810e81521c
Linted the entire project. Using different rules for the script files as there are a lot of undefined variables just because of the way the DOM's global scope works. Mostly just code cleanup, however the linter did catch a minor bug with a settings regex. That has been corrected.
265 lines
7.9 KiB
JavaScript
265 lines
7.9 KiB
JavaScript
/**
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* Mojang
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*
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* This module serves as a minimal wrapper for Mojang's REST api.
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*
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* @module mojang
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*/
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// Requirements
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const request = require('request')
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// Constants
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const minecraftAgent = {
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name: 'Minecraft',
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version: 1
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}
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const authpath = 'https://authserver.mojang.com'
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const statuses = [
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{
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service: 'sessionserver.mojang.com',
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status: 'grey',
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name: 'Multiplayer Session Service',
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essential: true
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},
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{
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service: 'authserver.mojang.com',
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status: 'grey',
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name: 'Authentication Service',
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essential: true
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},
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{
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service: 'textures.minecraft.net',
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status: 'grey',
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name: 'Minecraft Skins',
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essential: false
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},
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{
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service: 'api.mojang.com',
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status: 'grey',
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name: 'Public API',
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essential: false
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},
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{
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service: 'minecraft.net',
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status: 'grey',
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name: 'Minecraft.net',
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essential: false
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},
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{
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service: 'account.mojang.com',
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status: 'grey',
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name: 'Mojang Accounts Website',
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essential: false
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}
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]
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// Functions
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/**
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* Converts a Mojang status color to a hex value. Valid statuses
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* are 'green', 'yellow', 'red', and 'grey'. Grey is a custom status
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* to our project which represents an unknown status.
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*
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* @param {string} status A valid status code.
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* @returns {string} The hex color of the status code.
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*/
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exports.statusToHex = function(status){
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switch(status.toLowerCase()){
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case 'green':
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return '#a5c325'
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case 'yellow':
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return '#eac918'
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case 'red':
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return '#c32625'
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case 'grey':
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default:
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return '#848484'
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}
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}
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/**
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* Retrieves the status of Mojang's services.
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* The response is condensed into a single object. Each service is
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* a key, where the value is an object containing a status and name
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* property.
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*
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* @see http://wiki.vg/Mojang_API#API_Status
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*/
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exports.status = function(){
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return new Promise((resolve, reject) => {
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request.get('https://status.mojang.com/check',
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{
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json: true,
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timeout: 2500
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},
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function(error, response, body){
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if(error || response.statusCode !== 200){
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console.warn('Unable to retrieve Mojang status.')
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console.debug('Error while retrieving Mojang statuses:', error)
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//reject(error || response.statusCode)
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for(let i=0; i<statuses.length; i++){
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statuses[i].status = 'grey'
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}
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resolve(statuses)
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} else {
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for(let i=0; i<body.length; i++){
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const key = Object.keys(body[i])[0]
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inner:
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for(let j=0; j<statuses.length; j++){
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if(statuses[j].service === key) {
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statuses[j].status = body[i][key]
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break inner
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}
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}
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}
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resolve(statuses)
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}
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})
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})
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}
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/**
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* Authenticate a user with their Mojang credentials.
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*
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* @param {string} username The user's username, this is often an email.
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* @param {string} password The user's password.
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* @param {string} clientToken The launcher's Client Token.
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* @param {boolean} requestUser Optional. Adds user object to the reponse.
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* @param {Object} agent Optional. Provided by default. Adds user info to the response.
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*
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* @see http://wiki.vg/Authentication#Authenticate
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*/
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exports.authenticate = function(username, password, clientToken, requestUser = true, agent = minecraftAgent){
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return new Promise((resolve, reject) => {
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request.post(authpath + '/authenticate',
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{
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json: true,
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body: {
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agent,
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username,
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password,
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clientToken,
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requestUser
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}
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},
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function(error, response, body){
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if(error){
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console.error('Error during authentication.', error)
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reject(error)
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} else {
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if(response.statusCode === 200){
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resolve(body)
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} else {
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reject(body || {code: 'ENOTFOUND'})
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}
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}
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})
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})
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}
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/**
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* Validate an access token. This should always be done before launching.
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* The client token should match the one used to create the access token.
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*
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* @param {string} accessToken The access token to validate.
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* @param {string} clientToken The launcher's client token.
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*
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* @see http://wiki.vg/Authentication#Validate
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*/
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exports.validate = function(accessToken, clientToken){
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return new Promise((resolve, reject) => {
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request.post(authpath + '/validate',
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{
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json: true,
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body: {
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accessToken,
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clientToken
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}
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},
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function(error, response, body){
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if(error){
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console.error('Error during validation.', error)
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reject(error)
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} else {
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if(response.statusCode === 403){
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resolve(false)
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} else {
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// 204 if valid
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resolve(true)
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}
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}
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})
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})
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}
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/**
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* Invalidates an access token. The clientToken must match the
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* token used to create the provided accessToken.
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*
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* @param {string} accessToken The access token to invalidate.
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* @param {string} clientToken The launcher's client token.
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*
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* @see http://wiki.vg/Authentication#Invalidate
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*/
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exports.invalidate = function(accessToken, clientToken){
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return new Promise((resolve, reject) => {
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request.post(authpath + '/invalidate',
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{
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json: true,
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body: {
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accessToken,
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clientToken
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}
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},
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function(error, response, body){
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if(error){
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console.error('Error during invalidation.', error)
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reject(error)
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} else {
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if(response.statusCode === 204){
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resolve()
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} else {
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reject(body)
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}
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}
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})
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})
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}
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/**
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* Refresh a user's authentication. This should be used to keep a user logged
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* in without asking them for their credentials again. A new access token will
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* be generated using a recent invalid access token. See Wiki for more info.
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*
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* @param {string} accessToken The old access token.
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* @param {string} clientToken The launcher's client token.
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* @param {boolean} requestUser Optional. Adds user object to the reponse.
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*
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* @see http://wiki.vg/Authentication#Refresh
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*/
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exports.refresh = function(accessToken, clientToken, requestUser = true){
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return new Promise((resolve, reject) => {
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request.post(authpath + '/refresh',
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{
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json: true,
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body: {
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accessToken,
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clientToken,
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requestUser
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}
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},
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function(error, response, body){
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if(error){
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console.error('Error during refresh.', error)
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reject(error)
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} else {
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if(response.statusCode === 200){
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resolve(body)
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} else {
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reject(body)
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}
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}
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})
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})
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} |