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Test-Miroir/SourceQuery/SourceQuery.php

537 lines
17 KiB

<?php
declare(strict_types=1);
/**
* This class provides the public interface to the PHP-Source-Query library.
*
* @author Pavel Djundik
*
* @link https://xpaw.me
* @link https://github.com/xPaw/PHP-Source-Query
*
* @license GNU Lesser General Public License, version 2.1
*/
namespace xPaw\SourceQuery;
use xPaw\SourceQuery\Exception\AuthenticationException;
use xPaw\SourceQuery\Exception\InvalidArgumentException;
use xPaw\SourceQuery\Exception\InvalidPacketException;
use xPaw\SourceQuery\Exception\SocketException;
/**
* Class SourceQuery
*
* @package xPaw\SourceQuery
*
* @uses AuthenticationException
* @uses InvalidArgumentException
* @uses InvalidPacketException
* @uses SocketException
*/
final class SourceQuery
{
/**
* Engines
*/
public const GOLDSOURCE = 0;
public const SOURCE = 1;
/**
* 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
*
* @var SourceRcon|GoldSourceRcon|null
*/
private $Rcon;
/**
* Points to socket class
*/
private BaseSocket $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(BaseSocket $Socket = null)
{
$this->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::A2A_PING);
$Buffer = $this->Socket->Read();
return $Buffer->GetByte() === self::A2A_ACK;
}
/**
* Get server information
*
* @throws InvalidPacketException
* @throws SocketException
*
* @return array Returns an array with information on success
*/
public function GetInfo(): array
{
if (!$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();
$Server = [];
if ($Type === self::S2C_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_SRC) {
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::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);
}
}
}
/**
* 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);
}
}