@imeaces/mcping-tool
Version:
Ping Minecraft in a more complex way
127 lines (100 loc) • 4.09 kB
JavaScript
/**
* Implementation of the Java Minecraft ping protocol.
* @see https://wiki.vg/Server_List_Ping
*/
;
import net from 'net';
import varint from './varint.js';
const DEFAULT_PROTOCOL_VERSION = 0;
/**
* Ping a Minecraft Java server.
* @param {import("../types/java.js").JavaPingOption} option 包含一系列参数的对象。
* @param {import("../types/java.js").JavaPingCallback} cb The callback function to handle the ping response.
* @param {number} [timeout=5000] The timeout duration in milliseconds.
*/
export function pingJava(option, cb, timeout = 5000) {
const socket = net.createConnection({ host: option.ip, port: option.port });
// 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.destroy();
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(err, null);
}
};
let startPingConnectTime = 0;
let pingDelay = null;
let serverAddr = option.serverAddr ?? option.ip;
let serverPort = option.serverPort ?? option.port;
// #setNoDelay instantly flushes data during read/writes
// This prevents the runtime from delaying the write at all
socket.setNoDelay(true);
socket.on('connect', () => {
const handshake = varint.concat([
varint.encodeInt(0),
varint.encodeInt(option.protocolVersion ?? DEFAULT_PROTOCOL_VERSION),
varint.encodeInt(serverAddr.length),
varint.encodeString(serverAddr),
varint.encodeUShort(serverPort),
varint.encodeInt(1)
]);
socket.write(handshake);
const request = varint.concat([
varint.encodeInt(0)
]);
startPingConnectTime = Date.now();
socket.write(request);
});
let incomingBuffer = Buffer.alloc(0);
socket.on('data', (data) => {
if (pingDelay == null){
pingDelay = Date.now() - startPingConnectTime;
}
incomingBuffer = Buffer.concat([incomingBuffer, data]);
// Wait until incomingBuffer is at least 5 bytes long to ensure it has captured the first VarInt value
// This value is used to determine the full read length of the response
// "VarInts are never longer than 5 bytes"
// https://wiki.vg/Data_types#VarInt_and_VarLong
if (incomingBuffer.length < 5) {
return;
}
let offset = 0;
const packetLength = varint.decodeInt(incomingBuffer, offset);
// Ensure incomingBuffer contains the full response
if (incomingBuffer.length - offset < packetLength) {
return;
}
const packetId = varint.decodeInt(incomingBuffer, varint.decodeLength(packetLength));
if (packetId === 0) {
const data = incomingBuffer.subarray(varint.decodeLength(packetLength) + varint.decodeLength(packetId));
const responseLength = varint.decodeInt(data, 0);
const response = data.subarray(varint.decodeLength(responseLength), varint.decodeLength(responseLength) + responseLength);
try {
const message = JSON.parse(response);
closeSocket();
cb(null, { pingDelay, pingResponse: message });
} catch (err) {
handleError(err);
}
} else {
handleError(new Error('Received unexpected packet'));
}
});
socket.on('error', handleError);
}