mirror of
https://github.com/gamedig/node-gamedig.git
synced 2024-11-03 13:01:04 +01:00
136 lines
3.5 KiB
JavaScript
136 lines
3.5 KiB
JavaScript
var async = require('async');
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module.exports = require('./core').extend({
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init: function() {
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this._super();
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this.encoding = 'latin1';
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},
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run: function(state) {
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var self = this;
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async.series([
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function(c) {
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self.sendPacket(0,true,function(b) {
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var reader = self.reader(b);
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state.raw.serverid = reader.uint(4);
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state.raw.ip = self.readUnrealString(reader);
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state.raw.port = reader.uint(4);
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state.raw.queryport = reader.uint(4);
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state.name = self.readUnrealString(reader,true);
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state.map = self.readUnrealString(reader,true);
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state.raw.gametype = self.readUnrealString(reader,true);
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state.raw.numplayers = reader.uint(4);
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state.maxplayers = reader.uint(4);
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self.readExtraInfo(reader,state);
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c();
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});
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},
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function(c) {
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self.sendPacket(1,true,function(b) {
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var reader = self.reader(b);
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state.raw.mutators = [];
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state.raw.rules = {};
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while(!reader.done()) {
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var key = self.readUnrealString(reader,true);
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var value = self.readUnrealString(reader,true);
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if(key == 'Mutator') state.raw.mutators.push(value);
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else state.raw.rules[key] = value;
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}
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if('GamePassword' in state.raw.rules)
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state.password = state.raw.rules.GamePassword != 'True';
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c();
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});
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},
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function(c) {
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self.sendPacket(2,false,function(b) {
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var reader = self.reader(b);
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while(!reader.done()) {
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var player = {};
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player.id = reader.uint(4);
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if(!player.id) break;
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if(player.id == 0) {
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// Unreal2XMP Player (ID is always 0)
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reader.skip(4);
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}
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player.name = self.readUnrealString(reader,true);
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player.ping = reader.uint(4);
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player.score = reader.int(4);
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reader.skip(4); // stats ID
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// Extra data for Unreal2XMP players
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if(player.id == 0) {
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var count = reader.uint(1);
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for(var iField = 0; iField < count; iField++) {
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var key = self.readUnrealString(reader,true);
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var value = self.readUnrealString(reader,true);
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player[key] = value;
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}
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}
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if(player.id == 0 && player.name == 'Player') {
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// these show up in ut2004 queries, but aren't real
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// not even really sure why they're there
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continue;
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}
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(player.ping ? state.players : state.bots).push(player);
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}
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c();
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});
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},
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function(c) {
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self.finish(state);
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}
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]);
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},
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readExtraInfo: function(reader,state) {
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if(this.debug) {
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console.log("UNREAL2 EXTRA INFO:");
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console.log(reader.uint(4));
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console.log(reader.uint(4));
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console.log(reader.uint(4));
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console.log(reader.uint(4));
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console.log(reader.buffer.slice(reader.i));
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}
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},
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readUnrealString: function(reader, stripColor) {
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var length = reader.uint(1);
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var out;
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if(length < 0x80) {
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//out = reader.string({length:length});
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out = '';
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if(length > 0) out = reader.string();
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} else {
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length = (length&0x7f)*2;
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out = length+reader.string({encoding:'ucs2',length:length});
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}
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if(out.charCodeAt(out.length-1) == 0)
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out = out.substring(0,out.length-1);
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if(stripColor)
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out = out.replace(/\x1b...|[\x00-\x1a]/g,'');
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return out;
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},
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sendPacket: function(type,required,callback) {
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var outbuffer = new Buffer([0x79,0,0,0,type]);
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var packets = [];
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this.udpSend(outbuffer,function(buffer) {
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var iType = buffer.readUInt8(4);
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if(iType != type) return;
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packets.push(buffer.slice(5));
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},function() {
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if(!packets.length && required) return;
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callback(Buffer.concat(packets));
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return true;
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});
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}
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});
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