node-gamedig/protocols/cs2d.js

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const Core = require('./core');
class Cs2d extends Core {
async run(state) {
{
const reader = await this.sendQuery(
Buffer.from('\x01\x00\xFB\x01\xF5\x03\xFB\x05', 'binary'),
Buffer.from('\x01\x00\xFB\x01', 'binary')
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);
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.raw.forceLight = this.readFlag(flags, 7);
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state.name = this.readString(reader);
state.map = this.readString(reader);
state.raw.numplayers = reader.uint(1);
state.maxplayers = reader.uint(1);
if (flags & 32) {
state.raw.gamemode = reader.uint(1);
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} else {
state.raw.gamemode = 0;
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}
state.raw.numbots = reader.uint(1);
const flags2 = reader.uint(1);
state.raw.flags2 = flags2;
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state.raw.recoil = this.readFlag(flags2, 0);
state.raw.offScreenDamage = this.readFlag(flags2, 1);
state.raw.hasDownloads = this.readFlag(flags2, 2);
reader.skip(2);
const players = reader.uint(1);
for (let i = 0; i < players; i++) {
const player = {}
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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);
state.players.push(player);
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}
}
}
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;