Server Rules Query uses a custom UdpClient instead of doing it through Steam, avoiding all the nasty vtable building junk

This commit is contained in:
Garry Newman 2018-03-27 12:29:34 +01:00
parent 476321c026
commit 9270eaef07
7 changed files with 259 additions and 702 deletions

View File

@ -45,7 +45,7 @@ public void InternetList()
for ( int i = 0; i < 1000; i++ )
{
client.Update();
System.Threading.Thread.Sleep( 5 );
System.Threading.Thread.Sleep( 100 );
foreach ( var s in query.Responded )
{
@ -425,20 +425,21 @@ public void Rules()
query.Dispose();
foreach ( var server in query.Responded.Take( 20 ) )
{
GC.Collect();
server.FetchRules();
GC.Collect();
var servers = query.Responded.Take( 10 );
foreach ( var server in servers )
{
server.FetchRules();
}
foreach ( var server in servers )
{
int i = 0;
while ( !server.HasRules )
{
i++;
GC.Collect();
client.Update();
GC.Collect();
System.Threading.Thread.Sleep( 2 );
System.Threading.Thread.Sleep( 10 );
if ( i > 100 )
break;
@ -446,11 +447,17 @@ public void Rules()
if ( server.HasRules )
{
Console.WriteLine( "SERVER HAS RULES :D" );
foreach ( var rule in server.Rules )
{
Console.WriteLine( rule.Key + " = " + rule.Value );
}
}
else
{
Console.WriteLine( "SERVER HAS NO RULES :(" );
}
}

View File

@ -145,6 +145,13 @@ public void RunUpdateCallbacks()
{
CallResults[i].Try();
}
//
// The SourceServerQuery's happen in another thread, so we
// query them to see if they're finished, and if so post a callback
// in our main thread. This will all suck less once we have async.
//
Facepunch.Steamworks.SourceServerQuery.Cycle();
}
/// <summary>

View File

@ -86,7 +86,7 @@ internal static Server FromSteam( Client client, SteamNative.gameserveritem_t it
/// </summary>
public bool HasRules { get { return Rules != null && Rules.Count > 0; } }
internal Interop.ServerRules RulesRequest;
internal SourceServerQuery RulesRequest;
/// <summary>
/// Populates Rules for this server
@ -96,19 +96,24 @@ public void FetchRules()
if ( RulesRequest != null )
return;
Rules = new Dictionary<string, string>();
RulesRequest = new Interop.ServerRules( this, Address, QueryPort );
Rules = null;
RulesRequest = new SourceServerQuery( this, Address, QueryPort );
}
internal void OnServerRulesReceiveFinished( bool Success )
internal void OnServerRulesReceiveFinished( Dictionary<string, string> rules, bool Success )
{
RulesRequest.Dispose();
RulesRequest = null;
if ( Success )
{
Rules = rules;
}
if ( OnReceivedRules != null )
{
OnReceivedRules( Success );
}
}
internal const uint k_unFavoriteFlagNone = 0x00;
internal const uint k_unFavoriteFlagFavorite = 0x01; // this game favorite entry is for the favorites list

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@ -1,513 +0,0 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.Net;
using System.Net.Sockets;
using System.IO;
#if !NET_CORE
internal class SourceServerQuery :IDisposable
{
public class PlayersResponse
{
public short player_count;
public List<Player> players = new List<Player>();
public class Player
{
public String name { get; set; }
public int score { get; set; }
public float playtime { get; set; }
}
}
private IPEndPoint endPoint;
private Socket socket;
private UdpClient client;
// send & receive timeouts
private int send_timeout = 2500;
private int receive_timeout = 2500;
// raw response returned from the server
private byte[] raw_data;
private int offset = 0;
// constants
private readonly byte[] FFFFFFFF = new byte[] { 0xFF, 0xFF, 0xFF, 0xFF };
public SourceServerQuery( String ip, int port )
{
this.endPoint = new IPEndPoint( IPAddress.Parse( ip ), port );
}
/// <summary>
/// Get a list of currently in-game clients on the specified gameserver.
