const async = require('async'); class Gamespy3 extends require('./core') { constructor() { super(); this.sessionId = 1; this.encoding = 'latin1'; this.byteorder = 'be'; this.noChallenge = false; this.useOnlySingleSplit = false; this.isJc2mp = false; } run(state) { let challenge,packets; async.series([ (c) => { if(this.noChallenge) return c(); this.sendPacket(9,false,false,false,(buffer) => { const reader = this.reader(buffer); challenge = parseInt(reader.string()); c(); }); }, (c) => { let requestPayload; if(this.isJc2mp) { // they completely alter the protocol. because why not. requestPayload = Buffer.from([0xff,0xff,0xff,0x02]); } else { requestPayload = Buffer.from([0xff,0xff,0xff,0x01]); } this.sendPacket(0,challenge,requestPayload,true,(b) => { packets = b; c(); }); }, (c) => { // iterate over the received packets // the first packet will start off with k/v pairs, followed with data fields // the following packets will only have data fields state.raw.playerTeamInfo = {}; for(let iPacket = 0; iPacket < packets.length; iPacket++) { const packet = packets[iPacket]; const reader = this.reader(packet); if(this.debug) { console.log("+++"+packet.toString('hex')); console.log(":::"+packet.toString('ascii')); } // Parse raw server key/values if(iPacket === 0) { while(!reader.done()) { const key = reader.string(); if(!key) break; let value = reader.string(); // reread the next line if we hit the weird ut3 bug if(value === 'p1073741829') value = reader.string(); state.raw[key] = value; } } // Parse player, team, item array state if(this.isJc2mp) { state.raw.numPlayers2 = reader.uint(2); while(!reader.done()) { const player = {}; player.name = reader.string(); player.steamid = reader.string(); player.ping = reader.uint(2); state.players.push(player); } } else { let firstMode = true; while(!reader.done()) { let mode = reader.string(); if(mode.charCodeAt(0) <= 2) mode = mode.substring(1); if(!mode) continue; let offset = 0; if(iPacket !== 0 && firstMode) offset = reader.uint(1); reader.skip(1); firstMode = false; const modeSplit = mode.split('_'); const modeName = modeSplit[0]; const modeType = modeSplit.length > 1 ? modeSplit[1] : 'no_'; if(!(modeType in state.raw.playerTeamInfo)) { state.raw.playerTeamInfo[modeType] = []; } const store = state.raw.playerTeamInfo[modeType]; while(!reader.done()) { const item = reader.string(); if(!item) break; while(store.length <= offset) { store.push({}); } store[offset][modeName] = item; offset++; } } } } c(); }, (c) => { // Turn all that raw state into something useful if('hostname' in state.raw) state.name = state.raw.hostname; else if('servername' in state.raw) state.name = state.raw.servername; if('mapname' in state.raw) state.map = state.raw.mapname; if(state.raw.password === '1') state.password = true; if('maxplayers' in state.raw) state.maxplayers = parseInt(state.raw.maxplayers); if('' in state.raw.playerTeamInfo) { for (const playerInfo of state.raw.playerTeamInfo['']) { const player = {}; for(const from of Object.keys(playerInfo)) { let key = from; let value = playerInfo[from]; if(key === 'player') key = 'name'; if(key === 'score' || key === 'ping' || key === 'team' || key === 'deaths' || key === 'pid') value = parseInt(value); player[key] = value; } state.players.push(player); } } this.finish(state); } ]); } sendPacket(type,challenge,payload,assemble,c) { const challengeLength = (this.noChallenge || challenge === false) ? 0 : 4; const payloadLength = payload ? payload.length : 0; const b = Buffer.alloc(7 + challengeLength + payloadLength); b.writeUInt8(0xFE, 0); b.writeUInt8(0xFD, 1); b.writeUInt8(type, 2); b.writeUInt32BE(this.sessionId, 3); if(challengeLength) b.writeInt32BE(challenge, 7); if(payloadLength) payload.copy(b, 7+challengeLength); let numPackets = 0; const packets = {}; this.udpSend(b,(buffer) => { const reader = this.reader(buffer); const iType = reader.uint(1); if(iType !== type) return; const iSessionId = reader.uint(4); if(iSessionId !== this.sessionId) return; if(!assemble) { c(reader.rest()); return true; } if(this.useOnlySingleSplit) { // has split headers, but they are worthless and only one packet is used reader.skip(11); c([reader.rest()]); return true; } reader.skip(9); // filler data -- usually set to 'splitnum\0' let id = reader.uint(1); const last = (id & 0x80); id = id & 0x7f; if(last) numPackets = id+1; reader.skip(1); // "another 'packet number' byte, but isn't understood." packets[id] = reader.rest(); if(this.debug) { console.log("Received packet #"+id); if(last) console.log("(last)"); } if(!numPackets || Object.keys(packets).length !== numPackets) return; // assemble the parts const list = []; for(let i = 0; i < numPackets; i++) { if(!(i in packets)) { this.fatal('Missing packet #'+i); return true; } list.push(packets[i]); } c(list); return true; }); } } module.exports = Gamespy3;