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