diff --git a/.gitattributes b/.gitattributes index 7dc058d..6313b56 100644 --- a/.gitattributes +++ b/.gitattributes @@ -1 +1 @@ -text=auto +* text=auto eol=lf diff --git a/CHANGELOG.md b/CHANGELOG.md index d0606e3..cc7f00e 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -1,298 +1,298 @@ - -## To Be Released... -### Breaking Changes -#### Package -* Node.js 16.20 is now required (from 14). -* Made the library a `module`. - -#### Games -* Renamed `Counter Strike: 2D` to `CS2D` in [games.txt](games.txt) (why? see [this](https://cs2d.com/faq.php?show=misc_name#misc_name)). -* Updated `CS2D` protocol (by @ernestpasnik). - -### Other changes -#### Package -* Replaced usage of deprecated `substr` with `substring`. -* Replaced deprecated internal `punycode` with the [punycode](https://www.npmjs.com/package/punycode) package. -* Updated [got](https://github.com/sindresorhus/got) from 12.1 to 13. -* Updated [minimist](https://github.com/minimistjs/minimist) from 1.2.6 to 1.2.8. -* Updated [long](https://github.com/dcodeIO/long.js) from 5.2.0 to 5.2.3. -* Updated @types/node from 14.18.13 to 16.18.58. -* Updated [cheerio](https://github.com/cheeriojs/cheerio) from 1.0.0-rc.10 to 1.0.0-rc.12. -* Added eslint which spotted some unused variables and other lints. -* CLI: Resolved incorrect error message when querying with a non-existent protocol name. -* Added Deno support: the library and CLI can now be experimentally used with the [Deno runtime](https://deno.com) - * `deno run --allow-net --allow-read=. bin/gamedig.js --type tf2 127.0.0.1` -* Added code examples. -* Added Epic Online Services protocol. - -#### Games -* Added support by @dgibbs64: Eco (2018), Core Keeper (2022), ARMA: Reforger (2022), -Action Half-Life, Action: Source (2019), Base Defense (2017), Blade Symphony (2014), -Brainbread, Deathmatch Classic (2001), Double Action: Boogaloo (2014), Dystopia (2005), -Empires Mod (2008), Fistful of Frags (2014), alf-Life: Opposing Force (1999), -Pirates, Vikings, and Knights II (2007), Project Cars (2015), Project Cars 2 (2017), -The Specialists, Vampire Slayer, Warfork (2018), Wurm Unlimited (2015). -* Also added support: The Forest (2014), Operation: Harsh Doorstop (2023), -Insurgency: Modern Infantry Combat (2007), Counter-Strike 2 (2023), The Front (2023), -San Andreas OpenMP. -* Capitalized 'Unturned' in game.txt -* Removed the players::setNum method, the library will no longer add empty players as -a placeholder in the `players` field. -* Fixed wrong field being parsed for `maxplayers` on Doom3. -* Stabilized field `numplayers`. -* Added support by @GuilhermeWerner: ARK: Survival Ascended (2023). - -### 4.1.0 -* Replace `compressjs` dependency by `seek-bzip` to solve some possible import issues. -* Sons Of The Forest (2023) - Added support -* Red Dead Redemption 2 - RedM (2018) - Added support -* Creativerse (2017) - Added support -* The Isle (2015) - Added support - -### 4.0.7 -* Updated some dependencies to solve vulnerabilities -* Fixed an issue regarding GameSpy 1 not correctly checking and parsing for numbers. -* Risk of Rain 2 (2019) - Added support -* Survive the Nights (2017) - Added support -* V Rising (2022) - Added support -* Day of Dragons (2019) - Added support -* Onset (2019) - Added support -* Don't Starve Together (2016) - Added support -* Chivalry: Medieval Warfare (2012) - Added support -* Avorion (2020) - Added support -* Black Mesa (2020) - Added support -* Ballistic Overkill (2017) - Added support -* Codename CURE (2017) - Added support -* Colony Survival (2017) - Added support -* Rising World (2014) - Added support -* BrainBread 2 (2016) - Added support - -### 4.0.6 -* Fixed ping returned by minecraft queries -* Added ipFamily option to query only ipv4 or only ipv6 dns records - -### 4.0.5 -* Fixed filtering out fake "Max Players" player on CSGO -* Removed moment dependency - -### 4.0.4 -* Updated dependencies - -### 4.0.3 -* Fixed nodejs version requirement in package.json (node 14 has been required since gamedig 4) -* Ground Breach (2018) - Added support -* Minecraft (All Versions) - Fixed character encoding for strings returned by servers using Geyser -* Barotrauma (2019) - Added support - -### 4.0.2 -* Counter-Strike 1.5 - Fixed support - -### 4.0.1 -* Rust - Fixed maxplayers >255 -* dayZ - Fixed tag info not parsing when queryRules wasn't set - -### 4.0.0 - -#### Breaking Changes -* NodeJS 14 is now required - -#### Other changes -* Dependencies are updated -* Node 14 is now required due to new requirement in `got` dependency - -### 3.0.9 -* Fixes player info parsing issues on bf1942-based mods (Thanks cetteup) -* Adds Project Zomboid support (Thanks xhip) -* Adds Post Scriptum support (Thanks arkuar) -* Adds some more DayZ info to state.raw (Thanks podrivo) -* Updates to README regarding DayZ (Thanks podrivo) -* Improvements to DayZ mod parsing from additional more recent reverse engineering (probably still buggy) -* Fixes ping always being 0 for minecraft servers -* Adds README documentation about teamspeakQueryPort - -### 3.0.8 -* Fixes player array corruption on some protocols which only report player counts without names (Thanks to a-sync) -* Fixes minecraft protocol not using player list from bedrock protocol in some cases - -### 3.0.7 -* Fixes corrupted dayzMods when packet overflow is present - -### 3.0.6 -* raw.tags for valve servers is now an array rather than a string -* The special mod list for dayz servers is now parsed into raw.dayzMods is requestRules is set to true -* DayZ queue length, day and night acceleration are now parsed into raw as well - -### 3.0.5 -* Add support for `listenUdpPort` to specify a fixed bind port. -* Improved udp bind failure detection. - -### 3.0.4 -* Add support for Discord widget - -### 3.0.3 -* Greatly improve gamespy1 protocol, with additional error handling and xserverquery support. - -### 3.0.2 -* Fix player name extraction for Unreal Tournament (1999) and possibly - other gamespy1 games. - -### 3.0.1 -* Clarified that nodejs 12 is now required for gamedig 3 -* Fixed misc player fields not going into `raw` subobject in `assettocorsa`, `fivem`, and `gamespy2` - -### 3.0.0 -Major Changes: -* **NodeJS 12 is now required** -* The `name` field is now guaranteed to exist on all player objects. If a player's name is unknown, the `name` will be an empty string. -* All non-`name` player fields have been moved into a `raw` sub-field. This means that, like the `raw` subobject of the parent - response, all non-`name` fields are now considered to be unstable and may be changed during minor releases of GameDig. -* "Rules" are no longer queried for `valve` protocol games by default. Many games do not respond to this query anyways (meaning we have to wait - for timeout), and its contents is often not even used since it only exists in the raw subfield. If you depend on rules, - you may pass the `requestRules: true` option to re-enable them. -* The `raw.steamappid` and `raw.gameid` fields for valve games have been consolidated into `raw.appId`. - -### 2.0.28 -* Added Valheim (2021) - -### 2.0.27 -* Reduced chance of protocol collisions between gamespy3 and minecraftbedrock - -### 2.0.26 -* Added support for the native minecraft bedrock protocol, since some -bedrock servers apparently do not respond to the gamespy3 protocol. - -### 2.0.25 -* Support challenges in A2S_INFO (upcoming change to valve protocol) - -### 2.0.24 -* Add Savage 2: A Tortured Soul (2008) - -### 2.0.23 -* Fix Conan Exiles and other games which don't respond to the valve player query -* Add givenPortOnly query option for users that require extreme optimization - -### 2.0.22 -* Updated dependencies - -### 2.0.21 -* Added Assetto Corsa (2014) -* Fixed password flag for Squad -* Added Mordhau (2019) -* Fixed player count being incorrect in minecraftvanilla protocol in some cases -* Updated dependencies -* Replaced deprecated Request http library with Got - -### 2.0.20 -* Fixed minecraft protocol never throwing exceptions - -### 2.0.19 -* Added Days of War (2017) -* Added The Forrest (2014) -* Added Just Cause 3 Multiplayer (2017) -* Added Project Reality: Battlefield 2 (2005) -* Added Quake Live (2010) -* Added Contagion (2011) -* Added Empyrion: Galactic Survival (2015) -* Added PixARK (2018) - -### 2.0.16, 2.0.17, 2.0.18 -* Various improvements to killing floor / unreal2 protocol - -### 2.0.15 -* Added Hell Let Loose -* Added Rising Storm 2: Vietnam -* Added Squad -* Fixed DNS lookup not working in some situations when dns.lookup unexpectedly returns a string -* Improved minecraft protocol for non-vanilla server implementations (bedrock, waterfall, bungeecord) -* Updated dependencies - -### 2.0.14 -* Node 8 compatibility fixes - -### 2.0.13 -* Improved logging - -### 2.0.12 -* Servers are now limited to 10000 players to prevent OOM -* Improvements to Starmade (2012) -* Added Atlas (2018) - -### 2.0.11 -* Added Acra Sim Racing -* Added Mafia 2: Online - -### 2.0.10 -* Added rFactor - -### 2.0.9 -* Added Vice City: Multiplayer - -### 2.0.8 -* Improve out-of-order packet handling for gamespy1 protocol -* Work-around for buggy duplicate player reporting from bf1942 servers -* Report team names rather than IDs when possible for gamespy1 protocol - -### 2.0.7 -* Prevent tcp socket errors from dumping straight to console - -### 2.0.6 -* Added support for host domains requiring Punycode encoding (special characters) - -### 2.0.5 -* Added support for Counter-Strike: 2D - -### 2.0.4 -* Added details about new 2.0 reponse fields to the README. - -### 2.0.3 -* Added support for Insurgency: Sandstorm - -### 2.0.2 -* Added support for Starsiege 2009 (starsiege) - -### 2.0.1 -* Updated readme games list for 2.0 -* Fixed csgo default port - -### 2.0.0 - -##### Breaking API changes -* **Node 8 is now required** -* Removed the `port_query` option. You can now pass either the server's game port **or** query port in the `port` option, and -GameDig will automatically discover the proper port to query. Passing the query port is more likely be successful in -unusual cases, as otherwise it must be automatically derived from the game port. -* Removed `callback` parameter from Gamedig.query. Only promises are now supported. If you would like to continue -using callbacks, you can use node's `util.callbackify` function to convert the method to callback format. -* Removed `query` field from response object, as it was poorly documented and unstable. -* Removed `notes` field from options / response object. Data can be passed through a standard javascript context if needed. - -##### Minor Changes -* Rewrote core to use promises extensively for better error-handling. Async chains have been dramatically simplified -by using async/await across the codebase, eliminating callback chains and the 'async' dependency. -* Replaced `--output pretty` cli parameter with `--pretty`. -* You can now query from CLI using shorthand syntax: `gamedig --type [:]` -* UDP socket is only opened if needed by a query. -* Automatic query port detection -- If provided with a non-standard port, gamedig will attempt to discover if it is a -game port or query port by querying twice: once to the port provided, and once to the port including the game's query -port offset (if available). -* Added new `connect` field to the response object. This will typically include the game's `ip:port` (the port will reflect the server's -game port, even if you passed in a query port in your request). For some games, this may be a server ID or connection url -if an IP:Port is not appropriate. -* Added new `ping` field (in milliseconds) to the response object. As icmp packets are often blocked by NATs, and node has poor support -for raw sockets, this time is derived from the rtt of one of the UDP requests, or the time required to open a TCP socket -during the query. -* Improved debug logging across all parts of GameDig -* Removed global `Gamedig.debug`. `debug` is now an option on each query. - -##### Protocol Changes -* Added support for games using older versions of battlefield protocol. -* Simplified detection of BC2 when using battlefield protocol. -* Fixed buildandshoot not reading player list -* Standardized all doom3 games into a single protocol, which can discover protocol discrepancies automatically. -* Standardized all gamespy2 games into a single protocol, which can discover protocol discrepancies automatically. -* Standardized all gamespy3 games into a single protocol, which can discover protocol discrepancies automatically. -* Improved valve protocol challenge key retry process - -### 1.0.0 -* First official release -* Node.js 6 is now required + +## To Be Released... +### Breaking Changes +#### Package +* Node.js 16.20 is now required (from 14). +* Made the library a `module`. + +#### Games +* Renamed `Counter Strike: 2D` to `CS2D` in [games.txt](games.txt) (why? see [this](https://cs2d.com/faq.php?show=misc_name#misc_name)). +* Updated `CS2D` protocol (by @ernestpasnik). + +### Other changes +#### Package +* Replaced usage of deprecated `substr` with `substring`. +* Replaced deprecated internal `punycode` with the [punycode](https://www.npmjs.com/package/punycode) package. +* Updated [got](https://github.com/sindresorhus/got) from 12.1 to 13. +* Updated [minimist](https://github.com/minimistjs/minimist) from 1.2.6 to 1.2.8. +* Updated [long](https://github.com/dcodeIO/long.js) from 5.2.0 to 5.2.3. +* Updated @types/node from 14.18.13 to 16.18.58. +* Updated [cheerio](https://github.com/cheeriojs/cheerio) from 1.0.0-rc.10 to 1.0.0-rc.12. +* Added eslint which spotted some unused variables and other lints. +* CLI: Resolved incorrect error message when querying with a non-existent protocol name. +* Added Deno support: the library and CLI can now be experimentally used with the [Deno runtime](https://deno.com) + * `deno run --allow-net --allow-read=. bin/gamedig.js --type tf2 127.0.0.1` +* Added code examples. +* Added Epic Online Services protocol. + +#### Games +* Added support by @dgibbs64: Eco (2018), Core Keeper (2022), ARMA: Reforger (2022), +Action Half-Life, Action: Source (2019), Base Defense (2017), Blade Symphony (2014), +Brainbread, Deathmatch Classic (2001), Double Action: Boogaloo (2014), Dystopia (2005), +Empires Mod (2008), Fistful of Frags (2014), alf-Life: Opposing Force (1999), +Pirates, Vikings, and Knights II (2007), Project Cars (2015), Project Cars 2 (2017), +The Specialists, Vampire Slayer, Warfork (2018), Wurm Unlimited (2015). +* Also added support: The Forest (2014), Operation: Harsh Doorstop (2023), +Insurgency: Modern Infantry Combat (2007), Counter-Strike 2 (2023), The Front (2023), +San Andreas OpenMP. +* Capitalized 'Unturned' in game.txt +* Removed the players::setNum method, the library will no longer add empty players as +a placeholder in the `players` field. +* Fixed wrong field being parsed for `maxplayers` on Doom3. +* Stabilized field `numplayers`. +* Added support by @GuilhermeWerner: ARK: Survival Ascended (2023). + +### 4.1.0 +* Replace `compressjs` dependency by `seek-bzip` to solve some possible import issues. +* Sons Of The Forest (2023) - Added support +* Red Dead Redemption 2 - RedM (2018) - Added support +* Creativerse (2017) - Added support +* The Isle (2015) - Added support + +### 4.0.7 +* Updated some dependencies to solve vulnerabilities +* Fixed an issue regarding GameSpy 1 not correctly checking and parsing for numbers. +* Risk of Rain 2 (2019) - Added support +* Survive the Nights (2017) - Added support +* V Rising (2022) - Added support +* Day of Dragons (2019) - Added support +* Onset (2019) - Added support +* Don't Starve Together (2016) - Added support +* Chivalry: Medieval Warfare (2012) - Added support +* Avorion (2020) - Added support +* Black Mesa (2020) - Added support +* Ballistic Overkill (2017) - Added support +* Codename CURE (2017) - Added support +* Colony Survival (2017) - Added support +* Rising World (2014) - Added support +* BrainBread 2 (2016) - Added support + +### 4.0.6 +* Fixed ping returned by minecraft queries +* Added ipFamily option to query only ipv4 or only ipv6 dns records + +### 4.0.5 +* Fixed filtering out fake "Max Players" player on CSGO +* Removed moment dependency + +### 4.0.4 +* Updated dependencies + +### 4.0.3 +* Fixed nodejs version requirement in package.json (node 14 has been required since gamedig 4) +* Ground Breach (2018) - Added support +* Minecraft (All Versions) - Fixed character encoding for strings returned by servers using Geyser +* Barotrauma (2019) - Added support + +### 4.0.2 +* Counter-Strike 1.5 - Fixed support + +### 4.0.1 +* Rust - Fixed maxplayers >255 +* dayZ - Fixed tag info not parsing when queryRules wasn't set + +### 4.0.0 + +#### Breaking Changes +* NodeJS 14 is now required + +#### Other changes +* Dependencies are updated +* Node 14 is now required due to new requirement in `got` dependency + +### 3.0.9 +* Fixes player info parsing issues on bf1942-based mods (Thanks cetteup) +* Adds Project Zomboid support (Thanks xhip) +* Adds Post Scriptum support (Thanks arkuar) +* Adds some more DayZ info to state.raw (Thanks podrivo) +* Updates to README regarding DayZ (Thanks podrivo) +* Improvements to DayZ mod parsing from additional more recent reverse engineering (probably still buggy) +* Fixes ping always being 0 for minecraft servers +* Adds README documentation about teamspeakQueryPort + +### 3.0.8 +* Fixes player array corruption on some protocols which only report player counts without names (Thanks to a-sync) +* Fixes minecraft protocol not using player list from bedrock protocol in some cases + +### 3.0.7 +* Fixes corrupted dayzMods when packet overflow is present + +### 3.0.6 +* raw.tags for valve servers is now an array rather than a string +* The special mod list for dayz servers is now parsed into raw.dayzMods is requestRules is set to true +* DayZ queue length, day and night acceleration are now parsed into raw as well + +### 3.0.5 +* Add support for `listenUdpPort` to specify a fixed bind port. +* Improved udp bind failure detection. + +### 3.0.4 +* Add support for Discord widget + +### 3.0.3 +* Greatly improve gamespy1 protocol, with additional error handling and xserverquery support. + +### 3.0.2 +* Fix player name extraction for Unreal Tournament (1999) and possibly + other gamespy1 games. + +### 3.0.1 +* Clarified that nodejs 12 is now required for gamedig 3 +* Fixed misc player fields not going into `raw` subobject in `assettocorsa`, `fivem`, and `gamespy2` + +### 3.0.0 +Major Changes: +* **NodeJS 12 is now required** +* The `name` field is now guaranteed to exist on all player objects. If a player's name is unknown, the `name` will be an empty string. +* All non-`name` player fields have been moved into a `raw` sub-field. This means that, like the `raw` subobject of the parent + response, all non-`name` fields are now considered to be unstable and may be changed during minor releases of GameDig. +* "Rules" are no longer queried for `valve` protocol games by default. Many games do not respond to this query anyways (meaning we have to wait + for timeout), and its contents is often not even used since it only exists in the raw subfield. If you depend on rules, + you may pass the `requestRules: true` option to re-enable them. +* The `raw.steamappid` and `raw.gameid` fields for valve games have been consolidated into `raw.appId`. + +### 2.0.28 +* Added Valheim (2021) + +### 2.0.27 +* Reduced chance of protocol collisions between gamespy3 and minecraftbedrock + +### 2.0.26 +* Added support for the native minecraft bedrock protocol, since some +bedrock servers apparently do not respond to the gamespy3 protocol. + +### 2.0.25 +* Support challenges in A2S_INFO (upcoming change to valve protocol) + +### 2.0.24 +* Add Savage 2: A Tortured Soul (2008) + +### 2.0.23 +* Fix Conan Exiles and other games which don't respond to the valve player query +* Add givenPortOnly query option for users that require extreme optimization + +### 2.0.22 +* Updated dependencies + +### 2.0.21 +* Added Assetto Corsa (2014) +* Fixed password flag for Squad +* Added Mordhau (2019) +* Fixed player count being incorrect in minecraftvanilla protocol in some cases +* Updated dependencies +* Replaced deprecated Request http library with Got + +### 2.0.20 +* Fixed minecraft protocol never throwing exceptions + +### 2.0.19 +* Added Days of War (2017) +* Added The Forrest (2014) +* Added Just Cause 3 Multiplayer (2017) +* Added Project Reality: Battlefield 2 (2005) +* Added Quake Live (2010) +* Added Contagion (2011) +* Added Empyrion: Galactic Survival (2015) +* Added PixARK (2018) + +### 2.0.16, 2.0.17, 2.0.18 +* Various improvements to killing floor / unreal2 protocol + +### 2.0.15 +* Added Hell Let Loose +* Added Rising Storm 2: Vietnam +* Added Squad +* Fixed DNS lookup not working in some situations when dns.lookup unexpectedly returns a string +* Improved minecraft protocol for non-vanilla server implementations (bedrock, waterfall, bungeecord) +* Updated dependencies + +### 2.0.14 +* Node 8 compatibility fixes + +### 2.0.13 +* Improved logging + +### 2.0.12 +* Servers are now limited to 10000 players to prevent OOM +* Improvements to Starmade (2012) +* Added Atlas (2018) + +### 2.0.11 +* Added Acra Sim Racing +* Added Mafia 2: Online + +### 2.0.10 +* Added rFactor + +### 2.0.9 +* Added Vice City: Multiplayer + +### 2.0.8 +* Improve out-of-order packet handling for gamespy1 protocol +* Work-around for buggy duplicate player reporting from bf1942 servers +* Report team names rather than IDs when possible for gamespy1 protocol + +### 2.0.7 +* Prevent tcp socket errors from dumping straight to console + +### 2.0.6 +* Added support for host domains requiring Punycode encoding (special characters) + +### 2.0.5 +* Added support for Counter-Strike: 2D + +### 2.0.4 +* Added details about new 2.0 reponse fields to the README. + +### 2.0.3 +* Added support for Insurgency: Sandstorm + +### 2.0.2 +* Added support for Starsiege 2009 (starsiege) + +### 2.0.1 +* Updated readme games list for 2.0 +* Fixed csgo default port + +### 2.0.0 + +##### Breaking API changes +* **Node 8 is now required** +* Removed the `port_query` option. You can now pass either the server's game port **or** query port in the `port` option, and +GameDig will automatically discover the proper port to query. Passing the query port is more likely be successful in +unusual cases, as otherwise it must be automatically derived from the game port. +* Removed `callback` parameter from Gamedig.query. Only promises are now supported. If you would like to continue +using callbacks, you can use node's `util.callbackify` function to convert the method to callback format. +* Removed `query` field from response object, as it was poorly documented and unstable. +* Removed `notes` field from options / response object. Data can be passed through a standard javascript context if needed. + +##### Minor Changes +* Rewrote core to use promises extensively for better error-handling. Async chains have been dramatically simplified +by using async/await across the codebase, eliminating callback chains and the 'async' dependency. +* Replaced `--output pretty` cli parameter with `--pretty`. +* You can now query from CLI using shorthand syntax: `gamedig --type [:]` +* UDP socket is only opened if needed by a query. +* Automatic query port detection -- If provided with a non-standard port, gamedig will attempt to discover if it is a +game port or query port by querying twice: once to the port provided, and once to the port including the game's query +port offset (if available). +* Added new `connect` field to the response object. This will typically include the game's `ip:port` (the port will reflect the server's +game port, even if you passed in a query port in your request). For some games, this may be a server ID or connection url +if an IP:Port is not appropriate. +* Added new `ping` field (in milliseconds) to the response object. As icmp packets are often blocked by NATs, and node has poor support +for raw sockets, this time is derived from the rtt of one of the UDP requests, or the time required to open a TCP socket +during the query. +* Improved debug logging across all parts of GameDig +* Removed global `Gamedig.debug`. `debug` is now an option on each query. + +##### Protocol Changes +* Added support for games using older versions of battlefield protocol. +* Simplified detection of BC2 when using battlefield protocol. +* Fixed buildandshoot not reading player list +* Standardized all doom3 games into a single protocol, which can discover protocol discrepancies automatically. +* Standardized all gamespy2 games into a single protocol, which can discover protocol discrepancies automatically. +* Standardized all gamespy3 games into a single protocol, which can discover protocol discrepancies automatically. +* Improved valve protocol challenge key retry process + +### 1.0.0 +* First official release +* Node.js 6 is now required diff --git a/GAMES_LIST.md b/GAMES_LIST.md index 171c421..60ff0ee 100644 --- a/GAMES_LIST.md +++ b/GAMES_LIST.md @@ -1,445 +1,445 @@ -### Supported -| GameDig Type ID | Name | See Also | -|---------------------------------------|---------------------------------------------------------|--------------------------------------------------| -| `7d2d` | 7 Days to Die (2013) | [Valve Protocol](#valve) | -| `as` | Action: Source | [Valve Protocol](#valve) | -| `ahl` | Action Half-Life | [Valve Protocol](#valve) | -| `ageofchivalry` | Age of Chivalry (2007) | [Valve Protocol](#valve) | -| `aoe2` | Age of Empires 2 (1999) | | -| `alienarena` | Alien Arena (2004) | | -| `alienswarm` | Alien Swarm (2010) | [Valve Protocol](#valve) | -| `avp2` | Aliens versus Predator 2 (2001) | | -| `avp2010` | Aliens vs. Predator (2010) | [Valve Protocol](#valve) | -| `americasarmy` | America's Army (2002) | | -| `americasarmy2` | America's Army 2 (2003) | | -| `americasarmy3` | America's Army 3 (2009) | [Valve Protocol](#valve) | -| `americasarmypg` | America's Army: Proving Grounds (2015) | [Valve Protocol](#valve) | -| `arcasimracing` | Arca Sim Racing (2008) | | -| `arkse` | Ark: Survival Evolved (2017) | [Valve Protocol](#valve) | -| `arma2` | ARMA 2 (2009) | [Valve Protocol](#valve) | -| `arma2oa` | ARMA 2: Operation Arrowhead (2010) | [Valve Protocol](#valve) | -| `arma3` | ARMA 3 (2013) | [Valve Protocol](#valve) | -| `arma` | ARMA: Armed Assault (2007) | | -| `armacwa` | ARMA: Cold War Assault (2011) | | -| `armar` | ARMA: Resistance (2011) | | -| `armare` | ARMA: Reforger (2022) | [Valve Protocol](#valve) | -| `armagetron` | Armagetron Advanced (2001) | | -| `assettocorsa` | Assetto Corsa (2014) | | -| `atlas` | Atlas (2018) | [Valve Protocol](#valve) | -| `avorion` | Avorion (2020) | [Valve Protocol](#valve) | -| `baldursgate` | Baldur's Gate (1998) | | -| `ballisticoverkill` | Ballistic Overkill (2017) | [Valve Protocol](#valve) | -| `barotrauma` | Barotrauma (2019) | [Valve Protocol](#valve) | -| `bat1944` | Battalion 1944 (2018) | [Valve Protocol](#valve) | -| `bf1942` | Battlefield 1942 (2002) | | -| `bf2` | Battlefield 2 (2005) | | -| `bf2142` | Battlefield 2142 (2006) | | -| `bf3` | Battlefield 3 (2011) | | -| `bf4` | Battlefield 4 (2013) | | -| `bfh` | Battlefield Hardline (2015) | | -| `bfv` | Battlefield Vietnam (2004) | | -| `bfbc2` | Battlefield: Bad Company 2 (2010) | | -| `bd` | Base Defense (2017) | [Valve Protocol](#valve) | -| `blackmesa` | Black Mesa (2020) | [Valve Protocol](#valve) | -| `brainbread` | BrainBread | [Valve Protocol](#valve) | -| `brainbread2` | BrainBread 2 (2022) | [Valve Protocol](#valve) | -| `breach` | Breach (2011) | [Valve Protocol](#valve) | -| `breed` | Breed (2004) | | -| `brink` | Brink (2011) | [Valve Protocol](#valve) | -| `bs` | Blade Symphony (2014) | [Valve Protocol](#valve) | -| `buildandshoot` | Build and Shoot / Ace of Spades Classic (2012) | | -| `cod` | Call of Duty (2003) | | -| `cod2` | Call of Duty 2 (2005) | | -| `cod3` | Call of Duty 3 (2006) | | -| `cod4` | Call of Duty 4: Modern Warfare (2007) | | -| `codmw2` | Call of Duty: Modern Warfare 2 (2009) | | -| `codmw3` | Call of Duty: Modern Warfare 3 (2011) | [Valve Protocol](#valve) | -| `coduo` | Call of Duty: United Offensive (2004) | | -| `codwaw` | Call of Duty: World at War (2008) | | -| `callofjuarez` | Call of Juarez (2006) | | -| `chaser` | Chaser (2003) | | -| `chivalry` | Chivalry: Medieval Warfare (2012) | [Valve Protocol](#valve) | -| `chrome` | Chrome (2003) | | -| `codenamecure` | Codename CURE (2017) | [Valve Protocol](#valve) | -| `codenameeagle` | Codename Eagle (2000) | | -| `colonysurvival` | Colony Survival (2017) | [Valve Protocol](#valve) | -| `cacrenegade` | Command and Conquer: Renegade (2002) | | -| `commandos3` | Commandos 3: Destination Berlin (2003) | | -| `conanexiles` | Conan Exiles (2018) | [Valve Protocol](#valve) | -| `contagion` | Contagion (2011) | [Valve Protocol](#valve) | -| `contactjack` | Contract J.A.C.K. (2003) | | -| `corekeeper` | Core Keeper (2022) | [Valve Protocol](#valve) | -| `cs15` | Counter-Strike 1.5 (2002) | | -| `cs16` | Counter-Strike 1.6 (2003) | [Valve Protocol](#valve) | -| `cs2d` | CS2D (2004) | | -| `cscz` | Counter-Strike: Condition Zero (2004) | [Valve Protocol](#valve) | -| `csgo` | Counter-Strike: Global Offensive (2012) | [Notes](#csgo), [Valve Protocol](#valve) | -| `css` | Counter-Strike: Source (2004) | [Valve Protocol](#valve) | -| `cs2` | Counter-Strike 2 (2023) | [Valve Protocol](#valve) | -| `creativerse` | Creativerse (2017) | [Valve Protocol](#valve) | -| `crossracing` | Cross Racing Championship Extreme 2005 (2005) | | -| `crysis` | Crysis (2007) | | -| `crysis2` | Crysis 2 (2011) | | -| `crysiswars` | Crysis Wars (2008) | | -| `dab` | Double Action: Boogaloo (2014) | [Valve Protocol](#valve) | -| `daikatana` | Daikatana (2000) | | -| `dnl` | Dark and Light (2017) | [Valve Protocol](#valve) | -| `dmomam` | Dark Messiah of Might and Magic (2006) | [Valve Protocol](#valve) | -| `darkesthour` | Darkest Hour: Europe '44-'45 (2008) | | -| `dod` | Day of Defeat (2003) | [Valve Protocol](#valve) | -| `dods` | Day of Defeat: Source (2005) | [Valve Protocol](#valve) | -| `dayofdragons` | Day of Dragons (2019) | [Valve Protocol](#valve) | -| `doi` | Day of Infamy (2017) | [Valve Protocol](#valve) | -| `daysofwar` | Days of War (2017) | [Valve Protocol](#valve) | -| `dayz` | DayZ (2018) | [Valve Protocol](#valve) | -| `dayzmod` | DayZ Mod (2013) | [Valve Protocol](#valve) | -| `deadlydozenpt` | Deadly Dozen: Pacific Theater (2002) | | -| `dh2005` | Deer Hunter 2005 (2004) | | -| `descent3` | Descent 3 (1999) | | -| `deusex` | Deus Ex (2000) | | -| `devastation` | Devastation (2003) | | -| `dinodday` | Dino D-Day (2011) | [Valve Protocol](#valve) | -| `dirttrackracing2` | Dirt Track Racing 2 (2002) | | -| `discord` | Discord | [Notes](#discord) | -| `dmc` | Deathmatch Classic (2001) | [Valve Protocol](#valve) | -| `dst` | Don't Starve Together (2016) | [Valve Protocol](#valve) | -| `doom3` | Doom 3 (2004) | | -| `dota2` | Dota 2 (2013) | [Valve Protocol](#valve) | -| `drakan` | Drakan: Order of the Flame (1999) | | -| `dystopia` | Dystopia (2005) | [Valve Protocol](#valve) | -| `eco` | Eco (2018) | | -| `empyrion` | Empyrion - Galactic Survival (2015) | [Valve Protocol](#valve) | -| `empiresmod` | Empires Mod (2008) | [Valve Protocol](#valve) | -| `etqw` | Enemy Territory: Quake Wars (2007) | | -| `fear` | F.E.A.R. (2005) | | -| `f1c9902` | F1 Challenge '99-'02 (2002) | | -| `farcry` | Far Cry (2004) | | -| `farcry2` | Far Cry 2 (2008) | | -| `f12002` | Formula One 2002 (2002) | | -| `fof` | Fistful of Frags (2014) | [Valve Protocol](#valve) | -| `fortressforever` | Fortress Forever (2007) | [Valve Protocol](#valve) | -| `ffow` | Frontlines: Fuel of War (2008) | | -| `garrysmod` | Garry's Mod (2004) | [Valve Protocol](#valve) | -| `geneshift`
`mutantfactions` | Geneshift (2017) | | -| `giantscitizenkabuto` | Giants: Citizen Kabuto (2000) | | -| `globaloperations` | Global Operations (2002) | | -| `ges` | GoldenEye: Source (2010) | [Valve Protocol](#valve) | -| `gore` | Gore: Ultimate Soldier (2002) | | -| `fivem` | Grand Theft Auto V - FiveM (2013) | | -| `mtasa` | Grand Theft Auto: San Andreas - Multi Theft Auto (2004) | | -| `mtavc` | Grand Theft Auto: Vice City - Multi Theft Auto (2002) | | -| `groundbreach` | Ground Breach (2018) | [Valve Protocol](#valve) | -| `gunmanchronicles` | Gunman Chronicles (2000) | [Valve Protocol](#valve) | -| `hl2dm` | Half-Life 2: Deathmatch (2004) | [Valve Protocol](#valve) | -| `hldm` | Half-Life Deathmatch (1998) | [Valve Protocol](#valve) | -| `hldms` | Half-Life Deathmatch: Source (2005) | [Valve Protocol](#valve) | -| `hlopfor` | Half-Life: Opposing Force (1999) | [Valve Protocol](#valve) | -| `halo` | Halo (2003) | | -| `halo2` | Halo 2 (2007) | | -| `hll` | Hell Let Loose | [Valve Protocol](#valve) | -| `heretic2` | Heretic II (1998) | | -| `hexen2` | Hexen II (1997) | | -| `had2` | Hidden & Dangerous 2 (2003) | | -| `homefront` | Homefront (2011) | [Valve Protocol](#valve) | -| `homeworld2` | Homeworld 2 (2003) | | -| `hurtworld` | Hurtworld (2015) | [Valve Protocol](#valve) | -| `igi2` | I.G.I.-2: Covert Strike (2003) | | -| `il2` | IL-2 Sturmovik (2001) | | -| `insurgency` | Insurgency (2014) | [Valve Protocol](#valve) | -| `insurgencymic` | Insurgency: Modern Infantry Combat (2007) | [Valve Protocol](#valve) | -| `insurgencysandstorm` | Insurgency: Sandstorm (2018) | [Valve Protocol](#valve) | -| `ironstorm` | Iron Storm (2002) | | -| `isle` | The Isle (2015) | [Valve Protocol](#valve) | -| `jamesbondnightfire` | James Bond 007: Nightfire (2002) | | -| `jc2mp` | Just Cause 2 - Multiplayer (2010) | | -| `jc3mp` | Just Cause 3 - Multiplayer (2017) | [Valve Protocol](#valve) | -| `kspdmp` | Kerbal Space Program - DMP Multiplayer (2015) | | -| `killingfloor` | Killing Floor (2009) | | -| `killingfloor2` | Killing Floor 2 (2016) | [Valve Protocol](#valve) | -| `kingpin` | Kingpin: Life of Crime (1999) | | -| `kisspc` | Kiss: Psycho Circus: The Nightmare Child (2000) | | -| `kzmod` | Kreedz Climbing (2017) | [Valve Protocol](#valve) | -| `left4dead` | Left 4 Dead (2008) | [Valve Protocol](#valve) | -| `left4dead2` | Left 4 Dead 2 (2009) | [Valve Protocol](#valve) | -| `m2mp` | Mafia II - Multiplayer (2010) | | -| `m2o` | Mafia II - Online (2010) | | -| `moh2010` | Medal of Honor (2010) | | -| `mohab` | Medal of Honor: Airborne (2007) | | -| `mohaa` | Medal of Honor: Allied Assault (2002) | | -| `mohbt` | Medal of Honor: Allied Assault Breakthrough (2003) | | -| `mohsh` | Medal of Honor: Allied Assault Spearhead (2002) | | -| `mohpa` | Medal of Honor: Pacific Assault (2004) | | -| `mohwf` | Medal of Honor: Warfighter (2012) | | -| `medievalengineers` | Medieval Engineers (2015) | [Valve Protocol](#valve) | -| `minecraft`
`minecraftping` | Minecraft (2009) | | -| `minecraftpe`
`minecraftbe` | Minecraft: Bedrock Edition (2011) | | -| `mnc` | Monday Night Combat (2011) | [Valve Protocol](#valve) | -| `mordhau` | Mordhau (2019) | [Valve Protocol](#valve) | -| `mumble` | Mumble - GTmurmur Plugin (2005) | [Notes](#mumble) | -| `mumbleping` | Mumble - Lightweight (2005) | [Notes](#mumble) | -| `nascarthunder2004` | NASCAR Thunder 2004 (2003) | | -| `ns` | Natural Selection (2002) | [Valve Protocol](#valve) | -| `ns2` | Natural Selection 2 (2012) | [Valve Protocol](#valve) | -| `nfshp2` | Need for Speed: Hot Pursuit 2 (2002) | | -| `nab` | Nerf Arena Blast (1999) | | -| `netpanzer` | netPanzer (2002) | | -| `nwn` | Neverwinter Nights (2002) | | -| `nwn2` | Neverwinter Nights 2 (2006) | | -| `nexuiz` | Nexuiz (2005) | | -| `nitrofamily` | Nitro Family (2004) | | -| `nmrih` | No More Room in Hell (2011) | [Valve Protocol](#valve) | -| `nolf2` | No One Lives Forever 2: A Spy in H.A.R.M.'s Way (2002) | | -| `nucleardawn` | Nuclear Dawn (2011) | [Valve Protocol](#valve) | -| `onset` | Onset (2019) | [Valve Protocol](#valve) | -| `ohd` | Operation: Harsh Doorstop (2023) | [Valve Protocol](#valve) | -| `openarena` | OpenArena (2005) | | -| `openttd` | OpenTTD (2004) | | -| `operationflashpoint`
`flashpoint` | Operation Flashpoint: Cold War Crisis (2001) | | -| `flashpointresistance` | Operation Flashpoint: Resistance (2002) | | -| `painkiller` | Painkiller | | -| `pc` | Project Cars (2015) | [Valve Protocol](#valve) | -| `pc2` | Project Cars 2 (2017) | [Valve Protocol](#valve) | -| `pixark` | PixARK (2018) | [Valve Protocol](#valve) | -| `pvkii` | Pirates, Vikings, and Knights II (2007) | [Valve Protocol](#valve) | -| `ps` | Post Scriptum | | -| `postal2` | Postal 2 | | -| `prey` | Prey | | -| `primalcarnage` | Primal Carnage: Extinction | [Valve Protocol](#valve) | -| `prbf2` | Project Reality: Battlefield 2 (2005) | | -| `przomboid` | Project Zomboid | [Valve Protocol](#valve) | -| `quake1` | Quake 1: QuakeWorld (1996) | | -| `quake2` | Quake 2 (1997) | | -| `quake3` | Quake 3: Arena (1999) | | -| `quake4` | Quake 4 (2005) | | -| `quakelive` | Quake Live (2010) | [Valve Protocol](#valve) | -| `ragdollkungfu` | Rag Doll Kung Fu | [Valve Protocol](#valve) | -| `r6` | Rainbow Six | | -| `r6roguespear` | Rainbow Six 2: Rogue Spear | | -| `r6ravenshield` | Rainbow Six 3: Raven Shield | | -| `rallisportchallenge` | RalliSport Challenge | | -| `rallymasters` | Rally Masters | | -| `redorchestra` | Red Orchestra | | -| `redorchestra2` | Red Orchestra 2 | [Valve Protocol](#valve) | -| `redorchestraost` | Red Orchestra: Ostfront 41-45 | | -| `redline` | Redline | | -| `redm` | Red Dead Redemption 2 - RedM (2018) | | -| `rtcw` | Return to Castle Wolfenstein | | -| `rfactor` | rFactor | | -| `ricochet` | Ricochet | [Valve Protocol](#valve) | -| `riseofnations` | Rise of Nations | | -| `rs2` | Rising Storm 2: Vietnam | [Valve Protocol](#valve) | -| `risingworld` | Rising World (2014) | [Valve Protocol](#valve) | -| `ror2` | Risk of Rain 2 (2020) | [Valve Protocol](#valve) | -| `rune` | Rune | | -| `rust` | Rust | [Valve Protocol](#valve) | -| `stalker` | S.T.A.L.K.E.R. | | -| `samp` | San Andreas Multiplayer | | -| `saomp` | San Andreas OpenMP | | -| `savage2` | Savage 2: A Tortured Soul (2008) | | -| `ss` | Serious Sam | | -| `ss2` | Serious Sam 2 | | -| `shatteredhorizon` | Shattered Horizon | [Valve Protocol](#valve) | -| `shogo` | Shogo | | -| `shootmania` | Shootmania | [Notes](#nadeo-shootmania--trackmania--etc) | -| `sin` | SiN | | -| `sinep` | SiN Episodes | [Valve Protocol](#valve) | -| `soldat` | Soldat | | -| `sof` | Soldier of Fortune | | -| `sof2` | Soldier of Fortune 2 | | -| `sonsoftheforest` | Sons Of The Forest | [Valve Protocol](#valve) | -| `spaceengineers` | Space Engineers | [Valve Protocol](#valve) | -| `squad` | Squad | [Valve Protocol](#valve) | -| `stbc` | Star Trek: Bridge Commander | | -| `stvef` | Star Trek: Voyager - Elite Force | | -| `stvef2` | Star Trek: Voyager - Elite Force 2 | | -| `swjk2` | Star Wars Jedi Knight II: Jedi Outcast (2002) | | -| `swjk` | Star Wars Jedi Knight: Jedi Academy (2003) | | -| `swbf` | Star Wars: Battlefront | | -| `swbf2` | Star Wars: Battlefront 2 | | -| `swrc` | Star Wars: Republic Commando | | -| `starbound` | Starbound | [Valve Protocol](#valve) | -| `starmade` | StarMade | | -| `starsiege` | Starsiege (2009) | | -| `suicidesurvival` | Suicide Survival | [Valve Protocol](#valve) | -| `stn` | Survive the Nights (2017) | [Valve Protocol](#valve) | -| `svencoop` | Sven Coop | [Valve Protocol](#valve) | -| `swat4` | SWAT 4 | | -| `synergy` | Synergy | [Valve Protocol](#valve) | -| `tacticalops` | Tactical Ops | | -| `takeonhelicopters` | Take On Helicopters (2011) | | -| `teamfactor` | Team Factor | | -| `tf2` | Team Fortress 2 | [Valve Protocol](#valve) | -| `tfc` | Team Fortress Classic | [Valve Protocol](#valve) | -| `teamspeak2` | Teamspeak 2 | | -| `teamspeak3` | Teamspeak 3 | [Notes](#teamspeak3) | -| `terminus` | Terminus | | -| `terraria`
