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path: root/meshmc/launcher/minecraft/launch/MinecraftServerTarget.cpp
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/* SPDX-FileCopyrightText: 2026 Project Tick
 * SPDX-FileContributor: Project Tick
 * SPDX-License-Identifier: GPL-3.0-or-later
 *
 *   MeshMC - A Custom Launcher for Minecraft
 *   Copyright (C) 2026 Project Tick
 *
 *   This program is free software: you can redistribute it and/or modify
 *   it under the terms of the GNU General Public License as published by
 *   the Free Software Foundation, either version 3 of the License, or
 *   (at your option) any later version.
 *
 *   This program is distributed in the hope that it will be useful,
 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 *   GNU General Public License for more details.
 *
 *   You should have received a copy of the GNU General Public License
 *   along with this program.  If not, see <https://www.gnu.org/licenses/>.
 *
 *  This file incorporates work covered by the following copyright and
 *  permission notice:
 *
 * Copyright 2013-2021 MultiMC Contributors
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *     http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#include "MinecraftServerTarget.h"

#include <QStringList>

// FIXME: the way this is written, it can't ever do any sort of validation and
// can accept total junk
MinecraftServerTarget MinecraftServerTarget::parse(const QString& fullAddress)
{
	QStringList split = fullAddress.split(":");

	// The logic below replicates the exact logic minecraft uses for parsing
	// server addresses. While the conversion is not lossless and eats errors,
	// it ensures the same behavior within Minecraft and MeshMC when entering
	// server addresses.
	if (fullAddress.startsWith("[")) {
		int bracket = fullAddress.indexOf("]");
		if (bracket > 0) {
			QString ipv6 = fullAddress.mid(1, bracket - 1);
			QString port = fullAddress.mid(bracket + 1).trimmed();

			if (port.startsWith(":") && !ipv6.isEmpty()) {
				port = port.mid(1);
				split = QStringList({ipv6, port});
			} else {
				split = QStringList({ipv6});
			}
		}
	}

	if (split.size() > 2) {
		split = QStringList({fullAddress});
	}

	QString realAddress = split[0];

	quint16 realPort = 25565;
	if (split.size() > 1) {
		bool ok;
		realPort = split[1].toUInt(&ok);

		if (!ok) {
			realPort = 25565;
		}
	}

	return MinecraftServerTarget{realAddress, realPort};
}