/// <b>Please note:</b> the playtime is stored as a float in <i>seconds</i>, you might want to convert it.
///
/// See https://developer.valvesoftware.com/wiki/Server_queries#A2S_PLAYER for more Information
/// </summary>
/// <returns>A PLayersResponse Object containing the name, score and playtime of each player</returns>
public PlayersResponse GetPlayerList()
{
// open socket if not already open
this.GetSocket();
// we don't need the header, so set pointer to where the payload begins
this.offset = 5;
try
{
PlayersResponse pr = new PlayersResponse();
// since A2S_PLAYER requests require a valid challenge, get it first
byte[] challenge = this.GetChallenge(0x55, true);
byte[] request = new byte[challenge.Length + this.FFFFFFFF.Length + 1];
Array.Copy( this.FFFFFFFF, 0, request, 0, this.FFFFFFFF.Length );
request[this.FFFFFFFF.Length] = 0x55;
Array.Copy( challenge, 0, request, this.FFFFFFFF.Length + 1, challenge.Length );
this.socket.Send( request );
// MODIFIED BY ZACKBOE
// Increased byte size from 1024 in order to receive more player data
// Previously returned a socket exception at >~ 51 players.
this.raw_data = new byte[2048];
// END MODIFICATION
this.socket.Receive( this.raw_data );
byte player_count = this.ReadByte();
// fill up the list of players
for ( int i = 0; i < player_count; i++ )
{
this.ReadByte();
PlayersResponse.Player p = new PlayersResponse.Player();
p.name = this.ReadString();
p.score = this.ReadInt32();
p.playtime = this.ReadFloat();
pr.players.Add( p );
}
pr.player_count = player_count;
return pr;
}
catch ( SocketException )
{
return null;
}
}
/// <summary>
/// Get a list of all publically available CVars ("rules") from the server.
/// <b>Note:</b> Due to a bug in the Source Engine, it might happen that some CVars/values are cut off.
///
/// Example: mp_idlemaxtime = [nothing]
/// Only Valve can fix that.
/// </summary>
/// <returns>A RulesResponse Object containing a Name-Value pair of each CVar</returns>
public Dictionary<string, string> GetRules()
{
// open udpclient if not already open
this.GetClient();
try
{
var d = new Dictionary<string, string>();
// similar to A2S_PLAYER requests, A2S_RULES require a valid challenge
byte[] challenge = this.GetChallenge(0x56, false);
byte[] request = new byte[challenge.Length + this.FFFFFFFF.Length + 1];
Array.Copy( this.FFFFFFFF, 0, request, 0, this.FFFFFFFF.Length );
request[this.FFFFFFFF.Length] = 0x56;
Array.Copy( challenge, 0, request, this.FFFFFFFF.Length + 1, challenge.Length );
this.client.Send( request, request.Length );
//
// Since A2S_RULES responses might be split up into several packages/compressed, we have to do a special handling of them
//
int bytesRead;
// this will keep our assembled message
byte[] buffer = new byte[4096];
// send first request
this.raw_data = this.client.Receive( ref this.endPoint );
bytesRead = this.raw_data.Length;
// reset pointer
this.offset = 0;
int is_split = this.ReadInt32();
int requestid = this.ReadInt32();
this.offset = 4;
// response is split up into several packets
if ( this.PacketIsSplit( is_split ) )
{
bool isCompressed = false;
byte[] splitData;
int packetCount, packetNumber, requestId;
int packetsReceived = 1;
int packetChecksum = 0;
int packetSplit = 0;
short splitSize;
int uncompressedSize = 0;
List<byte[]> splitPackets = new List<byte[]>();
do
{
// unique request id
requestId = this.ReverseBytes( this.ReadInt32() );
isCompressed = this.PacketIsCompressed( requestId );
packetCount = this.ReadByte();
packetNumber = this.ReadByte() + 1;
// so we know how big our byte arrays have to be
splitSize = this.ReadInt16();
splitSize -= 4; // fix
if ( packetsReceived == 1 )
{
for ( int i = 0; i < packetCount; i++ )
{
splitPackets.Add( new byte[] { } );
}
}
// if the packets are compressed, get some data to decompress them
if ( isCompressed )
{
uncompressedSize = ReverseBytes( this.ReadInt32() );
packetChecksum = ReverseBytes( this.ReadInt32() );
}
// ommit header in first packet
if ( packetNumber == 1 ) this.ReadInt32();
splitData = new byte[splitSize];
splitPackets[packetNumber - 1] = this.ReadBytes();