`tshock` | Terraria - TShock (2011) | [Notes](#terraria) | -| `forrest` | The Forrest (2014) | [Valve Protocol](#valve) | -| `thefront` | The Front (2023) | [The Front](#thefront), [Valve Protocol](#valve) | -| `hidden` | The Hidden (2005) | [Valve Protocol](#valve) | -| `nolf` | The Operative: No One Lives Forever (2000) | | -| `ship` | The Ship | [Valve Protocol](#valve) | -| `ts` | The Specialists | [Valve Protocol](#valve) | -| `graw` | Tom Clancy's Ghost Recon Advanced Warfighter (2006) | | -| `graw2` | Tom Clancy's Ghost Recon Advanced Warfighter 2 (2007) | | -| `theforest` | The Forest (2014) | [Valve Protocol](#valve) | -| `thps3` | Tony Hawk's Pro Skater 3 | | -| `thps4` | Tony Hawk's Pro Skater 4 | | -| `thu2` | Tony Hawk's Underground 2 | | -| `towerunite` | Tower Unite | [Valve Protocol](#valve) | -| `trackmania2` | Trackmania 2 | [Notes](#nadeo-shootmania--trackmania--etc) | -| `trackmaniaforever` | Trackmania Forever | [Notes](#nadeo-shootmania--trackmania--etc) | -| `tremulous` | Tremulous | | -| `tribes1` | Tribes 1: Starsiege | | -| `tribesvengeance` | Tribes: Vengeance | | -| `tron20` | Tron 2.0 | | -| `turok2` | Turok 2 | | -| `universalcombat` | Universal Combat | | -| `unreal` | Unreal | | -| `ut` | Unreal Tournament | | -| `ut2003` | Unreal Tournament 2003 | | -| `ut2004` | Unreal Tournament 2004 | | -| `ut3` | Unreal Tournament 3 | | -| `unturned` | Unturned | [Valve Protocol](#valve) | -| `urbanterror` | Urban Terror | | -| `vrising` | V Rising (2022) | [Valve Protocol](#valve) | -| `v8supercar` | V8 Supercar Challenge | | -| `vs` | Vampire Slayer | [Valve Protocol](#valve) | -| `valheim` | Valheim (2021) | [Notes](#valheim), [Valve Protocol](#valve) | -| `ventrilo` | Ventrilo | | -| `vcmp` | Vice City Multiplayer | | -| `vietcong` | Vietcong | | -| `vietcong2` | Vietcong 2 | | -| `warfork` | Warfork | | -| `warsow` | Warsow | | -| `wheeloftime` | Wheel of Time | | -| `wolfenstein2009` | Wolfenstein 2009 | | -| `wolfensteinet` | Wolfenstein: Enemy Territory | | -| `wurm` | Wurm: Unlimited | [Valve Protocol](#valve) | -| `xpandrally` | Xpand Rally | | -| `zombiemaster` | Zombie Master | [Valve Protocol](#valve) | -| `zps` | Zombie Panic: Source | [Valve Protocol](#valve) | - -### Not supported (yet) - -* Cube Engine (cube): - * Cube 1 - * Assault Cube - * Cube 2: Sauerbraten - * Blood Frontier -* Alien vs Predator -* Armed Assault 2: Operation Arrowhead -* Battlefield Bad Company 2: Vietnam -* BFRIS -* Call of Duty: Black Ops 1 and 2 (no documentation, may require rcon) -* Crysis Warhead -* Days of War -* DirtyBomb -* Doom - Skulltag -* Doom - ZDaemon -* ECO Global Survival ([Ref](https://github.com/Austinb/GameQ/blob/v3/src/GameQ/Protocols/Eco.php)) -* Farming Simulator -* Freelancer -* Ghost Recon -* GRAV Online -* GTA Network ([Ref](https://github.com/Austinb/GameQ/blob/v3/src/GameQ/Protocols/Gtan.php)) -* GTR 2 -* Haze -* Hexen World -* Lost Heaven -* Multi Theft Auto -* Pariah -* Plain Sight -* Purge Jihad -* Red Eclipse -* Red Faction -* S.T.A.L.K.E.R. Clear Sky -* Savage: The Battle For Newerth -* SiN 1 Multiplayer -* South Park -* Star Wars Jedi Knight: Dark Forces II -* Star Wars: X-Wing Alliance -* Sum of All Fears -* Teeworlds -* Tibia ([Ref](https://github.com/Austinb/GameQ/blob/v3/src/GameQ/Protocols/Tibia.php)) -* Titanfall -* Tribes 2 -* Unreal 2 XMP -* World in Conflict -* World Opponent Network -* Wurm Unlimited - -> Want support for one of these games? Please open an issue to show your interest! -> __Know how to code?__ Protocol details for many of the games above are documented -> at https://github.com/gamedig/legacy-query-library-archive -> , ready for you to develop into GameDig! - -> Don't see your game listed here? -> -> First, let us know, so we can fix it. Then, you can try using some common query -> protocols directly by using one of these server types: -> * protocol-ase -> * protocol-battlefield -> * protocol-doom3 -> * protocol-gamespy1 -> * protocol-gamespy2 -> * protocol-gamespy3 -> * protocol-nadeo -> * protocol-quake2 -> * protocol-quake3 -> * protocol-unreal2 -> * protocol-valve - -Games with Additional Notes ---- - -### Counter-Strike: Global Offensive -To receive a full player list response from CS:GO servers, the server must -have set the cvar: host_players_show 2 - -### Discord -You must set the `guildId` request field to the server's guild ID. Do not provide an IP. -The Guild ID can be found in server widget settings (Server ID) or by enabling developer mode in client settings and right-clicking the server's icon. -In order to retrieve information from discord server's they must have the `Enable server widget` option enabled. - -### Mumble -For full query results from Mumble, you must be running the -[GTmurmur plugin](http://www.gametracker.com/downloads/gtmurmurplugin.php). -If you do not wish to run the plugin, or do not require details such as channel and user lists, -you can use the 'mumbleping' server type instead, which uses a less accurate but more reliable solution - -### Nadeo (ShootMania / TrackMania / etc) -The server must have xmlrpc enabled, and you must pass the xmlrpc port to GameDig, not the connection port. -You must have a user account on the server with access level User or higher. -Pass the login into to GameDig with the additional options: login, password - -### TeamSpeak 3 -For teamspeak 3 queries to work correctly, the following permissions must be available for the guest server group: - -* Virtual Server -* b_virtualserver_info_view -* b_virtualserver_channel_list -* b_virtualserver_client_list -* Group -* b_virtualserver_servergroup_list -* b_virtualserver_channelgroup_list - -In the extremely unusual case that your server host responds to queries on a non-default port (the default is 10011), -you can specify their host query port using the teamspeakQueryPort option. - -### Terraria -Requires tshock server mod, and a REST user token, which can be passed to GameDig with the -additional option: `token` - -### Valheim -Valheim servers will only respond to queries if they are started in public mode (`-public 1`). - -### DayZ -DayZ stores some of it's servers information inside the `tags` attribute. Make sure to set `requestRules: true` to access it. Some data inside `dayzMods` attribute may be fuzzy, due to how mods are loaded into the servers. Alternatively, some servers may have a [third party tool](https://dayzsalauncher.com/#/tools) that you can use to get the mods information. If it's installed, you can access it via browser with the game servers IP:PORT, but add up 10 to the port. (eg. if game port is 2302 then use 2312). - -### Valve Protocol -For many valve games, additional 'rules' may be fetched into the unstable `raw` field by passing the additional -option: `requestRules: true`. Beware that this may increase query time. - -### The Front -Responses with wrong `name` (gives out a steamid instead of the server name) and `maxplayers` (always 200, whatever the config would be) field values. +### Supported +| GameDig Type ID | Name | See Also | +|---------------------------------------|---------------------------------------------------------|--------------------------------------------------| +| `7d2d` | 7 Days to Die (2013) | [Valve Protocol](#valve) | +| `as` | Action: Source | [Valve Protocol](#valve) | +| `ahl` | Action Half-Life | [Valve Protocol](#valve) | +| `ageofchivalry` | Age of Chivalry (2007) | [Valve Protocol](#valve) | +| `aoe2` | Age of Empires 2 (1999) | | +| `alienarena` | Alien Arena (2004) | | +| `alienswarm` | Alien Swarm (2010) | [Valve Protocol](#valve) | +| `avp2` | Aliens versus Predator 2 (2001) | | +| `avp2010` | Aliens vs. Predator (2010) | [Valve Protocol](#valve) | +| `americasarmy` | America's Army (2002) | | +| `americasarmy2` | America's Army 2 (2003) | | +| `americasarmy3` | America's Army 3 (2009) | [Valve Protocol](#valve) | +| `americasarmypg` | America's Army: Proving Grounds (2015) | [Valve Protocol](#valve) | +| `arcasimracing` | Arca Sim Racing (2008) | | +| `arkse` | Ark: Survival Evolved (2017) | [Valve Protocol](#valve) | +| `arma2` | ARMA 2 (2009) | [Valve Protocol](#valve) | +| `arma2oa` | ARMA 2: Operation Arrowhead (2010) | [Valve Protocol](#valve) | +| `arma3` | ARMA 3 (2013) | [Valve Protocol](#valve) | +| `arma` | ARMA: Armed Assault (2007) | | +| `armacwa` | ARMA: Cold War Assault (2011) | | +| `armar` | ARMA: Resistance (2011) | | +| `armare` | ARMA: Reforger (2022) | [Valve Protocol](#valve) | +| `armagetron` | Armagetron Advanced (2001) | | +| `assettocorsa` | Assetto Corsa (2014) | | +| `atlas` | Atlas (2018) | [Valve Protocol](#valve) | +| `avorion` | Avorion (2020) | [Valve Protocol](#valve) | +| `baldursgate` | Baldur's Gate (1998) | | +| `ballisticoverkill` | Ballistic Overkill (2017) | [Valve Protocol](#valve) | +| `barotrauma` | Barotrauma (2019) | [Valve Protocol](#valve) | +| `bat1944` | Battalion 1944 (2018) | [Valve Protocol](#valve) | +| `bf1942` | Battlefield 1942 (2002) | | +| `bf2` | Battlefield 2 (2005) | | +| `bf2142` | Battlefield 2142 (2006) | | +| `bf3` | Battlefield 3 (2011) | | +| `bf4` | Battlefield 4 (2013) | | +| `bfh` | Battlefield Hardline (2015) | | +| `bfv` | Battlefield Vietnam (2004) | | +| `bfbc2` | Battlefield: Bad Company 2 (2010) | | +| `bd` | Base Defense (2017) | [Valve Protocol](#valve) | +| `blackmesa` | Black Mesa (2020) | [Valve Protocol](#valve) | +| `brainbread` | BrainBread | [Valve Protocol](#valve) | +| `brainbread2` | BrainBread 2 (2022) | [Valve Protocol](#valve) | +| `breach` | Breach (2011) | [Valve Protocol](#valve) | +| `breed` | Breed (2004) | | +| `brink` | Brink (2011) | [Valve Protocol](#valve) | +| `bs` | Blade Symphony (2014) | [Valve Protocol](#valve) | +| `buildandshoot` | Build and Shoot / Ace of Spades Classic (2012) | | +| `cod` | Call of Duty (2003) | | +| `cod2` | Call of Duty 2 (2005) | | +| `cod3` | Call of Duty 3 (2006) | | +| `cod4` | Call of Duty 4: Modern Warfare (2007) | | +| `codmw2` | Call of Duty: Modern Warfare 2 (2009) | | +| `codmw3` | Call of Duty: Modern Warfare 3 (2011) | [Valve Protocol](#valve) | +| `coduo` | Call of Duty: United Offensive (2004) | | +| `codwaw` | Call of Duty: World at War (2008) | | +| `callofjuarez` | Call of Juarez (2006) | | +| `chaser` | Chaser (2003) | | +| `chivalry` | Chivalry: Medieval Warfare (2012) | [Valve Protocol](#valve) | +| `chrome` | Chrome (2003) | | +| `codenamecure` | Codename CURE (2017) | [Valve Protocol](#valve) | +| `codenameeagle` | Codename Eagle (2000) | | +| `colonysurvival` | Colony Survival (2017) | [Valve Protocol](#valve) | +| `cacrenegade` | Command and Conquer: Renegade (2002) | | +| `commandos3` | Commandos 3: Destination Berlin (2003) | | +| `conanexiles` | Conan Exiles (2018) | [Valve Protocol](#valve) | +| `contagion` | Contagion (2011) | [Valve Protocol](#valve) | +| `contactjack` | Contract J.A.C.K. (2003) | | +| `corekeeper` | Core Keeper (2022) | [Valve Protocol](#valve) | +| `cs15` | Counter-Strike 1.5 (2002) | | +| `cs16` | Counter-Strike 1.6 (2003) | [Valve Protocol](#valve) | +| `cs2d` | CS2D (2004) | | +| `cscz` | Counter-Strike: Condition Zero (2004) | [Valve Protocol](#valve) | +| `csgo` | Counter-Strike: Global Offensive (2012) | [Notes](#csgo), [Valve Protocol](#valve) | +| `css` | Counter-Strike: Source (2004) | [Valve Protocol](#valve) | +| `cs2` | Counter-Strike 2 (2023) | [Valve Protocol](#valve) | +| `creativerse` | Creativerse (2017) | [Valve Protocol](#valve) | +| `crossracing` | Cross Racing Championship Extreme 2005 (2005) | | +| `crysis` | Crysis (2007) | | +| `crysis2` | Crysis 2 (2011) | | +| `crysiswars` | Crysis Wars (2008) | | +| `dab` | Double Action: Boogaloo (2014) | [Valve Protocol](#valve) | +| `daikatana` | Daikatana (2000) | | +| `dnl` | Dark and Light (2017) | [Valve Protocol](#valve) | +| `dmomam` | Dark Messiah of Might and Magic (2006) | [Valve Protocol](#valve) | +| `darkesthour` | Darkest Hour: Europe '44-'45 (2008) | | +| `dod` | Day of Defeat (2003) | [Valve Protocol](#valve) | +| `dods` | Day of Defeat: Source (2005) | [Valve Protocol](#valve) | +| `dayofdragons` | Day of Dragons (2019) | [Valve Protocol](#valve) | +| `doi` | Day of Infamy (2017) | [Valve Protocol](#valve) | +| `daysofwar` | Days of War (2017) | [Valve Protocol](#valve) | +| `dayz` | DayZ (2018) | [Valve Protocol](#valve) | +| `dayzmod` | DayZ Mod (2013) | [Valve Protocol](#valve) | +| `deadlydozenpt` | Deadly Dozen: Pacific Theater (2002) | | +| `dh2005` | Deer Hunter 2005 (2004) | | +| `descent3` | Descent 3 (1999) | | +| `deusex` | Deus Ex (2000) | | +| `devastation` | Devastation (2003) | | +| `dinodday` | Dino D-Day (2011) | [Valve Protocol](#valve) | +| `dirttrackracing2` | Dirt Track Racing 2 (2002) | | +| `discord` | Discord | [Notes](#discord) | +| `dmc` | Deathmatch Classic (2001) | [Valve Protocol](#valve) | +| `dst` | Don't Starve Together (2016) | [Valve Protocol](#valve) | +| `doom3` | Doom 3 (2004) | | +| `dota2` | Dota 2 (2013) | [Valve Protocol](#valve) | +| `drakan` | Drakan: Order of the Flame (1999) | | +| `dystopia` | Dystopia (2005) | [Valve Protocol](#valve) | +| `eco` | Eco (2018) | | +| `empyrion` | Empyrion - Galactic Survival (2015) | [Valve Protocol](#valve) | +| `empiresmod` | Empires Mod (2008) | [Valve Protocol](#valve) | +| `etqw` | Enemy Territory: Quake Wars (2007) | | +| `fear` | F.E.A.R. (2005) | | +| `f1c9902` | F1 Challenge '99-'02 (2002) | | +| `farcry` | Far Cry (2004) | | +| `farcry2` | Far Cry 2 (2008) | | +| `f12002` | Formula One 2002 (2002) | | +| `fof` | Fistful of Frags (2014) | [Valve Protocol](#valve) | +| `fortressforever` | Fortress Forever (2007) | [Valve Protocol](#valve) | +| `ffow` | Frontlines: Fuel of War (2008) | | +| `garrysmod` | Garry's Mod (2004) | [Valve Protocol](#valve) | +| `geneshift`
`mutantfactions` | Geneshift (2017) | | +| `giantscitizenkabuto` | Giants: Citizen Kabuto (2000) | | +| `globaloperations` | Global Operations (2002) | | +| `ges` | GoldenEye: Source (2010) | [Valve Protocol](#valve) | +| `gore` | Gore: Ultimate Soldier (2002) | | +| `fivem` | Grand Theft Auto V - FiveM (2013) | | +| `mtasa` | Grand Theft Auto: San Andreas - Multi Theft Auto (2004) | | +| `mtavc` | Grand Theft Auto: Vice City - Multi Theft Auto (2002) | | +| `groundbreach` | Ground Breach (2018) | [Valve Protocol](#valve) | +| `gunmanchronicles` | Gunman Chronicles (2000) | [Valve Protocol](#valve) | +| `hl2dm` | Half-Life 2: Deathmatch (2004) | [Valve Protocol](#valve) | +| `hldm` | Half-Life Deathmatch (1998) | [Valve Protocol](#valve) | +| `hldms` | Half-Life Deathmatch: Source (2005) | [Valve Protocol](#valve) | +| `hlopfor` | Half-Life: Opposing Force (1999) | [Valve Protocol](#valve) | +| `halo` | Halo (2003) | | +| `halo2` | Halo 2 (2007) | | +| `hll` | Hell Let Loose | [Valve Protocol](#valve) | +| `heretic2` | Heretic II (1998) | | +| `hexen2` | Hexen II (1997) | | +| `had2` | Hidden & Dangerous 2 (2003) | | +| `homefront` | Homefront (2011) | [Valve Protocol](#valve) | +| `homeworld2` | Homeworld 2 (2003) | | +| `hurtworld` | Hurtworld (2015) | [Valve Protocol](#valve) | +| `igi2` | I.G.I.-2: Covert Strike (2003) | | +| `il2` | IL-2 Sturmovik (2001) | | +| `insurgency` | Insurgency (2014) | [Valve Protocol](#valve) | +| `insurgencymic` | Insurgency: Modern Infantry Combat (2007) | [Valve Protocol](#valve) | +| `insurgencysandstorm` | Insurgency: Sandstorm (2018) | [Valve Protocol](#valve) | +| `ironstorm` | Iron Storm (2002) | | +| `isle` | The Isle (2015) | [Valve Protocol](#valve) | +| `jamesbondnightfire` | James Bond 007: Nightfire (2002) | | +| `jc2mp` | Just Cause 2 - Multiplayer (2010) | | +| `jc3mp` | Just Cause 3 - Multiplayer (2017) | [Valve Protocol](#valve) | +| `kspdmp` | Kerbal Space Program - DMP Multiplayer (2015) | | +| `killingfloor` | Killing Floor (2009) | | +| `killingfloor2` | Killing Floor 2 (2016) | [Valve Protocol](#valve) | +| `kingpin` | Kingpin: Life of Crime (1999) | | +| `kisspc` | Kiss: Psycho Circus: The Nightmare Child (2000) | | +| `kzmod` | Kreedz Climbing (2017) | [Valve Protocol](#valve) | +| `left4dead` | Left 4 Dead (2008) | [Valve Protocol](#valve) | +| `left4dead2` | Left 4 Dead 2 (2009) | [Valve Protocol](#valve) | +| `m2mp` | Mafia II - Multiplayer (2010) | | +| `m2o` | Mafia II - Online (2010) | | +| `moh2010` | Medal of Honor (2010) | | +| `mohab` | Medal of Honor: Airborne (2007) | | +| `mohaa` | Medal of Honor: Allied Assault (2002) | | +| `mohbt` | Medal of Honor: Allied Assault Breakthrough (2003) | | +| `mohsh` | Medal of Honor: Allied Assault Spearhead (2002) | | +| `mohpa` | Medal of Honor: Pacific Assault (2004) | | +| `mohwf` | Medal of Honor: Warfighter (2012) | | +| `medievalengineers` | Medieval Engineers (2015) | [Valve Protocol](#valve) | +| `minecraft`
`minecraftping` | Minecraft (2009) | | +| `minecraftpe`
`minecraftbe` | Minecraft: Bedrock Edition (2011) | | +| `mnc` | Monday Night Combat (2011) | [Valve Protocol](#valve) | +| `mordhau` | Mordhau (2019) | [Valve Protocol](#valve) | +| `mumble` | Mumble - GTmurmur Plugin (2005) | [Notes](#mumble) | +| `mumbleping` | Mumble - Lightweight (2005) | [Notes](#mumble) | +| `nascarthunder2004` | NASCAR Thunder 2004 (2003) | | +| `ns` | Natural Selection (2002) | [Valve Protocol](#valve) | +| `ns2` | Natural Selection 2 (2012) | [Valve Protocol](#valve) | +| `nfshp2` | Need for Speed: Hot Pursuit 2 (2002) | | +| `nab` | Nerf Arena Blast (1999) | | +| `netpanzer` | netPanzer (2002) | | +| `nwn` | Neverwinter Nights (2002) | | +| `nwn2` | Neverwinter Nights 2 (2006) | | +| `nexuiz` | Nexuiz (2005) | | +| `nitrofamily` | Nitro Family (2004) | | +| `nmrih` | No More Room in Hell (2011) | [Valve Protocol](#valve) | +| `nolf2` | No One Lives Forever 2: A Spy in H.A.R.M.'s Way (2002) | | +| `nucleardawn` | Nuclear Dawn (2011) | [Valve Protocol](#valve) | +| `onset` | Onset (2019) | [Valve Protocol](#valve) | +| `ohd` | Operation: Harsh Doorstop (2023) | [Valve Protocol](#valve) | +| `openarena` | OpenArena (2005) | | +| `openttd` | OpenTTD (2004) | | +| `operationflashpoint`
`flashpoint` | Operation Flashpoint: Cold War Crisis (2001) | | +| `flashpointresistance` | Operation Flashpoint: Resistance (2002) | | +| `painkiller` | Painkiller | | +| `pc` | Project Cars (2015) | [Valve Protocol](#valve) | +| `pc2` | Project Cars 2 (2017) | [Valve Protocol](#valve) | +| `pixark` | PixARK (2018) | [Valve Protocol](#valve) | +| `pvkii` | Pirates, Vikings, and Knights II (2007) | [Valve Protocol](#valve) | +| `ps` | Post Scriptum | | +| `postal2` | Postal 2 | | +| `prey` | Prey | | +| `primalcarnage` | Primal Carnage: Extinction | [Valve Protocol](#valve) | +| `prbf2` | Project Reality: Battlefield 2 (2005) | | +| `przomboid` | Project Zomboid | [Valve Protocol](#valve) | +| `quake1` | Quake 1: QuakeWorld (1996) | | +| `quake2` | Quake 2 (1997) | | +| `quake3` | Quake 3: Arena (1999) | | +| `quake4` | Quake 4 (2005) | | +| `quakelive` | Quake Live (2010) | [Valve Protocol](#valve) | +| `ragdollkungfu` | Rag Doll Kung Fu | [Valve Protocol](#valve) | +| `r6` | Rainbow Six | | +| `r6roguespear` | Rainbow Six 2: Rogue Spear | | +| `r6ravenshield` | Rainbow Six 3: Raven Shield | | +| `rallisportchallenge` | RalliSport Challenge | | +| `rallymasters` | Rally Masters | | +| `redorchestra` | Red Orchestra | | +| `redorchestra2` | Red Orchestra 2 | [Valve Protocol](#valve) | +| `redorchestraost` | Red Orchestra: Ostfront 41-45 | | +| `redline` | Redline | | +| `redm` | Red Dead Redemption 2 - RedM (2018) | | +| `rtcw` | Return to Castle Wolfenstein | | +| `rfactor` | rFactor | | +| `ricochet` | Ricochet | [Valve Protocol](#valve) | +| `riseofnations` | Rise of Nations | | +| `rs2` | Rising Storm 2: Vietnam | [Valve Protocol](#valve) | +| `risingworld` | Rising World (2014) | [Valve Protocol](#valve) | +| `ror2` | Risk of Rain 2 (2020) | [Valve Protocol](#valve) | +| `rune` | Rune | | +| `rust` | Rust | [Valve Protocol](#valve) | +| `stalker` | S.T.A.L.K.E.R. | | +| `samp` | San Andreas Multiplayer | | +| `saomp` | San Andreas OpenMP | | +| `savage2` | Savage 2: A Tortured Soul (2008) | | +| `ss` | Serious Sam | | +| `ss2` | Serious Sam 2 | | +| `shatteredhorizon` | Shattered Horizon | [Valve Protocol](#valve) | +| `shogo` | Shogo | | +| `shootmania` | Shootmania | [Notes](#nadeo-shootmania--trackmania--etc) | +| `sin` | SiN | | +| `sinep` | SiN Episodes | [Valve Protocol](#valve) | +| `soldat` | Soldat | | +| `sof` | Soldier of Fortune | | +| `sof2` | Soldier of Fortune 2 | | +| `sonsoftheforest` | Sons Of The Forest | [Valve Protocol](#valve) | +| `spaceengineers` | Space Engineers | [Valve Protocol](#valve) | +| `squad` | Squad | [Valve Protocol](#valve) | +| `stbc` | Star Trek: Bridge Commander | | +| `stvef` | Star Trek: Voyager - Elite Force | | +| `stvef2` | Star Trek: Voyager - Elite Force 2 | | +| `swjk2` | Star Wars Jedi Knight II: Jedi Outcast (2002) | | +| `swjk` | Star Wars Jedi Knight: Jedi Academy (2003) | | +| `swbf` | Star Wars: Battlefront | | +| `swbf2` | Star Wars: Battlefront 2 | | +| `swrc` | Star Wars: Republic Commando | | +| `starbound` | Starbound | [Valve Protocol](#valve) | +| `starmade` | StarMade | | +| `starsiege` | Starsiege (2009) | | +| `suicidesurvival` | Suicide Survival | [Valve Protocol](#valve) | +| `stn` | Survive the Nights (2017) | [Valve Protocol](#valve) | +| `svencoop` | Sven Coop | [Valve Protocol](#valve) | +| `swat4` | SWAT 4 | | +| `synergy` | Synergy | [Valve Protocol](#valve) | +| `tacticalops` | Tactical Ops | | +| `takeonhelicopters` | Take On Helicopters (2011) | | +| `teamfactor` | Team Factor | | +| `tf2` | Team Fortress 2 | [Valve Protocol](#valve) | +| `tfc` | Team Fortress Classic | [Valve Protocol](#valve) | +| `teamspeak2` | Teamspeak 2 | | +| `teamspeak3` | Teamspeak 3 | [Notes](#teamspeak3) | +| `terminus` | Terminus | | +| `terraria`
`tshock` | Terraria - TShock (2011) | [Notes](#terraria) | +| `forrest` | The Forrest (2014) | [Valve Protocol](#valve) | +| `thefront` | The Front (2023) | [The Front](#thefront), [Valve Protocol](#valve) | +| `hidden` | The Hidden (2005) | [Valve Protocol](#valve) | +| `nolf` | The Operative: No One Lives Forever (2000) | | +| `ship` | The Ship | [Valve Protocol](#valve) | +| `ts` | The Specialists | [Valve Protocol](#valve) | +| `graw` | Tom Clancy's Ghost Recon Advanced Warfighter (2006) | | +| `graw2` | Tom Clancy's Ghost Recon Advanced Warfighter 2 (2007) | | +| `theforest` | The Forest (2014) | [Valve Protocol](#valve) | +| `thps3` | Tony Hawk's Pro Skater 3 | | +| `thps4` | Tony Hawk's Pro Skater 4 | | +| `thu2` | Tony Hawk's Underground 2 | | +| `towerunite` | Tower Unite | [Valve Protocol](#valve) | +| `trackmania2` | Trackmania 2 | [Notes](#nadeo-shootmania--trackmania--etc) | +| `trackmaniaforever` | Trackmania Forever | [Notes](#nadeo-shootmania--trackmania--etc) | +| `tremulous` | Tremulous | | +| `tribes1` | Tribes 1: Starsiege | | +| `tribesvengeance` | Tribes: Vengeance | | +| `tron20` | Tron 2.0 | | +| `turok2` | Turok 2 | | +| `universalcombat` | Universal Combat | | +| `unreal` | Unreal | | +| `ut` | Unreal Tournament | | +| `ut2003` | Unreal Tournament 2003 | | +| `ut2004` | Unreal Tournament 2004 | | +| `ut3` | Unreal Tournament 3 | | +| `unturned` | Unturned | [Valve Protocol](#valve) | +| `urbanterror` | Urban Terror | | +| `vrising` | V Rising (2022) | [Valve Protocol](#valve) | +| `v8supercar` | V8 Supercar Challenge | | +| `vs` | Vampire Slayer | [Valve Protocol](#valve) | +| `valheim` | Valheim (2021) | [Notes](#valheim), [Valve Protocol](#valve) | +| `ventrilo` | Ventrilo | | +| `vcmp` | Vice City Multiplayer | | +| `vietcong` | Vietcong | | +| `vietcong2` | Vietcong 2 | | +| `warfork` | Warfork | | +| `warsow` | Warsow | | +| `wheeloftime` | Wheel of Time | | +| `wolfenstein2009` | Wolfenstein 2009 | | +| `wolfensteinet` | Wolfenstein: Enemy Territory | | +| `wurm` | Wurm: Unlimited | [Valve Protocol](#valve) | +| `xpandrally` | Xpand Rally | | +| `zombiemaster` | Zombie Master | [Valve Protocol](#valve) | +| `zps` | Zombie Panic: Source | [Valve Protocol](#valve) | + +### Not supported (yet) + +* Cube Engine (cube): + * Cube 1 + * Assault Cube + * Cube 2: Sauerbraten + * Blood Frontier +* Alien vs Predator +* Armed Assault 2: Operation Arrowhead +* Battlefield Bad Company 2: Vietnam +* BFRIS +* Call of Duty: Black Ops 1 and 2 (no documentation, may require rcon) +* Crysis Warhead +* Days of War +* DirtyBomb +* Doom - Skulltag +* Doom - ZDaemon +* ECO Global Survival ([Ref](https://github.com/Austinb/GameQ/blob/v3/src/GameQ/Protocols/Eco.php)) +* Farming Simulator +* Freelancer +* Ghost Recon +* GRAV Online +* GTA Network ([Ref](https://github.com/Austinb/GameQ/blob/v3/src/GameQ/Protocols/Gtan.php)) +* GTR 2 +* Haze +* Hexen World +* Lost Heaven +* Multi Theft Auto +* Pariah +* Plain Sight +* Purge Jihad +* Red Eclipse +* Red Faction +* S.T.A.L.K.E.R. Clear Sky +* Savage: The Battle For Newerth +* SiN 1 Multiplayer +* South Park +* Star Wars Jedi Knight: Dark Forces II +* Star Wars: X-Wing Alliance +* Sum of All Fears +* Teeworlds +* Tibia ([Ref](https://github.com/Austinb/GameQ/blob/v3/src/GameQ/Protocols/Tibia.php)) +* Titanfall +* Tribes 2 +* Unreal 2 XMP +* World in Conflict +* World Opponent Network +* Wurm Unlimited + +> Want support for one of these games? Please open an issue to show your interest! +> __Know how to code?__ Protocol details for many of the games above are documented +> at https://github.com/gamedig/legacy-query-library-archive +> , ready for you to develop into GameDig! + +> Don't see your game listed here? +> +> First, let us know, so we can fix it. Then, you can try using some common query +> protocols directly by using one of these server types: +> * protocol-ase +> * protocol-battlefield +> * protocol-doom3 +> * protocol-gamespy1 +> * protocol-gamespy2 +> * protocol-gamespy3 +> * protocol-nadeo +> * protocol-quake2 +> * protocol-quake3 +> * protocol-unreal2 +> * protocol-valve + +Games with Additional Notes +--- + +### Counter-Strike: Global Offensive +To receive a full player list response from CS:GO servers, the server must +have set the cvar: host_players_show 2 + +### Discord +You must set the `guildId` request field to the server's guild ID. Do not provide an IP. +The Guild ID can be found in server widget settings (Server ID) or by enabling developer mode in client settings and right-clicking the server's icon. +In order to retrieve information from discord server's they must have the `Enable server widget` option enabled. + +### Mumble +For full query results from Mumble, you must be running the +[GTmurmur plugin](http://www.gametracker.com/downloads/gtmurmurplugin.php). +If you do not wish to run the plugin, or do not require details such as channel and user lists, +you can use the 'mumbleping' server type instead, which uses a less accurate but more reliable solution + +### Nadeo (ShootMania / TrackMania / etc) +The server must have xmlrpc enabled, and you must pass the xmlrpc port to GameDig, not the connection port. +You must have a user account on the server with access level User or higher. +Pass the login into to GameDig with the additional options: login, password + +### TeamSpeak 3 +For teamspeak 3 queries to work correctly, the following permissions must be available for the guest server group: + +* Virtual Server +* b_virtualserver_info_view +* b_virtualserver_channel_list +* b_virtualserver_client_list +* Group +* b_virtualserver_servergroup_list +* b_virtualserver_channelgroup_list + +In the extremely unusual case that your server host responds to queries on a non-default port (the default is 10011), +you can specify their host query port using the teamspeakQueryPort option. + +### Terraria +Requires tshock server mod, and a REST user token, which can be passed to GameDig with the +additional option: `token` + +### Valheim +Valheim servers will only respond to queries if they are started in public mode (`-public 1`). + +### DayZ +DayZ stores some of it's servers information inside the `tags` attribute. Make sure to set `requestRules: true` to access it. Some data inside `dayzMods` attribute may be fuzzy, due to how mods are loaded into the servers. Alternatively, some servers may have a [third party tool](https://dayzsalauncher.com/#/tools) that you can use to get the mods information. If it's installed, you can access it via browser with the game servers IP:PORT, but add up 10 to the port. (eg. if game port is 2302 then use 2312). + +### Valve Protocol +For many valve games, additional 'rules' may be fetched into the unstable `raw` field by passing the additional +option: `requestRules: true`. Beware that this may increase query time. + +### The Front +Responses with wrong `name` (gives out a steamid instead of the server name) and `maxplayers` (always 200, whatever the config would be) field values. diff --git a/bin/gamedig.js b/bin/gamedig.js old mode 100755 new mode 100644 index 82d87d3..cbc995b --- a/bin/gamedig.js +++ b/bin/gamedig.js @@ -1,69 +1,69 @@ -#!/usr/bin/env node - -import * as process from "node:process"; - -import Minimist from 'minimist' -import GameDig from './../lib/index.js' - -const argv = Minimist(process.argv.slice(2), { - boolean: ['pretty', 'debug', 'givenPortOnly', 'requestRules'], - string: ['guildId', 'listenUdpPort', 'ipFamily'] -}) - -const debug = argv.debug -delete argv.debug -const pretty = !!argv.pretty || debug -delete argv.pretty -const givenPortOnly = argv.givenPortOnly -delete argv.givenPortOnly - -const options = {} -for (const key of Object.keys(argv)) { - const value = argv[key] - - if (key === '_' || key.charAt(0) === '$') { continue } - - options[key] = value -} - -if (argv._.length >= 1) { - const target = argv._[0] - const split = target.split(':') - options.host = split[0] - if (split.length >= 2) { - options.port = split[1] - } -} -if (debug) { - options.debug = true -} -if (givenPortOnly) { - options.givenPortOnly = true -} - -const printOnPretty = (object) => { - if (pretty) { - console.log(JSON.stringify(object, null, ' ')) - } else { - console.log(JSON.stringify(object)) - } -} - -const gamedig = new GameDig(options) -gamedig.query(options) - .then(printOnPretty) - .catch((error) => { - if (debug) { - if (error instanceof Error) { - console.log(error.stack) - } else { - console.log(error) - } - } else { - if (error instanceof Error) { - error = error.message - } - - printOnPretty({ error }) - } - }) +#!/usr/bin/env node + +import * as process from "node:process"; + +import Minimist from 'minimist' +import GameDig from './../lib/index.js' + +const argv = Minimist(process.argv.slice(2), { + boolean: ['pretty', 'debug', 'givenPortOnly', 'requestRules'], + string: ['guildId', 'listenUdpPort', 'ipFamily'] +}) + +const debug = argv.debug +delete argv.debug +const pretty = !!argv.pretty || debug +delete argv.pretty +const givenPortOnly = argv.givenPortOnly +delete argv.givenPortOnly + +const options = {} +for (const key of Object.keys(argv)) { + const value = argv[key] + + if (key === '_' || key.charAt(0) === '$') { continue } + + options[key] = value +} + +if (argv._.length >= 1) { + const target = argv._[0] + const split = target.split(':') + options.host = split[0] + if (split.length >= 2) { + options.port = split[1] + } +} +if (debug) { + options.debug = true +} +if (givenPortOnly) { + options.givenPortOnly = true +} + +const printOnPretty = (object) => { + if (pretty) { + console.log(JSON.stringify(object, null, ' ')) + } else { + console.log(JSON.stringify(object)) + } +} + +const gamedig = new GameDig(options) +gamedig.query(options) + .then(printOnPretty) + .catch((error) => { + if (debug) { + if (error instanceof Error) { + console.log(error.stack) + } else { + console.log(error) + } + } else { + if (error instanceof Error) { + error = error.message + } + + printOnPretty({ error }) + } + }) diff --git a/lib/DnsResolver.js b/lib/DnsResolver.js index 0d24cb0..4e5bb2a 100644 --- a/lib/DnsResolver.js +++ b/lib/DnsResolver.js @@ -1,74 +1,74 @@ -import dns from 'node:dns' -import punycode from 'punycode/punycode.js' - -export default class DnsResolver { - /** - * @param {Logger} logger - */ - constructor (logger) { - this.logger = logger - } - - isIp (host) { - return !!host.match(/\d+\.\d+\.\d+\.\d+/) - } - - /** - * Response port will only be present if srv record was involved. - * @param {string} host - * @param {number} ipFamily - * @param {string=} srvRecordPrefix - * @returns {Promise<{address:string, port:number=}>} - */ - async resolve (host, ipFamily, srvRecordPrefix) { - this.logger.debug('DNS Lookup: ' + host) - - if (this.isIp(host)) { - this.logger.debug('Raw IP Address: ' + host) - return { address: host } - } - - const asciiForm = punycode.toASCII(host) - if (asciiForm !== host) { - this.logger.debug('Encoded punycode: ' + host + ' -> ' + asciiForm) - host = asciiForm - } - - if (srvRecordPrefix) { - this.logger.debug('SRV Resolve: ' + srvRecordPrefix + '.' + host) - let records - try { - records = await dns.promises.resolve(srvRecordPrefix + '.' + host, 'SRV') - if (records.length >= 1) { - this.logger.debug('Found SRV Records: ', records) - const record = records[0] - const srvPort = record.port - const srvHost = record.name - if (srvHost === host) { - throw new Error('Loop in DNS SRV records') - } - return { - port: srvPort, - ...await this.resolve(srvHost, ipFamily, srvRecordPrefix) - } - } - this.logger.debug('No SRV Record') - } catch (e) { - this.logger.debug(e) - } - } - - this.logger.debug('Standard Resolve: ' + host) - const dnsResult = await dns.promises.lookup(host, ipFamily) - // For some reason, this sometimes returns a string address rather than an object. - // I haven't been able to reproduce, but it's been reported on the issue tracker. - let address - if (typeof dnsResult === 'string') { - address = dnsResult - } else { - address = dnsResult.address - } - this.logger.debug('Found address: ' + address) - return { address } - } -} +import dns from 'node:dns' +import punycode from 'punycode/punycode.js' + +export default class DnsResolver { + /** + * @param {Logger} logger + */ + constructor (logger) { + this.logger = logger + } + + isIp (host) { + return !!host.match(/\d+\.\d+\.\d+\.\d+/) + } + + /** + * Response port will only be present if srv record was involved. + * @param {string} host + * @param {number} ipFamily + * @param {string=} srvRecordPrefix + * @returns {Promise<{address:string, port:number=}>} + */ + async resolve (host, ipFamily, srvRecordPrefix) { + this.logger.debug('DNS Lookup: ' + host) + + if (this.isIp(host)) { + this.logger.debug('Raw IP Address: ' + host) + return { address: host } + } + + const asciiForm = punycode.toASCII(host) + if (asciiForm !== host) { + this.logger.debug('Encoded punycode: ' + host + ' -> ' + asciiForm) + host = asciiForm + } + + if (srvRecordPrefix) { + this.logger.debug('SRV Resolve: ' + srvRecordPrefix + '.' + host) + let records + try { + records = await dns.promises.resolve(srvRecordPrefix + '.' + host, 'SRV') + if (records.length >= 1) { + this.logger.debug('Found SRV Records: ', records) + const record = records[0] + const srvPort = record.port + const srvHost = record.name + if (srvHost === host) { + throw new Error('Loop in DNS SRV records') + } + return { + port: srvPort, + ...await this.resolve(srvHost, ipFamily, srvRecordPrefix) + } + } + this.logger.debug('No SRV Record') + } catch (e) { + this.logger.debug(e) + } + } + + this.logger.debug('Standard Resolve: ' + host) + const dnsResult = await dns.promises.lookup(host, ipFamily) + // For some reason, this sometimes returns a string address rather than an object. + // I haven't been able to reproduce, but it's been reported on the issue tracker. + let address + if (typeof dnsResult === 'string') { + address = dnsResult + } else { + address = dnsResult.address + } + this.logger.debug('Found address: ' + address) + return { address } + } +} diff --git a/lib/GameResolver.js b/lib/GameResolver.js index 1bb5739..6db0dbc 100644 --- a/lib/GameResolver.js +++ b/lib/GameResolver.js @@ -1,114 +1,114 @@ -import * as path from 'node:path' -import { fileURLToPath } from 'node:url' -import * as fs from 'node:fs' - -export default class GameResolver { - constructor () { - const loaded = this._readGames() - this.gamesByKey = loaded.gamesByKey - this.games = loaded.games - } - - lookup (type) { - if (!type) { throw Error('No game specified') } - - if (type.startsWith('protocol-')) { - return { - protocol: type.substring(9) - } - } - - const game = this.gamesByKey.get(type) - - if (!game) { throw Error('Invalid game: ' + type) } - - return game.options - } - - printReadme () { - let out = '' - out += '| GameDig Type ID | Name | See Also\n' - out += '|---|---|---\n' - - const sorted = this.games - .filter(game => game.pretty) - .sort((a, b) => { - return a.pretty.localeCompare(b.pretty) - }) - for (const game of sorted) { - const keysOut = game.keys.map(key => '`' + key + '`').join('
') - out += '| ' + keysOut.padEnd(10, ' ') + ' ' + - '| ' + game.pretty - const notes = [] - if (game.extra.doc_notes) { - notes.push('[Notes](#' + game.extra.doc_notes + ')') - } - if (game.options.protocol === 'valve') { - notes.push('[Valve Protocol](#valve)') - } - if (notes.length) { - out += ' | ' + notes.join(', ') - } - out += '\n' - } - return out - } - - _readGames () { - const __filename = fileURLToPath(import.meta.url) - const __dirname = path.dirname(__filename) - const gamesFile = path.normalize(__dirname + '/../games.txt') - const lines = fs.readFileSync(gamesFile, 'utf8').split('\n') - - const gamesByKey = new Map() - const games = [] - - for (let line of lines) { - // strip comments - const comment = line.indexOf('#') - if (comment !== -1) line = line.substring(0, comment) - line = line.trim() - if (!line) continue - - const split = line.split('|') - const keys = split[0].trim().split(',') - const name = split[1].trim() - const options = this._parseList(split[3]) - options.protocol = split[2].trim() - const extra = this._parseList(split[4]) - - const game = { - keys, - pretty: name, - options, - extra - } - - for (const key of keys) { - gamesByKey.set(key, game) - } - - games.push(game) - } - return { gamesByKey, games } - } - - _parseList (str) { - if (!str) { return {} } - - const out = {} - for (const one of str.split(',')) { - const equals = one.indexOf('=') - const key = equals === -1 ? one : one.substring(0, equals) - - /** @type {string|number|boolean} */ - let value = equals === -1 ? '' : one.substring(equals + 1) - - if (value === 'true' || value === '') { value = true } else if (value === 'false') { value = false } else if (!isNaN(parseInt(value))) { value = parseInt(value) } - - out[key] = value - } - - return out - } -} +import * as path from 'node:path' +import { fileURLToPath } from 'node:url' +import * as fs from 'node:fs' + +export default class GameResolver { + constructor () { + const loaded = this._readGames() + this.gamesByKey = loaded.gamesByKey + this.games = loaded.games + } + + lookup (type) { + if (!type) { throw Error('No game specified') } + + if (type.startsWith('protocol-')) { + return { + protocol: type.substring(9) + } + } + + const game = this.gamesByKey.get(type) + + if (!game) { throw Error('Invalid game: ' + type) } + + return game.options + } + + printReadme () { + let out = '' + out += '| GameDig Type ID | Name | See Also\n' + out += '|---|---|---\n' + + const sorted = this.games + .filter(game => game.pretty) + .sort((a, b) => { + return a.pretty.localeCompare(b.pretty) + }) + for (const game of sorted) { + const keysOut = game.keys.map(key => '`' + key + '`').join('
