2023-09-14 22:28:31 +02:00
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import Core from './core.js';
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2019-01-14 06:54:36 +01:00
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2023-09-14 22:28:31 +02:00
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export default class cs2d extends Core {
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2019-01-14 06:54:36 +01:00
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async run(state) {
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{
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const reader = await this.sendQuery(
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Buffer.from('\x01\x00\x03\x10\x21\xFB\x01\x75\x00', 'binary'),
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Buffer.from('\x01\x00\xfb\x01', 'binary')
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);
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const flags = reader.uint(1);
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state.raw.flags = flags;
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state.password = this.readFlag(flags, 0);
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state.raw.registeredOnly = this.readFlag(flags, 1);
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state.raw.fogOfWar = this.readFlag(flags, 2);
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state.raw.friendlyFire = this.readFlag(flags, 3);
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state.raw.botsEnabled = this.readFlag(flags, 5);
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state.raw.luaScripts = this.readFlag(flags, 6);
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state.name = this.readString(reader);
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state.map = this.readString(reader);
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state.raw.numplayers = reader.uint(1);
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state.maxplayers = reader.uint(1);
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state.raw.gamemode = reader.uint(1);
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if (state.raw.botsEnabled) {
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state.raw.numbots = reader.uint(1);
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} else {
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state.raw.numbots = 0;
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}
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}
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{
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const reader = await this.sendQuery(
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Buffer.from('\x01\x00\xFB\x05', 'binary'),
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Buffer.from('\x01\x00\xFB\x05', 'binary')
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);
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state.raw.numplayers2 = reader.uint(1);
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while(!reader.done()) {
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const player = {};
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player.id = reader.uint(1);
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player.name = this.readString(reader);
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player.team = reader.uint(1);
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player.score = reader.uint(4);
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player.deaths = reader.uint(4);
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if (state.bots.length < state.raw.numbots) {
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state.bots.push(player);
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} else {
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state.players.push(player);
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}
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}
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}
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}
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async sendQuery(request, expectedHeader) {
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// Send multiple copies of the request packet, because cs2d likes to just ignore them randomly
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await this.udpSend(request);
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await this.udpSend(request);
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return await this.udpSend(request, (buffer) => {
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const reader = this.reader(buffer);
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const header = reader.part(4);
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if (!header.equals(expectedHeader)) return;
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return reader;
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});
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}
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readFlag(flags, offset) {
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return !!(flags & (1 << offset));
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}
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readString(reader) {
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2019-02-05 02:58:28 +01:00
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return reader.pascalString(1);
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2019-01-14 06:54:36 +01:00
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}
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}
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