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Last active September 11, 2023 05:13
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Server ping written in C#, complete with coloured console output.
using System;
using System.Collections.Generic;
using System.IO;
using System.Net.Sockets;
using System.Text;
using System.Threading;
using Newtonsoft.Json;
#if DEBUG
using System.Diagnostics;
#endif
namespace MCServerPing
{
class ServerPing
{
private static readonly Dictionary<char, ConsoleColor> Colours = new Dictionary<char, ConsoleColor>
{
{ '0', ConsoleColor.Black },
{ '1', ConsoleColor.DarkBlue },
{ '2', ConsoleColor.DarkGreen },
{ '3', ConsoleColor.DarkCyan },
{ '4', ConsoleColor.DarkRed },
{ '5', ConsoleColor.DarkMagenta },
{ '6', ConsoleColor.Yellow },
{ '7', ConsoleColor.Gray },
{ '8', ConsoleColor.DarkGray },
{ '9', ConsoleColor.Blue },
{ 'a', ConsoleColor.Green },
{ 'b', ConsoleColor.Cyan },
{ 'c', ConsoleColor.Red },
{ 'd', ConsoleColor.Magenta },
{ 'e', ConsoleColor.Yellow },
{ 'f', ConsoleColor.White },
{ 'k', Console.ForegroundColor },
{ 'l', Console.ForegroundColor },
{ 'm', Console.ForegroundColor },
{ 'n', Console.ForegroundColor },
{ 'o', Console.ForegroundColor },
{ 'r', ConsoleColor.White }
};
private static NetworkStream _stream;
private static List<byte> _buffer;
private static int _offset;
private static void Main(string[] args)
{
Console.Title = "Minecraft Server Ping";
var client = new TcpClient();
var task = client.ConnectAsync("localhost", 25565);
Console.WriteLine("Connecting to Minecraft server..");
while (!task.IsCompleted)
{
#if DEBUG
Debug.WriteLine("Connecting..");
#endif
Thread.Sleep(250);
}
if (!client.Connected)
{
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine("Unable to connect to the server");
Console.ResetColor();
Console.ReadKey(true);
Environment.Exit(1);
}
_buffer = new List<byte>();
_stream = client.GetStream();
Console.WriteLine("Sending status request");
/*
* Send a "Handshake" packet
* http://wiki.vg/Server_List_Ping#Ping_Process
*/
WriteVarInt(47);
WriteString("localhost");
WriteShort(25565);
WriteVarInt(1);
Flush(0);
/*
* Send a "Status Request" packet
* http://wiki.vg/Server_List_Ping#Ping_Process
*/
Flush(0);
/*
* If you are using a modded server then use a larger buffer to account,
* see link for explanation and a motd to HTML snippet
* https://gist.github.com/csh/2480d14fbbb33b4bbae3#gistcomment-2672658
*/
var buffer = new byte[Int16.MaxValue];
// var buffer = new byte[4096];
_stream.Read(buffer, 0, buffer.Length);
try
{
var length = ReadVarInt(buffer);
var packet = ReadVarInt(buffer);
var jsonLength = ReadVarInt(buffer);
#if DEBUG
Console.WriteLine("Received packet 0x{0} with a length of {1}", packet.ToString("X2"), length);
#endif
var json = ReadString(buffer, jsonLength);
var ping = JsonConvert.DeserializeObject<PingPayload>(json);
Console.WriteLine("Software: {0}", ping.Version.Name);
Console.WriteLine("Protocol: {0}", ping.Version.Protocol);
Console.WriteLine("Players Online: {0}/{1}", ping.Players.Online, ping.Players.Max);
WriteMotd(ping);
Console.ReadKey(true);
}
catch (IOException ex)
{
/*
* If an IOException is thrown then the server didn't
* send us a VarInt or sent us an invalid one.
*/
Console.ForegroundColor = ConsoleColor.Red;
Console.WriteLine("Unable to read packet length from server,");
Console.WriteLine("are you sure it's a Minecraft server?");
#if DEBUG
Console.WriteLine("Here are the details:");
Console.WriteLine(ex.ToString());
#endif
Console.ResetColor();
}
}