') + out += '| ' + keysOut.padEnd(10, ' ') + ' ' + + '| ' + game.pretty + const notes = [] + if (game.extra.doc_notes) { + notes.push('[Notes](#' + game.extra.doc_notes + ')') + } + if (game.options.protocol === 'valve') { + notes.push('[Valve Protocol](#valve)') + } + if (notes.length) { + out += ' | ' + notes.join(', ') + } + out += '\n' + } + return out + } + + _readGames () { + const __filename = fileURLToPath(import.meta.url) + const __dirname = path.dirname(__filename) + const gamesFile = path.normalize(__dirname + '/../games.txt') + const lines = fs.readFileSync(gamesFile, 'utf8').split('\n') + + const gamesByKey = new Map() + const games = [] + + for (let line of lines) { + // strip comments + const comment = line.indexOf('#') + if (comment !== -1) line = line.substring(0, comment) + line = line.trim() + if (!line) continue + + const split = line.split('|') + const keys = split[0].trim().split(',') + const name = split[1].trim() + const options = this._parseList(split[3]) + options.protocol = split[2].trim() + const extra = this._parseList(split[4]) + + const game = { + keys, + pretty: name, + options, + extra + } + + for (const key of keys) { + gamesByKey.set(key, game) + } + + games.push(game) + } + return { gamesByKey, games } + } + + _parseList (str) { + if (!str) { return {} } + + const out = {} + for (const one of str.split(',')) { + const equals = one.indexOf('=') + const key = equals === -1 ? one : one.substring(0, equals) + + /** @type {string|number|boolean} */ + let value = equals === -1 ? '' : one.substring(equals + 1) + + if (value === 'true' || value === '') { value = true } else if (value === 'false') { value = false } else if (!isNaN(parseInt(value))) { value = parseInt(value) } + + out[key] = value + } + + return out + } +} diff --git a/lib/GlobalUdpSocket.js b/lib/GlobalUdpSocket.js index 1fec756..a1407fc 100644 --- a/lib/GlobalUdpSocket.js +++ b/lib/GlobalUdpSocket.js @@ -1,72 +1,72 @@ -import { createSocket } from 'node:dgram' -import { debugDump } from './HexUtil.js' -import { promisify } from 'node:util' -import Logger from './Logger.js' - -export default class GlobalUdpSocket { - constructor ({ port }) { - this.socket = null - this.callbacks = new Set() - this.debuggingCallbacks = new Set() - this.logger = new Logger() - this.port = port - } - - async _getSocket () { - if (!this.socket) { - const udpSocket = createSocket({ - type: 'udp4', - reuseAddr: true - }) - // https://github.com/denoland/deno/issues/20138 - if (typeof Deno === "undefined") { - udpSocket.unref(); - } - udpSocket.on('message', (buffer, rinfo) => { - const fromAddress = rinfo.address - const fromPort = rinfo.port - this.logger.debug(log => { - log(fromAddress + ':' + fromPort + ' <--UDP(' + this.port + ')') - log(debugDump(buffer)) - }) - for (const callback of this.callbacks) { - callback(fromAddress, fromPort, buffer) - } - }) - udpSocket.on('error', e => { - this.logger.debug('UDP ERROR:', e) - }) - await promisify(udpSocket.bind).bind(udpSocket)(this.port) - this.port = udpSocket.address().port - this.socket = udpSocket - } - return this.socket - } - - async send (buffer, address, port, debug) { - const socket = await this._getSocket() - - if (debug) { - this.logger._print(log => { - log(address + ':' + port + ' UDP(' + this.port + ')-->') - log(debugDump(buffer)) - }) - } - - await promisify(socket.send).bind(socket)(buffer, 0, buffer.length, port, address) - } - - addCallback (callback, debug) { - this.callbacks.add(callback) - if (debug) { - this.debuggingCallbacks.add(callback) - this.logger.debugEnabled = true - } - } - - removeCallback (callback) { - this.callbacks.delete(callback) - this.debuggingCallbacks.delete(callback) - this.logger.debugEnabled = this.debuggingCallbacks.size > 0 - } -} +import { createSocket } from 'node:dgram' +import { debugDump } from './HexUtil.js' +import { promisify } from 'node:util' +import Logger from './Logger.js' + +export default class GlobalUdpSocket { + constructor ({ port }) { + this.socket = null + this.callbacks = new Set() + this.debuggingCallbacks = new Set() + this.logger = new Logger() + this.port = port + } + + async _getSocket () { + if (!this.socket) { + const udpSocket = createSocket({ + type: 'udp4', + reuseAddr: true + }) + // https://github.com/denoland/deno/issues/20138 + if (typeof Deno === "undefined") { + udpSocket.unref(); + } + udpSocket.on('message', (buffer, rinfo) => { + const fromAddress = rinfo.address + const fromPort = rinfo.port + this.logger.debug(log => { + log(fromAddress + ':' + fromPort + ' <--UDP(' + this.port + ')') + log(debugDump(buffer)) + }) + for (const callback of this.callbacks) { + callback(fromAddress, fromPort, buffer) + } + }) + udpSocket.on('error', e => { + this.logger.debug('UDP ERROR:', e) + }) + await promisify(udpSocket.bind).bind(udpSocket)(this.port) + this.port = udpSocket.address().port + this.socket = udpSocket + } + return this.socket + } + + async send (buffer, address, port, debug) { + const socket = await this._getSocket() + + if (debug) { + this.logger._print(log => { + log(address + ':' + port + ' UDP(' + this.port + ')-->') + log(debugDump(buffer)) + }) + } + + await promisify(socket.send).bind(socket)(buffer, 0, buffer.length, port, address) + } + + addCallback (callback, debug) { + this.callbacks.add(callback) + if (debug) { + this.debuggingCallbacks.add(callback) + this.logger.debugEnabled = true + } + } + + removeCallback (callback) { + this.callbacks.delete(callback) + this.debuggingCallbacks.delete(callback) + this.logger.debugEnabled = this.debuggingCallbacks.size > 0 + } +} diff --git a/lib/HexUtil.js b/lib/HexUtil.js index eedd38a..19182d9 100644 --- a/lib/HexUtil.js +++ b/lib/HexUtil.js @@ -1,20 +1,20 @@ -/** @param {Buffer} buffer */ -export const debugDump = (buffer) => { - let hexLine = '' - let chrLine = '' - let out = '' - out += 'Buffer length: ' + buffer.length + ' bytes\n' - for (let i = 0; i < buffer.length; i++) { - const sliced = buffer.slice(i, i + 1) - hexLine += sliced.toString('hex') + ' ' - let chr = sliced.toString() - if (chr < ' ' || chr > '~') chr = ' ' - chrLine += chr + ' ' - if (hexLine.length > 60 || i === buffer.length - 1) { - out += hexLine + '\n' - out += chrLine + '\n' - hexLine = chrLine = '' - } - } - return out -} +/** @param {Buffer} buffer */ +export const debugDump = (buffer) => { + let hexLine = '' + let chrLine = '' + let out = '' + out += 'Buffer length: ' + buffer.length + ' bytes\n' + for (let i = 0; i < buffer.length; i++) { + const sliced = buffer.slice(i, i + 1) + hexLine += sliced.toString('hex') + ' ' + let chr = sliced.toString() + if (chr < ' ' || chr > '~') chr = ' ' + chrLine += chr + ' ' + if (hexLine.length > 60 || i === buffer.length - 1) { + out += hexLine + '\n' + out += chrLine + '\n' + hexLine = chrLine = '' + } + } + return out +} diff --git a/lib/Logger.js b/lib/Logger.js index 1ab2001..8e67908 100644 --- a/lib/Logger.js +++ b/lib/Logger.js @@ -1,45 +1,45 @@ -import { debugDump } from './HexUtil.js' -import { Buffer} from 'node:buffer' - -export default class Logger { - constructor () { - this.debugEnabled = false - this.prefix = '' - } - - debug (...args) { - if (!this.debugEnabled) return - this._print(...args) - } - - _print (...args) { - try { - const strings = this._convertArgsToStrings(...args) - if (strings.length) { - if (this.prefix) { - strings.unshift(this.prefix) - } - console.log(...strings) - } - } catch (e) { - console.log('Error while logging: ' + e) - } - } - - _convertArgsToStrings (...args) { - const out = [] - for (const arg of args) { - if (arg instanceof Error) { - out.push(arg.stack) - } else if (arg instanceof Buffer) { - out.push(debugDump(arg)) - } else if (typeof arg === 'function') { - const result = arg.call(undefined, (...args) => this._print(...args)) - if (result !== undefined) out.push(...this._convertArgsToStrings(result)) - } else { - out.push(arg) - } - } - return out - } -} +import { debugDump } from './HexUtil.js' +import { Buffer} from 'node:buffer' + +export default class Logger { + constructor () { + this.debugEnabled = false + this.prefix = '' + } + + debug (...args) { + if (!this.debugEnabled) return + this._print(...args) + } + + _print (...args) { + try { + const strings = this._convertArgsToStrings(...args) + if (strings.length) { + if (this.prefix) { + strings.unshift(this.prefix) + } + console.log(...strings) + } + } catch (e) { + console.log('Error while logging: ' + e) + } + } + + _convertArgsToStrings (...args) { + const out = [] + for (const arg of args) { + if (arg instanceof Error) { + out.push(arg.stack) + } else if (arg instanceof Buffer) { + out.push(debugDump(arg)) + } else if (typeof arg === 'function') { + const result = arg.call(undefined, (...args) => this._print(...args)) + if (result !== undefined) out.push(...this._convertArgsToStrings(result)) + } else { + out.push(arg) + } + } + return out + } +} diff --git a/lib/Promises.js b/lib/Promises.js index eb27f32..ec0070a 100644 --- a/lib/Promises.js +++ b/lib/Promises.js @@ -1,18 +1,18 @@ -export default class Promises { - static createTimeout (timeoutMs, timeoutMsg) { - let cancel = null - const wrapped = new Promise((resolve, reject) => { - const timeout = setTimeout( - () => { - reject(new Error(timeoutMsg + ' - Timed out after ' + timeoutMs + 'ms')) - }, - timeoutMs - ) - cancel = () => { - clearTimeout(timeout) - } - }) - wrapped.cancel = cancel - return wrapped - } -} +export default class Promises { + static createTimeout (timeoutMs, timeoutMsg) { + let cancel = null + const wrapped = new Promise((resolve, reject) => { + const timeout = setTimeout( + () => { + reject(new Error(timeoutMsg + ' - Timed out after ' + timeoutMs + 'ms')) + }, + timeoutMs + ) + cancel = () => { + clearTimeout(timeout) + } + }) + wrapped.cancel = cancel + return wrapped + } +} diff --git a/lib/ProtocolResolver.js b/lib/ProtocolResolver.js index 6696e62..a1f38a9 100644 --- a/lib/ProtocolResolver.js +++ b/lib/ProtocolResolver.js @@ -1,7 +1,7 @@ -import * as Protocols from '../protocols/index.js' - -export const getProtocol = (protocolId) => { - if (!(protocolId in Protocols)) { throw Error('Protocol definition file missing: ' + protocolId) } - - return new Protocols[protocolId]() -} +import * as Protocols from '../protocols/index.js' + +export const getProtocol = (protocolId) => { + if (!(protocolId in Protocols)) { throw Error('Protocol definition file missing: ' + protocolId) } + + return new Protocols[protocolId]() +} diff --git a/lib/QueryRunner.js b/lib/QueryRunner.js index 2002954..23e018b 100644 --- a/lib/QueryRunner.js +++ b/lib/QueryRunner.js @@ -1,104 +1,104 @@ -import GameResolver from './GameResolver.js' -import { getProtocol } from './ProtocolResolver.js' -import GlobalUdpSocket from './GlobalUdpSocket.js' - -const defaultOptions = { - socketTimeout: 2000, - attemptTimeout: 10000, - maxAttempts: 1, - ipFamily: 0 -} - -export default class QueryRunner { - constructor (runnerOpts = {}) { - this.udpSocket = new GlobalUdpSocket({ - port: runnerOpts.listenUdpPort - }) - this.gameResolver = new GameResolver() - } - - async run (userOptions) { - for (const key of Object.keys(userOptions)) { - const value = userOptions[key] - if (['port', 'ipFamily'].includes(key)) { - userOptions[key] = parseInt(value) - } - } - - const { - port_query: gameQueryPort, - port_query_offset: gameQueryPortOffset, - ...gameOptions - } = this.gameResolver.lookup(userOptions.type) - const attempts = [] - - const optionsCollection = { - ...defaultOptions, - ...gameOptions, - ...userOptions - } - - const addAttemptWithPort = port => { - attempts.push({ - ...optionsCollection, - port - }) - } - - if (userOptions.port) { - if (!userOptions.givenPortOnly) { - if (gameQueryPortOffset) { addAttemptWithPort(userOptions.port + gameQueryPortOffset) } - - if (userOptions.port === gameOptions.port && gameQueryPort) { addAttemptWithPort(gameQueryPort) } - } - - attempts.push(optionsCollection) - } else if (gameQueryPort) { - addAttemptWithPort(gameQueryPort) - } else if (gameOptions.port) { - addAttemptWithPort(gameOptions.port + (gameQueryPortOffset || 0)) - } else { - // Hopefully the request doesn't need a port. If it does, it'll fail when making the request. - attempts.push(optionsCollection) - } - - const numRetries = userOptions.maxAttempts || gameOptions.maxAttempts || defaultOptions.maxAttempts - - let attemptNum = 0 - const errors = [] - for (const attempt of attempts) { - for (let retry = 0; retry < numRetries; retry++) { - attemptNum++ - let result - try { - result = await this._attempt(attempt) - } catch (e) { - e.stack = 'Attempt #' + attemptNum + ' - Port=' + attempt.port + ' Retry=' + (retry) + ':\n' + e.stack - errors.push(e) - } finally { - // Deno doesn't support unref, so we must close the socket after every connection - // https://github.com/denoland/deno/issues/20138 - if (typeof Deno !== "undefined") { - this.udpSocket?.socket?.close() - delete this.udpSocket - } - } - if (result) return result - } - } - - const err = new Error('Failed all ' + errors.length + ' attempts') - for (const e of errors) { - err.stack += '\n' + e.stack - } - - throw err - } - - async _attempt (options) { - const core = getProtocol(options.protocol) - core.options = options - core.udpSocket = this.udpSocket - return await core.runOnceSafe() - } -} +import GameResolver from './GameResolver.js' +import { getProtocol } from './ProtocolResolver.js' +import GlobalUdpSocket from './GlobalUdpSocket.js' + +const defaultOptions = { + socketTimeout: 2000, + attemptTimeout: 10000, + maxAttempts: 1, + ipFamily: 0 +} + +export default class QueryRunner { + constructor (runnerOpts = {}) { + this.udpSocket = new GlobalUdpSocket({ + port: runnerOpts.listenUdpPort + }) + this.gameResolver = new GameResolver() + } + + async run (userOptions) { + for (const key of Object.keys(userOptions)) { + const value = userOptions[key] + if (['port', 'ipFamily'].includes(key)) { + userOptions[key] = parseInt(value) + } + } + + const { + port_query: gameQueryPort, + port_query_offset: gameQueryPortOffset, + ...gameOptions + } = this.gameResolver.lookup(userOptions.type) + const attempts = [] + + const optionsCollection = { + ...defaultOptions, + ...gameOptions, + ...userOptions + } + + const addAttemptWithPort = port => { + attempts.push({ + ...optionsCollection, + port + }) + } + + if (userOptions.port) { + if (!userOptions.givenPortOnly) { + if (gameQueryPortOffset) { addAttemptWithPort(userOptions.port + gameQueryPortOffset) } + + if (userOptions.port === gameOptions.port && gameQueryPort) { addAttemptWithPort(gameQueryPort) } + } + + attempts.push(optionsCollection) + } else if (gameQueryPort) { + addAttemptWithPort(gameQueryPort) + } else if (gameOptions.port) { + addAttemptWithPort(gameOptions.port + (gameQueryPortOffset || 0)) + } else { + // Hopefully the request doesn't need a port. If it does, it'll fail when making the request. + attempts.push(optionsCollection) + } + + const numRetries = userOptions.maxAttempts || gameOptions.maxAttempts || defaultOptions.maxAttempts + + let attemptNum = 0 + const errors = [] + for (const attempt of attempts) { + for (let retry = 0; retry < numRetries; retry++) { + attemptNum++ + let result + try { + result = await this._attempt(attempt) + } catch (e) { + e.stack = 'Attempt #' + attemptNum + ' - Port=' + attempt.port + ' Retry=' + (retry) + ':\n' + e.stack + errors.push(e) + } finally { + // Deno doesn't support unref, so we must close the socket after every connection + // https://github.com/denoland/deno/issues/20138 + if (typeof Deno !== "undefined") { + this.udpSocket?.socket?.close() + delete this.udpSocket + } + } + if (result) return result + } + } + + const err = new Error('Failed all ' + errors.length + ' attempts') + for (const e of errors) { + err.stack += '\n' + e.stack + } + + throw err + } + + async _attempt (options) { + const core = getProtocol(options.protocol) + core.options = options + core.udpSocket = this.udpSocket + return await core.runOnceSafe() + } +} diff --git a/lib/Results.js b/lib/Results.js index 7d8abf9..205689c 100644 --- a/lib/Results.js +++ b/lib/Results.js @@ -1,32 +1,32 @@ -export class Player { - name = '' - raw = {} - - constructor (data) { - if (typeof data === 'string') { - this.name = data - } else { - const { name, ...raw } = data - if (name) this.name = name - if (raw) this.raw = raw - } - } -} - -export class Players extends Array { - push (data) { - super.push(new Player(data)) - } -} - -export class Results { - name = '' - map = '' - password = false - - raw = {} - - maxplayers = 0 - players = new Players() - bots = new Players() -} +export class Player { + name = '' + raw = {} + + constructor (data) { + if (typeof data === 'string') { + this.name = data + } else { + const { name, ...raw } = data + if (name) this.name = name + if (raw) this.raw = raw + } + } +} + +export class Players extends Array { + push (data) { + super.push(new Player(data)) + } +} + +export class Results { + name = '' + map = '' + password = false + + raw = {} + + maxplayers = 0 + players = new Players() + bots = new Players() +} diff --git a/lib/index.js b/lib/index.js index f77f041..396e7aa 100644 --- a/lib/index.js +++ b/lib/index.js @@ -1,23 +1,23 @@ -import QueryRunner from './QueryRunner.js' - -let singleton = null - -export default class Gamedig { - constructor (runnerOpts) { - this.queryRunner = new QueryRunner(runnerOpts) - } - - async query (userOptions) { - return await this.queryRunner.run(userOptions) - } - - static getInstance () { - if (!singleton) { singleton = new Gamedig() } - - return singleton - } - - static async query (...args) { - return await Gamedig.getInstance().query(...args) - } -} +import QueryRunner from './QueryRunner.js' + +let singleton = null + +export default class Gamedig { + constructor (runnerOpts) { + this.queryRunner = new QueryRunner(runnerOpts) + } + + async query (userOptions) { + return await this.queryRunner.run(userOptions) + } + + static getInstance () { + if (!singleton) { singleton = new Gamedig() } + + return singleton + } + + static async query (...args) { + return await Gamedig.getInstance().query(...args) + } +} diff --git a/lib/reader.js b/lib/reader.js index 4b02092..04033fb 100644 --- a/lib/reader.js +++ b/lib/reader.js @@ -1,172 +1,172 @@ -import Iconv from 'iconv-lite' -import Long from 'long' -import { Buffer } from 'node:buffer' -import Varint from 'varint' - -function readUInt64BE (buffer, offset) { - const high = buffer.readUInt32BE(offset) - const low = buffer.readUInt32BE(offset + 4) - return new Long(low, high, true) -} -function readUInt64LE (buffer, offset) { - const low = buffer.readUInt32LE(offset) - const high = buffer.readUInt32LE(offset + 4) - return new Long(low, high, true) -} - -export default class Reader { - /** - * @param {Core} query - * @param {Buffer} buffer - **/ - constructor (query, buffer) { - this.defaultEncoding = query.options.encoding || query.encoding - this.defaultDelimiter = query.delimiter - this.defaultByteOrder = query.byteorder - this.buffer = buffer - this.i = 0 - } - - setOffset (offset) { - this.i = offset - } - - offset () { - return this.i - } - - skip (i) { - this.i += i - } - - pascalString (bytesForSize, adjustment = 0) { - const length = this.uint(bytesForSize) + adjustment - return this.string(length) - } - - string (arg) { - let encoding = this.defaultEncoding - let length = null - let delimiter = this.defaultDelimiter - - if (typeof arg === 'string') delimiter = arg - else if (typeof arg === 'number') length = arg - else if (typeof arg === 'object') { - if ('encoding' in arg) encoding = arg.encoding - if ('length' in arg) length = arg.length - if ('delimiter' in arg) delimiter = arg.delimiter - } - - if (encoding === 'latin1') encoding = 'win1252' - - const start = this.i - let end = start - if (length === null) { - // terminated by the delimiter - let delim = delimiter - if (typeof delim === 'string') delim = delim.charCodeAt(0) - while (true) { - if (end >= this.buffer.length) { - end = this.buffer.length - break - } - if (this.buffer.readUInt8(end) === delim) break - end++ - } - this.i = end + 1 - } else if (length <= 0) { - return '' - } else { - end = start + length - if (end >= this.buffer.length) { - end = this.buffer.length - } - this.i = end - } - - const slice = this.buffer.slice(start, end) - const enc = encoding - if (enc === 'utf8' || enc === 'ucs2' || enc === 'binary') { - return slice.toString(enc) - } else { - return Iconv.decode(slice, enc) - } - } - - int (bytes) { - let r = 0 - if (this.remaining() >= bytes) { - if (this.defaultByteOrder === 'be') { - if (bytes === 1) r = this.buffer.readInt8(this.i) - else if (bytes === 2) r = this.buffer.readInt16BE(this.i) - else if (bytes === 4) r = this.buffer.readInt32BE(this.i) - } else { - if (bytes === 1) r = this.buffer.readInt8(this.i) - else if (bytes === 2) r = this.buffer.readInt16LE(this.i) - else if (bytes === 4) r = this.buffer.readInt32LE(this.i) - } - } - this.i += bytes - return r - } - - /** @returns {number} */ - uint (bytes) { - let r = 0 - if (this.remaining() >= bytes) { - if (this.defaultByteOrder === 'be') { - if (bytes === 1) r = this.buffer.readUInt8(this.i) - else if (bytes === 2) r = this.buffer.readUInt16BE(this.i) - else if (bytes === 4) r = this.buffer.readUInt32BE(this.i) - else if (bytes === 8) r = readUInt64BE(this.buffer, this.i) - } else { - if (bytes === 1) r = this.buffer.readUInt8(this.i) - else if (bytes === 2) r = this.buffer.readUInt16LE(this.i) - else if (bytes === 4) r = this.buffer.readUInt32LE(this.i) - else if (bytes === 8) r = readUInt64LE(this.buffer, this.i) - } - } - this.i += bytes - return r - } - - float () { - let r = 0 - if (this.remaining() >= 4) { - if (this.defaultByteOrder === 'be') r = this.buffer.readFloatBE(this.i) - else r = this.buffer.readFloatLE(this.i) - } - this.i += 4 - return r - } - - varint () { - const out = Varint.decode(this.buffer, this.i) - this.i += Varint.decode.bytes - return out - } - - /** @returns Buffer */ - part (bytes) { - let r - if (this.remaining() >= bytes) { - r = this.buffer.slice(this.i, this.i + bytes) - } else { - r = Buffer.from([]) - } - this.i += bytes - return r - } - - remaining () { - return this.buffer.length - this.i - } - - rest () { - return this.buffer.slice(this.i) - } - - done () { - return this.i >= this.buffer.length - } -} +import Iconv from 'iconv-lite' +import Long from 'long' +import { Buffer } from 'node:buffer' +import Varint from 'varint' + +function readUInt64BE (buffer, offset) { + const high = buffer.readUInt32BE(offset) + const low = buffer.readUInt32BE(offset + 4) + return new Long(low, high, true) +} +function readUInt64LE (buffer, offset) { + const low = buffer.readUInt32LE(offset) + const high = buffer.readUInt32LE(offset + 4) + return new Long(low, high, true) +} + +export default class Reader { + /** + * @param {Core} query + * @param {Buffer} buffer + **/ + constructor (query, buffer) { + this.defaultEncoding = query.options.encoding || query.encoding + this.defaultDelimiter = query.delimiter + this.defaultByteOrder = query.byteorder + this.buffer = buffer + this.i = 0 + } + + setOffset (offset) { + this.i = offset + } + + offset () { + return this.i + } + + skip (i) { + this.i += i + } + + pascalString (bytesForSize, adjustment = 0) { + const length = this.uint(bytesForSize) + adjustment + return this.string(length) + } + + string (arg) { + let encoding = this.defaultEncoding + let length = null + let delimiter = this.defaultDelimiter + + if (typeof arg === 'string') delimiter = arg + else if (typeof arg === 'number') length = arg + else if (typeof arg === 'object') { + if ('encoding' in arg) encoding = arg.encoding + if ('length' in arg) length = arg.length + if ('delimiter' in arg) delimiter = arg.delimiter + } + + if (encoding === 'latin1') encoding = 'win1252' + + const start = this.i + let end = start + if (length === null) { + // terminated by the delimiter + let delim = delimiter + if (typeof delim === 'string') delim = delim.charCodeAt(0) + while (true) { + if (end >= this.buffer.length) { + end = this.buffer.length + break + } + if (this.buffer.readUInt8(end) === delim) break + end++ + } + this.i = end + 1 + } else if (length <= 0) { + return '' + } else { + end = start + length + if (end >= this.buffer.length) { + end = this.buffer.length + } + this.i = end + } + + const slice = this.buffer.slice(start, end) + const enc = encoding + if (enc === 'utf8' || enc === 'ucs2' || enc === 'binary') { + return slice.toString(enc) + } else { + return Iconv.decode(slice, enc) + } + } + + int (bytes) { + let r = 0 + if (this.remaining() >= bytes) { + if (this.defaultByteOrder === 'be') { + if (bytes === 1) r = this.buffer.readInt8(this.i) + else if (bytes === 2) r = this.buffer.readInt16BE(this.i) + else if (bytes === 4) r = this.buffer.readInt32BE(this.i) + } else { + if (bytes === 1) r = this.buffer.readInt8(this.i) + else if (bytes === 2) r = this.buffer.readInt16LE(this.i) + else if (bytes === 4) r = this.buffer.readInt32LE(this.i) + } + } + this.i += bytes + return r + } + + /** @returns {number} */ + uint (bytes) { + let r = 0 + if (this.remaining() >= bytes) { + if (this.defaultByteOrder === 'be') { + if (bytes === 1) r = this.buffer.readUInt8(this.i) + else if (bytes === 2) r = this.buffer.readUInt16BE(this.i) + else if (bytes === 4) r = this.buffer.readUInt32BE(this.i) + else if (bytes === 8) r = readUInt64BE(this.buffer, this.i) + } else { + if (bytes === 1) r = this.buffer.readUInt8(this.i) + else if (bytes === 2) r = this.buffer.readUInt16LE(this.i) + else if (bytes === 4) r = this.buffer.readUInt32LE(this.i) + else if (bytes === 8) r = readUInt64LE(this.buffer, this.i) + } + } + this.i += bytes + return r + } + + float () { + let r = 0 + if (this.remaining() >= 4) { + if (this.defaultByteOrder === 'be') r = this.buffer.readFloatBE(this.i) + else r = this.buffer.readFloatLE(this.i) + } + this.i += 4 + return r + } + + varint () { + const out = Varint.decode(this.buffer, this.i) + this.i += Varint.decode.bytes + return out + } + + /** @returns Buffer */ + part (bytes) { + let r + if (this.remaining() >= bytes) { + r = this.buffer.slice(this.i, this.i + bytes) + } else { + r = Buffer.from([]) + } + this.i += bytes + return r + } + + remaining () { + return this.buffer.length - this.i + } + + rest () { + return this.buffer.slice(this.i) + } + + done () { + return this.i >= this.buffer.length + } +} diff --git a/protocols/armagetron.js b/protocols/armagetron.js index 11c065f..0d47704 100644 --- a/protocols/armagetron.js +++ b/protocols/armagetron.js @@ -1,65 +1,65 @@ -import Core from './core.js' - -export default class armagetron extends Core { - constructor () { - super() - this.encoding = 'latin1' - this.byteorder = 'be' - } - - async run (state) { - const b = Buffer.from([0, 0x35, 0, 0, 0, 0, 0, 0x11]) - - const buffer = await this.udpSend(b, b => b) - const reader = this.reader(buffer) - - reader.skip(6) - - state.gamePort = this.readUInt(reader) - state.raw.hostname = this.readString(reader) - state.name = this.stripColorCodes(this.readString(reader)) - state.numplayers = this.readUInt(reader) - state.raw.versionmin = this.readUInt(reader) - state.raw.versionmax = this.readUInt(reader) - state.raw.version = this.readString(reader) - state.maxplayers = this.readUInt(reader) - - const players = this.readString(reader) - const list = players.split('\n') - for (const name of list) { - if (!name) continue - state.players.push({ - name: this.stripColorCodes(name) - }) - } - - state.raw.options = this.stripColorCodes(this.readString(reader)) - state.raw.uri = this.readString(reader) - state.raw.globalids = this.readString(reader) - } - - readUInt (reader) { - const a = reader.uint(2) - const b = reader.uint(2) - return (b << 16) + a - } - - readString (reader) { - const len = reader.uint(2) - if (!len) return '' - - let out = '' - for (let i = 0; i < len; i += 2) { - const hi = reader.uint(1) - const lo = reader.uint(1) - if (i + 1 < len) out += String.fromCharCode(lo) - if (i + 2 < len) out += String.fromCharCode(hi) - } - - return out - } - - stripColorCodes (str) { - return str.replace(/0x[0-9a-f]{6}/g, '') - } -} +import Core from './core.js' + +export default class armagetron extends Core { + constructor () { + super() + this.encoding = 'latin1' + this.byteorder = 'be' + } + + async run (state) { + const b = Buffer.from([0, 0x35, 0, 0, 0, 0, 0, 0x11]) + + const buffer = await this.udpSend(b, b => b) + const reader = this.reader(buffer) + + reader.skip(6) + + state.gamePort = this.readUInt(reader) + state.raw.hostname = this.readString(reader) + state.name = this.stripColorCodes(this.readString(reader)) + state.numplayers = this.readUInt(reader) + state.raw.versionmin = this.readUInt(reader) + state.raw.versionmax = this.readUInt(reader) + state.raw.version = this.readString(reader) + state.maxplayers = this.readUInt(reader) + + const players = this.readString(reader) + const list = players.split('\n') + for (const name of list) { + if (!name) continue + state.players.push({ + name: this.stripColorCodes(name) + }) + } + + state.raw.options = this.stripColorCodes(this.readString(reader)) + state.raw.uri = this.readString(reader) + state.raw.globalids = this.readString(reader) + } + + readUInt (reader) { + const a = reader.uint(2) + const b = reader.uint(2) + return (b << 16) + a + } + + readString (reader) { + const len = reader.uint(2) + if (!len) return '' + + let out = '' + for (let i = 0; i < len; i += 2) { + const hi = reader.uint(1) + const lo = reader.uint(1) + if (i + 1 < len) out += String.fromCharCode(lo) + if (i + 2 < len) out += String.fromCharCode(hi) + } + + return out + } + + stripColorCodes (str) { + return str.replace(/0x[0-9a-f]{6}/g, '') + } +} diff --git a/protocols/ase.js b/protocols/ase.js index b96bfdf..7af7cfc 100644 --- a/protocols/ase.js +++ b/protocols/ase.js @@ -1,45 +1,45 @@ -import Core from './core.js' - -export default class ase extends Core { - async run (state) { - const buffer = await this.udpSend('s', (buffer) => { - const reader = this.reader(buffer) - const header = reader.string(4) - if (header === 'EYE1') return reader.rest() - }) - - const reader = this.reader(buffer) - state.raw.gamename = this.readString(reader) - state.gamePort = parseInt(this.readString(reader)) - 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.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) - } - } - - readString (reader) { - return reader.pascalString(1, -1) - } -} +import Core from './core.js' + +export default class ase extends Core { + async run (state) { + const buffer = await this.udpSend('s', (buffer) => { + const reader = this.reader(buffer) + const header = reader.string(4) + if (header === 'EYE1') return reader.rest() + }) + + const reader = this.reader(buffer) + state.raw.gamename = this.readString(reader) + state.gamePort = parseInt(this.readString(reader)) + 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.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) + } + } + + readString (reader) { + return reader.pascalString(1, -1) + } +} diff --git a/protocols/assettocorsa.js b/protocols/assettocorsa.js index ad14a6b..41058db 100644 --- a/protocols/assettocorsa.js +++ b/protocols/assettocorsa.js @@ -1,40 +1,40 @@ -import Core from './core.js' - -export default class assettocorsa extends Core { - async run (state) { - const serverInfo = await this.request({ - url: `http://${this.options.address}:${this.options.port}/INFO`, - responseType: 'json' - }) - const carInfo = await this.request({ - url: `http://${this.options.address}:${this.options.port}/JSON|${parseInt(Math.random() * 999999999999999, 10)}`, - responseType: 'json' - }) - - if (!serverInfo || !carInfo || !carInfo.Cars) { - throw new Error('Query not successful') - } - - state.maxplayers = serverInfo.maxclients - state.name = serverInfo.name - state.map = serverInfo.track - state.password = serverInfo.pass - state.gamePort = serverInfo.port - state.raw.carInfo = carInfo.Cars - state.raw.serverInfo = serverInfo - - for (const car of carInfo.Cars) { - if (car.IsConnected) { - state.players.push({ - name: car.DriverName, - car: car.Model, - skin: car.Skin, - nation: car.DriverNation, - team: car.DriverTeam - }) - } - } - - state.numplayers = carInfo.Cars.length - } -} +import Core from './core.js' + +export default class assettocorsa extends Core { + async run (state) { + const serverInfo = await this.request({ + url: `http://${this.options.address}:${this.options.port}/INFO`, + responseType: 'json' + }) + const carInfo = await this.request({ + url: `http://${this.options.address}:${this.options.port}/JSON|${parseInt(Math.random() * 999999999999999, 10)}`, + responseType: 'json' + }) + + if (!serverInfo || !carInfo || !carInfo.Cars) { + throw new Error('Query not successful') + } + + state.maxplayers = serverInfo.maxclients + state.name = serverInfo.name + state.map = serverInfo.track + state.password = serverInfo.pass + state.gamePort = serverInfo.port + state.raw.carInfo = carInfo.Cars + state.raw.serverInfo = serverInfo + + for (const car of carInfo.Cars) { + if (car.IsConnected) { + state.players.push({ + name: car.DriverName, + car: car.Model, + skin: car.Skin, + nation: car.DriverNation, + team: car.DriverTeam + }) + } + } + + state.numplayers = carInfo.Cars.length + } +} diff --git a/protocols/battlefield.js b/protocols/battlefield.js index e4c08b5..e27a2a5 100644 --- a/protocols/battlefield.js +++ b/protocols/battlefield.js @@ -1,162 +1,162 @@ -import Core from './core.js' - -export default class battlefield extends Core { - constructor () { - super() - this.encoding = 'latin1' - } - - async run (state) { - await this.withTcp(async socket => { - { - const data = await this.query(socket, ['serverInfo']) - state.name = data.shift() - state.numplayers = parseInt(data.shift()) - state.maxplayers = parseInt(data.shift()) - state.raw.gametype = data.shift() - state.map = data.shift() - state.raw.roundsplayed = parseInt(data.shift()) - state.raw.roundstotal = parseInt(data.shift()) - - const teamCount = data.shift() - state.raw.teams = [] - for (let i = 0; i < teamCount; i++) { - const tickets = parseFloat(data.shift()) - state.raw.teams.push({ - tickets - }) - } - - state.raw.targetscore = parseInt(data.shift()) - state.raw.status = data.shift() - - // Seems like the fields end at random places beyond this point - // depending on the server version - - if (data.length) state.raw.ranked = (data.shift() === 'true') - if (data.length) state.raw.punkbuster = (data.shift() === 'true') - if (data.length) state.password = (data.shift() === 'true') - if (data.length) state.raw.uptime = parseInt(data.shift()) - if (data.length) state.raw.roundtime = parseInt(data.shift()) - - const isBadCompany2 = data[0] === 'BC2' - if (isBadCompany2) { - if (data.length) data.shift() - if (data.length) data.shift() - } - if (data.length) { - state.raw.ip = data.shift() - const split = state.raw.ip.split(':') - state.gameHost = split[0] - state.gamePort = split[1] - } else { - // best guess if the server doesn't tell us what the server port is - // these are just the default game ports for different default query ports - if (this.options.port === 48888) state.gamePort = 7673 - if (this.options.port === 22000) state.gamePort = 25200 - } - if (data.length) state.raw.punkbusterversion = data.shift() - if (data.length) state.raw.joinqueue = (data.shift() === 'true') - if (data.length) state.raw.region = data.shift() - if (data.length) state.raw.pingsite = data.shift() - if (data.length) state.raw.country = data.shift() - if (data.length) state.raw.quickmatch = (data.shift() === 'true') - } - - { - const data = await this.query(socket, ['version']) - data.shift() - state.raw.version = data.shift() - } - - { - const data = await this.query(socket, ['listPlayers', 'all']) - const fieldCount = parseInt(data.shift()) - const fields = [] - for (let i = 0; i < fieldCount; i++) { - fields.push(data.shift()) - } - const numplayers = data.shift() - for (let i = 0; i < numplayers; i++) { - const player = {} - for (let key of fields) { - let value = data.shift() - - if (key === 'teamId') key = 'team' - else if (key === 'squadId') key = 'squad' - - if ( - key === 'kills' || - key === 'deaths' || - key === 'score' || - key === 'rank' || - key === 'team' || - key === 'squad' || - key === 'ping' || - key === 'type' - ) { - value = parseInt(value) - } - - player[key] = value - } - state.players.push(player) - } - } - }) - } - - async query (socket, params) { - const outPacket = this.buildPacket(params) - return await this.tcpSend(socket, outPacket, (data) => { - const decoded = this.decodePacket(data) - if (decoded) { - this.logger.debug(decoded) - if (decoded.shift() !== 'OK') throw new Error('Missing OK') - return decoded - } - }) - } - - buildPacket (params) { - const paramBuffers = [] - for (const param of params) { - paramBuffers.push(Buffer.from(param, 'utf8')) - } - - let totalLength = 12 - for (const paramBuffer of paramBuffers) { - totalLength += paramBuffer.length + 1 + 4 - } - - const b = Buffer.alloc(totalLength) - b.writeUInt32LE(0, 0) - b.writeUInt32LE(totalLength, 4) - b.writeUInt32LE(params.length, 8) - let offset = 12 - for (const paramBuffer of paramBuffers) { - b.writeUInt32LE(paramBuffer.length, offset); offset += 4 - paramBuffer.copy(b, offset); offset += paramBuffer.length - b.writeUInt8(0, offset); offset += 1 - } - - return b - } - - decodePacket (buffer) { - if (buffer.length < 8) return false - const reader = this.reader(buffer) - reader.uint(4) // header - const totalLength = reader.uint(4) - if (buffer.length < totalLength) return false - this.logger.debug('Expected ' + totalLength + ' bytes, have ' + buffer.length) - - const paramCount = reader.uint(4) - const params = [] - for (let i = 0; i < paramCount; i++) { - params.push(reader.pascalString(4)) - reader.uint(1) // strNull - } - return params - } -} +import Core from './core.js' + +export default class battlefield extends Core { + constructor () { + super() + this.encoding = 'latin1' + } + + async run (state) { + await this.withTcp(async socket => { + { + const data = await this.query(socket, ['serverInfo']) + state.name = data.shift() + state.numplayers = parseInt(data.shift()) + state.maxplayers = parseInt(data.shift()) + state.raw.gametype = data.shift() + state.map = data.shift() + state.raw.roundsplayed = parseInt(data.shift()) + state.raw.roundstotal = parseInt(data.shift()) + + const teamCount = data.shift() + state.raw.teams = [] + for (let i = 0; i < teamCount; i++) { + const tickets = parseFloat(data.shift()) + state.raw.teams.push({ + tickets + }) + } + + state.raw.targetscore = parseInt(data.shift()) + state.raw.status = data.shift() + + // Seems like the fields end at random places beyond this point + // depending on the server version + + if (data.length) state.raw.ranked = (data.shift() === 'true') + if (data.length) state.raw.punkbuster = (data.shift() === 'true') + if (data.length) state.password = (data.shift() === 'true') + if (data.length) state.raw.uptime = parseInt(data.shift()) + if (data.length) state.raw.roundtime = parseInt(data.shift()) + + const isBadCompany2 = data[0] === 'BC2' + if (isBadCompany2) { + if (data.length) data.shift() + if (data.length) data.shift() + } + if (data.length) { + state.raw.ip = data.shift() + const split = state.raw.ip.split(':') + state.gameHost = split[0] + state.gamePort = split[1] + } else { + // best guess if the server doesn't tell us what the server port is + // these are just the default game ports for different default query ports + if (this.options.port === 48888) state.gamePort = 7673 + if (this.options.port === 22000) state.gamePort = 25200 + } + if (data.length) state.raw.punkbusterversion = data.shift() + if (data.length) state.raw.joinqueue = (data.shift() === 'true') + if (data.length) state.raw.region = data.shift() + if (data.length) state.raw.pingsite = data.shift() + if (data.length) state.raw.country = data.shift() + if (data.length) state.raw.quickmatch = (data.shift() === 'true') + } + + { + const data = await this.query(socket, ['version']) + data.shift() + state.raw.version = data.shift() + } + + { + const data = await this.query(socket, ['listPlayers', 'all']) + const fieldCount = parseInt(data.shift()) + const fields = [] + for (let i = 0; i < fieldCount; i++) { + fields.push(data.shift()) + } + const numplayers = data.shift() + for (let i = 0; i < numplayers; i++) { + const player = {} + for (let key of fields) { + let value = data.shift() + + if (key === 'teamId') key = 'team' + else if (key === 'squadId') key = 'squad' + + if ( + key === 'kills' || + key === 'deaths' || + key === 'score' || + key === 'rank' || + key === 'team' || + key === 'squad' || + key === 'ping' || + key === 'type' + ) { + value = parseInt(value) + } + + player[key] = value + } + state.players.push(player) + } + } + }) + } + + async query (socket, params) { + const outPacket = this.buildPacket(params) + return await this.tcpSend(socket, outPacket, (data) => { + const decoded = this.decodePacket(data) + if (decoded) { + this.logger.debug(decoded) + if (decoded.shift() !== 'OK') throw new Error('Missing OK') + return decoded + } + }) + } + + buildPacket (params) { + const paramBuffers = [] + for (const param of params) { + paramBuffers.push(Buffer.from(param, 'utf8')) + } + + let totalLength = 12 + for (const paramBuffer of paramBuffers) { + totalLength += paramBuffer.length + 1 + 4 + } + + const b = Buffer.alloc(totalLength) + b.writeUInt32LE(0, 0) + b.writeUInt32LE(totalLength, 4) + b.writeUInt32LE(params.length, 8) + let offset = 12 + for (const paramBuffer of paramBuffers) { + b.writeUInt32LE(paramBuffer.length, offset); offset += 4 + paramBuffer.copy(b, offset); offset += paramBuffer.length + b.writeUInt8(0, offset); offset += 1 + } + + return b + } + + decodePacket (buffer) { + if (buffer.length < 8) return false + const reader = this.reader(buffer) + reader.uint(4) // header + const totalLength = reader.uint(4) + if (buffer.length < totalLength) return false + this.logger.debug('Expected ' + totalLength + ' bytes, have ' + buffer.length) + + const paramCount = reader.uint(4) + const params = [] + for (let i = 0; i < paramCount; i++) { + params.push(reader.pascalString(4)) + reader.uint(1) // strNull + } + return params + } +} diff --git a/protocols/buildandshoot.js b/protocols/buildandshoot.js index e1bc164..1b742da 100644 --- a/protocols/buildandshoot.js +++ b/protocols/buildandshoot.js @@ -1,55 +1,55 @@ -import Core from './core.js' -import * as cheerio from 'cheerio' - -export default class buildandshoot extends Core { - async run (state) { - const body = await this.request({ - url: 'http://' + this.options.address + ':' + this.options.port + '/' - }) - - let m - - m = body.match(/status server for (.*?)\.?[\r\n]/) - if (m) state.name = m[1] - - m = body.match(/Current uptime: (\d+)/) - if (m) state.raw.uptime = m[1] - - m = body.match(/currently running (.*?) by /) - if (m) state.map = m[1] - - m = body.match(/Current players: (\d+)\/(\d+)/) - if (m) { - state.numplayers = parseInt(m[1]) - state.maxplayers = m[2] - } - - m = body.match(/aos:\/\/[0-9]+:[0-9]+/) - if (m) { - state.connect = m[0] - } - - const $ = cheerio.load(body) - $('#playerlist tbody tr').each((i, tr) => { - if (!$(tr).find('td').first().attr('colspan')) { - state.players.push({ - name: $(tr).find('td').eq(2).text(), - ping: $(tr).find('td').eq(3).text().trim(), - team: $(tr).find('td').eq(4).text().toLowerCase(), - score: parseInt($(tr).find('td').eq(5).text()) - }) - } - }) - /* - var m = this.options.address.match(/(\d+)\.(\d+)\.(\d+)\.(\d+)/); - if(m) { - var o1 = parseInt(m[1]); - var o2 = parseInt(m[2]); - var o3 = parseInt(m[3]); - var o4 = parseInt(m[4]); - var addr = o1+(o2<<8)+(o3<<16)+(o4<<24); - state.raw.url = 'aos://'+addr; - } - */ - } -} +import Core from './core.js' +import * as cheerio from 'cheerio' + +export default class buildandshoot extends Core { + async run (state) { + const body = await this.request({ + url: 'http://' + this.options.address + ':' + this.options.port + '/' + }) + + let m + + m = body.match(/status server for (.*?)\.?[\r\n]/) + if (m) state.name = m[1] + + m = body.match(/Current uptime: (\d+)/) + if (m) state.raw.uptime = m[1] + + m = body.match(/currently running (.*?) by /) + if (m) state.map = m[1] + + m = body.match(/Current players: (\d+)\/(\d+)/) + if (m) { + state.numplayers = parseInt(m[1]) + state.maxplayers = m[2] + } + + m = body.match(/aos:\/\/[0-9]+:[0-9]+/) + if (m) { + state.connect = m[0] + } + + const $ = cheerio.load(body) + $('#playerlist tbody tr').each((i, tr) => { + if (!$(tr).find('td').first().attr('colspan')) { + state.players.push({ + name: $(tr).find('td').eq(2).text(), + ping: $(tr).find('td').eq(3).text().trim(), + team: $(tr).find('td').eq(4).text().toLowerCase(), + score: parseInt($(tr).find('td').eq(5).text()) + }) + } + }) + /* + var m = this.options.address.match(/(\d+)\.(\d+)\.(\d+)\.