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azalea/azalea-client/src/ping.rs
mat 08958c2278
Refactor azalea-protocol (#190)
* start updating to 1.21.4

* fix block codegen and stop using block data from burger

* rename packet related modules and structs to be simpler

* ItemSlot -> ItemStack for more consistency with mojmap

* .get() -> .into_packet()

* simplify declare_state_packets by removing packet ids

* rename read_from and write_into to azalea_read and azalea_write

* rename McBufReadable and McBufWritable to AzaleaRead and AzaleaWrite

* McBuf -> AzBuf

* remove most uses of into_variant

* update codegen and use resourcelocation names for packets

* implement #[limit(i)] attribute for AzBuf derive macro

* fixes for 1.21.4

* fix examples

* update some physics code and fix ChatType

* remove unused imports in codegen

* re-add some things to migrate.py and update +mc version numbers automatically

* downgrade to 1.21.3 lol
2024-11-27 19:31:40 -06:00

99 lines
3.2 KiB
Rust
Executable file

//! Ping Minecraft servers.
use std::io;
use azalea_protocol::{
connect::{Connection, ConnectionError, Proxy},
packets::{
handshake::{
s_intention::ServerboundIntention, ClientboundHandshakePacket,
ServerboundHandshakePacket,
},
status::{
c_status_response::ClientboundStatusResponse,
s_status_request::ServerboundStatusRequest, ClientboundStatusPacket,
},
ClientIntention, PROTOCOL_VERSION,
},
resolver, ServerAddress,
};
use thiserror::Error;
#[derive(Error, Debug)]
pub enum PingError {
#[error("{0}")]
Resolver(#[from] resolver::ResolverError),
#[error("{0}")]
Connection(#[from] ConnectionError),
#[error("{0}")]
ReadPacket(#[from] Box<azalea_protocol::read::ReadPacketError>),
#[error("{0}")]
WritePacket(#[from] io::Error),
#[error("The given address could not be parsed into a ServerAddress")]
InvalidAddress,
}
/// Ping a Minecraft server.
///
/// # Examples
///
/// ```rust,no_run
/// use azalea_client::ping;
///
/// #[tokio::main]
/// async fn main() {
/// let response = ping::ping_server("play.hypixel.net").await.unwrap();
/// println!("{}", response.description.to_ansi());
/// }
/// ```
pub async fn ping_server(
address: impl TryInto<ServerAddress>,
) -> Result<ClientboundStatusResponse, PingError> {
let address: ServerAddress = address.try_into().map_err(|_| PingError::InvalidAddress)?;
let resolved_address = resolver::resolve_address(&address).await?;
let conn = Connection::new(&resolved_address).await?;
ping_server_with_connection(address, conn).await
}
/// Ping a Minecraft server through a Socks5 proxy.
pub async fn ping_server_with_proxy(
address: impl TryInto<ServerAddress>,
proxy: Proxy,
) -> Result<ClientboundStatusResponse, PingError> {
let address: ServerAddress = address.try_into().map_err(|_| PingError::InvalidAddress)?;
let resolved_address = resolver::resolve_address(&address).await?;
let conn = Connection::new_with_proxy(&resolved_address, proxy).await?;
ping_server_with_connection(address, conn).await
}
/// Ping a Minecraft server after we've already created a [`Connection`]. The
/// `Connection` must still be in the handshake state (which is the state it's
/// in immediately after it's created).
pub async fn ping_server_with_connection(
address: ServerAddress,
mut conn: Connection<ClientboundHandshakePacket, ServerboundHandshakePacket>,
) -> Result<ClientboundStatusResponse, PingError> {
// send the client intention packet and switch to the status state
conn.write(ServerboundIntention {
protocol_version: PROTOCOL_VERSION,
hostname: address.host.clone(),
port: address.port,
intention: ClientIntention::Status,
})
.await?;
let mut conn = conn.status();
// send the empty status request packet
conn.write(ServerboundStatusRequest {}).await?;
let packet = conn.read().await?;
loop {
match packet {
ClientboundStatusPacket::StatusResponse(p) => return Ok(p),
ClientboundStatusPacket::PongResponse(_) => {
// we should never get this packet since we didn't send a ping
}
}
}
}