DayZ-Stat-Server/config/SQ_/SourceQuery.php
2021-02-06 13:40:40 +01:00

572 lines
14 KiB
PHP
Executable file

<?php
/**
* This class provides the public interface to the PHP-Source-Query library.
*
* @author Pavel Djundik <sourcequery@xpaw.me>
*
* @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\InvalidArgumentException;
use xPaw\SourceQuery\Exception\TimeoutException;
use xPaw\SourceQuery\Exception\InvalidPacketException;
/**
* Class SourceQuery
*
* @package xPaw\SourceQuery
*
* @uses xPaw\SourceQuery\Exception\InvalidArgumentException
* @uses xPaw\SourceQuery\Exception\TimeoutException
* @uses xPaw\SourceQuery\Exception\InvalidPacketException
*/
class SourceQuery
{
/**
* Values returned by GetChallenge()
*
* @todo Get rid of this? Improve? Do something else?
*/
const GETCHALLENGE_FAILED = 0;
const GETCHALLENGE_ALL_CLEAR = 1;
const GETCHALLENGE_CONTAINS_ANSWER = 2;
/**
* Engines
*/
const GOLDSOURCE = 0;
const SOURCE = 1;
/**
* Packets sent
*/
const A2S_PING = 0x69;
const A2S_INFO = 0x54;
const A2S_PLAYER = 0x55;
const A2S_RULES = 0x56;
const A2S_SERVERQUERY_GETCHALLENGE = 0x57;
/**
* Packets received
*/
const S2A_PING = 0x6A;
const S2A_CHALLENGE = 0x41;
const S2A_INFO = 0x49;
const S2A_INFO_OLD = 0x6D; // Old GoldSource, HLTV uses it
const S2A_PLAYER = 0x44;
const S2A_RULES = 0x45;
const S2A_RCON = 0x6C;
/**
* Source rcon sent
*/
const SERVERDATA_EXECCOMMAND = 2;
const SERVERDATA_AUTH = 3;
/**
* Source rcon received
*/
const SERVERDATA_RESPONSE_VALUE = 0;
const SERVERDATA_AUTH_RESPONSE = 2;
/**
* Points to rcon class
*
* @var SourceRcon
*/
private $Rcon;
/**
* Points to buffer class
*
* @var Buffer
*/
private $Buffer;
/**
* Points to socket class
*
* @var Socket
*/
private $Socket;
/**
* True if connection is open, false if not
*
* @var bool
*/
private $Connected;
/**
* Contains challenge
*
* @var string
*/
private $Challenge;
/**
* Use old method for getting challenge number
*
* @var bool
*/
private $UseOldGetChallengeMethod;
public function __construct( )
{
$this->Buffer = new Buffer( );
$this->Socket = new Socket( $this->Buffer );
}
public function __destruct( )
{
$this->Disconnect( );
}
/**
* Opens connection to server
*
* @param string $Ip 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 TimeoutException
*/
public function Connect( $Ip, $Port, $Timeout = 3, $Engine = self::SOURCE )
{
$this->Disconnect( );
if( !is_int( $Timeout ) || $Timeout < 0 )
{
throw new InvalidArgumentException( 'Timeout must be an integer.', InvalidArgumentException::TIMEOUT_NOT_INTEGER );
}
if( !$this->Socket->Open( $Ip, (int)$Port, $Timeout, (int)$Engine ) )
{
throw new TimeoutException( 'Could not connect to server.', TimeoutException::TIMEOUT_CONNECT );
}
$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( $Value )
{
$Previous = $this->UseOldGetChallengeMethod;
$this->UseOldGetChallengeMethod = $Value === true;
return $Previous;
}
/**
* Closes all open connections
*/
public function Disconnect( )
{
$this->Connected = false;
$this->Challenge = 0;
$this->Buffer->Reset( );
$this->Socket->Close( );
if( $this->Rcon )
{
$this->Rcon->Close( );
$this->Rcon = null;
}
}
/**
* Sends ping packet to the server
* NOTE: This may not work on some games (TF2 for example)
*
* @return bool True on success, false on failure
*/
public function Ping( )
{
if( !$this->Connected )
{
return false;
}
$this->Socket->Write( self::A2S_PING );
$this->Socket->Read( );
return $this->Buffer->GetByte( ) === self::S2A_PING;
}
/**
* Get server information
