const Core = require('./core'); class Quake2 extends Core { constructor() { super(); this.encoding = 'latin1'; this.delimiter = '\n'; this.sendHeader = 'status'; this.responseHeader = 'print'; this.isQuake1 = false; } async run(state) { const body = await this.udpSend('\xff\xff\xff\xff'+this.sendHeader+'\x00', packet => { const reader = this.reader(packet); const header = reader.string({length: 4, encoding: 'latin1'}); if (header !== '\xff\xff\xff\xff') return; let type; if (this.isQuake1) { type = reader.string(this.responseHeader.length); } else { type = reader.string({encoding: 'latin1'}); } if (type !== this.responseHeader) return; return reader.rest(); }); const reader = this.reader(body); const info = reader.string().split('\\'); if(info[0] === '') info.shift(); while(true) { const key = info.shift(); const value = info.shift(); if(typeof value === 'undefined') break; state.raw[key] = value; } while(!reader.done()) { const line = reader.string(); if(!line || line.charAt(0) === '\0') break; const args = []; const split = line.split('"'); split.forEach((part,i) => { const inQuote = (i%2 === 1); if(inQuote) { args.push(part); } else { const splitSpace = part.split(' '); for (const subpart of splitSpace) { if(subpart) args.push(subpart); } } }); const player = {}; if(this.isQuake1) { player.id = parseInt(args.shift()); player.score = parseInt(args.shift()); player.time = parseInt(args.shift()); player.ping = parseInt(args.shift()); player.name = args.shift(); player.skin = args.shift(); player.color1 = parseInt(args.shift()); player.color2 = parseInt(args.shift()); } else { player.frags = parseInt(args.shift()); player.ping = parseInt(args.shift()); player.name = args.shift() || ''; if (!player.name) delete player.name; player.address = args.shift() || ''; if (!player.address) delete player.address; } (player.ping ? state.players : state.bots).push(player); } if('g_needpass' in state.raw) state.password = state.raw.g_needpass; if('mapname' in state.raw) state.map = state.raw.mapname; if('sv_maxclients' in state.raw) state.maxplayers = state.raw.sv_maxclients; if('maxclients' in state.raw) state.maxplayers = state.raw.maxclients; if('sv_hostname' in state.raw) state.name = state.raw.sv_hostname; if('hostname' in state.raw) state.name = state.raw.hostname; } } module.exports = Quake2;