var mcpc = require('./mcpc_buffer'); var net = require('net'); function pingMinecraftPC(host, port, timeout, callback) { var client = new net.Socket(); var milliseconds = (new Date).getTime(); client.connect(port, host, function() { // Write out handshake packet. var handshakeBuffer = mcpc.createBuffer(); handshakeBuffer.writeVarInt(0); handshakeBuffer.writeVarInt(47); handshakeBuffer.writeString(host); handshakeBuffer.writeUShort(port); handshakeBuffer.writeVarInt(1); writePCBuffer(client, handshakeBuffer); // Write the set connection state packet, we should get the MOTD after this. var setModeBuffer = mcpc.createBuffer(); setModeBuffer.writeVarInt(0); writePCBuffer(client, setModeBuffer); }); var readingBuffer = new Buffer(0); client.on('data', function(data) { readingBuffer = Buffer.concat([readingBuffer, data]); var buffer = mcpc.createBuffer(readingBuffer); var length; try { length = buffer.readVarInt(); } catch(err) { // The buffer isn't long enough yet, wait for more data! return; } // Make sure we have the data we need! if (readingBuffer.length < length - buffer.offset() ) { return; } // Read the packet ID, throw it away. buffer.readVarInt(); try { var json = JSON.parse(buffer.readString()); json.latency = (new Date).getTime() - milliseconds; // We parsed it, send it along! callback(null, json); } catch (err) { // Our data is corrupt? Fail hard. callback(err, null); return; } // We're done here. client.destroy(); }); client.on('error', function(err) { callback(err, null); }); // Make sure we don't go overtime. setTimeout(function() { client.end(); }, timeout); } // Wraps our Buffer into another to fit the Minecraft protocol. function writePCBuffer(client, buffer) { var length = mcpc.createBuffer(); length.writeVarInt(buffer.buffer().length); client.write(Buffer.concat([length.buffer(), buffer.buffer()])); } exports.ping = function(host, port, type, timeout, callback) { if (type === 'PC') { pingMinecraftPC(host, port, timeout, callback); } else if (type === 'PE') { } else { throw new Error('Unsupported type: ' + type); } };