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588 lines
14 KiB
588 lines
14 KiB
<?php
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/**
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* This class provides the public interface to the PHP-Source-Query library.
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*
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* @author Pavel Djundik <sourcequery@xpaw.me>
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*
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* @link https://xpaw.me
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* @link https://github.com/xPaw/PHP-Source-Query
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*
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* @license GNU Lesser General Public License, version 2.1
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*/
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namespace xPaw\SourceQuery;
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use xPaw\SourceQuery\Exception\InvalidArgumentException;
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use xPaw\SourceQuery\Exception\InvalidPacketException;
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use xPaw\SourceQuery\Exception\SocketException;
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/**
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* Class SourceQuery
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*
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* @package xPaw\SourceQuery
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*
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* @uses xPaw\SourceQuery\Exception\InvalidArgumentException
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* @uses xPaw\SourceQuery\Exception\InvalidPacketException
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* @uses xPaw\SourceQuery\Exception\SocketException
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*/
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class SourceQuery
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{
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/**
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* Values returned by GetChallenge()
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*
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* @todo Get rid of this? Improve? Do something else?
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*/
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const GETCHALLENGE_FAILED = 0;
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const GETCHALLENGE_ALL_CLEAR = 1;
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const GETCHALLENGE_CONTAINS_ANSWER = 2;
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/**
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* Engines
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*/
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const GOLDSOURCE = 0;
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const SOURCE = 1;
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/**
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* Packets sent
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*/
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const A2S_PING = 0x69;
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const A2S_INFO = 0x54;
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const A2S_PLAYER = 0x55;
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const A2S_RULES = 0x56;
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const A2S_SERVERQUERY_GETCHALLENGE = 0x57;
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/**
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* Packets received
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*/
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const S2A_PING = 0x6A;
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const S2A_CHALLENGE = 0x41;
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const S2A_INFO = 0x49;
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const S2A_INFO_OLD = 0x6D; // Old GoldSource, HLTV uses it
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const S2A_PLAYER = 0x44;
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const S2A_RULES = 0x45;
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const S2A_RCON = 0x6C;
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/**
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* Source rcon sent
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*/
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const SERVERDATA_EXECCOMMAND = 2;
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const SERVERDATA_AUTH = 3;
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/**
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* Source rcon received
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*/
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const SERVERDATA_RESPONSE_VALUE = 0;
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const SERVERDATA_AUTH_RESPONSE = 2;
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/**
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* Points to rcon class
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*
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* @var SourceRcon
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*/
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private $Rcon;
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/**
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* Points to socket class
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*
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* @var Socket
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*/
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private $Socket;
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/**
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* True if connection is open, false if not
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*
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* @var bool
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*/
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private $Connected;
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/**
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* Contains challenge
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*
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* @var string
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*/
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private $Challenge;
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/**
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* Use old method for getting challenge number
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*
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* @var bool
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*/
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private $UseOldGetChallengeMethod;
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public function __construct( )
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{
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$this->Socket = new Socket( );
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}
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public function __destruct( )
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{
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$this->Disconnect( );
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}
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/**
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* Opens connection to server
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*
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* @param string $Ip Server ip
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* @param int $Port Server port
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* @param int $Timeout Timeout period
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* @param int $Engine Engine the server runs on (goldsource, source)
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*
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* @throws InvalidArgumentException
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* @throws SocketException
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*/
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public function Connect( $Ip, $Port, $Timeout = 3, $Engine = self::SOURCE )
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{
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$this->Disconnect( );
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if( !is_int( $Timeout ) || $Timeout < 0 )
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{
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throw new InvalidArgumentException( 'Timeout must be an integer.', InvalidArgumentException::TIMEOUT_NOT_INTEGER );
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}
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$this->Socket->Open( $Ip, (int)$Port, $Timeout, (int)$Engine );
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$this->Connected = true;
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}
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/**
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* Forces GetChallenge to use old method for challenge retrieval because some games use outdated protocol (e.g Starbound)
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*
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* @param bool $Value Set to true to force old method
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*
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* @returns bool Previous value
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*/
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public function SetUseOldGetChallengeMethod( $Value )
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{
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$Previous = $this->UseOldGetChallengeMethod;
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$this->UseOldGetChallengeMethod = $Value === true;
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return $Previous;
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}
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/**
