node-gamedig/protocols/quake2.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

90 lines
2.9 KiB
JavaScript

import Core from './core.js'
export default class quake2 extends Core {
constructor () {
super()
this.encoding = 'latin1'
this.delimiter = '\n'
this.sendHeader = 'status'
this.responseHeader = 'print'
this.isQuake1 = false
}
async run (state) {
const body = await this.udpSend('\xff\xff\xff\xff' + this.sendHeader + '\x00', packet => {
const reader = this.reader(packet)
const header = reader.string({ length: 4, encoding: 'latin1' })
if (header !== '\xff\xff\xff\xff') return
let type
if (this.isQuake1) {
type = reader.string(this.responseHeader.length)
} else {
type = reader.string({ encoding: 'latin1' })
}
if (type !== this.responseHeader) return
return reader.rest()
})
const reader = this.reader(body)
const info = reader.string().split('\\')
if (info[0] === '') info.shift()
while (true) {
const key = info.shift()
const value = info.shift()
if (typeof value === 'undefined') break
state.raw[key] = value
}
while (!reader.done()) {
const line = reader.string()
if (!line || line.charAt(0) === '\0') break
const args = []
const split = line.split('"')
split.forEach((part, i) => {
const inQuote = (i % 2 === 1)
if (inQuote) {
args.push(part)
} else {
const splitSpace = part.split(' ')
for (const subpart of splitSpace) {
if (subpart) args.push(subpart)
}
}
})
const player = {}
if (this.isQuake1) {
player.id = parseInt(args.shift())
player.score = parseInt(args.shift())
player.time = parseInt(args.shift())
player.ping = parseInt(args.shift())
player.name = args.shift()
player.skin = args.shift()
player.color1 = parseInt(args.shift())
player.color2 = parseInt(args.shift())
} else {
player.frags = parseInt(args.shift())
player.ping = parseInt(args.shift())
player.name = args.shift() || ''
if (!player.name) delete player.name
player.address = args.shift() || ''
if (!player.address) delete player.address
}
(player.ping ? state.players : state.bots).push(player)
}
if ('g_needpass' in state.raw) state.password = state.raw.g_needpass
if ('mapname' in state.raw) state.map = state.raw.mapname
if ('sv_maxclients' in state.raw) state.maxplayers = state.raw.sv_maxclients
if ('maxclients' in state.raw) state.maxplayers = state.raw.maxclients
if ('sv_hostname' in state.raw) state.name = state.raw.sv_hostname
if ('hostname' in state.raw) state.name = state.raw.hostname
if ('clients' in state.raw) state.numplayers = state.raw.clients
if ('iv' in state.raw) state.version = state.raw.iv
else state.numplayers = state.players.length + state.bots.length
}
}