mirror of
https://github.com/gamedig/node-gamedig.git
synced 2024-11-18 17:50:37 +01:00
* 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:
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
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stbc|Star Trek: Bridge Commander|gamespy1|port_query=22101
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stvef|Star Trek: Voyager - Elite Force|quake3|port_query=27960
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stvef2|Star Trek: Voyager - Elite Force 2|quake3|port_query=29253
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squad|Squad|squad|port=7787,port_query=27165
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squad|Squad|valve|port=7787,port_query=27165
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swbf|Star Wars: Battlefront|gamespy2|port_query=3658
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swbf2|Star Wars: Battlefront 2|gamespy2|port_query=3658
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swjk|Star Wars Jedi Knight: Jedi Academy (2003)|quake3|port_query=29070
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51
lib/Results.js
Normal file
51
lib/Results.js
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@ -0,0 +1,51 @@
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class Player {
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name = '';
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raw = {};
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constructor(data) {
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if (typeof data === 'string') {
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this.name = data;
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} else {
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const {name, ...raw} = data;
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if (name) this.name = name;
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if (raw) this.raw = raw;
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}
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}
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}
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class Players extends Array {
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setNum(num) {
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// If the server specified some ridiculous number of players (billions), we don't want to
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// run out of ram allocating these objects.
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num = Math.min(num, 10000);
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while(this.players.length < num) {
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this.push({});
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}
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}
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push(data) {
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super.push(new Player(data));
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}
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}
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class Results {
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name = '';
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map = '';
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password = false;
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raw = {};
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maxplayers = 0;
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players = new Players();
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bots = new Players();
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set players(num) {
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this.players.setNum(num);
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}
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set bots(num) {
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this.bots.setNum(num);
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}
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}
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module.exports = Results;
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@ -115,12 +115,12 @@ class Reader {
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if(bytes === 1) r = this.buffer.readUInt8(this.i);
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else if(bytes === 2) r = this.buffer.readUInt16BE(this.i);
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else if(bytes === 4) r = this.buffer.readUInt32BE(this.i);
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else if(bytes === 8) r = readUInt64BE(this.buffer,this.i).toString();
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else if(bytes === 8) r = readUInt64BE(this.buffer,this.i);
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} else {
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if(bytes === 1) r = this.buffer.readUInt8(this.i);
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else if(bytes === 2) r = this.buffer.readUInt16LE(this.i);
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else if(bytes === 4) r = this.buffer.readUInt32LE(this.i);
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else if(bytes === 8) r = readUInt64LE(this.buffer,this.i).toString();
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else if(bytes === 8) r = readUInt64LE(this.buffer,this.i);
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}
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}
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this.i += bytes;
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@ -5,7 +5,8 @@ const EventEmitter = require('events').EventEmitter,
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got = require('got'),
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Promises = require('../lib/Promises'),
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Logger = require('../lib/Logger'),
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DnsResolver = require('../lib/DnsResolver');
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DnsResolver = require('../lib/DnsResolver'),
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Results = require('../lib/Results');
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let uid = 0;
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@ -74,44 +75,13 @@ class Core extends EventEmitter {
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if (resolved.port) options.port = resolved.port;
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}
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const state = {
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name: '',
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map: '',
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password: false,
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raw: {},
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maxplayers: 0,
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players: [],
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bots: []
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};
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const state = new Results();
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await this.run(state);
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// because lots of servers prefix with spaces to try to appear first
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state.name = (state.name || '').trim();
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if (typeof state.players === 'number') {
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const num = state.players;
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state.players = [];
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state.raw.rcvNumPlayers = num;
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if (num < 10000) {
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for (let i = 0; i < num; i++) {
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state.players.push({});
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}
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}
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}
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if (typeof state.bots === 'number') {
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const num = state.bots;
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state.bots = [];
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state.raw.rcvNumBots = num;
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if (num < 10000) {
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for (let i = 0; i < num; i++) {
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state.bots.push({});
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}
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}
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}
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if (!('connect' in state)) {
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state.connect = ''
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+ (state.gameHost || this.options.host || this.options.address)
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@ -130,7 +100,7 @@ class Core extends EventEmitter {
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return state;
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}
