mirror of
https://github.com/gamedig/node-gamedig.git
synced 2024-11-03 13:01:04 +01:00
e23aa6cf9c
Added pretty much every game ever Tons of new protocols and game definitions Cleaned up and discovered some new tricks in gamespy3 and quake2
100 lines
2.3 KiB
JavaScript
100 lines
2.3 KiB
JavaScript
var varint = require('varint'),
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async = require('async');
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function varIntBuffer(num) {
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return new Buffer(varint.encode(num));
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}
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function buildPacket(id,data) {
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if(!data) data = new Buffer(0);
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var idBuffer = varIntBuffer(id);
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return Buffer.concat([
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varIntBuffer(data.length+idBuffer.length),
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idBuffer,
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data
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]);
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}
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module.exports = require('./protocols/core').extend({
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init: function() {
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this._super();
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this.pretty = 'Minecraft';
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this.options.port = 25565;
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this.srvRecord = '_minecraft._tcp';
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},
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run: function(state) {
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var self = this;
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var receivedData;
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async.series([
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function(c) {
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// build and send handshake and status TCP packet
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var portBuf = new Buffer(2);
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portBuf.writeUInt16BE(self.options.port,0);
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var addressBuf = new Buffer(self.options.address,'utf8');
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var bufs = [
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varIntBuffer(4),
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varIntBuffer(addressBuf.length),
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addressBuf,
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portBuf,
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varIntBuffer(1)
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];
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var outBuffer = Buffer.concat([
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buildPacket(0,Buffer.concat(bufs)),
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buildPacket(0)
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]);
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self.tcpSend(outBuffer, function(data) {
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if(data.length < 10) return false;
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var expected = varint.decode(data);
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data = data.slice(varint.decode.bytesRead);
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if(data.length < expected) return false;
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receivedData = data;
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c();
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return true;
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});
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},
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function(c) {
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// parse response
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var data = receivedData;
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var packetId = varint.decode(data);
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data = data.slice(varint.decode.bytesRead);
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var strLen = varint.decode(data);
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data = data.slice(varint.decode.bytesRead);
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var str = data.toString('utf8');
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var json;
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try {
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json = JSON.parse(str);
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delete json.favicon;
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if(self.debug) console.log(json);
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} catch(e) {
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return self.fatal('Invalid JSON');
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}
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state.raw.version = json.version.name;
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state.maxplayers = json.players.max;
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state.raw.description = json.description.text;
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if(json.players.sample) {
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for(var i = 0; i < json.players.sample.length; i++) {
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state.players.push({
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id: json.players.sample[i].id,
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name: json.players.sample[i].name
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});
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}
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}
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while(state.players.length < json.players.online) {
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state.players.push({});
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}
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self.finish(state);
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}
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]);
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}
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});
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