MCSTP

Quick rating

MCSTP

No reviews yet

Rich game state telemetry addon for MCCTP. Broadcasts player stats, combat context, threat scanning, input state, screen info, and status effects over WebSocket every tick.

Mod Loaders
Fabric
Minecraft

Community voices

Reviews

Versions
Loading versions…
Match includes

Click once to include, again to exclude, again to clear

Rating Any
Any 0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0 4.5 5.0
Min
Max
Play Status
Reviews
Time Played
hrs+
Verified developers only
Has developer response
List view
Grid view
Compact view
Sort by
Date
Rating
Helpful
Unhelpful
Edited
Sort ascending
Delete this review?

This removes your review from the project. You can write a new review after.

Review submitted for moderation

Your review has been sent to moderators, who will check that it meets our guidelines before it appears publicly.

No reviews yet. Be the first to review this project!

Get it on

Available Platforms

Compatibility

Supported Environments

Dev Environment
Client Required
Server Unsupported

About

Project Details

Type
Mod
License
MIT License
Latest Version
1.1.0
Authors

For authors

Embed Badge

If you're the author of this project, you can embed a live badge anywhere that supports HTML or Markdown. It updates automatically whenever ratings change.

Custom banner text
ModDex rating badge preview

Use HTML for any page that supports it, or Markdown for README files and Markdown-based descriptions.

Identifiers

Platform IDs

Modrinth ID

Resources

External Links

Source Issues Wiki Discord

About

Description

MCSTP - Minecraft State Transfer Protocol

A Fabric mod that adds comprehensive game state telemetry to MCCTP. It broadcasts rich state snapshots over MCCTP's WebSocket every tick — player info, combat context, threat scanning, input state, screen state, status effects, and more.

Features

  • Full game state every tick — position, health, inventory, combat, threats, inputs, screen, status effects
  • Threat scanning — detects hostile mobs within 16 blocks, nearest distance/angle, count
  • Input mirroring — reports what keys the player is pressing and mouse deltas
  • Screen awareness — knows when a GUI is open, cursor position, mouse/shift state
  • Status effect tracking — boolean flags for 11 common effects
  • GUI actions — cursor positioning and click simulation for open screens
  • Plugin architecture — registers with MCCTP's API, shares the same WebSocket connection

Requirements

  • Minecraft 1.21.11
  • Fabric Loader >= 0.16.0
  • Fabric API
  • MCCTP >= 1.0.0
  • Java 21+

Install

# Build MCCTP first (MCSTP depends on its JAR)
cd mcctp
./gradlew build

# Then build MCSTP
cd ../MCSTP
./gradlew build

Copy both JARs from build/libs/ to your .minecraft/mods/ folder.

How It Works

MCSTP plugs into MCCTP as a module. On init, it registers a state provider and two action handlers with MCCTP's API. It doesn't run its own server — MCCTP's WebSocket handles everything.

When both mods are installed, clients receive a handshake on connect:

{"type": "handshake", "modules": ["mcctp", "mcstp"], "version": "1.0"}

With only MCCTP installed, modules is ["mcctp"] and no state is broadcast.

Protocol

Game State (Server → Client)

MCSTP extends the game state payload that MCCTP broadcasts. All of MCCTP's base fields are present, plus these additional sections:

