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168
lib/bedrock.js
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168
lib/bedrock.js
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/**
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* Implementation of the RakNet ping/pong protocol.
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* @see https://wiki.vg/Raknet_Protocol#Unconnected_Ping
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*
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* Data types:
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* @see https://wiki.vg/Raknet_Protocol#Data_types
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*/
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'use strict';
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import dgram from 'dgram';
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import ByteBuffer from 'bytebuffer';
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const START_TIME = new Date().getTime();
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/**
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* Decode Unconnected Ping
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* @param {number} pingId
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* @returns {import('bytebuffer')}
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* @see https://wiki.vg/Raknet_Protocol#Unconnected_Ping
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*/
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const UNCONNECTED_PING = (pingId) => {
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// 0x01
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const bb = new ByteBuffer();
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bb.buffer[0] = 0x01;
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bb.offset = 1;
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return bb.writeLong(pingId).append('00ffff00fefefefefdfdfdfd12345678', 'hex').writeLong(0).flip().compact();
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};
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/**
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* Decode Unconnected Pong
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* @param {import('bytebuffer')} buffer
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* @see https://wiki.vg/Raknet_Protocol#Unconnected_Pong
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*/
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const UNCONNECTED_PONG = (buffer) => {
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// 0x1c
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buffer.offset = 1;
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const pingId = buffer.readLong();
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const serverId = buffer.readLong();
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const offset = buffer.offset += 16;
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const nameLength = buffer.readShort();
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let advertiseStr;
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try {
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advertiseStr = buffer.readUTF8String(nameLength);
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} catch (err) {
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advertiseStr = buffer.readUTF8String(parseInt(err.message.substr(err.message.indexOf(',') + 2, 3)));
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}
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advertiseStr = advertiseStr.split(/;/g);
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const gameId = advertiseStr[0];
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const description = advertiseStr[1];
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const protocolVersion = advertiseStr[2];
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const gameVersion = advertiseStr[3];
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const currentPlayers = advertiseStr[4];
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const maxPlayers = advertiseStr[5];
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const name = advertiseStr[7];
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const mode = advertiseStr[8];
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return {
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pingId,
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advertiseStr,
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serverId,
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offset,
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gameId,
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description,
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protocolVersion,
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gameVersion,
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currentPlayers,
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maxPlayers,
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name,
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mode
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};
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};
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function ping(host, port = 19132, cb, timeout = 5000) {
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const socket = dgram.createSocket('udp4');
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// Set manual timeout interval.
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// This ensures the connection will NEVER hang regardless of internal state
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const timeoutTask = setTimeout(() => {
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socket.emit('error', new Error('Socket timeout'));
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}, timeout);
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const closeSocket = () => {
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socket.close();
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clearTimeout(timeoutTask);
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};
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// Generic error handler
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// This protects multiple error callbacks given the complex socket state
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// This is mostly dangerous since it can swallow errors
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let didFireError = false;
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const handleError = (err) => {
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closeSocket();
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if (!didFireError) {
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didFireError = true;
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cb(null, err);
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}
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};
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try {
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const ping = UNCONNECTED_PING(new Date().getTime() - START_TIME);
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socket.send(ping.buffer, 0, ping.buffer.length, port, host);
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} catch (err) {
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handleError(err);
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}
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socket.on('message', (msg) => {
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const buffer = new ByteBuffer().append(msg, 'hex').flip();
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const id = buffer.buffer[0];
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switch (id) {
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// https://wiki.vg/Raknet_Protocol#Unconnected_Ping
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case 0x1c: {
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const pong = UNCONNECTED_PONG(buffer);
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const clientData = {
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version: {
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name: pong.name,
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protocol: pong.protocolVersion
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},
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players: {
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max: pong.maxPlayers,
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online: pong.currentPlayers
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},
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description: pong.description.replace(/\xA7[0-9A-FK-OR]/ig, ''),
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gamemode: pong.mode
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};
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// Close the socket and clear the timeout task
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// This is a general cleanup for success conditions
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closeSocket();
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cb(null, clientData);
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break;
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}
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default: {
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handleError(new Error('Received unexpected packet'));
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break;
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}
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}
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});
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socket.on('error', (err) => handleError(err));
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}
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/**
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* Asynchronously ping Minecraft Bedrock server.
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*
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* The optional `options` argument can be an object with a `ping` (default is `19132`) or/and `timeout` (default is `5000`) property.
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*
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* @param {string} host The Bedrock server address.
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* @param {import('../types/index.js').PingOptions} options The configuration for pinging Minecraft Bedrock server.
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* @returns {Promise<import('../types/lib/bedrock.js').BedrockPingResponse>}
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*/
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export function pingBedrock(host, options = {}) {
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if (!host) throw new Error('Host argument is not provided');
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const { port = 19132, timeout = 5000 } = options;
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return new Promise((resilve, reject) => {
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ping(host, port, (err, res) => {
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err ? reject(err) : resilve(res);
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}, timeout);
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});
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}
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