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https://github.com/tribufu/node-gamedig
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chore: Convert all files to LF endings (#400)
* Convert to LF? * Modify gitattributes * Force LF * Git --renormalize * Update .gitattributes to enforce eol=lf * Redo CRLF -> LF on remaining files
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65 changed files with 5697 additions and 5697 deletions
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@ -1,102 +1,102 @@
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import Core from './core.js'
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import minecraftbedrock from './minecraftbedrock.js'
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import minecraftvanilla from './minecraftvanilla.js'
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import Gamespy3 from './gamespy3.js'
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/*
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Vanilla servers respond to minecraftvanilla only
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Some modded vanilla servers respond to minecraftvanilla and gamespy3, or gamespy3 only
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Some bedrock servers respond to gamespy3 only
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Some bedrock servers respond to minecraftbedrock only
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Unsure if any bedrock servers respond to gamespy3 and minecraftbedrock
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*/
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export default class minecraft extends Core {
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constructor () {
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super()
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this.srvRecord = '_minecraft._tcp'
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}
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async run (state) {
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/** @type {Promise<Results>[]} */
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const promises = []
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const vanillaResolver = new minecraftvanilla()
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vanillaResolver.options = this.options
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vanillaResolver.udpSocket = this.udpSocket
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promises.push((async () => {
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try { return await vanillaResolver.runOnceSafe() } catch (e) {}
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})())
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const gamespyResolver = new Gamespy3()
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gamespyResolver.options = {
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...this.options,
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encoding: 'utf8'
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}
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gamespyResolver.udpSocket = this.udpSocket
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promises.push((async () => {
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try { return await gamespyResolver.runOnceSafe() } catch (e) {}
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})())
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const bedrockResolver = new minecraftbedrock()
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bedrockResolver.options = this.options
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bedrockResolver.udpSocket = this.udpSocket
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promises.push((async () => {
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try { return await bedrockResolver.runOnceSafe() } catch (e) {}
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})())
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const [vanillaState, gamespyState, bedrockState] = await Promise.all(promises)
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state.raw.vanilla = vanillaState
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state.raw.gamespy = gamespyState
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state.raw.bedrock = bedrockState
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if (!vanillaState && !gamespyState && !bedrockState) {
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throw new Error('No protocols succeeded')
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}
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// Ordered from least worth to most worth (player names / etc)
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if (bedrockState) {
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if (bedrockState.players.length) state.players = bedrockState.players
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}
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if (vanillaState) {
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try {
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let name = ''
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const description = vanillaState.raw.description
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if (typeof description === 'string') {
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name = description
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}
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if (!name && typeof description === 'object' && description.text) {
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name = description.text
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}
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if (!name && typeof description === 'object' && description.extra) {
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name = description.extra.map(part => part.text).join('')
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}
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state.name = name
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} catch (e) {}
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if (vanillaState.numplayers) state.numplayers = vanillaState.numplayers
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if (vanillaState.maxplayers) state.maxplayers = vanillaState.maxplayers
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if (vanillaState.players.length) state.players = vanillaState.players
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if (vanillaState.ping) this.registerRtt(vanillaState.ping)
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}
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if (gamespyState) {
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if (gamespyState.name) state.name = gamespyState.name
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if (gamespyState.numplayers) state.numplayers = gamespyState.numplayers
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if (gamespyState.maxplayers) state.maxplayers = gamespyState.maxplayers
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if (gamespyState.players.length) state.players = gamespyState.players
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else if (gamespyState.numplayers) state.numplayers = gamespyState.numplayers
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if (gamespyState.ping) this.registerRtt(gamespyState.ping)
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}
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if (bedrockState) {
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if (bedrockState.name) state.name = bedrockState.name
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if (bedrockState.numplayers) state.numplayers = bedrockState.numplayers
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if (bedrockState.maxplayers) state.maxplayers = bedrockState.maxplayers
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if (bedrockState.map) state.map = bedrockState.map
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if (bedrockState.ping) this.registerRtt(bedrockState.ping)
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}
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// remove dupe spaces from name
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state.name = state.name.replace(/\s+/g, ' ')
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// remove color codes from name
