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Test-Miroir/SourceQuery/SourceQuery.php

511 lines
16 KiB

<?php
declare(strict_types=1);
/**
* This class provides the public interface to the PHP-Source-Query library.
*
* @author Pavel Djundik
*
* @see https://xpaw.me
* @see https://github.com/xPaw/PHP-Source-Query
*
* @license GNU Lesser General Public License, version 2.1
*/
namespace xPaw\SourceQuery;
use RuntimeException;
use xPaw\SourceQuery\Exception\AuthenticationException;
use xPaw\SourceQuery\Exception\InvalidArgumentException;
use xPaw\SourceQuery\Exception\InvalidPacketException;
use xPaw\SourceQuery\Exception\SocketException;
use xPaw\SourceQuery\Rcon\GoldSourceRcon;
use xPaw\SourceQuery\Rcon\RconInterface;
use xPaw\SourceQuery\Rcon\SourceRcon;
use xPaw\SourceQuery\Socket\SocketInterface;
use xPaw\SourceQuery\Socket\SocketType;
final class SourceQuery
{
/**
* Packets sent.
*/
private const A2A_PING = 0x69;
private const A2S_INFO = 0x54;
private const A2S_PLAYER = 0x55;
private const A2S_RULES = 0x56;
private const A2S_SERVERQUERY_GETCHALLENGE = 0x57;
/**
* Packets received.
*/
private const A2A_ACK = 0x6A;
private const S2C_CHALLENGE = 0x41;
private const S2A_INFO_SRC = 0x49;
private const S2A_INFO_OLD = 0x6D; // Old GoldSource, HLTV uses it (actually called S2A_INFO_DETAILED).
private const S2A_PLAYER = 0x44;
private const S2A_RULES = 0x45;
public const S2A_RCON = 0x6C;
/**
* Source rcon sent.
*/
public const SERVERDATA_REQUESTVALUE = 0;
public const SERVERDATA_EXECCOMMAND = 2;
public const SERVERDATA_AUTH = 3;
/**
* Source rcon received.
*/
public const SERVERDATA_RESPONSE_VALUE = 0;
public const SERVERDATA_AUTH_RESPONSE = 2;
/**
* Points to rcon class.
*/
private ?RconInterface $rcon;
/**
* Points to socket class.
*/
private SocketInterface $socket;
/**
* True if connection is open, false if not.
*/
private bool $connected = false;
/**
* Contains challenge.
*/
private string $challenge = '';
/**
* Use old method for getting challenge number.
*/
private bool $useOldGetChallengeMethod = false;
public function __construct(SocketInterface $socket)
{
$this->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);
}
}
}