// fixes a case where the returned package might still contain a character after the last \0 terminator (truncated name => value)
// please note: this therefore also removes the value of said variable, but atleast the program won't crash
if ( splitPackets[packetNumber - 1].Length - 1 > 0 && splitPackets[packetNumber - 1][splitPackets[packetNumber - 1].Length - 1] != 0x00 )
{
splitPackets[packetNumber - 1][splitPackets[packetNumber - 1].Length - 1] = 0x00;
}
// reset pointer again, so we can copy over the contents
this.offset = 0;
if ( packetsReceived < packetCount )
{
this.raw_data = this.client.Receive( ref this.endPoint );
bytesRead = this.raw_data.Length;
// continue with the next packets
packetSplit = this.ReadInt32();
packetsReceived++;
}
else
{
// all packets received
bytesRead = 0;
}
}
while ( packetsReceived <= packetCount && bytesRead > 0 && packetSplit == -2 );
// decompress
if ( isCompressed )
{
buffer = ReassemblePacket( splitPackets, true, uncompressedSize, packetChecksum );
}
else
{
buffer = ReassemblePacket( splitPackets, false, 0, 0 );
}
}
else
{
buffer = this.raw_data;
}
// move our final result over to handle it
this.raw_data = buffer;
// omitting header
this.offset += 1;
var count = this.ReadInt16();
for ( int i = 0; i < count; i++ )
{
var k = this.ReadString();
var v = this.ReadString();
if ( !d.ContainsKey( k ) )
d.Add( k, v );
}
return d;
}
catch ( SocketException e )
{
Console.WriteLine( e );
return null;
}
}
/// <summary>
/// Close all currently open socket/UdpClient connections
/// </summary>
public void Dispose()
{
if ( this.socket != null ) this.socket.Close();
if ( this.client != null ) this.client.Close();
}
/// <summary>
/// Open up a new Socket-based connection to a server, if not already open.
/// </summary>
private void GetSocket()
{
if ( this.socket == null )
{
this.socket = new Socket(
AddressFamily.InterNetwork,
SocketType.Dgram,
ProtocolType.Udp );
this.socket.SendTimeout = this.send_timeout;
this.socket.ReceiveTimeout = this.receive_timeout;
this.socket.Connect( this.endPoint );
}
}
/// <summary>
/// Create a new UdpClient connection to a server (mostly used for multi-packet answers)
/// </summary>
private void GetClient()
{
if ( this.client == null )
{
this.client = new UdpClient();
this.client.Connect( this.endPoint );
this.client.DontFragment = true;
this.client.Client.SendTimeout = this.send_timeout;
this.client.Client.ReceiveTimeout = this.receive_timeout;
}
}
/// <summary>
/// Reassmble a multi-packet response.
/// </summary>
/// <param name="splitPackets">The packets to assemble</param>
/// <param name="isCompressed">true: packets are compressed; false: not</param>
/// <param name="uncompressedSize">The size of the message after decompression (for comparison)</param>
/// <param name="packetChecksum">Validation of the result</param>
/// <returns>A byte-array containing all packets assembled together/decompressed.</returns>
private byte[] ReassemblePacket( List<byte[]> splitPackets, bool isCompressed, int uncompressedSize, int packetChecksum )
{
byte[] packetData, tmpData;
packetData = new byte[0];
foreach ( byte[] splitPacket in splitPackets )
{
if ( splitPacket == null )
{
throw new Exception();
}
tmpData = packetData;
packetData = new byte[tmpData.Length + splitPacket.Length];
MemoryStream memStream = new MemoryStream(packetData);
memStream.Write( tmpData, 0, tmpData.Length );
memStream.Write( splitPacket, 0, splitPacket.Length );
}
if ( isCompressed )
{
throw new System.NotImplementedException();
}
return packetData;
}
/// <summary>
/// Invert the Byte-order Mark of an value, used for compatibility between Little Large BOM
/// </summary>
/// <param name="value">The value to invert</param>
/// <returns>BOM-inversed value (if needed), otherwise the original value</returns>
private int ReverseBytes( int value )
{
byte[] bytes = BitConverter.GetBytes(value);
if ( BitConverter.IsLittleEndian )
{
Array.Reverse( bytes );
}
return BitConverter.ToInt32( bytes, 0 );
}
/// <summary>
/// Determine whetever or not a message is compressed.
