Forge client example pings server to get forgeMods list

Avoids the need to hardcode the mod list in the client, in order to
successfully connect to arbitrary Forge servers (with various mods).
This commit is contained in:
deathcap 2016-01-23 20:01:04 -08:00
parent 0b45b439bc
commit 283b75d694

View file

@ -7,38 +7,10 @@ if(process.argv.length < 4 || process.argv.length > 6) {
process.exit(1);
}
var client = mc.createClient({
forge: true,
// Client/server mods installed on the client
// TODO: send from ServerListPing packet
forgeMods:
[
{modid:'IronChest', version:'6.0.121.768'}
],
host: process.argv[2],
port: parseInt(process.argv[3]),
username: process.argv[4] ? process.argv[4] : "echo",
password: process.argv[5]
});
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});
}
});
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];
var proto = new ProtoDef();
// copied from ../../dist/transforms/serializer.js TODO: refactor
@ -299,7 +271,54 @@ function fmlHandshakeStep(client, data)
}
}
client.on('custom_payload', function(packet) {
//var forgeMods; // = [ {modid:'IronChest', version:'6.0.121.768'} ];
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.
}
// 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({
forge: true,
forgeMods: forgeMods,
// Client/server mods installed on the client
// if not specified, pings server and uses its list
/*
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('custom_payload', function(packet) {
var channel = packet.channel;
var data = packet.data;
@ -311,4 +330,7 @@ client.on('custom_payload', function(packet) {
} else if (channel === 'FML|HS') {
fmlHandshakeStep(client, data);
}
});
});