mirror of
https://github.com/gamedig/node-gamedig.git
synced 2024-11-18 01:30:39 +01:00
198 lines
7.2 KiB
JavaScript
198 lines
7.2 KiB
JavaScript
const Core = require('./core');
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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.debugLog("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.debugLog("Parsing packet #" + iPacket);
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this.debugLog(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.debugLog(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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let firstMode = true;
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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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let 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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firstMode = false;
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this.debugLog(() => "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.debugLog("* " + 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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}
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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.debugLog("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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module.exports = Gamespy3;
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