node-gamedig/protocols/minecraftbedrock.js
CosminPerRam da7a4a6334
Remove Players::setNum and stabilize field numplayers (#389)
* Remove Players Set Num

* Stabilize numplayers on armagetron

* Stabilize numplayers on ase

* Stabilize numplayers on assettocorsa

* Optimize away a variable declaration

* Stabilize numplayers on buildandshoot

* Stabilize numplayers on cs2d

* Fix wrong raw field parsed on Doom3

* Updated CHANGELOG and README regarding doom3 fix and numplayers

* Stabilize numplayers on doom3

* Stabilize numplayers on eco

* Stabilize numplayers on ffow

* Stabilize numplayers on quake2

* Stabilize numplayers on gamespy1

* Stabilize numplayers on gamespy2

* Stabilize numplayers on gamespy3

* Remove reductant numplayers setter in jc2mp

* Stabilize numplayers on kspdmp

* Stabilize numplayers on mafia2mp

* Stabilize numplayers on minecraftvanilla and remove players empty placeholders

* Stabilize numplayers on nadeo

* Stabilize numplayers on samp and reduce unused setters

* Stabilize numplayers on terraria

* Stabilize numplayers on tribes1

* Stabilize numplayers on unreal2

* Stabilize numplayers on valve

* Stabilize numplayers on ventrilo

* Battlefield: Set numplayers from info, not players

* Stabilize numplayers on minecraft

* Stabilize numplayers on teamspeak2

* Stabilize numplayers on teamspeak3

* Update CHANGELOG.md to add removal of players placeholders

* Replaced minecraft gamespy numplayers
2023-10-27 19:48:56 +03:00

73 lines
2.4 KiB
JavaScript

import Core from './core.js'
export default class minecraftbedrock extends Core {
constructor () {
super()
this.byteorder = 'be'
}
async run (state) {
const bufs = [
Buffer.from([0x01]), // Message ID, ID_UNCONNECTED_PING
Buffer.from('1122334455667788', 'hex'), // Nonce / timestamp
Buffer.from('00ffff00fefefefefdfdfdfd12345678', 'hex'), // Magic
Buffer.from('0000000000000000', 'hex') // Cliend GUID
]
return await this.udpSend(Buffer.concat(bufs), buffer => {
const reader = this.reader(buffer)
const messageId = reader.uint(1)
if (messageId !== 0x1c) {
this.logger.debug('Skipping packet, invalid message id')
return
}
const nonce = reader.part(8).toString('hex') // should match the nonce we sent
this.logger.debug('Nonce: ' + nonce)
if (nonce !== '1122334455667788') {
this.logger.debug('Skipping packet, invalid nonce')
return
}
// These 8 bytes are identical to the serverId string we receive in decimal below
reader.skip(8)
const magic = reader.part(16).toString('hex')
this.logger.debug('Magic value: ' + magic)
if (magic !== '00ffff00fefefefefdfdfdfd12345678') {
this.logger.debug('Skipping packet, invalid magic')
return
}
const statusLen = reader.uint(2)
if (reader.remaining() !== statusLen) {
throw new Error('Invalid status length: ' + reader.remaining() + ' vs ' + statusLen)
}
const statusStr = reader.rest().toString('utf8')
this.logger.debug('Raw status str: ' + statusStr)
const split = statusStr.split(';')
if (split.length < 6) {
throw new Error('Missing enough chunks in status str')
}
state.raw.edition = split.shift()
state.name = split.shift()
state.raw.protocolVersion = split.shift()
state.raw.mcVersion = split.shift()
state.numplayers = parseInt(split.shift())
state.maxplayers = parseInt(split.shift())
if (split.length) state.raw.serverId = split.shift()
if (split.length) state.map = split.shift()
if (split.length) state.raw.gameMode = split.shift()
if (split.length) state.raw.nintendoOnly = !!parseInt(split.shift())
if (split.length) state.raw.ipv4Port = split.shift()
if (split.length) state.raw.ipv6Port = split.shift()
return true
})
}
}