import Core from './core.js' 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 // Don't use the tcp ping probing this.usedTcp = true } 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: ${url}`) const response = await this.request({ url, body, headers, method: 'POST', responseType: 'json' }) this.accessToken = response.access_token } async queryInfo (state) { const url = `${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: ${url}`) const response = await this.request({ url, json: body, headers, method: 'POST', responseType: 'json' }) // Epic returns a list of sessions, we need to find the one with the desired port. const hasDesiredPort = (session) => session.attributes.ADDRESSBOUND_s === `0.0.0.0:${this.options.port}` || session.attributes.ADDRESSBOUND_s === `${this.options.address}:${this.options.port}` const desiredServer = response.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.numplayers = desiredServer.totalPlayers 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 } }