*
* @throws InvalidPacketException
*
* @return bool|array Returns array with information on success, false on failure
*/
public function GetInfo( )
{
if( !$this->Connected )
{
return false;
}
$this->Socket->Write( self::A2S_INFO, "Source Engine Query\0" );
$this->Socket->Read( );
$Type = $this->Buffer->GetByte( );
if( $Type === 0 )
{
return false;
}
// 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' ] = $this->Buffer->GetString( );
$Server[ 'HostName' ] = $this->Buffer->GetString( );
$Server[ 'Map' ] = $this->Buffer->GetString( );
$Server[ 'ModDir' ] = $this->Buffer->GetString( );
$Server[ 'ModDesc' ] = $this->Buffer->GetString( );
$Server[ 'Players' ] = $this->Buffer->GetByte( );
$Server[ 'MaxPlayers' ] = $this->Buffer->GetByte( );
$Server[ 'Protocol' ] = $this->Buffer->GetByte( );
$Server[ 'Dedicated' ] = Chr( $this->Buffer->GetByte( ) );
$Server[ 'Os' ] = Chr( $this->Buffer->GetByte( ) );
$Server[ 'Password' ] = $this->Buffer->GetByte( ) === 1;
$Server[ 'IsMod' ] = $this->Buffer->GetByte( ) === 1;
if( $Server[ 'IsMod' ] )
{
$Mod[ 'Url' ] = $this->Buffer->GetString( );
$Mod[ 'Download' ] = $this->Buffer->GetString( );
$this->Buffer->Get( 1 ); // NULL byte
$Mod[ 'Version' ] = $this->Buffer->GetLong( );
$Mod[ 'Size' ] = $this->Buffer->GetLong( );
$Mod[ 'ServerSide' ] = $this->Buffer->GetByte( ) === 1;
$Mod[ 'CustomDLL' ] = $this->Buffer->GetByte( ) === 1;
}
$Server[ 'Secure' ] = $this->Buffer->GetByte( ) === 1;
$Server[ 'Bots' ] = $this->Buffer->GetByte( );
if( isset( $Mod ) )
{
$Server[ 'Mod' ] = $Mod;
}
return $Server;
}
if( $Type !== self::S2A_INFO )
{
throw new InvalidPacketException( 'GetInfo: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH );
}
$Server[ 'Protocol' ] = $this->Buffer->GetByte( );
$Server[ 'HostName' ] = $this->Buffer->GetString( );
$Server[ 'Map' ] = $this->Buffer->GetString( );
$Server[ 'ModDir' ] = $this->Buffer->GetString( );
$Server[ 'ModDesc' ] = $this->Buffer->GetString( );
$Server[ 'AppID' ] = $this->Buffer->GetShort( );
$Server[ 'Players' ] = $this->Buffer->GetByte( );
$Server[ 'MaxPlayers' ] = $this->Buffer->GetByte( );
$Server[ 'Bots' ] = $this->Buffer->GetByte( );
$Server[ 'Dedicated' ] = Chr( $this->Buffer->GetByte( ) );
$Server[ 'Os' ] = Chr( $this->Buffer->GetByte( ) );
$Server[ 'Password' ] = $this->Buffer->GetByte( ) === 1;
$Server[ 'Secure' ] = $this->Buffer->GetByte( ) === 1;
// The Ship (they violate query protocol spec by modifying the response)
if( $Server[ 'AppID' ] === 2400 )
{
$Server[ 'GameMode' ] = $this->Buffer->GetByte( );
$Server[ 'WitnessCount' ] = $this->Buffer->GetByte( );
$Server[ 'WitnessTime' ] = $this->Buffer->GetByte( );
}
$Server[ 'Version' ] = $this->Buffer->GetString( );
// Extra Data Flags
if( $this->Buffer->Remaining( ) > 0 )
{
$Server[ 'ExtraDataFlags' ] = $Flags = $this->Buffer->GetByte( );
// The server's game port
if( $Flags & 0x80 )
{
$Server[ 'GamePort' ] = $this->Buffer->GetShort( );
}
// The server's SteamID - does this serve any purpose?
if( $Flags & 0x10 )
{
$Server[ 'ServerID' ] = $this->Buffer->GetUnsignedLong( ) | ( $this->Buffer->GetUnsignedLong( ) << 32 ); // TODO: verify this
}
// The spectator port and then the spectator server name
if( $Flags & 0x40 )
{
$Server[ 'SpecPort' ] = $this->Buffer->GetShort( );
$Server[ 'SpecName' ] = $this->Buffer->GetString( );
}
// The game tag data string for the server
if( $Flags & 0x20 )
{
$Server[ 'GameTags' ] = $this->Buffer->GetString( );
}
// GameID -- alternative to AppID?
