![]() Note that this is not the RTT of an ICMP echo, as ICMP packets are often blocked by NATs and node. ![]() Round trip time to the server (in milliseconds).For some games, this may be a server ID or connection url if an IP:Port is not appropriate for end-users.The port will reflect the server's game port, even if your request specified the game's query port in the request.This will typically include the game's ip:port.bots: array of objects - Same schema as players.The content of this field MAY change on a per-protocol basis between GameDig patch releases (although not typical).raw: object - Additional information about the player if available (unstable).name: string - If the player's name is unknown, the string will be empty.password: boolean - If a password is required.The returned state object will contain the following keys: debug: boolean - Enables massive amounts of debug logging to stdout.givenPortOnly: boolean - Only attempt to query server on given port.This timeout is not commonly hit,Īs the socketTimeout typically fires first. attemptTimeout: number - Milliseconds allowed for an entire query attempt.Will cause many queries to take longer even if the server is online. socketTimeout: number - Milliseconds to wait for a single packet.maxAttempts: number - Number of attempts to query server in case of failure.If specifying the game port does not seem to work as expected, passing in port: number (optional) - Connection port or query port for the game server.host: string - Hostname or IP of the game server.type: string - One of the game IDs listed in the game list below.Const Gamedig = require ( 'gamedig' ) Gamedig.
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