mineping/lib/bedrock.js

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/**
* Implementation of the RakNet ping/pong protocol.
* @see https://wiki.vg/Raknet_Protocol#Unconnected_Ping
*
* Data types:
* @see https://wiki.vg/Raknet_Protocol#Data_types
*/
'use strict';
import dgram from 'dgram';
import ByteBuffer from 'bytebuffer';
const START_TIME = new Date().getTime();
/**
* Decode Unconnected Ping
* @param {number} pingId
* @returns {import('bytebuffer')}
* @see https://wiki.vg/Raknet_Protocol#Unconnected_Ping
*/
const UNCONNECTED_PING = (pingId) => {
// 0x01
const bb = new ByteBuffer();
bb.buffer[0] = 0x01;
bb.offset = 1;
return bb.writeLong(pingId).append('00ffff00fefefefefdfdfdfd12345678', 'hex').writeLong(0).flip().compact();
};
/**
* Decode Unconnected Pong
* @param {import('bytebuffer')} buffer
* @see https://wiki.vg/Raknet_Protocol#Unconnected_Pong
*/
const UNCONNECTED_PONG = (buffer) => {
// 0x1c
buffer.offset = 1;
const pingId = buffer.readLong();
const serverId = buffer.readLong();
const offset = buffer.offset += 16;
const nameLength = buffer.readShort();
let advertiseStr;
try {
advertiseStr = buffer.readUTF8String(nameLength);
} catch (err) {
advertiseStr = buffer.readUTF8String(parseInt(err.message.substr(err.message.indexOf(',') + 2, 3)));
}
advertiseStr = advertiseStr.split(/;/g);
const gameId = advertiseStr[0];
const description = advertiseStr[1];
const protocolVersion = advertiseStr[2];
const gameVersion = advertiseStr[3];
const currentPlayers = advertiseStr[4];
const maxPlayers = advertiseStr[5];
const name = advertiseStr[7];
const mode = advertiseStr[8];
return {
pingId,
advertiseStr,
serverId,
offset,
gameId,
description,
protocolVersion,
gameVersion,
currentPlayers,
maxPlayers,
name,
mode
};
};
function ping(host, port = 19132, cb, timeout = 5000) {
const socket = dgram.createSocket('udp4');
// Set manual timeout interval.
// This ensures the connection will NEVER hang regardless of internal state
const timeoutTask = setTimeout(() => {
socket.emit('error', new Error('Socket timeout'));
}, timeout);
const closeSocket = () => {
socket.close();
clearTimeout(timeoutTask);
};
// Generic error handler
// This protects multiple error callbacks given the complex socket state
// This is mostly dangerous since it can swallow errors
let didFireError = false;
const handleError = (err) => {
closeSocket();
if (!didFireError) {
didFireError = true;
cb(null, err);
}
};
try {
const ping = UNCONNECTED_PING(new Date().getTime() - START_TIME);
socket.send(ping.buffer, 0, ping.buffer.length, port, host);
} catch (err) {
handleError(err);
}
socket.on('message', (msg) => {
const buffer = new ByteBuffer().append(msg, 'hex').flip();
const id = buffer.buffer[0];
switch (id) {
// https://wiki.vg/Raknet_Protocol#Unconnected_Ping
case 0x1c: {
const pong = UNCONNECTED_PONG(buffer);
const clientData = {
version: {
name: pong.name,
protocol: pong.protocolVersion
},
players: {
max: pong.maxPlayers,
online: pong.currentPlayers
},
description: pong.description.replace(/\xA7[0-9A-FK-OR]/ig, ''),
gamemode: pong.mode
};
// Close the socket and clear the timeout task
// This is a general cleanup for success conditions
closeSocket();
cb(clientData, null);
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break;
}
default: {
handleError(new Error('Received unexpected packet'));
break;
}
}
});
socket.on('error', (err) => handleError(err));
}
/**
* Asynchronously ping Minecraft Bedrock server.
*
* The optional `options` argument can be an object with a `ping` (default is `19132`) or/and `timeout` (default is `5000`) property.
*
* @param {string} host The Bedrock server address.
* @param {import('../types/index.js').PingOptions} options The configuration for pinging Minecraft Bedrock server.
* @returns {Promise<import('../types/lib/bedrock.js').BedrockPingResponse>}
*/
export function pingBedrock(host, options = {}) {
if (!host) throw new Error('Host argument is not provided');
const { port = 19132, timeout = 5000 } = options;
return new Promise((resolve, reject) => {
ping(host, port, (res, err) => {
err ? reject(err) : resolve(res);
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}, timeout);
});
}