DayZ-Stat-Server/GameQ/GameQ.php

650 lines
18 KiB
PHP

<?php
/**
* This file is part of GameQ.
*
* GameQ is free software; you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation; either version 3 of the License, or
* (at your option) any later version.
*
* GameQ is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
namespace GameQ;
use GameQ\Exception\Protocol as ProtocolException;
use GameQ\Exception\Query as QueryException;
/**
* Base GameQ Class
*
* This class should be the only one that is included when you use GameQ to query
* any games servers.
*
* Requirements: See wiki or README for more information on the requirements
* - PHP 5.4.14+
* * Bzip2 - http://www.php.net/manual/en/book.bzip2.php
*
* @author Austin Bischoff <austin@codebeard.com>
*
* @property bool $debug
* @property string $capture_packets_file
* @property int $stream_timeout
* @property int $timeout
* @property int $write_wait
*/
class GameQ
{
/*
* Constants
*/
const PROTOCOLS_DIRECTORY = __DIR__ . '/Protocols';
/* Static Section */
/**
* Holds the instance of itself
*
* @type self
*/
protected static $instance = null;
/**
* Create a new instance of this class
*
* @return \GameQ\GameQ
*/
public static function factory()
{
// Create a new instance
self::$instance = new self();
// Return this new instance
return self::$instance;
}
/* Dynamic Section */
/**
* Default options
*
* @type array
*/
protected $options = [
'debug' => false,
'timeout' => 3, // Seconds
'filters' => [
// Default normalize
'normalize_d751713988987e9331980363e24189ce' => [
'filter' => 'normalize',
'options' => [],
],
],
// Advanced settings
'stream_timeout' => 200000, // See http://www.php.net/manual/en/function.stream-select.php for more info
'write_wait' => 500,
// How long (in micro-seconds) to pause between writing to server sockets, helps cpu usage
// Used for generating protocol test data
'capture_packets_file' => null,
];
/**
* Array of servers being queried
*
* @type array
*/
protected $servers = [];
/**
* The query library to use. Default is Native
*
* @type string
*/
protected $queryLibrary = 'GameQ\\Query\\Native';
/**
* Holds the instance of the queryLibrary
*
* @type \GameQ\Query\Core|null
*/
protected $query = null;
/**
* GameQ constructor.
*
* Do some checks as needed so this will operate
*/
public function __construct()
{
// Check for missing utf8_encode function
if (!function_exists('utf8_encode')) {
throw new \Exception("PHP's utf8_encode() function is required - "
. "http://php.net/manual/en/function.utf8-encode.php. Check your php installation.");
}
}
/**
* Get an option's value
*
* @param mixed $option
*
* @return mixed|null
*/
public function __get($option)
{
return isset($this->options[$option]) ? $this->options[$option] : null;
}
/**
* Set an option's value
*
* @param mixed $option
* @param mixed $value
*
* @return bool
*/
public function __set($option, $value)
{
$this->options[$option] = $value;
return true;
}
/**
* Chainable call to __set, uses set as the actual setter
*
* @param mixed $var
* @param mixed $value
*
* @return $this
*/
public function setOption($var, $value)
{
// Use magic
$this->{$var} = $value;
return $this; // Make chainable
}
/**
* Add a single server
*
* @param array $server_info
*
* @return $this
*/
public function addServer(array $server_info = [])
{
// Add and validate the server
$this->servers[uniqid()] = new Server($server_info);
return $this; // Make calls chainable
}
/**
* Add multiple servers in a single call
*
* @param array $servers
*
* @return $this
*/
public function addServers(array $servers = [])
{
// Loop through all the servers and add them
foreach ($servers as $server_info) {
$this->addServer($server_info);
}
return $this; // Make calls chainable
}
/**
* Add a set of servers from a file or an array of files.
