/** * 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(null, clientData); 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} */ export function pingBedrock(host, options = {}) { if (!host) throw new Error('Host argument is not provided'); const { port = 19132, timeout = 5000 } = options; return new Promise((resilve, reject) => { ping(host, port, (err, res) => { err ? reject(err) : resilve(res); }, timeout); }); }