* Properly handle non-indexed team names in gamespy1 Fixes #213

* Rename raw.steamappid and raw.gameid to raw.appId in steam protocol
* Don't query valve rules by default, unless requestRules option is set Fixes #176
This commit is contained in:
Michael Morrison 2021-02-25 01:58:35 -06:00
parent 7f08381b17
commit f70112d092
9 changed files with 143 additions and 122 deletions

View file

@ -1,5 +1,12 @@
const Bzip2 = require('compressjs').Bzip2,
Core = require('./core');
Core = require('./core'),
Results = require('../lib/Results');
const AppId = {
Squad: 393380,
Bat1944: 489940,
Ship: 2400
};
class Valve extends Core {
constructor() {
@ -34,7 +41,7 @@ class Valve extends Core {
await this.cleanup(state);
}
async queryInfo(state) {
async queryInfo(/** Results */ state) {
this.debugLog("Requesting info ...");
const b = await this.sendPacket(
0x54,
@ -52,7 +59,7 @@ class Valve extends Core {
state.map = reader.string();
state.raw.folder = reader.string();
state.raw.game = reader.string();
state.raw.steamappid = reader.uint(2);
state.raw.appId = reader.uint(2);
state.raw.numplayers = reader.uint(1);
state.maxplayers = reader.uint(1);
@ -84,7 +91,7 @@ class Valve extends Core {
if(this.goldsrcInfo) {
state.raw.numbots = reader.uint(1);
} else {
if(state.raw.folder === 'ship') {
if(state.raw.appId === AppId.Ship) {
state.raw.shipmode = reader.uint(1);
state.raw.shipwitnesses = reader.uint(1);
state.raw.shipduration = reader.uint(1);
@ -92,22 +99,28 @@ class Valve extends Core {
state.raw.version = reader.string();
const extraFlag = reader.uint(1);
if(extraFlag & 0x80) state.gamePort = reader.uint(2);
if(extraFlag & 0x10) state.raw.steamid = reader.uint(8);
if(extraFlag & 0x10) state.raw.steamid = reader.uint(8).toString();
if(extraFlag & 0x40) {
state.raw.sourcetvport = reader.uint(2);
state.raw.sourcetvname = reader.string();
}
if(extraFlag & 0x20) state.raw.tags = reader.string();
if(extraFlag & 0x01) state.raw.gameid = reader.uint(8);
if(extraFlag & 0x01) {
const gameId = reader.uint(8);
const betterAppId = gameId.getLowBitsUnsigned() & 0xffffff;
if (betterAppId) {
state.raw.appId = betterAppId;
}
}
}
// from https://developer.valvesoftware.com/wiki/Server_queries
if(
state.raw.protocol === 7 && (
state.raw.steamappid === 215
|| state.raw.steamappid === 17550
|| state.raw.steamappid === 17700
|| state.raw.steamappid === 240
state.raw.appId === 215
|| state.raw.appId === 17550
|| state.raw.appId === 17700
|| state.raw.appId === 240
)
) {
this._skipSizeInSplitHeader = true;
@ -133,7 +146,7 @@ class Valve extends Core {
}
}
async queryPlayers(state) {
async queryPlayers(/** Results */ state) {
state.raw.players = [];
this.debugLog("Requesting player list ...");
@ -174,8 +187,18 @@ class Valve extends Core {
}
}
async queryRules(state) {
state.raw.rules = {};
async queryRules(/** Results */ state) {
const appId = state.raw.appId;
if (appId === AppId.Squad
|| appId === AppId.Bat1944
|| this.options.requestRules) {
// let's get 'em
} else {
return;
}
const rules = {};
state.raw.rules = rules;
this.debugLog("Requesting rules ...");
const b = await this.sendPacket(0x56,null,0x45,true);
if (b === null) return; // timed out - the server probably has rules disabled
@ -185,31 +208,40 @@ class Valve extends Core {
for(let i = 0; i < num; i++) {
const key = reader.string();
const value = reader.string();
state.raw.rules[key] = value;
rules[key] = value;
}
// Battalion 1944 puts its info into rules fields for some reason
if (appId === AppId.Bat1944) {
if ('bat_name_s' in rules) {
state.name = rules.bat_name_s;
delete rules.bat_name_s;
if ('bat_player_count_s' in rules) {
state.raw.numplayers = parseInt(rules.bat_player_count_s);
delete rules.bat_player_count_s;
}
if ('bat_max_players_i' in rules) {
state.maxplayers = parseInt(rules.bat_max_players_i);
delete rules.bat_max_players_i;
}
if ('bat_has_password_s' in rules) {
state.password = rules.bat_has_password_s === 'Y';
delete rules.bat_has_password_s;
}
// apparently map is already right, and this var is often wrong
delete rules.bat_map_s;
}
}
// Squad keeps its password in a separate field
if (appId === AppId.Squad) {
if (rules.Password_b === "true") {
state.password = true;
}
}
}
async cleanup(state) {
// Battalion 1944 puts its info into rules fields for some reason
if ('bat_name_s' in state.raw.rules) {
state.name = state.raw.rules.bat_name_s;
delete state.raw.rules.bat_name_s;
if ('bat_player_count_s' in state.raw.rules) {
state.raw.numplayers = parseInt(state.raw.rules.bat_player_count_s);
delete state.raw.rules.bat_player_count_s;
}
if ('bat_max_players_i' in state.raw.rules) {
state.maxplayers = parseInt(state.raw.rules.bat_max_players_i);
delete state.raw.rules.bat_max_players_i;
}
if ('bat_has_password_s' in state.raw.rules) {
state.password = state.raw.rules.bat_has_password_s === 'Y';
delete state.raw.rules.bat_has_password_s;
}
// apparently map is already right, and this var is often wrong
delete state.raw.rules.bat_map_s;
}
async cleanup(/** Results */ state) {
// Organize players / hidden players into player / bot arrays
const botProbability = (p) => {
if (p.time === -1) return Number.MAX_VALUE;