import Core from './core.js' export default class gamespy2 extends Core { constructor () { super() this.encoding = 'latin1' this.byteorder = 'be' } async run (state) { // Parse info { const body = await this.sendPacket([0xff, 0, 0]) const reader = this.reader(body) while (!reader.done()) { const key = reader.string() const value = reader.string() if (!key) break state.raw[key] = value } if ('hostname' in state.raw) state.name = state.raw.hostname if ('mapname' in state.raw) state.map = state.raw.mapname if (this.trueTest(state.raw.password)) 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) } // Parse players { const body = await this.sendPacket([0, 0xff, 0]) const reader = this.reader(body) for (const rawPlayer of this.readFieldData(reader)) { state.players.push(rawPlayer) } if ('numplayers' in state.raw) state.numplayers = parseInt(state.raw.numplayers) else state.numplayers = state.players.length } // Parse teams { const body = await this.sendPacket([0, 0, 0xff]) const reader = this.reader(body) state.raw.teams = this.readFieldData(reader) } // Special case for america's army 1 and 2 // both use gamename = "armygame" if (state.raw.gamename === 'armygame') { const stripColor = (str) => { // uses unreal 2 color codes return str.replace(/\x1b...|[\x00-\x1a]/g, '') } state.name = stripColor(state.name) state.map = stripColor(state.map) for (const key of Object.keys(state.raw)) { if (typeof state.raw[key] === 'string') { state.raw[key] = stripColor(state.raw[key]) } } for (const player of state.players) { if (!('name' in player)) continue player.name = stripColor(player.name) } } } async sendPacket (type) { const request = Buffer.concat([ Buffer.from([0xfe, 0xfd, 0x00]), // gamespy2 Buffer.from([0x00, 0x00, 0x00, 0x01]), // ping ID Buffer.from(type) ]) return await this.udpSend(request, buffer => { const reader = this.reader(buffer) const header = reader.uint(1) if (header !== 0) return const pingId = reader.uint(4) if (pingId !== 1) return return reader.rest() }) } readFieldData (reader) { reader.uint(1) // always 0 const count = reader.uint(1) // number of rows in this data // some games omit the count byte entirely if it's 0 or at random (like americas army) // Luckily, count should always be <64, and ascii characters will typically be >64, // so we can detect this. if (count > 64) { reader.skip(-1) this.logger.debug('Detected missing count byte, rewinding by 1') } else { this.logger.debug('Detected row count: ' + count) } this.logger.debug(() => 'Reading fields, starting at: ' + reader.rest()) const fields = [] while (!reader.done()) { const field = reader.string() if (!field) break fields.push(field) this.logger.debug('field:' + field) } if (!fields.length) return [] const units = [] while (!reader.done()) { const unit = {} for (let iField = 0; iField < fields.length; iField++) { let key = fields[iField] let value = reader.string() if (!value && iField === 0) return units this.logger.debug('value:' + value) if (key === 'player_') key = 'name' else if (key === 'score_') key = 'score' else if (key === 'deaths_') key = 'deaths' else if (key === 'ping_') key = 'ping' else if (key === 'team_') key = 'team' else if (key === 'kills_') key = 'kills' else if (key === 'team_t') key = 'name' else if (key === 'tickets_t') key = 'tickets' if ( key === 'score' || key === 'deaths' || key === 'ping' || key === 'team' || key === 'kills' || key === 'tickets' ) { if (value === '') continue value = parseInt(value) } unit[key] = value } units.push(unit) } return units } }