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https://github.com/tribufu/node-gamedig
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chore: Convert all files to LF endings (#400)
* Convert to LF? * Modify gitattributes * Force LF * Git --renormalize * Update .gitattributes to enforce eol=lf * Redo CRLF -> LF on remaining files
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parent
a8bc7521f6
commit
cee42e7a88
65 changed files with 5697 additions and 5697 deletions
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@ -1,65 +1,65 @@
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import Core from './core.js'
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export default class cs2d extends Core {
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async run (state) {
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const reader = await this.sendQuery(
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Buffer.from('\x01\x00\xFB\x01\xF5\x03\xFB\x05', 'binary'),
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Buffer.from('\x01\x00\xFB\x01', 'binary')
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)
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const flags = reader.uint(1)
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state.raw.flags = flags
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state.password = this.readFlag(flags, 0)
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state.raw.registeredOnly = this.readFlag(flags, 1)
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state.raw.fogOfWar = this.readFlag(flags, 2)
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state.raw.friendlyFire = this.readFlag(flags, 3)
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state.raw.botsEnabled = this.readFlag(flags, 5)
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state.raw.luaScripts = this.readFlag(flags, 6)
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state.raw.forceLight = this.readFlag(flags, 7)
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state.name = this.readString(reader)
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state.map = this.readString(reader)
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state.numplayers = reader.uint(1)
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state.maxplayers = reader.uint(1)
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if (flags & 32) {
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state.raw.gamemode = reader.uint(1)
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} else {
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state.raw.gamemode = 0
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}
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state.raw.numbots = reader.uint(1)
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const flags2 = reader.uint(1)
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state.raw.flags2 = flags2
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state.raw.recoil = this.readFlag(flags2, 0)
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state.raw.offScreenDamage = this.readFlag(flags2, 1)
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state.raw.hasDownloads = this.readFlag(flags2, 2)
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reader.skip(2)
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const players = reader.uint(1)
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for (let i = 0; i < players; i++) {
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const player = {}
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player.id = reader.uint(1)
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player.name = this.readString(reader)
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player.team = reader.uint(1)
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player.score = reader.uint(4)
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player.deaths = reader.uint(4)
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state.players.push(player)
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}
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}
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async sendQuery (request, expectedHeader) {
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// Send multiple copies of the request packet, because cs2d likes to just ignore them randomly
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await this.udpSend(request)
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await this.udpSend(request)
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return await this.udpSend(request, (buffer) => {
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const reader = this.reader(buffer)
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const header = reader.part(4)
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if (!header.equals(expectedHeader)) return
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return reader
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})
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}
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readFlag (flags, offset) {
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return !!(flags & (1 << offset))
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}
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readString (reader) {
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return reader.pascalString(1)
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}
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}
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import Core from './core.js'
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export default class cs2d extends Core {
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async run (state) {
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const reader = await this.sendQuery(
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Buffer.from('\x01\x00\xFB\x01\xF5\x03\xFB\x05', 'binary'),
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Buffer.from('\x01\x00\xFB\x01', 'binary')
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)
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const flags = reader.uint(1)
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state.raw.flags = flags
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state.password = this.readFlag(flags, 0)
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state.raw.registeredOnly = this.readFlag(flags, 1)
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state.raw.fogOfWar = this.readFlag(flags, 2)
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state.raw.friendlyFire = this.readFlag(flags, 3)
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state.raw.botsEnabled = this.readFlag(flags, 5)
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state.raw.luaScripts = this.readFlag(flags, 6)
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state.raw.forceLight = this.readFlag(flags, 7)
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state.name = this.readString(reader)
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state.map = this.readString(reader)
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state.numplayers = reader.uint(1)
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state.maxplayers = reader.uint(1)
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if (flags & 32) {
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state.raw.gamemode = reader.uint(1)
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} else {
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state.raw.gamemode = 0
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}
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state.raw.numbots = reader.uint(1)
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const flags2 = reader.uint(1)
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state.raw.flags2 = flags2
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state.raw.recoil = this.readFlag(flags2, 0)
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state.raw.offScreenDamage = this.readFlag(flags2, 1)
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state.raw.hasDownloads = this.readFlag(flags2, 2)
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reader.skip(2)
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const players = reader.uint(1)
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for (let i = 0; i < players; i++) {
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const player = {}
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player.id = reader.uint(1)
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player.name = this.readString(reader)
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player.team = reader.uint(1)
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player.score = reader.uint(4)
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player.deaths = reader.uint(4)
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state.players.push(player)
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}
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}
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async sendQuery (request, expectedHeader) {
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// Send multiple copies of the request packet, because cs2d likes to just ignore them randomly
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await this.udpSend(request)
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await this.udpSend(request)
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return await this.udpSend(request, (buffer) => {
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const reader = this.reader(buffer)
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const header = reader.part(4)
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if (!header.equals(expectedHeader)) return
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return reader
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})
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}
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readFlag (flags, offset) {
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return !!(flags & (1 << offset))
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}
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readString (reader) {
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return reader.pascalString(1)
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}
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}
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