node-gamedig/protocols/doom3.js

150 lines
5.3 KiB
JavaScript

import Core from './core.js'
export default class doom3 extends Core {
constructor () {
super()
this.encoding = 'latin1'
}
async run (state) {
const body = await this.udpSend('\xff\xffgetInfo\x00PiNGPoNg\x00', packet => {
const reader = this.reader(packet)
const header = reader.uint(2)
if (header !== 0xffff) return
const header2 = reader.string()
if (header2 !== 'infoResponse') return
const challengePart1 = reader.string(4)
if (challengePart1 !== 'PiNG') return
// some doom3 implementations only return the first 4 bytes of the challenge
const challengePart2 = reader.string(4)
if (challengePart2 !== 'PoNg') reader.skip(-4)
return reader.rest()
})
let reader = this.reader(body)
const protoVersion = reader.uint(4)
state.raw.protocolVersion = (protoVersion >> 16) + '.' + (protoVersion & 0xffff)
state.version = state.raw.protocolVersion
// some doom implementations send us a packet size here, some don't (etqw does this)
// we can tell if this is a packet size, because the third and fourth byte will be 0 (no packets are that massive)
reader.skip(2)
const packetContainsSize = (reader.uint(2) === 0)
reader.skip(-4)
if (packetContainsSize) {
const size = reader.uint(4)
this.logger.debug('Received packet size: ' + size)
}
while (!reader.done()) {
const key = reader.string()
let value = this.stripColors(reader.string())
if (key === 'si_map') {
value = value.replace('maps/', '')
value = value.replace('.entities', '')
}
if (!key) break
state.raw[key] = value
this.logger.debug(key + '=' + value)
}
const isEtqw = state.raw.gamename && state.raw.gamename.toLowerCase().includes('etqw')
const rest = reader.rest()
let playerResult = this.attemptPlayerParse(rest, isEtqw, false, false, false)
if (!playerResult) playerResult = this.attemptPlayerParse(rest, isEtqw, true, false, false)
if (!playerResult) playerResult = this.attemptPlayerParse(rest, isEtqw, true, true, true)
if (!playerResult) {
throw new Error('Unable to find a suitable parse strategy for player list')
}
let players;
[players, reader] = playerResult
state.numplayers = players.length
for (const player of players) {
if (!player.ping || player.typeflag) { state.bots.push(player) } else { state.players.push(player) }
}
state.raw.osmask = reader.uint(4)
if (isEtqw) {
state.raw.ranked = reader.uint(1)
state.raw.timeleft = reader.uint(4)
state.raw.gamestate = reader.uint(1)
state.raw.servertype = reader.uint(1)
// 0 = regular, 1 = tv
if (state.raw.servertype === 0) {
state.raw.interestedClients = reader.uint(1)
} else if (state.raw.servertype === 1) {
state.raw.connectedClients = reader.uint(4)
state.raw.maxClients = reader.uint(4)
}
}
if (state.raw.si_name) state.name = state.raw.si_name
if (state.raw.si_map) state.map = state.raw.si_map
if (state.raw.si_maxplayers) state.maxplayers = parseInt(state.raw.si_maxplayers)
if (state.raw.si_maxPlayers) state.maxplayers = parseInt(state.raw.si_maxPlayers)
if (state.raw.si_usepass === '1') state.password = true
if (state.raw.si_needPass === '1') state.password = true
if (this.options.port === 27733) state.gamePort = 3074 // etqw has a different query and game port
}
attemptPlayerParse (rest, isEtqw, hasClanTag, hasClanTagPos, hasTypeFlag) {
this.logger.debug('starting player parse attempt:')
this.logger.debug('isEtqw: ' + isEtqw)
this.logger.debug('hasClanTag: ' + hasClanTag)
this.logger.debug('hasClanTagPos: ' + hasClanTagPos)
this.logger.debug('hasTypeFlag: ' + hasTypeFlag)
const reader = this.reader(rest)
let lastId = -1
const players = []
while (true) {
this.logger.debug('---')
if (reader.done()) {
this.logger.debug('* aborting attempt, overran buffer *')
return null
}
const player = {}
player.id = reader.uint(1)
this.logger.debug('id: ' + player.id)
if (player.id <= lastId || player.id > 0x20) {
this.logger.debug('* aborting attempt, invalid player id *')
return null
}
lastId = player.id
if (player.id === 0x20) {
this.logger.debug('* player parse successful *')
break
}
player.ping = reader.uint(2)
this.logger.debug('ping: ' + player.ping)
if (!isEtqw) {
player.rate = reader.uint(4)
this.logger.debug('rate: ' + player.rate)
}
player.name = this.stripColors(reader.string())
this.logger.debug('name: ' + player.name)
if (hasClanTag) {
if (hasClanTagPos) {
const clanTagPos = reader.uint(1)
this.logger.debug('clanTagPos: ' + clanTagPos)
}
player.clantag = this.stripColors(reader.string())
this.logger.debug('clan tag: ' + player.clantag)
}
if (hasTypeFlag) {
player.typeflag = reader.uint(1)
this.logger.debug('type flag: ' + player.typeflag)
}
players.push(player)
}
return [players, reader]
}
stripColors (str) {
// uses quake 3 color codes
return this.options.stripColors ? str.replace(/\^(X.{6}|.)/g, '') : str
}
}