Compare commits

..

No commits in common. "master" and "2.1.1" have entirely different histories.

6 changed files with 1009 additions and 568 deletions

14
.github/FUNDING.yml vendored
View File

@ -1,14 +0,0 @@
# These are supported funding model platforms
github: skylord123 # Replace with up to 4 GitHub Sponsors-enabled usernames e.g., [user1, user2]
patreon: # Replace with a single Patreon username
open_collective: # Replace with a single Open Collective username
ko_fi: SkylarSadlier # Replace with a single Ko-fi username
tidelift: # Replace with a single Tidelift platform-name/package-name e.g., npm/babel
community_bridge: # Replace with a single Community Bridge project-name e.g., cloud-foundry
liberapay: # Replace with a single Liberapay username
issuehunt: # Replace with a single IssueHunt username
lfx_crowdfunding: # Replace with a single LFX Crowdfunding project-name e.g., cloud-foundry
polar: # Replace with a single Polar username
buy_me_a_coffee: # Replace with a single Buy Me a Coffee username
custom: # Replace with up to 4 custom sponsorship URLs e.g., ['link1', 'link2']

View File

@ -1,29 +1,16 @@
# node-red-contrib-gamedig
Query for server information of most game/voice servers using Node-RED.
Query for the status of most game/voice servers using Node-RED.
This package adds the node `Query Game Server` that uses the NPM package [GameDig](https://www.npmjs.com/package/gamedig) to query if a server is online or not and if so returns the data of the server.
This package adds the node "Query Game Server" that uses the NPM package [GameDig](https://www.npmjs.com/package/gamedig) to query if a server is online or not and if so returns the data of the server.
You can pass the server type, host, and port on the input message or define them on the node (settings defined on the node will override msg values).
You can also specify manual GameDig options using `msg.options` as an input. This will override any other options. For example: you can set `msg.options.guildId` that is required for querying Discord servers.
Visit the [GameDig GitLab page](https://github.com/gamedig/node-gamedig#return-value) if you want more information about what this library parses and standardizes from the server response.
### Help fund development
If you use this node and find it helpful please consider donating to help fund future development. All of my software is free and open-source and this helps keep it that way.
[![ko-fi](https://ko-fi.com/img/githubbutton_sm.svg)](https://ko-fi.com/B0B51BM7C)
### Usage Examples
- #### Inserting query data into InfluxDB and using Grafana to view results
![Flow Preview](https://skylar.tech/content/images/2019/12/image-2.png)
I created a post on my website about how to use this node to query gameservers and store the results in InfluxDB. I then give a dashboard in Grafana that can be used to display the data. Check it out here:
https://skylar.tech/tracking-game-server-statistics-using-node-red-influxdb-and-grafana/
- #### Automatically restarting servers when unavailable
Ever host a server and have it stop responding but the process doesn't crash so it doesn't auto restart? If you pair this with something like [node-red-contrib-dockerode](https://flows.nodered.org/node/node-red-contrib-dockerode) you can automatically restart the container/process if the query fails X times to respond.
#### Inserting query data into InfluxDB and using Grafana to view results
![Flow Preview](https://skylar.tech/content/images/2019/12/image-2.png)
I created a post on my website about how to use this node to query gameservers and store the results in InfluxDB. I then give a dashboard in Grafana that can be used to display the data. Check it out here:
https://skylar.tech/tracking-game-server-statistics-using-node-red-influxdb-and-grafana/
### Other Packages

1102
package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@ -1,6 +1,6 @@
{
"name": "node-red-contrib-gamedig",
"version": "3.0.1",
"version": "2.1.1",
"description": "Query for the status of any game server using node-red",
"repository": {
"type": "git",
@ -23,6 +23,6 @@
}
},
"dependencies": {
"gamedig": "^5.1.4"
"gamedig": "^3.0.0"
}
}

