go holds the SID* serverbound packet-id consts + Parse* decoders gateways use to lift 770 serverbound packets into typed action frames. Tests are byte oracles: the engine's deleted packet builders were copied in verbatim as expected-output generators — a renderer change that shifts bytes fails loudly. Add an oracle (or strict re-parser) test with every new renderer.

  • protocol/ — the 770 wire/encoding substrate: VarInt/String, packet framing (plain + zlib-compressed), network NBT writer, paletted containers, positions, generated registries/damage-types/items tables, config-phase composition shared by all gateways (ConfigRegistryPackets(proto), UpdateTagsPacket(proto) — full 1.21.5 AND 26.x tag data — BrandPayload(), FeatureFlags()), and the chained multi-version translation layer (Translator, TranslatorFor(proto), translate_chain.go, generated protomaps incl. 26.x): gateways above 770 render canonical bytes then translate at the client boundary. Generators for the *_gen.go files live in tachyne-world's scripts/ and write here.

  • access/ — client for the tachyne-access policy service: fail-closed login verdicts (Check), 30 s verdict cache.

  • proxyproto/ — PROXY protocol v1 reader (ingress → gateway real client IPs).

  • gwsession/ — the entire shared Java gateway: the front door (listener, handshake, status ping, version gate, tachyne-access check) and the session pipeline (login → configuration → play bridge, including the silent backend swap when a player crosses a shard seam). Both Java gateway repos are a main.go over this: version pinning plus environment wiring, so a gateway bug is fixed HERE, once.

  • shard/ + handover/ — the multi-pod pieces: shard topology/ownership and the serialized player state that crosses a seam.

Consumers & workflow

Consumers: tachyne-world (the engine — attach frames, render770 types, shard and handover), tachyne-gw-java-770 and tachyne-gw-java-776 (both build their gateway from gwsession, which composes render770 and translates per connection), tachyne-gw-bedrock (Bedrock render), tachyne-ingress (protocol). The module is public — go get github.com/tachyne/tachyne-common@<sha> resolves through the Go proxy with no credentials.

Change protocol here → pin the new sha in every consumer (GOFLAGS=-mod=mod go get github.com/tachyne/tachyne-common@<sha>), go test -race each, deploy world before gateways. New client-visible features enter as: typed attach frame here → renderer/parser in render770/ (with oracle test) → engine emission → gateway wiring.

Credits

  • PrismarineJS/minecraft-data — canonical packet ids and field layouts (MIT).
  • misode/mcmeta — registry, tag and damage-type data reports.
  • Minecraft Wiki — protocol documentation (CC BY-NC-SA; factual reference).
  • ViaVersion / ViaBackwards — cross-version packet and entity differences used as a factual reference for the translation chain and entity substitution (no code reused; GPL).

Development transparency

tachyne is built by its maintainer working with an AI coding agent (Anthropic's Claude): substantial portions of the implementation were written by the model under human direction, and every change is reviewed, tested and deployed by the maintainer. The project's engineering discipline is designed for exactly this workflow — byte-oracle tests pin the wire format, full test suites gate every image build, and real-client verification signs off gameplay. Disclosed here for transparency; judge the code on its behavior.

License

Licensed under the Apache License, Version 2.0 — see LICENSE and NOTICE. Note §6: the license grants no rights to the tachyne name or any trademarks.

Disclaimer

tachyne is an unofficial, independent project. It is not affiliated with, endorsed, sponsored, or approved by Mojang Studios, Mojang Synergies AB, Microsoft Corporation, or any of their subsidiaries — the developer and publisher of Minecraft have no involvement with this project. "Minecraft" is a trademark of Mojang Synergies AB. This project contains no Minecraft game code; all game behavior is independently reimplemented, and data tables are built from openly licensed community datasets (see Credits).