2016-01-31 11:17:35 -08:00

57 lines
1.8 KiB
JavaScript

var mc = require('minecraft-protocol');
if(process.argv.length < 4 || process.argv.length > 6) {
console.log("Usage : node echo.js <host> <port> [<name>] [<password>]");
process.exit(1);
}
var host = process.argv[2];
var port = parseInt(process.argv[3]);
var username = process.argv[4] ? process.argv[4] : "echo";
var password = process.argv[5];
mc.ping({host, port}, function(err, response) {
if (err) throw err;
console.log('ping response',response);
if (!response.modinfo || response.modinfo.type !== 'FML') {
throw new Error('not an FML server, aborting connection');
// TODO: gracefully connect non-FML
// TODO: could also use ping pre-connect to save description, type, negotiate protocol etc.
// ^ see https://github.com/PrismarineJS/node-minecraft-protocol/issues/327
}
// Use the list of Forge mods from the server ping, so client will match server
var forgeMods = response.modinfo.modList;
console.log('Using forgeMods:',forgeMods);
var client = mc.createClient({
forgeMods: forgeMods,
host: host,
port: port,
username: username,
password: password
});
client.on('connect', function() {
console.info('connected');
});
client.on('disconnect', function(packet) {
console.log('disconnected: '+ packet.reason);
});
client.on('end', function(err) {
console.log('Connection lost');
});
client.on('chat', function(packet) {
var jsonMsg = JSON.parse(packet.message);
if(jsonMsg.translate == 'chat.type.announcement' || jsonMsg.translate == 'chat.type.text') {
var username = jsonMsg.with[0].text;
var msg = jsonMsg.with[1];
if(username === client.username) return;
client.write('chat', {message: msg});
}
});
client.on('forgeMods', function(mods) {
console.log('Received forgeMods event:',mods);
});
});