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state.name = state.name.replace(/\u00A7./g, '')
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}
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}
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import Core from './core.js'
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import minecraftbedrock from './minecraftbedrock.js'
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import minecraftvanilla from './minecraftvanilla.js'
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import Gamespy3 from './gamespy3.js'
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/*
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Vanilla servers respond to minecraftvanilla only
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Some modded vanilla servers respond to minecraftvanilla and gamespy3, or gamespy3 only
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Some bedrock servers respond to gamespy3 only
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Some bedrock servers respond to minecraftbedrock only
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Unsure if any bedrock servers respond to gamespy3 and minecraftbedrock
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*/
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export default class minecraft extends Core {
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constructor () {
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super()
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this.srvRecord = '_minecraft._tcp'
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}
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async run (state) {
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/** @type {Promise<Results>[]} */
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const promises = []
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const vanillaResolver = new minecraftvanilla()
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vanillaResolver.options = this.options
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vanillaResolver.udpSocket = this.udpSocket
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promises.push((async () => {
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try { return await vanillaResolver.runOnceSafe() } catch (e) {}
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})())
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const gamespyResolver = new Gamespy3()
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gamespyResolver.options = {
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...this.options,
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encoding: 'utf8'
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}
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gamespyResolver.udpSocket = this.udpSocket
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promises.push((async () => {
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try { return await gamespyResolver.runOnceSafe() } catch (e) {}
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})())
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const bedrockResolver = new minecraftbedrock()
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bedrockResolver.options = this.options
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bedrockResolver.udpSocket = this.udpSocket
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promises.push((async () => {
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try { return await bedrockResolver.runOnceSafe() } catch (e) {}
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})())
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const [vanillaState, gamespyState, bedrockState] = await Promise.all(promises)
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state.raw.vanilla = vanillaState
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state.raw.gamespy = gamespyState
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state.raw.bedrock = bedrockState
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if (!vanillaState && !gamespyState && !bedrockState) {
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throw new Error('No protocols succeeded')
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}
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// Ordered from least worth to most worth (player names / etc)
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if (bedrockState) {
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if (bedrockState.players.length) state.players = bedrockState.players
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}
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if (vanillaState) {
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try {
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let name = ''
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const description = vanillaState.raw.description
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if (typeof description === 'string') {
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name = description
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}
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if (!name && typeof description === 'object' && description.text) {
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name = description.text
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}
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if (!name && typeof description === 'object' && description.extra) {
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name = description.extra.map(part => part.text).join('')
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}
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state.name = name
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} catch (e) {}
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if (vanillaState.numplayers) state.numplayers = vanillaState.numplayers
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if (vanillaState.maxplayers) state.maxplayers = vanillaState.maxplayers
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if (vanillaState.players.length) state.players = vanillaState.players
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if (vanillaState.ping) this.registerRtt(vanillaState.ping)
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}
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if (gamespyState) {
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if (gamespyState.name) state.name = gamespyState.name
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if (gamespyState.numplayers) state.numplayers = gamespyState.numplayers
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if (gamespyState.maxplayers) state.maxplayers = gamespyState.maxplayers
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if (gamespyState.players.length) state.players = gamespyState.players
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else if (gamespyState.numplayers) state.numplayers = gamespyState.numplayers
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if (gamespyState.ping) this.registerRtt(gamespyState.ping)
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}
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if (bedrockState) {
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if (bedrockState.name) state.name = bedrockState.name
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if (bedrockState.numplayers) state.numplayers = bedrockState.numplayers
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if (bedrockState.maxplayers) state.maxplayers = bedrockState.maxplayers
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if (bedrockState.map) state.map = bedrockState.map
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if (bedrockState.ping) this.registerRtt(bedrockState.ping)
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}
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// remove dupe spaces from name
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state.name = state.name.replace(/\s+/g, ' ')
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// remove color codes from name
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state.name = state.name.replace(/\u00A7./g, '')
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}
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}
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