node-gamedig/protocols/cs2d.js

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2019-01-14 06:54:36 +01:00
const Core = require('./core');
class Cs2d extends Core {
async run(state) {
{
const reader = await this.sendQuery(
Buffer.from('\x01\x00\x03\x10\x21\xFB\x01\x75\x00', 'binary'),
Buffer.from('\x01\x00\xfb\x01', 'binary')
);
const flags = reader.uint(1);
state.raw.flags = flags;
state.password = this.readFlag(flags, 0);
state.raw.registeredOnly = this.readFlag(flags, 1);
state.raw.fogOfWar = this.readFlag(flags, 2);
state.raw.friendlyFire = this.readFlag(flags, 3);
state.raw.botsEnabled = this.readFlag(flags, 5);
state.raw.luaScripts = this.readFlag(flags, 6);
state.name = this.readString(reader);
state.map = this.readString(reader);
state.raw.numplayers = reader.uint(1);
state.maxplayers = reader.uint(1);
state.raw.gamemode = reader.uint(1);
if (state.raw.botsEnabled) {
state.raw.numbots = reader.uint(1);
} else {
state.raw.numbots = 0;
}
}
{
const reader = await this.sendQuery(
Buffer.from('\x01\x00\xFB\x05', 'binary'),
Buffer.from('\x01\x00\xFB\x05', 'binary')
);
state.raw.numplayers2 = reader.uint(1);
while(!reader.done()) {
const player = {};
player.id = reader.uint(1);
player.name = this.readString(reader);
player.team = reader.uint(1);
player.score = reader.uint(4);
player.deaths = reader.uint(4);
if (state.bots.length < state.raw.numbots) {
state.bots.push(player);
} else {
state.players.push(player);
}
}
}
}
async sendQuery(request, expectedHeader) {
// Send multiple copies of the request packet, because cs2d likes to just ignore them randomly
await this.udpSend(request);
await this.udpSend(request);
return await this.udpSend(request, (buffer) => {
const reader = this.reader(buffer);
const header = reader.part(4);
if (!header.equals(expectedHeader)) return;
return reader;
});
}
readFlag(flags, offset) {
return !!(flags & (1 << offset));
}
readString(reader) {
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return reader.pascalString(1);
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}
}
module.exports = Cs2d;