chore: extract ffow into multiple files (#173)

* chore: extract ffow into multiple files

* fix: serde uses not being conditional
This commit is contained in:
CosminPerRam 2023-12-19 22:04:45 +01:00 committed by GitHub
parent bdcf64facf
commit 10169c9107
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3 changed files with 66 additions and 55 deletions

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@ -0,0 +1,8 @@
/// The implementation.
/// Reference: [Node-GameGig](https://github.com/gamedig/node-gamedig/blob/master/protocols/ffow.js)
pub mod protocol;
/// All types used by the implementation.
pub mod types;
pub use protocol::*;
pub use types::*;

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use crate::buffer::{Buffer, Utf8Decoder};
use crate::games::ffow::types::Response;
use crate::protocols::types::TimeoutSettings;
use crate::protocols::valve::{Engine, Environment, Server, ValveProtocol};
use crate::GDResult;
use byteorder::LittleEndian;
use std::net::{IpAddr, SocketAddr};
pub fn query(address: &IpAddr, port: Option<u16>) -> GDResult<Response> { query_with_timeout(address, port, None) }
pub fn query_with_timeout(
address: &IpAddr,
port: Option<u16>,
timeout_settings: Option<TimeoutSettings>,
) -> GDResult<Response> {
let mut client = ValveProtocol::new(
&SocketAddr::new(*address, port.unwrap_or(5478)),
timeout_settings,
)?;
let data = client.get_request_data(
&Engine::GoldSrc(true),
0,
0x46,
String::from("LSQ").into_bytes(),
)?;
let mut buffer = Buffer::<LittleEndian>::new(&data);
let protocol_version = buffer.read::<u8>()?;
let name = buffer.read_string::<Utf8Decoder>(None)?;
let map = buffer.read_string::<Utf8Decoder>(None)?;
let active_mod = buffer.read_string::<Utf8Decoder>(None)?;
let game_mode = buffer.read_string::<Utf8Decoder>(None)?;
let description = buffer.read_string::<Utf8Decoder>(None)?;
let game_version = buffer.read_string::<Utf8Decoder>(None)?;
buffer.move_cursor(2)?;
let players_online = buffer.read::<u8>()?;
let players_maximum = buffer.read::<u8>()?;
let server_type = Server::from_gldsrc(buffer.read::<u8>()?)?;
let environment_type = Environment::from_gldsrc(buffer.read::<u8>()?)?;
let has_password = buffer.read::<u8>()? == 1;
let vac_secured = buffer.read::<u8>()? == 1;
buffer.move_cursor(1)?; //average fps
let round = buffer.read::<u8>()?;
let rounds_maximum = buffer.read::<u8>()?;
let time_left = buffer.read::<u16>()?;
Ok(Response {
protocol_version,
name,
active_mod,
game_mode,
game_version,
description,
map,
players_online,
players_maximum,
server_type,
environment_type,
has_password,
vac_secured,
round,
rounds_maximum,
time_left,
})
}

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use crate::protocols::types::CommonResponse;
use crate::protocols::valve::{Environment, Server};
use crate::protocols::GenericResponse;
#[cfg(feature = "serde")]
use serde::{Deserialize, Serialize};
/// The query response.
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[derive(Debug, Clone, PartialEq, Eq, Hash, PartialOrd, Ord)]
pub struct Response {
/// Protocol used by the server.
pub protocol_version: u8,
/// Name of the server.
pub name: String,
/// Map name.
pub active_mod: String,
/// Running game mode.
pub game_mode: String,
/// The version that the server is running on.
pub game_version: String,
/// Description of the server.
pub description: String,
/// Current map.
pub map: String,
/// Number of players on the server.
pub players_online: u8,
/// Maximum number of players the server reports it can hold.
pub players_maximum: u8,
/// Dedicated, NonDedicated or SourceTV
pub server_type: Server,
/// The Operating System that the server is on.
pub environment_type: Environment,
/// Indicates whether the server requires a password.
pub has_password: bool,
/// Indicates whether the server uses VAC.
pub vac_secured: bool,
/// Current round index.
pub round: u8,
/// Maximum amount of rounds.
pub rounds_maximum: u8,
/// Time left for the current round in seconds.
pub time_left: u16,
}
impl CommonResponse for Response {
fn as_original(&self) -> GenericResponse { GenericResponse::FFOW(self) }
fn name(&self) -> Option<&str> { Some(&self.name) }
fn game_mode(&self) -> Option<&str> { Some(&self.game_mode) }
fn description(&self) -> Option<&str> { Some(&self.description) }
fn game_version(&self) -> Option<&str> { Some(&self.game_version) }
fn map(&self) -> Option<&str> { Some(&self.map) }
fn has_password(&self) -> Option<bool> { Some(self.has_password) }
fn players_maximum(&self) -> u32 { self.players_maximum.into() }
fn players_online(&self) -> u32 { self.players_online.into() }
}