More async conversions

This commit is contained in:
mmorrison 2019-01-09 05:35:11 -06:00
parent 77b2cc1c7f
commit 9b8423b20a
15 changed files with 859 additions and 704 deletions

View file

@ -3,53 +3,71 @@ const Core = require('./core');
class Gamespy2 extends Core {
constructor() {
super();
this.sessionId = 1;
this.encoding = 'latin1';
this.byteorder = 'be';
}
run(state) {
const request = Buffer.from([0xfe,0xfd,0x00,0x00,0x00,0x00,0x01,0xff,0xff,0xff]);
const packets = [];
this.udpSend(request,
(buffer) => {
if(packets.length && buffer.readUInt8(0) === 0)
buffer = buffer.slice(1);
packets.push(buffer);
},
() => {
const buffer = Buffer.concat(packets);
const reader = this.reader(buffer);
const header = reader.uint(1);
if(header !== 0) return;
const pingId = reader.uint(4);
if(pingId !== 1) return;
while(!reader.done()) {
const key = reader.string();
const value = reader.string();
if(!key) break;
state.raw[key] = value;
}
if('hostname' in state.raw) state.name = state.raw.hostname;
if('mapname' in state.raw) state.map = state.raw.mapname;
if(this.trueTest(state.raw.password)) state.password = true;
if('maxplayers' in state.raw) state.maxplayers = parseInt(state.raw.maxplayers);
state.players = this.readFieldData(reader);
state.raw.teams = this.readFieldData(reader);
this.finish(state);
return true;
async run(state) {
// Parse info
{
const body = await this.sendPacket([0xff, 0, 0]);
const reader = this.reader(body);
while (!reader.done()) {
const key = reader.string();
const value = reader.string();
if (!key) break;
state.raw[key] = value;
}
);
if('hostname' in state.raw) state.name = state.raw.hostname;
if('mapname' in state.raw) state.map = state.raw.mapname;
if(this.trueTest(state.raw.password)) state.password = true;
if('maxplayers' in state.raw) state.maxplayers = parseInt(state.raw.maxplayers);
}
// Parse players
{
const body = await this.sendPacket([0, 0xff, 0]);
const reader = this.reader(body);
state.players = this.readFieldData(reader);
}
// Parse teams
{
const body = await this.sendPacket([0, 0, 0xff]);
const reader = this.reader(body);
state.raw.teams = this.readFieldData(reader);
}
}
async sendPacket(type) {
const request = Buffer.concat([
Buffer.from([0xfe,0xfd,0x00]), // gamespy2
Buffer.from([0x00,0x00,0x00,0x01]), // ping ID
Buffer.from(type)
]);
return await this.udpSend(request, buffer => {
const reader = this.reader(buffer);
const header = reader.uint(1);
if (header !== 0) return;
const pingId = reader.uint(4);
if (pingId !== 1) return;
return reader.rest();
});
}
readFieldData(reader) {
const count = reader.uint(1);
// count is unreliable (often it's wrong), so we don't use it.
// read until we hit an empty first field string
const zero = reader.uint(1); // always 0
const count = reader.uint(1); // number of rows in this data
// some games omit the count byte entirely if it's 0 or at random (like americas army)
// Luckily, count should always be <64, and ascii characters will typically be >64,
// so we can detect this.
if (count > 64) {
reader.skip(-1);
if (this.debug) console.log("Detected missing count byte, rewinding by 1");
} else {
if (this.debug) console.log("Detected row count: " + count);
}
if(this.debug) console.log("Reading fields, starting at: "+reader.rest());
@ -57,11 +75,12 @@ class Gamespy2 extends Core {
while(!reader.done()) {
let field = reader.string();
if(!field) break;
if(field.charCodeAt(0) <= 2) field = field.substring(1);
fields.push(field);
if(this.debug) console.log("field:"+field);
}
if (!fields.length) return [];
const units = [];
outer: while(!reader.done()) {
const unit = {};