mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2024-12-24 13:45:37 +03:00
Server query (sidestepping using steamworks itself)
This commit is contained in:
parent
b11a657000
commit
f72e3432ae
@ -285,5 +285,44 @@ public void CustomList()
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query.Dispose();
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}
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}
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[TestMethod]
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public void PlayerList()
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{
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using ( var client = new Facepunch.Steamworks.Client( 252490 ) )
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{
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var filter = new Facepunch.Steamworks.ServerList.Filter();
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filter.Add( "appid", client.AppId.ToString() );
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filter.Add( "gamedir", "rust" );
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filter.Add( "secure", "1" );
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using ( var query = client.ServerList.Internet( filter ) )
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{
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for ( int i = 0; i < 1000; i++ )
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{
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client.Update();
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System.Threading.Thread.Sleep( 10 );
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if ( query.Responded.Count > 0 && query.Responded.Any( x => x.Players > 5 ) )
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break;
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if ( query.Finished )
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break;
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}
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query.Dispose();
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var server = query.Responded.First( x => x.Players > 5 );
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server.UpdateRules();
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foreach ( var rule in server.Rules )
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{
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Console.WriteLine( rule.Key + " = " + rule.Value );
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}
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}
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}
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}
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}
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}
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@ -16,71 +16,6 @@ public class Request : IDisposable
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public Action OnUpdate;
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public struct Server
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{
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public string Name { get; set; }
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public int Ping { get; set; }
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public string GameDir { get; set; }
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public string Map { get; set; }
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public string Description { get; set; }
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public uint AppId { get; set; }
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public int Players { get; set; }
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public int MaxPlayers { get; set; }
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public int BotPlayers { get; set; }
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public bool Passworded { get; set; }
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public bool Secure { get; set; }
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public uint LastTimePlayed { get; set; }
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public int Version { get; set; }
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public string[] Tags { get; set; }
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public ulong SteamId { get; set; }
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public uint Address { get; set; }
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public int ConnectionPort { get; set; }
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public int QueryPort { get; set; }
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public string AddressString
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{
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get
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{
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return string.Format( "{0}.{1}.{2}.{3}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul );
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}
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}
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public string ConnectionAddress
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{
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get
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{
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return string.Format( "{0}.{1}.{2}.{3}:{4}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul, ConnectionPort );
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}
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}
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internal static Server FromSteam( gameserveritem_t item )
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{
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return new Server()
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{
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Address = item.m_NetAdr.m_unIP,
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ConnectionPort = item.m_NetAdr.m_usConnectionPort,
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QueryPort = item.m_NetAdr.m_usQueryPort,
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Name = item.m_szServerName,
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Ping = item.m_nPing,
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GameDir = item.m_szGameDir,
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Map = item.m_szMap,
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Description = item.m_szGameDescription,
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AppId = item.m_nAppID,
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Players = item.m_nPlayers,
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MaxPlayers = item.m_nMaxPlayers,
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BotPlayers = item.m_nBotPlayers,
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Passworded = item.m_bPassword,
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Secure = item.m_bSecure,
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LastTimePlayed = item.m_ulTimeLastPlayed,
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Version = item.m_nServerVersion,
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Tags = item.m_szGameTags == null ? null : item.m_szGameTags.Split( ',' ),
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SteamId = item.m_steamID
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};
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}
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}
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/// <summary>
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/// A list of servers that responded. If you're only interested in servers that responded since you
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/// last updated, then simply clear this list.
