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Improve gamespy1 (3.0.3)
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parent
1b11a132b9
commit
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3 changed files with 98 additions and 62 deletions
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@ -1,3 +1,6 @@
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### 3.0.3
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* Greatly improve gamespy1 protocol, with additional error handling and xserverquery support.
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### 3.0.2
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* Fix player name extraction for Unreal Tournament (1999) and possibly
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other gamespy1 games.
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@ -24,7 +24,7 @@
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],
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"main": "lib/index.js",
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"author": "GameDig Contributors",
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"version": "3.0.2",
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"version": "3.0.3",
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"repository": {
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"type": "git",
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"url": "https://github.com/gamedig/node-gamedig.git"
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@ -1,5 +1,33 @@
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const Core = require('./core');
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const stringKeys = new Set([
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'website',
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'gametype',
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'gamemode',
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'player'
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]);
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function normalizeEntry([key,value]) {
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key = key.toLowerCase();
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const split = key.split('_');
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let keyType;
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if (split.length === 2 && !isNaN(parseInt(split[1]))) {
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keyType = split[0];
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} else {
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keyType = key;
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}
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if (!stringKeys.has(keyType) && !keyType.includes('name')) {
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if (value.toLowerCase() === 'true') {
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value = true;
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} else if (value.toLowerCase() === 'false') {
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value = false;
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} else if (!isNaN(parseInt(value))) {
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value = parseInt(value);
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}
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}
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return [key,value];
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}
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class Gamespy1 extends Core {
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constructor() {
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super();
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@ -8,75 +36,80 @@ class Gamespy1 extends Core {
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}
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async run(state) {
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{
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const data = await this.sendPacket('info');
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state.raw = data;
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if ('hostname' in state.raw) state.name = state.raw.hostname;
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if ('mapname' in state.raw) state.map = state.raw.mapname;
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if (this.trueTest(state.raw.password)) state.password = true;
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if ('maxplayers' in state.raw) state.maxplayers = parseInt(state.raw.maxplayers);
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if ('hostport' in state.raw) state.gamePort = parseInt(state.raw.hostport);
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}
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{
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const data = await this.sendPacket('rules');
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state.raw.rules = data;
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}
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{
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const data = await this.sendPacket('players');
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const playersById = {};
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const teamNamesById = {};
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for (const ident of Object.keys(data)) {
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const split = ident.split('_');
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let key = split[0];
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const id = split[1];
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let value = data[ident];
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const raw = await this.sendPacket('\\status\\xserverquery');
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// Convert all keys to lowercase and normalize value types
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const data = Object.fromEntries(Object.entries(raw).map(entry => normalizeEntry(entry)));
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state.raw = data;
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if ('hostname' in data) state.name = data.hostname;
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if ('mapname' in data) state.map = data.mapname;
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if (this.trueTest(data.password)) state.password = true;
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if ('maxplayers' in data) state.maxplayers = parseInt(data.maxplayers);
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if ('hostport' in data) state.gamePort = parseInt(data.hostport);
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const teamOffByOne = data.gameid === 'bf1942';
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const playersById = {};
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const teamNamesById = {};
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for (const ident of Object.keys(data)) {
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const split = ident.split('_');
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if (split.length !== 2) continue;
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let key = split[0].toLowerCase();
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const id = parseInt(split[1]);
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if (isNaN(id)) continue;
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let value = data[ident];
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delete data[ident];
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if (key !== 'team' && key.startsWith('team')) {
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// Info about a team
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if (key === 'teamname') {
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teamNamesById[id] = value;
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} else {
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if (!(id in playersById)) playersById[id] = {};
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if (key === 'playername') {
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key = 'name';
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} else if (key === 'player') {
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key = 'name';
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} else if (key === 'team' && !isNaN(parseInt(value))) {
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key = 'teamId';
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value = parseInt(value);
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} else if (key === 'score' || key === 'ping' || key === 'deaths' || key === 'kills' || key === 'frags') {
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value = parseInt(value);
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}
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playersById[id][key] = value;
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// other team info which we don't track
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}
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} else {
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// Info about a player
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if (!(id in playersById)) playersById[id] = {};
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if (key === 'playername' || key === 'player') {
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key = 'name';
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}
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if (key === 'team' && !isNaN(parseInt(value))) {
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key = 'teamId';
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value = parseInt(value) + (teamOffByOne ? -1 : 0);
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}
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if (key !== 'name' && !isNaN(parseInt(value))) {
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value = parseInt(value);
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}
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playersById[id][key] = value;
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}
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}
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state.raw.teams = teamNamesById;
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const players = Object.values(playersById);
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const seenHashes = new Set();
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for (const player of players) {
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// Some servers (bf1942) report the same player multiple times (bug?)
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// Ignore these duplicates
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if (player.keyhash) {
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if (seenHashes.has(player.keyhash)) {
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this.logger.debug("Rejected player with hash " + player.keyhash + " (Duplicate keyhash)");
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continue;
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} else {
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seenHashes.add(player.keyhash);
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}
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}
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state.raw.teams = teamNamesById;
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const players = Object.values(playersById);
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const seenHashes = new Set();
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for (const player of players) {
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// Some servers (bf1942) report the same player multiple times (bug?)
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// Ignore these duplicates
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if (player.keyhash) {
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if (seenHashes.has(player.keyhash)) {
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this.logger.debug("Rejected player with hash " + player.keyhash + " (Duplicate keyhash)");
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continue;
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} else {
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seenHashes.add(player.keyhash);
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}
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// Convert player's team ID to team name if possible
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if (player.hasOwnProperty('teamId')) {
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if (Object.keys(teamNamesById).length) {
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player.team = teamNamesById[player.teamId] || '';
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} else {
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player.team = player.teamId;
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delete player.teamId;
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}
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// Convert player's team ID to team name if possible
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if (player.hasOwnProperty('teamId')) {
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if (Object.keys(teamNamesById).length) {
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player.team = teamNamesById[player.teamId - 1] || '';
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} else {
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player.team = player.teamId;
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delete player.teamId;
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}
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}
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state.players.push(player);
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}
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state.players.push(player);
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}
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}
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@ -86,7 +119,7 @@ class Gamespy1 extends Core {
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const parts = new Set();
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let maxPartNum = 0;
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return await this.udpSend('\\'+type+'\\', buffer => {
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return await this.udpSend(type, buffer => {
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const reader = this.reader(buffer);
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const str = reader.string(buffer.length);
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const split = str.split('\\');
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