socket = $socket; $this->rcon = null; } /** * Destructor. */ public function __destruct() { $this->disconnect(); } /** * Opens connection to server. * * @param string $address Server ip * @param int $port Server port * @param int $timeout Timeout period * * @throws InvalidArgumentException */ public function connect(string $address, int $port, int $timeout = 3): 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); $this->connected = true; } /** * 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rcon = null; } } /** * Forces GetChallenge to use old method for challenge retrieval because some games use outdated protocol (e.g Starbound).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 * * @return bool Previous value */ public function setUseOldGetChallengeMethod(bool $value): bool { $previous = $this->useOldGetChallengeMethod; $this->useOldGetChallengeMethod = true === $value; return $previous; } /** * Sends ping packet to the server * NOTE: This may not work on some games (TF2 for example). * * @throws SocketException * * @return bool True on success, false on failure */ public function ping(): bool { if (!$this->connected) { throw new SocketException('Not connected.', SocketException::NOT_CONNECTED); } $this->socket->write(self::A2A_PING); $buffer = $this->socket->read(); return self::A2A_ACK === $buffer->getByte(); } /** * Get server information. * * @throws InvalidPacketException * @throws SocketException * * @return array Returns an array with information on success */ public function getInfo(): array { if (!$this->connected) { throw new SocketException('Not connected.', SocketException::NOT_CONNECTED); } if ($this->challenge) { $this->socket->write(self::A2S_INFO, "Source Engine Query\0" . $this->challenge); } else { $this->socket->write(self::A2S_INFO, "Source Engine Query\0"); } $buffer = $this->socket->read(); $type = $buffer->getByte(); $server = []; if (self::S2C_CHALLENGE === $type) { $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 (self::S2A_INFO_OLD === $type && SocketType::GOLDSOURCE === $this->socket->getType()) { /* * 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'] = 1 === $buffer->getByte(); $server['IsMod'] = 1 === $buffer->getByte(); if ($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'] = 1 === $buffer->getByte(); $Mod['CustomDLL'] = 1 === $buffer->getByte(); $server['Mod'] = $Mod; } $server['Secure'] = 1 === $buffer->getByte(); $server['Bots'] = $buffer->getByte(); return $server; } if (self::S2A_INFO_SRC !== $type) { throw new InvalidPacketException('GetInfo: Packet header mismatch. (0x' . dechex($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'] = 1 === $buffer->getByte(); $server['Secure'] = 1 === $buffer->getByte(); // The Ship (they violate query protocol spec by modifying the response) if (2400 === $server['AppID']) { $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. 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->isEmpty()) { 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 (self::S2A_PLAYER !== $type) { throw new InvalidPacketException('GetPlayers: Packet header mismatch. (0x' . dechex($type) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH); } $players = []; $count = $buffer->getByte(); while ($count-- > 0 && !$buffer->isEmpty()) { $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 (self::S2A_RULES !== $type) { throw new InvalidPacketException('GetRules: Packet header mismatch. (0x' . dechex($type) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH); } $rules = []; $count = $buffer->getShort(); while ($count-- > 0 && !$buffer->isEmpty()) { $rule = $buffer->getString(); $value = $buffer->getString(); if (!empty($rule)) { $rules[$rule] = $value; } } return $rules; } /** * 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->getType()) { case SocketType::GOLDSOURCE: $this->rcon = new GoldSourceRcon($this->socket); break; case SocketType::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 InvalidPacketException * @throws SocketException * @throws AuthenticationException * * @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 (null === $this->rcon) { throw new SocketException('You must set a RCON password before trying to execute a RCON command.', SocketException::NOT_CONNECTED); } return $this->rcon->command($command); } /** * 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::S2C_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); } } }