{
  "type": "game_state",
  "timestamp": 1700000000000,
  "selectedSlot": 0,
  "heldItem": {
    "name": "minecraft:diamond_sword",
    "category": "SWORD",
    "stackCount": 1,
    "maxDurability": 1561,
    "currentDurability": 1400
  },
  "offhandItem": {
    "name": "minecraft:shield",
    "category": "SHIELD",
    "stackCount": 1,
    "maxDurability": 336,
    "currentDurability": 336
  },
  "playerState": {
    "health": 18.0,
    "maxHealth": 20.0,
    "hunger": 19,
    "saturation": 3.0,
    "x": 142.5,
    "y": 72.0,
    "z": -38.3,
    "yaw": 45.0,
    "pitch": -10.0,
    "onGround": true,
    "sprinting": false,
    "sneaking": false,
    "swimming": false,
    "flying": false,
    "inWater": false,
    "onFire": false,
    "experienceLevel": 24,
    "experienceProgress": 0.65,
    "totalExperience": 897
  },
  "combatContext": {
    "isUsingItem": false,
    "isBlocking": false,
    "activeHand": "MAIN_HAND",
    "crosshairTarget": "ENTITY",
    "crosshairEntityType": "minecraft:zombie",
    "crosshairBlockPos": null,
    "crosshairDistance": 3.2,
    "crosshairEntityHealth": 14.0,
    "crosshairEntityMaxHealth": 20.0
  },
  "playerInput": {
    "movementForward": 1.0,
    "movementSideways": 0.0,
    "jump": false,
    "sprint": true,
    "sneak": false,
    "attack": false,
    "useItem": false,
    "drop": false,
    "swapOffhand": false,
    "openInventory": false,
    "yawDelta": 2.35,
    "pitchDelta": -0.5
  },
  "screenState": {
    "screenOpen": false,
    "screenType": null,
    "cursorX": 0.0,
    "cursorY": 0.0,
    "mouseLeft": false,
    "mouseRight": false,
    "shiftHeld": false
  },
  "statusEffects": {
    "speed": false,
    "slowness": false,
    "strength": true,
    "fireResistance": false,
    "poison": false,
    "wither": false,
    "regeneration": false,
    "resistance": false,
    "invisibility": false,
    "waterBreathing": false,
    "absorption": false,
    "activeEffectCount": 1
  },
  "threat": {
    "targetEntityHostile": true,
    "targetDistance": 3.2,
    "nearestHostileDist": 3.2,
    "nearestHostileYaw": 45.0,
    "hostileCount": 3
  }
}

Game State Fields

Fields from MCCTP (heldItem, offhandItem, playerState base fields, combatContext base fields) are documented in the MCCTP README. MCSTP adds the following:

playerState (extended):

Field Type Description
experienceLevel int Current XP level
experienceProgress float Progress to next level (0-1)
totalExperience int Total XP points

combatContext (extended):

Field Type Description
crosshairDistance float Distance to crosshair target (-1 if miss)
crosshairEntityHealth float Target entity health (-1 if not living)
crosshairEntityMaxHealth float Target entity max health (-1 if not living)

playerInput:

Field Type Description
movementForward float Forward/backward input (-1 to 1)
movementSideways float Left/right input (-1 to 1)
jump bool Jump key held
sprint bool Sprint key held
sneak bool Sneak key held
attack bool Attack key held
useItem bool Use key held
drop bool Drop key held
swapOffhand bool Swap hands key held
openInventory bool Inventory key held
yawDelta float Yaw change since last tick (degrees)
pitchDelta float Pitch change since last tick (degrees)

screenState:

Field Type Description
screenOpen bool Any GUI screen is open
screenType string? Screen class name (e.g. "InventoryScreen"), or null
cursorX float Cursor X position normalized (0-1)
cursorY float Cursor Y position normalized (0-1)
mouseLeft bool Left mouse button held
mouseRight bool Right mouse button held
shiftHeld bool Shift key held (for shift-clicking)

statusEffects:

Field Type Description
speed bool Speed effect active
slowness bool Slowness effect active
strength bool Strength effect active
fireResistance bool Fire Resistance effect active
poison bool Poison effect active
wither bool Wither effect active
regeneration bool Regeneration effect active
resistance bool Resistance effect active
invisibility bool Invisibility effect active
waterBreathing bool Water Breathing effect active
absorption bool Absorption effect active
activeEffectCount int Total number of active effects

threat:

Field Type Description
targetEntityHostile bool Crosshair target is a hostile mob
targetDistance float Distance to crosshair target (-1 if not hostile)
nearestHostileDist float Distance to nearest hostile within 16 blocks (-1 if none)
nearestHostileYaw float Yaw angle to nearest hostile (degrees)
hostileCount int Number of hostile mobs within 16 blocks

Actions (Client → Server)

MCSTP adds two actions for GUI interaction, on top of MCCTP's 14 base actions:

Action Params Description
cursor x: float (0-1), y: float (0-1) Move cursor to normalized screen position. Only works when a screen is open.
click button: "left" "right" Click at current cursor position. Only works when a screen is open.

