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///! Ping Minecraft servers.
use azalea_protocol::{
connect::{Connection, ConnectionError},
packets::{
handshake::client_intention_packet::ClientIntentionPacket,
status::{
clientbound_status_response_packet::ClientboundStatusResponsePacket,
serverbound_status_request_packet::ServerboundStatusRequestPacket,
ClientboundStatusPacket,
},
ConnectionProtocol, PROTOCOL_VERSION,
},
resolver, ServerAddress,
};
use std::io;
use thiserror::Error;
#[derive(Error, Debug)]
pub enum PingError {
#[error("{0}")]
Resolver(#[from] resolver::ResolverError),
#[error("{0}")]
Connection(#[from] ConnectionError),
#[error("{0}")]
ReadPacket(#[from] azalea_protocol::read::ReadPacketError),
#[error("{0}")]
WritePacket(#[from] io::Error),
}
pub async fn ping_server(
address: &ServerAddress,
) -> Result<ClientboundStatusResponsePacket, PingError> {
let resolved_address = resolver::resolve_address(address).await?;
let mut conn = Connection::new(&resolved_address).await?;
// send the client intention packet and switch to the status state
conn.write(
ClientIntentionPacket {
protocol_version: PROTOCOL_VERSION,
hostname: address.host.clone(),
port: address.port,
intention: ConnectionProtocol::Status,
}
.get(),
)
.await?;
let mut conn = conn.status();
// send the empty status request packet
conn.write(ServerboundStatusRequestPacket {}.get()).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
}
}
}
}
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