/// Simply detects if the most significant bit is 1.
/// </summary>
/// <param name="value">The value to check</param>
/// <returns>true, if message is compressed, false otherwise</returns>
private bool PacketIsCompressed( int value )
{
return ( value & 0x8000 ) != 0;
}
/// <summary>
/// Determine whetever or not a message is split up.
/// </summary>
/// <param name="paket">The value to check</param>
/// <returns>true, if message is split up, false otherwise</returns>
private bool PacketIsSplit( int paket )
{
return ( paket == -2 );
}
/// <summary>
/// Request the 4-byte challenge id from the server, required for A2S_RULES and A2S_PLAYER.
/// </summary>
/// <param name="type">The type of message to request the challenge for (see constants)</param>
/// <param name="socket">Request method to use (performance reasons)</param>
/// <returns>A Byte Array (4-bytes) containing the challenge</returns>
private Byte[] GetChallenge( byte type, bool socket = true )
{
byte[] request = new byte[this.FFFFFFFF.Length + this.FFFFFFFF.Length + 1];
Array.Copy( this.FFFFFFFF, 0, request, 0, this.FFFFFFFF.Length );
request[FFFFFFFF.Length] = type;
Array.Copy( this.FFFFFFFF, 0, request, this.FFFFFFFF.Length + 1, this.FFFFFFFF.Length );
byte[] raw_response = new byte[24];
byte[] challenge = new byte[4];
// using sockets
if ( socket )
{
this.socket.Send( request );
this.socket.Receive( raw_response );
}
else
{
this.client.Send( request, request.Length );
raw_response = this.client.Receive( ref this.endPoint );
}
Array.Copy( raw_response, 5, challenge, 0, 4 ); // change this valve modifies the protocol!
return challenge;
}
/// <summary>
/// Read a single byte value from our raw data.
/// </summary>
/// <returns>A single Byte at the next Offset Address</returns>
private Byte ReadByte()
{
byte[] b = new byte[1];
Array.Copy( this.raw_data, this.offset, b, 0, 1 );
this.offset++;
return b[0];
}
/// <summary>
/// Read all remaining Bytes from our raw data.
/// Used for multi-packet responses.
/// </summary>
/// <returns>All remaining data</returns>
private Byte[] ReadBytes()
{
int size = (this.raw_data.Length - this.offset - 4);
if ( size < 1 ) return new Byte[] { };
byte[] b = new byte[size];
Array.Copy( this.raw_data, this.offset, b, 0, this.raw_data.Length - this.offset - 4 );
this.offset += ( this.raw_data.Length - this.offset - 4 );
return b;
}
/// <summary>
/// Read a 32-Bit Integer value from the next offset address.
/// </summary>
/// <returns>The Int32 Value found at the offset address</returns>
private Int32 ReadInt32()
{
byte[] b = new byte[4];
Array.Copy( this.raw_data, this.offset, b, 0, 4 );
this.offset += 4;
return BitConverter.ToInt32( b, 0 );
}
/// <summary>
/// Read a 16-Bit Integer (also called "short") value from the next offset address.
/// </summary>
/// <returns>The Int16 Value found at the offset address</returns>
private Int16 ReadInt16()
{
byte[] b = new byte[2];
Array.Copy( this.raw_data, this.offset, b, 0, 2 );
this.offset += 2;
return BitConverter.ToInt16( b, 0 );
}
/// <summary>
/// Read a Float value from the next offset address.
