node-gamedig/protocols/cs2d.js
CosminPerRam ad9adff06c
Move to ES6 module (#357)
* Redo imports and exports for lib

* Redo imports and exports for bim

* Redo imports and exports for games

* Remove remaining module.exports

* Use export default in lib

* Use export default in protocols

* Fix import in genreadme.js

* Make package module and solve __dirname

* Fix minecraft protocol imports

* Fix imports on games and make binary runnable

* Renamed protocol class exports to lowercase

* Export promises class as default

* Update README.md to use imports instead of require

* Update CHANGELOG to mention the changes.

* Remove Valve unused imports

* Fix iconv import
2023-09-14 23:28:31 +03:00

71 lines
2.5 KiB
JavaScript

import Core from './core.js';
export default class cs2d extends Core {
async run(state) {
{
const reader = await this.sendQuery(
Buffer.from('\x01\x00\x03\x10\x21\xFB\x01\x75\x00', 'binary'),
Buffer.from('\x01\x00\xfb\x01', 'binary')
);
const flags = reader.uint(1);
state.raw.flags = flags;
state.password = this.readFlag(flags, 0);
state.raw.registeredOnly = this.readFlag(flags, 1);
state.raw.fogOfWar = this.readFlag(flags, 2);
state.raw.friendlyFire = this.readFlag(flags, 3);
state.raw.botsEnabled = this.readFlag(flags, 5);
state.raw.luaScripts = this.readFlag(flags, 6);
state.name = this.readString(reader);
state.map = this.readString(reader);
state.raw.numplayers = reader.uint(1);
state.maxplayers = reader.uint(1);
state.raw.gamemode = reader.uint(1);
if (state.raw.botsEnabled) {
state.raw.numbots = reader.uint(1);
} else {
state.raw.numbots = 0;
}
}
{
const reader = await this.sendQuery(
Buffer.from('\x01\x00\xFB\x05', 'binary'),
Buffer.from('\x01\x00\xFB\x05', 'binary')
);
state.raw.numplayers2 = reader.uint(1);
while(!reader.done()) {
const player = {};
player.id = reader.uint(1);
player.name = this.readString(reader);
player.team = reader.uint(1);
player.score = reader.uint(4);
player.deaths = reader.uint(4);
if (state.bots.length < state.raw.numbots) {
state.bots.push(player);
} else {
state.players.push(player);
}
}
}
}
async sendQuery(request, expectedHeader) {
// Send multiple copies of the request packet, because cs2d likes to just ignore them randomly
await this.udpSend(request);
await this.udpSend(request);
return await this.udpSend(request, (buffer) => {
const reader = this.reader(buffer);
const header = reader.part(4);
if (!header.equals(expectedHeader)) return;
return reader;
});
}
readFlag(flags, offset) {
return !!(flags & (1 << offset));
}
readString(reader) {
return reader.pascalString(1);
}
}