(\d+)/); + if(m) { + var o1 = parseInt(m[1]); + var o2 = parseInt(m[2]); + var o3 = parseInt(m[3]); + var o4 = parseInt(m[4]); + var addr = o1+(o2<<8)+(o3<<16)+(o4<<24); + state.raw.url = 'aos://'+addr; + } + */ + } +} diff --git a/protocols/core.js b/protocols/core.js index d7ed549..51730b3 100644 --- a/protocols/core.js +++ b/protocols/core.js @@ -1,349 +1,349 @@ -import { EventEmitter } from 'node:events' -import * as net from 'node:net' -import got from 'got' -import Reader from '../lib/reader.js' -import { debugDump } from '../lib/HexUtil.js' -import Logger from '../lib/Logger.js' -import DnsResolver from '../lib/DnsResolver.js' -import { Results } from '../lib/Results.js' -import Promises from '../lib/Promises.js' - -let uid = 0 - -export default class Core extends EventEmitter { - constructor () { - super() - this.encoding = 'utf8' - this.byteorder = 'le' - this.delimiter = '\0' - this.srvRecord = null - this.abortedPromise = null - this.logger = new Logger() - this.dnsResolver = new DnsResolver(this.logger) - - // Sent to us by QueryRunner - this.options = null - /** @type GlobalUdpSocket */ - this.udpSocket = null - this.shortestRTT = 0 - this.usedTcp = false - } - - // Runs a single attempt with a timeout and cleans up afterward - async runOnceSafe () { - if (this.options.debug) { - this.logger.debugEnabled = true - } - this.logger.prefix = 'Q#' + (uid++) - - this.logger.debug('Starting') - this.logger.debug('Protocol: ' + this.constructor.name) - this.logger.debug('Options:', this.options) - - let abortCall = null - this.abortedPromise = new Promise((resolve, reject) => { - abortCall = () => reject(new Error('Query is finished -- cancelling outstanding promises')) - }).catch(() => { - // Make sure that if this promise isn't attached to, it doesn't throw a unhandled promise rejection - }) - - let timeout - try { - const promise = this.runOnce() - timeout = Promises.createTimeout(this.options.attemptTimeout, 'Attempt') - const result = await Promise.race([promise, timeout]) - this.logger.debug('Query was successful') - return result - } catch (e) { - this.logger.debug('Query failed with error', e) - throw e - } finally { - timeout && timeout.cancel() - try { - abortCall() - } catch (e) { - this.logger.debug('Error during abort cleanup: ' + e.stack) - } - } - } - - async runOnce () { - const options = this.options - if (('host' in options) && !('address' in options)) { - const resolved = await this.dnsResolver.resolve(options.host, options.ipFamily, this.srvRecord) - options.address = resolved.address - if (resolved.port) options.port = resolved.port - } - - const state = new Results() - - await this.run(state) - - // because lots of servers prefix with spaces to try to appear first - state.name = (state.name || '').trim() - - if (!('connect' in state)) { - state.connect = '' + - (state.gameHost || this.options.host || this.options.address) + - ':' + - (state.gamePort || this.options.port) - } - state.ping = this.shortestRTT - delete state.gameHost - delete state.gamePort - - this.logger.debug(log => { - log('Size of players array: ' + state.players.length) - log('Size of bots array: ' + state.bots.length) - }) - - return state - } - - async run (/** Results */ state) {} - - /** Param can be a time in ms, or a promise (which will be timed) */ - registerRtt (param) { - if (param.then) { - const start = Date.now() - param.then(() => { - const end = Date.now() - const rtt = end - start - this.registerRtt(rtt) - }).catch(() => {}) - } else { - this.logger.debug('Registered RTT: ' + param + 'ms') - if (this.shortestRTT === 0 || param < this.shortestRTT) { - this.shortestRTT = param - } - } - } - - // utils - /** @returns {Reader} */ - reader (buffer) { - return new Reader(this, buffer) - } - - translate (obj, trans) { - for (const from of Object.keys(trans)) { - const to = trans[from] - if (from in obj) { - if (to) obj[to] = obj[from] - delete obj[from] - } - } - } - - trueTest (str) { - if (typeof str === 'boolean') return str - if (typeof str === 'number') return str !== 0 - if (typeof str === 'string') { - if (str.toLowerCase() === 'true') return true - if (str.toLowerCase() === 'yes') return true - if (str === '1') return true - } - return false - } - - assertValidPort (port) { - if (!port) { - throw new Error('Could not determine port to query. Did you provide a port?') - } - if (port < 1 || port > 65535) { - throw new Error('Invalid tcp/ip port: ' + port) - } - } - - /** - * @template T - * @param {function(NodeJS.Socket):Promise} fn - * @param {number=} port - * @returns {Promise} - */ - async withTcp (fn, port) { - this.usedTcp = true - const address = this.options.address - if (!port) port = this.options.port - this.assertValidPort(port) - - let socket, connectionTimeout - try { - socket = net.connect(port, address) - socket.setNoDelay(true) - - // Prevent unhandled 'error' events from dumping straight to console - socket.on('error', () => {}) - - this.logger.debug(log => { - this.logger.debug(address + ':' + port + ' TCP Connecting') - const writeHook = socket.write - socket.write = (...args) => { - log(address + ':' + port + ' TCP-->') - log(debugDump(args[0])) - writeHook.apply(socket, args) - } - socket.on('error', e => log('TCP Error:', e)) - socket.on('close', () => log('TCP Closed')) - socket.on('data', (data) => { - log(address + ':' + port + ' <--TCP') - log(data) - }) - socket.on('ready', () => log(address + ':' + port + ' TCP Connected')) - }) - - const connectionPromise = new Promise((resolve, reject) => { - socket.on('ready', resolve) - socket.on('close', () => reject(new Error('TCP Connection Refused'))) - }) - this.registerRtt(connectionPromise) - connectionTimeout = Promises.createTimeout(this.options.socketTimeout, 'TCP Opening') - await Promise.race([ - connectionPromise, - connectionTimeout, - this.abortedPromise - ]) - return await fn(socket) - } finally { - socket && socket.destroy() - connectionTimeout && connectionTimeout.cancel() - } - } - - /** - * @template T - * @param {NodeJS.Socket} socket - * @param {Buffer|string} buffer - * @param {function(Buffer):T} ondata - * @returns Promise - */ - async tcpSend (socket, buffer, ondata) { - let timeout - try { - const promise = new Promise((resolve, reject) => { - let received = Buffer.from([]) - const onData = (data) => { - received = Buffer.concat([received, data]) - const result = ondata(received) - if (result !== undefined) { - socket.removeListener('data', onData) - resolve(result) - } - } - socket.on('data', onData) - socket.write(buffer) - }) - timeout = Promises.createTimeout(this.options.socketTimeout, 'TCP') - return await Promise.race([promise, timeout, this.abortedPromise]) - } finally { - timeout && timeout.cancel() - } - } - - /** - * @param {Buffer|string} buffer - * @param {function(Buffer):T=} onPacket - * @param {(function():T)=} onTimeout - * @returns Promise - * @template T - */ - async udpSend (buffer, onPacket, onTimeout) { - const address = this.options.address - const port = this.options.port - this.assertValidPort(port) - - if (typeof buffer === 'string') buffer = Buffer.from(buffer, 'binary') - - const socket = this.udpSocket - await socket.send(buffer, address, port, this.options.debug) - - if (!onPacket && !onTimeout) { - return null - } - - let socketCallback - let timeout - try { - const promise = new Promise((resolve, reject) => { - const start = Date.now() - let end = null - socketCallback = (fromAddress, fromPort, buffer) => { - try { - if (fromAddress !== address) return - if (fromPort !== port) return - if (end === null) { - end = Date.now() - const rtt = end - start - this.registerRtt(rtt) - } - const result = onPacket(buffer) - if (result !== undefined) { - this.logger.debug('UDP send finished by callback') - resolve(result) - } - } catch (e) { - reject(e) - } - } - socket.addCallback(socketCallback, this.options.debug) - }) - timeout = Promises.createTimeout(this.options.socketTimeout, 'UDP') - const wrappedTimeout = new Promise((resolve, reject) => { - timeout.catch((e) => { - this.logger.debug('UDP timeout detected') - if (onTimeout) { - try { - const result = onTimeout() - if (result !== undefined) { - this.logger.debug('UDP timeout resolved by callback') - resolve(result) - return - } - } catch (e) { - reject(e) - } - } - reject(e) - }) - }) - return await Promise.race([promise, wrappedTimeout, this.abortedPromise]) - } finally { - timeout && timeout.cancel() - socketCallback && socket.removeCallback(socketCallback) - } - } - - async tcpPing () { - // This will give a much more accurate RTT than using the rtt of an http request. - if (!this.usedTcp) { - await this.withTcp(() => {}) - } - } - - async request (params) { - await this.tcpPing() - - let requestPromise - try { - requestPromise = got({ - ...params, - timeout: { - request: this.options.socketTimeout - } - }) - this.logger.debug(log => { - log(() => params.url + ' HTTP-->') - requestPromise - .then((response) => log(params.url + ' <--HTTP ' + response.statusCode)) - .catch(() => {}) - }) - const wrappedPromise = requestPromise.then(response => { - if (response.statusCode !== 200) throw new Error('Bad status code: ' + response.statusCode) - return response.body - }) - return await Promise.race([wrappedPromise, this.abortedPromise]) - } finally { - requestPromise && requestPromise.cancel() - } - } -} +import { EventEmitter } from 'node:events' +import * as net from 'node:net' +import got from 'got' +import Reader from '../lib/reader.js' +import { debugDump } from '../lib/HexUtil.js' +import Logger from '../lib/Logger.js' +import DnsResolver from '../lib/DnsResolver.js' +import { Results } from '../lib/Results.js' +import Promises from '../lib/Promises.js' + +let uid = 0 + +export default class Core extends EventEmitter { + constructor () { + super() + this.encoding = 'utf8' + this.byteorder = 'le' + this.delimiter = '\0' + this.srvRecord = null + this.abortedPromise = null + this.logger = new Logger() + this.dnsResolver = new DnsResolver(this.logger) + + // Sent to us by QueryRunner + this.options = null + /** @type GlobalUdpSocket */ + this.udpSocket = null + this.shortestRTT = 0 + this.usedTcp = false + } + + // Runs a single attempt with a timeout and cleans up afterward + async runOnceSafe () { + if (this.options.debug) { + this.logger.debugEnabled = true + } + this.logger.prefix = 'Q#' + (uid++) + + this.logger.debug('Starting') + this.logger.debug('Protocol: ' + this.constructor.name) + this.logger.debug('Options:', this.options) + + let abortCall = null + this.abortedPromise = new Promise((resolve, reject) => { + abortCall = () => reject(new Error('Query is finished -- cancelling outstanding promises')) + }).catch(() => { + // Make sure that if this promise isn't attached to, it doesn't throw a unhandled promise rejection + }) + + let timeout + try { + const promise = this.runOnce() + timeout = Promises.createTimeout(this.options.attemptTimeout, 'Attempt') + const result = await Promise.race([promise, timeout]) + this.logger.debug('Query was successful') + return result + } catch (e) { + this.logger.debug('Query failed with error', e) + throw e + } finally { + timeout && timeout.cancel() + try { + abortCall() + } catch (e) { + this.logger.debug('Error during abort cleanup: ' + e.stack) + } + } + } + + async runOnce () { + const options = this.options + if (('host' in options) && !('address' in options)) { + const resolved = await this.dnsResolver.resolve(options.host, options.ipFamily, this.srvRecord) + options.address = resolved.address + if (resolved.port) options.port = resolved.port + } + + const state = new Results() + + await this.run(state) + + // because lots of servers prefix with spaces to try to appear first + state.name = (state.name || '').trim() + + if (!('connect' in state)) { + state.connect = '' + + (state.gameHost || this.options.host || this.options.address) + + ':' + + (state.gamePort || this.options.port) + } + state.ping = this.shortestRTT + delete state.gameHost + delete state.gamePort + + this.logger.debug(log => { + log('Size of players array: ' + state.players.length) + log('Size of bots array: ' + state.bots.length) + }) + + return state + } + + async run (/** Results */ state) {} + + /** Param can be a time in ms, or a promise (which will be timed) */ + registerRtt (param) { + if (param.then) { + const start = Date.now() + param.then(() => { + const end = Date.now() + const rtt = end - start + this.registerRtt(rtt) + }).catch(() => {}) + } else { + this.logger.debug('Registered RTT: ' + param + 'ms') + if (this.shortestRTT === 0 || param < this.shortestRTT) { + this.shortestRTT = param + } + } + } + + // utils + /** @returns {Reader} */ + reader (buffer) { + return new Reader(this, buffer) + } + + translate (obj, trans) { + for (const from of Object.keys(trans)) { + const to = trans[from] + if (from in obj) { + if (to) obj[to] = obj[from] + delete obj[from] + } + } + } + + trueTest (str) { + if (typeof str === 'boolean') return str + if (typeof str === 'number') return str !== 0 + if (typeof str === 'string') { + if (str.toLowerCase() === 'true') return true + if (str.toLowerCase() === 'yes') return true + if (str === '1') return true + } + return false + } + + assertValidPort (port) { + if (!port) { + throw new Error('Could not determine port to query. Did you provide a port?') + } + if (port < 1 || port > 65535) { + throw new Error('Invalid tcp/ip port: ' + port) + } + } + + /** + * @template T + * @param {function(NodeJS.Socket):Promise} fn + * @param {number=} port + * @returns {Promise} + */ + async withTcp (fn, port) { + this.usedTcp = true + const address = this.options.address + if (!port) port = this.options.port + this.assertValidPort(port) + + let socket, connectionTimeout + try { + socket = net.connect(port, address) + socket.setNoDelay(true) + + // Prevent unhandled 'error' events from dumping straight to console + socket.on('error', () => {}) + + this.logger.debug(log => { + this.logger.debug(address + ':' + port + ' TCP Connecting') + const writeHook = socket.write + socket.write = (...args) => { + log(address + ':' + port + ' TCP-->') + log(debugDump(args[0])) + writeHook.apply(socket, args) + } + socket.on('error', e => log('TCP Error:', e)) + socket.on('close', () => log('TCP Closed')) + socket.on('data', (data) => { + log(address + ':' + port + ' <--TCP') + log(data) + }) + socket.on('ready', () => log(address + ':' + port + ' TCP Connected')) + }) + + const connectionPromise = new Promise((resolve, reject) => { + socket.on('ready', resolve) + socket.on('close', () => reject(new Error('TCP Connection Refused'))) + }) + this.registerRtt(connectionPromise) + connectionTimeout = Promises.createTimeout(this.options.socketTimeout, 'TCP Opening') + await Promise.race([ + connectionPromise, + connectionTimeout, + this.abortedPromise + ]) + return await fn(socket) + } finally { + socket && socket.destroy() + connectionTimeout && connectionTimeout.cancel() + } + } + + /** + * @template T + * @param {NodeJS.Socket} socket + * @param {Buffer|string} buffer + * @param {function(Buffer):T} ondata + * @returns Promise + */ + async tcpSend (socket, buffer, ondata) { + let timeout + try { + const promise = new Promise((resolve, reject) => { + let received = Buffer.from([]) + const onData = (data) => { + received = Buffer.concat([received, data]) + const result = ondata(received) + if (result !== undefined) { + socket.removeListener('data', onData) + resolve(result) + } + } + socket.on('data', onData) + socket.write(buffer) + }) + timeout = Promises.createTimeout(this.options.socketTimeout, 'TCP') + return await Promise.race([promise, timeout, this.abortedPromise]) + } finally { + timeout && timeout.cancel() + } + } + + /** + * @param {Buffer|string} buffer + * @param {function(Buffer):T=} onPacket + * @param {(function():T)=} onTimeout + * @returns Promise + * @template T + */ + async udpSend (buffer, onPacket, onTimeout) { + const address = this.options.address + const port = this.options.port + this.assertValidPort(port) + + if (typeof buffer === 'string') buffer = Buffer.from(buffer, 'binary') + + const socket = this.udpSocket + await socket.send(buffer, address, port, this.options.debug) + + if (!onPacket && !onTimeout) { + return null + } + + let socketCallback + let timeout + try { + const promise = new Promise((resolve, reject) => { + const start = Date.now() + let end = null + socketCallback = (fromAddress, fromPort, buffer) => { + try { + if (fromAddress !== address) return + if (fromPort !== port) return + if (end === null) { + end = Date.now() + const rtt = end - start + this.registerRtt(rtt) + } + const result = onPacket(buffer) + if (result !== undefined) { + this.logger.debug('UDP send finished by callback') + resolve(result) + } + } catch (e) { + reject(e) + } + } + socket.addCallback(socketCallback, this.options.debug) + }) + timeout = Promises.createTimeout(this.options.socketTimeout, 'UDP') + const wrappedTimeout = new Promise((resolve, reject) => { + timeout.catch((e) => { + this.logger.debug('UDP timeout detected') + if (onTimeout) { + try { + const result = onTimeout() + if (result !== undefined) { + this.logger.debug('UDP timeout resolved by callback') + resolve(result) + return + } + } catch (e) { + reject(e) + } + } + reject(e) + }) + }) + return await Promise.race([promise, wrappedTimeout, this.abortedPromise]) + } finally { + timeout && timeout.cancel() + socketCallback && socket.removeCallback(socketCallback) + } + } + + async tcpPing () { + // This will give a much more accurate RTT than using the rtt of an http request. + if (!this.usedTcp) { + await this.withTcp(() => {}) + } + } + + async request (params) { + await this.tcpPing() + + let requestPromise + try { + requestPromise = got({ + ...params, + timeout: { + request: this.options.socketTimeout + } + }) + this.logger.debug(log => { + log(() => params.url + ' HTTP-->') + requestPromise + .then((response) => log(params.url + ' <--HTTP ' + response.statusCode)) + .catch(() => {}) + }) + const wrappedPromise = requestPromise.then(response => { + if (response.statusCode !== 200) throw new Error('Bad status code: ' + response.statusCode) + return response.body + }) + return await Promise.race([wrappedPromise, this.abortedPromise]) + } finally { + requestPromise && requestPromise.cancel() + } + } +} diff --git a/protocols/cs2d.js b/protocols/cs2d.js index ca9a5d1..56f41d7 100644 --- a/protocols/cs2d.js +++ b/protocols/cs2d.js @@ -1,65 +1,65 @@ -import Core from './core.js' - -export default 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') - ) - 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) - state.name = this.readString(reader) - state.map = this.readString(reader) - state.numplayers = reader.uint(1) - state.maxplayers = reader.uint(1) - if (flags & 32) { - state.raw.gamemode = reader.uint(1) - } else { - state.raw.gamemode = 0 - } - state.raw.numbots = reader.uint(1) - const flags2 = reader.uint(1) - state.raw.flags2 = flags2 - 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 = {} - 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) - } - } - - 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) { - return reader.pascalString(1) - } -} +import Core from './core.js' + +export default 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') + ) + 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) + state.name = this.readString(reader) + state.map = this.readString(reader) + state.numplayers = reader.uint(1) + state.maxplayers = reader.uint(1) + if (flags & 32) { + state.raw.gamemode = reader.uint(1) + } else { + state.raw.gamemode = 0 + } + state.raw.numbots = reader.uint(1) + const flags2 = reader.uint(1) + state.raw.flags2 = flags2 + 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 = {} + 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) + } + } + + 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) { + return reader.pascalString(1) + } +} diff --git a/protocols/discord.js b/protocols/discord.js index 4463734..da4561a 100644 --- a/protocols/discord.js +++ b/protocols/discord.js @@ -1,29 +1,29 @@ -import Core from './core.js' - -export default class discord extends Core { - async run (state) { - const guildId = this.options.guildId - if (typeof guildId !== 'string') { - throw new Error('guildId option must be set when querying discord. Ensure the guildId is a string and not a number.' + - " (It's too large of a number for javascript to store without losing precision)") - } - this.usedTcp = true - const raw = await this.request({ - url: 'https://discordapp.com/api/guilds/' + guildId + '/widget.json' - }) - const json = JSON.parse(raw) - state.name = json.name - if (json.instant_invite) { - state.connect = json.instant_invite - } else { - state.connect = 'https://discordapp.com/channels/' + guildId - } - for (const member of json.members) { - const { username: name, ...rest } = member - state.players.push({ name, ...rest }) - } - delete json.members - state.maxplayers = 500000 - state.raw = json - } -} +import Core from './core.js' + +export default class discord extends Core { + async run (state) { + const guildId = this.options.guildId + if (typeof guildId !== 'string') { + throw new Error('guildId option must be set when querying discord. Ensure the guildId is a string and not a number.' + + " (It's too large of a number for javascript to store without losing precision)") + } + this.usedTcp = true + const raw = await this.request({ + url: 'https://discordapp.com/api/guilds/' + guildId + '/widget.json' + }) + const json = JSON.parse(raw) + state.name = json.name + if (json.instant_invite) { + state.connect = json.instant_invite + } else { + state.connect = 'https://discordapp.com/channels/' + guildId + } + for (const member of json.members) { + const { username: name, ...rest } = member + state.players.push({ name, ...rest }) + } + delete json.members + state.maxplayers = 500000 + state.raw = json + } +} diff --git a/protocols/doom3.js b/protocols/doom3.js index 2344e75..329ed10 100644 --- a/protocols/doom3.js +++ b/protocols/doom3.js @@ -1,148 +1,148 @@ -import Core from './core.js' - -export default class doom3 extends Core { - constructor () { - super() - this.encoding = 'latin1' - } - - async run (state) { - const body = await this.udpSend('\xff\xffgetInfo\x00PiNGPoNg\x00', packet => { - const reader = this.reader(packet) - const header = reader.uint(2) - if (header !== 0xffff) return - const header2 = reader.string() - if (header2 !== 'infoResponse') return - const challengePart1 = reader.string(4) - if (challengePart1 !== 'PiNG') return - // some doom3 implementations only return the first 4 bytes of the challenge - const challengePart2 = reader.string(4) - if (challengePart2 !== 'PoNg') reader.skip(-4) - return reader.rest() - }) - - let reader = this.reader(body) - const protoVersion = reader.uint(4) - state.raw.protocolVersion = (protoVersion >> 16) + '.' + (protoVersion & 0xffff) - - // some doom implementations send us a packet size here, some don't (etqw does this) - // we can tell if this is a packet size, because the third and fourth byte will be 0 (no packets are that massive) - reader.skip(2) - const packetContainsSize = (reader.uint(2) === 0) - reader.skip(-4) - - if (packetContainsSize) { - const size = reader.uint(4) - this.logger.debug('Received packet size: ' + size) - } - - while (!reader.done()) { - const key = reader.string() - let value = this.stripColors(reader.string()) - if (key === 'si_map') { - value = value.replace('maps/', '') - value = value.replace('.entities', '') - } - if (!key) break - state.raw[key] = value - this.logger.debug(key + '=' + value) - } - - const isEtqw = state.raw.gamename && state.raw.gamename.toLowerCase().includes('etqw') - - const rest = reader.rest() - let playerResult = this.attemptPlayerParse(rest, isEtqw, false, false, false) - if (!playerResult) playerResult = this.attemptPlayerParse(rest, isEtqw, true, false, false) - if (!playerResult) playerResult = this.attemptPlayerParse(rest, isEtqw, true, true, true) - if (!playerResult) { - throw new Error('Unable to find a suitable parse strategy for player list') - } - let players; - [players, reader] = playerResult - - state.numplayers = players.length - for (const player of players) { - if (!player.ping || player.typeflag) { state.bots.push(player) } else { state.players.push(player) } - } - - state.raw.osmask = reader.uint(4) - if (isEtqw) { - state.raw.ranked = reader.uint(1) - state.raw.timeleft = reader.uint(4) - state.raw.gamestate = reader.uint(1) - state.raw.servertype = reader.uint(1) - // 0 = regular, 1 = tv - if (state.raw.servertype === 0) { - state.raw.interestedClients = reader.uint(1) - } else if (state.raw.servertype === 1) { - state.raw.connectedClients = reader.uint(4) - state.raw.maxClients = reader.uint(4) - } - } - - if (state.raw.si_name) state.name = state.raw.si_name - if (state.raw.si_map) state.map = state.raw.si_map - if (state.raw.si_maxplayers) state.maxplayers = parseInt(state.raw.si_maxplayers) - if (state.raw.si_maxPlayers) state.maxplayers = parseInt(state.raw.si_maxPlayers) - if (state.raw.si_usepass === '1') state.password = true - if (state.raw.si_needPass === '1') state.password = true - if (this.options.port === 27733) state.gamePort = 3074 // etqw has a different query and game port - } - - attemptPlayerParse (rest, isEtqw, hasClanTag, hasClanTagPos, hasTypeFlag) { - this.logger.debug('starting player parse attempt:') - this.logger.debug('isEtqw: ' + isEtqw) - this.logger.debug('hasClanTag: ' + hasClanTag) - this.logger.debug('hasClanTagPos: ' + hasClanTagPos) - this.logger.debug('hasTypeFlag: ' + hasTypeFlag) - const reader = this.reader(rest) - let lastId = -1 - const players = [] - while (true) { - this.logger.debug('---') - if (reader.done()) { - this.logger.debug('* aborting attempt, overran buffer *') - return null - } - const player = {} - player.id = reader.uint(1) - this.logger.debug('id: ' + player.id) - if (player.id <= lastId || player.id > 0x20) { - this.logger.debug('* aborting attempt, invalid player id *') - return null - } - lastId = player.id - if (player.id === 0x20) { - this.logger.debug('* player parse successful *') - break - } - player.ping = reader.uint(2) - this.logger.debug('ping: ' + player.ping) - if (!isEtqw) { - player.rate = reader.uint(4) - this.logger.debug('rate: ' + player.rate) - } - player.name = this.stripColors(reader.string()) - this.logger.debug('name: ' + player.name) - if (hasClanTag) { - if (hasClanTagPos) { - const clanTagPos = reader.uint(1) - this.logger.debug('clanTagPos: ' + clanTagPos) - } - player.clantag = this.stripColors(reader.string()) - this.logger.debug('clan tag: ' + player.clantag) - } - if (hasTypeFlag) { - player.typeflag = reader.uint(1) - this.logger.debug('type flag: ' + player.typeflag) - } - players.push(player) - } - return [players, reader] - } - - stripColors (str) { - // uses quake 3 color codes - return str.replace(/\^(X.{6}|.)/g, '') - } -} +import Core from './core.js' + +export default class doom3 extends Core { + constructor () { + super() + this.encoding = 'latin1' + } + + async run (state) { + const body = await this.udpSend('\xff\xffgetInfo\x00PiNGPoNg\x00', packet => { + const reader = this.reader(packet) + const header = reader.uint(2) + if (header !== 0xffff) return + const header2 = reader.string() + if (header2 !== 'infoResponse') return + const challengePart1 = reader.string(4) + if (challengePart1 !== 'PiNG') return + // some doom3 implementations only return the first 4 bytes of the challenge + const challengePart2 = reader.string(4) + if (challengePart2 !== 'PoNg') reader.skip(-4) + return reader.rest() + }) + + let reader = this.reader(body) + const protoVersion = reader.uint(4) + state.raw.protocolVersion = (protoVersion >> 16) + '.' + (protoVersion & 0xffff) + + // some doom implementations send us a packet size here, some don't (etqw does this) + // we can tell if this is a packet size, because the third and fourth byte will be 0 (no packets are that massive) + reader.skip(2) + const packetContainsSize = (reader.uint(2) === 0) + reader.skip(-4) + + if (packetContainsSize) { + const size = reader.uint(4) + this.logger.debug('Received packet size: ' + size) + } + + while (!reader.done()) { + const key = reader.string() + let value = this.stripColors(reader.string()) + if (key === 'si_map') { + value = value.replace('maps/', '') + value = value.replace('.entities', '') + } + if (!key) break + state.raw[key] = value + this.logger.debug(key + '=' + value) + } + + const isEtqw = state.raw.gamename && state.raw.gamename.toLowerCase().includes('etqw') + + const rest = reader.rest() + let playerResult = this.attemptPlayerParse(rest, isEtqw, false, false, false) + if (!playerResult) playerResult = this.attemptPlayerParse(rest, isEtqw, true, false, false) + if (!playerResult) playerResult = this.attemptPlayerParse(rest, isEtqw, true, true, true) + if (!playerResult) { + throw new Error('Unable to find a suitable parse strategy for player list') + } + let players; + [players, reader] = playerResult + + state.numplayers = players.length + for (const player of players) { + if (!player.ping || player.typeflag) { state.bots.push(player) } else { state.players.push(player) } + } + + state.raw.osmask = reader.uint(4) + if (isEtqw) { + state.raw.ranked = reader.uint(1) + state.raw.timeleft = reader.uint(4) + state.raw.gamestate = reader.uint(1) + state.raw.servertype = reader.uint(1) + // 0 = regular, 1 = tv + if (state.raw.servertype === 0) { + state.raw.interestedClients = reader.uint(1) + } else if (state.raw.servertype === 1) { + state.raw.connectedClients = reader.uint(4) + state.raw.maxClients = reader.uint(4) + } + } + + if (state.raw.si_name) state.name = state.raw.si_name + if (state.raw.si_map) state.map = state.raw.si_map + if (state.raw.si_maxplayers) state.maxplayers = parseInt(state.raw.si_maxplayers) + if (state.raw.si_maxPlayers) state.maxplayers = parseInt(state.raw.si_maxPlayers) + if (state.raw.si_usepass === '1') state.password = true + if (state.raw.si_needPass === '1') state.password = true + if (this.options.port === 27733) state.gamePort = 3074 // etqw has a different query and game port + } + + attemptPlayerParse (rest, isEtqw, hasClanTag, hasClanTagPos, hasTypeFlag) { + this.logger.debug('starting player parse attempt:') + this.logger.debug('isEtqw: ' + isEtqw) + this.logger.debug('hasClanTag: ' + hasClanTag) + this.logger.debug('hasClanTagPos: ' + hasClanTagPos) + this.logger.debug('hasTypeFlag: ' + hasTypeFlag) + const reader = this.reader(rest) + let lastId = -1 + const players = [] + while (true) { + this.logger.debug('---') + if (reader.done()) { + this.logger.debug('* aborting attempt, overran buffer *') + return null + } + const player = {} + player.id = reader.uint(1) + this.logger.debug('id: ' + player.id) + if (player.id <= lastId || player.id > 0x20) { + this.logger.debug('* aborting attempt, invalid player id *') + return null + } + lastId = player.id + if (player.id === 0x20) { + this.logger.debug('* player parse successful *') + break + } + player.ping = reader.uint(2) + this.logger.debug('ping: ' + player.ping) + if (!isEtqw) { + player.rate = reader.uint(4) + this.logger.debug('rate: ' + player.rate) + } + player.name = this.stripColors(reader.string()) + this.logger.debug('name: ' + player.name) + if (hasClanTag) { + if (hasClanTagPos) { + const clanTagPos = reader.uint(1) + this.logger.debug('clanTagPos: ' + clanTagPos) + } + player.clantag = this.stripColors(reader.string()) + this.logger.debug('clan tag: ' + player.clantag) + } + if (hasTypeFlag) { + player.typeflag = reader.uint(1) + this.logger.debug('type flag: ' + player.typeflag) + } + players.push(player) + } + return [players, reader] + } + + stripColors (str) { + // uses quake 3 color codes + return str.replace(/\^(X.{6}|.)/g, '') + } +} diff --git a/protocols/eco.js b/protocols/eco.js index ed3a262..714b86c 100644 --- a/protocols/eco.js +++ b/protocols/eco.js @@ -1,20 +1,20 @@ -import Core from './core.js' - -export default class eco extends Core { - async run (state) { - if (!this.options.port) this.options.port = 3001 - - const request = await this.request({ - url: `http://${this.options.address}:${this.options.port}/frontpage`, - responseType: 'json' - }) - const serverInfo = request.Info - - state.name = serverInfo.Description - state.numplayers = serverInfo.OnlinePlayers; - state.maxplayers = serverInfo.TotalPlayers - state.password = serverInfo.HasPassword - state.gamePort = serverInfo.GamePort - state.raw = serverInfo - } -} +import Core from './core.js' + +export default class eco extends Core { + async run (state) { + if (!this.options.port) this.options.port = 3001 + + const request = await this.request({ + url: `http://${this.options.address}:${this.options.port}/frontpage`, + responseType: 'json' + }) + const serverInfo = request.Info + + state.name = serverInfo.Description + state.numplayers = serverInfo.OnlinePlayers; + state.maxplayers = serverInfo.TotalPlayers + state.password = serverInfo.HasPassword + state.gamePort = serverInfo.GamePort + state.raw = serverInfo + } +} diff --git a/protocols/ffow.js b/protocols/ffow.js index 3fbe9c7..b579bb2 100644 --- a/protocols/ffow.js +++ b/protocols/ffow.js @@ -1,38 +1,38 @@ -import valve from './valve.js' - -export default class ffow extends valve { - constructor () { - super() - this.byteorder = 'be' - this.legacyChallenge = true - } - - async queryInfo (state) { - this.logger.debug('Requesting ffow info ...') - const b = await this.sendPacket( - 0x46, - 'LSQ', - 0x49 - ) - - const reader = this.reader(b) - state.raw.protocol = reader.uint(1) - state.name = reader.string() - state.map = reader.string() - state.raw.mod = reader.string() - state.raw.gamemode = reader.string() - state.raw.description = reader.string() - state.raw.version = reader.string() - state.gamePort = reader.uint(2) - state.numplayers = reader.uint(1) - state.maxplayers = reader.uint(1) - state.raw.listentype = String.fromCharCode(reader.uint(1)) - state.raw.environment = String.fromCharCode(reader.uint(1)) - state.password = !!reader.uint(1) - state.raw.secure = reader.uint(1) - state.raw.averagefps = reader.uint(1) - state.raw.round = reader.uint(1) - state.raw.maxrounds = reader.uint(1) - state.raw.timeleft = reader.uint(2) - } -} +import valve from './valve.js' + +export default class ffow extends valve { + constructor () { + super() + this.byteorder = 'be' + this.legacyChallenge = true + } + + async queryInfo (state) { + this.logger.debug('Requesting ffow info ...') + const b = await this.sendPacket( + 0x46, + 'LSQ', + 0x49 + ) + + const reader = this.reader(b) + state.raw.protocol = reader.uint(1) + state.name = reader.string() + state.map = reader.string() + state.raw.mod = reader.string() + state.raw.gamemode = reader.string() + state.raw.description = reader.string() + state.raw.version = reader.string() + state.gamePort = reader.uint(2) + state.numplayers = reader.uint(1) + state.maxplayers = reader.uint(1) + state.raw.listentype = String.fromCharCode(reader.uint(1)) + state.raw.environment = String.fromCharCode(reader.uint(1)) + state.password = !!reader.uint(1) + state.raw.secure = reader.uint(1) + state.raw.averagefps = reader.uint(1) + state.raw.round = reader.uint(1) + state.raw.maxrounds = reader.uint(1) + state.raw.timeleft = reader.uint(2) + } +} diff --git a/protocols/fivem.js b/protocols/fivem.js index 10fdefd..a74177a 100644 --- a/protocols/fivem.js +++ b/protocols/fivem.js @@ -1,33 +1,33 @@ -import quake2 from './quake2.js' - -export default class fivem extends quake2 { - constructor () { - super() - this.sendHeader = 'getinfo xxx' - this.responseHeader = 'infoResponse' - this.encoding = 'utf8' - } - - async run (state) { - await super.run(state) - - { - const json = await this.request({ - url: 'http://' + this.options.address + ':' + this.options.port + '/info.json', - responseType: 'json' - }) - state.raw.info = json - } - - { - const json = await this.request({ - url: 'http://' + this.options.address + ':' + this.options.port + '/players.json', - responseType: 'json' - }) - state.raw.players = json - for (const player of json) { - state.players.push({ name: player.name, ping: player.ping }) - } - } - } -} +import quake2 from './quake2.js' + +export default class fivem extends quake2 { + constructor () { + super() + this.sendHeader = 'getinfo xxx' + this.responseHeader = 'infoResponse' + this.encoding = 'utf8' + } + + async run (state) { + await super.run(state) + + { + const json = await this.request({ + url: 'http://' + this.options.address + ':' + this.options.port + '/info.json', + responseType: 'json' + }) + state.raw.info = json + } + + { + const json = await this.request({ + url: 'http://' + this.options.address + ':' + this.options.port + '/players.json', + responseType: 'json' + }) + state.raw.players = json + for (const player of json) { + state.players.push({ name: player.name, ping: player.ping }) + } + } + } +} diff --git a/protocols/gamespy1.js b/protocols/gamespy1.js index 1723d1f..d24540a 100644 --- a/protocols/gamespy1.js +++ b/protocols/gamespy1.js @@ -1,181 +1,181 @@ -import Core from './core.js' - -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]))) { - keyType = split[0] - } - - if (!stringKeys.has(keyType) && !keyType.includes('name')) { // todo! the latter check might be problematic, fails on key "name_tag_distance_scope" - if (value.toLowerCase() === 'true') { - value = true - } else if (value.toLowerCase() === 'false') { - value = false - } else if (value.length && !isNaN(Number(value))) { - value = Number(value) - } - } - - return [key, value] -} - -export default class gamespy1 extends Core { - constructor () { - super() - this.encoding = 'latin1' - this.byteorder = 'be' - } - - async run (state) { - 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) - - const teamOffByOne = data.gamename === 'bfield1942' - 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]) - if (isNaN(id)) continue - let value = data[ident] - - delete data[ident] - - if (key !== 'team' && key.startsWith('team')) { - // Info about a team - if (key === 'teamname') { - teamNamesById[id] = value - } else { - // other team info which we don't track - } - } else { - // Info about a player - if (!(id in playersById)) playersById[id] = {} - - if (key === 'playername' || key === 'player') { - key = 'name' - } - if (key === 'team' && !isNaN(value)) { // todo! technically, this NaN check isn't needed. - key = 'teamId' - value += teamOffByOne ? -1 : 0 - } - - playersById[id][key] = value - } - } - state.raw.teams = teamNamesById - - const players = Object.values(playersById) - - 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) - } - } - - // Convert player's team ID to team name if possible - if (Object.prototype.hasOwnProperty.call(player, 'teamId')) { - if (Object.keys(teamNamesById).length) { - player.team = teamNamesById[player.teamId] || '' - } else { - player.team = player.teamId - delete player.teamId - } - } - - state.players.push(player) - } - - state.numplayers = state.players.length - } - - async sendPacket (type) { - let receivedQueryId - const output = {} - const parts = new Set() - let maxPartNum = 0 - - return await this.udpSend(type, buffer => { - const reader = this.reader(buffer) - const str = reader.string(buffer.length) - const split = str.split('\\') - split.shift() - const data = {} - while (split.length) { - const key = split.shift() - const value = split.shift() || '' - 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 || '?')) - for (const i of Object.keys(data)) { - output[i] = data[i] - } - if (maxPartNum && parts.size === maxPartNum) { - this.logger.debug('Received all parts') - this.logger.debug(output) - return output - } - }) - } -} +import Core from './core.js' + +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]))) { + keyType = split[0] + } + + if (!stringKeys.has(keyType) && !keyType.includes('name')) { // todo! the latter check might be problematic, fails on key "name_tag_distance_scope" + if (value.toLowerCase() === 'true') { + value = true + } else if (value.toLowerCase() === 'false') { + value = false + } else if (value.length && !isNaN(Number(value))) { + value = Number(value) + } + } + + return [key, value] +} + +export default class gamespy1 extends Core { + constructor () { + super() + this.encoding = 'latin1' + this.byteorder = 'be' + } + + async run (state) { + 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) + + const teamOffByOne = data.gamename === 'bfield1942' + 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]) + if (isNaN(id)) continue + let value = data[ident] + + delete data[ident] + + if (key !== 'team' && key.startsWith('team')) { + // Info about a team + if (key === 'teamname') { + teamNamesById[id] = value + } else { + // other team info which we don't track + } + } else { + // Info about a player + if (!