node-gamedig/protocols/quake2.js

89 lines
3.2 KiB
JavaScript

const Core = require('./core');
class Quake2 extends Core {
constructor() {
super();
this.encoding = 'latin1';
this.delimiter = '\n';
this.sendHeader = 'status';
this.responseHeader = 'print';
this.isQuake1 = false;
}
async run(state) {
const body = await this.udpSend('\xff\xff\xff\xff'+this.sendHeader+'\x00', packet => {
const reader = this.reader(packet);
const header = reader.string({length: 4, encoding: 'latin1'});
if (header !== '\xff\xff\xff\xff') return;
let type;
if (this.isQuake1) {
type = reader.string(this.responseHeader.length);
} else {
type = reader.string({encoding: 'latin1'});
}
if (type !== this.responseHeader) return;
return reader.rest();
});
const reader = this.reader(body);
const info = reader.string().split('\\');
if(info[0] === '') info.shift();
while(true) {
const key = info.shift();
const value = info.shift();
if(typeof value === 'undefined') break;
state.raw[key] = value;
}
while(!reader.done()) {
const line = reader.string();
if(!line || line.charAt(0) === '\0') break;
const args = [];
const split = line.split('"');
split.forEach((part,i) => {
const inQuote = (i%2 === 1);
if(inQuote) {
args.push(part);
} else {
const splitSpace = part.split(' ');
for (const subpart of splitSpace) {
if(subpart) args.push(subpart);
}
}
});
const player = {};
if(this.isQuake1) {
player.id = parseInt(args.shift());
player.score = parseInt(args.shift());
player.time = parseInt(args.shift());
player.ping = parseInt(args.shift());
player.name = args.shift();
player.skin = args.shift();
player.color1 = parseInt(args.shift());
player.color2 = parseInt(args.shift());
} else {
player.frags = parseInt(args.shift());
player.ping = parseInt(args.shift());
player.name = args.shift() || '';
if (!player.name) delete player.name;
player.address = args.shift() || '';
if (!player.address) delete player.address;
}
(player.ping ? state.players : state.bots).push(player);
}
if('g_needpass' in state.raw) state.password = state.raw.g_needpass;
if('mapname' in state.raw) state.map = state.raw.mapname;
if('sv_maxclients' in state.raw) state.maxplayers = state.raw.sv_maxclients;
if('maxclients' in state.raw) state.maxplayers = state.raw.maxclients;
if('sv_hostname' in state.raw) state.name = state.raw.sv_hostname;
if('hostname' in state.raw) state.name = state.raw.hostname;
}
}
module.exports = Quake2;