Socket = $Socket ?: new Socket( ); } public function __destruct( ) { $this->Disconnect( ); } /** * Opens connection to server * * @param string $Address Server ip * @param int $Port Server port * @param int $Timeout Timeout period * @param int $Engine Engine the server runs on (goldsource, source) * * @throws InvalidArgumentException * @throws SocketException */ public function Connect( string $Address, int $Port, int $Timeout = 3, int $Engine = self::SOURCE ) : void { $this->Disconnect( ); if( $Timeout < 0 ) { throw new InvalidArgumentException( 'Timeout must be a positive integer.', InvalidArgumentException::TIMEOUT_NOT_INTEGER ); } $this->Socket->Open( $Address, $Port, $Timeout, $Engine ); $this->Connected = true; } /** * Forces GetChallenge to use old method for challenge retrieval because some games use outdated protocol (e.g Starbound) * * @param bool $Value Set to true to force old method * * @returns bool Previous value */ public function SetUseOldGetChallengeMethod( bool $Value ) : bool { $Previous = $this->UseOldGetChallengeMethod; $this->UseOldGetChallengeMethod = $Value === true; return $Previous; } /** * Closes all open connections */ public function Disconnect( ) : void { $this->Connected = false; $this->Challenge = ''; $this->Socket->Close( ); if( $this->Rcon ) { $this->Rcon->Close( ); $this->Rcon = null; } } /** * Sends ping packet to the server * NOTE: This may not work on some games (TF2 for example) * * @throws InvalidPacketException * @throws SocketException * * @return bool True on success, false on failure */ public function Ping( ) : bool { if( !$this->Connected ) { throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED ); } $this->Socket->Write( self::A2S_PING ); $Buffer = $this->Socket->Read( ); return $Buffer->GetByte( ) === self::S2A_PING; } /** * Get server information * * @throws InvalidPacketException * @throws SocketException * * @return array Returns an array with information on success */ public function GetInfo( ) : array { if( !$this->Connected ) { throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED ); } $this->Socket->Write( self::A2S_INFO, "Source Engine Query\0" ); $Buffer = $this->Socket->Read( ); $Type = $Buffer->GetByte( ); $Server = []; if( $Type === self::S2A_CHALLENGE ) { $this->Challenge = $Buffer->Get( 4 ); $this->Socket->Write( self::A2S_INFO, "Source Engine Query\0" . $this->Challenge ); $Buffer = $this->Socket->Read( ); $Type = $Buffer->GetByte( ); } // Old GoldSource protocol, HLTV still uses it if( $Type === self::S2A_INFO_OLD && $this->Socket->Engine === self::GOLDSOURCE ) { /** * If we try to read data again, and we get the result with type S2A_INFO (0x49) * That means this server is running dproto, * Because it sends answer for both protocols */ $Server[ 'Address' ] = $Buffer->GetString( ); $Server[ 'HostName' ] = $Buffer->GetString( ); $Server[ 'Map' ] = $Buffer->GetString( ); $Server[ 'ModDir' ] = $Buffer->GetString( ); $Server[ 'ModDesc' ] = $Buffer->GetString( ); $Server[ 'Players' ] = $Buffer->GetByte( ); $Server[ 'MaxPlayers' ] = $Buffer->GetByte( ); $Server[ 'Protocol' ] = $Buffer->GetByte( ); $Server[ 'Dedicated' ] = Chr( $Buffer->GetByte( ) ); $Server[ 'Os' ] = Chr( $Buffer->GetByte( ) ); $Server[ 'Password' ] = $Buffer->GetByte( ) === 1; $Server[ 'IsMod' ] = $Buffer->GetByte( ) === 1; if( $Server[ 'IsMod' ] ) { $Mod = []; $Mod[ 'Url' ] = $Buffer->GetString( ); $Mod[ 'Download' ] = $Buffer->GetString( ); $Buffer->Get( 1 ); // NULL byte $Mod[ 'Version' ] = $Buffer->GetLong( ); $Mod[ 'Size' ] = $Buffer->GetLong( ); $Mod[ 'ServerSide' ] = $Buffer->GetByte( ) === 1; $Mod[ 'CustomDLL' ] = $Buffer->GetByte( ) === 1; $Server[ 'Mod' ] = $Mod; } $Server[ 'Secure' ] = $Buffer->GetByte( ) === 1; $Server[ 'Bots' ] = $Buffer->GetByte( ); return $Server; } if( $Type !