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197 lines
6.2 KiB
JavaScript
197 lines
6.2 KiB
JavaScript
import Core from './core.js'
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export default class gamespy3 extends Core {
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constructor () {
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super()
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this.sessionId = 1
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this.encoding = 'latin1'
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this.byteorder = 'be'
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this.useOnlySingleSplit = false
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this.isJc2mp = false
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}
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async run (state) {
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const buffer = await this.sendPacket(9, false, false, false)
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const reader = this.reader(buffer)
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let challenge = parseInt(reader.string())
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this.logger.debug('Received challenge key: ' + challenge)
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if (challenge === 0) {
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// Some servers send us a 0 if they don't want a challenge key used
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// BF2 does this.
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challenge = null
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}
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let requestPayload
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if (this.isJc2mp) {
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// they completely alter the protocol. because why not.
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requestPayload = Buffer.from([0xff, 0xff, 0xff, 0x02])
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} else {
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requestPayload = Buffer.from([0xff, 0xff, 0xff, 0x01])
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}
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/** @type Buffer[] */
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const packets = await this.sendPacket(0, challenge, requestPayload, true)
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// iterate over the received packets
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// the first packet will start off with k/v pairs, followed with data fields
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// the following packets will only have data fields
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state.raw.playerTeamInfo = {}
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for (let iPacket = 0; iPacket < packets.length; iPacket++) {
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const packet = packets[iPacket]
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const reader = this.reader(packet)
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this.logger.debug('Parsing packet #' + iPacket)
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this.logger.debug(packet)
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// Parse raw server key/values
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if (iPacket === 0) {
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while (!reader.done()) {
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const key = reader.string()
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if (!key) break
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let value = reader.string()
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while (value.match(/^p[0-9]+$/)) {
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// fix a weird ut3 bug where some keys don't have values
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value = reader.string()
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}
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state.raw[key] = value
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this.logger.debug(key + ' = ' + value)
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}
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}
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// Parse player, team, item array state
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if (this.isJc2mp) {
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state.raw.numPlayers2 = reader.uint(2)
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while (!reader.done()) {
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const player = {}
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player.name = reader.string()
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player.steamid = reader.string()
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player.ping = reader.uint(2)
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state.players.push(player)
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}
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} else {
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while (!reader.done()) {
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if (reader.uint(1) <= 2) continue
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reader.skip(-1)
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const fieldId = reader.string()
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if (!fieldId) continue
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const fieldIdSplit = fieldId.split('_')
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const fieldName = fieldIdSplit[0]
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const itemType = fieldIdSplit.length > 1 ? fieldIdSplit[1] : 'no_'
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if (!(itemType in state.raw.playerTeamInfo)) {
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state.raw.playerTeamInfo[itemType] = []
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}
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const items = state.raw.playerTeamInfo[itemType]
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let offset = reader.uint(1)
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this.logger.debug(() => 'Parsing new field: itemType=' + itemType + ' fieldName=' + fieldName + ' startOffset=' + offset)
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while (!reader.done()) {
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const item = reader.string()
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if (!item) break
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while (items.length <= offset) { items.push({}) }
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items[offset][fieldName] = item
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this.logger.debug('* ' + item)
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offset++
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}
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}
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}
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}
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// Turn all that raw state into something useful
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if ('hostname' in state.raw) state.name = state.raw.hostname
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else if ('servername' in state.raw) state.name = state.raw.servername
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if ('mapname' in state.raw) state.map = state.raw.mapname
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if (state.raw.password === '1') 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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if ('' in state.raw.playerTeamInfo) {
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for (const playerInfo of state.raw.playerTeamInfo['']) {
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const player = {}
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for (const from of Object.keys(playerInfo)) {
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let key = from
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let value = playerInfo[from]
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if (key === 'player') key = 'name'
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if (key === 'score' || key === 'ping' || key === 'team' || key === 'deaths' || key === 'pid') value = parseInt(value)
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player[key] = value
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}
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state.players.push(player)
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}
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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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async sendPacket (type, challenge, payload, assemble) {
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const challengeLength = challenge === null ? 0 : 4
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const payloadLength = payload ? payload.length : 0
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const b = Buffer.alloc(7 + challengeLength + payloadLength)
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b.writeUInt8(0xFE, 0)
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b.writeUInt8(0xFD, 1)
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b.writeUInt8(type, 2)
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b.writeUInt32BE(this.sessionId, 3)
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if (challengeLength) b.writeInt32BE(challenge, 7)
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if (payloadLength) payload.copy(b, 7 + challengeLength)
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let numPackets = 0
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const packets = {}
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return await this.udpSend(b, (buffer) => {
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const reader = this.reader(buffer)
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const iType = reader.uint(1)
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if (iType !== type) {
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this.logger.debug('Skipping packet, type mismatch')
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return
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}
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const iSessionId = reader.uint(4)
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if (iSessionId !== this.sessionId) {
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this.logger.debug('Skipping packet, session id mismatch')
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return
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}
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if (!assemble) {
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return reader.rest()
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}
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if (this.useOnlySingleSplit) {
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// has split headers, but they are worthless and only one packet is used
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reader.skip(11)
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return [reader.rest()]
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}
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reader.skip(9) // filler data -- usually set to 'splitnum\0'
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let id = reader.uint(1)
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const last = (id & 0x80)
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id = id & 0x7f
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if (last) numPackets = id + 1
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reader.skip(1) // "another 'packet number' byte, but isn't understood."
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packets[id] = reader.rest()
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if (this.debug) {
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this.logger.debug('Received packet #' + id + (last ? ' (last)' : ''))
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}
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if (!numPackets || Object.keys(packets).length !== numPackets) return
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// assemble the parts
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const list = []
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for (let i = 0; i < numPackets; i++) {
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if (!(i in packets)) {
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throw new Error('Missing packet #' + i)
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}
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list.push(packets[i])
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}
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return list
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})
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}
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}
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