Felis server-side plugins
These are the in-cluster and edge plugins for Felis. The Velocity proxy and the three loader mods (these on a standalone online-mode server only, see the warning under the module table) ship 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 console → Account page (the second leg), which binds the code to their logged-in account. The web side is already built.
The limbo module reaches the same felis-api endpoint without a command: it is the login gate, so it mints the code on join for anyone not yet linked and holds them until they redeem it. The paper lobby ships neither — see below.
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 | Compiles against | Jar | Built by the installer |
|---|---|---|---|---|
velocity/ | Velocity proxy plugin | velocity-api 3.5.1 (Java 21 bytecode) | felis-velocity-0.1.0.jar | yes |
limbo/ | LOOHP/Limbo plugin (login) | Limbo API 2026.0.3-ALPHA (Java 17 bytecode) | felis-limbo-0.1.0.jar | yes |
paper/ | Paper server plugin (lobby) | paper-api 26.3.build.40-alpha | felis-paper-0.1.0.jar | yes |
fabric/ | Fabric server mod | MC 1.20.1 / fabric-loader 0.16.5 / fabric-api 0.92.2+1.20.1 | felis-fabric-0.1.0.jar | no |
forge/ | Forge server mod | MC 1.20.1 / Forge 47.3.0 | felis-forge-0.1.0.jar | no |
neoforge/ | NeoForge server mod | MC 1.20.4 / NeoForge 20.4.251 | felis-neoforge-0.1.0.jar | no |
shared/ | (not built on its own) | — | source compiled into each | source only |
The installer's three versions are the builds deploy/game-stack.lock installs (Velocity VELOCITY_VERSION, Limbo LIMBO_VERSION, the Paper jar in PAPER_JAR_URL), and go test . fails when a pin and the lock drift apart; see Dependency verification.
Minecraft versions
| Module | Runs on | Minecraft |
|---|---|---|
velocity | the Felis proxy (Velocity 3.5.1) | whatever clients the proxy accepts: 26.3 natively, older clients through the ViaVersion stack bootstrap installs |
limbo | the Felis login gate (Limbo) | 26.3 only — Limbo speaks exactly one protocol, the lock's MC_VERSION |
paper | the Felis lobby (Paper 26.3) | 26.3, the lock's MC_VERSION |
fabric | a standalone Fabric server | 1.20.1 (fabric.mod.json declares ~1.20.1) |
forge | a standalone Forge server | 1.20.1 (mods.toml declares [1.20.1,1.20.2)) |
neoforge | a standalone NeoForge server | 1.20.4 (mods.toml declares [1.20.4,1.20.5)) |
The Felis network itself runs Minecraft 26.3. The loader mods target the older 1.20.x modding lines and belong on a standalone server outside the network; they load on no 26.x server, and nothing in a Felis install loads them.
"Built by the installer" is what deploy/bootstrap.sh produces, and it is the same set bootstrap_asset.go embeds into the felis binary for the TUI install path, which has no source checkout to build from. The three loader mods are not in that set — a finished install has no felis-fabric/felis-forge/felis-neoforge jar anywhere. They build from this checkout with the commands under Building and are deployed by hand; the account-link flow they carry works, but nothing installs them for you.
The loader mods are for a standalone server only. Inside a Felis network the proxy's
/linkalready serves every backend and shadows a backend's own, so user game servers need no mod. A mod answers/linkonly when its server runsonline-mode=true: an offline-mode server is either behind a proxy (whose/linkapplies) or cracked, where the UUID is whatever the client claims.The token a mod holds is a real credential. It mints a link code for any UUID the mod asks about, so whoever can read that server's files — its operator, any plugin or mod on it, a copied backup — can bind a not-yet-linked player's Minecraft account to their own web account. Put a mod only on a server whose operator you would trust with that, and give it the
limbotoken: it opens the link-code, link-status and blacklist routes and nothing else. Thevelocitytoken also approves op-logins and wakes or claims servers for any player; it stays on the proxy host.sudo felis rotate-token limboreplaces a leaked token (the login gate restarts onto the new value; copy it into the mod'sfelis-link.propertiesby hand; the mod takes it on its next call, without a restart).