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* Closes all open connections
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*/
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public function Disconnect( )
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{
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$this->Connected = false;
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$this->Challenge = 0;
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$this->Socket->Close( );
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if( $this->Rcon )
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{
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$this->Rcon->Close( );
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$this->Rcon = null;
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}
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}
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/**
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* Sends ping packet to the server
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* NOTE: This may not work on some games (TF2 for example)
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*
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* @throws InvalidPacketException
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* @throws SocketException
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*
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* @return bool True on success, false on failure
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*/
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public function Ping( )
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{
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if( !$this->Connected )
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{
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throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED );
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return false;
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}
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$this->Socket->Write( self::A2S_PING );
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$Buffer = $this->Socket->Read( );
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return $Buffer->GetByte( ) === self::S2A_PING;
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}
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/**
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* Get server information
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*
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* @throws InvalidPacketException
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* @throws SocketException
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*
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* @return bool|array Returns array with information on success, false on failure
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*/
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public function GetInfo( )
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{
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if( !$this->Connected )
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{
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throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED );
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return false;
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}
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$this->Socket->Write( self::A2S_INFO, "Source Engine Query\0" );
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$Buffer = $this->Socket->Read( );
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$Type = $Buffer->GetByte( );
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if( $Type === 0 )
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{
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return false;
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}
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// Old GoldSource protocol, HLTV still uses it
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if( $Type === self::S2A_INFO_OLD && $this->Socket->Engine === self::GOLDSOURCE )
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{
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/**
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* If we try to read data again, and we get the result with type S2A_INFO (0x49)
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* That means this server is running dproto,
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* Because it sends answer for both protocols
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*/
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$Server[ 'Address' ] = $Buffer->GetString( );
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$Server[ 'HostName' ] = $Buffer->GetString( );
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$Server[ 'Map' ] = $Buffer->GetString( );
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$Server[ 'ModDir' ] = $Buffer->GetString( );
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$Server[ 'ModDesc' ] = $Buffer->GetString( );
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$Server[ 'Players' ] = $Buffer->GetByte( );
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$Server[ 'MaxPlayers' ] = $Buffer->GetByte( );
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$Server[ 'Protocol' ] = $Buffer->GetByte( );
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$Server[ 'Dedicated' ] = Chr( $Buffer->GetByte( ) );
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$Server[ 'Os' ] = Chr( $Buffer->GetByte( ) );
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$Server[ 'Password' ] = $Buffer->GetByte( ) === 1;
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$Server[ 'IsMod' ] = $Buffer->GetByte( ) === 1;
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if( $Server[ 'IsMod' ] )
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{
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$Mod[ 'Url' ] = $Buffer->GetString( );
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$Mod[ 'Download' ] = $Buffer->GetString( );
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$Buffer->Get( 1 ); // NULL byte
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$Mod[ 'Version' ] = $Buffer->GetLong( );
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$Mod[ 'Size' ] = $Buffer->GetLong( );
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$Mod[ 'ServerSide' ] = $Buffer->GetByte( ) === 1;
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$Mod[ 'CustomDLL' ] = $Buffer->GetByte( ) === 1;
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}
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$Server[ 'Secure' ] = $Buffer->GetByte( ) === 1;
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$Server[ 'Bots' ] = $Buffer->GetByte( );
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if( isset( $Mod ) )
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{
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$Server[ 'Mod' ] = $Mod;
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}
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return $Server;
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}
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if( $Type !== self::S2A_INFO )
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{
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throw new InvalidPacketException( 'GetInfo: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH );
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}
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$Server[ 'Protocol' ] = $Buffer->GetByte( );
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$Server[ 'HostName' ] = $Buffer->GetString( );
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$Server[ 'Map' ] = $Buffer->GetString( );
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$Server[ 'ModDir' ] = $Buffer->GetString( );
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$Server[ 'ModDesc' ] = $Buffer->GetString( );
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$Server[ 'AppID' ] = $Buffer->GetShort( );
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$Server[ 'Players' ] = $Buffer->GetByte( );
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$Server[ 'MaxPlayers' ] = $Buffer->GetByte( );
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$Server[ 'Bots' ] = $Buffer->GetByte( );
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$Server[ 'Dedicated' ] = Chr( $Buffer->GetByte( ) );
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$Server[ 'Os' ] = Chr( $Buffer->GetByte( ) );
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$Server[ 'Password' ] = $Buffer->GetByte( ) === 1;
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$Server[ 'Secure' ] = $Buffer->GetByte( ) === 1;
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// The Ship (they violate query protocol spec by modifying the response)
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if( $Server[ 'AppID' ] === 2400 )
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{
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$Server[ 'GameMode' ] = $Buffer->GetByte( );
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$Server[ 'WitnessCount' ] = $Buffer->GetByte( );
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$Server[ 'WitnessTime' ] = $Buffer->GetByte( );
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}
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$Server[ 'Version' ] = $Buffer->GetString( );
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// Extra Data Flags
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if( $Buffer->Remaining( ) > 0 )
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{
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$Server[ 'ExtraDataFlags' ] = $Flags = $Buffer->GetByte( );
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// The server's game port
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if( $Flags & 0x80 )
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{
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$Server[ 'GamePort' ] = $Buffer->GetShort( );
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}
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// The server's SteamID - does this serve any purpose?
