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';
const START_TIME = new Date().getTime();
/**
* Reads a BigInt value from the buffer at the specified offset using big-endian byte order.
* @param {Buffer} buffer - The buffer to read from.
* @param {number} offset - The offset in the buffer to read the value.
* @returns {BigInt} - The read BigInt value.
*/
const readBigInt64BE = (buffer, offset) => {
return buffer.readBigInt64BE(offset);
};
/**
* Reads a string from the buffer at the specified offset.
* @param {Buffer} buffer - The buffer to read from.
* @param {number} offset - The offset in the buffer to read the string.
* @returns {string} - The read string.
*/
const readStringFromBuffer = (buffer, offset) => {
const length = buffer.readUInt16BE(offset);
return buffer.toString('utf8', offset + 2, offset + 2 + length);
};
/**
* Parses the advertise string into an object with properties.
* @param {string} advertiseStr - The advertise string to parse.
* @returns {Object} - The parsed object with properties.
*/
const parseAdvertiseString = (advertiseStr) => {
const parts = advertiseStr.split(';');
const parsedParts = {
gameId: parts[0],
description: parts[1],
protocolVersion: parts[2],
gameVersion: parts[3],
currentPlayers: parts[4],
maxPlayers: parts[5],
name: parts[7],
mode: parts[8]
};
return parsedParts;
};
/**
* Creates an Unconnected Ping buffer.
* @param {number} pingId - The ping ID.
* @returns {Buffer} - The Unconnected Ping buffer.
* @see {@link https://wiki.vg/Raknet_Protocol#Unconnected_Ping}
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*/
const UNCONNECTED_PING = (pingId) => {
const buffer = Buffer.alloc(33);
buffer.writeUInt8(0x01, 0);
buffer.writeBigInt64LE(BigInt(pingId), 1);
Buffer.from("00ffff00fefefefefdfdfdfd12345678", "hex").copy(buffer, 9);
buffer.writeBigInt64LE(BigInt(0), 25);
return buffer;
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};
/**
* Decodes an Unconnected Pong buffer and returns the parsed data.
* @param {Buffer} buffer - The Unconnected Pong buffer.
* @returns {Object} - The parsed Unconnected Pong data.
* @see {@link https://wiki.vg/Raknet_Protocol#Unconnected_Pong}
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*/
const UNCONNECTED_PONG = (buffer) => {
const pingId = readBigInt64BE(buffer, 1);
const serverId = readBigInt64BE(buffer, 9);
let offset = 25;
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let advertiseStr;
try {
advertiseStr = readStringFromBuffer(buffer, offset);
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} catch (err) {
const length = parseInt(err.message.substr(err.message.indexOf(',') + 2, 3));
advertiseStr = buffer.toString('utf8', offset, offset + length);
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}
const parsedAdvertiseStr = parseAdvertiseString(advertiseStr);
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return { pingId, advertiseStr, serverId, offset, ...parsedAdvertiseStr };
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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 = UNCONNECTED_PING(new Date().getTime() - START_TIME);
socket.send(ping, 0, ping.length, port, host);
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} catch (err) {
handleError(err);
}
socket.on('message', (msg) => {
const id = msg[0];
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switch (id) {
case 0x1c: {
const pong = UNCONNECTED_PONG(msg);
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const clientData = {
name: pong.name,
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version: {
gameVersion: pong.gameVersion,
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protocol: pong.protocolVersion
},
players: {
max: pong.maxPlayers,
online: pong.currentPlayers
},
description: pong.description.replace(/\xA7[0-9A-FK-OR]/ig, ''),
gamemode: pong.mode
};
closeSocket();
cb(clientData, 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);
});
};