node-gamedig/protocols/valve.js
Pedro Ivo Hudson a7c3b5474c
feat: Add version as a top level field (#532)
* 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>
2024-02-24 20:46:40 +02:00

458 lines
14 KiB
JavaScript

import Bzip2 from 'seek-bzip'
import Core from './core.js'
import { Buffer } from 'node:buffer'
const AppId = {
Squad: 393380,
Bat1944: 489940,
Ship: 2400,
Rust: 252490,
CSGO: 730,
CS_Source: 240,
EternalSilence: 17550,
Insurgency_MIC: 17700,
Source_SDK_Base_2006: 215
}
export default class valve extends Core {
constructor () {
super()
// legacy goldsrc info response -- basically not used by ANYTHING now,
// as most (all?) goldsrc servers respond with the source info reponse
// delete in a few years if nothing ends up using it anymore
this.goldsrcInfo = false
// unfortunately, the split format from goldsrc is still around, but we
// can detect that during the query
this.goldsrcSplits = false
// some mods require a challenge, but don't provide them in the new format
// at all, use the old dedicated challenge query if needed
this.legacyChallenge = false
// 2006 engines don't pass packet switching size in split packet header
// while all others do, this need is detected automatically
this._skipSizeInSplitHeader = false
this._challenge = ''
}
async run (state) {
if (!this.options.port) this.options.port = 27015
await this.queryInfo(state)
await this.queryChallenge()
await this.queryPlayers(state)
await this.queryRules(state)
await this.cleanup(state)
}
async queryInfo (/** Results */ state) {
this.logger.debug('Requesting info ...')
const b = await this.sendPacket(
this.goldsrcInfo ? undefined : 0x54,
this.goldsrcInfo ? 'details' : 'Source Engine Query\0',
this.goldsrcInfo ? 0x6D : 0x49,
false
)
const reader = this.reader(b)
if (this.goldsrcInfo) state.raw.address = reader.string()
else state.raw.protocol = reader.uint(1)
state.name = reader.string()
state.map = reader.string()
state.raw.folder = reader.string()
state.raw.game = reader.string()
if (!this.goldsrcInfo) state.raw.appId = reader.uint(2)
state.numplayers = reader.uint(1)
state.maxplayers = reader.uint(1)
if (this.goldsrcInfo) state.raw.protocol = reader.uint(1)
else state.raw.numbots = reader.uint(1)
state.raw.listentype = String.fromCharCode(reader.uint(1))
state.raw.environment = String.fromCharCode(reader.uint(1))
state.password = !!reader.uint(1)
if (this.goldsrcInfo) {
state.raw.ismod = reader.uint(1)
if (state.raw.ismod) {
state.raw.modlink = reader.string()
state.raw.moddownload = reader.string()
reader.skip(1)
state.raw.modversion = reader.uint(4)
state.raw.modsize = reader.uint(4)
state.raw.modtype = reader.uint(1)
state.raw.moddll = reader.uint(1)
}
} else {
state.raw.secure = reader.uint(1)
if (state.raw.appId === AppId.Ship) {
state.raw.shipmode = reader.uint(1)
state.raw.shipwitnesses = reader.uint(1)
state.raw.shipduration = reader.uint(1)
}
state.version = reader.string()
const extraFlag = reader.uint(1)
if (extraFlag & 0x80) state.gamePort = reader.uint(2)
if (extraFlag & 0x10) state.raw.steamid = reader.uint(8).toString()
if (extraFlag & 0x40) {
state.raw.sourcetvport = reader.uint(2)
state.raw.sourcetvname = reader.string()
}
if (extraFlag & 0x20) state.raw.tags = reader.string().split(',')
if (extraFlag & 0x01) {
const gameId = reader.uint(8)
const betterAppId = gameId.getLowBitsUnsigned() & 0xffffff
if (betterAppId) {
state.raw.appId = betterAppId
}
}
}
const appId = state.raw.appId
// from https://developer.valvesoftware.com/wiki/Server_queries
if (
state.raw.protocol === 7 && (
state.raw.appId === AppId.Source_SDK_Base_2006 ||
state.raw.appId === AppId.EternalSilence ||
state.raw.appId === AppId.Insurgency_MIC ||
state.raw.appId === AppId.CS_Source
)
) {
this._skipSizeInSplitHeader = true
}
this.logger.debug('INFO: ', state.raw)
if (state.raw.protocol === 48) {
this.logger.debug('GOLDSRC DETECTED - USING MODIFIED SPLIT FORMAT')
this.goldsrcSplits = true
}
if (appId === AppId.Rust) {
if (state.raw.tags) {
for (const tag of state.raw.tags) {
if (tag.startsWith('mp')) {
const value = parseInt(tag.replace('mp', ''))
if (!isNaN(value)) {
state.maxplayers = value
}
}
}
}
}
}
async queryChallenge () {
if (this.legacyChallenge) {
// sendPacket will catch the response packet and
// save the challenge for us
this.logger.debug('Requesting legacy challenge key ...')
