mineping/lib/bedrock.js
Timofey Gelazoniya 3c2c049c19
refactor!: decouple Raknet MOTD parsing and response shaping
The previous implementation of the RakNet ping was monolithic, mixing
socket management, raw packet validation, and data transformation into
a single, complex flow.

This refactor introduces a clear, multi-stage
processing pipeline that separates these concerns. The logic is now
broken down into multi-stage pipeline: extracting the MOTD string
from the raw pong packet -> parsing that string into a raw
object -> transforming the raw data into a
user-friendly response object.

Additionally, the socket handling logic is improved
with idempotent cleanup function to prevent resource
leaks or race conditions.

As part of this overhaul, external TypeScript definition (`.d.ts`)
files have been removed in favor of rich JSDoc annotations.

BREAKING CHANGE: The structure of the resolved `BedrockPingResponse`
object has been significantly changed to improve clarity and
consistency.
2025-06-16 03:36:26 +03:00

247 lines
7.4 KiB
JavaScript

/**
* Implementation of the RakNet ping/pong protocol.
* @see https://minecraft.wiki/w/RakNet
*/
"use strict";
import dgram from "node:dgram";
import crypto from "node:crypto";
const MAGIC = "00ffff00fefefefefdfdfdfd12345678";
const START_TIME = Date.now();
const UNCONNECTED_PONG = 0x1c;
/**
* Representation of raw, semicolon-delimited MOTD string.
* This struct directly mirrors the fields and order from the server response.
* @see {@link https://minecraft.wiki/w/RakNet#Unconnected_Pong}
* @typedef {object} BedrockMotd
* @property {string} edition - The edition of the server (MCPE or MCEE)
* @property {string} name - The primary name of the server (first line of MOTD)
* @property {number} protocol - The protocol version
* @property {string} version - The game version (e.g., "1.21.2")
* @property {number} playerCount - The current number of players online
* @property {number} playerMax - The maximum number of players allowed
* @property {bigint} serverGuid - The server's GUID
* @property {string} subName - The secondary name of the server (second line of MOTD)
* @property {string} gamemode - The default gamemode (e.g., "Survival")
* @property {boolean | undefined} nintendoLimited - Whether the server is Nintendo limited
* @property {string | undefined} port - The server's IPv4 port, if provided
* @property {string | undefined} ipv6Port - The server's IPv6 port, if provided
* @property {string | undefined} editorMode - Whether the server is in editor mode, if provided. See: https://learn.microsoft.com/en-us/minecraft/creator/documents/bedrockeditor/editoroverview?view=minecraft-bedrock-stable
*/
/**
* Represents the structured and user-friendly response from a server ping.
* This is the public-facing object that users of the library will receive.
* @typedef {object} BedrockPingResponse
* @property {string} edition
* @property {string} name
* @property {string} levelName
* @property {string} gamemode
* @property {{ protocol: number, minecraft: string }} version
* @property {{ online: number, max: number }} players
* @property {{ v4: number | undefined, v6: number | undefined }} port
* @property {bigint} guid
* @property {boolean | undefined} isNintendoLimited
* @property {string | undefined} isEditorModeEnabled
*/
/**
* Creates an Unconnected Ping packet.
* @param {number} timestamp - The current time delta since the script started
* @returns {Buffer}
* @see {@link https://minecraft.wiki/w/RakNet#Unconnected_Ping}
*/
const createUnconnectedPingFrame = (timestamp) => {
const buffer = Buffer.alloc(33);
buffer.writeUInt8(0x01, 0); // Packet ID
buffer.writeBigInt64LE(BigInt(timestamp), 1); // Timestamp
Buffer.from(MAGIC, "hex").copy(buffer, 9); // OFFLINE_MESSAGE_DATA_ID (Magic bytes)
Buffer.from(crypto.randomBytes(8)).copy(buffer, 25); // Client GUID
return buffer;
};
/**
* Parses the semicolon-delimited MOTD string into a structured object.
* @param {string} motdString - The raw MOTD string from the server
* @throws {Error} If the MOTD string is missing required fields
*/
const parseMotd = (motdString) => {
const parts = motdString.split(";");