private static void WriteMotd(PingPayload ping)
{
Console.Write("Motd: ");
var chars = ping.Motd.ToCharArray();
for (var i = 0; i < ping.Motd.Length; i++)
{
try
{
if (chars[i] == '\u00A7' && Colours.ContainsKey(chars[i + 1]))
{
Console.ForegroundColor = Colours[chars[i + 1]];
continue;
}
if (chars[i - 1] == '\u00A7' && Colours.ContainsKey(chars[i]))
{
continue;
}
}
catch (IndexOutOfRangeException)
{
// End of string
}
Console.Write(chars[i]);
}
Console.WriteLine();
Console.ResetColor();
}
#region Read/Write methods
internal static byte ReadByte(byte[] buffer)
{
var b = buffer[_offset];
_offset += 1;
return b;
}
internal static byte[] Read(byte[] buffer, int length)
{
var data = new byte[length];
Array.Copy(buffer, _offset, data, 0, length);
_offset += length;
return data;
}
internal static int ReadVarInt(byte[] buffer)
{
var value = 0;
var size = 0;
int b;
while (((b = ReadByte(buffer)) & 0x80) == 0x80)
{
value |= (b & 0x7F) << (size++*7);
if (size > 5)
{
throw new IOException("This VarInt is an imposter!");
}
}
return value | ((b & 0x7F) << (size*7));
}
internal static string ReadString(byte[] buffer, int length)
{
var data = Read(buffer, length);
return Encoding.UTF8.GetString(data);
}
internal static void WriteVarInt(int value)
{
while ((value & 128) != 0)
{
_buffer.Add((byte) (value & 127 | 128));
value = (int) ((uint) value) >> 7;
}
_buffer.Add((byte) value);
}
internal static void WriteShort(short value)
{
_buffer.AddRange(BitConverter.GetBytes(value));
}
internal static void WriteString(string data)
{
var buffer = Encoding.UTF8.GetBytes(data);
WriteVarInt(buffer.Length);
_buffer.AddRange(buffer);
}
internal static void Write(byte b)
{
_stream.WriteByte(b);
}
internal static void Flush(int id = -1)
{
var buffer = _buffer.ToArray();
_buffer.Clear();
var add = 0;
var packetData = new[] {(byte) 0x00};
if (id >= 0)
{
WriteVarInt(id);
packetData = _buffer.ToArray();
add = packetData.Length;
_buffer.Clear();
}
WriteVarInt(buffer.Length + add);
var bufferLength = _buffer.ToArray();
_buffer.Clear();
_stream.Write(bufferLength, 0, bufferLength.Length);
_stream.Write(packetData, 0, packetData.Length);
_stream.Write(buffer, 0, buffer.Length);
}
#endregion
}
#region Server ping
/// <summary>
/// C# represenation of the following JSON file
/// https://gist.github.com/thinkofdeath/6927216
/// </summary>
class PingPayload
{
/// <summary>
/// Protocol that the server is using and the given name
/// </summary>
[JsonProperty(PropertyName = "version")]
public VersionPayload Version { get; set; }
[JsonProperty(PropertyName = "players")]
public PlayersPayload Players { get; set; }
[JsonProperty(PropertyName = "description")]
public string Motd { get; set; }
/// <summary>
/// Server icon, important to note that it's encoded in base 64
/// </summary>
[JsonProperty(PropertyName = "favicon")]
public string Icon { get; set; }
}
class VersionPayload
{
[JsonProperty(PropertyName = "protocol")]
public int Protocol { get; set; }
[JsonProperty(PropertyName = "name")]
public string Name { get; set; }
}
class PlayersPayload
{
[JsonProperty(PropertyName = "max")]
public int Max { get; set; }
[JsonProperty(PropertyName = "online")]
public int Online { get; set; }
[JsonProperty(PropertyName = "sample")]
public List<Player> Sample { get; set; }
}
class Player
{
[JsonProperty(PropertyName = "name")]
public string Name { get; set; }
[JsonProperty(PropertyName = "id")]
public string Id { get; set; }
}
#endregion
}
@hexxone
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hexxone commented Oct 19, 2018

