mirror of
https://github.com/gamedig/node-gamedig.git
synced 2024-11-18 09:40:38 +01:00
130 lines
4.3 KiB
JavaScript
130 lines
4.3 KiB
JavaScript
const Core = require('./core');
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class Unreal2 extends Core {
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constructor() {
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super();
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this.encoding = 'latin1';
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}
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async run(state) {
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{
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const b = await this.sendPacket(0, true);
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const reader = this.reader(b);
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state.raw.serverid = reader.uint(4);
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state.raw.ip = this.readUnrealString(reader);
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state.gamePort = reader.uint(4);
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state.raw.queryport = reader.uint(4);
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state.name = this.readUnrealString(reader, true);
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state.map = this.readUnrealString(reader, true);
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state.raw.gametype = this.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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this.readExtraInfo(reader, state);
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}
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{
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const b = await this.sendPacket(1,true);
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const reader = this.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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const key = this.readUnrealString(reader,true);
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const value = this.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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}
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{
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const b = await this.sendPacket(2,false);
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const reader = this.reader(b);
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while(!reader.done()) {
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const 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 = this.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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const count = reader.uint(1);
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for(let iField = 0; iField < count; iField++) {
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const key = this.readUnrealString(reader,true);
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const value = this.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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}
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}
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readExtraInfo(reader,state) {
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this.debugLog(log => {
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log("UNREAL2 EXTRA INFO:");
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log(reader.uint(4));
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log(reader.uint(4));
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log(reader.uint(4));
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log(reader.uint(4));
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log(reader.buffer.slice(reader.i));
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});
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}
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readUnrealString(reader, stripColor) {
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let length = reader.uint(1);
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let 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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this.debugLog(log => {
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log("UCS2 STRING");
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log(length,reader.buffer.slice(reader.i,reader.i+length));
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});
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out = 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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async sendPacket(type,required) {
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const outbuffer = Buffer.from([0x79,0,0,0,type]);
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const packets = [];
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return await this.udpSend(outbuffer,(buffer) => {
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const reader = this.reader(buffer);
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const header = reader.uint(4);
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const iType = reader.uint(1);
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if(iType !== type) return;
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packets.push(reader.rest());
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}, () => {
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if(!packets.length && required) return;
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return Buffer.concat(packets);
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});
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}
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}
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module.exports = Unreal2;
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