node-gamedig/games/protocols/battlefield.js
Michael Morrison e23aa6cf9c Super epic commit 2
Added pretty much every game ever
Tons of new protocols and game definitions
Cleaned up and discovered some new tricks in gamespy3 and quake2
2014-02-01 17:46:10 -06:00

165 lines
4.3 KiB
JavaScript

var async = require('async');
function buildPacket(params) {
var self = this;
var paramBuffers = [];
params.forEach(function(param) {
paramBuffers.push(new Buffer(param));
});
var totalLength = 12;
paramBuffers.forEach(function(paramBuffer) {
totalLength += paramBuffer.length+1+4;
});
var b = new Buffer(totalLength);
b.writeUInt32LE(0,0);
b.writeUInt32LE(totalLength,4);
b.writeUInt32LE(params.length,8);
var offset = 12;
paramBuffers.forEach(function(paramBuffer) {
b.writeUInt32LE(paramBuffer.length, offset); offset += 4;
paramBuffer.copy(b, offset); offset += paramBuffer.length;
b.writeUInt8(0, offset); offset += 1;
});
return b;
}
module.exports = require('./core').extend({
init: function() {
this._super();
this.encoding = 'latin1';
this.options.port = 25200+22000;
},
run: function(state) {
var self = this;
var decoded;
async.series([
function(c) {
self.query(['serverInfo'], function(data) {
if(self.debug) console.log(data);
if(data.shift() != 'OK') return self.fatal('Missing OK');
state.raw.name = data.shift();
state.raw.numplayers = parseInt(data.shift());
state.maxplayers = parseInt(data.shift());
state.raw.gametype = data.shift();
state.map = data.shift();
state.raw.roundsplayed = parseInt(data.shift());
state.raw.roundstotal = parseInt(data.shift());
var teamCount = data.shift();
state.raw.teams = [];
for(var i = 0; i < teamCount; i++) {
var tickets = parseFloat(data.shift());
state.raw.teams.push({
tickets:tickets
});
}
state.raw.targetscore = parseInt(data.shift());
data.shift();
state.raw.ranked = (data.shift() == 'true');
state.raw.punkbuster = (data.shift() == 'true');
state.password = (data.shift() == 'true');
state.raw.uptime = parseInt(data.shift());
state.raw.roundtime = parseInt(data.shift());
if(self.isBadCompany2) {
data.shift();
data.shift();
}
state.raw.ip = data.shift();
state.raw.punkbusterversion = data.shift();
state.raw.joinqueue = (data.shift() == 'true');
state.raw.region = data.shift();
if(!self.isBadCompany2) {
state.raw.pingsite = data.shift();
state.raw.country = data.shift();
state.raw.quickmatch = (data.shift() == 'true');
}
c();
});
},
function(c) {
self.query(['version'], function(data) {
if(self.debug) console.log(data);
if(data[0] != 'OK') return self.fatal('Missing OK');
state.raw.version = data[2];
c();
});
},
function(c) {
self.query(['listPlayers','all'], function(data) {
if(self.debug) console.log(data);
if(data.shift() != 'OK') return self.fatal('Missing OK');
var fieldCount = parseInt(data.shift());
var fields = [];
for(var i = 0; i < fieldCount; i++) {
fields.push(data.shift());
}
var numplayers = data.shift();
for(var i = 0; i < numplayers; i++) {
var player = {};
fields.forEach(function(key) {
var value = data.shift();
if(key == 'teamId') key = 'team';
else if(key == 'squadId') key = 'squad';
if(
key == 'kills'
|| key == 'deaths'
|| key == 'score'
|| key == 'rank'
|| key == 'team'
|| key == 'squad'
|| key == 'ping'
|| key == 'type'
) {
value = parseInt(value);
}
player[key] = value;
});
state.players.push(player);
}
self.finish(state);
});
}
]);
},
query: function(params,c) {
var self = this;
this.tcpSend(buildPacket(params), function(data) {
var decoded = self.decodePacket(data);
if(!decoded) return false;
c(decoded);
return true;
});
},
decodePacket: function(buffer) {
if(buffer.length < 8) return false;
var reader = this.reader(buffer);
var header = reader.uint(4);
var totalLength = reader.uint(4);
if(buffer.length < totalLength) return false;
var paramCount = reader.uint(4);
var params = [];
for(var i = 0; i < paramCount; i++) {
var len = reader.uint(4);
params.push(reader.string({length:len}));
var strNull = reader.uint(1);
}
return params;
}
});