if (parts.length < 5) {
throw new Error(
`Invalid MOTD format: Expected at least 5 fields, but got ${parts.length}.`
);
}
const [
edition,
name,
protocolStr,
version,
playerCountStr,
playerMaxStr,
serverGuidStr,
subName,
gamemode,
nintendoLimitedStr,
port,
ipv6Port,
editorModeStr,
] = parts;
let nintendoLimited;
if (nintendoLimitedStr === "0") {
nintendoLimited = true;
} else if (nintendoLimitedStr === "1") {
nintendoLimited = false;
}
return {
edition,
name,
protocol: Number(protocolStr),
version,
playerCount: Number(playerCountStr),
playerMax: Number(playerMaxStr),
serverGuid: BigInt(serverGuidStr),
subName,
gamemode,
nintendoLimited,
port: port ? Number(port) : undefined,
ipv6Port: ipv6Port ? Number(ipv6Port) : undefined,
editorMode: editorModeStr ? Boolean(Number(editorModeStr)) : undefined,
};
};
/**
* Transforms the raw MOTD object into a user-friendly, nested structure.
* @param {BedrockMotd} motd - The parsed MOTD object
* @returns {BedrockPingResponse}
*/
const transformMotd = (motd) => {
return {
edition: motd.edition,
name: motd.name,
levelName: motd.subName,
gamemode: motd.gamemode,
version: {
protocol: motd.protocol,
minecraft: motd.version,
},
players: {
online: motd.playerCount,
max: motd.playerMax,
},
port: {
v4: motd.port,
v6: motd.ipv6Port,
},
guid: motd.serverGuid,
isNintendoLimited: motd.nintendoLimited,
isEditorModeEnabled: motd.editorMode,
};
};
/**
* Extracts the MOTD string from an Unconnected Pong packet and parses it.
* @param {Buffer} pongPacket - The raw pong packet from the server
* @returns {BedrockPingResponse}
* @throws {Error} If the packet is malformed
*/
const parseUnconnectedPong = (pongPacket) => {
if (!Buffer.isBuffer(pongPacket) || pongPacket.length < 35) {
throw new Error("Invalid pong packet: buffer is too small.");
}
const packetId = pongPacket.readUInt8(0);
if (packetId !== UNCONNECTED_PONG) {
throw new Error(
`Unexpected packet ID: 0x${packetId.toString(16)}. Expected 0x1c.`
);
}
// The MOTD string is prefixed with its length as a 16-bit big-endian integer
const motdLength = pongPacket.readUInt16BE(33);
const motdOffset = 35;
if (motdOffset + motdLength > pongPacket.length) {
throw new Error("Malformed pong packet: MOTD length exceeds buffer size.");
}
const motdString = pongPacket.toString(
"utf-8",
motdOffset,
motdOffset + motdLength
);
const rawMotd = parseMotd(motdString);
const motd = transformMotd(rawMotd);
return motd;
};
/**
* Asynchronously pings a Minecraft Bedrock server.
* @param {string} host - The IP address or hostname of the server
* @param {object} [options] - Optional configuration
* @param {number} [options.port=19132] - The server port
* @param {number} [options.timeout=5000] - The request timeout in milliseconds
* @returns {Promise<BedrockPingResponse>} A promise that resolves with the server's parsed MOTD
*/
export const pingBedrock = (host, options = {}) => {
if (!host) {
throw new Error("Host argument is required.");
}
const { port = 19132, timeout = 5000 } = options;
return new Promise((resolve, reject) => {
const socket = dgram.createSocket("udp4");
// Prevent cleanup tasks from running more than once
// in case of multiple error callbacks
let isCleanupCompleted = false;
// Set a manual timeout interval to ensure
// the connection will NEVER hang regardless of internal state
const timeoutTask = setTimeout(() => {
socket.emit("error", new Error("Socket timeout"));
}, timeout);
// Idempotent function to handle cleanup tasks, we can safely call it multiple times without side effects
const cleanup = () => {
if (isCleanupCompleted) return;
isCleanupCompleted = true;
clearTimeout(timeoutTask);
socket.close();
};
// Generic error handler
socket.on("error", (err) => {
cleanup();
reject(err);
});
socket.on("message", (pongPacket) => {
try {
const motd = parseUnconnectedPong(pongPacket);
cleanup();
resolve(motd);
} catch (err) {
socket.emit("error", err);
}
});
try {
const pingPacket = createUnconnectedPingFrame(Date.now() - START_TIME);
socket.send(pingPacket, 0, pingPacket.length, port, host);
} catch (err) {
// Handle any immediate, synchronous errors that might occur when sending the ping packet
socket.emit("error", err);
}
});
};