node-gamedig/protocols/epic.js
Jonathan Lambert 96e2054a04
feat: add support for Palworld (#495)
* Added Palworld

* Tidy up

* Improve variable wording for Epic auth
2024-01-21 00:36:05 +02:00

148 lines
4.6 KiB
JavaScript

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.authByExternalToken = false // Some games require a client access token to POST to the matchmaking endpoint.
this.deviceIdAccessToken = null
this.accessToken = null
// Don't use the tcp ping probing
this.usedTcp = true
}
async run (state) {
if (this.authByExternalToken) {
await this.getExternalAccessToken()
} else {
await this.getClientAccessToken()
}
await this.queryInfo(state)
await this.cleanup(state)
}
async getClientAccessToken () {
this.logger.debug('Requesting client access 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: ${url}`)
const response = await this.request({ url, body, headers, method: 'POST', responseType: 'json' })
this.accessToken = response.access_token
}
async _getDeviceIdToken () {
this.logger.debug('Requesting deviceId access token ...')
const url = `${this.epicApi}/auth/v1/accounts/deviceid`
const body = 'deviceModel=PC'
const headers = {
Authorization: `Basic ${Buffer.from(`${this.clientId}:${this.clientSecret}`).toString('base64')}`,
'Content-Type': 'application/x-www-form-urlencoded'
}
this.logger.debug(`POST: ${url}`)
const response = await this.request({ url, body, headers, method: 'POST', responseType: 'json' })
return response.access_token
}
async getExternalAccessToken () {
this.logger.debug('Requesting external access token ...')
const deviceIdToken = await this._getDeviceIdToken()
const url = `${this.epicApi}/auth/v1/oauth/token`
const bodyParts = [
'grant_type=external_auth',
'external_auth_type=deviceid_access_token',
`external_auth_token=${deviceIdToken}`,
'nonce=ABCHFA3qgUCJ1XTPAoGDEF', // This is required but can be set to anything
`deployment_id=${this.deploymentId}`,
'display_name=User'
]
const body = bodyParts.join('&')
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}` ||
session.attributes.GAMESERVER_PORT_l === 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
for (const player of desiredServer.publicPlayers) {
state.players.push({
name: player.name,
raw: player
})
}
state.raw = desiredServer
}
async cleanup (state) {
this.accessToken = null
}
}