View File

@ -6,18 +6,11 @@
name: { value: '' },
server_type: { value: '' },
host: { value: '' },
address: { value: '' },
port: { value: '' },
halt_if: { value: '' },
max_attempts: { value: '' },
socket_timeout: { value: '' },
attempt_timeout: { value: '' },
given_port_only: { value: '' },
ip_family: { value: '0' },
debug: { value: '' },
strip_colors: { type: "checkbox", value: true },
request_rules: { value: '' },
output_options: { value: '' }
},
inputs:1,
outputs:1,
@ -28,63 +21,26 @@
return this.name;
}
if(this.host || this.address) {
return (this.server_type ? this.server_type : 'Query') + ': ' + (this.host || this.address) + (this.port ? ":" + this.port : '');
if(this.host) {
return (this.server_type ? this.server_type : 'Query') + ': ' + this.host + (this.port ? ":" + this.port : '');
}
return 'Query Game Server';
},
oneditprepare: function() {
let server_types = null;
if(typeof this.strip_colors === "undefined") {
this.strip_colors = true;
$("#node-input-strip_colors").prop('checked', true);
}
$.getJSON('/gamedig/types', function(data) {
if(data.result !== 'ok' || !data.hasOwnProperty("server_types"))
{
console.error("server_types failed to load");
return;
let html = '<table>' +
'<thead id="query-game-server-types-table"><tr><td><strong>Type</strong></td><td><strong>Name</strong></td></tr></thead>' +
'<tbody id="query-game-server-type-rows">';
for(var type in data) {
html += "<tr class=\"query-game-server-type-row\">" +
"<td>"+type+"</td>" +
"<td>"+data[type]+"</td>" +
"</tr>";
}
server_types = data.server_types;
});
$("#node-input-server_type").autoComplete({
search: function(val) {
if(!server_types) return false; // ignore until we have the types loaded
let matches = [];
server_types.forEach(v => {
if (
v.name.toLowerCase().indexOf(val.toLowerCase()) > -1 ||
v.type.toLowerCase().indexOf(val.toLowerCase()) > -1 ||
v.options.protocol.toLowerCase().indexOf(val.toLowerCase()) > -1
) {
matches.push({
value: v.type,
label: `${v.name} (${v.type})`,
protocol: v.protocol
});
}
});
return matches;
}
}).on('change', function () {
if(!server_types) return;
let val = $(this).val();
server_types.forEach(server_type => {
if(server_type['type'] !== val) return;
let query_port = server_type.options.port_query || server_type.options.port || null;
if(query_port && server_type.options.port_query_offset) {
query_port += server_type.options.port_query_offset;
}
$("#node-input-port").val(query_port);
});
html += '</tbody>' +
'</table>';
$("#query-game-server-types").html(html);
});
}
});
@ -107,10 +63,10 @@
<div class="form-row">
<label for="node-input-server_type"><i class="fa fa-cube"></i> Server Type</label>
<input type="text" id="node-input-server_type" placeholder="msg.server_type">
<input type="text" id="node-input-server_type">
</div>
<div style="margin-left: 105px;width: 50%;margin-bottom: 10px;margin-top: -10px;">
Recommend visiting the <a href="https://github.com/gamedig/node-gamedig#games-list" target="_blank" style="color:#0000EE;text-decoration: underline;">GameDig GitHub page</a> for more information about the server type you are trying to query. Some types require extra setup.
View server types <a href="#gamdig-types" style="color:#0000EE;text-decoration: underline;">below</a>.
</div>
<div class="form-row">
@ -122,16 +78,8 @@
</div>
<div class="form-row">
<label for="node-input-address"><i class="fa fa-server"></i> Address</label>
<input type="text" id="node-input-address" placeholder="msg.address" />
</div>
<div style="margin-left: 105px;width: 50%;margin-bottom: 10px;margin-top: -10px;">
Override the IP address of the server skipping DNS resolution. When set, host will not be resolved, instead address will be connected to. However, some protocols still use host for other reasons e.g. as part of the query. Uses <code>msg.address</code> if left blank.
</div>
<div class="form-row">
<label for="node-input-port"><i class="fa fa-server"></i> Port</label>
<input type="text" id="node-input-port" placeholder="msg.port" />
<label for="node-input-port"><i class="fa fa-ethernet"></i> Port</label>
<input type="text" id="node-input-port" placeholder="msg.host" />
</div>
<div style="margin-left: 105px;width: 50%;margin-bottom: 10px;margin-top: -10px;">
Query port for the server (join and query port may differ).
@ -153,7 +101,7 @@
<div class="form-row">
<label for="node-input-max_attempts"><i class="fa fa-cogs"></i> Max Attempts</label>
