Files
Felis/plugins

Felis server-side plugins

These are the in-cluster and edge plugins for Felis. Every module except the lobby ships the in-game first leg of the §10 account-link flow: a player who is already online (so Mojang has verified their UUID) runs /link; the plugin asks felis-api to mint a one-time code for that UUID and shows it in chat. The player then enters the code on the web panel → Account page (the second leg), which binds the code to their logged-in account. The web side is already built.

The Velocity module additionally carries the §11 domain-autostart routing loop — recognizing each server's subdomain, registering backends dynamically, waking a sleeping target and holding the player until it is ready. It is a full proxy plugin, not just /link; see Velocity routing below. The Fabric / Forge / NeoForge mods are /link-only.

The Paper module is different in kind: it is the §12 lobby UI face. It ships no /link and holds no felis-api token — it only paints the /menu (and /server) chest GUI and speaks the felis:control plugin-message channel to Velocity, which is the only side that ever talks to felis-api. See Lobby menu below.

Module Platform Target Jar
velocity/ Velocity proxy plugin velocity-api 3.3.0-SNAPSHOT felis-velocity-0.2.0.jar
fabric/ Fabric server mod MC 1.20.1 / fabric-loader 0.16.x felis-fabric-0.1.0.jar
forge/ Forge server mod MC 1.20.1 / Forge 47.3.0 felis-forge-0.1.0.jar
neoforge/ NeoForge server mod MC 1.20.4 / NeoForge 20.4.251 felis-neoforge-0.1.0.jar
paper/ Paper server plugin (lobby) paper-api 1.21.4-R0.1-SNAPSHOT felis-paper-0.1.0.jar
shared/ (not built on its own) — source compiled into each

Architecture

Each platform is an independent Gradle build with its own settings.gradle, not one root project mixing loader plugins (the loader Gradle plugins have conflicting Gradle-version requirements — see below). The platform-neutral link core lives in shared/src/main/java and is pulled into every module via:

sourceSets { main { java { srcDir '../shared/src/main/java' } } }

The core (best.lolicon.felis.link) has zero third-party dependencies — it uses the JDK's java.net.http.HttpClient and a small hand-written JSON parser — so there is nothing to shade and each jar is self-contained.

  • LinkClient — POST {apiBaseUrl}/api/v1/internal/account/link/code with Authorization: Bearer <service-token> and body {"mc_uuid":"<uuid>"}; 201 → {code, expires_at}, otherwise the {error:{code,message}} envelope.
  • LinkConfigLoader — reads FELIS_API_BASE_URL / FELIS_SERVICE_TOKEN (env wins) or a felis-link.properties file written as a commented template on first run. The API URL and service token are deployment inputs and are never compiled in.

Threading: the command runs on the server thread; the HTTP call is dispatched to a daemon single-thread executor and the reply is hopped back onto the server thread, so a slow felis-api never stalls the tick loop. If config is missing the plugin loads but never registers /link, so the server runs un-crippled.

All three mods use official Mojang mappings, so the MC class/method names are identical across Fabric/Forge/NeoForge and the command handler is uniform; only the @Mod/event-bus/config-dir glue differs per loader.

Velocity routing (§11)

Velocity sits on the player-facing edge, off-cluster, so it is where domain-autostart routing lives. Beyond /link, the Velocity plugin recognizes each felis server by its subdomain, registers backends into Velocity's dynamic server registry, and decides — per join — whether to send the player straight in, wake a sleeping server and park them, or ask them to reconnect. It drives §9 wake and §11 routing over the felis-api internal face (service-token auth), and additionally terminates the felis:control plugin-message channel that backs the §12 lobby menu — translating each lobby frame into the same wake/claim/status calls, against the player's connection-derived identity rather than anything the lobby claims. See Lobby menu below.

