/** * Implementation of the RakNet ping/pong protocol. * @see https://wiki.vg/Raknet_Protocol */ 'use strict'; import dgram from 'dgram'; const MAGIC = "00ffff00fefefefefdfdfdfd12345678"; 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} */ const createUnconnectedPingFrame = (pingId) => { const buffer = Buffer.alloc(33); buffer.writeUInt8(0x01, 0); buffer.writeBigInt64LE(BigInt(pingId), 1); Buffer.from(MAGIC, "hex").copy(buffer, 9); buffer.writeBigInt64LE(BigInt(0), 25); return buffer; }; /** * 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} */ 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] }; return parsedComponents; }; /** * 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 = createUnconnectedPingFrame(new Date().getTime() - START_TIME); socket.send(ping, 0, ping.length, port, host); } catch (err) { handleError(err); } socket.on('message', (pongPacket) => { const id = pongPacket[0]; switch (id) { case 0x1c: { const modtObject = extractModt(pongPacket); closeSocket(); cb(modtObject, 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); }); };