<input type="text" id="node-input-max_attempts" placeholder="msg.max_attempts (default: 1)" />
<input type="text" id="node-input-max_attempts" placeholder="1" />
</div>
<div style="margin-left: 105px;width: 50%;margin-bottom: 10px;margin-top: -10px;">
Number of attempts to query server in case of failure.
@ -161,97 +109,52 @@
<div class="form-row">
<label for="node-input-socket_timeout"><i class="fa fa-cogs"></i> Socket Timeout</label>
<input type="text" id="node-input-socket_timeout" placeholder="msg.socket_timeout (default: 2000)" />
<input type="text" id="node-input-socket_timeout" placeholder="2000" />
</div>
<div style="margin-left: 105px;width: 50%;margin-bottom: 10px;margin-top: -10px;">
Milliseconds to wait for a single packet. Beware that increasing this will cause many queries to take longer even if the server is online.
</div>
<div class="form-row">
<label for="node-input-attempt_timeout"><i class="fa fa-cogs"></i> Attempt Timeout</label>
<input type="text" id="node-input-attempt_timeout" placeholder="msg.attempt_timeout (default: 10000)" />
<label for="node-input-attempt_timeout"><i class="fas fa-cogs"></i> Attempt Timeout</label>
<input type="text" id="node-input-attempt_timeout" placeholder="10000" />
</div>
<div style="margin-left: 105px;width: 50%;margin-bottom: 10px;margin-top: -10px;">
Milliseconds allowed for an entire query attempt. This timeout is not commonly hit, as the socketTimeout typically fires first.
</div>
<div class="form-row">
<label for="node-input-given_port_only"><i class="fa fa-lock"></i> Lock port</label>
<input
type="checkbox"
id="node-input-given_port_only"
style="width: auto; vertical-align: top"
/>
<span>
Only attempt to query server on given port (default: false).
</span>
</div>
<h3 id="gamdig-types">Server Types</h3>
<p>
Search available types below.<br>
You can also view the list <a href="https://github.com/gamedig/node-gamedig#games-list" target="_blank" style="color:#0000EE;text-decoration: underline;">here</a>.
</p>
<div class="form-row">
<label for="node-input-debug"><i class="fa fa-bug"></i> Debug mode</label>
<input
type="checkbox"
id="node-input-debug"
style="width: auto; vertical-align: top"
/>
<span>
Enables massive amounts of debug logging to stdout.
</span>
<div class="row">
<input type="text" id="query-game-server-types-search" placeholder="Search types.." style="margin-bottom: 10px;" />
</div>
<div id="query-game-server-types"></div>
<script type="text/javascript">
$("#query-game-server-types-search").on("input", function(e) {
let value = $(this).val();
if(value.length) {
$(".query-game-server-type-row").each(function(i, elem){
console.log('yay', $(elem).text(), value, $(elem).text().indexOf(value));
if($(elem).text().toLowerCase().indexOf(value.toLowerCase()) > -1) {
$(elem).show();
} else {
$(elem).hide();
}
});
return;
}
<div class="form-row">
<label for="node-input-strip_colors" style="vertical-align: top"><i class="fa fa-server"></i> Strip colors</label>
<div style="width: 50%;display: inline-block;">
<input
type="checkbox"
id="node-input-strip_colors"
style="width: auto; vertical-align: top"
/>
for protocols that strips colors: unreal2, savage2, quake3, nadeo, gamespy2, doom3, armagetron.
</div>
</div>
<div class="form-row">
<label for="node-input-request_rules" style="vertical-align: top"><i class="fa fa-server"></i> Request rules</label>
<div style="width: 50%;display: inline-block;">
<input
type="checkbox"
id="node-input-request_rules"
style="width: auto; vertical-align: top"
/>
For many valve games, additional 'rules' may be fetched into the unstable raw field by setting this to true. Beware that this may increase query time and this is for Valve games only.
</div>
</div>
<div class="form-row">
<label for="node-input-output_options" style="vertical-align: top"><i class="fa fa-server"></i> Output options</label>
<div style="width: 50%;display: inline-block;">
<input
type="checkbox"
id="node-input-output_options"
style="width: auto; vertical-align: top"
/>
Outputs <code style="white-space: normal;">msg.options</code> as an object that contains all the options used to query the server using GameDig. Note: If you pass <code style="white-space: normal;">msg.options</code> as an input it will override all set options so make sure you unset it if chaining multiple server query nodes together unless that is what you want.
</div>
</div>
<div class="form-row">
<label for="node-input-ip_family"><i class="fa fa-server"></i> IP Rules</label>
<select
