node-gamedig/protocols/tribes1.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

154 lines
4.9 KiB
JavaScript

import Core from './core.js'
export default class tribes1 extends Core {
constructor () {
super()
this.encoding = 'latin1'
this.requestByte = 0x62
this.responseByte = 0x63
this.challenge = 0x01
}
async run (state) {
const query = Buffer.alloc(3)
query.writeUInt8(this.requestByte, 0)
query.writeUInt16LE(this.challenge, 1)
const reader = await this.udpSend(query, (buffer) => {
const reader = this.reader(buffer)
const responseByte = reader.uint(1)
if (responseByte !== this.responseByte) {
this.logger.debug('Unexpected response byte')
return
}
const challenge = reader.uint(2)
if (challenge !== this.challenge) {
this.logger.debug('Unexpected challenge')
return
}
const requestByte = reader.uint(1)
if (requestByte !== this.requestByte) {
this.logger.debug('Unexpected request byte')
return
}
return reader
})
state.raw.gametype = this.readString(reader)
const isStarsiege2009 = state.raw.gametype === 'Starsiege'
state.version = this.readString(reader)
state.name = this.readString(reader)
if (isStarsiege2009) {
state.password = !!reader.uint(1)
state.raw.dedicated = !!reader.uint(1)
state.raw.dropInProgress = !!reader.uint(1)
state.raw.gameInProgress = !!reader.uint(1)
state.numplayers = reader.uint(4)
state.maxplayers = reader.uint(4)
state.raw.teamPlay = reader.uint(1)
state.map = this.readString(reader)
state.raw.cpuSpeed = reader.uint(2)
state.raw.factoryVeh = reader.uint(1)
state.raw.allowTecmix = reader.uint(1)
state.raw.spawnLimit = reader.uint(4)
state.raw.fragLimit = reader.uint(4)
state.raw.timeLimit = reader.uint(4)
state.raw.techLimit = reader.uint(4)
state.raw.combatLimit = reader.uint(4)
state.raw.massLimit = reader.uint(4)
state.raw.playersSent = reader.uint(4)
const teams = { 1: 'yellow', 2: 'blue', 4: 'red', 8: 'purple' }
while (!reader.done()) {
const player = {}
player.name = this.readString(reader)
const teamId = reader.uint(1)
const team = teams[teamId]
if (team) player.team = teams[teamId]
}
return
}
state.raw.dedicated = !!reader.uint(1)
state.password = !!reader.uint(1)
state.raw.playerCount = reader.uint(1)
state.maxplayers = reader.uint(1)
state.raw.cpuSpeed = reader.uint(2)
state.raw.mod = this.readString(reader)
state.raw.type = this.readString(reader)
state.map = this.readString(reader)
state.raw.motd = this.readString(reader)
state.raw.teamCount = reader.uint(1)
const teamFields = this.readFieldList(reader)
const playerFields = this.readFieldList(reader)
state.raw.teams = []
for (let i = 0; i < state.raw.teamCount; i++) {
const teamName = this.readString(reader)
const teamValues = this.readValues(reader)
const teamInfo = {}
for (let i = 0; i < teamValues.length && i < teamFields.length; i++) {
let key = teamFields[i]
let value = teamValues[i]
if (key === 'ultra_base') key = 'name'
if (value === '%t') value = teamName
if (['score', 'players'].includes(key)) value = parseInt(value)
teamInfo[key] = value
}
state.raw.teams.push(teamInfo)
}
for (let i = 0; i < state.raw.playerCount; i++) {
const ping = reader.uint(1) * 4
const packetLoss = reader.uint(1)
const teamNum = reader.uint(1)
const name = this.readString(reader)
const playerValues = this.readValues(reader)
const playerInfo = {}
for (let i = 0; i < playerValues.length && i < playerFields.length; i++) {
const key = playerFields[i]
let value = playerValues[i]
if (value === '%p') value = ping
if (value === '%l') value = packetLoss
if (value === '%t') value = teamNum
if (value === '%n') value = name
if (['score', 'ping', 'pl', 'kills', 'lvl'].includes(key)) value = parseInt(value)
if (key === 'team') {
const teamId = parseInt(value)
if (teamId >= 0 && teamId < state.raw.teams.length && state.raw.teams[teamId].name) {
value = state.raw.teams[teamId].name
} else {
continue
}
}
playerInfo[key] = value
}
state.players.push(playerInfo)
}
}
readFieldList (reader) {
const str = this.readString(reader)
if (!str) return []
return ('?' + str)
.split('\t')
.map((a) => a.substring(1).trim().toLowerCase())
.map((a) => a === 'team name' ? 'name' : a)
.map((a) => a === 'player name' ? 'name' : a)
}
readValues (reader) {
const str = this.readString(reader)
if (!str) return []
return str
.split('\t')
.map((a) => a.trim())
}
readString (reader) {
return reader.pascalString(1)
}
}