node-gamedig/protocols/ase.js

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const Core = require('./core');
class Ase extends Core {
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async run(state) {
const buffer = await this.udpSend('s',(buffer) => {
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const reader = this.reader(buffer);
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const header = reader.string(4);
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if (header === 'EYE1') return reader.rest();
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});
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const reader = this.reader(buffer);
state.raw.gamename = this.readString(reader);
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state.gamePort = parseInt(this.readString(reader));
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state.name = this.readString(reader);
state.raw.gametype = this.readString(reader);
state.map = this.readString(reader);
state.raw.version = this.readString(reader);
state.password = this.readString(reader) === '1';
state.raw.numplayers = parseInt(this.readString(reader));
state.maxplayers = parseInt(this.readString(reader));
while(!reader.done()) {
const key = this.readString(reader);
if(!key) break;
const value = this.readString(reader);
state.raw[key] = value;
}
while(!reader.done()) {
const flags = reader.uint(1);
const player = {};
if(flags & 1) player.name = this.readString(reader);
if(flags & 2) player.team = this.readString(reader);
if(flags & 4) player.skin = this.readString(reader);
if(flags & 8) player.score = parseInt(this.readString(reader));
if(flags & 16) player.ping = parseInt(this.readString(reader));
if(flags & 32) player.time = parseInt(this.readString(reader));
state.players.push(player);
}
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}
readString(reader) {
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return reader.pascalString(1, -1);
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}
}
module.exports = Ase;