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Elytra Ping

Easily retrieve the status of running Minecraft servers

CI Status

This crate can interact with servers running Minecraft 1.7 or later. If you have the server's address and port, Elytra Ping can retrieve metadata like the server's description, player count, vendor, and icon. The (lack of the) server's response can also be used to infer whether it is online and usable or not.

Install

cargo add elytra-ping

Usage

Use the ping_or_timeout function to retrieve a server's status and latency, aborting if it takes too long.

let (ping_info, latency) = elytra_ping::ping_or_timeout(
    ("mc.hypixel.net".to_string(), 25565),
    std::time::Duration::from_secs(1),
).await.unwrap();
println!("{ping_info:#?}, {latency:?}");
// JavaServerInfo {
//     players: 31757 of 200000,
//     ...
// }, 62.84175ms

Bedrock Edition

let (ping_info, latency) = elytra_ping::bedrock::ping(
    ("play.cubecraft.net".to_string(), 19132),
    std::time::Duration::from_secs(1),
    3
).await.unwrap();
println!("{ping_info:#?}, {latency:?}");
// BedrockServerInfo {
//     online_players: 10077,
//     max_players: 55000,
//     game_mode: Some(
//         "Survival",
//     ),
//     ...
// }, 83ms

Advanced API

Elytra Ping can be customized for advanced usage through the SlpProtocol API, which provides an interface for sending and receiving packets to and from Java Edition servers.

let addrs = ("mc.hypixel.net".to_string(), 25565);
let mut client: elytra_ping::SlpProtocol = elytra_ping::connect(addrs).await?;

// Set up our connection to receive a status packet
client.handshake().await?;
client.write_frame(elytra_ping::protocol::Frame::StatusRequest).await?;

// Read the status packet from the server
let frame: elytra_ping::protocol::Frame = client
    .read_frame(None)
    .await?
    .expect("connection closed by server");

let status: String = match frame {
    elytra_ping::protocol::Frame::StatusResponse { json } => json,
    _ => panic!("expected status packet"),
};

println!("Status: {}", status);

client.disconnect().await?;