await this.sendPacket(
0x57,
null,
0x41,
false
)
}
}
async queryPlayers (/** Results */ state) {
state.raw.players = []
this.logger.debug('Requesting player list ...')
const b = await this.sendPacket(
this.goldsrcInfo ? undefined : 0x55,
this.goldsrcInfo ? 'players' : null,
0x44,
true
)
if (b === null && !this.options.requestPlayersRequired) {
// Player query timed out
// CSGO doesn't respond to player query if host_players_show is not 2
// Conan Exiles never responds to player query
// Just skip it, and we'll fill with dummy objects in cleanup()
return
}
const reader = this.reader(b)
const num = reader.uint(1)
for (let i = 0; i < num; i++) {
reader.skip(1)
const name = reader.string()
const score = reader.int(4)
const time = reader.float()
this.logger.debug('Found player: ' + name + ' ' + score + ' ' + time)
// CSGO sometimes adds a bot named 'Max Players' if host_players_show is not 2
if (state.raw.appId === AppId.CSGO && name === 'Max Players') continue
state.raw.players.push({
name, score, time
})
}
}
async queryRules (/** Results */ state) {
const appId = state.raw.appId
if (appId === AppId.Squad ||
appId === AppId.Bat1944 ||
this.options.requestRules) {
// let's get 'em
} else {
return
}
const rules = {}
state.raw.rules = rules
this.logger.debug('Requesting rules ...')
if (this.goldsrcInfo) {
const b = await this.udpSend('\xff\xff\xff\xffrules', b => b, () => null)
if (b === null && !this.options.requestRulesRequired) return // timed out - the server probably has rules disabled
const reader = this.reader(b)
while (!reader.done()) {
const key = reader.string()
rules[key] = reader.string()
}
} else {
const b = await this.sendPacket(0x56, null, 0x45, true)
if (b === null && !this.options.requestRulesRequired) return // timed out - the server probably has rules disabled
const reader = this.reader(b)
const num = reader.uint(2)
for (let i = 0; i < num; i++) {
const key = reader.string()
rules[key] = reader.string()
}
}
// Battalion 1944 puts its info into rules fields for some reason
if (appId === AppId.Bat1944) {
if ('bat_name_s' in rules) {
state.name = rules.bat_name_s
delete rules.bat_name_s
if ('bat_player_count_s' in rules) {
state.numplayers = parseInt(rules.bat_player_count_s)
delete rules.bat_player_count_s
}
if ('bat_max_players_i' in rules) {
state.maxplayers = parseInt(rules.bat_max_players_i)
delete rules.bat_max_players_i
}
if ('bat_has_password_s' in rules) {
state.password = rules.bat_has_password_s === 'Y'
delete rules.bat_has_password_s
}
// apparently map is already right, and this var is often wrong
delete rules.bat_map_s
}
}
// Squad keeps its password in a separate field
if (appId === AppId.Squad) {
if (rules.Password_b === 'true') {
state.password = true
}
}
}
async cleanup (/** Results */ state) {
// Organize players / hidden players into player / bot arrays
const botProbability = (p) => {
if (p.time === -1) return Number.MAX_VALUE
return p.time
}
const rawPlayers = [...state.raw.players]
const sortedPlayers = rawPlayers.sort((a, b) => {
return botProbability(a) - botProbability(b)
})
const numBots = state.raw.numbots || 0
while (state.bots.length < numBots && sortedPlayers.length) {
state.bots.push(sortedPlayers.pop())
}
while ((state.players.length < state.numplayers - numBots || sortedPlayers.length) && sortedPlayers.length) {
state.players.push(sortedPlayers.pop())
}
}
/**
* Sends a request packet and returns only the response type expected
* @param {number} type
* @param {boolean} sendChallenge
* @param {?string|Buffer} payload
* @param {number} expect
* @param {boolean=} allowTimeout
* @returns Buffer|null
**/
async sendPacket (
type,
payload,