Action Examples

// Move cursor to center of screen
{"action": "cursor", "params": {"x": 0.5, "y": 0.5}}

// Left click
{"action": "click", "params": {"button": "left"}}

// Right click
{"action": "click", "params": {"button": "right"}}

Configuration

Config file: .minecraft/config/mcstp.json (created on first launch)

{
  "tickInterval": 1
}
Field Default Description
tickInterval 1 Broadcast game state every N ticks (20 ticks = 1 second)

This overrides MCCTP's tick interval when MCSTP is installed.

Architecture

Any Client ←── WebSocket (JSON) ──→ MCCTP (Fabric Mod)
                                       │
                                       ├── WebSocketServer (Netty)
                                       ├── ConnectionManager
                                       ├── ActionDispatcher
                                       │     ├── 14 base handlers (move, look, jump, ...)
                                       │     ├── CursorHandler ← MCSTP
                                       │     └── ClickHandler  ← MCSTP
                                       │
                                       └── StateProviderRegistry
                                             └── MCSTPStateProvider ← MCSTP
                                                   ├── PlayerStateInfo (extended)
                                                   ├── HeldItemInfo + ItemCategorizer
                                                   ├── CombatContextInfo (extended)
                                                   ├── PlayerInputInfo
                                                   ├── ScreenStateInfo
                                                   ├── StatusEffectInfo
                                                   └── ThreatInfo

Key implementation details:

  • MCSTP registers with MCCTP via MCCTPApi.registerModule("mcstp") — this adds it to the handshake
  • State collection implements MCCTP's StateProvider interface — MCCTP calls it every tick and broadcasts the result
  • Action handlers implement MCCTP's ActionHandler interface and are registered via ActionDispatcher.registerHandler()
  • Threat scanning uses getEntitiesByClass(HostileEntity.class) within a 16-block bounding box
  • Screen state reads GLFW mouse/key state directly
  • Player input uses Input.getMovementInput() for movement vector and GameOptions key bindings for button state

Building from Source

# MCCTP must be built first
cd mcctp
./gradlew build

# Then MCSTP
cd ../MCSTP
./gradlew build

# Output jar
build/libs/mcstp-1.0.0.jar

Build targets Java 21. Tested with Gradle 9.2.0 and Fabric Loom 1.15.3.

Python Client

A Python package is included in python/. Provides typed dataclasses for the full game state:

import time
from mcctp import SyncMCCTPClient, Actions
from mcstp import GameState
from mcstp import Actions as MCSTPActions

with SyncMCCTPClient("localhost", 8765) as client:

    def on_state(data: dict):
        state = GameState.from_dict(data)
        print(f"HP: {state.player_state.health} | Hostiles: {state.threat.hostile_count}")

        if state.combat_context.crosshair_target == "ENTITY":
            print(f"  Target: {state.combat_context.crosshair_entity_type} "
                  f"({state.combat_context.crosshair_entity_health} HP)")

    client.on_state(on_state)

    # MCCTP actions work as normal
    client.send(Actions.move("forward", "start"))
    time.sleep(2)
    client.send(Actions.move("forward", "stop"))

    # MCSTP adds cursor/click for GUIs
    client.send(Actions.open_inventory())
    time.sleep(0.1)
    client.send(MCSTPActions.cursor(0.5, 0.3))
    client.send(MCSTPActions.click("left"))

GameState.to_control_dict() returns a flat dictionary with the most useful fields for decision-making (health, position, held item, crosshair target, hostile count, screen state).

License

MIT

Screenshots

Gallery

This project has no gallery images yet.

Versions

Files

Relations

Project Relations

More like this

Similar Mods

Suggestions use data such as tags, dependencies, dependents, descriptions, titles, and more to rank how much they overlap with this mod.

On ModDex

Community snapshot

0
Ratings
0
Followers
0
In stacks

By the numbers

Statistics

<1,000
Downloads
Last Updated
CurseForge
Modrinth
Created
Last synced
When ModDex last fetched this project from CurseForge or Modrinth. Every project is re-checked on a schedule, and any project that ships a new file is synced automatically within hours of the release.
New file updates sync automatically
How syncing works