/** * 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(';'); return { gameId: parts[0], description: parts[1], protocolVersion: parts[2], gameVersion: parts[3], currentPlayers: parts[4], maxPlayers: parts[5], name: parts[7], mode: parts[8] }; }; /** * 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} */ 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; }; /** * 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} */ const UNCONNECTED_PONG = (buffer) => { const pingId = readBigInt64BE(buffer, 1); const serverId = readBigInt64BE(buffer, 9); let offset = 25; let advertiseStr; try { advertiseStr = readStringFromBuffer(buffer, offset); } catch (err) { const length = parseInt(err.message.substr(err.message.indexOf(',') + 2, 3)); advertiseStr = buffer.toString('utf8', offset, offset + length); } const parsedAdvertiseStr = parseAdvertiseString(advertiseStr); return { pingId, advertiseStr, serverId, offset, ...parsedAdvertiseStr }; }; /** * 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) => { 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; /** * Handle any error that occurs during the ping process. * @param {Error} err The error that occurred. */ 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); } catch (err) { handleError(err); } socket.on('message', (msg) => { const id = msg[0]; switch (id) { case 0x1c: { const pong = UNCONNECTED_PONG(msg); 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 }; closeSocket(); cb(clientData, null); break; } default: { handleError(new Error('Received unexpected packet')); break; } } }); socket.on('error', handleError); }; /** * 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 const 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); }, timeout); }); };