* Properly handle non-indexed team names in gamespy1 Fixes #213

* Rename raw.steamappid and raw.gameid to raw.appId in steam protocol
* Don't query valve rules by default, unless requestRules option is set Fixes #176
This commit is contained in:
Michael Morrison 2021-02-25 01:58:35 -06:00
parent 7f08381b17
commit f70112d092
9 changed files with 143 additions and 122 deletions

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@ -234,7 +234,7 @@ stalker|S.T.A.L.K.E.R.|gamespy3|port=5445,port_query_offset=2
stbc|Star Trek: Bridge Commander|gamespy1|port_query=22101
stvef|Star Trek: Voyager - Elite Force|quake3|port_query=27960
stvef2|Star Trek: Voyager - Elite Force 2|quake3|port_query=29253
squad|Squad|squad|port=7787,port_query=27165
squad|Squad|valve|port=7787,port_query=27165
swbf|Star Wars: Battlefront|gamespy2|port_query=3658
swbf2|Star Wars: Battlefront 2|gamespy2|port_query=3658
swjk|Star Wars Jedi Knight: Jedi Academy (2003)|quake3|port_query=29070

51
lib/Results.js Normal file
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@ -0,0 +1,51 @@
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;
}
}
}
class Players extends Array {
setNum(num) {
// If the server specified some ridiculous number of players (billions), we don't want to
// run out of ram allocating these objects.
num = Math.min(num, 10000);
while(this.players.length < num) {
this.push({});
}
}
push(data) {
super.push(new Player(data));
}
}
class Results {
name = '';
map = '';
password = false;
raw = {};
maxplayers = 0;
players = new Players();
bots = new Players();
set players(num) {
this.players.setNum(num);
}
set bots(num) {
this.bots.setNum(num);
}
}
module.exports = Results;

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@ -115,12 +115,12 @@ class Reader {
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).toString();
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).toString();
else if(bytes === 8) r = readUInt64LE(this.buffer,this.i);
}
}
this.i += bytes;

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@ -5,7 +5,8 @@ const EventEmitter = require('events').EventEmitter,
got = require('got'),
Promises = require('../lib/Promises'),
Logger = require('../lib/Logger'),
DnsResolver = require('../lib/DnsResolver');
DnsResolver = require('../lib/DnsResolver'),
Results = require('../lib/Results');
let uid = 0;
@ -74,44 +75,13 @@ class Core extends EventEmitter {
if (resolved.port) options.port = resolved.port;
}
const state = {
name: '',
map: '',
password: false,
raw: {},
maxplayers: 0,
players: [],
bots: []
};
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 (typeof state.players === 'number') {
const num = state.players;
state.players = [];
state.raw.rcvNumPlayers = num;
if (num < 10000) {
for (let i = 0; i < num; i++) {
state.players.push({});
}
}
}
if (typeof state.bots === 'number') {
const num = state.bots;
state.bots = [];
state.raw.rcvNumBots = num;
if (num < 10000) {
for (let i = 0; i < num; i++) {
state.bots.push({});
}
}
}
if (!('connect' in state)) {
state.connect = ''
+ (state.gameHost || this.options.host || this.options.address)
@ -130,7 +100,7 @@ class Core extends EventEmitter {
return state;
}
async run(state) {}
async run(/** Results */ state) {}
/** Param can be a time in ms, or a promise (which will be timed) */
registerRtt(param) {

View File

@ -35,9 +35,14 @@ class Gamespy1 extends Core {
teamNamesById[id] = value;
} else {
if (!(id in playersById)) playersById[id] = {};
if (key === 'playername') key = 'name';
else if (key === 'team') value = parseInt(value);
else if (key === 'score' || key === 'ping' || key === 'deaths' || key === 'kills') value = parseInt(value);
if (key === 'playername') {
key = 'name';
} else if (key === 'team' && !isNaN(parseInt(value))) {
key = 'teamId';
value = parseInt(value);
} else if (key === 'score' || key === 'ping' || key === 'deaths' || key === 'kills') {
value = parseInt(value);
}
playersById[id][key] = value;
}
}
@ -45,28 +50,6 @@ class Gamespy1 extends Core {
const players = Object.values(playersById);
// Determine which team id might be for spectators
let specTeamId = null;
for (const player of players) {
if (!player.team) {
continue;
} else if (teamNamesById[player.team]) {
continue;
} else if (teamNamesById[player.team-1] && (specTeamId === null || specTeamId === player.team)) {
specTeamId = player.team;
} else {
specTeamId = null;
break;
}
}
this.logger.debug(log => {
if (specTeamId === null) {
log("Could not detect a team ID for spectators");
} else {
log("Detected that team ID " + specTeamId + " is probably for spectators");
}
});
const seenHashes = new Set();
for (const player of players) {
// Some servers (bf1942) report the same player multiple times (bug?)
@ -81,11 +64,12 @@ class Gamespy1 extends Core {
}
// Convert player's team ID to team name if possible
if (player.team) {
if (teamNamesById[player.team]) {
player.team = teamNamesById[player.team];
} else if (player.team === specTeamId) {
player.team = "spec";
if (player.hasOwnProperty('teamId')) {
if (Object.keys(teamNamesById).length) {
player.team = teamNamesById[player.teamId - 1] || '';
} else {
player.team = player.teamId;
delete player.teamId;
}
}