Whose identity each path trusts
Only the Velocity path is protected against a forged identity. The proxy runs online-mode=true (bootstrap writes it), so Velocity checks every login with Mojang, and everything downstream takes its identity from that login:
- the proxy's own
/link,/felisand/inviteuse the UUID of the verified connection; - the lobby's
felis:controlframes are attributed to the backend connection they arrived on, and theplayerfield a lobby writes is ignored (see Lobby menu); - the login gate and the lobby run offline-mode behind the proxy and accept only logins carrying Velocity's modern-forwarding signature (the shared forwarding secret), so a client that bypasses the proxy cannot claim a UUID.
A proxy started with online-mode=false refuses to route (it logs an error and turns routing off); its /link then sees only name-derived offline UUIDs, which never equal a Mojang account's.
The loader mods are outside that protection. A mod trusts the UUID its own server reports (getUUID()), so it is exactly as trustworthy as that server: the mod refuses /link unless the server runs online-mode=true, and whoever operates the server holds a token that can mint a code for any UUID (see the warning above).
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/codewithAuthorization: Bearer <service-token>and body{"mc_uuid":"<uuid>"};201 → {code, expires_at}, otherwise the{error:{code,message}}envelope.LinkConfigLoader— readsFELIS_API_BASE_URL/FELIS_SERVICE_TOKEN(env wins) or afelis-link.propertiesfile written as a commented template on first run. The API URL and service token are deployment inputs and are never compiled in. Two optional keys bound each call, in whole seconds from 1 to 120 (default 10):connect-timeout-seconds/FELIS_API_CONNECT_TIMEOUT_SECONDSfor opening the connection,request-timeout-seconds/FELIS_API_REQUEST_TIMEOUT_SECONDSfor the whole call. Anything else fails the load with the key named.FelisApiClient— the routing client. A GET that failed on a dropped connection or a 502/503/504 is tried once more after a 100–400 ms jittered pause; a GET that timed out, and every POST (wake, claim, join-event, approvals), is never repeated.
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=trueinvelocity.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 stays while its server is on the way up (starting, or Failed inside the operator's restart backoff), hears a progress line each minute, and drops out on transfer, on the player leaving, when the start is given up (startGaveUp) or the server is stopped, after 120 s without an answer from felis-api, or at a one-hour backstop. |
| 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. |
/felis lobby, /felis go <lobby> | Moves the player back to the lobby from any backend. Nothing is woken, and a wait already queued still moves them when its server is ready. Kept under /felis so a user server's own /lobby or /hub is not shadowed by the proxy. |
/server | Velocity's own /server is removed so the command reaches the backend: the lobby's server menu there, a user server's own /server anywhere else. It listed the login gate, the lobby and every running server to every player. A /server another proxy plugin registered is kept. With routing off the built-in stays, since it is then the one way to switch servers. |
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. |
Load bounds on the proxy: felis-api calls run on a pool of 8 threads with 64 waiting slots. Past that a call is refused at once — the player reads "busy", a lobby frame gets a busy error, and a dropped join-event is logged at warn — rather than piling up threads while felis-api is slow. The registration refresh (15 s) and the waiting-queue poll (2 s) skip a run that falls due while the last one is still going. Acting commands (/link, /felis claim, migrate, op approve) share a per-player budget of 5 then one per 5 s; felis:control frames from the lobby are metered per player and menu status answers are cached.
Health on the proxy: every 10 minutes that saw any activity the proxy logs one info line, Felis: last 10 min: felis-api calls=… (no answer=…, 4xx=…, 5xx=…, retried=…), avg=… ms, max=… ms, busy refusals=…, join-events failed=…, join-events dropped=…, transfers failed=…, server-list refreshes failed=…, waiting now=…, with only that window's counts. /felis run from the console adds the same felis-api counts since start, the waiting count and the failure totals. A server-list refresh that keeps failing warns once when it starts, then every 5 minutes with the running count, and logs at info when it recovers; the login gate treats its link-status polls the same way.
