HeliosLauncher/app/assets/js/mojang.js

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/**
* Mojang
*
* This module serves as a minimal wrapper for Mojang's REST api.
*
* @module mojang
*/
// Requirements
const request = require('request')
const logger = require('./loggerutil')('%c[Mojang]', 'color: #a02d2a; font-weight: bold')
// Constants
const minecraftAgent = {
name: 'Minecraft',
version: 1
}
const authpath = 'https://authserver.mojang.com'
const statuses = [
{
service: 'sessionserver.mojang.com',
status: 'grey',
name: 'Multiplayer Session Service',
essential: true
},
{
service: 'authserver.mojang.com',
status: 'grey',
name: 'Authentication Service',
essential: true
},
{
service: 'textures.minecraft.net',
status: 'grey',
name: 'Minecraft Skins',
essential: false
},
{
service: 'api.mojang.com',
status: 'grey',
name: 'Public API',
essential: false
},
{
service: 'minecraft.net',
status: 'grey',
name: 'Minecraft.net',
essential: false
},
{
service: 'account.mojang.com',
status: 'grey',
name: 'Mojang Accounts Website',
essential: false
}
]
// Functions
/**
* Converts a Mojang status color to a hex value. Valid statuses
* are 'green', 'yellow', 'red', and 'grey'. Grey is a custom status
* to our project which represents an unknown status.
*
* @param {string} status A valid status code.
* @returns {string} The hex color of the status code.
*/
exports.statusToHex = function(status){
switch(status.toLowerCase()){
case 'green':
return '#a5c325'
case 'yellow':
return '#eac918'
case 'red':
return '#c32625'
case 'grey':
default:
return '#848484'
}
}
/**
* Retrieves the status of Mojang's services.
* The response is condensed into a single object. Each service is
* a key, where the value is an object containing a status and name
* property.
*
* @see http://wiki.vg/Mojang_API#API_Status
*/
exports.status = function(){
return new Promise((resolve, reject) => {
request.get('https://status.mojang.com/check',
{
json: true,
timeout: 2500
},
function(error, response, body){
if(error || response.statusCode !== 200){
logger.warn('Unable to retrieve Mojang status.')
logger.debug('Error while retrieving Mojang statuses:', error)
//reject(error || response.statusCode)
for(let i=0; i<statuses.length; i++){
statuses[i].status = 'grey'
}
resolve(statuses)
} else {
for(let i=0; i<body.length; i++){
const key = Object.keys(body[i])[0]
inner:
for(let j=0; j<statuses.length; j++){
if(statuses[j].service === key) {
statuses[j].status = body[i][key]
break inner
}
}
}
resolve(statuses)
}
})
})
}
/**
* Authenticate a user with their Mojang credentials.
*
* @param {string} username The user's username, this is often an email.
* @param {string} password The user's password.
* @param {string} clientToken The launcher's Client Token.
* @param {boolean} requestUser Optional. Adds user object to the reponse.
* @param {Object} agent Optional. Provided by default. Adds user info to the response.
*
* @see http://wiki.vg/Authentication#Authenticate
*/
exports.authenticate = function(username, password, clientToken, requestUser = true, agent = minecraftAgent){
return new Promise((resolve, reject) => {
const body = {
agent,
username,
password,
requestUser
}
if(clientToken != null){
body.clientToken = clientToken
}
request.post(authpath + '/authenticate',
{
json: true,
body
},
function(error, response, body){
if(error){
logger.error('Error during authentication.', error)
reject(error)
} else {
if(response.statusCode === 200){
resolve(body)
} else {
reject(body || {code: 'ENOTFOUND'})
}
}
})
})
}
/**
* Validate an access token. This should always be done before launching.
* The client token should match the one used to create the access token.
*
* @param {string} accessToken The access token to validate.
* @param {string} clientToken The launcher's client token.
*
* @see http://wiki.vg/Authentication#Validate
*/
exports.validate = function(accessToken, clientToken){
return new Promise((resolve, reject) => {
request.post(authpath + '/validate',
{
json: true,
body: {
accessToken,
clientToken
}
},
function(error, response, body){
if(error){
logger.error('Error during validation.', error)
reject(error)
} else {
if(response.statusCode === 403){
resolve(false)
} else {
// 204 if valid
resolve(true)
}
}
})
})
}
/**
* Invalidates an access token. The clientToken must match the
* token used to create the provided accessToken.
*
* @param {string} accessToken The access token to invalidate.
* @param {string} clientToken The launcher's client token.
*
* @see http://wiki.vg/Authentication#Invalidate
*/
exports.invalidate = function(accessToken, clientToken){
return new Promise((resolve, reject) => {
request.post(authpath + '/invalidate',
{
json: true,
body: {
accessToken,
clientToken
}
},
function(error, response, body){
if(error){
logger.error('Error during invalidation.', error)
reject(error)
} else {
if(response.statusCode === 204){
resolve()
} else {
reject(body)
}
}
})
})
}
/**
* Refresh a user's authentication. This should be used to keep a user logged
* in without asking them for their credentials again. A new access token will
* be generated using a recent invalid access token. See Wiki for more info.
*
* @param {string} accessToken The old access token.
* @param {string} clientToken The launcher's client token.
* @param {boolean} requestUser Optional. Adds user object to the reponse.
*
* @see http://wiki.vg/Authentication#Refresh
*/
exports.refresh = function(accessToken, clientToken, requestUser = true){
return new Promise((resolve, reject) => {
request.post(authpath + '/refresh',
{
json: true,
body: {
accessToken,
clientToken,
requestUser
}
},
function(error, response, body){
if(error){
logger.error('Error during refresh.', error)
reject(error)
} else {
if(response.statusCode === 200){
resolve(body)
} else {
reject(body)
}
}
})
})
}