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if( $Flags & 0x10 )
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{
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$Server[ 'ServerID' ] = $Buffer->GetUnsignedLong( ) | ( $Buffer->GetUnsignedLong( ) << 32 ); // TODO: verify this
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}
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// The spectator port and then the spectator server name
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if( $Flags & 0x40 )
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{
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$Server[ 'SpecPort' ] = $Buffer->GetShort( );
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$Server[ 'SpecName' ] = $Buffer->GetString( );
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}
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// The game tag data string for the server
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if( $Flags & 0x20 )
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{
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$Server[ 'GameTags' ] = $Buffer->GetString( );
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}
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// GameID -- alternative to AppID?
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if( $Flags & 0x01 )
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{
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$Server[ 'GameID' ] = $Buffer->GetUnsignedLong( ) | ( $Buffer->GetUnsignedLong( ) << 32 );
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}
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if( $Buffer->Remaining( ) > 0 )
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{
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throw new InvalidPacketException( 'GetInfo: unread data? ' . $Buffer->Remaining( ) . ' bytes remaining in the buffer. Please report it to the library developer.',
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InvalidPacketException::BUFFER_NOT_EMPTY );
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}
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}
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return $Server;
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}
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/**
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* Get players on the server
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*
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* @throws InvalidPacketException
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* @throws SocketException
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*
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* @return bool|array Returns array with players on success, false on failure
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*/
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public function GetPlayers( )
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{
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if( !$this->Connected )
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{
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throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED );
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return false;
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}
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switch( $this->GetChallenge( self::A2S_PLAYER, self::S2A_PLAYER ) )
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{
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case self::GETCHALLENGE_FAILED:
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{
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return false;
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}
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case self::GETCHALLENGE_ALL_CLEAR:
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{
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$this->Socket->Write( self::A2S_PLAYER, $this->Challenge );
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$Buffer = $this->Socket->Read( 14000 ); // Moronic Arma 3 developers do not split their packets, so we have to read more data
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// This violates the protocol spec, and they probably should fix it: https://developer.valvesoftware.com/wiki/Server_queries#Protocol
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$Type = $Buffer->GetByte( );
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if( $Type === 0 )
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{
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return false;
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}
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else if( $Type !== self::S2A_PLAYER )
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{
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throw new InvalidPacketException( 'GetPlayers: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH );
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}
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break;
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}
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}
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$Players = [];
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$Count = $Buffer->GetByte( );
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while( $Count-- > 0 && $Buffer->Remaining( ) > 0 )
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{
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$Player[ 'Id' ] = $Buffer->GetByte( ); // PlayerID, is it just always 0?
