node-gamedig/protocols/gamespy2.js

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import Core from './core.js'
export default class gamespy2 extends Core {
constructor () {
super()
this.encoding = 'latin1'
this.byteorder = 'be'
}
async run (state) {
// Parse info
{
const body = await this.sendPacket([0xff, 0, 0])
const reader = this.reader(body)
while (!reader.done()) {
const key = reader.string()
const value = reader.string()
if (!key) break
state.raw[key] = value
}
if ('hostname' in state.raw) state.name = state.raw.hostname
if ('mapname' in state.raw) state.map = state.raw.mapname
if (this.trueTest(state.raw.password)) state.password = true
if ('maxplayers' in state.raw) state.maxplayers = parseInt(state.raw.maxplayers)
if ('hostport' in state.raw) state.gamePort = parseInt(state.raw.hostport)
}
// Parse players
{
const body = await this.sendPacket([0, 0xff, 0])
const reader = this.reader(body)
for (const rawPlayer of this.readFieldData(reader)) {
state.players.push(rawPlayer)
}
}
// Parse teams
{
const body = await this.sendPacket([0, 0, 0xff])
const reader = this.reader(body)
state.raw.teams = this.readFieldData(reader)
}
// Special case for america's army 1 and 2
// both use gamename = "armygame"
if (state.raw.gamename === 'armygame') {
const stripColor = (str) => {
// uses unreal 2 color codes
return str.replace(/\x1b...|[\x00-\x1a]/g, '')
}
state.name = stripColor(state.name)
state.map = stripColor(state.map)
for (const key of Object.keys(state.raw)) {
if (typeof state.raw[key] === 'string') {
state.raw[key] = stripColor(state.raw[key])
}
}
for (const player of state.players) {
if (!('name' in player)) continue
player.name = stripColor(player.name)
}
}
}
async sendPacket (type) {
const request = Buffer.concat([
Buffer.from([0xfe, 0xfd, 0x00]), // gamespy2
Buffer.from([0x00, 0x00, 0x00, 0x01]), // ping ID
Buffer.from(type)
])
return await this.udpSend(request, buffer => {
const reader = this.reader(buffer)
const header = reader.uint(1)
if (header !== 0) return
const pingId = reader.uint(4)
if (pingId !== 1) return
return reader.rest()
})
}
readFieldData (reader) {
reader.uint(1) // always 0
const count = reader.uint(1) // number of rows in this data
// some games omit the count byte entirely if it's 0 or at random (like americas army)
// Luckily, count should always be <64, and ascii characters will typically be >64,
// so we can detect this.
if (count > 64) {
reader.skip(-1)
this.logger.debug('Detected missing count byte, rewinding by 1')
} else {
this.logger.debug('Detected row count: ' + count)
}
this.logger.debug(() => 'Reading fields, starting at: ' + reader.rest())
const fields = []
while (!reader.done()) {
const field = reader.string()
if (!field) break
fields.push(field)
this.logger.debug('field:' + field)
}
if (!fields.length) return []
const units = []
while (!reader.done()) {
const unit = {}
for (let iField = 0; iField < fields.length; iField++) {
let key = fields[iField]
let value = reader.string()
if (!value && iField === 0) return units
this.logger.debug('value:' + value)
if (key === 'player_') key = 'name'
else if (key === 'score_') key = 'score'
else if (key === 'deaths_') key = 'deaths'
else if (key === 'ping_') key = 'ping'
else if (key === 'team_') key = 'team'
else if (key === 'kills_') key = 'kills'
else if (key === 'team_t') key = 'name'
else if (key === 'tickets_t') key = 'tickets'
if (
key === 'score' || key === 'deaths' ||
key === 'ping' || key === 'team' ||
key === 'kills' || key === 'tickets'
) {
if (value === '') continue
value = parseInt(value)
}
unit[key] = value
}
units.push(unit)
}
return units
}
}