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  1. Basically title. I recall in older versions of minecraft, before it used netty, you could set system properties to use socks proxy. It's not a thing anymore as far as i can tell. The idea: mod that lets people connect to each others LAN worlds through custom implemented tunnel. It works by opening local socket server which relays all the traffic through a tunnel to destination server. That way you can connect to, for example, localhost:40001 and you'll be playing on your friend's LAN server. Custom Socks4a or 5 proxy with remote DNS resolution let's you add a server in your list with a domains like harry.friend:25565, that you could connect to. Right now i can't see any way of doing it What i tried: ClientConnectedToServerEvent Using this to insert your Socks4ProxyHandler into netty channel pipeline, but it looks like by the time it invokes, you're already connected to the server and of course the whole thing doesn't make sense anymore. Any ideas how this can be done?
  2. Well here's the thing, thats just part of the problem. Client require some data before connecting to server
  3. Thats not gonna solve my issue
  4. If that can be done in the latest version of minecraft, that would be even better
  5. So i came across this quite old gist that lets you inject a http handler into a bukkit server. I was trying to make it work with forge but with no success, thought you guys might know better if that even possible. Here's why: i made a mod that enables server owners to write some simple logic in javascript, whether it is custom command on the server or some hud texture rendering on client. The point is, they should be loaded before connecting to the server and unloaded when player leaves the server. This way two servers can have separate set of scripts, you get the idea. For now i implemented it with regular forge packets, means that when player joins it receives a pretty big packet. The problem i have so far is max packet size since i need to send textures, its somewhere around 2MB in 1.7.10 (even less in 1.8+), and i really don't want to split them in multiple packets... HTTP handler could kinda solve that, but what is more important is caching. That would be pain in the ass to do with minecraft packets. P.S. Minecraft version is 1.7.10 if that makes any difference

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