(id in playersById)) playersById[id] = {} + + if (key === 'playername' || key === 'player') { + key = 'name' + } + if (key === 'team' && !isNaN(value)) { // todo! technically, this NaN check isn't needed. + key = 'teamId' + value += teamOffByOne ? -1 : 0 + } + + playersById[id][key] = value + } + } + state.raw.teams = teamNamesById + + const players = Object.values(playersById) + + 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) + } + } + + // Convert player's team ID to team name if possible + if (Object.prototype.hasOwnProperty.call(player, 'teamId')) { + if (Object.keys(teamNamesById).length) { + player.team = teamNamesById[player.teamId] || '' + } else { + player.team = player.teamId + delete player.teamId + } + } + + state.players.push(player) + } + + state.numplayers = state.players.length + } + + async sendPacket (type) { + let receivedQueryId + const output = {} + const parts = new Set() + let maxPartNum = 0 + + return await this.udpSend(type, buffer => { + const reader = this.reader(buffer) + const str = reader.string(buffer.length) + const split = str.split('\\') + split.shift() + const data = {} + while (split.length) { + const key = split.shift() + const value = split.shift() || '' + 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 || '?')) + for (const i of Object.keys(data)) { + output[i] = data[i] + } + if (maxPartNum && parts.size === maxPartNum) { + this.logger.debug('Received all parts') + this.logger.debug(output) + return output + } + }) + } +} diff --git a/protocols/gamespy2.js b/protocols/gamespy2.js index 7afad95..8f2e714 100644 --- a/protocols/gamespy2.js +++ b/protocols/gamespy2.js @@ -1,144 +1,144 @@ -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) - } - - if ('numplayers' in state.raw) state.numplayers = parseInt(state.raw.numplayers) - else state.numplayers = state.players.length - } - - // 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 - } -} +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) + } + + if ('numplayers' in state.raw) state.numplayers = parseInt(state.raw.numplayers) + else state.numplayers = state.players.length + } + + // 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 + } +} diff --git a/protocols/gamespy3.js b/protocols/gamespy3.js index 9187b71..3abc723 100644 --- a/protocols/gamespy3.js +++ b/protocols/gamespy3.js @@ -1,197 +1,197 @@ -import Core from './core.js' - -export default class gamespy3 extends Core { - constructor () { - super() - this.sessionId = 1 - this.encoding = 'latin1' - this.byteorder = 'be' - this.useOnlySingleSplit = false - this.isJc2mp = false - } - - async run (state) { - const buffer = await this.sendPacket(9, false, false, false) - const reader = this.reader(buffer) - let challenge = parseInt(reader.string()) - this.logger.debug('Received challenge key: ' + challenge) - if (challenge === 0) { - // Some servers send us a 0 if they don't want a challenge key used - // BF2 does this. - challenge = null - } - - let requestPayload - if (this.isJc2mp) { - // they completely alter the protocol. because why not. - requestPayload = Buffer.from([0xff, 0xff, 0xff, 0x02]) - } else { - requestPayload = Buffer.from([0xff, 0xff, 0xff, 0x01]) - } - /** @type Buffer[] */ - const packets = await this.sendPacket(0, challenge, requestPayload, true) - - // iterate over the received packets - // the first packet will start off with k/v pairs, followed with data fields - // the following packets will only have data fields - state.raw.playerTeamInfo = {} - - for (let iPacket = 0; iPacket < packets.length; iPacket++) { - const packet = packets[iPacket] - const reader = this.reader(packet) - - this.logger.debug('Parsing packet #' + iPacket) - this.logger.debug(packet) - - // Parse raw server key/values - - if (iPacket === 0) { - while (!reader.done()) { - const key = reader.string() - if (!key) break - - let value = reader.string() - while (value.match(/^p[0-9]+$/)) { - // fix a weird ut3 bug where some keys don't have values - value = reader.string() - } - - state.raw[key] = value - this.logger.debug(key + ' = ' + value) - } - } - - // Parse player, team, item array state - - if (this.isJc2mp) { - state.raw.numPlayers2 = reader.uint(2) - while (!reader.done()) { - const player = {} - player.name = reader.string() - player.steamid = reader.string() - player.ping = reader.uint(2) - state.players.push(player) - } - } else { - while (!reader.done()) { - if (reader.uint(1) <= 2) continue - reader.skip(-1) - const fieldId = reader.string() - if (!fieldId) continue - const fieldIdSplit = fieldId.split('_') - const fieldName = fieldIdSplit[0] - const itemType = fieldIdSplit.length > 1 ? fieldIdSplit[1] : 'no_' - - if (!(itemType in state.raw.playerTeamInfo)) { - state.raw.playerTeamInfo[itemType] = [] - } - const items = state.raw.playerTeamInfo[itemType] - - let offset = reader.uint(1) - - this.logger.debug(() => 'Parsing new field: itemType=' + itemType + ' fieldName=' + fieldName + ' startOffset=' + offset) - - while (!reader.done()) { - const item = reader.string() - if (!item) break - - while (items.length <= offset) { items.push({}) } - items[offset][fieldName] = item - this.logger.debug('* ' + item) - offset++ - } - } - } - } - - // Turn all that raw state into something useful - - if ('hostname' in state.raw) state.name = state.raw.hostname - else if ('servername' in state.raw) state.name = state.raw.servername - if ('mapname' in state.raw) state.map = state.raw.mapname - if (state.raw.password === '1') 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) - - if ('' in state.raw.playerTeamInfo) { - for (const playerInfo of state.raw.playerTeamInfo['']) { - const player = {} - for (const from of Object.keys(playerInfo)) { - let key = from - let value = playerInfo[from] - - if (key === 'player') key = 'name' - if (key === 'score' || key === 'ping' || key === 'team' || key === 'deaths' || key === 'pid') value = parseInt(value) - player[key] = value - } - state.players.push(player) - } - } - - if ('numplayers' in state.raw) state.numplayers = parseInt(state.raw.numplayers) - else state.numplayers = state.players.length - } - - async sendPacket (type, challenge, payload, assemble) { - const challengeLength = challenge === null ? 0 : 4 - const payloadLength = payload ? payload.length : 0 - - const b = Buffer.alloc(7 + challengeLength + payloadLength) - b.writeUInt8(0xFE, 0) - b.writeUInt8(0xFD, 1) - b.writeUInt8(type, 2) - b.writeUInt32BE(this.sessionId, 3) - if (challengeLength) b.writeInt32BE(challenge, 7) - if (payloadLength) payload.copy(b, 7 + challengeLength) - - let numPackets = 0 - const packets = {} - return await this.udpSend(b, (buffer) => { - const reader = this.reader(buffer) - const iType = reader.uint(1) - if (iType !== type) { - this.logger.debug('Skipping packet, type mismatch') - return - } - const iSessionId = reader.uint(4) - if (iSessionId !== this.sessionId) { - this.logger.debug('Skipping packet, session id mismatch') - return - } - - if (!assemble) { - return reader.rest() - } - if (this.useOnlySingleSplit) { - // has split headers, but they are worthless and only one packet is used - reader.skip(11) - return [reader.rest()] - } - - reader.skip(9) // filler data -- usually set to 'splitnum\0' - let id = reader.uint(1) - const last = (id & 0x80) - id = id & 0x7f - if (last) numPackets = id + 1 - - reader.skip(1) // "another 'packet number' byte, but isn't understood." - - packets[id] = reader.rest() - if (this.debug) { - this.logger.debug('Received packet #' + id + (last ? ' (last)' : '')) - } - - if (!numPackets || Object.keys(packets).length !== numPackets) return - - // assemble the parts - const list = [] - for (let i = 0; i < numPackets; i++) { - if (!(i in packets)) { - throw new Error('Missing packet #' + i) - } - list.push(packets[i]) - } - return list - }) - } -} +import Core from './core.js' + +export default class gamespy3 extends Core { + constructor () { + super() + this.sessionId = 1 + this.encoding = 'latin1' + this.byteorder = 'be' + this.useOnlySingleSplit = false + this.isJc2mp = false + } + + async run (state) { + const buffer = await this.sendPacket(9, false, false, false) + const reader = this.reader(buffer) + let challenge = parseInt(reader.string()) + this.logger.debug('Received challenge key: ' + challenge) + if (challenge === 0) { + // Some servers send us a 0 if they don't want a challenge key used + // BF2 does this. + challenge = null + } + + let requestPayload + if (this.isJc2mp) { + // they completely alter the protocol. because why not. + requestPayload = Buffer.from([0xff, 0xff, 0xff, 0x02]) + } else { + requestPayload = Buffer.from([0xff, 0xff, 0xff, 0x01]) + } + /** @type Buffer[] */ + const packets = await this.sendPacket(0, challenge, requestPayload, true) + + // iterate over the received packets + // the first packet will start off with k/v pairs, followed with data fields + // the following packets will only have data fields + state.raw.playerTeamInfo = {} + + for (let iPacket = 0; iPacket < packets.length; iPacket++) { + const packet = packets[iPacket] + const reader = this.reader(packet) + + this.logger.debug('Parsing packet #' + iPacket) + this.logger.debug(packet) + + // Parse raw server key/values + + if (iPacket === 0) { + while (!reader.done()) { + const key = reader.string() + if (!key) break + + let value = reader.string() + while (value.match(/^p[0-9]+$/)) { + // fix a weird ut3 bug where some keys don't have values + value = reader.string() + } + + state.raw[key] = value + this.logger.debug(key + ' = ' + value) + } + } + + // Parse player, team, item array state + + if (this.isJc2mp) { + state.raw.numPlayers2 = reader.uint(2) + while (!reader.done()) { + const player = {} + player.name = reader.string() + player.steamid = reader.string() + player.ping = reader.uint(2) + state.players.push(player) + } + } else { + while (!reader.done()) { + if (reader.uint(1) <= 2) continue + reader.skip(-1) + const fieldId = reader.string() + if (!fieldId) continue + const fieldIdSplit = fieldId.split('_') + const fieldName = fieldIdSplit[0] + const itemType = fieldIdSplit.length > 1 ? fieldIdSplit[1] : 'no_' + + if (!(itemType in state.raw.playerTeamInfo)) { + state.raw.playerTeamInfo[itemType] = [] + } + const items = state.raw.playerTeamInfo[itemType] + + let offset = reader.uint(1) + + this.logger.debug(() => 'Parsing new field: itemType=' + itemType + ' fieldName=' + fieldName + ' startOffset=' + offset) + + while (!reader.done()) { + const item = reader.string() + if (!item) break + + while (items.length <= offset) { items.push({}) } + items[offset][fieldName] = item + this.logger.debug('* ' + item) + offset++ + } + } + } + } + + // Turn all that raw state into something useful + + if ('hostname' in state.raw) state.name = state.raw.hostname + else if ('servername' in state.raw) state.name = state.raw.servername + if ('mapname' in state.raw) state.map = state.raw.mapname + if (state.raw.password === '1') 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) + + if ('' in state.raw.playerTeamInfo) { + for (const playerInfo of state.raw.playerTeamInfo['']) { + const player = {} + for (const from of Object.keys(playerInfo)) { + let key = from + let value = playerInfo[from] + + if (key === 'player') key = 'name' + if (key === 'score' || key === 'ping' || key === 'team' || key === 'deaths' || key === 'pid') value = parseInt(value) + player[key] = value + } + state.players.push(player) + } + } + + if ('numplayers' in state.raw) state.numplayers = parseInt(state.raw.numplayers) + else state.numplayers = state.players.length + } + + async sendPacket (type, challenge, payload, assemble) { + const challengeLength = challenge === null ? 0 : 4 + const payloadLength = payload ? payload.length : 0 + + const b = Buffer.alloc(7 + challengeLength + payloadLength) + b.writeUInt8(0xFE, 0) + b.writeUInt8(0xFD, 1) + b.writeUInt8(type, 2) + b.writeUInt32BE(this.sessionId, 3) + if (challengeLength) b.writeInt32BE(challenge, 7) + if (payloadLength) payload.copy(b, 7 + challengeLength) + + let numPackets = 0 + const packets = {} + return await this.udpSend(b, (buffer) => { + const reader = this.reader(buffer) + const iType = reader.uint(1) + if (iType !== type) { + this.logger.debug('Skipping packet, type mismatch') + return + } + const iSessionId = reader.uint(4) + if (iSessionId !== this.sessionId) { + this.logger.debug('Skipping packet, session id mismatch') + return + } + + if (!assemble) { + return reader.rest() + } + if (this.useOnlySingleSplit) { + // has split headers, but they are worthless and only one packet is used + reader.skip(11) + return [reader.rest()] + } + + reader.skip(9) // filler data -- usually set to 'splitnum\0' + let id = reader.uint(1) + const last = (id & 0x80) + id = id & 0x7f + if (last) numPackets = id + 1 + + reader.skip(1) // "another 'packet number' byte, but isn't understood." + + packets[id] = reader.rest() + if (this.debug) { + this.logger.debug('Received packet #' + id + (last ? ' (last)' : '')) + } + + if (!numPackets || Object.keys(packets).length !== numPackets) return + + // assemble the parts + const list = [] + for (let i = 0; i < numPackets; i++) { + if (!(i in packets)) { + throw new Error('Missing packet #' + i) + } + list.push(packets[i]) + } + return list + }) + } +} diff --git a/protocols/geneshift.js b/protocols/geneshift.js index 4d7608c..d323435 100644 --- a/protocols/geneshift.js +++ b/protocols/geneshift.js @@ -1,46 +1,46 @@ -import Core from './core.js' - -export default class geneshift extends Core { - async run (state) { - await this.tcpPing() - - const body = await this.request({ - url: 'http://geneshift.net/game/receiveLobby.php' - }) - - const split = body.split('
') - let found = null - for (const line of split) { - const fields = line.split('::') - const ip = fields[2] - const port = fields[3] - if (ip === this.options.address && parseInt(port) === this.options.port) { - found = fields - break - } - } - - if (found === null) { - throw new Error('Server not found in list') - } - - state.raw.countrycode = found[0] - state.raw.country = found[1] - state.name = found[4] - state.map = found[5] - state.numplayers = parseInt(found[6]) - state.maxplayers = parseInt(found[7]) - // fields[8] is unknown? - state.raw.rules = found[9] - state.raw.gamemode = parseInt(found[10]) - state.raw.gangsters = parseInt(found[11]) - state.raw.cashrate = parseInt(found[12]) - state.raw.missions = !!parseInt(found[13]) - state.raw.vehicles = !!parseInt(found[14]) - state.raw.customweapons = !!parseInt(found[15]) - state.raw.friendlyfire = !!parseInt(found[16]) - state.raw.mercs = !!parseInt(found[17]) - // fields[18] is unknown? listen server? - state.raw.version = found[19] - } -} +import Core from './core.js' + +export default class geneshift extends Core { + async run (state) { + await this.tcpPing() + + const body = await this.request({ + url: 'http://geneshift.net/game/receiveLobby.php' + }) + + const split = body.split('
') + let found = null + for (const line of split) { + const fields = line.split('::') + const ip = fields[2] + const port = fields[3] + if (ip === this.options.address && parseInt(port) === this.options.port) { + found = fields + break + } + } + + if (found === null) { + throw new Error('Server not found in list') + } + + state.raw.countrycode = found[0] + state.raw.country = found[1] + state.name = found[4] + state.map = found[5] + state.numplayers = parseInt(found[6]) + state.maxplayers = parseInt(found[7]) + // fields[8] is unknown? + state.raw.rules = found[9] + state.raw.gamemode = parseInt(found[10]) + state.raw.gangsters = parseInt(found[11]) + state.raw.cashrate = parseInt(found[12]) + state.raw.missions = !!parseInt(found[13]) + state.raw.vehicles = !!parseInt(found[14]) + state.raw.customweapons = !!parseInt(found[15]) + state.raw.friendlyfire = !!parseInt(found[16]) + state.raw.mercs = !!parseInt(found[17]) + // fields[18] is unknown? listen server? + state.raw.version = found[19] + } +} diff --git a/protocols/goldsrc.js b/protocols/goldsrc.js index 33a7b63..69de409 100644 --- a/protocols/goldsrc.js +++ b/protocols/goldsrc.js @@ -1,8 +1,8 @@ -import valve from './valve.js' - -export default class goldsrc extends valve { - constructor () { - super() - this.goldsrcInfo = true - } -} +import valve from './valve.js' + +export default class goldsrc extends valve { + constructor () { + super() + this.goldsrcInfo = true + } +} diff --git a/protocols/hexen2.js b/protocols/hexen2.js index 20b6826..a8210a9 100644 --- a/protocols/hexen2.js +++ b/protocols/hexen2.js @@ -1,14 +1,14 @@ -import quake1 from './quake1.js' - -export default class hexen2 extends quake1 { - constructor () { - super() - this.sendHeader = '\xFFstatus\x0a' - this.responseHeader = '\xffn' +import quake1 from './quake1.js' + +export default class hexen2 extends quake1 { + constructor () { + super() + this.sendHeader = '\xFFstatus\x0a' + this.responseHeader = '\xffn' } - - async run (state) { - await super.run(state) - state.gamePort = this.options.port - 50 - } -} + + async run (state) { + await super.run(state) + state.gamePort = this.options.port - 50 + } +} diff --git a/protocols/index.js b/protocols/index.js index 16c9488..9465f02 100644 --- a/protocols/index.js +++ b/protocols/index.js @@ -1,57 +1,57 @@ -import armagetron from './armagetron.js' -import ase from './ase.js' -import asa from './asa.js' -import assettocorsa from './assettocorsa.js' -import battlefield from './battlefield.js' -import buildandshoot from './buildandshoot.js' -import cs2d from './cs2d.js' -import discord from './discord.js' -import doom3 from './doom3.js' -import eco from './eco.js' -import epic from './epic.js' -import ffow from './ffow.js' -import fivem from './fivem.js' -import gamespy1 from './gamespy1.js' -import gamespy2 from './gamespy2.js' -import gamespy3 from './gamespy3.js' -import geneshift from './geneshift.js' -import goldsrc from './goldsrc.js' -import hexen2 from './hexen2.js' -import jc2mp from './jc2mp.js' -import kspdmp from './kspdmp.js' -import mafia2mp from './mafia2mp.js' -import mafia2online from './mafia2online.js' -import minecraft from './minecraft.js' -import minecraftbedrock from './minecraftbedrock.js' -import minecraftvanilla from './minecraftvanilla.js' -import mumble from './mumble.js' -import mumbleping from './mumbleping.js' -import nadeo from './nadeo.js' -import openttd from './openttd.js' -import quake1 from './quake1.js' -import quake2 from './quake2.js' -import quake3 from './quake3.js' -import rfactor from './rfactor.js' -import samp from './samp.js' -import savage2 from './savage2.js' -import starmade from './starmade.js' -import starsiege from './starsiege.js' -import teamspeak2 from './teamspeak2.js' -import teamspeak3 from './teamspeak3.js' -import terraria from './terraria.js' -import tribes1 from './tribes1.js' -import tribes1master from './tribes1master.js' -import unreal2 from './unreal2.js' -import ut3 from './ut3.js' -import valve from './valve.js' -import vcmp from './vcmp.js' -import ventrilo from './ventrilo.js' -import warsow from './warsow.js' - -export { - armagetron, ase, asa, assettocorsa, battlefield, buildandshoot, cs2d, discord, doom3, eco, epic, ffow, fivem, gamespy1, - gamespy2, gamespy3, geneshift, goldsrc, hexen2, jc2mp, kspdmp, mafia2mp, mafia2online, minecraft, - minecraftbedrock, minecraftvanilla, mumble, mumbleping, nadeo, openttd, quake1, quake2, quake3, rfactor, samp, - savage2, starmade, starsiege, teamspeak2, teamspeak3, terraria, tribes1, tribes1master, unreal2, ut3, valve, - vcmp, ventrilo, warsow -} +import armagetron from './armagetron.js' +import ase from './ase.js' +import asa from './asa.js' +import assettocorsa from './assettocorsa.js' +import battlefield from './battlefield.js' +import buildandshoot from './buildandshoot.js' +import cs2d from './cs2d.js' +import discord from './discord.js' +import doom3 from './doom3.js' +import eco from './eco.js' +import epic from './epic.js' +import ffow from './ffow.js' +import fivem from './fivem.js' +import gamespy1 from './gamespy1.js' +import gamespy2 from './gamespy2.js' +import gamespy3 from './gamespy3.js' +import geneshift from './geneshift.js' +import goldsrc from './goldsrc.js' +import hexen2 from './hexen2.js' +import jc2mp from './jc2mp.js' +import kspdmp from './kspdmp.js' +import mafia2mp from './mafia2mp.js' +import mafia2online from './mafia2online.js' +import minecraft from './minecraft.js' +import minecraftbedrock from './minecraftbedrock.js' +import minecraftvanilla from './minecraftvanilla.js' +import mumble from './mumble.js' +import mumbleping from './mumbleping.js' +import nadeo from './nadeo.js' +import openttd from './openttd.js' +import quake1 from './quake1.js' +import quake2 from './quake2.js' +import quake3 from './quake3.js' +import rfactor from './rfactor.js' +import samp from './samp.js' +import savage2 from './savage2.js' +import starmade from './starmade.js' +import starsiege from './starsiege.js' +import teamspeak2 from './teamspeak2.js' +import teamspeak3 from './teamspeak3.js' +import terraria from './terraria.js' +import tribes1 from './tribes1.js' +import tribes1master from './tribes1master.js' +import unreal2 from './unreal2.js' +import ut3 from './ut3.js' +import valve from './valve.js' +import vcmp from './vcmp.js' +import ventrilo from './ventrilo.js' +import warsow from './warsow.js' + +export { + armagetron, ase, asa, assettocorsa, battlefield, buildandshoot, cs2d, discord, doom3, eco, epic, ffow, fivem, gamespy1, + gamespy2, gamespy3, geneshift, goldsrc, hexen2, jc2mp, kspdmp, mafia2mp, mafia2online, minecraft, + minecraftbedrock, minecraftvanilla, mumble, mumbleping, nadeo, openttd, quake1, quake2, quake3, rfactor, samp, + savage2, starmade, starsiege, teamspeak2, teamspeak3, terraria, tribes1, tribes1master, unreal2, ut3, valve, + vcmp, ventrilo, warsow +} diff --git a/protocols/jc2mp.js b/protocols/jc2mp.js index 7d94215..617dc02 100644 --- a/protocols/jc2mp.js +++ b/protocols/jc2mp.js @@ -1,16 +1,16 @@ -import gamespy3 from './gamespy3.js' - -// supposedly, gamespy3 is the "official" query protocol for jcmp, -// but it's broken (requires useOnlySingleSplit), and may not include some player names -export default class jc2mp extends gamespy3 { - constructor () { - super() - this.useOnlySingleSplit = true - this.isJc2mp = true - this.encoding = 'utf8' - } - - async run (state) { - await super.run(state) - } -} +import gamespy3 from './gamespy3.js' + +// supposedly, gamespy3 is the "official" query protocol for jcmp, +// but it's broken (requires useOnlySingleSplit), and may not include some player names +export default class jc2mp extends gamespy3 { + constructor () { + super() + this.useOnlySingleSplit = true + this.isJc2mp = true + this.encoding = 'utf8' + } + + async run (state) { + await super.run(state) + } +} diff --git a/protocols/kspdmp.js b/protocols/kspdmp.js index f0f9efc..89a4134 100644 --- a/protocols/kspdmp.js +++ b/protocols/kspdmp.js @@ -1,28 +1,28 @@ -import Core from './core.js' - -export default class kspdmp extends Core { - async run (state) { - const json = await this.request({ - url: 'http://' + this.options.address + ':' + this.options.port, - responseType: 'json' - }) - - for (const one of json.players) { - state.players.push({ name: one.nickname, team: one.team }) - } - - for (const key of Object.keys(json)) { - state.raw[key] = json[key] - } - state.name = json.server_name - state.maxplayers = json.max_players - state.gamePort = json.port - if (json.players) { - const split = json.players.split(', ') - for (const name of split) { - state.players.push({ name }) - } - } - state.numplayers = state.players.length - } -} +import Core from './core.js' + +export default class kspdmp extends Core { + async run (state) { + const json = await this.request({ + url: 'http://' + this.options.address + ':' + this.options.port, + responseType: 'json' + }) + + for (const one of json.players) { + state.players.push({ name: one.nickname, team: one.team }) + } + + for (const key of Object.keys(json)) { + state.raw[key] = json[key] + } + state.name = json.server_name + state.maxplayers = json.max_players + state.gamePort = json.port + if (json.players) { + const split = json.players.split(', ') + for (const name of split) { + state.players.push({ name }) + } + } + state.numplayers = state.players.length + } +} diff --git a/protocols/mafia2mp.js b/protocols/mafia2mp.js index a716126..0d14e6d 100644 --- a/protocols/mafia2mp.js +++ b/protocols/mafia2mp.js @@ -1,41 +1,41 @@ -import Core from './core.js' - -export default class mafia2mp extends Core { - constructor () { - super() - this.encoding = 'latin1' - this.header = 'M2MP' - this.isMafia2Online = false - } - - async run (state) { - const body = await this.udpSend(this.header, (buffer) => { - const reader = this.reader(buffer) - const header = reader.string(this.header.length) - if (header !== this.header) return - return reader.rest() - }) - - const reader = this.reader(body) - state.name = this.readString(reader) - state.numplayers = parseInt(this.readString(reader)) - state.maxplayers = parseInt(this.readString(reader)) - state.raw.gamemode = this.readString(reader) - state.password = !!reader.uint(1) - state.gamePort = this.options.port - 1 - - while (!reader.done()) { - const player = {} - player.name = this.readString(reader) - if (!player.name) break - if (this.isMafia2Online) { - player.ping = parseInt(this.readString(reader)) - } - state.players.push(player) - } - } - - readString (reader) { - return reader.pascalString(1, -1) - } -} +import Core from './core.js' + +export default class mafia2mp extends Core { + constructor () { + super() + this.encoding = 'latin1' + this.header = 'M2MP' + this.isMafia2Online = false + } + + async run (state) { + const body = await this.udpSend(this.header, (buffer) => { + const reader = this.reader(buffer) + const header = reader.string(this.header.length) + if (header !== this.header) return + return reader.rest() + }) + + const reader = this.reader(body) + state.name = this.readString(reader) + state.numplayers = parseInt(this.readString(reader)) + state.maxplayers = parseInt(this.readString(reader)) + state.raw.gamemode = this.readString(reader) + state.password = !!reader.uint(1) + state.gamePort = this.options.port - 1 + + while (!reader.done()) { + const player = {} + player.name = this.readString(reader) + if (!player.name) break + if (this.isMafia2Online) { + player.ping = parseInt(this.readString(reader)) + } + state.players.push(player) + } + } + + readString (reader) { + return reader.pascalString(1, -1) + } +} diff --git a/protocols/mafia2online.js b/protocols/mafia2online.js index 3559cea..686d7c4 100644 --- a/protocols/mafia2online.js +++ b/protocols/mafia2online.js @@ -1,9 +1,9 @@ -import mafia2mp from './mafia2mp.js' - -export default class mafia2online extends mafia2mp { - constructor () { - super() - this.header = 'M2Online' - this.isMafia2Online = true - } -} +import mafia2mp from './mafia2mp.js' + +export default class mafia2online extends mafia2mp { + constructor () { + super() + this.header = 'M2Online' + this.isMafia2Online = true + } +} diff --git a/protocols/minecraft.js b/protocols/minecraft.js index 107dbff..69dccc8 100644 --- a/protocols/minecraft.js +++ b/protocols/minecraft.js @@ -1,102 +1,102 @@ -import Core from './core.js' -import minecraftbedrock from './minecraftbedrock.js' -import minecraftvanilla from './minecraftvanilla.js' -import Gamespy3 from './gamespy3.js' - -/* -Vanilla servers respond to minecraftvanilla only -Some modded vanilla servers respond to minecraftvanilla and gamespy3, or gamespy3 only -Some bedrock servers respond to gamespy3 only -Some bedrock servers respond to minecraftbedrock only -Unsure if any bedrock servers respond to gamespy3 and minecraftbedrock - */ - -export default class minecraft extends Core { - constructor () { - super() - this.srvRecord = '_minecraft._tcp' - } - - async run (state) { - /** @type {Promise[]} */ - const promises = [] - - const vanillaResolver = new minecraftvanilla() - vanillaResolver.options = this.options - vanillaResolver.udpSocket = this.udpSocket - promises.push((async () => { - try { return await vanillaResolver.runOnceSafe() } catch (e) {} - })()) - - const gamespyResolver = new Gamespy3() - gamespyResolver.options = { - ...this.options, - encoding: 'utf8' - } - gamespyResolver.udpSocket = this.udpSocket - promises.push((async () => { - try { return await gamespyResolver.runOnceSafe() } catch (e) {} - })()) - - const bedrockResolver = new minecraftbedrock() - bedrockResolver.options = this.options - bedrockResolver.udpSocket = this.udpSocket - promises.push((async () => { - try { return await bedrockResolver.runOnceSafe() } catch (e) {} - })()) - - const [vanillaState, gamespyState, bedrockState] = await Promise.all(promises) - - state.raw.vanilla = vanillaState - state.raw.gamespy = gamespyState - state.raw.bedrock = bedrockState - - if (!vanillaState && !gamespyState && !bedrockState) { - throw new Error('No protocols succeeded') - } - - // Ordered from least worth to most worth (player names / etc) - if (bedrockState) { - if (bedrockState.players.length) state.players = bedrockState.players - } - if (vanillaState) { - try { - let name = '' - const description = vanillaState.raw.description - if (typeof description === 'string') { - name = description - } - if (!name && typeof description === 'object' && description.text) { - name = description.text - } - if (!name && typeof description === 'object' && description.extra) { - name = description.extra.map(part => part.text).join('') - } - state.name = name - } catch (e) {} - if (vanillaState.numplayers) state.numplayers = vanillaState.numplayers - if (vanillaState.maxplayers) state.maxplayers = vanillaState.maxplayers - if (vanillaState.players.length) state.players = vanillaState.players - if (vanillaState.ping) this.registerRtt(vanillaState.ping) - } - if (gamespyState) { - if (gamespyState.name) state.name = gamespyState.name - if (gamespyState.numplayers) state.numplayers = gamespyState.numplayers - if (gamespyState.maxplayers) state.maxplayers = gamespyState.maxplayers - if (gamespyState.players.length) state.players = gamespyState.players - else if (gamespyState.numplayers) state.numplayers = gamespyState.numplayers - if (gamespyState.ping) this.registerRtt(gamespyState.ping) - } - if (bedrockState) { - if (bedrockState.name) state.name = bedrockState.name - if (bedrockState.numplayers) state.numplayers = bedrockState.numplayers - if (bedrockState.maxplayers) state.maxplayers = bedrockState.maxplayers - if (bedrockState.map) state.map = bedrockState.map - if (bedrockState.ping) this.registerRtt(bedrockState.ping) - } - // remove dupe spaces from name - state.name = state.name.replace(/\s+/g, ' ') - // remove color codes from name - state.name = state.name.replace(/\u00A7./g, '') - } -} +import Core from './core.js' +import minecraftbedrock from './minecraftbedrock.js' +import minecraftvanilla from './minecraftvanilla.js' +import Gamespy3 from './gamespy3.js' + +/* +Vanilla servers respond to minecraftvanilla only +Some modded vanilla servers respond to minecraftvanilla and gamespy3, or gamespy3 only +Some bedrock servers respond to gamespy3 only +Some bedrock servers respond to minecraftbedrock only +Unsure if any bedrock servers respond to gamespy3 and minecraftbedrock + */ + +export default class minecraft extends Core { + constructor () { + super() + this.srvRecord = '_minecraft._tcp' + } + + async run (state) { + /** @type {Promise[]} */ + const promises = [] + + const vanillaResolver = new minecraftvanilla() + vanillaResolver.options = this.options + vanillaResolver.udpSocket = this.udpSocket + promises.push((async () => { + try { return await vanillaResolver.runOnceSafe() } catch (e) {} + })()) + + const gamespyResolver = new Gamespy3() + gamespyResolver.options = { + ...this.options, + encoding: 'utf8' + } + gamespyResolver.udpSocket = this.udpSocket + promises.push((async () => { + try { return await gamespyResolver.runOnceSafe() } catch (e) {} + })()) + + const bedrockResolver = new minecraftbedrock() + bedrockResolver.options = this.options + bedrockResolver.udpSocket = this.udpSocket + promises.push((async () => { + try { return await bedrockResolver.runOnceSafe() } catch (e) {} + })()) + + const [vanillaState, gamespyState, bedrockState] = await Promise.all(promises) + + state.raw.vanilla = vanillaState + state.raw.gamespy = gamespyState + state.raw.bedrock = bedrockState + + if (!vanillaState && !gamespyState && !bedrockState) { + throw new Error('No protocols succeeded') + } + + // Ordered from least worth to most worth (player names / etc) + if (bedrockState) { + if (bedrockState.players.length) state.players = bedrockState.players + } + if (vanillaState) { + try { + let name = '' + const description = vanillaState.raw.description + if (typeof description === 'string') { + name = description + } + if (!name && typeof description === 'object' && description.text) { + name = description.text + } + if (!name && typeof description === 'object' && description.extra) { + name = description.extra.map(part => part.text).join('') + } + state.name = name + } catch (e) {} + if (vanillaState.numplayers) state.numplayers = vanillaState.numplayers + if (vanillaState.maxplayers) state.maxplayers = vanillaState.maxplayers + if (vanillaState.players.length) state.players = vanillaState.players + if (vanillaState.ping) this.registerRtt(vanillaState.ping) + } + if (gamespyState) { + if (gamespyState.name) state.name = gamespyState.name + if (gamespyState.numplayers) state.numplayers = gamespyState.numplayers + if (gamespyState.maxplayers) state.maxplayers = gamespyState.maxplayers + if (gamespyState.players.length) state.players = gamespyState.players + else if (gamespyState.numplayers) state.numplayers = gamespyState.numplayers + if (gamespyState.ping) this.registerRtt(gamespyState.ping) + } + if (bedrockState) { + if (bedrockState.name) state.name = bedrockState.name + if (bedrockState.numplayers) state.numplayers = bedrockState.numplayers + if (bedrockState.maxplayers) state.maxplayers = bedrockState.maxplayers + if (bedrockState.map) state.map = bedrockState.map + if (bedrockState.ping) this.registerRtt(bedrockState.ping) + } + // remove dupe spaces from name + state.name = state.name.replace(/\s+/g, ' ') + // remove color codes from name + state.name = state.name.replace(/\u00A7./g, '') + } +} diff --git a/protocols/minecraftbedrock.js b/protocols/minecraftbedrock.js index 24cd216..8f0324e 100644 --- a/protocols/minecraftbedrock.js +++ b/protocols/minecraftbedrock.js @@ -1,72 +1,72 @@ -import Core from './core.js' - -export default class minecraftbedrock extends Core { - constructor () { - super() - this.byteorder = 'be' - } - - async run (state) { - const bufs = [ - Buffer.from([0x01]), // Message ID, ID_UNCONNECTED_PING - Buffer.from('1122334455667788', 'hex'), // Nonce / timestamp - Buffer.from('00ffff00fefefefefdfdfdfd12345678', 'hex'), // Magic - Buffer.from('0000000000000000', 'hex') // Cliend GUID - ] - - return await this.udpSend(Buffer.concat(bufs), buffer => { - const reader = this.reader(buffer) - - const messageId = reader.uint(1) - if (messageId !== 0x1c) { - this.logger.debug('Skipping packet, invalid message id') - return - } - - const nonce = reader.part(8).toString('hex') // should match the nonce we sent - this.logger.debug('Nonce: ' + nonce) - if (nonce !== '1122334455667788') { - this.logger.debug('Skipping packet, invalid nonce') - return - } - - // These 8 bytes are identical to the serverId string we receive in decimal below - reader.skip(8) - - const magic = reader.part(16).toString('hex') - this.logger.debug('Magic value: ' + magic) - if (magic !== '00ffff00fefefefefdfdfdfd12345678') { - this.logger.debug('Skipping packet, invalid magic') - return - } - - const statusLen = reader.uint(2) - if (reader.remaining() !== statusLen) { - throw new Error('Invalid status length: ' + reader.remaining() + ' vs ' + statusLen) - } - - const statusStr = reader.rest().toString('utf8') - this.logger.debug('Raw status str: ' + statusStr) - - const split = statusStr.split(';') - if (split.length < 6) { - throw new Error('Missing enough chunks in status str') - } - - state.raw.edition = split.shift() - state.name = split.shift() - state.raw.protocolVersion = split.shift() - state.raw.mcVersion = split.shift() - state.numplayers = parseInt(split.shift()) - state.maxplayers = parseInt(split.shift()) - if (split.length) state.raw.serverId = split.shift() - if (split.length) state.map = split.shift() - if (split.length) state.raw.gameMode = split.shift() - if (split.length) state.raw.nintendoOnly = !!parseInt(split.shift()) - if (split.length) state.raw.ipv4Port = split.shift() - if (split.length) state.raw.ipv6Port = split.shift() - - return true - }) - } -} +import Core from './core.js' + +export default class minecraftbedrock extends Core { + constructor () { + super() + this.byteorder = 'be' + } + + async run (state) { + const bufs = [ + Buffer.from([0x01]), // Message ID, ID_UNCONNECTED_PING + Buffer.from('1122334455667788', 'hex'), // Nonce / timestamp + Buffer.from('00ffff00fefefefefdfdfdfd12345678', 'hex'), // Magic + Buffer.from('0000000000000000', 'hex') // Cliend GUID + ] + + return await this.udpSend(Buffer.concat(bufs), buffer => { + const reader = this.reader(buffer) + + const messageId = reader.uint(1) + if (messageId !== 0x1c) { + this.logger.debug('Skipping packet, invalid message id') + return + } + + const nonce = reader.part(8).toString('hex') // should match the nonce we sent + this.logger.debug('Nonce: ' + nonce) + if (nonce !== '1122334455667788') { + this.logger.debug('Skipping packet, invalid nonce') + return + } + + // These 8 bytes are identical to the serverId string we receive in decimal below + reader.skip(8) + + const magic = reader.part(16).toString('hex') + this.logger.debug('Magic value: ' + magic) + if (magic !== '00ffff00fefefefefdfdfdfd12345678') { + this.logger.debug('Skipping packet, invalid magic') + return + } + + const statusLen = reader.uint(2) + if (reader.remaining() !== statusLen) { + throw new Error('Invalid status length: ' + reader.remaining() + ' vs ' + statusLen) + } + + const statusStr = reader.rest().toString('utf8') + this.logger.debug('Raw status str: ' + statusStr) + + const split = statusStr.split(';') + if (split.length < 6) { + throw new Error('Missing enough chunks in status str') + } + + state.raw.edition = split.shift() + state.name = split.shift() + state.raw.protocolVersion = split.shift() + state.raw.mcVersion = split.shift() + state.numplayers = parseInt(split.shift()) + state.maxplayers = parseInt(split.shift()) + if (split.length) state.raw.serverId = split.shift() + if (split.length) state.map = split.shift() + if (split.length) state.raw.gameMode = split.shift() + if (split.length) state.raw.nintendoOnly = !!parseInt(split.shift()) + if (split.length) state.raw.ipv4Port = split.shift() + if (split.length) state.raw.ipv6Port = split.shift() + + return true + }) + } +} diff --git a/protocols/minecraftvanilla.js b/protocols/minecraftvanilla.js index 561bebb..7bc3b8d 100644 --- a/protocols/minecraftvanilla.js +++ b/protocols/minecraftvanilla.js @@ -1,75 +1,75 @@ -import Core from './core.js' -import Varint from 'varint' - -export default class minecraftvanilla extends Core { - async run (state) { - const portBuf = Buffer.alloc(2) - portBuf.writeUInt16BE(this.options.port, 0) - - const addressBuf = Buffer.from(this.options.host, 'utf8') - - const bufs = [ - this.varIntBuffer(47), - this.varIntBuffer(addressBuf.length), - addressBuf, - portBuf, - this.varIntBuffer(1) - ] - - const outBuffer = Buffer.concat([ - this.buildPacket(0, Buffer.concat(bufs)), - this.buildPacket(0) - ]) - - const data = await this.withTcp(async socket => { - return await this.tcpSend(socket, outBuffer, data => { - if (data.length < 10) return - const reader = this.reader(data) - const length = reader.varint() - if (data.length < length) return - return reader.rest() - }) - }) - - const reader = this.reader(data) - - const packetId = reader.varint() - this.logger.debug('Packet ID: ' + packetId) - - const strLen = reader.varint() - this.logger.debug('String Length: ' + strLen) - - const str = reader.rest().toString('utf8') - this.logger.debug(str) - - const json = JSON.parse(str) - delete json.favicon - - state.raw = json - state.maxplayers = json.players.max - state.numplayers = json.players.online - - if (json.players.sample) { - for (const player of json.players.sample) { - state.players.push({ - id: player.id, - name: player.name - }) - } - } - } - - varIntBuffer (num) { - return Buffer.from(Varint.encode(num)) - } - - buildPacket (id, data) { - if (!data) data = Buffer.from([]) - const idBuffer = this.varIntBuffer(id) - return Buffer.concat([ - this.varIntBuffer(data.length + idBuffer.length), - idBuffer, - data - ]) - } -} +import Core from './core.js' +import Varint from 'varint' + +export default class minecraftvanilla extends Core { + async run (state) { + const portBuf = Buffer.alloc(2) + portBuf.writeUInt16BE(this.options.port, 0) + + const addressBuf = Buffer.from(this.options.host, 'utf8') + + const bufs = [ + this.varIntBuffer(47), + this.varIntBuffer(addressBuf.length), + addressBuf, + portBuf, + this.varIntBuffer(1) + ] + + const outBuffer = Buffer.concat([ + this.buildPacket(0, Buffer.concat(bufs)), + this.buildPacket(0) + ]) + + const data = await this.withTcp(async socket => { + return await this.tcpSend(socket, outBuffer, data => { + if (data.length < 10) return + const reader = this.reader(data) + const length = reader.varint() + if (data.length < length) return + return reader.rest() + }) + }) + + const reader = this.reader(data) + + const packetId = reader.varint() + this.logger.debug('Packet ID: ' + packetId) + + const strLen = reader.varint() + this.logger.debug('String Length: ' + strLen) + + const str = reader.rest().toString('utf8') + this.logger.debug(str) + + const json = JSON.parse(str) + delete json.favicon + + state.raw = json + state.maxplayers = json.players.max + state.numplayers = json.players.online + + if (json.players.sample) { + for (const player of json.players.sample) { + state.players.push({ + id: player.id, + name: player.name + }) + } + } + } + + varIntBuffer (num) { + return Buffer.from(Varint.encode(num)) + } + + buildPacket (id, data) { + if (!data) data = Buffer.from([]) + const idBuffer = this.varIntBuffer(id) + return Buffer.concat([ + this.varIntBuffer(data.length + idBuffer.length), + idBuffer, + data + ]) + } +} diff --git a/protocols/mumble.js b/protocols/mumble.js index 929efcd..ea00906 100644 --- a/protocols/mumble.js +++ b/protocols/mumble.js @@ -1,39 +1,39 @@ -import Core from './core.js' - -export default class mumble extends Core { - async run (state) { - const json = await this.withTcp(async socket => { - return await this.tcpSend(socket, 'json', (buffer) => { - if (buffer.length < 10) return - const str = buffer.toString() - let json - try { - json = JSON.parse(str) - } catch (e) { - // probably not all here yet - return - } - return json - }) - }) - - state.raw = json - state.name = json.name - state.gamePort = json.x_gtmurmur_connectport || 64738 - - let channelStack = [state.raw.root] - while (channelStack.length) { - const channel = channelStack.shift() - channel.description = this.cleanComment(channel.description) - channelStack = channelStack.concat(channel.channels) - for (const user of channel.users) { - user.comment = this.cleanComment(user.comment) - state.players.push(user) - } - } - } - - cleanComment (str) { - return str.replace(/<.