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Add support for udp bind port override (3.0.5) Fixes #149
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8 changed files with 59 additions and 26 deletions
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@ -1,3 +1,7 @@
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### 3.0.5
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* Add support for `listenUdpPort` to specify a fixed bind port.
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* Improved udp bind failure detection.
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### 3.0.4
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* Add support for Discord widget
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24
README.md
24
README.md
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@ -467,25 +467,41 @@ Valheim servers will only respond to queries if they are started in public mode
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For many valve games, additional 'rules' may be fetched into the unstable `raw` field by passing the additional
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option: `requestRules: true`. Beware that this may increase query time.
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Important note about Firewalls (replit / docker / some VPS providers)
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Common Issues
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---
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### Firewalls block incoming UDP
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*(replit / docker / some VPS providers)*
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Most game query protocols require a UDP request and response. This means that in some environments, gamedig may not be able to receive the reponse required due to environmental restrictions.
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Some examples include:
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* Docker containers
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* You may need to run the container in `--network host` mode so that gamedig can bind a UDP listen port
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* You may need to run the container in `--network host` mode so that gamedig can bind a UDP listen port.
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* Alternatively, you can forward a single UDP port to your container, and force gamedig to listen on that port using the
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instructions in the section down below.
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* replit
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* Most online IDEs run in an isolated container, which will never receive UDP responses from outside networks.
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* Various VPS / server providers
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* Even if your server provider doesn't explicitly block incoming UDP packets, some server hosts block other server hosts from connecting to them for DDOS-mitigation and anti-botting purposes.
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Important note about gamedig in the browser
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---
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### Gamedig doesn't work in the browser
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Gamedig cannot operate within a browser. This means you cannot package it as part of your webpack / browserify / rollup / parcel package.
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Even if you were able to get it packaged into a bundle, unfortunately no browsers support the UDP protocols required to query server status
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from most game servers. As an alternative, we'd recommend using gamedig on your server-side, then expose your own API to your webapp's frontend
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displaying the status information. If your application is thin (with no constant server component), you may wish to investigate a server-less lambda provider.
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### Specifying a listen UDP port override
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In some very rare scenarios, you may need to bind / listen on a fixed local UDP port. The is usually not needed except behind
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some extremely strict firewalls, or within a docker container (where you only wish to forward a single UDP port).
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To use a fixed listen udp port, construct a new Gamedig object like this:
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```
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const gamedig = new Gamedig({
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listenUdpPort: 13337
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});
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gamedig.query(...)
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```
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Usage from Command Line
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---
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@ -5,7 +5,7 @@ const Minimist = require('minimist'),
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const argv = Minimist(process.argv.slice(2), {
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boolean: ['pretty','debug','givenPortOnly'],
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string: ['guildId']
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string: ['guildId','listenUdpPort']
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});
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const debug = argv.debug;
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@ -41,7 +41,8 @@ if (givenPortOnly) {
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options.givenPortOnly = true;
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}
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Gamedig.query(options)
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const gamedig = new Gamedig(options);
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gamedig.query(options)
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.then((state) => {
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if(pretty) {
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console.log(JSON.stringify(state,null,' '));
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@ -1,25 +1,29 @@
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const dgram = require('dgram'),
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HexUtil = require('./HexUtil'),
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Logger = require('./Logger');
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const dgram = require('dgram');
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const HexUtil = require('./HexUtil');
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const Logger = require('./Logger');
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const util = require('util');
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class GlobalUdpSocket {
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constructor() {
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constructor({port}) {
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this.socket = null;
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this.callbacks = new Set();
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this.debuggingCallbacks = new Set();
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this.logger = new Logger();
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this.port = port;
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}
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_getSocket() {
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async _getSocket() {
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if (!this.socket) {
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const udpSocket = this.socket = dgram.createSocket('udp4');
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const udpSocket = dgram.createSocket({
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type: 'udp4',
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reuseAddr: true
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});
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udpSocket.unref();
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udpSocket.bind();
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udpSocket.on('message', (buffer, rinfo) => {
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const fromAddress = rinfo.address;
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const fromPort = rinfo.port;
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this.logger.debug(log => {
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log(fromAddress + ':' + fromPort + " <--UDP");
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log(fromAddress + ':' + fromPort + " <--UDP(" + this.port + ")");
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log(HexUtil.debugDump(buffer));
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});
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for (const cb of this.callbacks) {
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@ -29,12 +33,22 @@ class GlobalUdpSocket {
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udpSocket.on('error', e => {
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this.logger.debug("UDP ERROR:", e);
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});
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await util.promisify(udpSocket.bind).bind(udpSocket)(this.port);
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this.port = udpSocket.address().port;
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this.socket = udpSocket;
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}
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return this.socket;
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}
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send(buffer, address, port) {
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this._getSocket().send(buffer,0,buffer.length,port,address);
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async send(buffer, address, port, debug) {
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const socket = await this._getSocket();
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if (debug) {
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this.logger._print(log => {
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log(address + ':' + port + " UDP(" + this.port + ")-->");
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log(HexUtil.debugDump(buffer));
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});
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}
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await util.promisify(socket.send).bind(socket)(buffer,0,buffer.length,port,address);
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}
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addCallback(callback, debug) {
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@ -9,8 +9,10 @@ const defaultOptions = {
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};
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class QueryRunner {
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constructor() {
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this.udpSocket = new GlobalUdpSocket();
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constructor(runnerOpts = {}) {
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this.udpSocket = new GlobalUdpSocket({
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port: runnerOpts.listenUdpPort
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});
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this.gameResolver = new GameResolver();
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this.protocolResolver = new ProtocolResolver();
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}
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@ -3,8 +3,8 @@ const QueryRunner = require('./QueryRunner');
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let singleton = null;
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class Gamedig {
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constructor() {
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this.queryRunner = new QueryRunner();
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constructor(runnerOpts) {
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this.queryRunner = new QueryRunner(runnerOpts);
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}
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async query(userOptions) {
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@ -24,7 +24,7 @@
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],
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"main": "lib/index.js",
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"author": "GameDig Contributors",
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"version": "3.0.4",
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"version": "3.0.5",
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"repository": {
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"type": "git",
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"url": "https://github.com/gamedig/node-gamedig.git"
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@ -252,13 +252,9 @@ class Core extends EventEmitter {
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this.assertValidPort(port);
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if(typeof buffer === 'string') buffer = Buffer.from(buffer,'binary');
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this.debugLog(log => {
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log(address+':'+port+" UDP-->");
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log(HexUtil.debugDump(buffer));
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});
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const socket = this.udpSocket;
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socket.send(buffer, address, port);
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await socket.send(buffer, address, port, this.options.debug);
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if (!onPacket && !onTimeout) {
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return null;
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