Janis Pritzkau

Results 10 comments of Janis Pritzkau

I don't think it has been implemented yet. It looks like the simulation happens instantly until it finds a cycle. This video demonstrates it pretty well: https://youtu.be/FMP2FRdRyLg

This was introduced as a side effect of the issue #9 fix but you can still catch connection errors in the promise returned by calling `connect()`. I'm still considering to...

In your example the error is coming from the `send` method. You are catching the connect error, but since `rcon.send' is called after the try catch statement, it is called...

Also, notice how Minecraft uses UTF-16 code units when splitting responses into multiple packets, but [Source RCON Protocol](https://developer.valvesoftware.com/wiki/Source_RCON_Protocol) specifies bytes. And unlike the Source Dedicated Server, Minecraft doesn't echo unknown...

I had a look at your PR. The proxy sending a status request shouldn't really be necessary, because the connection streams are simply piped after the handshake and the clients...

The SNBT implementation is most likely flawed in many other ways as well. It is not maintained. I'll add a note/warning to my unmaintained libraries. Thanks for the notice. I'm...

I remembered that I wrote a newer and more robust parser in this repository: https://github.com/janispritzkau/deno-minecraft/blob/next/nbt/snbt.ts

Thanks for the report. I did mention in the README that this library was specifically built for Minecraft, but could you try the new alpha version anyway? https://www.npmjs.com/package/rcon-client/v/5.0.0-alpha.2 I've changed...

Technically, since I process each command sequentially, I could use the same request ID everywhere. This issue sounds like a server bug. What exactly did you change in the client?

I would have to create separate modes for Minecraft and Source implementations. I explained the problem a bit here: https://github.com/janispritzkau/rcon-client/issues/23#issuecomment-1877763186 I never created it to work with non-Minecraft servers.