Lobby menu (§12)
The paper/ module is the lobby's player-facing face for §27 scenario 10 (/menu → plugin msg → velocity → api → shared waiting queue → Connect when ready). It runs on the Paper lobby server and gives players a chest GUI instead of a command line: /menu (alias /server, which the proxy passes through with routing active) opens a grid of one tile per server the proxy routes, 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 these 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 (+ $1)
best/lolicon/felis/paper/LobbyGuard.class
best/lolicon/felis/paper/MenuHolder.class
best/lolicon/felis/paper/MenuTiles.class (+ $Kind, $Tile)— 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 ListRequest, WakeRequest, ClaimRequest and StatusQuery; downstream (velocity → lobby) carries ListUpdate, StatusUpdate, TransferReady and Error. /menu sends a ListRequest, and the proxy answers with a ListUpdate naming every user server it routes, built from the registry it routes by, so a server created in the panel appears without anyone editing the lobby. The list leads with the player's own servers and carries, per server, felis-api's verdict for this player (GET /api/v1/internal/player/menu-access/{uuid}, one call per menu open): owner, wake, owner_only, allowlist, retiring or start_failed. When felis-api cannot answer, the names go out alone and the tiles fall back to the wake's own judgement. The menu then paints a grey "loading" tile per server (45 per page, arrows in the bottom row) 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 (MenuTiles: the last StatusUpdate plus the player's verdict, first match wins):
| Tile state | Label | Frame sent |
|---|---|---|
up (ready), any verdict | Join (green) | WakeRequest{server} |
ownerless (claimable) | Claim & Start (gold) | ClaimRequest{server} |
retiring / start_failed / owner_only / allowlist | Can't start (grey, reason in the lore) | nothing; the reason goes to chat and the menu stays open |
anything else (owner, wake, no verdict) | Start (red) | WakeRequest{server} |
The player's own servers are marked ★ and "Your server". The status line shows the phase in the player's language (Running, Starting, Stopping, Stopped, Failed to start, Unknown). "Join" and "Start" are the same upstream frame (WakeRequest): the proxy joins a server that is already up, and every linked player may join one. 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-25 toolchain; the velocity end compiles the full shared tree; the wire codec round-trips; the fabric/forge/neoforge mods compile through their vendored wrappers and boot real dedicated servers with
/linkregistered — all of it gated by CI). It is not client-verified: no real game client has joined through the stack, so §27 scenario 10 stays FAIL (live-unverified) until such a join is exercised. The client-independent faces (proxy edge, subdomain MOTD, login boundary, backend registration) are exercised on a live deployment.
Building
Every module builds through its own vendored Gradle wrapper, and each wrapper pins its distribution's sha256 (distributionSha256Sum), so a tampered or swapped Gradle download fails before it runs. The platforms need different Gradle versions (a real, measured constraint):
| Module | Gradle | JDK | Why |
|---|---|---|---|
velocity | 9.8.0 | ≥ 21 runs it, emits Java 21 | plain java plugin; velocity-api 3.5.1 declares jvm.version = 21 |
paper | 9.8.0 | 25 toolchain | paper-api 26.3 is published as a Java-25 artifact, so the module declares a JavaLanguageVersion.of(25) toolchain |
limbo | 9.8.0 | ≥ 21 runs it, emits Java 17 | current LOOHP/Limbo releases ship class-file major 65, so the compiler JDK must be ≥ 21 to read them; release 17 bytecode loads on any Limbo running Java 17+ |
fabric | 8.8 | 17 | loom 1.7.4 uses Problems.forNamespace, removed in Gradle 9 |
forge | 8.8 | 17 | ForgeGradle 6 is Gradle-8-only |
neoforge | 8.14 | 17 | NeoGradle 7.1.38 requires Gradle API ≥ 8.14 |
The three plugins the installer bakes in (velocity, paper, limbo) are built with Gradle 9.8.0 everywhere: through the wrapper locally and in CI, and inside the image gradle:9.8.0-jdk25@sha256:… in the lobby and limbo Dockerfiles and bootstrap's Velocity build. bootstrap_asset_test.go fails when the image, its digest or the wrapper version drift apart.