== self::S2A_INFO ) { throw new InvalidPacketException( 'GetInfo: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH ); } $Server[ 'Protocol' ] = $Buffer->GetByte( ); $Server[ 'HostName' ] = $Buffer->GetString( ); $Server[ 'Map' ] = $Buffer->GetString( ); $Server[ 'ModDir' ] = $Buffer->GetString( ); $Server[ 'ModDesc' ] = $Buffer->GetString( ); $Server[ 'AppID' ] = $Buffer->GetShort( ); $Server[ 'Players' ] = $Buffer->GetByte( ); $Server[ 'MaxPlayers' ] = $Buffer->GetByte( ); $Server[ 'Bots' ] = $Buffer->GetByte( ); $Server[ 'Dedicated' ] = Chr( $Buffer->GetByte( ) ); $Server[ 'Os' ] = Chr( $Buffer->GetByte( ) ); $Server[ 'Password' ] = $Buffer->GetByte( ) === 1; $Server[ 'Secure' ] = $Buffer->GetByte( ) === 1; // The Ship (they violate query protocol spec by modifying the response) if( $Server[ 'AppID' ] === 2400 ) { $Server[ 'GameMode' ] = $Buffer->GetByte( ); $Server[ 'WitnessCount' ] = $Buffer->GetByte( ); $Server[ 'WitnessTime' ] = $Buffer->GetByte( ); } $Server[ 'Version' ] = $Buffer->GetString( ); // Extra Data Flags if( $Buffer->Remaining( ) > 0 ) { $Server[ 'ExtraDataFlags' ] = $Flags = $Buffer->GetByte( ); // S2A_EXTRA_DATA_HAS_GAME_PORT - Next 2 bytes include the game port. if( $Flags & 0x80 ) { $Server[ 'GamePort' ] = $Buffer->GetShort( ); } // S2A_EXTRA_DATA_HAS_STEAMID - Next 8 bytes are the steamID // Want to play around with this? // You can use https://github.com/xPaw/SteamID.php if( $Flags & 0x10 ) { $SteamIDLower = $Buffer->GetUnsignedLong( ); $SteamIDInstance = $Buffer->GetUnsignedLong( ); // This gets shifted by 32 bits, which should be steamid instance $SteamID = 0; if( PHP_INT_SIZE === 4 ) { if( extension_loaded( 'gmp' ) ) { $SteamIDLower = gmp_abs( $SteamIDLower ); $SteamIDInstance = gmp_abs( $SteamIDInstance ); $SteamID = gmp_strval( gmp_or( $SteamIDLower, gmp_mul( $SteamIDInstance, gmp_pow( 2, 32 ) ) ) ); } else { throw new \RuntimeException( 'Either 64-bit PHP installation or "gmp" module is required to correctly parse server\'s steamid.' ); } } else { $SteamID = $SteamIDLower | ( $SteamIDInstance << 32 ); } $Server[ 'SteamID' ] = $SteamID; unset( $SteamIDLower, $SteamIDInstance, $SteamID ); } // S2A_EXTRA_DATA_HAS_SPECTATOR_DATA - Next 2 bytes include the spectator port, then the spectator server name. if( $Flags & 0x40 ) { $Server[ 'SpecPort' ] = $Buffer->GetShort( ); $Server[ 'SpecName' ] = $Buffer->GetString( ); } // S2A_EXTRA_DATA_HAS_GAMETAG_DATA - Next bytes are the game tag string if( $Flags & 0x20 ) { $Server[ 'GameTags' ] = $Buffer->GetString( ); } // S2A_EXTRA_DATA_GAMEID - Next 8 bytes are the gameID of the server if( $Flags & 0x01 ) { $Server[ 'GameID' ] = $Buffer->GetUnsignedLong( ) | ( $Buffer->GetUnsignedLong( ) << 32 ); } if( $Buffer->Remaining( ) > 0 ) { throw new InvalidPacketException( 'GetInfo: unread data? ' . $Buffer->Remaining( ) . ' bytes remaining in the buffer. Please report it to the library developer.', InvalidPacketException::BUFFER_NOT_EMPTY ); } } return $Server; } /** * Get players on the server * * @throws InvalidPacketException * @throws SocketException * * @return array Returns an array with players on success */ public function GetPlayers( ) : array { if( !$this->Connected ) { throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED ); } $this->GetChallenge( self::A2S_PLAYER, self::S2A_PLAYER ); $this->Socket->Write( self::A2S_PLAYER, $this->Challenge ); $Buffer = $this->Socket->Read( 14000 ); // Moronic Arma 3 developers do not split their packets, so we have to read more data // This violates the protocol spec, and they probably should fix it: https://developer.valvesoftware.com/wiki/Server_queries#Protocol $Type = $Buffer->GetByte( ); if( $Type !