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.debugLog("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.debugLog(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; 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.debugLog("starting player parse attempt:"); this.debugLog("isEtqw: " + isEtqw); this.debugLog("hasClanTag: " + hasClanTag); this.debugLog("hasClanTagPos: " + hasClanTagPos); this.debugLog("hasTypeFlag: " + hasTypeFlag); const reader = this.reader(rest); let lastId = -1; const players = []; while(true) { this.debugLog("---"); if (reader.done()) { this.debugLog("* aborting attempt, overran buffer *"); return null; } const player = {}; player.id = reader.uint(1); this.debugLog("id: " + player.id); if (player.id <= lastId || player.id > 0x20) { this.debugLog("* aborting attempt, invalid player id *"); return null; } lastId = player.id; if(player.id === 0x20) { this.debugLog("* player parse successful *"); break; } player.ping = reader.uint(2); this.debugLog("ping: " + player.ping); if(!isEtqw) { player.rate = reader.uint(4); this.debugLog("rate: " + player.rate); } player.name = this.stripColors(reader.string()); this.debugLog("name: " + player.name); if(hasClanTag) { if(hasClanTagPos) { const clanTagPos = reader.uint(1); this.debugLog("clanTagPos: " + clanTagPos); } player.clantag = this.stripColors(reader.string()); this.debugLog("clan tag: " + player.clantag); } if(hasTypeFlag) { player.typeflag = reader.uint(1); this.debugLog("type flag: " + player.typeflag); } players.push(player); } return [players,reader]; } stripColors(str) { // uses quake 3 color codes return str.replace(/\^(X.{6}|.)/g,''); } }