Add eslint (#364)

* Add initial prettier and eslint configs

* Modify prettierrc

* Run eslint on everything

* Actually remove prettier

* Fix some eslints

* Remove label in gs2

* Update CHANGELOG

* Update eslintrc to specify es2021
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CosminPerRam 2023-09-19 19:52:35 +03:00 committed by GitHub
parent bff9507189
commit 93a9095d99
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67 changed files with 6960 additions and 5211 deletions

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@ -1,107 +1,108 @@
import Core from './core.js';
export default class samp extends Core {
constructor() {
super();
this.encoding = 'win1252';
this.magicHeader = 'SAMP';
this.responseMagicHeader = null;
this.isVcmp = false;
}
async run(state) {
// read info
{
const reader = await this.sendPacket('i');
if (this.isVcmp) {
const consumed = reader.part(12);
state.raw.version = this.reader(consumed).string();
}
state.password = !!reader.uint(1);
state.raw.numplayers = reader.uint(2);
state.maxplayers = reader.uint(2);
state.name = reader.pascalString(4);
state.raw.gamemode = reader.pascalString(4);
state.raw.map = reader.pascalString(4);
}
// read rules
if (!this.isVcmp) {
const reader = await this.sendPacket('r');
const ruleCount = reader.uint(2);
state.raw.rules = {};
for(let i = 0; i < ruleCount; i++) {
const key = reader.pascalString(1);
const value = reader.pascalString(1);
state.raw.rules[key] = value;
}
}
// read players
// don't even bother if > 100 players, because the server won't respond
let gotPlayerData = false;
if (state.raw.numplayers < 100) {
if (this.isVcmp) {
const reader = await this.sendPacket('c', true);
if (reader !== null) {
gotPlayerData = true;
const playerCount = reader.uint(2);
for(let i = 0; i < playerCount; i++) {
const player = {};
player.name = reader.pascalString(1);
state.players.push(player);
}
}
} else {
const reader = await this.sendPacket('d', true);
if (reader !== null) {
gotPlayerData = true;
const playerCount = reader.uint(2);
for(let i = 0; i < playerCount; i++) {
const player = {};
player.id = reader.uint(1);
player.name = reader.pascalString(1);
player.score = reader.int(4);
player.ping = reader.uint(4);
state.players.push(player);
}
}
}
}
if (!gotPlayerData) {
state.players.setNum(state.raw.numplayers);
}
}
async sendPacket(type,allowTimeout) {
const outBuffer = Buffer.alloc(11);
outBuffer.write(this.magicHeader,0, 4);
const ipSplit = this.options.address.split('.');
outBuffer.writeUInt8(parseInt(ipSplit[0]),4);
outBuffer.writeUInt8(parseInt(ipSplit[1]),5);
outBuffer.writeUInt8(parseInt(ipSplit[2]),6);
outBuffer.writeUInt8(parseInt(ipSplit[3]),7);
outBuffer.writeUInt16LE(this.options.port,8);
outBuffer.writeUInt8(type.charCodeAt(0),10);
const checkBuffer = Buffer.from(outBuffer);
if (this.responseMagicHeader) {
checkBuffer.write(this.responseMagicHeader, 0, 4);
}
return await this.udpSend(
outBuffer,
(buffer) => {
const reader = this.reader(buffer);
for(let i = 0; i < checkBuffer.length; i++) {
if(checkBuffer.readUInt8(i) !== reader.uint(1)) return;
}
return reader;
},
() => {
if(allowTimeout) {
return null;
}
}
);
}
}
import Core from './core.js'
export default class samp extends Core {
constructor () {
super()
this.encoding = 'win1252'
this.magicHeader = 'SAMP'
this.responseMagicHeader = null
this.isVcmp = false
}
async run (state) {
// read info
{
const reader = await this.sendPacket('i')
if (this.isVcmp) {
const consumed = reader.part(12)
state.raw.version = this.reader(consumed).string()
}
state.password = !!reader.uint(1)
state.raw.numplayers = reader.uint(2)
state.maxplayers = reader.uint(2)
state.name = reader.pascalString(4)
state.raw.gamemode = reader.pascalString(4)
state.raw.map = reader.pascalString(4)
}
// read rules
if (!this.isVcmp) {
const reader = await this.sendPacket('r')
const ruleCount = reader.uint(2)
state.raw.rules = {}
for (let i = 0; i < ruleCount; i++) {
const key = reader.pascalString(1)
const value = reader.pascalString(1)
state.raw.rules[key] = value
}
}
// read players
// don't even bother if > 100 players, because the server won't respond
let gotPlayerData = false
if (state.raw.numplayers < 100) {
if (this.isVcmp) {
const reader = await this.sendPacket('c', true)
if (reader !== null) {
gotPlayerData = true
const playerCount = reader.uint(2)
for (let i = 0; i < playerCount; i++) {
const player = {}
player.name = reader.pascalString(1)
state.players.push(player)
}
}
} else {
const reader = await this.sendPacket('d', true)
if (reader !== null) {
gotPlayerData = true
const playerCount = reader.uint(2)
for (let i = 0; i < playerCount; i++) {
const player = {}
player.id = reader.uint(1)
player.name = reader.pascalString(1)
player.score = reader.int(4)
player.ping = reader.uint(4)
state.players.push(player)
}
}
}
}
if (!gotPlayerData) {
state.players.setNum(state.raw.numplayers)
}
}
async sendPacket (type, allowTimeout) {
const outBuffer = Buffer.alloc(11)
outBuffer.write(this.magicHeader, 0, 4)
const ipSplit = this.options.address.split('.')
outBuffer.writeUInt8(parseInt(ipSplit[0]), 4)
outBuffer.writeUInt8(parseInt(ipSplit[1]), 5)
outBuffer.writeUInt8(parseInt(ipSplit[2]), 6)
outBuffer.writeUInt8(parseInt(ipSplit[3]), 7)
outBuffer.writeUInt16LE(this.options.port, 8)
outBuffer.writeUInt8(type.charCodeAt(0), 10)
const checkBuffer = Buffer.from(outBuffer)
if (this.responseMagicHeader) {
checkBuffer.write(this.responseMagicHeader, 0, 4)
}
return await this.udpSend(
outBuffer,
(buffer) => {
const reader = this.reader(buffer)
for (let i = 0; i < checkBuffer.length; i++) {
if (checkBuffer.readUInt8(i) !== reader.uint(1)) return
}
return reader
},
() => {
if (allowTimeout) {
return null
}
}
)
}
}