id="node-input-ip_family"
style="width: auto; vertical-align: top">
<option value="0">IPv4 and IPv6</option>
<option value="4">IPv4</option>
<option value="6">IPv6</option>
</select>
</div>
<div style="margin-left: 105px;width: 50%;margin-bottom: 10px;margin-top: -10px;">
IP family/version returned when looking up hostnames via DNS, can be IPv4 and IPv6, IPv4 only or IPv6 only.
</div>
$(".query-game-server-type-row").show();
});
</script>
</script>
<script type="text/html" data-help-name="query-game-server">
<p>Query most Game/Voice server's using the <a href="https://github.com/gamedig/node-gamedig" target="_blank">GameDig</a> library. I recommend visiting the <a href="https://github.com/gamedig/node-gamedig" target="_blank">node-gamedig GitHub page</a> for more documentation.</p>
<p>Query most Game/Voice server's using the <a href="https://github.com/gamedig/node-gamedig" target="_blank">GameDig</a> library.</p>
<h3>Inputs</h3>
<dl class="message-properties">
@ -265,21 +168,11 @@
</dt>
<dd>Server IP/Hostname. Ignored if configured on the node.</dd>
<dt class="optional">
msg.address <span class="property-type">string | null</span>
</dt>
<dd>Override the IP address of the server skipping DNS resolution. When set, host will not be resolved, instead address will be connected to. However, some protocols still use host for other reasons e.g. as part of the query.</dd>
<dt class="optional">
msg.port <span class="property-type">integer | null</span>
</dt>
<dd>Query port of the server. Ignored if configured on the node. Uses default query port for the server type if left empty.</dd>
<dt class="optional">
msg.options <span class="property-type">object | null</span>
</dt>
<dd>Set additional GameDig options. This overrides all other methods of setting options. Can be used for example to set <code style="white-space: normal;">msg.options.guildId</code> that is required for querying Discord servers.</dd>
<dt class="optional">
msg.max_attempts <span class="property-type">integer | null</span>
</dt>
@ -294,26 +187,6 @@
msg.attempt_timeout <span class="property-type">integer | null</span>
</dt>
<dd>Milliseconds allowed for an entire query attempt. This timeout is not commonly hit, as the socketTimeout typically fires first. Ignored if configured on the node.</dd>
<dt class="optional">
msg.given_port_only <span class="property-type">boolean</span>
</dt>
<dd>Only attempt to query server on given port. Ignored if configured on the node.</dd>
<dt class="optional">
msg.ip_family <span class="property-type">number</span>
</dt>
<dd>IP family/version returned when looking up hostnames via DNS, can be 0 (IPv4 and IPv6), 4 (IPv4 only) or 6 (IPv6 only). (default 0).</dd>
<dt class="optional">
msg.debug <span class="property-type">boolean</span>
</dt>
<dd>Enables massive amounts of debug logging to stdout. (default false)</dd>
<dt class="optional">
msg.request_rules <span class="property-type">boolean</span>
</dt>
<dd>For many valve games, additional 'rules' may be fetched into the unstable raw field by setting this to true. Beware that this may increase query time and this is for Valve games only.</dd>
</dl>
<h3>Outputs</h3>
@ -341,12 +214,7 @@
<dt>
msg.host <span class="property-type">string</span>
</dt>
<dd>Server IP/Hostname.</dd>
<dt>
msg.address <span class="property-type">string</span>
</dt>
<dd>Server address used to query.</dd>
<dd>Server IP/Hostname. Ignored if configured on the node.</dd>
<dt>
msg.port <span class="property-type">integer</span>
@ -354,8 +222,18 @@
<dd>Query port of the server. Ignored if configured on the node.</dd>
<dt>
msg.options <span class="property-type">object | undefined</span>
msg.max_attempts <span class="property-type">integer</span>
</dt>
<dd>Only set if configured to do so. Will return all the options passed to GameDig to query the server.</dd>
<dd>Number of attempts to query server in case of failure. Ignored if configured on the node.</dd>
<dt>
msg.socket_timeout <span class="property-type">integer</span>
</dt>
<dd>Milliseconds to wait for a single packet. Beware that increasing this will cause many queries to take longer even if the server is online. Ignored if configured on the node.</dd>
<dt>
msg.attempt_timeout <span class="property-type">integer</span>
</dt>
<dd>Milliseconds allowed for an entire query attempt. This timeout is not commonly hit, as the socketTimeout typically fires first. Ignored if configured on the node.</dd>
</dl>
</script>