P.S.:
the base-info-object also got new params "modinfo" and "modList", but I cant really tell how theyre used yet

@Xogush
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Xogush commented Oct 23, 2018

Im trying to use the program to connect to a server but it cant deserialize the string.
image
This is throwing an error because of the first ":".
Can someone help me with this?

@ForeverZer0
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ForeverZer0 commented Mar 31, 2019

Ran this, and it worked well, but as far as implementation in a larger scale project with a more varied range of values used, I don't see where this accounts for converting the endian where necessary. According to the spec, all values are big-endian with the exception of VarInt and VarLong.

So shouldn't this....

		internal static void WriteShort(short value)
		{
			_buffer.AddRange(BitConverter.GetBytes(value));
		}

....be something more like this?

		internal static void WriteShort(short value)
		{
			var bytes = BitConverter.GetBytes(value);
			if (BitConverter.IsLittleEndian)
				Array.Reverse(bytes);
			_buffer.AddRange(BitConverter.GetBytes(value));
		}

EDIT:
Strangely enough, did some testing, and when I sent the port as big-endian (on a little endian machine), it does not respond correctly.. The spec clearly states that all values are big-endian, so this is slightly confusing to me, but do think it would be nice to be able to omit the extra overhead of swapping endian.

@Justin99b
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Im trying to use the program to connect to a server but it cant deserialize the string.
image
This is throwing an error because of the first ":".
Can someone help me with this?

@Xogush they changed the value from "description" to a JObject some point.

Just replace
[JsonProperty(PropertyName = "description")]
with

[JsonProperty(PropertyName = "description")]
public JObject Description { get; set; }

public string Motd {
	get { return Description.GetValue("text").ToString(); }
}

somewhere arround at line 249.

(if you know a better way to get the path let me know (im still lerning ^^))

@xCOOLxGUYx
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xCOOLxGUYx commented Jul 12, 2020

kaboom.pw wont connect for me.

@xCOOLxGUYx
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xCOOLxGUYx commented Jul 12, 2020

image
I get this error when trying to connect to mccentral.org or mc.snapcraft.net

@xCOOLxGUYx
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but PLAY.ROYALLEGACY.NET works for me can anyone tell me why this happens

@xCOOLxGUYx
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xCOOLxGUYx commented Jul 12, 2020

I tried pinging each and it looked like they all reply the same
image

also it seems that servers that have waterfall: in the title in the server list work, but others don't because reasons?

@xCOOLxGUYx
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also how would you ping commands and read chat

@xCOOLxGUYx
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Like if I wanted too ping '"/plugins" and then see the output that the server pings back. How would I do that

@Firewolf06
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When I run this I get an error at line 124: Console.WriteLine("Software: {0}", ping.Version.Name);
It says: System.NullReferenceException: 'Object reference not set to an instance of an object.' ping was null.
Can anyone help me with this?

@jwoff78
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jwoff78 commented Jul 17, 2020

When I run this I get an error at line 124: Console.WriteLine("Software: {0}", ping.Version.Name);
It says: System.NullReferenceException: 'Object reference not set to an instance of an object.' ping was null.
Can anyone help me with this?

I had same problem, in debug I learned the json tree, and I solved it by
public string Motd { get { return (string)Description["extra"][0]["text"]; } }

@laolarou726
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I just tested this code using "mc.hypixel.net". It seems that the server did not return the complete JSON at one time. Which cause the deserialize to fail. How can I fix this problem?

@do-loop
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do-loop commented Jan 20, 2021

I just tested this code using "mc.hypixel.net". It seems that the server did not return the complete JSON at one time. Which cause the deserialize to fail. How can I fix this problem?

Hi, try collect all data from stream like this:

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!_stream.DataAvailable) break;
}

// buffer.ToArray();

@laolarou726
Copy link

I just tested this code using "mc.hypixel.net". It seems that the server did not return the complete JSON at one time. Which cause the deserialize to fail. How can I fix this problem?

Hi, try collect all data from stream like this:

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!stream.DataAvailable) break;
}

// buffer.ToArray();

Could you please give a more specific place that I need to replace? (Maybe the line of the code is better). Thank you so much!

@do-loop
Copy link

do-loop commented Jan 20, 2021

I just tested this code using "mc.hypixel.net". It seems that the server did not return the complete JSON at one time. Which cause the deserialize to fail. How can I fix this problem?

Hi, try collect all data from stream like this:

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!stream.DataAvailable) break;
}

// buffer.ToArray();

Could you please give a more specific place that I need to replace? (Maybe the line of the code is better). Thank you so much!

Replace original code (98-100 line) with this one.

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!_stream.DataAvailable) break;
}

... also don't forget add buffer.ToArray() in the next lines where it's necessary, but better use different variable.

For example:

var batch = new byte[4096];
var bufferTemp = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    bufferTemp .AddRange(batch);

    if (!_stream.DataAvailable) break;
}

var buffer = bufferTemp.ToArray();

@laolarou726
Copy link

I just tested this code using "mc.hypixel.net". It seems that the server did not return the complete JSON at one time. Which causes the deserialize to fail. How can I fix this problem?

Hi, try collect all data from stream like this:

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!stream.DataAvailable) break;
}

// buffer.ToArray();

Could you please give a more specific place that I need to replace? (Maybe the line of the code is better). Thank you so much!

Replace original code (98-100 line) with this one.

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!_stream.DataAvailable) break;
}

... also don't forget add buffer.ToArray() in the next lines where it's necessary, but better use different variable.

