mirror of
https://github.com/gamedig/node-gamedig.git
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a7c3b5474c
* add top level version on existing entries * start adding version on new protocols WIP * add version to more games * more games with version * add more games * more version * even more games with version * add 'delete state.raw.version' * fix delete version * Update CHANGELOG.md * add version in Results.js * more games * add new game * more games * add version on README * add new game * other game * new game * add unreal2 version * add ventrilo version * add eldewrito eldewrito * add beammp version * fix starmade version * add new version in samp protocol * docs: tweak the changelog line a bit --------- Co-authored-by: CosminPerRam <cosmin.p@live.com>
105 lines
3.1 KiB
JavaScript
105 lines
3.1 KiB
JavaScript
import Core from './core.js'
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export default class samp extends Core {
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constructor () {
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super()
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this.encoding = 'win1252'
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this.magicHeader = 'SAMP'
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this.responseMagicHeader = null
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this.isVcmp = false
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this.isOmp = false
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}
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async run (state) {
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// read info
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{
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const reader = await this.sendPacket('i')
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if (this.isVcmp) {
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const consumed = reader.part(12)
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state.version = this.reader(consumed).string()
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}
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state.password = !!reader.uint(1)
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state.numplayers = reader.uint(2)
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state.maxplayers = reader.uint(2)
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state.name = reader.pascalString(4)
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state.raw.gamemode = reader.pascalString(4)
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state.raw.map = reader.pascalString(4)
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}
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// read rules
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if (!this.isVcmp) {
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const reader = await this.sendPacket('r')
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const ruleCount = reader.uint(2)
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state.raw.rules = {}
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for (let i = 0; i < ruleCount; i++) {
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const key = reader.pascalString(1)
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const value = reader.pascalString(1)
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state.raw.rules[key] = value
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if ('version' in state.raw.rules) state.version = state.raw.rules.version
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}
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}
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// read players
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// don't even bother if > 100 players, because the server won't respond
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if (state.numplayers < 100) {
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if (this.isVcmp || this.isOmp) {
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const reader = await this.sendPacket('c', true)
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if (reader !== null) {
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const playerCount = reader.uint(2)
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for (let i = 0; i < playerCount; i++) {
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const player = {}
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player.name = reader.pascalString(1)
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player.score = reader.int(4)
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state.players.push(player)
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}
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}
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} else {
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const reader = await this.sendPacket('d', true)
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if (reader !== null) {
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const playerCount = reader.uint(2)
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for (let i = 0; i < playerCount; i++) {
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const player = {}
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player.id = reader.uint(1)
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player.name = reader.pascalString(1)
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player.score = reader.int(4)
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player.ping = reader.uint(4)
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state.players.push(player)
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}
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}
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}
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}
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}
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async sendPacket (type, allowTimeout) {
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const outBuffer = Buffer.alloc(11)
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outBuffer.write(this.magicHeader, 0, 4)
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const ipSplit = this.options.address.split('.')
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outBuffer.writeUInt8(parseInt(ipSplit[0]), 4)
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outBuffer.writeUInt8(parseInt(ipSplit[1]), 5)
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outBuffer.writeUInt8(parseInt(ipSplit[2]), 6)
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outBuffer.writeUInt8(parseInt(ipSplit[3]), 7)
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outBuffer.writeUInt16LE(this.options.port, 8)
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outBuffer.writeUInt8(type.charCodeAt(0), 10)
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const checkBuffer = Buffer.from(outBuffer)
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if (this.responseMagicHeader) {
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checkBuffer.write(this.responseMagicHeader, 0, 4)
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}
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return await this.udpSend(
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outBuffer,
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(buffer) => {
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const reader = this.reader(buffer)
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for (let i = 0; i < checkBuffer.length; i++) {
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if (checkBuffer.readUInt8(i) !== reader.uint(1)) return
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}
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return reader
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},
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() => {
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if (allowTimeout) {
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return null
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}
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}
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)
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}
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}
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