View File

@ -60,9 +60,9 @@ class OpenTtd extends Core {
company.id = reader.uint(1);
company.name = reader.string();
company.year_start = reader.uint(4);
company.value = reader.uint(8);
company.money = reader.uint(8);
company.income = reader.uint(8);
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);

View File

@ -1,16 +0,0 @@
const Valve = require('./valve');
class Squad extends Valve {
constructor() {
super();
}
async cleanup(state) {
await super.cleanup(state);
if (state.raw.rules != null && state.raw.rules.Password_b === "true") {
state.password = true;
}
}
}
module.exports = Squad;

View File

@ -16,7 +16,7 @@ class Starmade extends Core {
const reader = this.reader(buffer);
const packetLength = reader.uint(4);
this.logger.debug("Received packet length: " + packetLength);
const timestamp = reader.uint(8);
const timestamp = reader.uint(8).toString();
this.logger.debug("Received timestamp: " + timestamp);
if (reader.remaining() < packetLength || reader.remaining() < 5) return;

View File

@ -1,5 +1,12 @@
const Bzip2 = require('compressjs').Bzip2,
Core = require('./core');
Core = require('./core'),
Results = require('../lib/Results');
const AppId = {
Squad: 393380,
Bat1944: 489940,
Ship: 2400
};
class Valve extends Core {
constructor() {
@ -34,7 +41,7 @@ class Valve extends Core {
await this.cleanup(state);
}
async queryInfo(state) {
async queryInfo(/** Results */ state) {
this.debugLog("Requesting info ...");
const b = await this.sendPacket(
0x54,
@ -52,7 +59,7 @@ class Valve extends Core {
state.map = reader.string();
state.raw.folder = reader.string();
state.raw.game = reader.string();
state.raw.steamappid = reader.uint(2);
state.raw.appId = reader.uint(2);
state.raw.numplayers = reader.uint(1);
state.maxplayers = reader.uint(1);
@ -84,7 +91,7 @@ class Valve extends Core {
if(this.goldsrcInfo) {
state.raw.numbots = reader.uint(1);
} else {
if(state.raw.folder === 'ship') {
if(state.raw.appId === AppId.Ship) {
state.raw.shipmode = reader.uint(1);
state.raw.shipwitnesses = reader.uint(1);
state.raw.shipduration = reader.uint(1);
@ -92,22 +99,28 @@ class Valve extends Core {
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);
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();
if(extraFlag & 0x01) state.raw.gameid = reader.uint(8);
if(extraFlag & 0x01) {
const gameId = reader.uint(8);
const betterAppId = gameId.getLowBitsUnsigned() & 0xffffff;
if (betterAppId) {
state.raw.appId = betterAppId;
}
}
}
// from https://developer.valvesoftware.com/wiki/Server_queries
if(
state.raw.protocol === 7 && (
state.raw.steamappid === 215
|| state.raw.steamappid === 17550
|| state.raw.steamappid === 17700
|| state.raw.steamappid === 240
state.raw.appId === 215
|| state.raw.appId === 17550
|| state.raw.appId === 17700
|| state.raw.appId === 240
)
) {
this._skipSizeInSplitHeader = true;
@ -133,7 +146,7 @@ class Valve extends Core {
}
}
async queryPlayers(state) {
async queryPlayers(/** Results */ state) {
state.raw.players = [];
this.debugLog("Requesting player list ...");
@ -174,8 +187,18 @@ class Valve extends Core {
}
}
async queryRules(state) {
state.raw.rules = {};
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;
this.debugLog("Requesting rules ...");
const b = await this.sendPacket(0x56,null,0x45,true);
if (b === null) return; // timed out - the server probably has rules disabled
@ -185,31 +208,40 @@ class Valve extends Core {
for(let i = 0; i < num; i++) {
const key = reader.string();
const value = reader.string();
state.raw.rules[key] = value;
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.raw.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;
}
}
}
async cleanup(state) {
// Battalion 1944 puts its info into rules fields for some reason
if ('bat_name_s' in state.raw.rules) {
state.name = state.raw.rules.bat_name_s;
delete state.raw.rules.bat_name_s;
if ('bat_player_count_s' in state.raw.rules) {
state.raw.numplayers = parseInt(state.raw.rules.bat_player_count_s);
delete state.raw.rules.bat_player_count_s;
}
if ('bat_max_players_i' in state.raw.rules) {
state.maxplayers = parseInt(state.raw.rules.bat_max_players_i);
delete state.raw.rules.bat_max_players_i;
}
if ('bat_has_password_s' in state.raw.rules) {
state.password = state.raw.rules.bat_has_password_s === 'Y';
delete state.raw.rules.bat_has_password_s;
}
// apparently map is already right, and this var is often wrong
delete state.raw.rules.bat_map_s;
}
async cleanup(/** Results */ state) {
// Organize players / hidden players into player / bot arrays
const botProbability = (p) => {
if (p.time === -1) return Number.MAX_VALUE;