Fix timeout on connections
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dec1536c6c
commit
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1
.gitignore
vendored
1
.gitignore
vendored
@ -1 +1,2 @@
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node_modules/
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*.log
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2
app.js
2
app.js
@ -70,6 +70,8 @@ server.start(function() {
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// Attach our listeners.
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client.on('disconnect', function(client) {
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connectedClients -= 1;
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logger.log('info', 'Client disconnected, total clients: %d', connectedClients);
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});
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});
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});
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@ -9,7 +9,7 @@ winston.add(winston.transports.Console, {
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'timestamp': function() {
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var date = new Date();
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return date.toLocaleTimeString() + " " + date.getDate() + "/" + (date.getMonth() + 1) + "/" + date.getFullYear().toString().substring(2, 4);
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return date.toLocaleTimeString() + ' ' + date.getDate() + '/' + (date.getMonth() + 1) + '/' + date.getFullYear().toString().substring(2, 4);
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},
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'colorize': true
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});
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11
lib/ping.js
11
lib/ping.js
@ -5,6 +5,12 @@ function pingMinecraftPC(host, port, timeout, callback) {
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var client = new net.Socket();
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var milliseconds = (new Date).getTime();
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client.setTimeout(timeout, function() {
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client.destroy();
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callback(new Error('timeout'), null);
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});
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client.connect(port, host, function() {
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// Write out handshake packet.
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var handshakeBuffer = mcpc.createBuffer();
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@ -69,11 +75,6 @@ function pingMinecraftPC(host, port, timeout, callback) {
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client.on('error', function(err) {
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callback(err, null);
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});
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// Make sure we don't go overtime.
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setTimeout(function() {
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client.end();
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}, timeout);
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}
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// Wraps our Buffer into another to fit the Minecraft protocol.
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