import Core from './core.js' export default class unreal2 extends Core { constructor () { super() this.encoding = 'latin1' } async run (state) { let extraInfoReader { const b = await this.sendPacket(0, true) const reader = this.reader(b) state.raw.serverid = reader.uint(4) state.raw.ip = this.readUnrealString(reader) state.gamePort = reader.uint(4) state.raw.queryport = reader.uint(4) state.name = this.readUnrealString(reader, true) state.map = this.readUnrealString(reader, true) state.raw.gametype = this.readUnrealString(reader, true) state.raw.numplayers = reader.uint(4) state.maxplayers = reader.uint(4) this.logger.debug(log => { log('UNREAL2 EXTRA INFO', reader.buffer.slice(reader.i)) }) extraInfoReader = reader } { const b = await this.sendPacket(1, true) const reader = this.reader(b) state.raw.mutators = [] state.raw.rules = {} while (!reader.done()) { const key = this.readUnrealString(reader, true) const value = this.readUnrealString(reader, true) this.logger.debug(key + '=' + value) if (key === 'Mutator' || key === 'mutator') { state.raw.mutators.push(value) } else if (key || value) { if (Object.prototype.hasOwnProperty.call(state.raw.rules, key)) { state.raw.rules[key] += ',' + value } else { state.raw.rules[key] = value } } } if ('GamePassword' in state.raw.rules) { state.password = state.raw.rules.GamePassword !== 'True' } } if (state.raw.mutators.includes('KillingFloorMut') || state.raw.rules['Num trader weapons'] || state.raw.rules['Server Version'] === '1065' ) { // Killing Floor state.raw.wavecurrent = extraInfoReader.uint(4) state.raw.wavetotal = extraInfoReader.uint(4) state.raw.ping = extraInfoReader.uint(4) state.raw.flags = extraInfoReader.uint(4) state.raw.skillLevel = this.readUnrealString(extraInfoReader, true) } else { state.raw.ping = extraInfoReader.uint(4) // These fields were added in later revisions of unreal engine if (extraInfoReader.remaining() >= 8) { state.raw.flags = extraInfoReader.uint(4) state.raw.skill = this.readUnrealString(extraInfoReader, true) } } { const b = await this.sendPacket(2, false) const reader = this.reader(b) state.raw.scoreboard = {} while (!reader.done()) { const player = {} player.id = reader.uint(4) player.name = this.readUnrealString(reader, true) player.ping = reader.uint(4) player.score = reader.int(4) player.statsId = reader.uint(4) this.logger.debug(player) if (!player.id) { state.raw.scoreboard[player.name] = player.score } else if (!player.ping) { state.bots.push(player) } else { state.players.push(player) } } } } readUnrealString (reader, stripColor) { let length = reader.uint(1); let ucs2 = false if (length >= 0x80) { // This is flagged as a UCS-2 String length = (length & 0x7f) * 2 ucs2 = true // For UCS-2 strings, some unreal 2 games randomly insert an extra 0x01 here, // not included in the length. Skip it if present (hopefully this never happens legitimately) const peek = reader.uint(1) if (peek !== 1) reader.skip(-1) this.logger.debug(log => { log('UCS2 STRING') log('UCS2 Length: ' + length) log(reader.buffer.slice(reader.i, reader.i + length)) }) } let out = '' if (ucs2) { out = reader.string({ encoding: 'ucs2', length }) this.logger.debug('UCS2 String decoded: ' + out) } else if (length > 0) { out = reader.string() } // Sometimes the string has a null at the end (included with the length) // Strip it if present if (out.charCodeAt(out.length - 1) === 0) { out = out.substring(0, out.length - 1) } if (stripColor) { out = out.replace(/\x1b...|[\x00-\x1a]/gus, '') } return out } async sendPacket (type, required) { const outbuffer = Buffer.from([0x79, 0, 0, 0, type]) const packets = [] return await this.udpSend(outbuffer, (buffer) => { const reader = this.reader(buffer) reader.uint(4) // header const iType = reader.uint(1) if (iType !== type) return packets.push(reader.rest()) }, () => { if (!packets.length && required) return return Buffer.concat(packets) }) } }