View File

@ -1,144 +1,102 @@
module.exports = function(RED) {
const { GameDig, games } = require('gamedig');
function deepCloneToPlain(obj) {
// Handle null/undefined
if (!obj) {
return obj;
}
// Handle arrays and array-like objects (including Players collection)
if (Array.isArray(obj) || (typeof obj === 'object' && obj.length >= 0)) {
return Array.from(obj, item => deepCloneToPlain(item));
}
// Handle instances of custom classes (like Player, Results)
if (obj && typeof obj === 'object' && Object.getPrototypeOf(obj) !== Object.prototype) {
// Convert to plain object while preserving enumerable properties
const plainObj = {};
for (const key of Object.keys(obj)) {
plainObj[key] = deepCloneToPlain(obj[key]);
}
return plainObj;
}
// Handle plain objects
if (obj && typeof obj === 'object') {
const result = {};
for (const key of Object.keys(obj)) {
// Skip the Buffer instance
if (key === 'rulesBytes' && Buffer.isBuffer(obj[key])) {
continue;
}
result[key] = deepCloneToPlain(obj[key]);
}
return result;
}
// Return primitive values as-is
return obj;
}
const gamedig = require('gamedig');
const fs = require('fs');
function QueryGameServer(config) {
RED.nodes.createNode(this, config);
let node = this;
var node = this;
this.server_type = config.server_type;
this.host = config.host;
this.port = config.port;
this.halt_if = config.halt_if;
this.output_options = config.output_options || false;
this.max_attempts = config.max_attempts || 1;
this.socket_timeout = config.socket_timeout || 2000;
this.attempt_timeout = config.attempt_timeout || 10000;
node.on('input', function(msg) {
let options = {
'type': config.server_type || msg.server_type || undefined,
'host': config.host || msg.host || undefined,
'address': config.address || msg.address || undefined,
'port': config.port || msg.port || undefined,
'maxAttempts': config.max_attempts || msg.max_attempts || 1,
'socketTimeout': config.socket_timeout || msg.socket_timeout || 2000,
'attemptTimeout': config.attempt_timeout || msg.attempt_timeout || 10000,
'givenPortOnly': config.given_port_only || msg.given_port_only || false,
'ipFamily': config.ip_family || msg.ip_family || undefined,
'debug': config.debug || msg.config || undefined,
'requestRules': config.request_rules || msg.request_rules || undefined,
'strip_colors': typeof config.strip_colors === "undefined" ? true : config.strip_colors
};
if(typeof msg.options === 'object' && msg.options)
{
options = {...options, ...msg.options};
if(node.server_type) {
msg.server_type = node.server_type;
}
// set the things we want to return
msg.server_type = options.type;
if(options.host) {
msg.host = options.host;
if(node.host) {
msg.host = node.host;
}
if(options.address) {
msg.address = options.address;
}
msg.port = options.port;
if(node.output_options)
{
msg.options = options;
}