*>/g, '') - } -} +import Core from './core.js' + +export default class mumble extends Core { + async run (state) { + const json = await this.withTcp(async socket => { + return await this.tcpSend(socket, 'json', (buffer) => { + if (buffer.length < 10) return + const str = buffer.toString() + let json + try { + json = JSON.parse(str) + } catch (e) { + // probably not all here yet + return + } + return json + }) + }) + + state.raw = json + state.name = json.name + state.gamePort = json.x_gtmurmur_connectport || 64738 + + let channelStack = [state.raw.root] + while (channelStack.length) { + const channel = channelStack.shift() + channel.description = this.cleanComment(channel.description) + channelStack = channelStack.concat(channel.channels) + for (const user of channel.users) { + user.comment = this.cleanComment(user.comment) + state.players.push(user) + } + } + } + + cleanComment (str) { + return str.replace(/<.*>/g, '') + } +} diff --git a/protocols/mumbleping.js b/protocols/mumbleping.js index 6e7e540..067d39d 100644 --- a/protocols/mumbleping.js +++ b/protocols/mumbleping.js @@ -1,24 +1,24 @@ -import Core from './core.js' - -export default class mumbleping extends Core { - constructor () { - super() - this.byteorder = 'be' - } - - async run (state) { - const data = await this.udpSend('\x00\x00\x00\x00\x01\x02\x03\x04\x05\x06\x07\x08', (buffer) => { - if (buffer.length >= 24) return buffer - }) - - const reader = this.reader(data) - reader.skip(1) - state.raw.versionMajor = reader.uint(1) - state.raw.versionMinor = reader.uint(1) - state.raw.versionPatch = reader.uint(1) - reader.skip(8) - state.numplayers = reader.uint(4) - state.maxplayers = reader.uint(4) - state.raw.allowedbandwidth = reader.uint(4) - } -} +import Core from './core.js' + +export default class mumbleping extends Core { + constructor () { + super() + this.byteorder = 'be' + } + + async run (state) { + const data = await this.udpSend('\x00\x00\x00\x00\x01\x02\x03\x04\x05\x06\x07\x08', (buffer) => { + if (buffer.length >= 24) return buffer + }) + + const reader = this.reader(data) + reader.skip(1) + state.raw.versionMajor = reader.uint(1) + state.raw.versionMinor = reader.uint(1) + state.raw.versionPatch = reader.uint(1) + reader.skip(8) + state.numplayers = reader.uint(4) + state.maxplayers = reader.uint(4) + state.raw.allowedbandwidth = reader.uint(4) + } +} diff --git a/protocols/nadeo.js b/protocols/nadeo.js index 433f13d..f386f25 100644 --- a/protocols/nadeo.js +++ b/protocols/nadeo.js @@ -1,86 +1,86 @@ -import Core from './core.js' -import Promises from '../lib/Promises.js' -import * as gbxremote from 'gbxremote' - -export default class nadeo extends Core { - async run (state) { - await this.withClient(async client => { - const start = Date.now() - await this.query(client, 'Authenticate', this.options.login, this.options.password) - this.registerRtt(Date.now() - start) - - // const data = this.methodCall(client, 'GetStatus'); - - { - const results = await this.query(client, 'GetServerOptions') - state.name = this.stripColors(results.Name) - state.password = (results.Password !== 'No password') - state.maxplayers = results.CurrentMaxPlayers - state.raw.maxspectators = results.CurrentMaxSpectators - } - - { - const results = await this.query(client, 'GetCurrentMapInfo') - state.map = this.stripColors(results.Name) - state.raw.mapUid = results.UId - } - - { - const results = await this.query(client, 'GetCurrentGameInfo') - let gamemode = '' - const igm = results.GameMode - if (igm === 0) gamemode = 'Rounds' - if (igm === 1) gamemode = 'Time Attack' - if (igm === 2) gamemode = 'Team' - if (igm === 3) gamemode = 'Laps' - if (igm === 4) gamemode = 'Stunts' - if (igm === 5) gamemode = 'Cup' - state.raw.gametype = gamemode - state.raw.mapcount = results.NbChallenge - } - - { - const results = await this.query(client, 'GetNextMapInfo') - state.raw.nextmapName = this.stripColors(results.Name) - state.raw.nextmapUid = results.UId - } - - if (this.options.port === 5000) { - state.gamePort = 2350 - } - - state.raw.players = await this.query(client, 'GetPlayerList', 10000, 0) - for (const player of state.raw.players) { - state.players.push({ - name: this.stripColors(player.Name || player.NickName) - }) - } - state.numplayers = state.players.length - }) - } - - async withClient (fn) { - const socket = new gbxremote.Client(this.options.port, this.options.host) - try { - const connectPromise = socket.connect() - const timeoutPromise = Promises.createTimeout(this.options.socketTimeout, 'GBX Remote Opening') - await Promise.race([connectPromise, timeoutPromise, this.abortedPromise]) - return await fn(socket) - } finally { - socket.terminate() - } - } - - async query (client, ...cmdset) { - const cmd = cmdset[0] - const params = cmdset.slice(1) - - const sentPromise = client.query(cmd, params) - const timeoutPromise = Promises.createTimeout(this.options.socketTimeout, 'GBX Method Call') - return await Promise.race([sentPromise, timeoutPromise, this.abortedPromise]) - } - - stripColors (str) { - return str.replace(/\$([0-9a-f]{3}|[a-z])/gi, '') - } -} +import Core from './core.js' +import Promises from '../lib/Promises.js' +import * as gbxremote from 'gbxremote' + +export default class nadeo extends Core { + async run (state) { + await this.withClient(async client => { + const start = Date.now() + await this.query(client, 'Authenticate', this.options.login, this.options.password) + this.registerRtt(Date.now() - start) + + // const data = this.methodCall(client, 'GetStatus'); + + { + const results = await this.query(client, 'GetServerOptions') + state.name = this.stripColors(results.Name) + state.password = (results.Password !== 'No password') + state.maxplayers = results.CurrentMaxPlayers + state.raw.maxspectators = results.CurrentMaxSpectators + } + + { + const results = await this.query(client, 'GetCurrentMapInfo') + state.map = this.stripColors(results.Name) + state.raw.mapUid = results.UId + } + + { + const results = await this.query(client, 'GetCurrentGameInfo') + let gamemode = '' + const igm = results.GameMode + if (igm === 0) gamemode = 'Rounds' + if (igm === 1) gamemode = 'Time Attack' + if (igm === 2) gamemode = 'Team' + if (igm === 3) gamemode = 'Laps' + if (igm === 4) gamemode = 'Stunts' + if (igm === 5) gamemode = 'Cup' + state.raw.gametype = gamemode + state.raw.mapcount = results.NbChallenge + } + + { + const results = await this.query(client, 'GetNextMapInfo') + state.raw.nextmapName = this.stripColors(results.Name) + state.raw.nextmapUid = results.UId + } + + if (this.options.port === 5000) { + state.gamePort = 2350 + } + + state.raw.players = await this.query(client, 'GetPlayerList', 10000, 0) + for (const player of state.raw.players) { + state.players.push({ + name: this.stripColors(player.Name || player.NickName) + }) + } + state.numplayers = state.players.length + }) + } + + async withClient (fn) { + const socket = new gbxremote.Client(this.options.port, this.options.host) + try { + const connectPromise = socket.connect() + const timeoutPromise = Promises.createTimeout(this.options.socketTimeout, 'GBX Remote Opening') + await Promise.race([connectPromise, timeoutPromise, this.abortedPromise]) + return await fn(socket) + } finally { + socket.terminate() + } + } + + async query (client, ...cmdset) { + const cmd = cmdset[0] + const params = cmdset.slice(1) + + const sentPromise = client.query(cmd, params) + const timeoutPromise = Promises.createTimeout(this.options.socketTimeout, 'GBX Method Call') + return await Promise.race([sentPromise, timeoutPromise, this.abortedPromise]) + } + + stripColors (str) { + return str.replace(/\$([0-9a-f]{3}|[a-z])/gi, '') + } +} diff --git a/protocols/openttd.js b/protocols/openttd.js index 06fb32e..3c7187e 100644 --- a/protocols/openttd.js +++ b/protocols/openttd.js @@ -1,127 +1,127 @@ -import Core from './core.js' - -export default class openttd extends Core { - async run (state) { - { - const [reader, version] = await this.query(0, 1, 1, 4) - if (version >= 4) { - const numGrf = reader.uint(1) - state.raw.grfs = [] - for (let i = 0; i < numGrf; i++) { - const grf = {} - grf.id = reader.part(4).toString('hex') - grf.md5 = reader.part(16).toString('hex') - state.raw.grfs.push(grf) - } - } - if (version >= 3) { - state.raw.date_current = this.readDate(reader) - state.raw.date_start = this.readDate(reader) - } - if (version >= 2) { - state.raw.maxcompanies = reader.uint(1) - state.raw.numcompanies = reader.uint(1) - state.raw.maxspectators = reader.uint(1) - } - - state.name = reader.string() - state.raw.version = reader.string() - - state.raw.language = this.decode( - reader.uint(1), - ['any', 'en', 'de', 'fr'] - ) - - state.password = !!reader.uint(1) - state.maxplayers = reader.uint(1) - state.numplayers = reader.uint(1) - state.raw.numspectators = reader.uint(1) - state.map = reader.string() - state.raw.map_width = reader.uint(2) - state.raw.map_height = reader.uint(2) - - state.raw.landscape = this.decode( - reader.uint(1), - ['temperate', 'arctic', 'desert', 'toyland'] - ) - - state.raw.dedicated = !!reader.uint(1) - } - - { - const [reader, version] = await this.query(2, 3, -1, -1) - // we don't know how to deal with companies outside version 6 - if (version === 6) { - state.raw.companies = [] - const numCompanies = reader.uint(1) - for (let iCompany = 0; iCompany < numCompanies; iCompany++) { - const company = {} - company.id = reader.uint(1) - company.name = reader.string() - company.year_start = reader.uint(4) - company.value = reader.uint(8).toString() - company.money = reader.uint(8).toString() - company.income = reader.uint(8).toString() - company.performance = reader.uint(2) - company.password = !!reader.uint(1) - - const vehicleTypes = ['train', 'truck', 'bus', 'aircraft', 'ship'] - const stationTypes = ['station', 'truckbay', 'busstation', 'airport', 'dock'] - - company.vehicles = {} - for (const type of vehicleTypes) { - company.vehicles[type] = reader.uint(2) - } - company.stations = {} - for (const type of stationTypes) { - company.stations[type] = reader.uint(2) - } - - company.clients = reader.string() - state.raw.companies.push(company) - } - } - } - } - - async query (type, expected, minver, maxver) { - const b = Buffer.from([0x03, 0x00, type]) - return await this.udpSend(b, (buffer) => { - const reader = this.reader(buffer) - - const packetLen = reader.uint(2) - if (packetLen !== buffer.length) { - this.logger.debug('Invalid reported packet length: ' + packetLen + ' ' + buffer.length) - return - } - - const packetType = reader.uint(1) - if (packetType !== expected) { - this.logger.debug('Unexpected response packet type: ' + packetType) - return - } - - const protocolVersion = reader.uint(1) - if ((minver !== -1 && protocolVersion < minver) || (maxver !== -1 && protocolVersion > maxver)) { - throw new Error('Unknown protocol version: ' + protocolVersion + ' Expected: ' + minver + '-' + maxver) - } - - return [reader, protocolVersion] - }) - } - - readDate (reader) { - const daysSinceZero = reader.uint(4) - const temp = new Date(0, 0, 1) - temp.setFullYear(0) - temp.setDate(daysSinceZero + 1) - return temp.toISOString().split('T')[0] - } - - decode (num, arr) { - if (num < 0 || num >= arr.length) { - return num - } - return arr[num] - } -} +import Core from './core.js' + +export default class openttd extends Core { + async run (state) { + { + const [reader, version] = await this.query(0, 1, 1, 4) + if (version >= 4) { + const numGrf = reader.uint(1) + state.raw.grfs = [] + for (let i = 0; i < numGrf; i++) { + const grf = {} + grf.id = reader.part(4).toString('hex') + grf.md5 = reader.part(16).toString('hex') + state.raw.grfs.push(grf) + } + } + if (version >= 3) { + state.raw.date_current = this.readDate(reader) + state.raw.date_start = this.readDate(reader) + } + if (version >= 2) { + state.raw.maxcompanies = reader.uint(1) + state.raw.numcompanies = reader.uint(1) + state.raw.maxspectators = reader.uint(1) + } + + state.name = reader.string() + state.raw.version = reader.string() + + state.raw.language = this.decode( + reader.uint(1), + ['any', 'en', 'de', 'fr'] + ) + + state.password = !!reader.uint(1) + state.maxplayers = reader.uint(1) + state.numplayers = reader.uint(1) + state.raw.numspectators = reader.uint(1) + state.map = reader.string() + state.raw.map_width = reader.uint(2) + state.raw.map_height = reader.uint(2) + + state.raw.landscape = this.decode( + reader.uint(1), + ['temperate', 'arctic', 'desert', 'toyland'] + ) + + state.raw.dedicated = !!reader.uint(1) + } + + { + const [reader, version] = await this.query(2, 3, -1, -1) + // we don't know how to deal with companies outside version 6 + if (version === 6) { + state.raw.companies = [] + const numCompanies = reader.uint(1) + for (let iCompany = 0; iCompany < numCompanies; iCompany++) { + const company = {} + company.id = reader.uint(1) + company.name = reader.string() + company.year_start = reader.uint(4) + company.value = reader.uint(8).toString() + company.money = reader.uint(8).toString() + company.income = reader.uint(8).toString() + company.performance = reader.uint(2) + company.password = !!reader.uint(1) + + const vehicleTypes = ['train', 'truck', 'bus', 'aircraft', 'ship'] + const stationTypes = ['station', 'truckbay', 'busstation', 'airport', 'dock'] + + company.vehicles = {} + for (const type of vehicleTypes) { + company.vehicles[type] = reader.uint(2) + } + company.stations = {} + for (const type of stationTypes) { + company.stations[type] = reader.uint(2) + } + + company.clients = reader.string() + state.raw.companies.push(company) + } + } + } + } + + async query (type, expected, minver, maxver) { + const b = Buffer.from([0x03, 0x00, type]) + return await this.udpSend(b, (buffer) => { + const reader = this.reader(buffer) + + const packetLen = reader.uint(2) + if (packetLen !== buffer.length) { + this.logger.debug('Invalid reported packet length: ' + packetLen + ' ' + buffer.length) + return + } + + const packetType = reader.uint(1) + if (packetType !== expected) { + this.logger.debug('Unexpected response packet type: ' + packetType) + return + } + + const protocolVersion = reader.uint(1) + if ((minver !== -1 && protocolVersion < minver) || (maxver !== -1 && protocolVersion > maxver)) { + throw new Error('Unknown protocol version: ' + protocolVersion + ' Expected: ' + minver + '-' + maxver) + } + + return [reader, protocolVersion] + }) + } + + readDate (reader) { + const daysSinceZero = reader.uint(4) + const temp = new Date(0, 0, 1) + temp.setFullYear(0) + temp.setDate(daysSinceZero + 1) + return temp.toISOString().split('T')[0] + } + + decode (num, arr) { + if (num < 0 || num >= arr.length) { + return num + } + return arr[num] + } +} diff --git a/protocols/quake1.js b/protocols/quake1.js index 9cf11a5..dadbb02 100644 --- a/protocols/quake1.js +++ b/protocols/quake1.js @@ -1,9 +1,9 @@ -import quake2 from './quake2.js' - -export default class quake1 extends quake2 { - constructor () { - super() - this.responseHeader = 'n' - this.isQuake1 = true - } -} +import quake2 from './quake2.js' + +export default class quake1 extends quake2 { + constructor () { + super() + this.responseHeader = 'n' + this.isQuake1 = true + } +} diff --git a/protocols/quake2.js b/protocols/quake2.js index ba35dd9..8d56b87 100644 --- a/protocols/quake2.js +++ b/protocols/quake2.js @@ -1,88 +1,88 @@ -import Core from './core.js' - -export default class quake2 extends Core { - constructor () { - super() - this.encoding = 'latin1' - this.delimiter = '\n' - this.sendHeader = 'status' - this.responseHeader = 'print' - this.isQuake1 = false - } - - async run (state) { - const body = await this.udpSend('\xff\xff\xff\xff' + this.sendHeader + '\x00', packet => { - const reader = this.reader(packet) - const header = reader.string({ length: 4, encoding: 'latin1' }) - if (header !== '\xff\xff\xff\xff') return - let type - if (this.isQuake1) { - type = reader.string(this.responseHeader.length) - } else { - type = reader.string({ encoding: 'latin1' }) - } - if (type !== this.responseHeader) return - return reader.rest() - }) - - const reader = this.reader(body) - const info = reader.string().split('\\') - if (info[0] === '') info.shift() - - while (true) { - const key = info.shift() - const value = info.shift() - if (typeof value === 'undefined') break - state.raw[key] = value - } - - while (!reader.done()) { - const line = reader.string() - if (!line || line.charAt(0) === '\0') break - - const args = [] - const split = line.split('"') - split.forEach((part, i) => { - const inQuote = (i % 2 === 1) - if (inQuote) { - args.push(part) - } else { - const splitSpace = part.split(' ') - for (const subpart of splitSpace) { - if (subpart) args.push(subpart) - } - } - }) - - const player = {} - if (this.isQuake1) { - player.id = parseInt(args.shift()) - player.score = parseInt(args.shift()) - player.time = parseInt(args.shift()) - player.ping = parseInt(args.shift()) - player.name = args.shift() - player.skin = args.shift() - player.color1 = parseInt(args.shift()) - player.color2 = parseInt(args.shift()) - } else { - player.frags = parseInt(args.shift()) - player.ping = parseInt(args.shift()) - player.name = args.shift() || '' - if (!player.name) delete player.name - player.address = args.shift() || '' - if (!player.address) delete player.address - } - - (player.ping ? state.players : state.bots).push(player) - } - - if ('g_needpass' in state.raw) state.password = state.raw.g_needpass - if ('mapname' in state.raw) state.map = state.raw.mapname - if ('sv_maxclients' in state.raw) state.maxplayers = state.raw.sv_maxclients - if ('maxclients' in state.raw) state.maxplayers = state.raw.maxclients - if ('sv_hostname' in state.raw) state.name = state.raw.sv_hostname - if ('hostname' in state.raw) state.name = state.raw.hostname - if ('clients' in state.raw) state.numplayers = state.raw.clients - else state.numplayers = state.players.length + state.bots.length - } -} +import Core from './core.js' + +export default class quake2 extends Core { + constructor () { + super() + this.encoding = 'latin1' + this.delimiter = '\n' + this.sendHeader = 'status' + this.responseHeader = 'print' + this.isQuake1 = false + } + + async run (state) { + const body = await this.udpSend('\xff\xff\xff\xff' + this.sendHeader + '\x00', packet => { + const reader = this.reader(packet) + const header = reader.string({ length: 4, encoding: 'latin1' }) + if (header !== '\xff\xff\xff\xff') return + let type + if (this.isQuake1) { + type = reader.string(this.responseHeader.length) + } else { + type = reader.string({ encoding: 'latin1' }) + } + if (type !== this.responseHeader) return + return reader.rest() + }) + + const reader = this.reader(body) + const info = reader.string().split('\\') + if (info[0] === '') info.shift() + + while (true) { + const key = info.shift() + const value = info.shift() + if (typeof value === 'undefined') break + state.raw[key] = value + } + + while (!reader.done()) { + const line = reader.string() + if (!line || line.charAt(0) === '\0') break + + const args = [] + const split = line.split('"') + split.forEach((part, i) => { + const inQuote = (i % 2 === 1) + if (inQuote) { + args.push(part) + } else { + const splitSpace = part.split(' ') + for (const subpart of splitSpace) { + if (subpart) args.push(subpart) + } + } + }) + + const player = {} + if (this.isQuake1) { + player.id = parseInt(args.shift()) + player.score = parseInt(args.shift()) + player.time = parseInt(args.shift()) + player.ping = parseInt(args.shift()) + player.name = args.shift() + player.skin = args.shift() + player.color1 = parseInt(args.shift()) + player.color2 = parseInt(args.shift()) + } else { + player.frags = parseInt(args.shift()) + player.ping = parseInt(args.shift()) + player.name = args.shift() || '' + if (!player.name) delete player.name + player.address = args.shift() || '' + if (!player.address) delete player.address + } + + (player.ping ? state.players : state.bots).push(player) + } + + if ('g_needpass' in state.raw) state.password = state.raw.g_needpass + if ('mapname' in state.raw) state.map = state.raw.mapname + if ('sv_maxclients' in state.raw) state.maxplayers = state.raw.sv_maxclients + if ('maxclients' in state.raw) state.maxplayers = state.raw.maxclients + if ('sv_hostname' in state.raw) state.name = state.raw.sv_hostname + if ('hostname' in state.raw) state.name = state.raw.hostname + if ('clients' in state.raw) state.numplayers = state.raw.clients + else state.numplayers = state.players.length + state.bots.length + } +} diff --git a/protocols/quake3.js b/protocols/quake3.js index cc7eab5..6f42def 100644 --- a/protocols/quake3.js +++ b/protocols/quake3.js @@ -1,24 +1,24 @@ -import quake2 from './quake2.js' - -export default class quake3 extends quake2 { - constructor () { - super() - this.sendHeader = 'getstatus' - this.responseHeader = 'statusResponse' +import quake2 from './quake2.js' + +export default class quake3 extends quake2 { + constructor () { + super() + this.sendHeader = 'getstatus' + this.responseHeader = 'statusResponse' } - - async run (state) { - await super.run(state) - state.name = this.stripColors(state.name) - for (const key of Object.keys(state.raw)) { - state.raw[key] = this.stripColors(state.raw[key]) - } - for (const player of state.players) { - player.name = this.stripColors(player.name) - } + + async run (state) { + await super.run(state) + state.name = this.stripColors(state.name) + for (const key of Object.keys(state.raw)) { + state.raw[key] = this.stripColors(state.raw[key]) + } + for (const player of state.players) { + player.name = this.stripColors(player.name) + } } - - stripColors (str) { - return str.replace(/\^(X.{6}|.)/g, '') - } -} + + stripColors (str) { + return str.replace(/\^(X.{6}|.)/g, '') + } +} diff --git a/protocols/rfactor.js b/protocols/rfactor.js index 240ad78..ef02ce6 100644 --- a/protocols/rfactor.js +++ b/protocols/rfactor.js @@ -1,69 +1,69 @@ -import Core from './core.js' - -export default class rfactor extends Core { - async run (state) { - const buffer = await this.udpSend('rF_S', b => b) - const reader = this.reader(buffer) - - state.raw.gamename = this.readString(reader, 8) - state.raw.fullUpdate = reader.uint(1) - state.raw.region = reader.uint(2) - state.raw.ip = reader.part(4) - state.raw.size = reader.uint(2) - state.raw.version = reader.uint(2) - state.raw.versionRaceCast = reader.uint(2) - state.gamePort = reader.uint(2) - state.raw.queryPort = reader.uint(2) - state.raw.game = this.readString(reader, 20) - state.name = this.readString(reader, 28) - state.map = this.readString(reader, 32) - state.raw.motd = this.readString(reader, 96) - state.raw.packedAids = reader.uint(2) - state.raw.ping = reader.uint(2) - state.raw.packedFlags = reader.uint(1) - state.raw.rate = reader.uint(1) - state.numplayers = reader.uint(1) - state.maxplayers = reader.uint(1) - state.raw.bots = reader.uint(1) - state.raw.packedSpecial = reader.uint(1) - state.raw.damage = reader.uint(1) - state.raw.packedRules = reader.uint(2) - state.raw.credits1 = reader.uint(1) - state.raw.credits2 = reader.uint(2) - this.logger.debug(reader.offset()) - state.raw.time = reader.uint(2) - state.raw.laps = reader.uint(2) / 16 - reader.skip(3) - state.raw.vehicles = reader.string() - - state.password = !!(state.raw.packedSpecial & 2) - state.raw.raceCast = !!(state.raw.packedSpecial & 4) - state.raw.fixedSetups = !!(state.raw.packedSpecial & 16) - - const aids = [ - 'TractionControl', - 'AntiLockBraking', - 'StabilityControl', - 'AutoShifting', - 'AutoClutch', - 'Invulnerability', - 'OppositeLock', - 'SteeringHelp', - 'BrakingHelp', - 'SpinRecovery', - 'AutoPitstop' - ] - state.raw.aids = [] - for (let offset = 0; offset < aids.length; offset++) { - if (state.packedAids && (1 << offset)) { - state.raw.aids.push(aids[offset]) - } - } - } - - // Consumes bytesToConsume, but only returns string up to the first null - readString (reader, bytesToConsume) { - const consumed = reader.part(bytesToConsume) - return this.reader(consumed).string() - } -} +import Core from './core.js' + +export default class rfactor extends Core { + async run (state) { + const buffer = await this.udpSend('rF_S', b => b) + const reader = this.reader(buffer) + + state.raw.gamename = this.readString(reader, 8) + state.raw.fullUpdate = reader.uint(1) + state.raw.region = reader.uint(2) + state.raw.ip = reader.part(4) + state.raw.size = reader.uint(2) + state.raw.version = reader.uint(2) + state.raw.versionRaceCast = reader.uint(2) + state.gamePort = reader.uint(2) + state.raw.queryPort = reader.uint(2) + state.raw.game = this.readString(reader, 20) + state.name = this.readString(reader, 28) + state.map = this.readString(reader, 32) + state.raw.motd = this.readString(reader, 96) + state.raw.packedAids = reader.uint(2) + state.raw.ping = reader.uint(2) + state.raw.packedFlags = reader.uint(1) + state.raw.rate = reader.uint(1) + state.numplayers = reader.uint(1) + state.maxplayers = reader.uint(1) + state.raw.bots = reader.uint(1) + state.raw.packedSpecial = reader.uint(1) + state.raw.damage = reader.uint(1) + state.raw.packedRules = reader.uint(2) + state.raw.credits1 = reader.uint(1) + state.raw.credits2 = reader.uint(2) + this.logger.debug(reader.offset()) + state.raw.time = reader.uint(2) + state.raw.laps = reader.uint(2) / 16 + reader.skip(3) + state.raw.vehicles = reader.string() + + state.password = !!(state.raw.packedSpecial & 2) + state.raw.raceCast = !!(state.raw.packedSpecial & 4) + state.raw.fixedSetups = !!(state.raw.packedSpecial & 16) + + const aids = [ + 'TractionControl', + 'AntiLockBraking', + 'StabilityControl', + 'AutoShifting', + 'AutoClutch', + 'Invulnerability', + 'OppositeLock', + 'SteeringHelp', + 'BrakingHelp', + 'SpinRecovery', + 'AutoPitstop' + ] + state.raw.aids = [] + for (let offset = 0; offset < aids.length; offset++) { + if (state.packedAids && (1 << offset)) { + state.raw.aids.push(aids[offset]) + } + } + } + + // Consumes bytesToConsume, but only returns string up to the first null + readString (reader, bytesToConsume) { + const consumed = reader.part(bytesToConsume) + return this.reader(consumed).string() + } +} diff --git a/protocols/samp.js b/protocols/samp.js index 2b81563..517a904 100644 --- a/protocols/samp.js +++ b/protocols/samp.js @@ -1,102 +1,102 @@ -import Core from './core.js' - -export default class samp extends Core { - constructor () { - super() - this.encoding = 'win1252' - this.magicHeader = 'SAMP' - this.responseMagicHeader = null - this.isVcmp = false - } - - async run (state) { - // read info - { - const reader = await this.sendPacket('i') - if (this.isVcmp) { - const consumed = reader.part(12) - state.raw.version = this.reader(consumed).string() - } - state.password = !!reader.uint(1) - state.numplayers = reader.uint(2) - state.maxplayers = reader.uint(2) - state.name = reader.pascalString(4) - state.raw.gamemode = reader.pascalString(4) - state.raw.map = reader.pascalString(4) - } - - // read rules - if (!this.isVcmp) { - const reader = await this.sendPacket('r') - const ruleCount = reader.uint(2) - state.raw.rules = {} - for (let i = 0; i < ruleCount; i++) { - const key = reader.pascalString(1) - const value = reader.pascalString(1) - state.raw.rules[key] = value - } - } - - // read players - // don't even bother if > 100 players, because the server won't respond - if (state.numplayers < 100) { - if (this.isVcmp) { - const reader = await this.sendPacket('c', true) - if (reader !== null) { - const playerCount = reader.uint(2) - for (let i = 0; i < playerCount; i++) { - const player = {} - player.name = reader.pascalString(1) - state.players.push(player) - } - } - } else { - const reader = await this.sendPacket('d', true) - if (reader !== null) { - const playerCount = reader.uint(2) - for (let i = 0; i < playerCount; i++) { - const player = {} - player.id = reader.uint(1) - player.name = reader.pascalString(1) - player.score = reader.int(4) - player.ping = reader.uint(4) - state.players.push(player) - } - } - } - } - } - - async sendPacket (type, allowTimeout) { - const outBuffer = Buffer.alloc(11) - outBuffer.write(this.magicHeader, 0, 4) - const ipSplit = this.options.address.split('.') - outBuffer.writeUInt8(parseInt(ipSplit[0]), 4) - outBuffer.writeUInt8(parseInt(ipSplit[1]), 5) - outBuffer.writeUInt8(parseInt(ipSplit[2]), 6) - outBuffer.writeUInt8(parseInt(ipSplit[3]), 7) - outBuffer.writeUInt16LE(this.options.port, 8) - outBuffer.writeUInt8(type.charCodeAt(0), 10) - - const checkBuffer = Buffer.from(outBuffer) - if (this.responseMagicHeader) { - checkBuffer.write(this.responseMagicHeader, 0, 4) - } - - return await this.udpSend( - outBuffer, - (buffer) => { - const reader = this.reader(buffer) - for (let i = 0; i < checkBuffer.length; i++) { - if (checkBuffer.readUInt8(i) !== reader.uint(1)) return - } - return reader - }, - () => { - if (allowTimeout) { - return null - } - } - ) - } -} +import Core from './core.js' + +export default class samp extends Core { + constructor () { + super() + this.encoding = 'win1252' + this.magicHeader = 'SAMP' + this.responseMagicHeader = null + this.isVcmp = false + } + + async run (state) { + // read info + { + const reader = await this.sendPacket('i') + if (this.isVcmp) { + const consumed = reader.part(12) + state.raw.version = this.reader(consumed).string() + } + state.password = !!reader.uint(1) + state.numplayers = reader.uint(2) + state.maxplayers = reader.uint(2) + state.name = reader.pascalString(4) + state.raw.gamemode = reader.pascalString(4) + state.raw.map = reader.pascalString(4) + } + + // read rules + if (!this.isVcmp) { + const reader = await this.sendPacket('r') + const ruleCount = reader.uint(2) + state.raw.rules = {} + for (let i = 0; i < ruleCount; i++) { + const key = reader.pascalString(1) + const value = reader.pascalString(1) + state.raw.rules[key] = value + } + } + + // read players + // don't even bother if > 100 players, because the server won't respond + if (state.numplayers < 100) { + if (this.isVcmp) { + const reader = await this.sendPacket('c', true) + if (reader !== null) { + const playerCount = reader.uint(2) + for (let i = 0; i < playerCount; i++) { + const player = {} + player.name = reader.pascalString(1) + state.players.push(player) + } + } + } else { + const reader = await this.sendPacket('d', true) + if (reader !== null) { + const playerCount = reader.uint(2) + for (let i = 0; i < playerCount; i++) { + const player = {} + player.id = reader.uint(1) + player.name = reader.pascalString(1) + player.score = reader.int(4) + player.ping = reader.uint(4) + state.players.push(player) + } + } + } + } + } + + async sendPacket (type, allowTimeout) { + const outBuffer = Buffer.alloc(11) + outBuffer.write(this.magicHeader, 0, 4) + const ipSplit = this.options.address.split('.') + outBuffer.writeUInt8(parseInt(ipSplit[0]), 4) + outBuffer.writeUInt8(parseInt(ipSplit[1]), 5) + outBuffer.writeUInt8(parseInt(ipSplit[2]), 6) + outBuffer.writeUInt8(parseInt(ipSplit[3]), 7) + outBuffer.writeUInt16LE(this.options.port, 8) + outBuffer.writeUInt8(type.charCodeAt(0), 10) + + const checkBuffer = Buffer.from(outBuffer) + if (this.responseMagicHeader) { + checkBuffer.write(this.responseMagicHeader, 0, 4) + } + + return await this.udpSend( + outBuffer, + (buffer) => { + const reader = this.reader(buffer) + for (let i = 0; i < checkBuffer.length; i++) { + if (checkBuffer.readUInt8(i) !== reader.uint(1)) return + } + return reader + }, + () => { + if (allowTimeout) { + return null + } + } + ) + } +} diff --git a/protocols/savage2.js b/protocols/savage2.js index 2578bf7..088e405 100644 --- a/protocols/savage2.js +++ b/protocols/savage2.js @@ -1,25 +1,25 @@ -import Core from './core.js' - -export default class savage2 extends Core { - async run (state) { - const buffer = await this.udpSend('\x01', b => b) - const reader = this.reader(buffer) - - reader.skip(12) - state.name = this.stripColorCodes(reader.string()) - state.numplayers = reader.uint(1) - state.maxplayers = reader.uint(1) - state.raw.time = reader.string() - state.map = reader.string() - state.raw.nextmap = reader.string() - state.raw.location = reader.string() - state.raw.minplayers = reader.uint(1) - state.raw.gametype = reader.string() - state.raw.version = reader.string() - state.raw.minlevel = reader.uint(1) - } - - stripColorCodes (str) { - return str.replace(/\^./g, '') - } -} +import Core from './core.js' + +export default class savage2 extends Core { + async run (state) { + const buffer = await this.udpSend('\x01', b => b) + const reader = this.reader(buffer) + + reader.skip(12) + state.name = this.stripColorCodes(reader.string()) + state.numplayers = reader.uint(1) + state.maxplayers = reader.uint(1) + state.raw.time = reader.string() + state.map = reader.string() + state.raw.nextmap = reader.string() + state.raw.location = reader.string() + state.raw.minplayers = reader.uint(1) + state.raw.gametype = reader.string() + state.raw.version = reader.string() + state.raw.minlevel = reader.uint(1) + } + + stripColorCodes (str) { + return str.replace(/\^./g, '') + } +} diff --git a/protocols/starmade.js b/protocols/starmade.js index 079fb27..98e1324 100644 --- a/protocols/starmade.js +++ b/protocols/starmade.js @@ -1,67 +1,67 @@ -import Core from './core.js' - -export default class starmade extends Core { - constructor () { - super() - this.encoding = 'latin1' - this.byteorder = 'be' - } - - async run (state) { - const b = Buffer.from([0x00, 0x00, 0x00, 0x09, 0x2a, 0xff, 0xff, 0x01, 0x6f, 0x00, 0x00, 0x00, 0x00]) - - const payload = await this.withTcp(async socket => { - return await this.tcpSend(socket, b, buffer => { - if (buffer.length < 12) return - const reader = this.reader(buffer) - const packetLength = reader.uint(4) - this.logger.debug('Received packet length: ' + packetLength) - const timestamp = reader.uint(8).toString() - this.logger.debug('Received timestamp: ' + timestamp) - if (reader.remaining() < packetLength || reader.remaining() < 5) return - - const checkId = reader.uint(1) - const packetId = reader.uint(2) - const commandId = reader.uint(1) - const type = reader.uint(1) - - this.logger.debug('checkId=' + checkId + ' packetId=' + packetId + ' commandId=' + commandId + ' type=' + type) - if (checkId !== 0x2a) return - - return reader.rest() - }) - }) - - const reader = this.reader(payload) - - const data = [] - state.raw.data = data - - while (!reader.done()) { - const mark = reader.uint(1) - if (mark === 1) { - // signed int - data.push(reader.int(4)) - } else if (mark === 3) { - // float - data.push(reader.float()) - } else if (mark === 4) { - // string - data.push(reader.pascalString(2)) - } else if (mark === 6) { - // byte - data.push(reader.uint(1)) - } - } - - this.logger.debug('Received raw data array', data) - - if (typeof data[0] === 'number') state.raw.infoVersion = data[0] - if (typeof data[1] === 'number') state.raw.version = data[1] - if (typeof data[2] === 'string') state.name = data[2] - if (typeof data[3] === 'string') state.raw.description = data[3] - if (typeof data[4] === 'number') state.raw.startTime = data[4] - if (typeof data[5] === 'number') state.numplayers = data[5] - if (typeof data[6] === 'number') state.maxplayers = data[6] - } -} +import Core from './core.js' + +export default class starmade extends Core { + constructor () { + super() + this.encoding = 'latin1' + this.byteorder = 'be' + } + + async run (state) { + const b = Buffer.from([0x00, 0x00, 0x00, 0x09, 0x2a, 0xff, 0xff, 0x01, 0x6f, 0x00, 0x00, 0x00, 0x00]) + + const payload = await this.withTcp(async socket => { + return await this.tcpSend(socket, b, buffer => { + if (buffer.length < 12) return + const reader = this.reader(buffer) + const packetLength = reader.uint(4) + this.logger.debug('Received packet length: ' + packetLength) + const timestamp = reader.uint(8).toString() + this.logger.debug('Received timestamp: ' + timestamp) + if (reader.remaining() < packetLength || reader.remaining() < 5) return + + const checkId = reader.uint(1) + const packetId = reader.uint(2) + const commandId = reader.uint(1) + const type = reader.uint(1) + + this.logger.debug('checkId=' + checkId + ' packetId=' + packetId + ' commandId=' + commandId + ' type=' + type) + if (checkId !== 0x2a) return + + return reader.rest() + }) + }) + + const reader = this.reader(payload) + + const data = [] + state.raw.data = data + + while (!reader.done()) { + const mark = reader.uint(1) + if (mark === 1) { + // signed int + data.push(reader.int(4)) + } else if (mark === 3) { + // float + data.push(reader.float()) + } else if (mark === 4) { + // string + data.push(reader.pascalString(2)) + } else if (mark === 6) { + // byte + data.push(reader.uint(1)) + } + } + + this.logger.debug('Received raw data array', data) + + if (typeof data[0] === 'number') state.raw.infoVersion = data[0] + if (typeof data[1] === 'number') state.raw.version = data[1] + if (typeof data[2] === 'string') state.name = data[2] + if (typeof data[3] === 'string') state.raw.description = data[3] + if (typeof data[4] === 'number') state.raw.startTime = data[4] + if (typeof data[5] === 'number') state.numplayers = data[5] + if (typeof data[6] === 'number') state.maxplayers = data[6] + } +} diff --git a/protocols/starsiege.js b/protocols/starsiege.js index 2bdc921..2c3e5c0 100644 --- a/protocols/starsiege.js +++ b/protocols/starsiege.js @@ -1,10 +1,10 @@ -import tribes1 from './tribes1.js' - -export default class starsiege extends tribes1 { - constructor () { - super() - this.encoding = 'latin1' - this.requestByte = 0x72 - this.responseByte = 0x73 - } -} +import tribes1 from './tribes1.js' + +export default class starsiege extends tribes1 { + constructor () { + super() + this.encoding = 'latin1' + this.requestByte = 0x72 + this.responseByte = 0x73 + } +} diff --git a/protocols/teamspeak2.js b/protocols/teamspeak2.js index 96e53a6..a2acbde 100644 --- a/protocols/teamspeak2.js +++ b/protocols/teamspeak2.js @@ -1,71 +1,71 @@ -import Core from './core.js' - -export default class teamspeak2 extends Core { - async run (state) { - const queryPort = this.options.teamspeakQueryPort || 51234 - - await this.withTcp(async socket => { - { - const data = await this.sendCommand(socket, 'sel ' + this.options.port) - if (data !== '[TS]') throw new Error('Invalid header') - } - - { - const data = await this.sendCommand(socket, 'si') - for (const line of data.split('\r\n')) { - const equals = line.indexOf('=') - const key = equals === -1 ? line : line.substring(0, equals) - const value = equals === -1 ? '' : line.substring(equals + 1) - state.raw[key] = value - } - } - - { - const data = await this.sendCommand(socket, 'pl') - const split = data.split('\r\n') - const fields = split.shift().split('\t') - for (const line of split) { - const split2 = line.split('\t') - const player = {} - split2.forEach((value, i) => { - let key = fields[i] - if (!key) return - if (key === 'nick') key = 'name' - const m = value.match(/^"(.*)"$/) - if (m) value = m[1] - player[key] = value - }) - state.players.push(player) - } - state.numplayers = state.players.length - } - - { - const data = await this.sendCommand(socket, 'cl') - const split = data.split('\r\n') - const fields = split.shift().split('\t') - state.raw.channels = [] - for (const line of split) { - const split2 = line.split('\t') - const channel = {} - split2.forEach((value, i) => { - const key = fields[i] - if (!key) return - const m = value.match(/^"(.*)"$/) - if (m) value = m[1] - channel[key] = value - }) - state.raw.channels.push(channel) - } - } - }, queryPort) - } - - async sendCommand (socket, cmd) { - return await this.tcpSend(socket, cmd + '\x0A', buffer => { - if (buffer.length < 6) return - if (buffer.slice(-6).toString() !== '\r\nOK\r\n') return - return buffer.slice(0, -6).toString() - }) - } -} +import Core from './core.js' + +export default class teamspeak2 extends Core { + async run (state) { + const queryPort = this.options.teamspeakQueryPort || 51234 + + await this.withTcp(async socket => { + { + const data = await this.sendCommand(socket, 'sel ' + this.options.port) + if (data !== '[TS]') throw new Error('Invalid header') + } + + { + const data = await this.sendCommand(socket, 'si') + for (const line of data.split('\r\n')) { + const equals = line.indexOf('=') + const key = equals === -1 ? line : line.substring(0, equals) + const value = equals === -1 ? '' : line.substring(equals + 1) + state.raw[key] = value + } + } + + { + const data = await this.sendCommand(socket, 'pl') + const split = data.split('\r\n') + const fields = split.shift().split('\t') + for (const line of split) { + const split2 = line.split('\t') + const player = {} + split2.forEach((value, i) => { + let key = fields[i] + if (!key) return + if (key === 'nick') key = 'name' + const m = value.match(/^"(.