/// </summary>
/// <returns>The Float Value found at the offset address</returns>
private float ReadFloat()
{
byte[] b = new byte[4];
Array.Copy( this.raw_data, this.offset, b, 0, 4 );
this.offset += 4;
return BitConverter.ToSingle( b, 0 );
}
/// <summary>
/// Read a String until its end starting from the next offset address.
/// Reading stops once the method detects a 0x00 Character at the next position (\0 terminator)
/// </summary>
/// <returns>The String read</returns>
private String ReadString()
{
byte[] cache = new byte[1] { 0x01 };
String output = "";
while ( cache[0] != 0x00 )
{
if ( this.offset == this.raw_data.Length ) break; // fixes Valve's inability to code a proper query protocol
Array.Copy( this.raw_data, this.offset, cache, 0, 1 );
this.offset++;
if ( cache[0] != 0x00)
output += Encoding.UTF8.GetString( cache );
}
return output;
}
}
#endif

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@ -1,171 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Net;
using System.Runtime.InteropServices;
using System.Text;
namespace Facepunch.Steamworks.Interop
{
class ServerRules : IDisposable
{
// Pins and pointers for the created vtable
private GCHandle vTablePin;
private IntPtr vTablePtr;
// Pins for the functions
private GCHandle RulesRespondPin;
private GCHandle FailedRespondPin;
private GCHandle CompletePin;
// The server that called us
private ServerList.Server Server;
public ServerRules( ServerList.Server server, IPAddress address, int queryPort )
{
Server = server;
//
// Create a fake VTable to pass to c++
//
InstallVTable();
//
// Ask Steam to get the server rules, respond to our fake vtable
//
Server.Client.native.servers.ServerRules( Utility.IpToInt32( address ), (ushort)queryPort, GetPtr() );
}
public void Dispose()
{
if ( vTablePtr != IntPtr.Zero )
{
Marshal.FreeHGlobal( vTablePtr );
vTablePtr = IntPtr.Zero;
}
if ( vTablePin.IsAllocated )
vTablePin.Free();
if ( RulesRespondPin.IsAllocated )
RulesRespondPin.Free();
if ( FailedRespondPin.IsAllocated )
FailedRespondPin.Free();
if ( CompletePin.IsAllocated )
CompletePin.Free();
}
void InstallVTable()
{
//
// Depending on platform, we either use ThisCall or stdcall.
// This is a bit of a fuckabout but you need to define Client.UseThisCall
//
if ( Config.UseThisCall )
{
ThisVTable.InternalRulesResponded da = ( _, k, v ) => InternalOnRulesResponded( k, v );
ThisVTable.InternalRulesFailedToRespond db = ( _ ) => InternalOnRulesFailedToRespond();
ThisVTable.InternalRulesRefreshComplete dc = ( _ ) => InternalOnRulesRefreshComplete();
RulesRespondPin = GCHandle.Alloc( da );
FailedRespondPin = GCHandle.Alloc( db );
CompletePin = GCHandle.Alloc( dc );
var t = new ThisVTable()
{
m_VTRulesResponded = da,
m_VTRulesFailedToRespond = db,
m_VTRulesRefreshComplete = dc,
};
vTablePtr = Marshal.AllocHGlobal( Marshal.SizeOf( typeof( ThisVTable ) ) );
Marshal.StructureToPtr( t, vTablePtr, false );
vTablePin = GCHandle.Alloc( vTablePtr, GCHandleType.Pinned );
}
else
{
StdVTable.InternalRulesResponded da = InternalOnRulesResponded;
StdVTable.InternalRulesFailedToRespond db = InternalOnRulesFailedToRespond;
StdVTable.InternalRulesRefreshComplete dc = InternalOnRulesRefreshComplete;
RulesRespondPin = GCHandle.Alloc( da );
FailedRespondPin = GCHandle.Alloc( db );
CompletePin = GCHandle.Alloc( dc );
var t = new StdVTable()
{
m_VTRulesResponded = da,
m_VTRulesFailedToRespond = db,
