mirror of
https://github.com/Facepunch/Facepunch.Steamworks.git
synced 2025-03-27 04:39:26 +03:00
509 lines
17 KiB
C#
509 lines
17 KiB
C#
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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{
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buffer = ReassemblePacket( splitPackets, true, uncompressedSize, packetChecksum );
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}
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else
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{
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buffer = ReassemblePacket( splitPackets, false, 0, 0 );
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}
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}
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else
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{
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buffer = this.raw_data;
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}
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// move our final result over to handle it
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this.raw_data = buffer;
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// omitting header
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this.offset += 1;
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var count = this.ReadInt16();
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for ( int i = 0; i < count; i++ )
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{
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var k = this.ReadString();
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var v = this.ReadString();
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if ( !d.ContainsKey( k ) )
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d.Add( k, v );
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}
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return d;
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}
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catch ( SocketException e )
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{
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Console.WriteLine( e );
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return null;
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}
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}
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/// <summary>
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/// Close all currently open socket/UdpClient connections
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/// </summary>
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public void Dispose()
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{
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if ( this.socket != null ) this.socket.Close();
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if ( this.client != null ) this.client.Close();
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}
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/// <summary>
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/// Open up a new Socket-based connection to a server, if not already open.
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/// </summary>
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private void GetSocket()
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{
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if ( this.socket == null )
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{
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this.socket = new Socket(
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AddressFamily.InterNetwork,
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SocketType.Dgram,
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ProtocolType.Udp );
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this.socket.SendTimeout = this.send_timeout;
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this.socket.ReceiveTimeout = this.receive_timeout;
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this.socket.Connect( this.endPoint );
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}
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}
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/// <summary>
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/// Create a new UdpClient connection to a server (mostly used for multi-packet answers)
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/// </summary>
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private void GetClient()
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{
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if ( this.client == null )
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{
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this.client = new UdpClient();
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this.client.Connect( this.endPoint );
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this.client.DontFragment = true;
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this.client.Client.SendTimeout = this.send_timeout;
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this.client.Client.ReceiveTimeout = this.receive_timeout;
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}
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}
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/// <summary>
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/// Reassmble a multi-packet response.
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/// </summary>
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/// <param name="splitPackets">The packets to assemble</param>
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/// <param name="isCompressed">true: packets are compressed; false: not</param>
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/// <param name="uncompressedSize">The size of the message after decompression (for comparison)</param>
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/// <param name="packetChecksum">Validation of the result</param>
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/// <returns>A byte-array containing all packets assembled together/decompressed.</returns>
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private byte[] ReassemblePacket( List<byte[]> splitPackets, bool isCompressed, int uncompressedSize, int packetChecksum )
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{
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byte[] packetData, tmpData;
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packetData = new byte[0];
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foreach ( byte[] splitPacket in splitPackets )
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{
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if ( splitPacket == null )
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{
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throw new Exception();
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}
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tmpData = packetData;
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packetData = new byte[tmpData.Length + splitPacket.Length];
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MemoryStream memStream = new MemoryStream(packetData);
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memStream.Write( tmpData, 0, tmpData.Length );
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memStream.Write( splitPacket, 0, splitPacket.Length );
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}
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if ( isCompressed )
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{
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throw new System.NotImplementedException();
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}
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return packetData;
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}
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/// <summary>
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/// Invert the Byte-order Mark of an value, used for compatibility between Little <-> Large BOM
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/// </summary>
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/// <param name="value">The value to invert</param>
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/// <returns>BOM-inversed value (if needed), otherwise the original value</returns>
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private int ReverseBytes( int value )
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{
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byte[] bytes = BitConverter.GetBytes(value);
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if ( BitConverter.IsLittleEndian )
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{
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Array.Reverse( bytes );
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}
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return BitConverter.ToInt32( bytes, 0 );
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}
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/// <summary>
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/// Determine whetever or not a message is compressed.
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/// Simply detects if the most significant bit is 1.
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/// </summary>
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/// <param name="value">The value to check</param>
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/// <returns>true, if message is compressed, false otherwise</returns>
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private bool PacketIsCompressed( int value )
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{
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return ( value & 0x8000 ) != 0;
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}
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/// <summary>
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/// Determine whetever or not a message is split up.