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@ -145,7 +80,6 @@ void UpdateCustomQuery()
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filter.Add( "gameaddr", server );
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}
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filter.Start();
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Id = client.native.servers.RequestInternetServerList( client.AppId, filter.NativeArray, filter.Count, IntPtr.Zero );
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filter.Free();
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@ -227,11 +161,11 @@ private void OnServer( gameserveritem_t info )
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{
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if ( info.m_bHadSuccessfulResponse )
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{
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Responded.Add( Server.FromSteam( info ) );
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Responded.Add( Server.FromSteam( client, info ) );
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}
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else
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{
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Unresponsive.Add( Server.FromSteam( info ) );
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Unresponsive.Add( Server.FromSteam( client, info ) );
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}
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}
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@ -164,27 +164,27 @@ public Request Favourites()
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return request;
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}
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public void AddToHistory( Request.Server server )
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public void AddToHistory( Server server )
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{
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// client.native.matchmaking
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}
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public void RemoveFromHistory( Request.Server server )
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public void RemoveFromHistory( Server server )
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{
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//
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}
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public void AddToFavourite( Request.Server server )
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public void AddToFavourite( Server server )
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{
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// client.native.matchmaking
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}
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public void RemoveFromFavourite( Request.Server server )
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public void RemoveFromFavourite( Server server )
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{
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//
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}
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public bool IsFavourite( Request.Server server )
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public bool IsFavourite( Server server )
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{
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return false;
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}
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105
Facepunch.Steamworks/Client/Server.cs
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105
Facepunch.Steamworks/Client/Server.cs
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@ -0,0 +1,105 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using System.Runtime.InteropServices;
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using System.Text;
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using Valve.Steamworks;
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namespace Facepunch.Steamworks
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{
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public class Server
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{
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internal Client client;
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internal Server( Client c )
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{
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client = c;
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}
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public string Name { get; set; }
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public int Ping { get; set; }
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public string GameDir { get; set; }
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public string Map { get; set; }
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public string Description { get; set; }
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public uint AppId { get; set; }
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public int Players { get; set; }
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public int MaxPlayers { get; set; }
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public int BotPlayers { get; set; }
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public bool Passworded { get; set; }
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public bool Secure { get; set; }
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public uint LastTimePlayed { get; set; }
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public int Version { get; set; }
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public string[] Tags { get; set; }
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public ulong SteamId { get; set; }
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public uint Address { get; set; }
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public int ConnectionPort { get; set; }
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public int QueryPort { get; set; }
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public string AddressString
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{
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get
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{
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return string.Format( "{0}.{1}.{2}.{3}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul );
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}
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}
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public string ConnectionAddress
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{
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get
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{
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return string.Format( "{0}.{1}.{2}.{3}:{4}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul, ConnectionPort );
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}
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}
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internal static Server FromSteam( Client c, gameserveritem_t item )
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{
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return new Server( c )
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{
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Address = item.m_NetAdr.m_unIP,
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ConnectionPort = item.m_NetAdr.m_usConnectionPort,
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QueryPort = item.m_NetAdr.m_usQueryPort,
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Name = item.m_szServerName,
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Ping = item.m_nPing,
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GameDir = item.m_szGameDir,
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Map = item.m_szMap,
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Description = item.m_szGameDescription,
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AppId = item.m_nAppID,
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Players = item.m_nPlayers,
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MaxPlayers = item.m_nMaxPlayers,
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BotPlayers = item.m_nBotPlayers,
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Passworded = item.m_bPassword,
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Secure = item.m_bSecure,
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LastTimePlayed = item.m_ulTimeLastPlayed,
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Version = item.m_nServerVersion,
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Tags = item.m_szGameTags == null ? null : item.m_szGameTags.Split( ',' ),
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SteamId = item.m_steamID
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};
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}
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public Dictionary<string, string> Rules;
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public Action OnServerRules;
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public void UpdateRules()
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{
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//
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//
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// TEMPORARY, WE NEED TO WRITE OUR OWN VERSION OF THIS, DOESN'T WORK ON SPLIT PACKETS ETC
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//
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//
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using ( var q = new SourceServerQuery( AddressString, ConnectionPort ) )
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{
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Rules = q.GetRules();
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}
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if ( OnServerRules != null && Rules != null )
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OnServerRules();
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}
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}
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}
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509
Facepunch.Steamworks/Client/ServerQuery.cs
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509
Facepunch.Steamworks/Client/ServerQuery.cs
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@ -0,0 +1,509 @@
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Net;
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using System.Net.Sockets;
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using System.IO;
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internal class SourceServerQuery :IDisposable
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{
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public class PlayersResponse
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{
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public short player_count;
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public List<Player> players = new List<Player>();
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public class Player
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{
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public String name { get; set; }
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public int score { get; set; }
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public float playtime { get; set; }
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}
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}
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private IPEndPoint endPoint;
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private Socket socket;
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private UdpClient client;
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// send & receive timeouts
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private int send_timeout = 2500;
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private int receive_timeout = 2500;
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// raw response returned from the server
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private byte[] raw_data;
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private int offset = 0;
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// constants
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private readonly byte[] FFFFFFFF = new byte[] { 0xFF, 0xFF, 0xFF, 0xFF };
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public SourceServerQuery( String ip, int port )
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{
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this.endPoint = new IPEndPoint( IPAddress.Parse( ip ), port );
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}
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/// <summary>
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/// Get a list of currently in-game clients on the specified gameserver.
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/// <b>Please note:</b> the playtime is stored as a float in <i>seconds</i>, you might want to convert it.
