mirror of
https://github.com/gamedig/node-gamedig.git
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144 lines
4.3 KiB
JavaScript
144 lines
4.3 KiB
JavaScript
import Core from './core.js'
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export default class gamespy2 extends Core {
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constructor () {
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super()
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this.encoding = 'latin1'
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this.byteorder = 'be'
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}
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async run (state) {
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// Parse info
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{
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const body = await this.sendPacket([0xff, 0, 0])
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const reader = this.reader(body)
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while (!reader.done()) {
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const key = reader.string()
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const value = reader.string()
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if (!key) break
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state.raw[key] = value
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}
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if ('hostname' in state.raw) state.name = state.raw.hostname
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if ('mapname' in state.raw) state.map = state.raw.mapname
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if (this.trueTest(state.raw.password)) state.password = true
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if ('maxplayers' in state.raw) state.maxplayers = parseInt(state.raw.maxplayers)
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if ('hostport' in state.raw) state.gamePort = parseInt(state.raw.hostport)
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}
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// Parse players
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{
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const body = await this.sendPacket([0, 0xff, 0])
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const reader = this.reader(body)
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for (const rawPlayer of this.readFieldData(reader)) {
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state.players.push(rawPlayer)
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}
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if ('numplayers' in state.raw) state.numplayers = parseInt(state.raw.numplayers)
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else state.numplayers = state.players.length
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}
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// Parse teams
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{
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const body = await this.sendPacket([0, 0, 0xff])
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const reader = this.reader(body)
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state.raw.teams = this.readFieldData(reader)
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}
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// Special case for america's army 1 and 2
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// both use gamename = "armygame"
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if (state.raw.gamename === 'armygame') {
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const stripColor = (str) => {
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// uses unreal 2 color codes
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return this.options.stripColors ? str.replace(/\x1b...|[\x00-\x1a]/g, '') : str
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}
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state.name = stripColor(state.name)
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state.map = stripColor(state.map)
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for (const key of Object.keys(state.raw)) {
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if (typeof state.raw[key] === 'string') {
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state.raw[key] = stripColor(state.raw[key])
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}
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}
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for (const player of state.players) {
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if (!('name' in player)) continue
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player.name = stripColor(player.name)
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}
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}
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}
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async sendPacket (type) {
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const request = Buffer.concat([
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Buffer.from([0xfe, 0xfd, 0x00]), // gamespy2
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Buffer.from([0x00, 0x00, 0x00, 0x01]), // ping ID
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Buffer.from(type)
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])
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return await this.udpSend(request, buffer => {
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const reader = this.reader(buffer)
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const header = reader.uint(1)
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if (header !== 0) return
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const pingId = reader.uint(4)
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if (pingId !== 1) return
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return reader.rest()
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})
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}
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readFieldData (reader) {
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reader.uint(1) // always 0
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const count = reader.uint(1) // number of rows in this data
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// some games omit the count byte entirely if it's 0 or at random (like americas army)
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// Luckily, count should always be <64, and ascii characters will typically be >64,
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// so we can detect this.
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if (count > 64) {
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reader.skip(-1)
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this.logger.debug('Detected missing count byte, rewinding by 1')
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} else {
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this.logger.debug('Detected row count: ' + count)
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}
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this.logger.debug(() => 'Reading fields, starting at: ' + reader.rest())
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const fields = []
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while (!reader.done()) {
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const field = reader.string()
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if (!field) break
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fields.push(field)
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this.logger.debug('field:' + field)
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}
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if (!fields.length) return []
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const units = []
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while (!reader.done()) {
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const unit = {}
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for (let iField = 0; iField < fields.length; iField++) {
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let key = fields[iField]
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let value = reader.string()
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if (!value && iField === 0) return units
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this.logger.debug('value:' + value)
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if (key === 'player_') key = 'name'
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else if (key === 'score_') key = 'score'
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else if (key === 'deaths_') key = 'deaths'
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else if (key === 'ping_') key = 'ping'
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else if (key === 'team_') key = 'team'
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else if (key === 'kills_') key = 'kills'
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else if (key === 'team_t') key = 'name'
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else if (key === 'tickets_t') key = 'tickets'
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if (
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key === 'score' || key === 'deaths' ||
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key === 'ping' || key === 'team' ||
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key === 'kills' || key === 'tickets'
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) {
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if (value === '') continue
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value = parseInt(value)
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}
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unit[key] = value
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}
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units.push(unit)
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}
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return units
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}
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}
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