expect,
allowTimeout
) {
for (let keyRetry = 0; keyRetry < 3; keyRetry++) {
let receivedNewChallengeKey = false
const response = await this.sendPacketRaw(
type, payload,
(payload) => {
const reader = this.reader(payload)
const type = reader.uint(1)
this.logger.debug(() => 'Received 0x' + type.toString(16) + ' expected 0x' + expect.toString(16))
if (type === 0x41) {
const key = reader.uint(4)
if (this._challenge !== key) {
this.logger.debug('Received new challenge key: 0x' + key.toString(16))
this._challenge = key
receivedNewChallengeKey = true
}
}
if (type === expect) {
return reader.rest()
} else if (receivedNewChallengeKey) {
return null
}
},
() => {
if (allowTimeout) return null
}
)
if (!receivedNewChallengeKey) {
return response
}
}
throw new Error('Received too many challenge key responses')
}
/**
* Sends a request packet and assembles partial responses
* @param {number} type
* @param {boolean} sendChallenge
* @param {?string|Buffer} payload
* @param {function(Buffer)} onResponse
* @param {function()} onTimeout
**/
async sendPacketRaw (
type,
payload,
onResponse,
onTimeout
) {
const challengeAtBeginning = type === 0x55 || type === 0x56
const challengeAtEnd = type === 0x54 && !!this._challenge
if (typeof payload === 'string') payload = Buffer.from(payload, 'binary')
const b = Buffer.alloc(4 +
(type !== undefined ? 1 : 0) +
(challengeAtBeginning ? 4 : 0) +
(challengeAtEnd ? 4 : 0) +
(payload ? payload.length : 0)
)
let offset = 0
let challenge = this._challenge
if (!challenge) challenge = 0xffffffff
b.writeInt32LE(-1, offset)
offset += 4
if (type !== undefined) {
b.writeUInt8(type, offset)
offset += 1
}
if (challengeAtBeginning) {
if (this.byteorder === 'le') b.writeUInt32LE(challenge, offset)
else b.writeUInt32BE(challenge, offset)
offset += 4
}
if (payload) {
payload.copy(b, offset)
offset += payload.length
}
if (challengeAtEnd) {
if (this.byteorder === 'le') b.writeUInt32LE(challenge, offset)
else b.writeUInt32BE(challenge, offset)
offset += 4
}
const packetStorage = {}
return await this.udpSend(
b,
(buffer) => {
const reader = this.reader(buffer)
const header = reader.int(4)
if (header === -1) {
// full package
this.logger.debug('Received full packet')
return onResponse(reader.rest())
}
if (header === -2) {
// partial package
const uid = reader.uint(4)
if (!(uid in packetStorage)) packetStorage[uid] = {}
const packets = packetStorage[uid]
let bzip = false
if (!this.goldsrcSplits && uid & 0x80000000) bzip = true
let packetNum, payload, numPackets
if (this.goldsrcSplits) {
packetNum = reader.uint(1)
numPackets = packetNum & 0x0f
packetNum = (packetNum & 0xf0) >> 4
payload = reader.rest()
} else {
numPackets = reader.uint(1)
packetNum = reader.uint(1)
if (!this._skipSizeInSplitHeader) reader.skip(2)
if (packetNum === 0 && bzip) reader.skip(8)
payload = reader.rest()
}
packets[packetNum] = payload
this.logger.debug(() => 'Received partial packet uid: 0x' + uid.toString(16) + ' num: ' + packetNum)
this.logger.debug(() => 'Received ' + Object.keys(packets).length + '/' + numPackets + ' packets for this UID')
if (Object.keys(packets).length !== numPackets) return
// assemble the parts
const list = []
for (let i = 0; i < numPackets; i++) {
if (!(i in packets)) {
throw new Error('Missing packet #' + i)
}
list.push(packets[i])
}
let assembled = Buffer.concat(list)
if (bzip) {
this.logger.debug('BZIP DETECTED - Extracing packet...')
try {
assembled = Bzip2.decode(assembled)
} catch (e) {
throw new Error('Invalid bzip packet')
}
}
const assembledReader = this.reader(assembled)
assembledReader.skip(4) // header
return onResponse(assembledReader.rest())
}
},
onTimeout
)
}
}