== self::S2A_PLAYER ) { throw new InvalidPacketException( 'GetPlayers: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH ); } $Players = []; $Count = $Buffer->GetByte( ); while( $Count-- > 0 && $Buffer->Remaining( ) > 0 ) { $Player = []; $Player[ 'Id' ] = $Buffer->GetByte( ); // PlayerID, is it just always 0? $Player[ 'Name' ] = $Buffer->GetString( ); $Player[ 'Frags' ] = $Buffer->GetLong( ); $Player[ 'Time' ] = (int)$Buffer->GetFloat( ); $Player[ 'TimeF' ] = GMDate( ( $Player[ 'Time' ] > 3600 ? "H:i:s" : "i:s" ), $Player[ 'Time' ] ); $Players[ ] = $Player; } return $Players; } /** * Get rules (cvars) from the server * * @throws InvalidPacketException * @throws SocketException * * @return array Returns an array with rules on success */ public function GetRules( ) : array { if( !$this->Connected ) { throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED ); } $this->GetChallenge( self::A2S_RULES, self::S2A_RULES ); $this->Socket->Write( self::A2S_RULES, $this->Challenge ); $Buffer = $this->Socket->Read( ); $Type = $Buffer->GetByte( ); if( $Type !== self::S2A_RULES ) { throw new InvalidPacketException( 'GetRules: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH ); } $Rules = []; $Count = $Buffer->GetShort( ); while( $Count-- > 0 && $Buffer->Remaining( ) > 0 ) { $Rule = $Buffer->GetString( ); $Value = $Buffer->GetString( ); if( !Empty( $Rule ) ) { $Rules[ $Rule ] = $Value; } } return $Rules; } /** * Get challenge (used for players/rules packets) * * @throws InvalidPacketException */ private function GetChallenge( int $Header, int $ExpectedResult ) : void { if( $this->Challenge ) { return; } if( $this->UseOldGetChallengeMethod ) { $Header = self::A2S_SERVERQUERY_GETCHALLENGE; } $this->Socket->Write( $Header, "\xFF\xFF\xFF\xFF" ); $Buffer = $this->Socket->Read( ); $Type = $Buffer->GetByte( ); switch( $Type ) { case self::S2A_CHALLENGE: { $this->Challenge = $Buffer->Get( 4 ); return; } case $ExpectedResult: { // Goldsource (HLTV) return; } case 0: { throw new InvalidPacketException( 'GetChallenge: Failed to get challenge.' ); } default: { throw new InvalidPacketException( 'GetChallenge: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH ); } } } /** * Sets rcon password, for future use in Rcon() * * @param string $Password Rcon Password * * @throws AuthenticationException * @throws InvalidPacketException * @throws SocketException */ public function SetRconPassword( string $Password ) : void { if( !$this->Connected ) { throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED ); } switch( $this->Socket->Engine ) { case SourceQuery::GOLDSOURCE: { $this->Rcon = new GoldSourceRcon( $this->Socket ); break; } case SourceQuery::SOURCE: { $this->Rcon = new SourceRcon( $this->Socket ); break; } default: { throw new SocketException( 'Unknown engine.', SocketException::INVALID_ENGINE ); } } $this->Rcon->Open( ); $this->Rcon->Authorize( $Password ); } /** * Sends a command to the server for execution. * * @param string $Command Command to execute * * @throws AuthenticationException * @throws InvalidPacketException * @throws SocketException * * @return string Answer from server in string */ public function Rcon( string $Command ) : string { if( !$this->Connected ) { throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED ); } if( $this->Rcon === null ) { throw new SocketException( 'You must set a RCON password before trying to execute a RCON command.', SocketException::NOT_CONNECTED ); } return $this->Rcon->Command( $Command ); } }