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///
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/// See https://developer.valvesoftware.com/wiki/Server_queries#A2S_PLAYER for more Information
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/// </summary>
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/// <returns>A PLayersResponse Object containing the name, score and playtime of each player</returns>
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public PlayersResponse GetPlayerList()
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{
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// open socket if not already open
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this.GetSocket();
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// we don't need the header, so set pointer to where the payload begins
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this.offset = 5;
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try
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{
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PlayersResponse pr = new PlayersResponse();
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// since A2S_PLAYER requests require a valid challenge, get it first
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byte[] challenge = this.GetChallenge(0x55, true);
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byte[] request = new byte[challenge.Length + this.FFFFFFFF.Length + 1];
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Array.Copy( this.FFFFFFFF, 0, request, 0, this.FFFFFFFF.Length );
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request[this.FFFFFFFF.Length] = 0x55;
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Array.Copy( challenge, 0, request, this.FFFFFFFF.Length + 1, challenge.Length );
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this.socket.Send( request );
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// MODIFIED BY ZACKBOE
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// Increased byte size from 1024 in order to receive more player data
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// Previously returned a socket exception at >~ 51 players.
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this.raw_data = new byte[2048];
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// END MODIFICATION
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this.socket.Receive( this.raw_data );
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byte player_count = this.ReadByte();
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// fill up the list of players
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for ( int i = 0; i < player_count; i++ )
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{
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this.ReadByte();
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PlayersResponse.Player p = new PlayersResponse.Player();
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p.name = this.ReadString();
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p.score = this.ReadInt32();
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p.playtime = this.ReadFloat();
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pr.players.Add( p );
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}
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pr.player_count = player_count;
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return pr;
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}
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catch ( SocketException e )
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{
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return null;
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}
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}
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/// <summary>
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/// Get a list of all publically available CVars ("rules") from the server.
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/// <b>Note:</b> Due to a bug in the Source Engine, it might happen that some CVars/values are cut off.
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///
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/// Example: mp_idlemaxtime = [nothing]
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/// Only Valve can fix that.
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/// </summary>
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/// <returns>A RulesResponse Object containing a Name-Value pair of each CVar</returns>
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public Dictionary<string, string> GetRules()
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{
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// open udpclient if not already open
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this.GetClient();
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try
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{
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var d = new Dictionary<string, string>();
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// similar to A2S_PLAYER requests, A2S_RULES require a valid challenge
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byte[] challenge = this.GetChallenge(0x56, false);
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byte[] request = new byte[challenge.Length + this.FFFFFFFF.Length + 1];
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Array.Copy( this.FFFFFFFF, 0, request, 0, this.FFFFFFFF.Length );
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request[this.FFFFFFFF.Length] = 0x56;
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Array.Copy( challenge, 0, request, this.FFFFFFFF.Length + 1, challenge.Length );
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this.client.Send( request, request.Length );
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//
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// Since A2S_RULES responses might be split up into several packages/compressed, we have to do a special handling of them
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//
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int bytesRead;
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// this will keep our assembled message
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byte[] buffer = new byte[4096];
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// send first request
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this.raw_data = this.client.Receive( ref this.endPoint );
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bytesRead = this.raw_data.Length;
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// reset pointer
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this.offset = 0;
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int is_split = this.ReadInt32();
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int requestid = this.ReadInt32();
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this.offset = 4;
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// response is split up into several packets
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if ( this.PacketIsSplit( is_split ) )
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{
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bool isCompressed = false;
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byte[] splitData;
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int packetCount, packetNumber, requestId;