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async run(state) {}
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async run(/** Results */ state) {}
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/** Param can be a time in ms, or a promise (which will be timed) */
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registerRtt(param) {
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@ -35,9 +35,14 @@ class Gamespy1 extends Core {
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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') key = 'name';
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else if (key === 'team') value = parseInt(value);
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else if (key === 'score' || key === 'ping' || key === 'deaths' || key === 'kills') value = parseInt(value);
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if (key === 'playername') {
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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') {
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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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@ -45,28 +50,6 @@ class Gamespy1 extends Core {
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const players = Object.values(playersById);
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// Determine which team id might be for spectators
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let specTeamId = null;
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for (const player of players) {
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if (!player.team) {
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continue;
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} else if (teamNamesById[player.team]) {
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continue;
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} else if (teamNamesById[player.team-1] && (specTeamId === null || specTeamId === player.team)) {
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specTeamId = player.team;
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} else {
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specTeamId = null;
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break;
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}
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}
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this.logger.debug(log => {
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if (specTeamId === null) {
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log("Could not detect a team ID for spectators");
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} else {
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log("Detected that team ID " + specTeamId + " is probably for spectators");
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}
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});
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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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@ -81,11 +64,12 @@ class Gamespy1 extends Core {
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}
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// Convert player's team ID to team name if possible
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if (player.team) {
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if (teamNamesById[player.team]) {
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player.team = teamNamesById[player.team];
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} else if (player.team === specTeamId) {
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player.team = "spec";
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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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@ -60,9 +60,9 @@ class OpenTtd extends Core {
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company.id = reader.uint(1);
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company.name = reader.string();
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company.year_start = reader.uint(4);
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company.value = reader.uint(8);
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company.money = reader.uint(8);
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company.income = reader.uint(8);
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company.value = reader.uint(8).toString();
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company.money = reader.uint(8).toString();
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company.income = reader.uint(8).toString();
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company.performance = reader.uint(2);
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company.password = !!reader.uint(1);
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@ -1,16 +0,0 @@
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const Valve = require('./valve');
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class Squad extends Valve {
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constructor() {
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super();
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}
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async cleanup(state) {
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await super.cleanup(state);
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if (state.raw.rules != null && state.raw.rules.Password_b === "true") {
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state.password = true;
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}
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}
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}
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module.exports = Squad;
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@ -16,7 +16,7 @@ class Starmade extends Core {
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const reader = this.reader(buffer);
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const packetLength = reader.uint(4);
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this.logger.debug("Received packet length: " + packetLength);
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const timestamp = reader.uint(8);
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const timestamp = reader.uint(8).toString();
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this.logger.debug("Received timestamp: " + timestamp);
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if (reader.remaining() < packetLength || reader.remaining() < 5) return;
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@ -1,5 +1,12 @@
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const Bzip2 = require('compressjs').Bzip2,
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Core = require('./core');
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Core = require('./core'),
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Results = require('../lib/Results');
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const AppId = {
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Squad: 393380,
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Bat1944: 489940,
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Ship: 2400
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};
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class Valve extends Core {
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constructor() {
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await this.cleanup(state);
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}
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async queryInfo(state) {
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async queryInfo(/** Results */ state) {
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this.debugLog("Requesting info ...");
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const b = await this.sendPacket(
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0x54,
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@ -52,7 +59,7 @@ class Valve extends Core {
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state.map = reader.string();
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state.raw.folder = reader.string();
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state.raw.game = reader.string();
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state.raw.steamappid = reader.uint(2);
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state.raw.appId = reader.uint(2);
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state.raw.numplayers = reader.uint(1);
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state.maxplayers = reader.uint(1);
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if(this.goldsrcInfo) {
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state.raw.numbots = reader.uint(1);
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} else {
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if(state.raw.folder === 'ship') {
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if(state.raw.appId === AppId.Ship) {
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state.raw.shipmode = reader.uint(1);
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state.raw.shipwitnesses = reader.uint(1);
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state.raw.shipduration = reader.uint(1);