Two preconditions gate routing, each fails safe (routing turns off, /link keeps working):

  • online mode — online-mode=true in velocity.toml. The autostartPolicy and allowlist gates trust Mojang-verified UUIDs; under offline mode the plugin refuses to route on spoofable identities and logs an error.
  • root-domain — the deployment zone (e.g. mc.example.net). This is the only place the zone enters the proxy and is never compiled in; without it, host-based routing has nothing to match and stays off.

What it does when routing is active:

Surface Behavior
Backend registry Polls GET /api/v1/servers every 15 s and reconciles Velocity's dynamic registry. A failed poll keeps existing registrations — a control-plane blip never deregisters live backends. The API advertises each backend Service's host-routable ClusterIP, avoiding cluster-DNS names on the host-run proxy.
Join (PlayerChooseInitialServerEvent) Resolves subdomain.<root-domain> and remembers the target, but every fresh connection still enters login. When the login gate requests its post-auth lobby transfer, Velocity re-checks link status: a ready remembered target is selected immediately; an asleep target is woken and queued from the lobby.
Waiting queue One scheduled drain every 2 s polls status once per distinct waited-on server; a waiter drops out on transfer, on the player leaving, or after a 120 s timeout.
Wake gate The wake is POST /api/v1/internal/servers/{name}/wake keyed on the player's online-mode UUID. 403 (policy refused) tells the player and stops; 429 (wake already in flight) keeps waiting.
Server-list ping (ProxyPingEvent) Answers from the cached lifecycle view with a phase-aware MOTD (online / starting / sleeping) — read-only, never wakes anything. Mirroring each backend's own MOTD by background-pinging ready servers is a later slice.
Join report (ServerConnectedEvent) Reports real joins to a felis backend via POST …/join-event, so the reaper sees activity and the player is auto-added to the server allowlist.
/felis, /felis list Operator status: online-mode, root-domain, lobby, and the known server set with phase/ready.

Velocity-only config keys (read from the same felis-link.properties / env as /link; env wins):

Key Env Meaning
root-domain FELIS_ROOT_DOMAIN Routing zone, e.g. mc.example.net. Unset → routing off.
login-server FELIS_LOGIN_SERVER The system auth gate every fresh connection must pass. Defaults to login.
lobby-server FELIS_LOBBY_SERVER The distinct post-auth holding server used while a backend wakes. Defaults to lobby; it must not equal login-server.

Lobby menu (§12)

The paper/ module is the lobby's player-facing face for §27 scenario 10 (/menu → plugin msg → velocity → api → 共用等待队列 → ready 后 Connect). It runs on the Paper lobby server and gives players a chest GUI instead of a command line: /menu (alias /server) opens a grid of one tile per configured server, and clicking a tile wakes, claims, or joins that backend.

Pure UI face. The lobby holds no felis-api token, opens no HTTP connection, and keeps no waiting queue. Every action it takes is a single frame on the felis:control plugin-message channel; every piece of state it shows arrives as a frame on the same channel. Velocity (the ControlChannel, above) is the only side that talks to felis-api. This is enforced physically by the build, not just by convention: the module's sourceSets include-filter compiles in only the paper package plus the three codec classes, so the lobby jar contains exactly five classes —

best/lolicon/felis/link/Control.class        (channel framing)
best/lolicon/felis/link/ControlFrame.class   (the frame model)
best/lolicon/felis/link/Json.class           (codec)
best/lolicon/felis/paper/FelisPaperPlugin.class
best/lolicon/felis/paper/MenuHolder.class

— and no FelisApiClient, LinkClient, or token-config class. If a codec class ever grew a dependency on the API client, compilation would fail here rather than silently widen the lobby's reach.

Frames. Upstream (lobby → velocity) carries WakeRequest, ClaimRequest, and StatusQuery; downstream (velocity → lobby) carries StatusUpdate, TransferReady, and Error. Opening the menu paints a grey "loading" tile per server and fires a StatusQuery for each; the proxy answers with StatusUpdate frames that repaint each tile by phase + ownership.