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/// </summary>
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/// <param name="paket">The value to check</param>
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/// <returns>true, if message is split up, false otherwise</returns>
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private bool PacketIsSplit( int paket )
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{
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return ( paket == -2 );
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}
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/// <summary>
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/// Request the 4-byte challenge id from the server, required for A2S_RULES and A2S_PLAYER.
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/// </summary>
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/// <param name="type">The type of message to request the challenge for (see constants)</param>
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/// <param name="socket">Request method to use (performance reasons)</param>
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/// <returns>A Byte Array (4-bytes) containing the challenge</returns>
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private Byte[] GetChallenge( byte type, bool socket = true )
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{
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byte[] request = new byte[this.FFFFFFFF.Length + this.FFFFFFFF.Length + 1];
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Array.Copy( this.FFFFFFFF, 0, request, 0, this.FFFFFFFF.Length );
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request[FFFFFFFF.Length] = type;
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Array.Copy( this.FFFFFFFF, 0, request, this.FFFFFFFF.Length + 1, this.FFFFFFFF.Length );
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byte[] raw_response = new byte[24];
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byte[] challenge = new byte[4];
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// using sockets
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if ( socket )
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{
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this.socket.Send( request );
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this.socket.Receive( raw_response );
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}
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else
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{
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this.client.Send( request, request.Length );
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raw_response = this.client.Receive( ref this.endPoint );
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}
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Array.Copy( raw_response, 5, challenge, 0, 4 ); // change this valve modifies the protocol!
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return challenge;
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}
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/// <summary>
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/// Read a single byte value from our raw data.
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/// </summary>
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/// <returns>A single Byte at the next Offset Address</returns>
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private Byte ReadByte()
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{
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byte[] b = new byte[1];
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Array.Copy( this.raw_data, this.offset, b, 0, 1 );
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this.offset++;
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return b[0];
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}
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/// <summary>
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/// Read all remaining Bytes from our raw data.
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/// Used for multi-packet responses.
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/// </summary>
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/// <returns>All remaining data</returns>
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private Byte[] ReadBytes()
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{
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int size = (this.raw_data.Length - this.offset - 4);
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if ( size < 1 ) return new Byte[] { };
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byte[] b = new byte[size];
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Array.Copy( this.raw_data, this.offset, b, 0, this.raw_data.Length - this.offset - 4 );
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this.offset += ( this.raw_data.Length - this.offset - 4 );
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return b;
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}
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/// <summary>
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/// Read a 32-Bit Integer value from the next offset address.
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/// </summary>
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/// <returns>The Int32 Value found at the offset address</returns>
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private Int32 ReadInt32()
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{
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byte[] b = new byte[4];
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Array.Copy( this.raw_data, this.offset, b, 0, 4 );
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this.offset += 4;
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return BitConverter.ToInt32( b, 0 );
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}
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/// <summary>
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/// Read a 16-Bit Integer (also called "short") value from the next offset address.
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/// </summary>
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/// <returns>The Int16 Value found at the offset address</returns>
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private Int16 ReadInt16()
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{
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byte[] b = new byte[2];
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Array.Copy( this.raw_data, this.offset, b, 0, 2 );
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this.offset += 2;
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return BitConverter.ToInt16( b, 0 );
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}
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/// <summary>
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/// Read a Float value from the next offset address.
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/// </summary>
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/// <returns>The Float Value found at the offset address</returns>
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private float ReadFloat()
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{
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byte[] b = new byte[4];
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Array.Copy( this.raw_data, this.offset, b, 0, 4 );
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this.offset += 4;
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return BitConverter.ToSingle( b, 0 );
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}
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/// <summary>
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/// Read a String until its end starting from the next offset address.
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/// Reading stops once the method detects a 0x00 Character at the next position (\0 terminator)
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/// </summary>
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/// <returns>The String read</returns>
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private String ReadString()
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{
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byte[] cache = new byte[1] { 0x01 };
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String output = "";
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while ( cache[0] != 0x00 )
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{
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if ( this.offset == this.raw_data.Length ) break; // fixes Valve's inability to code a proper query protocol
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Array.Copy( this.raw_data, this.offset, cache, 0, 1 );
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this.offset++;
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if ( cache[0] != 0x00)
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output += Encoding.UTF8.GetString( cache );
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}
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return output;
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}
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} |