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state.raw.version = reader.string();
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const extraFlag = reader.uint(1);
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if(extraFlag & 0x80) state.gamePort = reader.uint(2);
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if(extraFlag & 0x10) state.raw.steamid = reader.uint(8);
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if(extraFlag & 0x10) state.raw.steamid = reader.uint(8).toString();
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if(extraFlag & 0x40) {
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state.raw.sourcetvport = reader.uint(2);
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state.raw.sourcetvname = reader.string();
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}
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if(extraFlag & 0x20) state.raw.tags = reader.string();
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if(extraFlag & 0x01) state.raw.gameid = reader.uint(8);
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if(extraFlag & 0x01) {
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const gameId = reader.uint(8);
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const betterAppId = gameId.getLowBitsUnsigned() & 0xffffff;
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if (betterAppId) {
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state.raw.appId = betterAppId;
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}
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}
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}
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// from https://developer.valvesoftware.com/wiki/Server_queries
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if(
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state.raw.protocol === 7 && (
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state.raw.steamappid === 215
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|| state.raw.steamappid === 17550
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|| state.raw.steamappid === 17700
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|| state.raw.steamappid === 240
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state.raw.appId === 215
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|| state.raw.appId === 17550
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|| state.raw.appId === 17700
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|| state.raw.appId === 240
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)
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) {
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this._skipSizeInSplitHeader = true;
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@ -133,7 +146,7 @@ class Valve extends Core {
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}
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}
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async queryPlayers(state) {
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async queryPlayers(/** Results */ state) {
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state.raw.players = [];
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this.debugLog("Requesting player list ...");
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@ -174,8 +187,18 @@ class Valve extends Core {
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}
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}
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async queryRules(state) {
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state.raw.rules = {};
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async queryRules(/** Results */ state) {
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const appId = state.raw.appId;
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if (appId === AppId.Squad
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|| appId === AppId.Bat1944
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|| this.options.requestRules) {
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// let's get 'em
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} else {
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return;
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}
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const rules = {};
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state.raw.rules = rules;
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this.debugLog("Requesting rules ...");
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const b = await this.sendPacket(0x56,null,0x45,true);
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if (b === null) return; // timed out - the server probably has rules disabled
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@ -185,31 +208,40 @@ class Valve extends Core {
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for(let i = 0; i < num; i++) {
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const key = reader.string();
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const value = reader.string();
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state.raw.rules[key] = value;
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}
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rules[key] = value;
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}
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async cleanup(state) {
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// Battalion 1944 puts its info into rules fields for some reason
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if ('bat_name_s' in state.raw.rules) {
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state.name = state.raw.rules.bat_name_s;
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delete state.raw.rules.bat_name_s;
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if ('bat_player_count_s' in state.raw.rules) {
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state.raw.numplayers = parseInt(state.raw.rules.bat_player_count_s);
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delete state.raw.rules.bat_player_count_s;
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if (appId === AppId.Bat1944) {
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if ('bat_name_s' in rules) {
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state.name = rules.bat_name_s;
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delete rules.bat_name_s;
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if ('bat_player_count_s' in rules) {
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state.raw.numplayers = parseInt(rules.bat_player_count_s);
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delete rules.bat_player_count_s;
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}
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if ('bat_max_players_i' in state.raw.rules) {
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state.maxplayers = parseInt(state.raw.rules.bat_max_players_i);
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delete state.raw.rules.bat_max_players_i;
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if ('bat_max_players_i' in rules) {
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state.maxplayers = parseInt(rules.bat_max_players_i);
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delete rules.bat_max_players_i;
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}
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if ('bat_has_password_s' in state.raw.rules) {
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state.password = state.raw.rules.bat_has_password_s === 'Y';
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delete state.raw.rules.bat_has_password_s;
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if ('bat_has_password_s' in rules) {
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state.password = rules.bat_has_password_s === 'Y';
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delete rules.bat_has_password_s;
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}
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// apparently map is already right, and this var is often wrong
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delete state.raw.rules.bat_map_s;
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delete rules.bat_map_s;
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}
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}
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// Squad keeps its password in a separate field
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if (appId === AppId.Squad) {
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if (rules.Password_b === "true") {
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state.password = true;
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}
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}
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}
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async cleanup(/** Results */ state) {
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// Organize players / hidden players into player / bot arrays
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const botProbability = (p) => {
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if (p.time === -1) return Number.MAX_VALUE;
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