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int packetsReceived = 1;
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int packetChecksum = 0;
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int packetSplit = 0;
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short splitSize;
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int uncompressedSize = 0;
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List<byte[]> splitPackets = new List<byte[]>();
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do
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{
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// unique request id
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requestId = this.ReverseBytes( this.ReadInt32() );
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isCompressed = this.PacketIsCompressed( requestId );
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packetCount = this.ReadByte();
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packetNumber = this.ReadByte() + 1;
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// so we know how big our byte arrays have to be
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splitSize = this.ReadInt16();
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splitSize -= 4; // fix
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if ( packetsReceived == 1 )
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{
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for ( int i = 0; i < packetCount; i++ )
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{
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splitPackets.Add( new byte[] { } );
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}
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}
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// if the packets are compressed, get some data to decompress them
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if ( isCompressed )
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{
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uncompressedSize = ReverseBytes( this.ReadInt32() );
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packetChecksum = ReverseBytes( this.ReadInt32() );
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}
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// ommit header in first packet
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if ( packetNumber == 1 ) this.ReadInt32();
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splitData = new byte[splitSize];
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splitPackets[packetNumber - 1] = this.ReadBytes();
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// fixes a case where the returned package might still contain a character after the last \0 terminator (truncated name => value)
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// please note: this therefore also removes the value of said variable, but atleast the program won't crash
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if ( splitPackets[packetNumber - 1].Length - 1 > 0 && splitPackets[packetNumber - 1][splitPackets[packetNumber - 1].Length - 1] != 0x00 )
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{
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splitPackets[packetNumber - 1][splitPackets[packetNumber - 1].Length - 1] = 0x00;
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}
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// reset pointer again, so we can copy over the contents
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this.offset = 0;
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if ( packetsReceived < packetCount )
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{
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this.raw_data = this.client.Receive( ref this.endPoint );
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bytesRead = this.raw_data.Length;
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// continue with the next packets
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packetSplit = this.ReadInt32();
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packetsReceived++;
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}
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else
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{
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// all packets received
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bytesRead = 0;
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}
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}
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while ( packetsReceived <= packetCount && bytesRead > 0 && packetSplit == -2 );
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// decompress
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if ( isCompressed )
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{
|
||||
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;
|
||||
}
|
||||
}
|
77
Facepunch.Steamworks/Server.cs
Normal file
77
Facepunch.Steamworks/Server.cs
Normal file
@ -0,0 +1,77 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.InteropServices;
|
||||
using System.Text;
|
||||
using Valve.Steamworks;
|
||||
|
||||
namespace Facepunch.Steamworks
|
||||
{
|
||||
public partial class ServerList
|
||||
{
|
||||
public class Server
|
||||
{
|
||||
public string Name { get; set; }
|
||||
public int Ping { get; set; }
|
||||
public string GameDir { get; set; }
|
||||
public string Map { get; set; }
|
||||
public string Description { get; set; }
|
||||
public uint AppId { get; set; }
|
||||
public int Players { get; set; }
|
||||
public int MaxPlayers { get; set; }
|
||||
public int BotPlayers { get; set; }
|
||||
public bool Passworded { get; set; }
|
||||
public bool Secure { get; set; }
|
||||
public uint LastTimePlayed { get; set; }
|
||||
public int Version { get; set; }
|
||||
public string[] Tags { get; set; }
|
||||
public ulong SteamId { get; set; }
|
||||
|
||||
public uint Address { get; set; }
|
||||
|
||||
public int ConnectionPort { get; set; }
|
||||
|
||||
public int QueryPort { get; set; }
|
||||
|
||||
public string AddressString
|
||||
{
|
||||
get
|
||||
{
|
||||
return string.Format( "{0}.{1}.{2}.{3}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul );
|
||||
}
|
||||
}
|
||||
public string ConnectionAddress
|
||||
{
|
||||
get
|
||||
{
|
||||
return string.Format( "{0}.{1}.{2}.{3}:{4}", ( Address >> 24 ) & 0xFFul, ( Address >> 16 ) & 0xFFul, ( Address >> 8 ) & 0xFFul, Address & 0xFFul, ConnectionPort );
|
||||
}
|
||||
}
|
||||
|
||||
internal static Server FromSteam( gameserveritem_t item )
|
||||
{
|
||||
return new Server()
|
||||
{
|
||||
Address = item.m_NetAdr.m_unIP,
|
||||
ConnectionPort = item.m_NetAdr.m_usConnectionPort,
|
||||
QueryPort = item.m_NetAdr.m_usQueryPort,
|
||||
Name = item.m_szServerName,
|
||||
Ping = item.m_nPing,
|
||||
GameDir = item.m_szGameDir,
|
||||
Map = item.m_szMap,
|
||||
Description = item.m_szGameDescription,
|
||||
AppId = item.m_nAppID,
|
||||
Players = item.m_nPlayers,
|
||||
MaxPlayers = item.m_nMaxPlayers,
|
||||
BotPlayers = item.m_nBotPlayers,
|
||||
Passworded = item.m_bPassword,
|
||||
Secure = item.m_bSecure,
|
||||
LastTimePlayed = item.m_ulTimeLastPlayed,
|
||||
Version = item.m_nServerVersion,
|
||||
Tags = item.m_szGameTags == null ? null : item.m_szGameTags.Split( ',' ),
|
||||
SteamId = item.m_steamID
|
||||
};
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user