if(!msg.host && !msg.address) {
node.error("host/address missing from input.");
if(!msg.host) {
node.error("msg.host missing from input.");
return;
}
if(!options.type) {
node.error("server_type missing from input.");
return;
if(node.port) {
msg.port = node.port;
}
if(node.halt_if) {
msg.halt_if = node.halt_if;
}
GameDig.query(options)
if(node.max_attempts) {
msg.max_attempts = node.max_attempts;
}
if(node.socket_timeout) {
msg.socket_timeout = node.socket_timeout;
}
if(node.attempt_timeout) {
msg.attempt_timeout = node.attempt_timeout;
}
gamedig.query({
'type': msg.server_type,
'host': msg.host,
'port': msg.port,
'maxAttempts': msg.max_attempts,
'socketTimeout': msg.socket_timeout,
'attemptTimeout': msg.attempt_timeout
})
.then(function(state) {
try {
msg.payload = 'online';
// GameDig returns Results, Players, and Player objects that we need to convert
// to standard Array/Object instances so that Node-RED doesn't error
msg.data = deepCloneToPlain(state);
if (msg.payload === node.halt_if) {
return null;
}
node.status({ fill: "green", shape: "dot", text: `Online ${state.players.length} players` });
node.send(msg);
} catch(e) {
node.error("Failed returning data: " + e.stack);
}
})
.catch(function(error) {
msg.payload = 'online';
msg.data = state;
if (msg.payload === msg.halt_if) {
return null;
}
node.status({fill:"green",shape:"dot",text: 'Online ' + msg.data.players.length + ' players' });
node.send(msg);
}).catch(function(error) {
msg.payload = 'offline';
msg.data = {
error,
stack: error.stack,
'error': error
};
if (msg.payload === node.halt_if) {
return null;
}
node.status({ fill: "red", shape: "dot", text: "Offline" });
node.send(msg);
node.error(`GameDig Error: \n${error.stack}`);
console.error(error);
if (msg.payload === msg.halt_if) {
return null;
}
node.status({fill:"red", shape:"dot", text: 'Offline'});
node.send(msg);
});
});
}
RED.nodes.registerType("query-game-server", QueryGameServer);
RED.httpAdmin.get(
"/gamedig/types",
RED.auth.needsPermission('flows.write'),
RED.auth.needsPermission('gamedig.types'),
function(req, res) {
let server_types = Object.keys(games).map(gameKey => {
let game = games[gameKey];
game["type"] = gameKey;
return game;
});
// gamedig has no way of listing available server types
// so we just use regex to parse the info from the README
// this could break so we also reference the gamedig repo
let availableTypes = fs.readFileSync(require.resolve("gamedig/README.md"))
.toString()
.matchAll(/^\| `(.*)` * \| ([a-zA-Z: (0-9)\-'.]*)/gm),
results = {};
res.json({
'result': 'ok',
'server_types': server_types
});
}
);
for (const match of availableTypes) {
if(match[1].indexOf("`<br>`") >= 0) {
let names = match[1].split("`<br>`");
results[names[0]] = match[2];
results[names[1]] = match[2];
} else {
results[match[1]] = match[2];
}
}
res.json(results);
});
};