Anti-spoof (§14). The player field a lobby puts in a frame is not trusted. Velocity derives the acting player and UUID from the ServerConnection the plugin message arrived on, and the server-side autostartPolicy / ownership gates authorize against that verified identity. The frame's server field is the trusted payload — it only names which tile was clicked. A fully compromised lobby therefore cannot act as another player or reach the API directly.

Button rules (the tile a click sends depends on the last StatusUpdate):

Tile state Label Frame sent
ownerless + stopped (claimable) Claim & Start ClaimRequest{server}
owned + running (ready) Join WakeRequest{server}
owned + stopped Wake WakeRequest{server}

"Join" and "Wake" are the same upstream frame (WakeRequest) — only the label differs; the proxy treats a wake of an already-running owned server as a join. A refusal comes back as an Error frame (not_linked / quota_exceeded / already_claimed → a friendly message), which is the only place a claim/quota/ policy failure surfaces to the player; readiness arrives as TransferReady just before the proxy Connects them.

Status. This slice is code-complete and compile-verified (paper jar builds green on a Java-21 toolchain; the velocity end compiles the full shared tree; the wire codec round-trips). It is not live-verified — there is no running Paper + Velocity + real players in this environment — so §27 scenario 10 stays FAIL (live-unverified) in the spec matrix until it can be exercised end-to-end on a real deployment.

Building

The platforms need different Gradle versions (a real, measured constraint, not a preference):

Module Gradle Why
velocity 9.5.1 (system) plain java plugin — no loader Gradle plugin
fabric 8.8 (wrapper) loom 1.7.4 uses Problems.forNamespace, removed in Gradle 9
forge 8.8 (wrapper) ForgeGradle 6 is Gradle-8-only
neoforge 8.14 (wrapper) NeoGradle 7.1.38 requires Gradle API ≥ 8.14
paper 9.5.1 (system), JDK 21 toolchain plain java plugin, but paper-api 1.21.4 is published for Java 21, so it declares a JavaLanguageVersion.of(21) toolchain — Gradle picks a detected JDK 21 to compile regardless of which JDK runs Gradle
# Velocity — system Gradle is fine
gradle -p plugins/velocity build

# Paper — system Gradle too, but it compiles on a Java-21 toolchain (see table)
gradle -p plugins/paper build

# Fabric / Forge / NeoForge — use the per-module wrapper
plugins/fabric/gradlew   -p plugins/fabric   build
plugins/forge/gradlew    -p plugins/forge    build
plugins/neoforge/gradlew -p plugins/neoforge build

Requires JDK 17 — except paper, which needs a Java-21 toolchain available to Gradle (paper-api 1.21.4 is a Java-21 artifact; the rest of the suite is Java 17). The first build of each mod downloads and remaps/decompiles Minecraft, so it takes a few minutes; subsequent builds are fast. Jars land in each module's build/libs/.

Deploying

Drop the matching jar into the server/proxy mods or plugins directory, start once to generate config/felis-link.properties (or plugins/felis-link/… on Velocity), then set api-base-url and service-token — or provide FELIS_API_BASE_URL and FELIS_SERVICE_TOKEN in the environment, which take precedence. The service token is the same one felis-api compares for its internal endpoints; treat it as a secret.

On Velocity, also set root-domain (and optionally lobby-server) in the same file to turn on §11 routing, and make sure online-mode=true in velocity.toml — without either, the proxy still serves /link but routing stays off (see Velocity routing). The config dir is plugins/felis-link/ because the plugin id is felis-link (kept stable across the 0.1 → 0.2 jar so existing config carries over).

On the Paper lobby there is no token to set, because the lobby never talks to felis-api. Drop felis-paper-…jar into plugins/, start once to generate plugins/FelisPaper/config.yml, and list the felis server names (the CRD metadata.name, not the display title) you want as tiles under servers:. The lobby must sit behind the same Velocity proxy as the backends — it reaches the control plane only through the proxy's felis:control terminus — so it needs no api-base-url and no service-token of its own.