node-gamedig/protocols/unreal2.js

143 lines
3.7 KiB
JavaScript

var async = require('async');
module.exports = require('./core').extend({
init: function() {
this._super();
this.encoding = 'latin1';
},
run: function(state) {
var self = this;
async.series([
function(c) {
self.sendPacket(0,true,function(b) {
var reader = self.reader(b);
state.raw.serverid = reader.uint(4);
state.raw.ip = self.readUnrealString(reader);
state.raw.port = reader.uint(4);
state.raw.queryport = reader.uint(4);
state.name = self.readUnrealString(reader,true);
state.map = self.readUnrealString(reader,true);
state.raw.gametype = self.readUnrealString(reader,true);
state.raw.numplayers = reader.uint(4);
state.maxplayers = reader.uint(4);
self.readExtraInfo(reader,state);
c();
});
},
function(c) {
self.sendPacket(1,true,function(b) {
var reader = self.reader(b);
state.raw.mutators = [];
state.raw.rules = {};
while(!reader.done()) {
var key = self.readUnrealString(reader,true);
var value = self.readUnrealString(reader,true);
if(key == 'Mutator') state.raw.mutators.push(value);
else state.raw.rules[key] = value;
}
if('GamePassword' in state.raw.rules)
state.password = state.raw.rules.GamePassword != 'True';
c();
});
},
function(c) {
self.sendPacket(2,false,function(b) {
var reader = self.reader(b);
while(!reader.done()) {
var player = {};
player.id = reader.uint(4);
if(!player.id) break;
if(player.id == 0) {
// Unreal2XMP Player (ID is always 0)
reader.skip(4);
}
player.name = self.readUnrealString(reader,true);
player.ping = reader.uint(4);
player.score = reader.int(4);
reader.skip(4); // stats ID
// Extra data for Unreal2XMP players
if(player.id == 0) {
var count = reader.uint(1);
for(var iField = 0; iField < count; iField++) {
var key = self.readUnrealString(reader,true);
var value = self.readUnrealString(reader,true);
player[key] = value;
}
}
if(player.id == 0 && player.name == 'Player') {
// these show up in ut2004 queries, but aren't real
// not even really sure why they're there
continue;
}
(player.ping ? state.players : state.bots).push(player);
}
c();
});
},
function(c) {
self.finish(state);
}
]);
},
readExtraInfo: function(reader,state) {
if(this.debug) {
console.log("UNREAL2 EXTRA INFO:");
console.log(reader.uint(4));
console.log(reader.uint(4));
console.log(reader.uint(4));
console.log(reader.uint(4));
console.log(reader.buffer.slice(reader.i));
}
},
readUnrealString: function(reader, stripColor) {
var length = reader.uint(1);
var out;
if(length < 0x80) {
//out = reader.string({length:length});
out = '';
if(length > 0) out = reader.string();
} else {
length = (length&0x7f)*2;
if(this.debug) {
console.log("UCS2 STRING");
console.log(length,reader.buffer.slice(reader.i,reader.i+length));
}
out = reader.string({encoding:'ucs2',length:length});
}
if(out.charCodeAt(out.length-1) == 0)
out = out.substring(0,out.length-1);
if(stripColor)
out = out.replace(/\x1b...|[\x00-\x1a]/g,'');
return out;
},
sendPacket: function(type,required,callback) {
var self = this;
var outbuffer = new Buffer([0x79,0,0,0,type]);
var packets = [];
this.udpSend(outbuffer,function(buffer) {
var reader = self.reader(buffer);
var header = reader.uint(4);
var iType = reader.uint(1);
if(iType != type) return;
packets.push(reader.rest());
},function() {
if(!packets.length && required) return;
callback(Buffer.concat(packets));
return true;
});
}
});