class Ase extends require('./core') { run(state) { this.udpSend('s',(buffer) => { const reader = this.reader(buffer); const header = reader.string({length:4}); if(header !== 'EYE1') return; state.raw.gamename = this.readString(reader); state.raw.port = parseInt(this.readString(reader)); state.name = this.readString(reader); state.raw.gametype = this.readString(reader); state.map = this.readString(reader); state.raw.version = this.readString(reader); state.password = this.readString(reader) === '1'; state.raw.numplayers = parseInt(this.readString(reader)); state.maxplayers = parseInt(this.readString(reader)); while(!reader.done()) { const key = this.readString(reader); if(!key) break; const value = this.readString(reader); state.raw[key] = value; } console.log(reader.rest()); while(!reader.done()) { const flags = reader.uint(1); const player = {}; if(flags & 1) player.name = this.readString(reader); if(flags & 2) player.team = this.readString(reader); if(flags & 4) player.skin = this.readString(reader); if(flags & 8) player.score = parseInt(this.readString(reader)); if(flags & 16) player.ping = parseInt(this.readString(reader)); if(flags & 32) player.time = parseInt(this.readString(reader)); state.players.push(player); } this.finish(state); }); } readString(reader) { const len = reader.uint(1); return reader.string({length:len-1}); } } module.exports = Ase;