node-gamedig/protocols/gamespy1.js

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const Core = require('./core');
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const stringKeys = new Set([
'website',
'gametype',
'gamemode',
'player'
]);
function normalizeEntry([key,value]) {
key = key.toLowerCase();
const split = key.split('_');
let keyType = key;
if (split.length === 2 && !isNaN(Number(split[1]))) {
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keyType = split[0];
}
if (!stringKeys.has(keyType) && !keyType.includes('name')) { // todo! the latter check might be problematic, fails on key "name_tag_distance_scope"
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if (value.toLowerCase() === 'true') {
value = true;
} else if (value.toLowerCase() === 'false') {
value = false;
} else if (value.length && !isNaN(Number(value))) {
value = Number(value);
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}
}
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return [key,value];
}
class Gamespy1 extends Core {
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constructor() {
super();
this.encoding = 'latin1';
this.byteorder = 'be';
}
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async run(state) {
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const raw = await this.sendPacket('\\status\\xserverquery');
// Convert all keys to lowercase and normalize value types
const data = Object.fromEntries(Object.entries(raw).map(entry => normalizeEntry(entry)));
state.raw = data;
if ('hostname' in data) state.name = data.hostname;
if ('mapname' in data) state.map = data.mapname;
if (this.trueTest(data.password)) state.password = true;
if ('maxplayers' in data) state.maxplayers = Number(data.maxplayers);
if ('hostport' in data) state.gamePort = Number(data.hostport);
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const teamOffByOne = data.gamename === 'bfield1942';
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const playersById = {};
const teamNamesById = {};
for (const ident of Object.keys(data)) {
const split = ident.split('_');
if (split.length !== 2) continue;
let key = split[0].toLowerCase();
const id = Number(split[1]);
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if (isNaN(id)) continue;
let value = data[ident];
delete data[ident];
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if (key !== 'team' && key.startsWith('team')) {
// Info about a team
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if (key === 'teamname') {
teamNamesById[id] = value;
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} else {
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// other team info which we don't track
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}
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} else {
// Info about a player
if (!(id in playersById)) playersById[id] = {};
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if (key === 'playername' || key === 'player') {
key = 'name';
}
if (key === 'team' && !isNaN(value)) { // todo! technically, this NaN check isn't needed.
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key = 'teamId';
value += teamOffByOne ? -1 : 0;
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}
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playersById[id][key] = value;
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}
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}
state.raw.teams = teamNamesById;
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const players = Object.values(playersById);
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const seenHashes = new Set();
for (const player of players) {
// Some servers (bf1942) report the same player multiple times (bug?)
// Ignore these duplicates
if (player.keyhash) {
if (seenHashes.has(player.keyhash)) {
this.logger.debug("Rejected player with hash " + player.keyhash + " (Duplicate keyhash)");
continue;
} else {
seenHashes.add(player.keyhash);
}
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}
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// Convert player's team ID to team name if possible
if (player.hasOwnProperty('teamId')) {
if (Object.keys(teamNamesById).length) {
player.team = teamNamesById[player.teamId] || '';
} else {
player.team = player.teamId;
delete player.teamId;
}
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}
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state.players.push(player);
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}
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}
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async sendPacket(type) {
let receivedQueryId;
const output = {};
const parts = new Set();
let maxPartNum = 0;
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return await this.udpSend(type, buffer => {
const reader = this.reader(buffer);
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const str = reader.string(buffer.length);
const split = str.split('\\');
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split.shift();
const data = {};
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while(split.length) {
const key = split.shift();
const value = split.shift() || '';
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data[key] = value;
}
let queryId, partNum;
const partFinal = ('final' in data);
if (data.queryid) {
const split = data.queryid.split('.');
if (split.length >= 2) {
partNum = Number(split[1]);
}
queryId = split[0];
}
delete data.final;
delete data.queryid;
this.logger.debug("Received part num=" + partNum + " queryId=" + queryId + " final=" + partFinal);
if (queryId) {
if (receivedQueryId && receivedQueryId !== queryId) {
this.logger.debug("Rejected packet (Wrong query ID)");
return;
} else if (!receivedQueryId) {
receivedQueryId = queryId;
}
}
if (!partNum) {
partNum = parts.size;
this.logger.debug("No part number received (assigned #" + partNum + ")");
}
if (parts.has(partNum)) {
this.logger.debug("Rejected packet (Duplicate part)");
return;
}
parts.add(partNum);
if (partFinal) {
maxPartNum = partNum;
}
this.logger.debug("Received part #" + partNum + " of " + (maxPartNum ? maxPartNum : "?"));
for(const i of Object.keys(data)) {
output[i] = data[i];
}
if (maxPartNum && parts.size === maxPartNum) {
this.logger.debug("Received all parts");
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this.logger.debug(output);
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return output;
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}
});
}
}
module.exports = Gamespy1;