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) state.version = state.raw.protocolVersion // 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 this.options.stripColors ? str.replace(/\^(X.{6}|.)/g, '') : str } }