m_VTRulesRefreshComplete = dc
};
vTablePtr = Marshal.AllocHGlobal( Marshal.SizeOf( typeof( StdVTable ) ) );
Marshal.StructureToPtr( t, vTablePtr, false );
vTablePin = GCHandle.Alloc( vTablePtr, GCHandleType.Pinned );
}
}
private void InternalOnRulesResponded( string k, string v )
{
Server.Rules.Add( k, v );
}
private void InternalOnRulesFailedToRespond()
{
Server.OnServerRulesReceiveFinished( false );
}
private void InternalOnRulesRefreshComplete()
{
Server.OnServerRulesReceiveFinished( true );
}
[StructLayout( LayoutKind.Sequential )]
private class StdVTable
{
[MarshalAs(UnmanagedType.FunctionPtr)]
public InternalRulesResponded m_VTRulesResponded;
[MarshalAs(UnmanagedType.FunctionPtr)]
public InternalRulesFailedToRespond m_VTRulesFailedToRespond;
[MarshalAs(UnmanagedType.FunctionPtr)]
public InternalRulesRefreshComplete m_VTRulesRefreshComplete;
[UnmanagedFunctionPointer( CallingConvention.StdCall )]
public delegate void InternalRulesResponded( string pchRule, string pchValue );
[UnmanagedFunctionPointer( CallingConvention.StdCall )]
public delegate void InternalRulesFailedToRespond();
[UnmanagedFunctionPointer( CallingConvention.StdCall )]
public delegate void InternalRulesRefreshComplete();
}
[StructLayout( LayoutKind.Sequential )]
private class ThisVTable
{
[MarshalAs(UnmanagedType.FunctionPtr)]
public InternalRulesResponded m_VTRulesResponded;
[MarshalAs(UnmanagedType.FunctionPtr)]
public InternalRulesFailedToRespond m_VTRulesFailedToRespond;
[MarshalAs(UnmanagedType.FunctionPtr)]
public InternalRulesRefreshComplete m_VTRulesRefreshComplete;
[UnmanagedFunctionPointer( CallingConvention.ThisCall )]
public delegate void InternalRulesResponded( IntPtr thisptr, string pchRule, string pchValue );
[UnmanagedFunctionPointer( CallingConvention.ThisCall )]
public delegate void InternalRulesFailedToRespond( IntPtr thisptr );
[UnmanagedFunctionPointer( CallingConvention.ThisCall )]
public delegate void InternalRulesRefreshComplete( IntPtr thisptr );
}
public System.IntPtr GetPtr()
{
return vTablePin.AddrOfPinnedObject();
}
};
}

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@ -1,12 +1,13 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Text;
namespace Facepunch.Steamworks
{
public static class Utility
public static partial class Utility
{
static internal uint Swap( uint x )
{
@ -76,8 +77,23 @@ internal static string FormatPrice(string currency, ulong price)
default: return $"{decimaled}{currency}";
}
}
public static string ReadAnsiString( this BinaryReader br, byte[] buffer = null )
{
if ( buffer == null )
buffer = new byte[1024];
byte chr;
int i = 0;
while ( (chr = br.ReadByte()) != 0 && i < buffer.Length )
{
buffer[i] = chr;
i++;
}
return Encoding.ASCII.GetString( buffer, 0, i );
}
}
}

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@ -0,0 +1,206 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Net;
using System.Net.Sockets;
namespace Facepunch.Steamworks
{
internal class SourceServerQuery : IDisposable
{
public static List<SourceServerQuery> Current = new List<SourceServerQuery>();
public static void Cycle()
{
if ( Current.Count == 0 )
return;
for( int i = Current.Count; i>0; i-- )
{
Current[i-1].Update();
}
}
private static readonly byte[] A2S_SERVERQUERY_GETCHALLENGE = { 0x55, 0xFF, 0xFF, 0xFF, 0xFF };
private static readonly byte A2S_PLAYER = 0x55;
private static readonly byte A2S_RULES = 0x56;
public volatile bool IsRunning;