For exeample:

var batch = new byte[4096];
var bufferTemp = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    bufferTemp .AddRange(batch);

    if (!_stream.DataAvailable) break;
}

var buffer = bufferTemp.ToArray();

Unfortunately, the code still can not fetch the complete JSON string. Are there any other solutions?

@do-loop
Copy link

do-loop commented Jan 20, 2021

I just tested this code using "mc.hypixel.net". It seems that the server did not return the complete JSON at one time. Which causes the deserialize to fail. How can I fix this problem?

Hi, try collect all data from stream like this:

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!stream.DataAvailable) break;
}

// buffer.ToArray();

Could you please give a more specific place that I need to replace? (Maybe the line of the code is better). Thank you so much!

Replace original code (98-100 line) with this one.

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!_stream.DataAvailable) break;
}

... also don't forget add buffer.ToArray() in the next lines where it's necessary, but better use different variable.
For exeample:

var batch = new byte[4096];
var bufferTemp = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    bufferTemp .AddRange(batch);

    if (!_stream.DataAvailable) break;
}

var buffer = bufferTemp.ToArray();

Unfortunately, the code still can not fetch the complete JSON string. Are there any other solutions?

Can you send image with debug info?
image

@laolarou726
Copy link

I just tested this code using "mc.hypixel.net". It seems that the server did not return the complete JSON at one time. Which causes the deserialize to fail. How can I fix this problem?

Hi, try collect all data from stream like this:

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!stream.DataAvailable) break;
}

// buffer.ToArray();

Could you please give a more specific place that I need to replace? (Maybe the line of the code is better). Thank you so much!

Replace original code (98-100 line) with this one.

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!_stream.DataAvailable) break;
}

... also don't forget add buffer.ToArray() in the next lines where it's necessary, but better use different variable.
For exeample:

var batch = new byte[4096];
var bufferTemp = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    bufferTemp .AddRange(batch);

    if (!_stream.DataAvailable) break;
}

var buffer = bufferTemp.ToArray();

Unfortunately, the code still can not fetch the complete JSON string. Are there any other solutions?

image
image

@do-loop
Copy link

do-loop commented Jan 20, 2021

I just tested this code using "mc.hypixel.net". It seems that the server did not return the complete JSON at one time. Which causes the deserialize to fail. How can I fix this problem?

Hi, try collect all data from stream like this:

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!stream.DataAvailable) break;
}

// buffer.ToArray();

Could you please give a more specific place that I need to replace? (Maybe the line of the code is better). Thank you so much!

Replace original code (98-100 line) with this one.

var batch = new byte[4096];
var buffer = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    buffer.AddRange(batch);

    if (!_stream.DataAvailable) break;
}

... also don't forget add buffer.ToArray() in the next lines where it's necessary, but better use different variable.
For exeample:

var batch = new byte[4096];
var bufferTemp = new List<byte>();

while (true)
{
    _stream.Read(batch, 0, batch.Length);

    bufferTemp .AddRange(batch);

    if (!_stream.DataAvailable) break;
}

var buffer = bufferTemp.ToArray();

Unfortunately, the code still can not fetch the complete JSON string. Are there any other solutions?

image
image

I get it. It also doesn't work for me in some cases.
The solution is almost correct, loop's working more faster than network communication (DataAvailable property depends on it).
If set breakpoint on line 122 and wait some time and so on you will read full response.
It remains to figure out how to fix this problem.

See more: https://stackoverflow.com/questions/4261365/tcpclient-getstream-dataavailable-returns-false-but-stream-has-more-data

@hexxone
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hexxone commented Mar 9, 2022

Btw for anyone still having this problem, I solved the "too large" json-Strings here:

https://github.com/hexxone/mcswbot2/blob/cd69fe87d8620f5def016f41e782027351258363/mcswbot2/Minecraft/ServerInfo.cs#L94

It will read the stream in "batches" and wait until the expected length of packet-data was received until it starts parsing.
Also added the "real ping calculation" step from the official MC protocol spec :)

Hope this helps - Cheers

@imgoingdigital
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Hi, I placed the code outside the Main method so I can call it again as my intention was to ping the server at regular interval (say every five minutes).

It works like a charm on first ping, the succeeding ping delivers no payload. How can I get around this?

@Deniz-seckin55
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Hi, I'm having a problem with the response JSON.

The response that the server sent to the client is incomplete
I'm trying this on 1.20.1 on a Spigot server
Recieved JSON Data:
{"version":{"name":"Paper 1.20.1","protocol":763},"favicon":"data:image/png;base64,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

The error is given by "favicon" because it doesnt have a " to end the String.

The problem isnt byte array length since there is still left space.
Why isnt the server sending me the whole json data/cutting it out?

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