if( $Flags & 0x01 )
{
$Server[ 'GameID' ] = $this->Buffer->GetUnsignedLong( ) | ( $this->Buffer->GetUnsignedLong( ) << 32 );
}
if( $this->Buffer->Remaining( ) > 0 )
{
throw new InvalidPacketException( 'GetInfo: unread data? ' . $this->Buffer->Remaining( ) . ' bytes remaining in the buffer. Please report it to the library developer.',
InvalidPacketException::BUFFER_NOT_EMPTY );
}
}
return $Server;
}
/**
* Get players on the server
*
* @throws InvalidPacketException
*
* @return bool|array Returns array with players on success, false on failure
*/
public function GetPlayers( )
{
if( !$this->Connected )
{
return false;
}
switch( $this->GetChallenge( self::A2S_PLAYER, self::S2A_PLAYER ) )
{
case self::GETCHALLENGE_FAILED:
{
return false;
}
case self::GETCHALLENGE_ALL_CLEAR:
{
$this->Socket->Write( self::A2S_PLAYER, $this->Challenge );
$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 = $this->Buffer->GetByte( );
if( $Type === 0 )
{
return false;
}
else if( $Type !== self::S2A_PLAYER )
{
throw new InvalidPacketException( 'GetPlayers: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH );
}
break;
}
}
$Players = Array( );
$Count = $this->Buffer->GetByte( );
while( $Count-- > 0 && $this->Buffer->Remaining( ) > 0 )
{
$Player[ 'Id' ] = $this->Buffer->GetByte( ); // PlayerID, is it just always 0?
$Player[ 'Name' ] = $this->Buffer->GetString( );
$Player[ 'Frags' ] = $this->Buffer->GetLong( );
$Player[ 'Time' ] = (int)$this->Buffer->GetFloat( );
$Player[ 'TimeF' ] = GMDate( ( $Player[ 'Time' ] > 3600 ? "H:i:s" : "H:i" ), $Player[ 'Time' ] );
$Players[ ] = $Player;
}
return $Players;
}
/**
* Get rules (cvars) from the server
*
* @throws InvalidPacketException
*
* @return bool|array Returns array with rules on success, false on failure
*/
public function GetRules( )
{
if( !$this->Connected )
{
return false;
}
switch( $this->GetChallenge( self::A2S_RULES, self::S2A_RULES ) )
{
case self::GETCHALLENGE_FAILED:
{
return false;
}
case self::GETCHALLENGE_ALL_CLEAR:
{
$this->Socket->Write( self::A2S_RULES, $this->Challenge );
$this->Socket->Read( );
$Type = $this->Buffer->GetByte( );
if( $Type === 0 )
{
return false;
}
else if( $Type !== self::S2A_RULES )
{
throw new InvalidPacketException( 'GetRules: Packet header mismatch. (0x' . DecHex( $Type ) . ')', InvalidPacketException::PACKET_HEADER_MISMATCH );
}
break;
}
}
$Rules = Array( );
$Count = $this->Buffer->GetShort( );
while( $Count-- > 0 && $this->Buffer->Remaining( ) > 0 )
{
$Rule = $this->Buffer->GetString( );
$Value = $this->Buffer->GetString( );
if( !Empty( $Rule ) )
{
$Rules[ $Rule ] = $Value;
}
}
return $Rules;
}
/**
* Get challenge (used for players/rules packets)
*
* @param $Header
* @param $ExpectedResult
* @throws InvalidPacketException
* @return bool True if all went well, false if server uses old GoldSource protocol, and it already contains answer
*/
private function GetChallenge( $Header, $ExpectedResult )
{
if( $this->Challenge )
{
return self::GETCHALLENGE_ALL_CLEAR;
}
if( $this->UseOldGetChallengeMethod )
{
$Header = self::A2S_SERVERQUERY_GETCHALLENGE;
}
$this->Socket->Write( $Header, 0xFFFFFFFF );
$this->Socket->Read( );
$Type = $this->Buffer->GetByte( );
switch( $Type )
{
case self::S2A_CHALLENGE:
{
$this->Challenge = $this->Buffer->Get( 4 );
return self::GETCHALLENGE_ALL_CLEAR;
}
case $ExpectedResult:
{
// Goldsource (HLTV)
return self::GETCHALLENGE_CONTAINS_ANSWER;
}
case 0:
{
return self::GETCHALLENGE_FAILED;
}
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
*
* @return bool True on success, false on failure
*/
public function SetRconPassword( $Password )
{
if( !$this->Connected )
{
return false;
}
switch( $this->Socket->Engine )
{
case SourceQuery::GOLDSOURCE:
{
$this->Rcon = new GoldSourceRcon( $this->Buffer, $this->Socket );
break;
}
case SourceQuery::SOURCE:
{
$this->Rcon = new SourceRcon( $this->Buffer, $this->Socket );
break;
}
}
$this->Rcon->Open( );
return $this->Rcon->Authorize( $Password );
}
/**
* Sends a command to the server for execution.
*
* @param string $Command Command to execute
*
* @return string|bool Answer from server in string, false on failure
*/
public function Rcon( $Command )
{
if( !$this->Connected )
{
return false;
}
return $this->Rcon->Command( $Command );
}
}