*)"$/) + if (m) value = m[1] + player[key] = value + }) + state.players.push(player) + } + state.numplayers = state.players.length + } + + { + const data = await this.sendCommand(socket, 'cl') + const split = data.split('\r\n') + const fields = split.shift().split('\t') + state.raw.channels = [] + for (const line of split) { + const split2 = line.split('\t') + const channel = {} + split2.forEach((value, i) => { + const key = fields[i] + if (!key) return + const m = value.match(/^"(.*)"$/) + if (m) value = m[1] + channel[key] = value + }) + state.raw.channels.push(channel) + } + } + }, queryPort) + } + + async sendCommand (socket, cmd) { + return await this.tcpSend(socket, cmd + '\x0A', buffer => { + if (buffer.length < 6) return + if (buffer.slice(-6).toString() !== '\r\nOK\r\n') return + return buffer.slice(0, -6).toString() + }) + } +} diff --git a/protocols/teamspeak3.js b/protocols/teamspeak3.js index 3e5d3c6..459295c 100644 --- a/protocols/teamspeak3.js +++ b/protocols/teamspeak3.js @@ -1,69 +1,69 @@ -import Core from './core.js' - -export default class teamspeak3 extends Core { - async run (state) { - const queryPort = this.options.teamspeakQueryPort || 10011 - - await this.withTcp(async socket => { - { - const data = await this.sendCommand(socket, 'use port=' + this.options.port, true) - const split = data.split('\n\r') - if (split[0] !== 'TS3') throw new Error('Invalid header') - } - - { - const data = await this.sendCommand(socket, 'serverinfo') - state.raw = data[0] - if ('virtualserver_name' in state.raw) state.name = state.raw.virtualserver_name - if ('virtualserver_maxclients' in state.raw) state.maxplayers = state.raw.virtualserver_maxclients - if ('virtualserver_clientsonline' in state.raw) state.numplayers = state.raw.virtualserver_clientsonline - } - - { - const list = await this.sendCommand(socket, 'clientlist') - for (const client of list) { - client.name = client.client_nickname - delete client.client_nickname - if (client.client_type === '0') { - state.players.push(client) - } - } - } - - { - const data = await this.sendCommand(socket, 'channellist -topic') - state.raw.channels = data - } - }, queryPort) - } - - async sendCommand (socket, cmd, raw) { - const body = await this.tcpSend(socket, cmd + '\x0A', (buffer) => { - if (buffer.length < 21) return - if (buffer.slice(-21).toString() !== '\n\rerror id=0 msg=ok\n\r') return - return buffer.slice(0, -21).toString() - }) - - if (raw) { - return body - } else { - const segments = body.split('|') - const out = [] - for (const line of segments) { - const split = line.split(' ') - const unit = {} - for (const field of split) { - const equals = field.indexOf('=') - const key = equals === -1 ? field : field.substring(0, equals) - const value = equals === -1 - ? '' - : field.substring(equals + 1) - .replace(/\\s/g, ' ').replace(/\\\//g, '/') - unit[key] = value - } - out.push(unit) - } - return out - } - } -} +import Core from './core.js' + +export default class teamspeak3 extends Core { + async run (state) { + const queryPort = this.options.teamspeakQueryPort || 10011 + + await this.withTcp(async socket => { + { + const data = await this.sendCommand(socket, 'use port=' + this.options.port, true) + const split = data.split('\n\r') + if (split[0] !== 'TS3') throw new Error('Invalid header') + } + + { + const data = await this.sendCommand(socket, 'serverinfo') + state.raw = data[0] + if ('virtualserver_name' in state.raw) state.name = state.raw.virtualserver_name + if ('virtualserver_maxclients' in state.raw) state.maxplayers = state.raw.virtualserver_maxclients + if ('virtualserver_clientsonline' in state.raw) state.numplayers = state.raw.virtualserver_clientsonline + } + + { + const list = await this.sendCommand(socket, 'clientlist') + for (const client of list) { + client.name = client.client_nickname + delete client.client_nickname + if (client.client_type === '0') { + state.players.push(client) + } + } + } + + { + const data = await this.sendCommand(socket, 'channellist -topic') + state.raw.channels = data + } + }, queryPort) + } + + async sendCommand (socket, cmd, raw) { + const body = await this.tcpSend(socket, cmd + '\x0A', (buffer) => { + if (buffer.length < 21) return + if (buffer.slice(-21).toString() !== '\n\rerror id=0 msg=ok\n\r') return + return buffer.slice(0, -21).toString() + }) + + if (raw) { + return body + } else { + const segments = body.split('|') + const out = [] + for (const line of segments) { + const split = line.split(' ') + const unit = {} + for (const field of split) { + const equals = field.indexOf('=') + const key = equals === -1 ? field : field.substring(0, equals) + const value = equals === -1 + ? '' + : field.substring(equals + 1) + .replace(/\\s/g, ' ').replace(/\\\//g, '/') + unit[key] = value + } + out.push(unit) + } + return out + } + } +} diff --git a/protocols/terraria.js b/protocols/terraria.js index f3beed8..efbd91b 100644 --- a/protocols/terraria.js +++ b/protocols/terraria.js @@ -1,24 +1,24 @@ -import Core from './core.js' - -export default class terraria extends Core { - async run (state) { - const json = await this.request({ - url: 'http://' + this.options.address + ':' + this.options.port + '/v2/server/status', - searchParams: { - players: 'true', - token: this.options.token - }, - responseType: 'json' - }) - - if (json.status !== '200') throw new Error('Invalid status') - - for (const one of json.players) { - state.players.push({ name: one.nickname, team: one.team }) - } - - state.name = json.name - state.gamePort = json.port - state.numplayers = json.playercount - } -} +import Core from './core.js' + +export default class terraria extends Core { + async run (state) { + const json = await this.request({ + url: 'http://' + this.options.address + ':' + this.options.port + '/v2/server/status', + searchParams: { + players: 'true', + token: this.options.token + }, + responseType: 'json' + }) + + if (json.status !== '200') throw new Error('Invalid status') + + for (const one of json.players) { + state.players.push({ name: one.nickname, team: one.team }) + } + + state.name = json.name + state.gamePort = json.port + state.numplayers = json.playercount + } +} diff --git a/protocols/tribes1.js b/protocols/tribes1.js index 4088ee9..da93e67 100644 --- a/protocols/tribes1.js +++ b/protocols/tribes1.js @@ -1,153 +1,153 @@ -import Core from './core.js' - -export default class tribes1 extends Core { - constructor () { - super() - this.encoding = 'latin1' - this.requestByte = 0x62 - this.responseByte = 0x63 - this.challenge = 0x01 - } - - async run (state) { - const query = Buffer.alloc(3) - query.writeUInt8(this.requestByte, 0) - query.writeUInt16LE(this.challenge, 1) - const reader = await this.udpSend(query, (buffer) => { - const reader = this.reader(buffer) - const responseByte = reader.uint(1) - if (responseByte !== this.responseByte) { - this.logger.debug('Unexpected response byte') - return - } - const challenge = reader.uint(2) - if (challenge !== this.challenge) { - this.logger.debug('Unexpected challenge') - return - } - const requestByte = reader.uint(1) - if (requestByte !== this.requestByte) { - this.logger.debug('Unexpected request byte') - return - } - return reader - }) - - state.raw.gametype = this.readString(reader) - const isStarsiege2009 = state.raw.gametype === 'Starsiege' - state.raw.version = this.readString(reader) - state.name = this.readString(reader) - - if (isStarsiege2009) { - state.password = !!reader.uint(1) - state.raw.dedicated = !!reader.uint(1) - state.raw.dropInProgress = !!reader.uint(1) - state.raw.gameInProgress = !!reader.uint(1) - state.numplayers = reader.uint(4) - state.maxplayers = reader.uint(4) - state.raw.teamPlay = reader.uint(1) - state.map = this.readString(reader) - state.raw.cpuSpeed = reader.uint(2) - state.raw.factoryVeh = reader.uint(1) - state.raw.allowTecmix = reader.uint(1) - state.raw.spawnLimit = reader.uint(4) - state.raw.fragLimit = reader.uint(4) - state.raw.timeLimit = reader.uint(4) - state.raw.techLimit = reader.uint(4) - state.raw.combatLimit = reader.uint(4) - state.raw.massLimit = reader.uint(4) - state.raw.playersSent = reader.uint(4) - const teams = { 1: 'yellow', 2: 'blue', 4: 'red', 8: 'purple' } - while (!reader.done()) { - const player = {} - player.name = this.readString(reader) - const teamId = reader.uint(1) - const team = teams[teamId] - if (team) player.team = teams[teamId] - } - return - } - - state.raw.dedicated = !!reader.uint(1) - state.password = !!reader.uint(1) - state.raw.playerCount = reader.uint(1) - state.maxplayers = reader.uint(1) - state.raw.cpuSpeed = reader.uint(2) - state.raw.mod = this.readString(reader) - state.raw.type = this.readString(reader) - state.map = this.readString(reader) - state.raw.motd = this.readString(reader) - state.raw.teamCount = reader.uint(1) - - const teamFields = this.readFieldList(reader) - const playerFields = this.readFieldList(reader) - - state.raw.teams = [] - for (let i = 0; i < state.raw.teamCount; i++) { - const teamName = this.readString(reader) - const teamValues = this.readValues(reader) - - const teamInfo = {} - for (let i = 0; i < teamValues.length && i < teamFields.length; i++) { - let key = teamFields[i] - let value = teamValues[i] - if (key === 'ultra_base') key = 'name' - if (value === '%t') value = teamName - if (['score', 'players'].includes(key)) value = parseInt(value) - teamInfo[key] = value - } - state.raw.teams.push(teamInfo) - } - - for (let i = 0; i < state.raw.playerCount; i++) { - const ping = reader.uint(1) * 4 - const packetLoss = reader.uint(1) - const teamNum = reader.uint(1) - const name = this.readString(reader) - const playerValues = this.readValues(reader) - - const playerInfo = {} - for (let i = 0; i < playerValues.length && i < playerFields.length; i++) { - const key = playerFields[i] - let value = playerValues[i] - if (value === '%p') value = ping - if (value === '%l') value = packetLoss - if (value === '%t') value = teamNum - if (value === '%n') value = name - if (['score', 'ping', 'pl', 'kills', 'lvl'].includes(key)) value = parseInt(value) - if (key === 'team') { - const teamId = parseInt(value) - if (teamId >= 0 && teamId < state.raw.teams.length && state.raw.teams[teamId].name) { - value = state.raw.teams[teamId].name - } else { - continue - } - } - playerInfo[key] = value - } - state.players.push(playerInfo) - } - } - - readFieldList (reader) { - const str = this.readString(reader) - if (!str) return [] - return ('?' + str) - .split('\t') - .map((a) => a.substring(1).trim().toLowerCase()) - .map((a) => a === 'team name' ? 'name' : a) - .map((a) => a === 'player name' ? 'name' : a) - } - - readValues (reader) { - const str = this.readString(reader) - if (!str) return [] - return str - .split('\t') - .map((a) => a.trim()) - } - - readString (reader) { - return reader.pascalString(1) - } -} +import Core from './core.js' + +export default class tribes1 extends Core { + constructor () { + super() + this.encoding = 'latin1' + this.requestByte = 0x62 + this.responseByte = 0x63 + this.challenge = 0x01 + } + + async run (state) { + const query = Buffer.alloc(3) + query.writeUInt8(this.requestByte, 0) + query.writeUInt16LE(this.challenge, 1) + const reader = await this.udpSend(query, (buffer) => { + const reader = this.reader(buffer) + const responseByte = reader.uint(1) + if (responseByte !== this.responseByte) { + this.logger.debug('Unexpected response byte') + return + } + const challenge = reader.uint(2) + if (challenge !== this.challenge) { + this.logger.debug('Unexpected challenge') + return + } + const requestByte = reader.uint(1) + if (requestByte !== this.requestByte) { + this.logger.debug('Unexpected request byte') + return + } + return reader + }) + + state.raw.gametype = this.readString(reader) + const isStarsiege2009 = state.raw.gametype === 'Starsiege' + state.raw.version = this.readString(reader) + state.name = this.readString(reader) + + if (isStarsiege2009) { + state.password = !!reader.uint(1) + state.raw.dedicated = !!reader.uint(1) + state.raw.dropInProgress = !!reader.uint(1) + state.raw.gameInProgress = !!reader.uint(1) + state.numplayers = reader.uint(4) + state.maxplayers = reader.uint(4) + state.raw.teamPlay = reader.uint(1) + state.map = this.readString(reader) + state.raw.cpuSpeed = reader.uint(2) + state.raw.factoryVeh = reader.uint(1) + state.raw.allowTecmix = reader.uint(1) + state.raw.spawnLimit = reader.uint(4) + state.raw.fragLimit = reader.uint(4) + state.raw.timeLimit = reader.uint(4) + state.raw.techLimit = reader.uint(4) + state.raw.combatLimit = reader.uint(4) + state.raw.massLimit = reader.uint(4) + state.raw.playersSent = reader.uint(4) + const teams = { 1: 'yellow', 2: 'blue', 4: 'red', 8: 'purple' } + while (!reader.done()) { + const player = {} + player.name = this.readString(reader) + const teamId = reader.uint(1) + const team = teams[teamId] + if (team) player.team = teams[teamId] + } + return + } + + state.raw.dedicated = !!reader.uint(1) + state.password = !!reader.uint(1) + state.raw.playerCount = reader.uint(1) + state.maxplayers = reader.uint(1) + state.raw.cpuSpeed = reader.uint(2) + state.raw.mod = this.readString(reader) + state.raw.type = this.readString(reader) + state.map = this.readString(reader) + state.raw.motd = this.readString(reader) + state.raw.teamCount = reader.uint(1) + + const teamFields = this.readFieldList(reader) + const playerFields = this.readFieldList(reader) + + state.raw.teams = [] + for (let i = 0; i < state.raw.teamCount; i++) { + const teamName = this.readString(reader) + const teamValues = this.readValues(reader) + + const teamInfo = {} + for (let i = 0; i < teamValues.length && i < teamFields.length; i++) { + let key = teamFields[i] + let value = teamValues[i] + if (key === 'ultra_base') key = 'name' + if (value === '%t') value = teamName + if (['score', 'players'].includes(key)) value = parseInt(value) + teamInfo[key] = value + } + state.raw.teams.push(teamInfo) + } + + for (let i = 0; i < state.raw.playerCount; i++) { + const ping = reader.uint(1) * 4 + const packetLoss = reader.uint(1) + const teamNum = reader.uint(1) + const name = this.readString(reader) + const playerValues = this.readValues(reader) + + const playerInfo = {} + for (let i = 0; i < playerValues.length && i < playerFields.length; i++) { + const key = playerFields[i] + let value = playerValues[i] + if (value === '%p') value = ping + if (value === '%l') value = packetLoss + if (value === '%t') value = teamNum + if (value === '%n') value = name + if (['score', 'ping', 'pl', 'kills', 'lvl'].includes(key)) value = parseInt(value) + if (key === 'team') { + const teamId = parseInt(value) + if (teamId >= 0 && teamId < state.raw.teams.length && state.raw.teams[teamId].name) { + value = state.raw.teams[teamId].name + } else { + continue + } + } + playerInfo[key] = value + } + state.players.push(playerInfo) + } + } + + readFieldList (reader) { + const str = this.readString(reader) + if (!str) return [] + return ('?' + str) + .split('\t') + .map((a) => a.substring(1).trim().toLowerCase()) + .map((a) => a === 'team name' ? 'name' : a) + .map((a) => a === 'player name' ? 'name' : a) + } + + readValues (reader) { + const str = this.readString(reader) + if (!str) return [] + return str + .split('\t') + .map((a) => a.trim()) + } + + readString (reader) { + return reader.pascalString(1) + } +} diff --git a/protocols/tribes1master.js b/protocols/tribes1master.js index f7b2bbd..35aff89 100644 --- a/protocols/tribes1master.js +++ b/protocols/tribes1master.js @@ -1,80 +1,80 @@ -import Core from './core.js' - -/** Unsupported -- use at your own risk!! */ - -export default class tribes1master extends Core { - constructor () { - super() - this.encoding = 'latin1' - } - - async run (state) { - const queryBuffer = Buffer.from([ - 0x10, // standard header - 0x03, // dump servers - 0xff, // ask for all packets - 0x00, // junk - 0x01, 0x02 // challenge - ]) - - const parts = new Map() - let total = 0 - const full = await this.udpSend(queryBuffer, (buffer) => { - const reader = this.reader(buffer) - const header = reader.uint(2) - if (header !== 0x0610) { - this.logger.debug('Header response does not match: ' + header.toString(16)) - return - } - const num = reader.uint(1) - const t = reader.uint(1) - if (t <= 0 || (total > 0 && t !== total)) { - throw new Error('Conflicting packet total: ' + t) - } - total = t - - if (num < 1 || num > total) { - this.logger.debug('Invalid packet number: ' + num + ' ' + total) - return - } - if (parts.has(num)) { - this.logger.debug('Duplicate part: ' + num) - return - } - - reader.skip(2) // challenge (0x0201) - reader.skip(2) // always 0x6600 - parts.set(num, reader.rest()) - - if (parts.size === total) { - const ordered = [] - for (let i = 1; i <= total; i++) ordered.push(parts.get(i)) - return Buffer.concat(ordered) - } - }) - - const fullReader = this.reader(full) - state.raw.name = this.readString(fullReader) - state.raw.motd = this.readString(fullReader) - - state.raw.servers = [] - while (!fullReader.done()) { - fullReader.skip(1) // junk ? - const count = fullReader.uint(1) - for (let i = 0; i < count; i++) { - const six = fullReader.uint(1) - if (six !== 6) { - throw new Error('Expecting 6') - } - const ip = fullReader.uint(4) - const port = fullReader.uint(2) - const ipStr = (ip & 255) + '.' + (ip >> 8 & 255) + '.' + (ip >> 16 & 255) + '.' + (ip >>> 24) - state.raw.servers.push(ipStr + ':' + port) - } - } +import Core from './core.js' + +/** Unsupported -- use at your own risk!! */ + +export default class tribes1master extends Core { + constructor () { + super() + this.encoding = 'latin1' } - - readString (reader) { - return reader.pascalString(1) - } -} + + async run (state) { + const queryBuffer = Buffer.from([ + 0x10, // standard header + 0x03, // dump servers + 0xff, // ask for all packets + 0x00, // junk + 0x01, 0x02 // challenge + ]) + + const parts = new Map() + let total = 0 + const full = await this.udpSend(queryBuffer, (buffer) => { + const reader = this.reader(buffer) + const header = reader.uint(2) + if (header !== 0x0610) { + this.logger.debug('Header response does not match: ' + header.toString(16)) + return + } + const num = reader.uint(1) + const t = reader.uint(1) + if (t <= 0 || (total > 0 && t !== total)) { + throw new Error('Conflicting packet total: ' + t) + } + total = t + + if (num < 1 || num > total) { + this.logger.debug('Invalid packet number: ' + num + ' ' + total) + return + } + if (parts.has(num)) { + this.logger.debug('Duplicate part: ' + num) + return + } + + reader.skip(2) // challenge (0x0201) + reader.skip(2) // always 0x6600 + parts.set(num, reader.rest()) + + if (parts.size === total) { + const ordered = [] + for (let i = 1; i <= total; i++) ordered.push(parts.get(i)) + return Buffer.concat(ordered) + } + }) + + const fullReader = this.reader(full) + state.raw.name = this.readString(fullReader) + state.raw.motd = this.readString(fullReader) + + state.raw.servers = [] + while (!fullReader.done()) { + fullReader.skip(1) // junk ? + const count = fullReader.uint(1) + for (let i = 0; i < count; i++) { + const six = fullReader.uint(1) + if (six !== 6) { + throw new Error('Expecting 6') + } + const ip = fullReader.uint(4) + const port = fullReader.uint(2) + const ipStr = (ip & 255) + '.' + (ip >> 8 & 255) + '.' + (ip >> 16 & 255) + '.' + (ip >>> 24) + state.raw.servers.push(ipStr + ':' + port) + } + } + } + + readString (reader) { + return reader.pascalString(1) + } +} diff --git a/protocols/unreal2.js b/protocols/unreal2.js index 6be1406..45c8e6d 100644 --- a/protocols/unreal2.js +++ b/protocols/unreal2.js @@ -1,150 +1,150 @@ -import Core from './core.js' - -export default class unreal2 extends Core { - constructor () { - super() - this.encoding = 'latin1' - } - - async run (state) { - let extraInfoReader - { - const b = await this.sendPacket(0, true) - const reader = this.reader(b) - state.raw.serverid = reader.uint(4) - state.raw.ip = this.readUnrealString(reader) - state.gamePort = reader.uint(4) - state.raw.queryport = reader.uint(4) - state.name = this.readUnrealString(reader, true) - state.map = this.readUnrealString(reader, true) - state.raw.gametype = this.readUnrealString(reader, true) - state.numplayers = reader.uint(4) - state.maxplayers = reader.uint(4) - this.logger.debug(log => { - log('UNREAL2 EXTRA INFO', reader.buffer.slice(reader.i)) - }) - extraInfoReader = reader - } - - { - const b = await this.sendPacket(1, true) - const reader = this.reader(b) - state.raw.mutators = [] - state.raw.rules = {} - while (!reader.done()) { - const key = this.readUnrealString(reader, true) - const value = this.readUnrealString(reader, true) - this.logger.debug(key + '=' + value) - if (key === 'Mutator' || key === 'mutator') { - state.raw.mutators.push(value) - } else if (key || value) { - if (Object.prototype.hasOwnProperty.call(state.raw.rules, key)) { - state.raw.rules[key] += ',' + value - } else { - state.raw.rules[key] = value - } - } - } - if ('GamePassword' in state.raw.rules) { state.password = state.raw.rules.GamePassword !== 'True' } - } - - if (state.raw.mutators.includes('KillingFloorMut') || - state.raw.rules['Num trader weapons'] || - state.raw.rules['Server Version'] === '1065' - ) { - // Killing Floor - state.raw.wavecurrent = extraInfoReader.uint(4) - state.raw.wavetotal = extraInfoReader.uint(4) - state.raw.ping = extraInfoReader.uint(4) - state.raw.flags = extraInfoReader.uint(4) - state.raw.skillLevel = this.readUnrealString(extraInfoReader, true) - } else { - state.raw.ping = extraInfoReader.uint(4) - // These fields were added in later revisions of unreal engine - if (extraInfoReader.remaining() >= 8) { - state.raw.flags = extraInfoReader.uint(4) - state.raw.skill = this.readUnrealString(extraInfoReader, true) - } - } - - { - const b = await this.sendPacket(2, false) - const reader = this.reader(b) - - state.raw.scoreboard = {} - while (!reader.done()) { - const player = {} - player.id = reader.uint(4) - player.name = this.readUnrealString(reader, true) - player.ping = reader.uint(4) - player.score = reader.int(4) - player.statsId = reader.uint(4) - this.logger.debug(player) - - if (!player.id) { - state.raw.scoreboard[player.name] = player.score - } else if (!player.ping) { - state.bots.push(player) - } else { - state.players.push(player) - } - } - } - } - - readUnrealString (reader, stripColor) { - let length = reader.uint(1); let ucs2 = false - if (length >= 0x80) { - // This is flagged as a UCS-2 String - length = (length & 0x7f) * 2 - ucs2 = true - - // For UCS-2 strings, some unreal 2 games randomly insert an extra 0x01 here, - // not included in the length. Skip it if present (hopefully this never happens legitimately) - const peek = reader.uint(1) - if (peek !== 1) reader.skip(-1) - - this.logger.debug(log => { - log('UCS2 STRING') - log('UCS2 Length: ' + length) - log(reader.buffer.slice(reader.i, reader.i + length)) - }) - } - - let out = '' - if (ucs2) { - out = reader.string({ encoding: 'ucs2', length }) - this.logger.debug('UCS2 String decoded: ' + out) - } else if (length > 0) { - out = reader.string() - } - - // Sometimes the string has a null at the end (included with the length) - // Strip it if present - if (out.charCodeAt(out.length - 1) === 0) { - out = out.substring(0, out.length - 1) - } - - if (stripColor) { - out = out.replace(/\x1b...|[\x00-\x1a]/gus, '') - } - - return out - } - - async sendPacket (type, required) { - const outbuffer = Buffer.from([0x79, 0, 0, 0, type]) - - const packets = [] - return await this.udpSend(outbuffer, (buffer) => { - const reader = this.reader(buffer) - reader.uint(4) // header - const iType = reader.uint(1) - if (iType !== type) return - packets.push(reader.rest()) - }, () => { - if (!packets.length && required) return - return Buffer.concat(packets) - }) - } -} +import Core from './core.js' + +export default class unreal2 extends Core { + constructor () { + super() + this.encoding = 'latin1' + } + + async run (state) { + let extraInfoReader + { + const b = await this.sendPacket(0, true) + const reader = this.reader(b) + state.raw.serverid = reader.uint(4) + state.raw.ip = this.readUnrealString(reader) + state.gamePort = reader.uint(4) + state.raw.queryport = reader.uint(4) + state.name = this.readUnrealString(reader, true) + state.map = this.readUnrealString(reader, true) + state.raw.gametype = this.readUnrealString(reader, true) + state.numplayers = reader.uint(4) + state.maxplayers = reader.uint(4) + this.logger.debug(log => { + log('UNREAL2 EXTRA INFO', reader.buffer.slice(reader.i)) + }) + extraInfoReader = reader + } + + { + const b = await this.sendPacket(1, true) + const reader = this.reader(b) + state.raw.mutators = [] + state.raw.rules = {} + while (!reader.done()) { + const key = this.readUnrealString(reader, true) + const value = this.readUnrealString(reader, true) + this.logger.debug(key + '=' + value) + if (key === 'Mutator' || key === 'mutator') { + state.raw.mutators.push(value) + } else if (key || value) { + if (Object.prototype.hasOwnProperty.call(state.raw.rules, key)) { + state.raw.rules[key] += ',' + value + } else { + state.raw.rules[key] = value + } + } + } + if ('GamePassword' in state.raw.rules) { state.password = state.raw.rules.GamePassword !== 'True' } + } + + if (state.raw.mutators.includes('KillingFloorMut') || + state.raw.rules['Num trader weapons'] || + state.raw.rules['Server Version'] === '1065' + ) { + // Killing Floor + state.raw.wavecurrent = extraInfoReader.uint(4) + state.raw.wavetotal = extraInfoReader.uint(4) + state.raw.ping = extraInfoReader.uint(4) + state.raw.flags = extraInfoReader.uint(4) + state.raw.skillLevel = this.readUnrealString(extraInfoReader, true) + } else { + state.raw.ping = extraInfoReader.uint(4) + // These fields were added in later revisions of unreal engine + if (extraInfoReader.remaining() >= 8) { + state.raw.flags = extraInfoReader.uint(4) + state.raw.skill = this.readUnrealString(extraInfoReader, true) + } + } + + { + const b = await this.sendPacket(2, false) + const reader = this.reader(b) + + state.raw.scoreboard = {} + while (!reader.done()) { + const player = {} + player.id = reader.uint(4) + player.name = this.readUnrealString(reader, true) + player.ping = reader.uint(4) + player.score = reader.int(4) + player.statsId = reader.uint(4) + this.logger.debug(player) + + if (!player.id) { + state.raw.scoreboard[player.name] = player.score + } else if (!player.ping) { + state.bots.push(player) + } else { + state.players.push(player) + } + } + } + } + + readUnrealString (reader, stripColor) { + let length = reader.uint(1); let ucs2 = false + if (length >= 0x80) { + // This is flagged as a UCS-2 String + length = (length & 0x7f) * 2 + ucs2 = true + + // For UCS-2 strings, some unreal 2 games randomly insert an extra 0x01 here, + // not included in the length. Skip it if present (hopefully this never happens legitimately) + const peek = reader.uint(1) + if (peek !== 1) reader.skip(-1) + + this.logger.debug(log => { + log('UCS2 STRING') + log('UCS2 Length: ' + length) + log(reader.buffer.slice(reader.i, reader.i + length)) + }) + } + + let out = '' + if (ucs2) { + out = reader.string({ encoding: 'ucs2', length }) + this.logger.debug('UCS2 String decoded: ' + out) + } else if (length > 0) { + out = reader.string() + } + + // Sometimes the string has a null at the end (included with the length) + // Strip it if present + if (out.charCodeAt(out.length - 1) === 0) { + out = out.substring(0, out.length - 1) + } + + if (stripColor) { + out = out.replace(/\x1b...|[\x00-\x1a]/gus, '') + } + + return out + } + + async sendPacket (type, required) { + const outbuffer = Buffer.from([0x79, 0, 0, 0, type]) + + const packets = [] + return await this.udpSend(outbuffer, (buffer) => { + const reader = this.reader(buffer) + reader.uint(4) // header + const iType = reader.uint(1) + if (iType !== type) return + packets.push(reader.rest()) + }, () => { + if (!packets.length && required) return + return Buffer.concat(packets) + }) + } +} diff --git a/protocols/ut3.js b/protocols/ut3.js index bbbc7fc..852f832 100644 --- a/protocols/ut3.js +++ b/protocols/ut3.js @@ -1,45 +1,45 @@ -import gamespy3 from './gamespy3.js' - -export default class ut3 extends gamespy3 { - async run (state) { - await super.run(state) - - this.translate(state.raw, { - mapname: false, - p1073741825: 'map', - p1073741826: 'gametype', - p1073741827: 'servername', - p1073741828: 'custom_mutators', - gamemode: 'joininprogress', - s32779: 'gamemode', - s0: 'bot_skill', - s6: 'pure_server', - s7: 'password', - s8: 'vs_bots', - s10: 'force_respawn', - p268435704: 'frag_limit', - p268435705: 'time_limit', - p268435703: 'numbots', - p268435717: 'stock_mutators', - p1073741829: 'stock_mutators', - s1: false, - s9: false, - s11: false, - s12: false, - s13: false, - s14: false, - p268435706: false, - p268435968: false, - p268435969: false - }) - - const split = (a) => { - let s = a.split('\x1c') - s = s.filter((e) => { return e }) - return s - } - if ('custom_mutators' in state.raw) state.raw.custom_mutators = split(state.raw.custom_mutators) - if ('stock_mutators' in state.raw) state.raw.stock_mutators = split(state.raw.stock_mutators) - if ('map' in state.raw) state.map = state.raw.map - } -} +import gamespy3 from './gamespy3.js' + +export default class ut3 extends gamespy3 { + async run (state) { + await super.run(state) + + this.translate(state.raw, { + mapname: false, + p1073741825: 'map', + p1073741826: 'gametype', + p1073741827: 'servername', + p1073741828: 'custom_mutators', + gamemode: 'joininprogress', + s32779: 'gamemode', + s0: 'bot_skill', + s6: 'pure_server', + s7: 'password', + s8: 'vs_bots', + s10: 'force_respawn', + p268435704: 'frag_limit', + p268435705: 'time_limit', + p268435703: 'numbots', + p268435717: 'stock_mutators', + p1073741829: 'stock_mutators', + s1: false, + s9: false, + s11: false, + s12: false, + s13: false, + s14: false, + p268435706: false, + p268435968: false, + p268435969: false + }) + + const split = (a) => { + let s = a.split('\x1c') + s = s.filter((e) => { return e }) + return s + } + if ('custom_mutators' in state.raw) state.raw.custom_mutators = split(state.raw.custom_mutators) + if ('stock_mutators' in state.raw) state.raw.stock_mutators = split(state.raw.stock_mutators) + if ('map' in state.raw) state.map = state.raw.map + } +} diff --git a/protocols/valve.js b/protocols/valve.js index 30ae02b..fc9fb24 100644 --- a/protocols/valve.js +++ b/protocols/valve.js @@ -1,610 +1,610 @@ -import Bzip2 from 'seek-bzip' -import Core from './core.js' -import { Buffer } from 'node:buffer' - -const AppId = { - Squad: 393380, - Bat1944: 489940, - Ship: 2400, - DayZ: 221100, - Rust: 252490, - CSGO: 730, - CS_Source: 240, - EternalSilence: 17550, - Insurgency_MIC: 17700, - Source_SDK_Base_2006: 215 -} - -export default class valve extends Core { - constructor () { - super() - - // legacy goldsrc info response -- basically not used by ANYTHING now, - // as most (all?) goldsrc servers respond with the source info reponse - // delete in a few years if nothing ends up using it anymore - this.goldsrcInfo = false - - // unfortunately, the split format from goldsrc is still around, but we - // can detect that during the query - this.goldsrcSplits = false - - // some mods require a challenge, but don't provide them in the new format - // at all, use the old dedicated challenge query if needed - this.legacyChallenge = false - - // 2006 engines don't pass packet switching size in split packet header - // while all others do, this need is detected automatically - this._skipSizeInSplitHeader = false - - this._challenge = '' - } - - async run (state) { - if (!this.options.port) this.options.port = 27015 - await this.queryInfo(state) - await this.queryChallenge() - await this.queryPlayers(state) - await this.queryRules(state) - await this.cleanup(state) - } - - async queryInfo (/** Results */ state) { - this.logger.debug('Requesting info ...') - const b = await this.sendPacket( - this.goldsrcInfo ? undefined : 0x54, - this.goldsrcInfo ? 'details' : 'Source Engine Query\0', - this.goldsrcInfo ? 0x6D : 0x49, - false - ) - - const reader = this.reader(b) - - if (this.goldsrcInfo) state.raw.address = reader.string() - else state.raw.protocol = reader.uint(1) - - state.name = reader.string() - state.map = reader.string() - state.raw.folder = reader.string() - state.raw.game = reader.string() - if (!this.goldsrcInfo) state.raw.appId = reader.uint(2) - state.numplayers = reader.uint(1) - state.maxplayers = reader.uint(1) - - if (this.goldsrcInfo) state.raw.protocol = reader.uint(1) - else state.raw.numbots = reader.uint(1) - - state.raw.listentype = String.fromCharCode(reader.uint(1)) - state.raw.environment = String.fromCharCode(reader.uint(1)) - - state.password = !!reader.uint(1) - if (this.goldsrcInfo) { - state.raw.ismod = reader.uint(1) - if (state.raw.ismod) { - state.raw.modlink = reader.string() - state.raw.moddownload = reader.string() - reader.skip(1) - state.raw.modversion = reader.uint(4) - state.raw.modsize = reader.uint(4) - state.raw.modtype = reader.uint(1) - state.raw.moddll = reader.uint(1) - } - } else { - state.raw.secure = reader.uint(1) - if (state.raw.appId === AppId.Ship) { - state.raw.shipmode = reader.uint(1) - state.raw.shipwitnesses = reader.uint(1) - state.raw.shipduration = reader.uint(1) - } - state.raw.version = reader.string() - const extraFlag = reader.uint(1) - if (extraFlag & 0x80) state.gamePort = reader.uint(2) - if (extraFlag & 0x10) state.raw.steamid = reader.uint(8).toString() - if (extraFlag & 0x40) { - state.raw.sourcetvport = reader.uint(2) - state.raw.sourcetvname = reader.string() - } - if (extraFlag & 0x20) state.raw.tags = reader.string().split(',') - if (extraFlag & 0x01) { - const gameId = reader.uint(8) - const betterAppId = gameId.getLowBitsUnsigned() & 0xffffff - if (betterAppId) { - state.raw.appId = betterAppId - } - } - } - - const appId = state.raw.appId - - // from https://developer.valvesoftware.com/wiki/Server_queries - if ( - state.raw.protocol === 7 && ( - state.raw.appId === AppId.Source_SDK_Base_2006 || - state.raw.appId === AppId.EternalSilence || - state.raw.appId === AppId.Insurgency_MIC || - state.raw.appId === AppId.CS_Source - ) - ) { - this._skipSizeInSplitHeader = true - } - this.logger.debug('INFO: ', state.raw) - if (state.raw.protocol === 48) { - this.logger.debug('GOLDSRC DETECTED - USING MODIFIED SPLIT FORMAT') - this.goldsrcSplits = true - } - - // DayZ embeds some of the server information inside the tags attribute - if (appId === AppId.DayZ) { - if (state.raw.tags) { - state.raw.dlcEnabled = false - state.raw.firstPerson = false - for (const tag of state.raw.tags) { - if (tag.startsWith('lqs')) { - const value = parseInt(tag.replace('lqs', '')) - if (!isNaN(value)) { - state.raw.queue = value - } - } - if (tag.includes('no3rd')) { - state.raw.firstPerson = true - } - if (tag.includes('isDLC')) { - state.raw.dlcEnabled = true - } - if (tag.includes(':')) { - state.raw.time = tag - } - if (tag.startsWith('etm')) { - const value = parseInt(tag.replace('etm', '')) - if (!isNaN(value)) { - state.raw.dayAcceleration = value - } - } - if (tag.startsWith('entm')) { - const value = parseInt(tag.replace('entm', '')) - if (!isNaN(value)) { - state.raw.nightAcceleration = value - } - } - } - } - } - - if (appId === AppId.Rust) { - if (state.raw.tags) { - for (const tag of state.raw.tags) { - if (tag.startsWith('mp')) { - const value = parseInt(tag.replace('mp', '')) - if (!isNaN(value)) { - state.maxplayers = value - } - } - } - } - } - } - - async queryChallenge () { - if (this.legacyChallenge) { - // sendPacket will catch the response packet and - // save the challenge for us - this.logger.debug('Requesting legacy challenge key ...') - await this.sendPacket( - 0x57, - null, - 0x41, - false - ) - } - } - - async queryPlayers (/** Results */ state) { - state.raw.players = [] - - this.logger.debug('Requesting player list ...') - const b = await this.sendPacket( - this.goldsrcInfo ? undefined : 0x55, - this.goldsrcInfo ? 'players' : null, - 0x44, - true - ) - - if (b === null) { - // Player query timed out - // CSGO doesn't respond to player query if host_players_show is not 2 - // Conan Exiles never responds to player query - // Just skip it, and we'll fill with dummy objects in cleanup() - return - } - - const reader = this.reader(b) - const num = reader.uint(1) - for (let i = 0; i < num; i++) { - reader.skip(1) - const name = reader.string() - const score = reader.int(4) - const time = reader.float() - - this.logger.debug('Found player: ' + name + ' ' + score + ' ' + time) - - // connecting players don't count as players. - if (!name) continue - - // CSGO sometimes adds a bot named 'Max Players' if host_players_show is not 2 - if (state.raw.appId === AppId.CSGO && name === 'Max Players') continue - - state.raw.players.push({ - name, score, time - }) - } - } - - async queryRules (/** Results */ state) { - const appId = state.raw.appId - if (appId === AppId.Squad || - appId === AppId.Bat1944 || - this.options.requestRules) { - // let's get 'em - } else { - return - } - - const rules = {} - state.raw.rules = rules - const dayZPayload = [] - - this.logger.debug('Requesting rules ...') - - if (this.goldsrcInfo) { - const b = await this.udpSend('\xff\xff\xff\xffrules', b => b, () => null) - if (b === null) return // timed out - the server probably has rules disabled - const reader = this.reader(b) - while (!reader.done()) { - const key = reader.string() - const value = reader.string() - rules[key] = value - } - } else { - const b = await this.sendPacket(0x56, null, 0x45, true) - if (b === null) return // timed out - the server probably has rules disabled - - let dayZPayloadEnded = false - - const reader = this.reader(b) - const num = reader.uint(2) - for (let i = 0; i < num; i++) { - if (appId === AppId.DayZ && !dayZPayloadEnded) { - const one = reader.uint(1) - const two = reader.uint(1) - const three = reader.uint(1) - if (one !== 0 && two !== 0 && three === 0) { - while (true) { - const byte = reader.uint(1) - if (byte === 0) break - dayZPayload.push(byte) - } - continue - } else { - reader.skip(-3) - dayZPayloadEnded = true - } - } - - const key = reader.string() - const value = reader.string() - rules[key] = value - } - } - - // Battalion 1944 puts its info into rules fields for some reason - if (appId === AppId.Bat1944) { - if ('bat_name_s' in rules) { - state.name = rules.bat_name_s - delete rules.bat_name_s - if ('bat_player_count_s' in rules) { - state.numplayers = parseInt(rules.bat_player_count_s) - delete rules.bat_player_count_s - } - if ('bat_max_players_i' in rules) { - state.maxplayers = parseInt(rules.bat_max_players_i) - delete rules.bat_max_players_i - } - if ('bat_has_password_s' in rules) { - state.password = rules.bat_has_password_s === 'Y' - delete rules.bat_has_password_s - } - // apparently map is already right, and this var is often wrong - delete rules.bat_map_s - } - } - - // Squad keeps its password in a separate field - if (appId === AppId.Squad) { - if (rules.Password_b === 'true') { - state.password = true - } - } - - if (appId === AppId.DayZ) { - state.raw.dayzMods = this.readDayzMods(Buffer.from(dayZPayload)) - } - } - - readDayzMods (/** Buffer */ buffer) { - if (!buffer.length) { - return {} - } - - this.logger.debug('DAYZ BUFFER') - this.logger.debug(buffer) - - const reader = this.reader(buffer) - const version = this.readDayzByte(reader) - const overflow = this.readDayzByte(reader) - const dlc1 = this.readDayzByte(reader) - const dlc2 = this.readDayzByte(reader) - this.logger.debug('version ' + version) - this.logger.debug('overflow ' + overflow) - this.logger.debug('dlc1 ' + dlc1) - this.logger.debug('dlc2 ' + dlc2) - if (dlc1) { - const unknown = this.readDayzUint(reader, 4) // ? - this.logger.debug('unknown ' + unknown) - } - if (dlc2) { - const unknown = this.readDayzUint(reader, 4) // ? - this.logger.debug('unknown ' + unknown) - } - const mods = [] - mods.push(...this.readDayzModsSection(reader, true)) - mods.push(...this.readDayzModsSection(reader, false)) - this.logger.debug('dayz buffer rest:', reader.rest()) - return mods - } - - readDayzModsSection (/** Reader */ reader, withHeader) { - const out = [] - const count = this.readDayzByte(reader) - this.logger.debug('dayz mod section withHeader:' + withHeader + ' count:' + count) - for (let i = 0; i < count; i++) { - if (reader.done()) break - const mod = {} - if (withHeader) { - mod.unknown = this.readDayzUint(reader, 4) // ? - - // For some reason this is 4 on all of them, but doesn't exist on the last one? but only sometimes? - const offset = reader.offset() - const flag = this.readDayzByte(reader) - if (flag !== 4) reader.setOffset(offset) - - mod.workshopId = this.readDayzUint(reader, 4) - } - mod.title = this.readDayzString(reader) - this.logger.debug(mod) - out.push(mod) - } - return out - } - - readDayzUint (reader, bytes) { - const out = [] - for (let i = 0; i < bytes; i++) { - out.push(this.readDayzByte(reader)) - } - const buf = Buffer.from(out) - const r2 = this.reader(buf) - return r2.uint(bytes) - } - - readDayzByte (reader) { - const byte = reader.uint(1) - if (byte === 1) { - const byte2 = reader.uint(1) - if (byte2 === 1) return 1 - if (byte2 === 2) return 0 - if (byte2 === 3) return 0xff - return 0 // ? - } - return byte - } - - readDayzString (reader) { - const length = this.readDayzByte(reader) - const out = [] - for (let i = 0; i < length; i++) { - out.push(this.readDayzByte(reader)) - } - return Buffer.from(out).toString('utf8') - } - - async cleanup (/** Results */ state) { - // Organize players / hidden players into player / bot arrays - const botProbability = (p) => { - if (p.time === -1) return Number.MAX_VALUE - return p.time - } - const sortedPlayers = state.raw.players.sort((a, b) => { - return botProbability(a) - botProbability(b) - }) - delete state.raw.players - const numBots = state.raw.numbots || 0 - while (state.bots.length < numBots) { - if (sortedPlayers.length) state.bots.push(sortedPlayers.pop()) - else state.bots.push({}) - } - while (state.players.length < state.numplayers - numBots || sortedPlayers.length) { - if (sortedPlayers.length) state.players.push(sortedPlayers.pop()) - else state.players.push({}) - } - } - - /** - * Sends a request packet and returns only the response type expected - * @param {number} type - * @param {boolean} sendChallenge - * @param {?string|Buffer} payload - * @param {number} expect - * @param {boolean=} allowTimeout - * @returns Buffer|null - **/ - async sendPacket ( - type, - payload, - expect, - allowTimeout - ) { - for (let keyRetry = 0; keyRetry < 3; keyRetry++) { - let receivedNewChallengeKey = false - const response = await this.sendPacketRaw( - type, payload, - (payload) => { - const reader = this.reader(payload) - const type = reader.uint(1) - this.logger.debug(() => 'Received 0x' + type.toString(16) + ' expected 0x' + expect.toString(16)) - if (type === 0x41) { - const key = reader.uint(4) - if (this._challenge !