node-gamedig/protocols/unreal2.js

131 lines
4.3 KiB
JavaScript

const Core = require('./core');
class Unreal2 extends Core {
constructor() {
super();
this.encoding = 'latin1';
}
async run(state) {
{
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.raw.port = 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.readExtraInfo(reader, state);
}
{
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);
if(key === 'Mutator') state.raw.mutators.push(value);
else state.raw.rules[key] = value;
}
if('GamePassword' in state.raw.rules)
state.password = state.raw.rules.GamePassword !== 'True';
}
{
const b = await this.sendPacket(2,false);
const reader = this.reader(b);
while(!reader.done()) {
const player = {};
player.id = reader.uint(4);
if(!player.id) break;
if(player.id === 0) {
// Unreal2XMP Player (ID is always 0)
reader.skip(4);
}
player.name = this.readUnrealString(reader,true);
player.ping = reader.uint(4);
player.score = reader.int(4);
reader.skip(4); // stats ID
// Extra data for Unreal2XMP players
if(player.id === 0) {
const count = reader.uint(1);
for(let iField = 0; iField < count; iField++) {
const key = this.readUnrealString(reader,true);
const value = this.readUnrealString(reader,true);
player[key] = value;
}
}
if(player.id === 0 && player.name === 'Player') {
// these show up in ut2004 queries, but aren't real
// not even really sure why they're there
continue;
}
(player.ping ? state.players : state.bots).push(player);
}
}
}
readExtraInfo(reader,state) {
this.debugLog(log => {
log("UNREAL2 EXTRA INFO:");
log(reader.uint(4));
log(reader.uint(4));
log(reader.uint(4));
log(reader.uint(4));
log(reader.buffer.slice(reader.i));
});
}
readUnrealString(reader, stripColor) {
let length = reader.uint(1);
let out;
if(length < 0x80) {
//out = reader.string({length:length});
out = '';
if(length > 0) out = reader.string();
} else {
length = (length&0x7f)*2;
this.debugLog(log => {
log("UCS2 STRING");
log(length,reader.buffer.slice(reader.i,reader.i+length));
});
out = reader.string({encoding:'ucs2',length:length});
}
if(out.charCodeAt(out.length-1) === 0)
out = out.substring(0,out.length-1);
if(stripColor)
out = out.replace(/\x1b...|[\x00-\x1a]/g,'');
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);
const header = reader.uint(4);
const iType = reader.uint(1);
if(iType !== type) return;
packets.push(reader.rest());
}, () => {
if(!packets.length && required) return;
return Buffer.concat(packets);
});
}
}
module.exports = Unreal2;