node-gamedig/protocols/epic.js

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import Core from './core.js'
import axios from 'axios'
export default class Epic extends Core {
constructor () {
super()
/**
* To get information about game servers using Epic's EOS, you need some credentials to authenticate using OAuth2.
*
* https://dev.epicgames.com/docs/web-api-ref/authentication
*
* These credentials can be provided by the game developers or extracted from the game's files.
*/
this.clientId = null
this.clientSecret = null
this.deploymentId = null
this.epicApi = 'https://api.epicgames.dev'
this.accessToken = null
}
async run (state) {
await this.getAccessToken()
await this.queryInfo(state)
await this.cleanup(state)
}
async getAccessToken () {
this.logger.debug('Requesting acess token ...')
const url = `${this.epicApi}/auth/v1/oauth/token`
const body = `grant_type=client_credentials&deployment_id=${this.deploymentId}`
const headers = {
Authorization: `Basic ${Buffer.from(`${this.clientId}:${this.clientSecret}`).toString('base64')}`,
'Content-Type': 'application/x-www-form-urlencoded'
}
this.logger.debug(`POST: ${url}`)
const response = await axios.post(url, body, { headers })
if (response.status !== 200) {
throw new Error('Failed to get OAuth token')
}
this.accessToken = response.data.access_token
}
async queryInfo (state) {
const url = `${this.epicApi}/matchmaking/v1/${this.deploymentId}/filter`
const body = {
criteria: [
{
key: 'attributes.ADDRESS_s',
op: 'EQUAL',
value: this.options.address
}
]
}
const headers = {
'Content-Type': 'application/json',
Accept: 'application/json',
Authorization: `Bearer ${this.accessToken}`
}
this.logger.debug(`POST: ${url}`)
const response = await axios.post(url, body, { headers })
if (response.status !== 200) {
throw new Error('Failed to get server info')
}
const reader = response.data
// Epic returns a list of sessions, we need to find the one with the desired port.
const hasDesiredPort = (session) => session.attributes.ADDRESSBOUND_s === `0.0.0.0:${this.options.port}` ||
session.attributes.ADDRESSBOUND_s === `${this.options.address}:${this.options.port}`
const desiredServer = reader.sessions.find(hasDesiredPort)
if (!desiredServer) {
throw new Error('Server not found')
}
state.name = desiredServer.attributes.CUSTOMSERVERNAME_s
state.map = desiredServer.attributes.MAPNAME_s
state.password = desiredServer.attributes.SERVERPASSWORD_b
state.maxplayers = desiredServer.settings.maxPublicPlayers
// If the game returns the player list, we can use it otherwise we use the total players.
if (desiredServer.totalPlayers === desiredServer.publicPlayers.length) {
for (const player of desiredServer.publicPlayers) {
state.players.push({
name: player.name,
raw: player
})
}
} else {
for (let i = 0; i < desiredServer.totalPlayers; i++) {
state.players.push('')
}
}
state.raw = desiredServer
}
async cleanup (state) {
this.accessToken = null
}
}