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Server response to legacy ping (fe and fe01) packets #334
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…int packet length 254)
deathcap
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PrismarineJS/node-minecraft-protocol#334 Server response to legacy ping (fe and fe01) packets
@@ -51,6 +51,7 @@ class Client extends EventEmitter | |||
this.deserializer = createDeserializer({ isServer:this.isServer, version:this.version, state: state, packetsToParse: | |||
this.packetsToParse}); | |||
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this.splitter.recognizeLegacyPing = state === states.HANDSHAKING; |
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isn't state === states.HANDSHAKING
always true at that point ?
edit:nevermind
This is kind of a hack, but well, so is that packet. It would be ideal to handle this kind of thing properly directly in protodef, but let's do that later in #332 |
rom1504
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Server response to legacy ping (fe and fe01) packets
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Implements server-side support for #332 FE legacy ping support
Supports type 0 (fe) and type 1 (fe01) pings, testing with https://github.com/deathcap/node-minecraft-ping:
Some notes about issues/limitations with this pull request:
Node.js has utf16le support in Buffer but not utf16be (UCS2 big endian encoding for buffer nodejs/node-v0.x-archive#1684); encoded hackishlyupdated to use native utf16le + swap with https://github.com/substack/endian-toggle, works wellbut it is functional