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148 lines
5.2 KiB
JavaScript
148 lines
5.2 KiB
JavaScript
import Core from './core.js'
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export default class doom3 extends Core {
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constructor () {
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super()
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this.encoding = 'latin1'
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}
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async run (state) {
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const body = await this.udpSend('\xff\xffgetInfo\x00PiNGPoNg\x00', packet => {
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const reader = this.reader(packet)
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const header = reader.uint(2)
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if (header !== 0xffff) return
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const header2 = reader.string()
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if (header2 !== 'infoResponse') return
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const challengePart1 = reader.string(4)
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if (challengePart1 !== 'PiNG') return
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// some doom3 implementations only return the first 4 bytes of the challenge
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const challengePart2 = reader.string(4)
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if (challengePart2 !== 'PoNg') reader.skip(-4)
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return reader.rest()
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})
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let reader = this.reader(body)
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const protoVersion = reader.uint(4)
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state.raw.protocolVersion = (protoVersion >> 16) + '.' + (protoVersion & 0xffff)
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// some doom implementations send us a packet size here, some don't (etqw does this)
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// we can tell if this is a packet size, because the third and fourth byte will be 0 (no packets are that massive)
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reader.skip(2)
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const packetContainsSize = (reader.uint(2) === 0)
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reader.skip(-4)
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if (packetContainsSize) {
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const size = reader.uint(4)
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this.logger.debug('Received packet size: ' + size)
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}
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while (!reader.done()) {
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const key = reader.string()
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let value = this.stripColors(reader.string())
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if (key === 'si_map') {
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value = value.replace('maps/', '')
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value = value.replace('.entities', '')
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}
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if (!key) break
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state.raw[key] = value
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this.logger.debug(key + '=' + value)
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}
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const isEtqw = state.raw.gamename && state.raw.gamename.toLowerCase().includes('etqw')
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const rest = reader.rest()
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let playerResult = this.attemptPlayerParse(rest, isEtqw, false, false, false)
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if (!playerResult) playerResult = this.attemptPlayerParse(rest, isEtqw, true, false, false)
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if (!playerResult) playerResult = this.attemptPlayerParse(rest, isEtqw, true, true, true)
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if (!playerResult) {
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throw new Error('Unable to find a suitable parse strategy for player list')
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}
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let players;
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[players, reader] = playerResult
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state.numplayers = players.length
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for (const player of players) {
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if (!player.ping || player.typeflag) { state.bots.push(player) } else { state.players.push(player) }
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}
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state.raw.osmask = reader.uint(4)
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if (isEtqw) {
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state.raw.ranked = reader.uint(1)
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state.raw.timeleft = reader.uint(4)
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state.raw.gamestate = reader.uint(1)
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state.raw.servertype = reader.uint(1)
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// 0 = regular, 1 = tv
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if (state.raw.servertype === 0) {
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state.raw.interestedClients = reader.uint(1)
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} else if (state.raw.servertype === 1) {
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state.raw.connectedClients = reader.uint(4)
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state.raw.maxClients = reader.uint(4)
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}
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}
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if (state.raw.si_name) state.name = state.raw.si_name
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if (state.raw.si_map) state.map = state.raw.si_map
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if (state.raw.si_maxplayers) state.maxplayers = parseInt(state.raw.si_maxplayers)
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if (state.raw.si_maxPlayers) state.maxplayers = parseInt(state.raw.si_maxPlayers)
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if (state.raw.si_usepass === '1') state.password = true
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if (state.raw.si_needPass === '1') state.password = true
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if (this.options.port === 27733) state.gamePort = 3074 // etqw has a different query and game port
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}
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attemptPlayerParse (rest, isEtqw, hasClanTag, hasClanTagPos, hasTypeFlag) {
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this.logger.debug('starting player parse attempt:')
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this.logger.debug('isEtqw: ' + isEtqw)
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this.logger.debug('hasClanTag: ' + hasClanTag)
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this.logger.debug('hasClanTagPos: ' + hasClanTagPos)
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this.logger.debug('hasTypeFlag: ' + hasTypeFlag)
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const reader = this.reader(rest)
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let lastId = -1
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const players = []
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while (true) {
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this.logger.debug('---')
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if (reader.done()) {
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this.logger.debug('* aborting attempt, overran buffer *')
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return null
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}
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const player = {}
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player.id = reader.uint(1)
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this.logger.debug('id: ' + player.id)
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if (player.id <= lastId || player.id > 0x20) {
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this.logger.debug('* aborting attempt, invalid player id *')
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return null
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}
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lastId = player.id
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if (player.id === 0x20) {
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this.logger.debug('* player parse successful *')
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break
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}
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player.ping = reader.uint(2)
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this.logger.debug('ping: ' + player.ping)
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if (!isEtqw) {
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player.rate = reader.uint(4)
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this.logger.debug('rate: ' + player.rate)
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}
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player.name = this.stripColors(reader.string())
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this.logger.debug('name: ' + player.name)
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if (hasClanTag) {
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if (hasClanTagPos) {
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const clanTagPos = reader.uint(1)
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this.logger.debug('clanTagPos: ' + clanTagPos)
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}
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player.clantag = this.stripColors(reader.string())
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this.logger.debug('clan tag: ' + player.clantag)
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}
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if (hasTypeFlag) {
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player.typeflag = reader.uint(1)
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this.logger.debug('type flag: ' + player.typeflag)
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}
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players.push(player)
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}
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return [players, reader]
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}
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stripColors (str) {
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// uses quake 3 color codes
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return str.replace(/\^(X.{6}|.)/g, '')
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}
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}
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