public volatile bool IsSuccessful;
private ServerList.Server Server;
private UdpClient udpClient;
private IPEndPoint endPoint;
private System.Threading.Thread thread;
private byte[] _challengeBytes;
private Dictionary<string, string> rules = new Dictionary<string, string>();
public SourceServerQuery( ServerList.Server server, IPAddress address, int queryPort )
{
Server = server;
endPoint = new IPEndPoint( address, queryPort );
Current.Add( this );
IsRunning = true;
IsSuccessful = false;
thread = new System.Threading.Thread( ThreadedStart );
thread.Start();
}
void Update()
{
if ( !IsRunning )
{
Current.Remove( this );
Server.OnServerRulesReceiveFinished( rules, IsSuccessful );
}
}
private void ThreadedStart( object obj )
{
try
{
using ( udpClient = new UdpClient() )
{
udpClient.Client.SendTimeout = 3000;
udpClient.Client.ReceiveTimeout = 3000;
udpClient.Connect( endPoint );
GetRules();
IsSuccessful = true;
}
}
catch ( System.Exception )
{
IsSuccessful = false;
}
udpClient = null;
IsRunning = false;
}
void GetRules()
{
GetChallengeData();
_challengeBytes[0] = A2S_RULES;
Send( _challengeBytes );
var ruleData = Receive();
using ( var br = new BinaryReader( new MemoryStream( ruleData ) ) )
{
if ( br.ReadByte() != 0x45 )
throw new Exception( "Invalid data received in response to A2S_RULES request" );
var numRules = br.ReadUInt16();
for ( int index = 0; index < numRules; index++ )
{
rules.Add( br.ReadAnsiString( readBuffer ), br.ReadAnsiString( readBuffer ) );
}
}
}
byte[] readBuffer = new byte[1024 * 4];
private byte[] Receive()
{
byte[][] packets = null;
byte packetNumber = 0, packetCount = 1;
do
{
var result = udpClient.Receive( ref endPoint );
using ( var br = new BinaryReader( new MemoryStream( result ) ) )
{
var header = br.ReadInt32();
if ( header == -1 )
{
var unsplitdata = new byte[result.Length - br.BaseStream.Position];
Buffer.BlockCopy( result, (int)br.BaseStream.Position, unsplitdata, 0, unsplitdata.Length );
return unsplitdata;
}
else if ( header == -2 )
{
int requestId = br.ReadInt32();
packetNumber = br.ReadByte();
packetCount = br.ReadByte();
int splitSize = br.ReadInt32();
}
else
{
throw new System.Exception( "Invalid Header" );
}
if ( packets == null ) packets = new byte[packetCount][];
var data = new byte[result.Length - br.BaseStream.Position];
Buffer.BlockCopy( result, (int)br.BaseStream.Position, data, 0, data.Length );
packets[packetNumber] = data;
}
}
while ( packets.Any( p => p == null ) );
var combinedData = Combine( packets );
return combinedData;
}
private void GetChallengeData()
{
if ( _challengeBytes != null ) return;
Send( A2S_SERVERQUERY_GETCHALLENGE );
var challengeData = Receive();
if ( challengeData[0] != 0x41 )
throw new Exception( "Invalid Challenge" );
_challengeBytes = challengeData;
}
byte[] sendBuffer = new byte[1024];
private void Send( byte[] message )
{
sendBuffer[0] = 0xFF;
sendBuffer[1] = 0xFF;
sendBuffer[2] = 0xFF;
sendBuffer[3] = 0xFF;
Buffer.BlockCopy( message, 0, sendBuffer, 4, message.Length );
udpClient.Send( sendBuffer, message.Length + 4 );
}
private byte[] Combine( byte[][] arrays )
{
var rv = new byte[arrays.Sum( a => a.Length )];
int offset = 0;
foreach ( byte[] array in arrays )
{
Buffer.BlockCopy( array, 0, rv, offset, array.Length );
offset += array.Length;
}
return rv;
}
public void Dispose()
{
if ( thread != null && thread.IsAlive )
{
thread.Abort();
}
thread = null;
}
};
}