All work

Sentinel

Game client backend & Discord integration

Licences, protected releases, Discord and remote client sessions.

The backend is deployed. Launcher and in-game integration are separate workstreams.

Project overview

What it is.

Who it’s for

Sentinel players managing client access, and staff publishing releases and handling account support.

Sentinel is the account portal and backend for a Minecraft client. We built the services around the game software: invitations, Discord connections, licences, registered devices, protected Java releases and staff tools. It also includes backend support for statistics, client reports and remote sessions. The launcher and Minecraft client are separate from this web and backend project.

  • Invited accounts with optional Discord connection
  • Account licences, device pairing and session revocation
  • Separate launcher and protected client release management
  • Personal statistics and authenticated client reports
  • Remote-session support with explicit device-owner trust
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What it does.

An account owns its device.

Players pair a client through an approval code in account settings. A device belongs to the account independently of its licences or Discord connection. Removing it revokes its native sessions and remote grants while preserving licences and past statistics. This separates changing computers from changing product access.

Publish the launcher and client separately.

The release tools manage a launcher JAR and a protected client JAR as distinct files. Native sessions must pass access checks before downloading the protected client, and signed responses support licence and update validation. Backend resource preservation is separate from checking that the launcher loads those resources correctly inside Minecraft.

Give support useful context.

The portal has a private statistics view for reported activity, dates and sessions, plus staff tools for authenticated failure reports and optional clips. Duplicate statistics reports do not add the same activity twice. These views depend on the client sending the corresponding data; they do not invent activity when none has arrived.

Remote access needs the client too.

The web and backend flow supports video, input control and remembered trust between accounts and devices. The first connection requires approval from the device owner. Minecraft capture, input handling and the client trust interface remain integration work, along with the connectivity setup needed for real remote sessions.

How it works.

  1. Create access and pair

    An invited player signs in, receives the appropriate licence and approves their client’s pairing code.

  2. Deliver the release

    The launcher uses its authorised native session to request release information and the protected client.

  3. Manage and support

    Players manage their device and account; staff handle access changes, releases and reports arriving from the client.

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