# Velocity and Paper
plugins/velocity/gradlew -p plugins/velocity build
plugins/paper/gradlew -p plugins/paper build
# limbo compiles against the LOOHP/Limbo API release the login gate bundles, which has
# to be named: pass deploy/game-stack.lock's LIMBO_VERSION, exactly as bootstrap does.
plugins/limbo/gradlew -p plugins/limbo build -PlimboVersion="$(sed -n 's/^LIMBO_VERSION=//p' deploy/game-stack.lock)"
# Fabric / Forge / NeoForge. Nothing installs these; the jar you want is the one this
# produces.
plugins/fabric/gradlew -p plugins/fabric build
plugins/forge/gradlew -p plugins/forge build
plugins/neoforge/gradlew -p plugins/neoforge buildThe 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. CI runs both gates: bash plugins/test.sh (JDK 25 — the install-time plugins, the codec/invite/server-list tests, and the proxy routing tests that drive ServerRegistry, WaitingRouter and ControlChannel against the real velocity-api; run those alone with plugins/velocity/gradlew -p plugins/velocity routingTest. It also runs the lobby menu test that drives LobbyMenu against the real paper-api (plugins/paper/gradlew -p plugins/paper lobbyTest), the login gate test that drives LoginFlow against a stub felis-api on virtual ticks (plugins/limbo/gradlew -p plugins/limbo -PlimboVersion=<lock's LIMBO_VERSION> loginTest), and ModLinkTest for the /link the loader mods share) and bash plugins/test-mods.sh (JDK 17 — the three loader mods, via the wrappers above).
Dependency verification
Every dependency version is exact: paper-api is the API of the Paper build deploy/game-stack.lock installs (paper-26.3-40.jar → 26.3.build.40-alpha), limbo compiles against the lock's LIMBO_VERSION, velocity-api is the lock's VELOCITY_VERSION, and ForgeGradle is 6.0.54. The installer's three modules also carry gradle/verification-metadata.xml, the sha256 of every artifact their build resolves, and Gradle refuses any artifact whose bytes differ. The Limbo API entry is the very jar the login gate runs (its sha256 equals the lock's LIMBO_JAR_SHA256).
After deploy/update-game-stack-lock.sh moves Paper, Limbo or Velocity, bring the pins along and regenerate the checksums, then review the diff:
# 1. set paper-api in plugins/paper/build.gradle to the new build (paper-<mc>-<n>.jar → <mc>.build.<n>-<channel>)
# 2. regenerate the three verification files (JDK 25) from an EMPTY Gradle home: with a
# warm cache Gradle skips the BOMs and parent POMs it already holds, and the image
# builds, which start empty, then refuse them
rm -f plugins/{velocity,paper,limbo}/gradle/verification-metadata.xml
export GRADLE_USER_HOME="$(mktemp -d)"
plugins/velocity/gradlew -p plugins/velocity --write-verification-metadata sha256 build
plugins/paper/gradlew -p plugins/paper --write-verification-metadata sha256 build
plugins/limbo/gradlew -p plugins/limbo --write-verification-metadata sha256 build \
-PlimboVersion="$(sed -n 's/^LIMBO_VERSION=//p' deploy/game-stack.lock)"
unset GRADLE_USER_HOME
# 3. go test . fails until the pins, the checksums and the lock agreeThe loader mods pin exact plugin and dependency versions and their wrappers' sha256, but carry no verification file: loom, ForgeGradle and NeoGradle fetch and remap Minecraft through their own downloaders (checked against Mojang's manifest hashes), and nothing installs these jars.
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 token is one of felis-api's per-caller internal tokens: the Velocity proxy uses the velocity token (Secret felis/felis-service-token), the login gate the limbo token (felis-limbo-token), and each serves only its own routes (a token on another caller's route gets 403 wrong_caller). A loader mod takes the limbo token, on a standalone online-mode server only (see the warning under the module table). Treat it as a secret; sudo felis rotate-token <caller> replaces it. A token read from this file follows the file: the proxy or mod presents a new service-token from its next call to felis-api (it re-reads the file at most once a second), logs service-token reloaded from … (fingerprint …), and keeps its players. A token from FELIS_SERVICE_TOKEN is fixed until the process restarts.
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, and no server list to keep: the menu shows the servers the proxy routes, which the proxy sends over felis:control (a servers: list left in plugins/FelisPaper/config.yml by an older version is ignored, and the plugin says so at startup). 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. The installer builds and bakes this jar into the lobby image; installing it by hand is for a lobby you run yourself.
Source: plugins/README.md.
