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
This commit is contained in:
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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@ -1,67 +1,65 @@
import Core from './core.js';
export default class cs2d extends Core {
async run(state) {
{
const reader = await this.sendQuery(
Buffer.from('\x01\x00\xFB\x01\xF5\x03\xFB\x05', 'binary'),
Buffer.from('\x01\x00\xFB\x01', 'binary')
);
const flags = reader.uint(1);
state.raw.flags = flags;
state.password = this.readFlag(flags, 0);
state.raw.registeredOnly = this.readFlag(flags, 1);
state.raw.fogOfWar = this.readFlag(flags, 2);
state.raw.friendlyFire = this.readFlag(flags, 3);
state.raw.botsEnabled = this.readFlag(flags, 5);
state.raw.luaScripts = this.readFlag(flags, 6);
state.raw.forceLight = this.readFlag(flags, 7);
state.name = this.readString(reader);
state.map = this.readString(reader);
state.raw.numplayers = reader.uint(1);
state.maxplayers = reader.uint(1);
if (flags & 32) {
state.raw.gamemode = reader.uint(1);
} else {
state.raw.gamemode = 0;
}
state.raw.numbots = reader.uint(1);
const flags2 = reader.uint(1);
state.raw.flags2 = flags2;
state.raw.recoil = this.readFlag(flags2, 0);
state.raw.offScreenDamage = this.readFlag(flags2, 1);
state.raw.hasDownloads = this.readFlag(flags2, 2);
reader.skip(2);
const players = reader.uint(1);
for (let i = 0; i < players; i++) {
const player = {}
player.id = reader.uint(1);
player.name = this.readString(reader);
player.team = reader.uint(1);
player.score = reader.uint(4);
player.deaths = reader.uint(4);
state.players.push(player);
}
}
}
async sendQuery(request, expectedHeader) {
// Send multiple copies of the request packet, because cs2d likes to just ignore them randomly
await this.udpSend(request);
await this.udpSend(request);
return await this.udpSend(request, (buffer) => {
const reader = this.reader(buffer);
const header = reader.part(4);
if (!header.equals(expectedHeader)) return;
return reader;
});
}
readFlag(flags, offset) {
return !!(flags & (1 << offset));
}
readString(reader) {
return reader.pascalString(1);
}
}
import Core from './core.js'
export default class cs2d extends Core {
async run (state) {
const reader = await this.sendQuery(
Buffer.from('\x01\x00\xFB\x01\xF5\x03\xFB\x05', 'binary'),
Buffer.from('\x01\x00\xFB\x01', 'binary')
)
const flags = reader.uint(1)
state.raw.flags = flags
state.password = this.readFlag(flags, 0)
state.raw.registeredOnly = this.readFlag(flags, 1)
state.raw.fogOfWar = this.readFlag(flags, 2)
state.raw.friendlyFire = this.readFlag(flags, 3)
state.raw.botsEnabled = this.readFlag(flags, 5)
state.raw.luaScripts = this.readFlag(flags, 6)
state.raw.forceLight = this.readFlag(flags, 7)
state.name = this.readString(reader)
state.map = this.readString(reader)
state.raw.numplayers = reader.uint(1)
state.maxplayers = reader.uint(1)
if (flags & 32) {
state.raw.gamemode = reader.uint(1)
} else {
state.raw.gamemode = 0
}
state.raw.numbots = reader.uint(1)
const flags2 = reader.uint(1)
state.raw.flags2 = flags2
state.raw.recoil = this.readFlag(flags2, 0)
state.raw.offScreenDamage = this.readFlag(flags2, 1)
state.raw.hasDownloads = this.readFlag(flags2, 2)
reader.skip(2)
const players = reader.uint(1)
for (let i = 0; i < players; i++) {
const player = {}
player.id = reader.uint(1)
player.name = this.readString(reader)
player.team = reader.uint(1)
player.score = reader.uint(4)
player.deaths = reader.uint(4)
state.players.push(player)
}
}
async sendQuery (request, expectedHeader) {
// Send multiple copies of the request packet, because cs2d likes to just ignore them randomly
await this.udpSend(request)
await this.udpSend(request)
return await this.udpSend(request, (buffer) => {
const reader = this.reader(buffer)
const header = reader.part(4)
if (!header.equals(expectedHeader)) return
return reader
})
}
readFlag (flags, offset) {
return !!(flags & (1 << offset))
}
readString (reader) {
return reader.pascalString(1)
}
}