mineping/lib/bedrock.js

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/**
* Implementation of the RakNet ping/pong protocol.
* @see https://wiki.vg/Raknet_Protocol
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*/
'use strict';
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import dgram from 'node:dgram';
import crypto from 'node:crypto'
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const MAGIC = "00ffff00fefefefefdfdfdfd12345678";
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const START_TIME = new Date().getTime();
/**
* Creates an Unconnected Ping packet.
* @param {number} pingId
* @returns {Buffer}
* @see {@link https://wiki.vg/Raknet_Protocol#Unconnected_Ping}
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*/
const createUnconnectedPingFrame = (timestamp) => {
const buffer = Buffer.alloc(33);
buffer.writeUInt8(0x01, 0); // Packet ID
buffer.writeBigInt64LE(BigInt(timestamp), 1); // Timestamp
Buffer.from(MAGIC, "hex").copy(buffer, 9); // OFFLINE_MESSAGE_DATA_ID (Magic)
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Buffer.from(crypto.randomBytes(8)).copy(buffer, 25); // Client GUID
return buffer;
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};
/**
* Extract Modt from Unconnected Pong Packet and convert to an object
* @param {Buffer} unconnectedPongPacket
* @returns {Object}
* @see {@link https://wiki.vg/Raknet_Protocol#Unconnected_Pong}
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*/
const extractModt = (unconnectedPongPacket) => {
// Skip everything to Modt
const offset = 33;
const length = unconnectedPongPacket.readUInt16BE(offset);
let modt = unconnectedPongPacket.toString("utf-8", offset + 2, offset + 2 + length);
const components = modt.split(';');
const parsedComponents = {
edition: components[0],
name: components[1],
version: {
protocolVersion: Number(components[2]),
minecraftVersion: components[3],
},
players: {
online: Number(components[4]),
max: Number(components[5])
},
serverId: components[6],
mapName: components[7],
gameMode: components[8]
};
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return parsedComponents;
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};
/**
* Sends a ping request to the specified host and port.
* @param {string} host - The IP address or hostname of the server.
* @param {number} [port=19132] - The port number.
* @param {function} cb - The callback function to handle the response.
* @param {number} [timeout=5000] - The timeout duration in milliseconds.
*/
const ping = (host, port = 19132, cb, timeout = 5000) => {
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const socket = dgram.createSocket('udp4');
// Set manual timeout interval.
// This ensures the connection will NEVER hang regardless of internal state
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const timeoutTask = setTimeout(() => {
socket.emit('error', new Error('Socket timeout'));
}, timeout);
const closeSocket = () => {
socket.close();
clearTimeout(timeoutTask);
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};
// 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;
/**
* Handle any error that occurs during the ping process.
* @param {Error} err The error that occurred.
*/
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const handleError = (err) => {
closeSocket();
if (!didFireError) {
didFireError = true;
cb(null, err);
}
};
try {
const ping = createUnconnectedPingFrame(new Date().getTime() - START_TIME);
socket.send(ping, 0, ping.length, port, host);
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} catch (err) {
handleError(err);
}
socket.on('message', (pongPacket) => {
const id = pongPacket[0];
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switch (id) {
case 0x1c: {
const modtObject = extractModt(pongPacket);
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closeSocket();
cb(modtObject, null);
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break;
}
default: {
handleError(new Error('Received unexpected packet'));
break;
}
}
});
socket.on('error', handleError);
};
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/**
* 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/index.js').BedrockPingResponse>}
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*/
export const pingBedrock = (host, options = {}) => {
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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);
});
};