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