Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Microsoft authentication for IntelliJ/Eclipse development client


Recommended Posts

I recognise this question has been asked a few times over the last two or so years. Since then, to log into Minecraft it has been made mandatory to go through Microsoft's authentication system. It appears that it is possible, I'm looking at a node.js module that manages to do it using some 'clientToken' and the yggdrasil API. I spoke with McJty and they were quite clear that it was "not easy" at present. My question is: since it is impossible to log into a Minecraft account the old way, is there a way for a Forge development clent to be authorised with some configuration, whether that be CLI arguments or some sort of environment variables or external libraries etc and how would I do it? At the moment, I'm just trying to use IntelliJ's debug tool to debug a change I made to the way encryption of packets works (post-"Encryption Key Response") and this does not appear to be possible on an unauthenticated client as they can't even get to the "Encryption Key Request" step. Though, since this question has been asked a few times and if a solution exists for the problem of authentication, I would rather see an answer for that than a workaround for sending relevant encryption setup packets on unauth'd clients.

Any help would be appreciated, thank you very much.

Link to comment
Share on other sites

18 hours ago, diesieben07 said:

Why?

I modify the game for fun. The reason for this specifically is I've made some changes to a few server protocols and want to see if they are being processed correctly client-side. I'm very sorry if this wasn't clear from my original post or upset you in some way.

For now, looking into auth mods. Going to steal code and build my own just to be sure I'm not giving someone my password, as you suggested. This build should be very helpful so thank you to you both :)

Link to comment
Share on other sites

38 minutes ago, Lemon Lord said:

I modify the game for fun. The reason for this specifically is I've made some changes to a few server protocols and want to see if they are being processed correctly client-side. I'm very sorry if this wasn't clear from my original post or upset you in some way.

This is a very bad idea.

Either way, you can just test this with a local offline-mode server instead of logging in in dev.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.