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$Player[ 'Name' ] = $Buffer->GetString( );
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$Player[ 'Frags' ] = $Buffer->GetLong( );
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$Player[ 'Time' ] = (int)$Buffer->GetFloat( );
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$Player[ 'TimeF' ] = GMDate( ( $Player[ 'Time' ] > 3600 ? "H:i:s" : "i:s" ), $Player[ 'Time' ] );
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$Players[ ] = $Player;
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}
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return $Players;
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}
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/**
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* Get rules (cvars) from the server
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*
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* @throws InvalidPacketException
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* @throws SocketException
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*
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* @return bool|array Returns array with rules on success, false on failure
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*/
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public function GetRules( )
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{
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if( !$this->Connected )
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{
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throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED );
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return false;
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}
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switch( $this->GetChallenge( self::A2S_RULES, self::S2A_RULES ) )
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{
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case self::GETCHALLENGE_FAILED:
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{
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return false;
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}
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case self::GETCHALLENGE_ALL_CLEAR:
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{
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$this->Socket->Write( self::A2S_RULES, $this->Challenge );
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$Buffer = $this->Socket->Read( );
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$Type = $Buffer->GetByte( );
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if( $Type === 0 )
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{
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return false;
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}
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else if( $Type !== self::S2A_RULES )
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{
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throw new InvalidPacketException( 'GetRules: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH );
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}
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break;
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}
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}
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$Rules = [];
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$Count = $Buffer->GetShort( );
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while( $Count-- > 0 && $Buffer->Remaining( ) > 0 )
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{
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$Rule = $Buffer->GetString( );
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$Value = $Buffer->GetString( );
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if( !Empty( $Rule ) )
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{
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$Rules[ $Rule ] = $Value;
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}
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}
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return $Rules;
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}
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/**
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* Get challenge (used for players/rules packets)
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*
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* @param $Header
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* @param $ExpectedResult
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*
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* @throws InvalidPacketException
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*
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* @return int Returns one of the GETCHALLENGE_* constants
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*/
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private function GetChallenge( $Header, $ExpectedResult )
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{
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if( $this->Challenge )
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{
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return self::GETCHALLENGE_ALL_CLEAR;
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}
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if( $this->UseOldGetChallengeMethod )
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{
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$Header = self::A2S_SERVERQUERY_GETCHALLENGE;
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}
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$this->Socket->Write( $Header, 0xFFFFFFFF );
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$Buffer = $this->Socket->Read( );
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$Type = $Buffer->GetByte( );
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switch( $Type )
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{
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case self::S2A_CHALLENGE:
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{
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$this->Challenge = $Buffer->Get( 4 );
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return self::GETCHALLENGE_ALL_CLEAR;
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}
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case $ExpectedResult:
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{
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// Goldsource (HLTV)
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return self::GETCHALLENGE_CONTAINS_ANSWER;
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}
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case 0:
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{
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return self::GETCHALLENGE_FAILED;
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}
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default:
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{
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throw new InvalidPacketException( 'GetChallenge: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH );
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}
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}
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}
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/**
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* Sets rcon password, for future use in Rcon()
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*
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* @param string $Password Rcon Password
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*
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* @throws AuthenticationException
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* @throws InvalidPacketException
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* @throws SocketException
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*
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* @return bool True on success, false on failure
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*/
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public function SetRconPassword( $Password )
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{
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if( !$this->Connected )
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{
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throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED );
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return false;
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}
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switch( $this->Socket->Engine )
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{
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case SourceQuery::GOLDSOURCE:
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{
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$this->Rcon = new GoldSourceRcon( $this->Socket );
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break;
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}
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case SourceQuery::SOURCE:
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{
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$this->Rcon = new SourceRcon( $this->Socket );
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break;
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}
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}
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$this->Rcon->Open( );
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return $this->Rcon->Authorize( $Password );
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}
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/**
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* Sends a command to the server for execution.
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*
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* @param string $Command Command to execute
|
|
*
|
|
* @throws AuthenticationException
|
|
* @throws InvalidPacketException
|
|
* @throws SocketException
|
|
*
|
|
* @return string|bool Answer from server in string, false on failure
|
|
*/
|
|
public function Rcon( $Command )
|
|
{
|
|
if( !$this->Connected )
|
|
{
|
|
throw new SocketException( 'Not connected.', SocketException::NOT_CONNECTED );
|
|
|
|
return false;
|
|
}
|
|
|
|
return $this->Rcon->Command( $Command );
|
|
}
|
|
}
|