import Core from './core.js' export default class gamespy3 extends Core { constructor () { super() this.sessionId = 1 this.encoding = 'latin1' this.byteorder = 'be' this.useOnlySingleSplit = false this.isJc2mp = false } async run (state) { const buffer = await this.sendPacket(9, false, false, false) const reader = this.reader(buffer) let challenge = parseInt(reader.string()) this.logger.debug('Received challenge key: ' + challenge) if (challenge === 0) { // Some servers send us a 0 if they don't want a challenge key used // BF2 does this. challenge = null } 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]) } /** @type Buffer[] */ const packets = await this.sendPacket(0, challenge, requestPayload, true) // 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) this.logger.debug('Parsing packet #' + iPacket) this.logger.debug(packet) // Parse raw server key/values if (iPacket === 0) { while (!reader.done()) { const key = reader.string() if (!key) break let value = reader.string() while (value.match(/^p[0-9]+$/)) { // fix a weird ut3 bug where some keys don't have values value = reader.string() } state.raw[key] = value this.logger.debug(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 { while (!reader.done()) { if (reader.uint(1) <= 2) continue reader.skip(-1) const fieldId = reader.string() if (!fieldId) continue const fieldIdSplit = fieldId.split('_') const fieldName = fieldIdSplit[0] const itemType = fieldIdSplit.length > 1 ? fieldIdSplit[1] : 'no_' if (!(itemType in state.raw.playerTeamInfo)) { state.raw.playerTeamInfo[itemType] = [] } const items = state.raw.playerTeamInfo[itemType] let offset = reader.uint(1) this.logger.debug(() => 'Parsing new field: itemType=' + itemType + ' fieldName=' + fieldName + ' startOffset=' + offset) while (!reader.done()) { const item = reader.string() if (!item) break while (items.length <= offset) { items.push({}) } items[offset][fieldName] = item this.logger.debug('* ' + item) offset++ } } } } // 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 ('hostport' in state.raw) state.gamePort = parseInt(state.raw.hostport) 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) } } if ('numplayers' in state.raw) state.numplayers = parseInt(state.raw.numplayers) else state.numplayers = state.players.length } async sendPacket (type, challenge, payload, assemble) { const challengeLength = challenge === null ? 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 = {} return await this.udpSend(b, (buffer) => { const reader = this.reader(buffer) const iType = reader.uint(1) if (iType !== type) { this.logger.debug('Skipping packet, type mismatch') return } const iSessionId = reader.uint(4) if (iSessionId !== this.sessionId) { this.logger.debug('Skipping packet, session id mismatch') return } if (!assemble) { return reader.rest() } if (this.useOnlySingleSplit) { // has split headers, but they are worthless and only one packet is used reader.skip(11) return [reader.rest()] } 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) { this.logger.debug('Received packet #' + id + (last ? ' (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)) { throw new Error('Missing packet #' + i) } list.push(packets[i]) } return list }) } }