== key) { - this.logger.debug('Received new challenge key: 0x' + key.toString(16)) - this._challenge = key - receivedNewChallengeKey = true - } - } - if (type === expect) { - return reader.rest() - } else if (receivedNewChallengeKey) { - return null - } - }, - () => { - if (allowTimeout) return null - } - ) - if (!receivedNewChallengeKey) { - return response - } - } - throw new Error('Received too many challenge key responses') - } - - /** - * Sends a request packet and assembles partial responses - * @param {number} type - * @param {boolean} sendChallenge - * @param {?string|Buffer} payload - * @param {function(Buffer)} onResponse - * @param {function()} onTimeout - **/ - async sendPacketRaw ( - type, - payload, - onResponse, - onTimeout - ) { - const challengeAtBeginning = type === 0x55 || type === 0x56 - const challengeAtEnd = type === 0x54 && !!this._challenge - - if (typeof payload === 'string') payload = Buffer.from(payload, 'binary') - - const b = Buffer.alloc(4 + - (type !== undefined ? 1 : 0) + - (challengeAtBeginning ? 4 : 0) + - (challengeAtEnd ? 4 : 0) + - (payload ? payload.length : 0) - ) - let offset = 0 - - let challenge = this._challenge - if (!challenge) challenge = 0xffffffff - - b.writeInt32LE(-1, offset) - offset += 4 - - if (type !== undefined) { - b.writeUInt8(type, offset) - offset += 1 - } - - if (challengeAtBeginning) { - if (this.byteorder === 'le') b.writeUInt32LE(challenge, offset) - else b.writeUInt32BE(challenge, offset) - offset += 4 - } - - if (payload) { - payload.copy(b, offset) - offset += payload.length - } - - if (challengeAtEnd) { - if (this.byteorder === 'le') b.writeUInt32LE(challenge, offset) - else b.writeUInt32BE(challenge, offset) - offset += 4 - } - - const packetStorage = {} - return await this.udpSend( - b, - (buffer) => { - const reader = this.reader(buffer) - const header = reader.int(4) - if (header === -1) { - // full package - this.logger.debug('Received full packet') - return onResponse(reader.rest()) - } - if (header === -2) { - // partial package - const uid = reader.uint(4) - if (!(uid in packetStorage)) packetStorage[uid] = {} - const packets = packetStorage[uid] - - let bzip = false - if (!this.goldsrcSplits && uid & 0x80000000) bzip = true - - let packetNum, payload, numPackets - if (this.goldsrcSplits) { - packetNum = reader.uint(1) - numPackets = packetNum & 0x0f - packetNum = (packetNum & 0xf0) >> 4 - payload = reader.rest() - } else { - numPackets = reader.uint(1) - packetNum = reader.uint(1) - if (!this._skipSizeInSplitHeader) reader.skip(2) - if (packetNum === 0 && bzip) reader.skip(8) - payload = reader.rest() - } - - packets[packetNum] = payload - - this.logger.debug(() => 'Received partial packet uid: 0x' + uid.toString(16) + ' num: ' + packetNum) - this.logger.debug(() => 'Received ' + Object.keys(packets).length + '/' + numPackets + ' packets for this UID') - - if (Object.keys(packets).length !== numPackets) return - - // assemble the parts - const list = [] - for (let i = 0; i < numPackets; i++) { - if (!(i in packets)) { - throw new Error('Missing packet #' + i) - } - list.push(packets[i]) - } - - let assembled = Buffer.concat(list) - if (bzip) { - this.logger.debug('BZIP DETECTED - Extracing packet...') - try { - assembled = Bzip2.decode(assembled) - } catch (e) { - throw new Error('Invalid bzip packet') - } - } - const assembledReader = this.reader(assembled) - assembledReader.skip(4) // header - return onResponse(assembledReader.rest()) - } - }, - onTimeout - ) - } -} +import Bzip2 from 'seek-bzip' +import Core from './core.js' +import { Buffer } from 'node:buffer' + +const AppId = { + Squad: 393380, + Bat1944: 489940, + Ship: 2400, + DayZ: 221100, + Rust: 252490, + CSGO: 730, + CS_Source: 240, + EternalSilence: 17550, + Insurgency_MIC: 17700, + Source_SDK_Base_2006: 215 +} + +export default class valve extends Core { + constructor () { + super() + + // legacy goldsrc info response -- basically not used by ANYTHING now, + // as most (all?) goldsrc servers respond with the source info reponse + // delete in a few years if nothing ends up using it anymore + this.goldsrcInfo = false + + // unfortunately, the split format from goldsrc is still around, but we + // can detect that during the query + this.goldsrcSplits = false + + // some mods require a challenge, but don't provide them in the new format + // at all, use the old dedicated challenge query if needed + this.legacyChallenge = false + + // 2006 engines don't pass packet switching size in split packet header + // while all others do, this need is detected automatically + this._skipSizeInSplitHeader = false + + this._challenge = '' + } + + async run (state) { + if (!this.options.port) this.options.port = 27015 + await this.queryInfo(state) + await this.queryChallenge() + await this.queryPlayers(state) + await this.queryRules(state) + await this.cleanup(state) + } + + async queryInfo (/** Results */ state) { + this.logger.debug('Requesting info ...') + const b = await this.sendPacket( + this.goldsrcInfo ? undefined : 0x54, + this.goldsrcInfo ? 'details' : 'Source Engine Query\0', + this.goldsrcInfo ? 0x6D : 0x49, + false + ) + + const reader = this.reader(b) + + if (this.goldsrcInfo) state.raw.address = reader.string() + else state.raw.protocol = reader.uint(1) + + state.name = reader.string() + state.map = reader.string() + state.raw.folder = reader.string() + state.raw.game = reader.string() + if (!this.goldsrcInfo) state.raw.appId = reader.uint(2) + state.numplayers = reader.uint(1) + state.maxplayers = reader.uint(1) + + if (this.goldsrcInfo) state.raw.protocol = reader.uint(1) + else state.raw.numbots = reader.uint(1) + + state.raw.listentype = String.fromCharCode(reader.uint(1)) + state.raw.environment = String.fromCharCode(reader.uint(1)) + + state.password = !!reader.uint(1) + if (this.goldsrcInfo) { + state.raw.ismod = reader.uint(1) + if (state.raw.ismod) { + state.raw.modlink = reader.string() + state.raw.moddownload = reader.string() + reader.skip(1) + state.raw.modversion = reader.uint(4) + state.raw.modsize = reader.uint(4) + state.raw.modtype = reader.uint(1) + state.raw.moddll = reader.uint(1) + } + } else { + state.raw.secure = reader.uint(1) + if (state.raw.appId === AppId.Ship) { + state.raw.shipmode = reader.uint(1) + state.raw.shipwitnesses = reader.uint(1) + state.raw.shipduration = reader.uint(1) + } + state.raw.version = reader.string() + const extraFlag = reader.uint(1) + if (extraFlag & 0x80) state.gamePort = reader.uint(2) + if (extraFlag & 0x10) state.raw.steamid = reader.uint(8).toString() + if (extraFlag & 0x40) { + state.raw.sourcetvport = reader.uint(2) + state.raw.sourcetvname = reader.string() + } + if (extraFlag & 0x20) state.raw.tags = reader.string().split(',') + if (extraFlag & 0x01) { + const gameId = reader.uint(8) + const betterAppId = gameId.getLowBitsUnsigned() & 0xffffff + if (betterAppId) { + state.raw.appId = betterAppId + } + } + } + + const appId = state.raw.appId + + // from https://developer.valvesoftware.com/wiki/Server_queries + if ( + state.raw.protocol === 7 && ( + state.raw.appId === AppId.Source_SDK_Base_2006 || + state.raw.appId === AppId.EternalSilence || + state.raw.appId === AppId.Insurgency_MIC || + state.raw.appId === AppId.CS_Source + ) + ) { + this._skipSizeInSplitHeader = true + } + this.logger.debug('INFO: ', state.raw) + if (state.raw.protocol === 48) { + this.logger.debug('GOLDSRC DETECTED - USING MODIFIED SPLIT FORMAT') + this.goldsrcSplits = true + } + + // DayZ embeds some of the server information inside the tags attribute + if (appId === AppId.DayZ) { + if (state.raw.tags) { + state.raw.dlcEnabled = false + state.raw.firstPerson = false + for (const tag of state.raw.tags) { + if (tag.startsWith('lqs')) { + const value = parseInt(tag.replace('lqs', '')) + if (!isNaN(value)) { + state.raw.queue = value + } + } + if (tag.includes('no3rd')) { + state.raw.firstPerson = true + } + if (tag.includes('isDLC')) { + state.raw.dlcEnabled = true + } + if (tag.includes(':')) { + state.raw.time = tag + } + if (tag.startsWith('etm')) { + const value = parseInt(tag.replace('etm', '')) + if (!isNaN(value)) { + state.raw.dayAcceleration = value + } + } + if (tag.startsWith('entm')) { + const value = parseInt(tag.replace('entm', '')) + if (!isNaN(value)) { + state.raw.nightAcceleration = value + } + } + } + } + } + + if (appId === AppId.Rust) { + if (state.raw.tags) { + for (const tag of state.raw.tags) { + if (tag.startsWith('mp')) { + const value = parseInt(tag.replace('mp', '')) + if (!isNaN(value)) { + state.maxplayers = value + } + } + } + } + } + } + + async queryChallenge () { + if (this.legacyChallenge) { + // sendPacket will catch the response packet and + // save the challenge for us + this.logger.debug('Requesting legacy challenge key ...') + await this.sendPacket( + 0x57, + null, + 0x41, + false + ) + } + } + + async queryPlayers (/** Results */ state) { + state.raw.players = [] + + this.logger.debug('Requesting player list ...') + const b = await this.sendPacket( + this.goldsrcInfo ? undefined : 0x55, + this.goldsrcInfo ? 'players' : null, + 0x44, + true + ) + + if (b === null) { + // Player query timed out + // CSGO doesn't respond to player query if host_players_show is not 2 + // Conan Exiles never responds to player query + // Just skip it, and we'll fill with dummy objects in cleanup() + return + } + + const reader = this.reader(b) + const num = reader.uint(1) + for (let i = 0; i < num; i++) { + reader.skip(1) + const name = reader.string() + const score = reader.int(4) + const time = reader.float() + + this.logger.debug('Found player: ' + name + ' ' + score + ' ' + time) + + // connecting players don't count as players. + if (!name) continue + + // CSGO sometimes adds a bot named 'Max Players' if host_players_show is not 2 + if (state.raw.appId === AppId.CSGO && name === 'Max Players') continue + + state.raw.players.push({ + name, score, time + }) + } + } + + async queryRules (/** Results */ state) { + const appId = state.raw.appId + if (appId === AppId.Squad || + appId === AppId.Bat1944 || + this.options.requestRules) { + // let's get 'em + } else { + return + } + + const rules = {} + state.raw.rules = rules + const dayZPayload = [] + + this.logger.debug('Requesting rules ...') + + if (this.goldsrcInfo) { + const b = await this.udpSend('\xff\xff\xff\xffrules', b => b, () => null) + if (b === null) return // timed out - the server probably has rules disabled + const reader = this.reader(b) + while (!reader.done()) { + const key = reader.string() + const value = reader.string() + rules[key] = value + } + } else { + const b = await this.sendPacket(0x56, null, 0x45, true) + if (b === null) return // timed out - the server probably has rules disabled + + let dayZPayloadEnded = false + + const reader = this.reader(b) + const num = reader.uint(2) + for (let i = 0; i < num; i++) { + if (appId === AppId.DayZ && !dayZPayloadEnded) { + const one = reader.uint(1) + const two = reader.uint(1) + const three = reader.uint(1) + if (one !== 0 && two !== 0 && three === 0) { + while (true) { + const byte = reader.uint(1) + if (byte === 0) break + dayZPayload.push(byte) + } + continue + } else { + reader.skip(-3) + dayZPayloadEnded = true + } + } + + const key = reader.string() + const value = reader.string() + rules[key] = value + } + } + + // Battalion 1944 puts its info into rules fields for some reason + if (appId === AppId.Bat1944) { + if ('bat_name_s' in rules) { + state.name = rules.bat_name_s + delete rules.bat_name_s + if ('bat_player_count_s' in rules) { + state.numplayers = parseInt(rules.bat_player_count_s) + delete rules.bat_player_count_s + } + if ('bat_max_players_i' in rules) { + state.maxplayers = parseInt(rules.bat_max_players_i) + delete rules.bat_max_players_i + } + if ('bat_has_password_s' in rules) { + state.password = rules.bat_has_password_s === 'Y' + delete rules.bat_has_password_s + } + // apparently map is already right, and this var is often wrong + delete rules.bat_map_s + } + } + + // Squad keeps its password in a separate field + if (appId === AppId.Squad) { + if (rules.Password_b === 'true') { + state.password = true + } + } + + if (appId === AppId.DayZ) { + state.raw.dayzMods = this.readDayzMods(Buffer.from(dayZPayload)) + } + } + + readDayzMods (/** Buffer */ buffer) { + if (!buffer.length) { + return {} + } + + this.logger.debug('DAYZ BUFFER') + this.logger.debug(buffer) + + const reader = this.reader(buffer) + const version = this.readDayzByte(reader) + const overflow = this.readDayzByte(reader) + const dlc1 = this.readDayzByte(reader) + const dlc2 = this.readDayzByte(reader) + this.logger.debug('version ' + version) + this.logger.debug('overflow ' + overflow) + this.logger.debug('dlc1 ' + dlc1) + this.logger.debug('dlc2 ' + dlc2) + if (dlc1) { + const unknown = this.readDayzUint(reader, 4) // ? + this.logger.debug('unknown ' + unknown) + } + if (dlc2) { + const unknown = this.readDayzUint(reader, 4) // ? + this.logger.debug('unknown ' + unknown) + } + const mods = [] + mods.push(...this.readDayzModsSection(reader, true)) + mods.push(...this.readDayzModsSection(reader, false)) + this.logger.debug('dayz buffer rest:', reader.rest()) + return mods + } + + readDayzModsSection (/** Reader */ reader, withHeader) { + const out = [] + const count = this.readDayzByte(reader) + this.logger.debug('dayz mod section withHeader:' + withHeader + ' count:' + count) + for (let i = 0; i < count; i++) { + if (reader.done()) break + const mod = {} + if (withHeader) { + mod.unknown = this.readDayzUint(reader, 4) // ? + + // For some reason this is 4 on all of them, but doesn't exist on the last one? but only sometimes? + const offset = reader.offset() + const flag = this.readDayzByte(reader) + if (flag !== 4) reader.setOffset(offset) + + mod.workshopId = this.readDayzUint(reader, 4) + } + mod.title = this.readDayzString(reader) + this.logger.debug(mod) + out.push(mod) + } + return out + } + + readDayzUint (reader, bytes) { + const out = [] + for (let i = 0; i < bytes; i++) { + out.push(this.readDayzByte(reader)) + } + const buf = Buffer.from(out) + const r2 = this.reader(buf) + return r2.uint(bytes) + } + + readDayzByte (reader) { + const byte = reader.uint(1) + if (byte === 1) { + const byte2 = reader.uint(1) + if (byte2 === 1) return 1 + if (byte2 === 2) return 0 + if (byte2 === 3) return 0xff + return 0 // ? + } + return byte + } + + readDayzString (reader) { + const length = this.readDayzByte(reader) + const out = [] + for (let i = 0; i < length; i++) { + out.push(this.readDayzByte(reader)) + } + return Buffer.from(out).toString('utf8') + } + + async cleanup (/** Results */ state) { + // Organize players / hidden players into player / bot arrays + const botProbability = (p) => { + if (p.time === -1) return Number.MAX_VALUE + return p.time + } + const sortedPlayers = state.raw.players.sort((a, b) => { + return botProbability(a) - botProbability(b) + }) + delete state.raw.players + const numBots = state.raw.numbots || 0 + while (state.bots.length < numBots) { + if (sortedPlayers.length) state.bots.push(sortedPlayers.pop()) + else state.bots.push({}) + } + while (state.players.length < state.numplayers - numBots || sortedPlayers.length) { + if (sortedPlayers.length) state.players.push(sortedPlayers.pop()) + else state.players.push({}) + } + } + + /** + * Sends a request packet and returns only the response type expected + * @param {number} type + * @param {boolean} sendChallenge + * @param {?string|Buffer} payload + * @param {number} expect + * @param {boolean=} allowTimeout + * @returns Buffer|null + **/ + async sendPacket ( + type, + payload, + expect, + allowTimeout + ) { + for (let keyRetry = 0; keyRetry < 3; keyRetry++) { + let receivedNewChallengeKey = false + const response = await this.sendPacketRaw( + type, payload, + (payload) => { + const reader = this.reader(payload) + const type = reader.uint(1) + this.logger.debug(() => 'Received 0x' + type.toString(16) + ' expected 0x' + expect.toString(16)) + if (type === 0x41) { + const key = reader.uint(4) + if (this._challenge !== key) { + this.logger.debug('Received new challenge key: 0x' + key.toString(16)) + this._challenge = key + receivedNewChallengeKey = true + } + } + if (type === expect) { + return reader.rest() + } else if (receivedNewChallengeKey) { + return null + } + }, + () => { + if (allowTimeout) return null + } + ) + if (!receivedNewChallengeKey) { + return response + } + } + throw new Error('Received too many challenge key responses') + } + + /** + * Sends a request packet and assembles partial responses + * @param {number} type + * @param {boolean} sendChallenge + * @param {?string|Buffer} payload + * @param {function(Buffer)} onResponse + * @param {function()} onTimeout + **/ + async sendPacketRaw ( + type, + payload, + onResponse, + onTimeout + ) { + const challengeAtBeginning = type === 0x55 || type === 0x56 + const challengeAtEnd = type === 0x54 && !!this._challenge + + if (typeof payload === 'string') payload = Buffer.from(payload, 'binary') + + const b = Buffer.alloc(4 + + (type !== undefined ? 1 : 0) + + (challengeAtBeginning ? 4 : 0) + + (challengeAtEnd ? 4 : 0) + + (payload ? payload.length : 0) + ) + let offset = 0 + + let challenge = this._challenge + if (!challenge) challenge = 0xffffffff + + b.writeInt32LE(-1, offset) + offset += 4 + + if (type !== undefined) { + b.writeUInt8(type, offset) + offset += 1 + } + + if (challengeAtBeginning) { + if (this.byteorder === 'le') b.writeUInt32LE(challenge, offset) + else b.writeUInt32BE(challenge, offset) + offset += 4 + } + + if (payload) { + payload.copy(b, offset) + offset += payload.length + } + + if (challengeAtEnd) { + if (this.byteorder === 'le') b.writeUInt32LE(challenge, offset) + else b.writeUInt32BE(challenge, offset) + offset += 4 + } + + const packetStorage = {} + return await this.udpSend( + b, + (buffer) => { + const reader = this.reader(buffer) + const header = reader.int(4) + if (header === -1) { + // full package + this.logger.debug('Received full packet') + return onResponse(reader.rest()) + } + if (header === -2) { + // partial package + const uid = reader.uint(4) + if (!(uid in packetStorage)) packetStorage[uid] = {} + const packets = packetStorage[uid] + + let bzip = false + if (!this.goldsrcSplits && uid & 0x80000000) bzip = true + + let packetNum, payload, numPackets + if (this.goldsrcSplits) { + packetNum = reader.uint(1) + numPackets = packetNum & 0x0f + packetNum = (packetNum & 0xf0) >> 4 + payload = reader.rest() + } else { + numPackets = reader.uint(1) + packetNum = reader.uint(1) + if (!this._skipSizeInSplitHeader) reader.skip(2) + if (packetNum === 0 && bzip) reader.skip(8) + payload = reader.rest() + } + + packets[packetNum] = payload + + this.logger.debug(() => 'Received partial packet uid: 0x' + uid.toString(16) + ' num: ' + packetNum) + this.logger.debug(() => 'Received ' + Object.keys(packets).length + '/' + numPackets + ' packets for this UID') + + if (Object.keys(packets).length !== numPackets) return + + // assemble the parts + const list = [] + for (let i = 0; i < numPackets; i++) { + if (!(i in packets)) { + throw new Error('Missing packet #' + i) + } + list.push(packets[i]) + } + + let assembled = Buffer.concat(list) + if (bzip) { + this.logger.debug('BZIP DETECTED - Extracing packet...') + try { + assembled = Bzip2.decode(assembled) + } catch (e) { + throw new Error('Invalid bzip packet') + } + } + const assembledReader = this.reader(assembled) + assembledReader.skip(4) // header + return onResponse(assembledReader.rest()) + } + }, + onTimeout + ) + } +} diff --git a/protocols/vcmp.js b/protocols/vcmp.js index 2171d3e..7995e2b 100644 --- a/protocols/vcmp.js +++ b/protocols/vcmp.js @@ -1,10 +1,10 @@ -import samp from './samp.js' - -export default class vcmp extends samp { - constructor () { - super() - this.magicHeader = 'VCMP' - this.responseMagicHeader = 'MP04' - this.isVcmp = true - } -} +import samp from './samp.js' + +export default class vcmp extends samp { + constructor () { + super() + this.magicHeader = 'VCMP' + this.responseMagicHeader = 'MP04' + this.isVcmp = true + } +} diff --git a/protocols/ventrilo.js b/protocols/ventrilo.js index f941120..1b4bc98 100644 --- a/protocols/ventrilo.js +++ b/protocols/ventrilo.js @@ -1,237 +1,237 @@ -import Core from './core.js' - -export default class ventrilo extends Core { - constructor () { - super() - this.byteorder = 'be' - } - - async run (state) { - const data = await this.sendCommand(2, '') - state.raw = splitFields(data.toString()) - for (const client of state.raw.CLIENTS) { - client.name = client.NAME - delete client.NAME - client.ping = parseInt(client.PING) - delete client.PING - state.players.push(client) - } - delete state.raw.CLIENTS - state.numplayers = state.players.length - - if ('NAME' in state.raw) state.name = state.raw.NAME - if ('MAXCLIENTS' in state.raw) state.maxplayers = state.raw.MAXCLIENTS - if (this.trueTest(state.raw.AUTH)) state.password = true - } - - async sendCommand (cmd, password) { - const body = Buffer.alloc(16) - body.write(password, 0, 15, 'utf8') - const encrypted = encrypt(cmd, body) - - const packets = {} - return await this.udpSend(encrypted, (buffer) => { - if (buffer.length < 20) return - const data = decrypt(buffer) - - if (data.zero !== 0) return - packets[data.packetNum] = data.body - if (Object.keys(packets).length !== data.packetTotal) return - - const out = [] - for (let i = 0; i < data.packetTotal; i++) { - if (!(i in packets)) throw new Error('Missing packet #' + i) - out.push(packets[i]) - } - return Buffer.concat(out) - }) - } -} - -function splitFields (str, subMode) { - let splitter, delim - if (subMode) { - splitter = '=' - delim = ',' - } else { - splitter = ': ' - delim = '\n' - } - - const split = str.split(delim) - const out = {} - if (!subMode) { - out.CHANNELS = [] - out.CLIENTS = [] - } - for (const one of split) { - const equal = one.indexOf(splitter) - const key = equal === -1 ? one : one.substring(0, equal) - if (!key || key === '\0') continue - const value = equal === -1 ? '' : one.substring(equal + splitter.length) - if (!subMode && key === 'CHANNEL') out.CHANNELS.push(splitFields(value, true)) - else if (!subMode && key === 'CLIENT') out.CLIENTS.push(splitFields(value, true)) - else out[key] = value - } - return out -} - -function randInt (min, max) { - return Math.floor(Math.random() * (max - min + 1) + min) -} - -function crc (body) { - let crc = 0 - for (let i = 0; i < body.length; i++) { - crc = crcTable[crc >> 8] ^ body.readUInt8(i) ^ (crc << 8) - crc &= 0xffff - } - return crc -} - -function encrypt (cmd, body) { - const headerKeyStart = randInt(0, 0xff) - const headerKeyAdd = randInt(1, 0xff) - const bodyKeyStart = randInt(0, 0xff) - const bodyKeyAdd = randInt(1, 0xff) - - const header = Buffer.alloc(20) - header.writeUInt8(headerKeyStart, 0) - header.writeUInt8(headerKeyAdd, 1) - header.writeUInt16BE(cmd, 4) - header.writeUInt16BE(body.length, 8) - header.writeUInt16BE(body.length, 10) - header.writeUInt16BE(1, 12) - header.writeUInt16BE(0, 14) - header.writeUInt8(bodyKeyStart, 16) - header.writeUInt8(bodyKeyAdd, 17) - header.writeUInt16BE(crc(body), 18) - - let offset = headerKeyStart - for (let i = 2; i < header.length; i++) { - let val = header.readUInt8(i) - val += codeHead.charCodeAt(offset) + ((i - 2) % 5) - val = val & 0xff - header.writeUInt8(val, i) - offset = (offset + headerKeyAdd) & 0xff - } - - offset = bodyKeyStart - for (let i = 0; i < body.length; i++) { - let val = body.readUInt8(i) - val += codeBody.charCodeAt(offset) + (i % 72) - val = val & 0xff - body.writeUInt8(val, i) - offset = (offset + bodyKeyAdd) & 0xff - } - - return Buffer.concat([header, body]) -} -function decrypt (data) { - const header = data.slice(0, 20) - const body = data.slice(20) - const headerKeyStart = header.readUInt8(0) - const headerKeyAdd = header.readUInt8(1) - - let offset = headerKeyStart - for (let i = 2; i < header.length; i++) { - let val = header.readUInt8(i) - val -= codeHead.charCodeAt(offset) + ((i - 2) % 5) - val = val & 0xff - header.writeUInt8(val, i) - offset = (offset + headerKeyAdd) & 0xff - } - - const bodyKeyStart = header.readUInt8(16) - const bodyKeyAdd = header.readUInt8(17) - offset = bodyKeyStart - for (let i = 0; i < body.length; i++) { - let val = body.readUInt8(i) - val -= codeBody.charCodeAt(offset) + (i % 72) - val = val & 0xff - body.writeUInt8(val, i) - offset = (offset + bodyKeyAdd) & 0xff - } - - // header format: - // key, zero, cmd, echo, totallength, thislength - // totalpacket, packetnum, body key, crc - return { - zero: header.readUInt16BE(2), - cmd: header.readUInt16BE(4), - packetTotal: header.readUInt16BE(12), - packetNum: header.readUInt16BE(14), - body - } -} - -const codeHead = - '\x80\xe5\x0e\x38\xba\x63\x4c\x99\x88\x63\x4c\xd6\x54\xb8\x65\x7e' + - '\xbf\x8a\xf0\x17\x8a\xaa\x4d\x0f\xb7\x23\x27\xf6\xeb\x12\xf8\xea' + - '\x17\xb7\xcf\x52\x57\xcb\x51\xcf\x1b\x14\xfd\x6f\x84\x38\xb5\x24' + - '\x11\xcf\x7a\x75\x7a\xbb\x78\x74\xdc\xbc\x42\xf0\x17\x3f\x5e\xeb' + - '\x74\x77\x04\x4e\x8c\xaf\x23\xdc\x65\xdf\xa5\x65\xdd\x7d\xf4\x3c' + - '\x4c\x95\xbd\xeb\x65\x1c\xf4\x24\x5d\x82\x18\xfb\x50\x86\xb8\x53' + - '\xe0\x4e\x36\x96\x1f\xb7\xcb\xaa\xaf\xea\xcb\x20\x27\x30\x2a\xae' + - '\xb9\x07\x40\xdf\x12\x75\xc9\x09\x82\x9c\x30\x80\x5d\x8f\x0d\x09' + - '\xa1\x64\xec\x91\xd8\x8a\x50\x1f\x40\x5d\xf7\x08\x2a\xf8\x60\x62' + - '\xa0\x4a\x8b\xba\x4a\x6d\x00\x0a\x93\x32\x12\xe5\x07\x01\x65\xf5' + - '\xff\xe0\xae\xa7\x81\xd1\xba\x25\x62\x61\xb2\x85\xad\x7e\x9d\x3f' + - '\x49\x89\x26\xe5\xd5\xac\x9f\x0e\xd7\x6e\x47\x94\x16\x84\xc8\xff' + - '\x44\xea\x04\x40\xe0\x33\x11\xa3\x5b\x1e\x82\xff\x7a\x69\xe9\x2f' + - '\xfb\xea\x9a\xc6\x7b\xdb\xb1\xff\x97\x76\x56\xf3\x52\xc2\x3f\x0f' + - '\xb6\xac\x77\xc4\xbf\x59\x5e\x80\x74\xbb\xf2\xde\x57\x62\x4c\x1a' + - '\xff\x95\x6d\xc7\x04\xa2\x3b\xc4\x1b\x72\xc7\x6c\x82\x60\xd1\x0d' - -const codeBody = - '\x82\x8b\x7f\x68\x90\xe0\x44\x09\x19\x3b\x8e\x5f\xc2\x82\x38\x23' + - '\x6d\xdb\x62\x49\x52\x6e\x21\xdf\x51\x6c\x76\x37\x86\x50\x7d\x48' + - '\x1f\x65\xe7\x52\x6a\x88\xaa\xc1\x32\x2f\xf7\x54\x4c\xaa\x6d\x7e' + - '\x6d\xa9\x8c\x0d\x3f\xff\x6c\x09\xb3\xa5\xaf\xdf\x98\x02\xb4\xbe' + - '\x6d\x69\x0d\x42\x73\xe4\x34\x50\x07\x30\x79\x41\x2f\x08\x3f\x42' + - '\x73\xa7\x68\xfa\xee\x88\x0e\x6e\xa4\x70\x74\x22\x16\xae\x3c\x81' + - '\x14\xa1\xda\x7f\xd3\x7c\x48\x7d\x3f\x46\xfb\x6d\x92\x25\x17\x36' + - '\x26\xdb\xdf\x5a\x87\x91\x6f\xd6\xcd\xd4\xad\x4a\x29\xdd\x7d\x59' + - '\xbd\x15\x34\x53\xb1\xd8\x50\x11\x83\x79\x66\x21\x9e\x87\x5b\x24' + - '\x2f\x4f\xd7\x73\x34\xa2\xf7\x09\xd5\xd9\x42\x9d\xf8\x15\xdf\x0e' + - '\x10\xcc\x05\x04\x35\x81\xb2\xd5\x7a\xd2\xa0\xa5\x7b\xb8\x75\xd2' + - '\x35\x0b\x39\x8f\x1b\x44\x0e\xce\x66\x87\x1b\x64\xac\xe1\xca\x67' + - '\xb4\xce\x33\xdb\x89\xfe\xd8\x8e\xcd\x58\x92\x41\x50\x40\xcb\x08' + - '\xe1\x15\xee\xf4\x64\xfe\x1c\xee\x25\xe7\x21\xe6\x6c\xc6\xa6\x2e' + - '\x52\x23\xa7\x20\xd2\xd7\x28\x07\x23\x14\x24\x3d\x45\xa5\xc7\x90' + - '\xdb\x77\xdd\xea\x38\x59\x89\x32\xbc\x00\x3a\x6d\x61\x4e\xdb\x29' - -const crcTable = [ - 0x0000, 0x1021, 0x2042, 0x3063, 0x4084, 0x50a5, 0x60c6, 0x70e7, - 0x8108, 0x9129, 0xa14a, 0xb16b, 0xc18c, 0xd1ad, 0xe1ce, 0xf1ef, - 0x1231, 0x0210, 0x3273, 0x2252, 0x52b5, 0x4294, 0x72f7, 0x62d6, - 0x9339, 0x8318, 0xb37b, 0xa35a, 0xd3bd, 0xc39c, 0xf3ff, 0xe3de, - 0x2462, 0x3443, 0x0420, 0x1401, 0x64e6, 0x74c7, 0x44a4, 0x5485, - 0xa56a, 0xb54b, 0x8528, 0x9509, 0xe5ee, 0xf5cf, 0xc5ac, 0xd58d, - 0x3653, 0x2672, 0x1611, 0x0630, 0x76d7, 0x66f6, 0x5695, 0x46b4, - 0xb75b, 0xa77a, 0x9719, 0x8738, 0xf7df, 0xe7fe, 0xd79d, 0xc7bc, - 0x48c4, 0x58e5, 0x6886, 0x78a7, 0x0840, 0x1861, 0x2802, 0x3823, - 0xc9cc, 0xd9ed, 0xe98e, 0xf9af, 0x8948, 0x9969, 0xa90a, 0xb92b, - 0x5af5, 0x4ad4, 0x7ab7, 0x6a96, 0x1a71, 0x0a50, 0x3a33, 0x2a12, - 0xdbfd, 0xcbdc, 0xfbbf, 0xeb9e, 0x9b79, 0x8b58, 0xbb3b, 0xab1a, - 0x6ca6, 0x7c87, 0x4ce4, 0x5cc5, 0x2c22, 0x3c03, 0x0c60, 0x1c41, - 0xedae, 0xfd8f, 0xcdec, 0xddcd, 0xad2a, 0xbd0b, 0x8d68, 0x9d49, - 0x7e97, 0x6eb6, 0x5ed5, 0x4ef4, 0x3e13, 0x2e32, 0x1e51, 0x0e70, - 0xff9f, 0xefbe, 0xdfdd, 0xcffc, 0xbf1b, 0xaf3a, 0x9f59, 0x8f78, - 0x9188, 0x81a9, 0xb1ca, 0xa1eb, 0xd10c, 0xc12d, 0xf14e, 0xe16f, - 0x1080, 0x00a1, 0x30c2, 0x20e3, 0x5004, 0x4025, 0x7046, 0x6067, - 0x83b9, 0x9398, 0xa3fb, 0xb3da, 0xc33d, 0xd31c, 0xe37f, 0xf35e, - 0x02b1, 0x1290, 0x22f3, 0x32d2, 0x4235, 0x5214, 0x6277, 0x7256, - 0xb5ea, 0xa5cb, 0x95a8, 0x8589, 0xf56e, 0xe54f, 0xd52c, 0xc50d, - 0x34e2, 0x24c3, 0x14a0, 0x0481, 0x7466, 0x6447, 0x5424, 0x4405, - 0xa7db, 0xb7fa, 0x8799, 0x97b8, 0xe75f, 0xf77e, 0xc71d, 0xd73c, - 0x26d3, 0x36f2, 0x0691, 0x16b0, 0x6657, 0x7676, 0x4615, 0x5634, - 0xd94c, 0xc96d, 0xf90e, 0xe92f, 0x99c8, 0x89e9, 0xb98a, 0xa9ab, - 0x5844, 0x4865, 0x7806, 0x6827, 0x18c0, 0x08e1, 0x3882, 0x28a3, - 0xcb7d, 0xdb5c, 0xeb3f, 0xfb1e, 0x8bf9, 0x9bd8, 0xabbb, 0xbb9a, - 0x4a75, 0x5a54, 0x6a37, 0x7a16, 0x0af1, 0x1ad0, 0x2ab3, 0x3a92, - 0xfd2e, 0xed0f, 0xdd6c, 0xcd4d, 0xbdaa, 0xad8b, 0x9de8, 0x8dc9, - 0x7c26, 0x6c07, 0x5c64, 0x4c45, 0x3ca2, 0x2c83, 0x1ce0, 0x0cc1, - 0xef1f, 0xff3e, 0xcf5d, 0xdf7c, 0xaf9b, 0xbfba, 0x8fd9, 0x9ff8, - 0x6e17, 0x7e36, 0x4e55, 0x5e74, 0x2e93, 0x3eb2, 0x0ed1, 0x1ef0 -] +import Core from './core.js' + +export default class ventrilo extends Core { + constructor () { + super() + this.byteorder = 'be' + } + + async run (state) { + const data = await this.sendCommand(2, '') + state.raw = splitFields(data.toString()) + for (const client of state.raw.CLIENTS) { + client.name = client.NAME + delete client.NAME + client.ping = parseInt(client.PING) + delete client.PING + state.players.push(client) + } + delete state.raw.CLIENTS + state.numplayers = state.players.length + + if ('NAME' in state.raw) state.name = state.raw.NAME + if ('MAXCLIENTS' in state.raw) state.maxplayers = state.raw.MAXCLIENTS + if (this.trueTest(state.raw.AUTH)) state.password = true + } + + async sendCommand (cmd, password) { + const body = Buffer.alloc(16) + body.write(password, 0, 15, 'utf8') + const encrypted = encrypt(cmd, body) + + const packets = {} + return await this.udpSend(encrypted, (buffer) => { + if (buffer.length < 20) return + const data = decrypt(buffer) + + if (data.zero !== 0) return + packets[data.packetNum] = data.body + if (Object.keys(packets).length !== data.packetTotal) return + + const out = [] + for (let i = 0; i < data.packetTotal; i++) { + if (!(i in packets)) throw new Error('Missing packet #' + i) + out.push(packets[i]) + } + return Buffer.concat(out) + }) + } +} + +function splitFields (str, subMode) { + let splitter, delim + if (subMode) { + splitter = '=' + delim = ',' + } else { + splitter = ': ' + delim = '\n' + } + + const split = str.split(delim) + const out = {} + if (!subMode) { + out.CHANNELS = [] + out.CLIENTS = [] + } + for (const one of split) { + const equal = one.indexOf(splitter) + const key = equal === -1 ? one : one.substring(0, equal) + if (!key || key === '\0') continue + const value = equal === -1 ? '' : one.substring(equal + splitter.length) + if (!subMode && key === 'CHANNEL') out.CHANNELS.push(splitFields(value, true)) + else if (!subMode && key === 'CLIENT') out.CLIENTS.push(splitFields(value, true)) + else out[key] = value + } + return out +} + +function randInt (min, max) { + return Math.floor(Math.random() * (max - min + 1) + min) +} + +function crc (body) { + let crc = 0 + for (let i = 0; i < body.length; i++) { + crc = crcTable[crc >> 8] ^ body.readUInt8(i) ^ (crc << 8) + crc &= 0xffff + } + return crc +} + +function encrypt (cmd, body) { + const headerKeyStart = randInt(0, 0xff) + const headerKeyAdd = randInt(1, 0xff) + const bodyKeyStart = randInt(0, 0xff) + const bodyKeyAdd = randInt(1, 0xff) + + const header = Buffer.alloc(20) + header.writeUInt8(headerKeyStart, 0) + header.writeUInt8(headerKeyAdd, 1) + header.writeUInt16BE(cmd, 4) + header.writeUInt16BE(body.length, 8) + header.writeUInt16BE(body.length, 10) + header.writeUInt16BE(1, 12) + header.writeUInt16BE(0, 14) + header.writeUInt8(bodyKeyStart, 16) + header.writeUInt8(bodyKeyAdd, 17) + header.writeUInt16BE(crc(body), 18) + + let offset = headerKeyStart + for (let i = 2; i < header.length; i++) { + let val = header.readUInt8(i) + val += codeHead.charCodeAt(offset) + ((i - 2) % 5) + val = val & 0xff + header.writeUInt8(val, i) + offset = (offset + headerKeyAdd) & 0xff + } + + offset = bodyKeyStart + for (let i = 0; i < body.length; i++) { + let val = body.readUInt8(i) + val += codeBody.charCodeAt(offset) + (i % 72) + val = val & 0xff + body.writeUInt8(val, i) + offset = (offset + bodyKeyAdd) & 0xff + } + + return Buffer.concat([header, body]) +} +function decrypt (data) { + const header = data.slice(0, 20) + const body = data.slice(20) + const headerKeyStart = header.readUInt8(0) + const headerKeyAdd = header.readUInt8(1) + + let offset = headerKeyStart + for (let i = 2; i < header.length; i++) { + let val = header.readUInt8(i) + val -= codeHead.charCodeAt(offset) + ((i - 2) % 5) + val = val & 0xff + header.writeUInt8(val, i) + offset = (offset + headerKeyAdd) & 0xff + } + + const bodyKeyStart = header.readUInt8(16) + const bodyKeyAdd = header.readUInt8(17) + offset = bodyKeyStart + for (let i = 0; i < body.length; i++) { + let val = body.readUInt8(i) + val -= codeBody.charCodeAt(offset) + (i % 72) + val = val & 0xff + body.writeUInt8(val, i) + offset = (offset + bodyKeyAdd) & 0xff + } + + // header format: + // key, zero, cmd, echo, totallength, thislength + // totalpacket, packetnum, body key, crc + return { + zero: header.readUInt16BE(2), + cmd: header.readUInt16BE(4), + packetTotal: header.readUInt16BE(12), + packetNum: header.readUInt16BE(14), + body + } +} + +const codeHead = + '\x80\xe5\x0e\x38\xba\x63\x4c\x99\x88\x63\x4c\xd6\x54\xb8\x65\x7e' + + '\xbf\x8a\xf0\x17\x8a\xaa\x4d\x0f\xb7\x23\x27\xf6\xeb\x12\xf8\xea' + + '\x17\xb7\xcf\x52\x57\xcb\x51\xcf\x1b\x14\xfd\x6f\x84\x38\xb5\x24' + + '\x11\xcf\x7a\x75\x7a\xbb\x78\x74\xdc\xbc\x42\xf0\x17\x3f\x5e\xeb' + + '\x74\x77\x04\x4e\x8c\xaf\x23\xdc\x65\xdf\xa5\x65\xdd\x7d\xf4\x3c' + + '\x4c\x95\xbd\xeb\x65\x1c\xf4\x24\x5d\x82\x18\xfb\x50\x86\xb8\x53' + + '\xe0\x4e\x36\x96\x1f\xb7\xcb\xaa\xaf\xea\xcb\x20\x27\x30\x2a\xae' + + '\xb9\x07\x40\xdf\x12\x75\xc9\x09\x82\x9c\x30\x80\x5d\x8f\x0d\x09' + + '\xa1\x64\xec\x91\xd8\x8a\x50\x1f\x40\x5d\xf7\x08\x2a\xf8\x60\x62' + + '\xa0\x4a\x8b\xba\x4a\x6d\x00\x0a\x93\x32\x12\xe5\x07\x01\x65\xf5' + + '\xff\xe0\xae\xa7\x81\xd1\xba\x25\x62\x61\xb2\x85\xad\x7e\x9d\x3f' + + '\x49\x89\x26\xe5\xd5\xac\x9f\x0e\xd7\x6e\x47\x94\x16\x84\xc8\xff' + + '\x44\xea\x04\x40\xe0\x33\x11\xa3\x5b\x1e\x82\xff\x7a\x69\xe9\x2f' + + '\xfb\xea\x9a\xc6\x7b\xdb\xb1\xff\x97\x76\x56\xf3\x52\xc2\x3f\x0f' + + '\xb6\xac\x77\xc4\xbf\x59\x5e\x80\x74\xbb\xf2\xde\x57\x62\x4c\x1a' + + '\xff\x95\x6d\xc7\x04\xa2\x3b\xc4\x1b\x72\xc7\x6c\x82\x60\xd1\x0d' + +const codeBody = + '\x82\x8b\x7f\x68\x90\xe0\x44\x09\x19\x3b\x8e\x5f\xc2\x82\x38\x23' + + '\x6d\xdb\x62\x49\x52\x6e\x21\xdf\x51\x6c\x76\x37\x86\x50\x7d\x48' + + '\x1f\x65\xe7\x52\x6a\x88\xaa\xc1\x32\x2f\xf7\x54\x4c\xaa\x6d\x7e' + + '\x6d\xa9\x8c\x0d\x3f\xff\x6c\x09\xb3\xa5\xaf\xdf\x98\x02\xb4\xbe' + + '\x6d\x69\x0d\x42\x73\xe4\x34\x50\x07\x30\x79\x41\x2f\x08\x3f\x42' + + '\x73\xa7\x68\xfa\xee\x88\x0e\x6e\xa4\x70\x74\x22\x16\xae\x3c\x81' + + '\x14\xa1\xda\x7f\xd3\x7c\x48\x7d\x3f\x46\xfb\x6d\x92\x25\x17\x36' + + '\x26\xdb\xdf\x5a\x87\x91\x6f\xd6\xcd\xd4\xad\x4a\x29\xdd\x7d\x59' + + '\xbd\x15\x34\x53\xb1\xd8\x50\x11\x83\x79\x66\x21\x9e\x87\x5b\x24' + + '\x2f\x4f\xd7\x73\x34\xa2\xf7\x09\xd5\xd9\x42\x9d\xf8\x15\xdf\x0e' + + '\x10\xcc\x05\x04\x35\x81\xb2\xd5\x7a\xd2\xa0\xa5\x7b\xb8\x75\xd2' + + '\x35\x0b\x39\x8f\x1b\x44\x0e\xce\x66\x87\x1b\x64\xac\xe1\xca\x67' + + '\xb4\xce\x33\xdb\x89\xfe\xd8\x8e\xcd\x58\x92\x41\x50\x40\xcb\x08' + + '\xe1\x15\xee\xf4\x64\xfe\x1c\xee\x25\xe7\x21\xe6\x6c\xc6\xa6\x2e' + + '\x52\x23\xa7\x20\xd2\xd7\x28\x07\x23\x14\x24\x3d\x45\xa5\xc7\x90' + + '\xdb\x77\xdd\xea\x38\x59\x89\x32\xbc\x00\x3a\x6d\x61\x4e\xdb\x29' + +const crcTable = [ + 0x0000, 0x1021, 0x2042, 0x3063, 0x4084, 0x50a5, 0x60c6, 0x70e7, + 0x8108, 0x9129, 0xa14a, 0xb16b, 0xc18c, 0xd1ad, 0xe1ce, 0xf1ef, + 0x1231, 0x0210, 0x3273, 0x2252, 0x52b5, 0x4294, 0x72f7, 0x62d6, + 0x9339, 0x8318, 0xb37b, 0xa35a, 0xd3bd, 0xc39c, 0xf3ff, 0xe3de, + 0x2462, 0x3443, 0x0420, 0x1401, 0x64e6, 0x74c7, 0x44a4, 0x5485, + 0xa56a, 0xb54b, 0x8528, 0x9509, 0xe5ee, 0xf5cf, 0xc5ac, 0xd58d, + 0x3653, 0x2672, 0x1611, 0x0630, 0x76d7, 0x66f6, 0x5695, 0x46b4, + 0xb75b, 0xa77a, 0x9719, 0x8738, 0xf7df, 0xe7fe, 0xd79d, 0xc7bc, + 0x48c4, 0x58e5, 0x6886, 0x78a7, 0x0840, 0x1861, 0x2802, 0x3823, + 0xc9cc, 0xd9ed, 0xe98e, 0xf9af, 0x8948, 0x9969, 0xa90a, 0xb92b, + 0x5af5, 0x4ad4, 0x7ab7, 0x6a96, 0x1a71, 0x0a50, 0x3a33, 0x2a12, + 0xdbfd, 0xcbdc, 0xfbbf, 0xeb9e, 0x9b79, 0x8b58, 0xbb3b, 0xab1a, + 0x6ca6, 0x7c87, 0x4ce4, 0x5cc5, 0x2c22, 0x3c03, 0x0c60, 0x1c41, + 0xedae, 0xfd8f, 0xcdec, 0xddcd, 0xad2a, 0xbd0b, 0x8d68, 0x9d49, + 0x7e97, 0x6eb6, 0x5ed5, 0x4ef4, 0x3e13, 0x2e32, 0x1e51, 0x0e70, + 0xff9f, 0xefbe, 0xdfdd, 0xcffc, 0xbf1b, 0xaf3a, 0x9f59, 0x8f78, + 0x9188, 0x81a9, 0xb1ca, 0xa1eb, 0xd10c, 0xc12d, 0xf14e, 0xe16f, + 0x1080, 0x00a1, 0x30c2, 0x20e3, 0x5004, 0x4025, 0x7046, 0x6067, + 0x83b9, 0x9398, 0xa3fb, 0xb3da, 0xc33d, 0xd31c, 0xe37f, 0xf35e, + 0x02b1, 0x1290, 0x22f3, 0x32d2, 0x4235, 0x5214, 0x6277, 0x7256, + 0xb5ea, 0xa5cb, 0x95a8, 0x8589, 0xf56e, 0xe54f, 0xd52c, 0xc50d, + 0x34e2, 0x24c3, 0x14a0, 0x0481, 0x7466, 0x6447, 0x5424, 0x4405, + 0xa7db, 0xb7fa, 0x8799, 0x97b8, 0xe75f, 0xf77e, 0xc71d, 0xd73c, + 0x26d3, 0x36f2, 0x0691, 0x16b0, 0x6657, 0x7676, 0x4615, 0x5634, + 0xd94c, 0xc96d, 0xf90e, 0xe92f, 0x99c8, 0x89e9, 0xb98a, 0xa9ab, + 0x5844, 0x4865, 0x7806, 0x6827, 0x18c0, 0x08e1, 0x3882, 0x28a3, + 0xcb7d, 0xdb5c, 0xeb3f, 0xfb1e, 0x8bf9, 0x9bd8, 0xabbb, 0xbb9a, + 0x4a75, 0x5a54, 0x6a37, 0x7a16, 0x0af1, 0x1ad0, 0x2ab3, 0x3a92, + 0xfd2e, 0xed0f, 0xdd6c, 0xcd4d, 0xbdaa, 0xad8b, 0x9de8, 0x8dc9, + 0x7c26, 0x6c07, 0x5c64, 0x4c45, 0x3ca2, 0x2c83, 0x1ce0, 0x0cc1, + 0xef1f, 0xff3e, 0xcf5d, 0xdf7c, 0xaf9b, 0xbfba, 0x8fd9, 0x9ff8, + 0x6e17, 0x7e36, 0x4e55, 0x5e74, 0x2e93, 0x3eb2, 0x0ed1, 0x1ef0 +] diff --git a/protocols/warsow.js b/protocols/warsow.js index 2eeb57f..f95d61b 100644 --- a/protocols/warsow.js +++ b/protocols/warsow.js @@ -1,13 +1,13 @@ -import quake3 from './quake3.js' - -export default class warsow extends quake3 { - async run (state) { - await super.run(state) - if (state.players) { - for (const player of state.players) { - player.team = player.address - delete player.address - } - } - } -} +import quake3 from './quake3.js' + +export default class warsow extends quake3 { + async run (state) { + await super.run(state) + if (state.players) { + for (const player of state.players) { + player.team = player.address + delete player.address + } + } + } +} diff --git a/tools/attempt_protocols.js b/tools/attempt_protocols.js index 1d44dbf..757daa8 100644 --- a/tools/attempt_protocols.js +++ b/tools/attempt_protocols.js @@ -1,36 +1,36 @@ -import Minimist from 'minimist' -import GameDig from './../lib/index.js' - -const argv = Minimist(process.argv.slice(2), {}) - -const options = {} -if (argv._.length >= 1) { - const target = argv._[0] - const split = target.split(':') - options.host = split[0] - if (split.length >= 2) { - options.port = split[1] - } -} - -const gamedig = new GameDig(options) - -const protocols = ['valve', 'gamespy1', 'gamespy2', 'gamespy3', 'goldsrc', 'minecraft', 'quake1', 'quake2', 'quake3', 'unreal2', 'valve'] - -const run = async () => { - for (const protocol of protocols) { - try { - const response = await gamedig.query({ - ...options, - debug: true, - type: `protocol-${protocol}` - }) - console.log(response) - process.exit() - } catch (e) { - console.log(`Error on '${protocol}': ${e}`) - } - } -} - -run().then(() => {}) +import Minimist from 'minimist' +import GameDig from './../lib/index.js' + +const argv = Minimist(process.argv.slice(2), {}) + +const options = {} +if (argv._.length >= 1) { + const target = argv._[0] + const split = target.split(':') + options.host = split[0] + if (split.length >= 2) { + options.port = split[1] + } +} + +const gamedig = new GameDig(options) + +const protocols = ['valve', 'gamespy1', 'gamespy2', 'gamespy3', 'goldsrc', 'minecraft', 'quake1', 'quake2', 'quake3', 'unreal2', 'valve'] + +const run = async () => { + for (const protocol of protocols) { + try { + const response = await gamedig.query({ + ...options, + debug: true, + type: `protocol-${protocol}` + }) + console.log(response) + process.exit() + } catch (e) { + console.log(`Error on '${protocol}': ${e}`) + } + } +} + +run().then(() => {})