* Supported formats:
* JSON
*
* @param array $files
*
* @return $this
* @throws \Exception
*/
public function addServersFromFiles($files = [])
{
// Since we expect an array let us turn a string (i.e. single file) into an array
if (!is_array($files)) {
$files = [$files];
}
// Iterate over the file(s) and add them
foreach ($files as $file) {
// Check to make sure the file exists and we can read it
if (!file_exists($file) || !is_readable($file)) {
continue;
}
// See if this file is JSON
if (($servers = json_decode(file_get_contents($file), true)) === null
&& json_last_error() !== JSON_ERROR_NONE
) {
// Type not supported
continue;
}
// Add this list of servers
$this->addServers($servers);
}
return $this;
}
/**
* Clear all of the defined servers
*
* @return $this
*/
public function clearServers()
{
// Reset all the servers
$this->servers = [];
return $this; // Make Chainable
}
/**
* Add a filter to the processing list
*
* @param string $filterName
* @param array $options
*
* @return $this
*/
public function addFilter($filterName, $options = [])
{
// Create the filter hash so we can run multiple versions of the same filter
$filterHash = sprintf('%s_%s', strtolower($filterName), md5(json_encode($options)));
// Add the filter
$this->options['filters'][$filterHash] = [
'filter' => strtolower($filterName),
'options' => $options,
];
unset($filterHash);
return $this;
}
/**
* Remove an added filter
*
* @param string $filterHash
*
* @return $this
*/
public function removeFilter($filterHash)
{
// Make lower case
$filterHash = strtolower($filterHash);
// Remove this filter if it has been defined
if (array_key_exists($filterHash, $this->options['filters'])) {
unset($this->options['filters'][$filterHash]);
}
unset($filterHash);
return $this;
}
/**
* Return the list of applied filters
*
* @return array
*/
public function listFilters()
{
return $this->options['filters'];
}
/**
* Main method used to actually process all of the added servers and return the information
*
* @return array
* @throws \Exception
*/
public function process()
{
// Initialize the query library we are using
$class = new \ReflectionClass($this->queryLibrary);
// Set the query pointer to the new instance of the library
$this->query = $class->newInstance();
unset($class);
// Define the return
$results = [];
// @todo: Add break up into loop to split large arrays into smaller chunks
// Do server challenge(s) first, if any
$this->doChallenges();
// Do packets for server(s) and get query responses
$this->doQueries();
// Now we should have some information to process for each server
foreach ($this->servers as $server) {
/* @var $server \GameQ\Server */
// Parse the responses for this server
$result = $this->doParseResponse($server);
// Apply the filters
$result = array_merge($result, $this->doApplyFilters($result, $server));
// Sort the keys so they are alphabetical and nicer to look at
ksort($result);
// Add the result to the results array
$results[$server->id()] = $result;
}
return $results;
}
/**
* Do server challenges, where required
*/
protected function doChallenges()
{
// Initialize the sockets for reading
$sockets = [];
// By default we don't have any challenges to process
$server_challenge = false;
// Do challenge packets
foreach ($this->servers as $server_id => $server) {
/* @var $server \GameQ\Server */
// This protocol has a challenge packet that needs to be sent
if ($server->protocol()->hasChallenge()) {
// We have a challenge, set the flag
$server_challenge = true;
// Let's make a clone of the query class
$socket = clone $this->query;
// Set the information for this query socket
$socket->set(
$server->protocol()->transport(),
$server->ip,
$server->port_query,
$this->timeout
);
try {
// Now write the challenge packet to the socket.
$socket->write($server->protocol()->getPacket(Protocol::PACKET_CHALLENGE));
// Add the socket information so we can reference it easily
$sockets[(int)$socket->get()] = [
'server_id' => $server_id,
'socket' => $socket,
];
} catch (QueryException $e) {
// Check to see if we are in debug, if so bubble up the exception
if ($this->debug) {
throw new \Exception($e->getMessage(), $e->getCode(), $e);
}
}
unset($socket);
// Let's sleep shortly so we are not hammering out calls rapid fire style hogging cpu
usleep($this->write_wait);
}
}
// We have at least one server with a challenge, we need to listen for responses
if ($server_challenge) {
// Now we need to listen for and grab challenge response(s)
$responses = call_user_func_array(
[$this->query, 'getResponses'],
[$sockets, $this->timeout, $this->stream_timeout]
);
// Iterate over the challenge responses
foreach ($responses as $socket_id => $response) {
// Back out the server_id we need to update the challenge response for
$server_id = $sockets[$socket_id]['server_id'];
// Make this into a buffer so it is easier to manipulate
$challenge = new Buffer(implode('', $response));
// Grab the server instance
/* @var $server \GameQ\Server */
$server = $this->servers[$server_id];
// Apply the challenge
$server->protocol()->challengeParseAndApply($challenge);
// Add this socket to be reused, has to be reused in GameSpy3 for example
$server->socketAdd($sockets[$socket_id]['socket']);
// Clear
unset($server);
}
}
}
/**
* Run the actual queries and get the response(s)
*/
protected function doQueries()
{
// Initialize the array of sockets
$sockets = [];
// Iterate over the server list
foreach ($this->servers as $server_id => $server) {
/* @var $server \GameQ\Server */
// Invoke the beforeSend method
$server->protocol()->beforeSend($server);
// Get all the non-challenge packets we need to send
$packets = $server->protocol()->getPacket('!' . Protocol::PACKET_CHALLENGE);
if (count($packets) == 0) {
// Skip nothing else to do for some reason.
continue;
}
// Try to use an existing socket
if (($socket = $server->socketGet()) === null) {
// Let's make a clone of the query class
$socket = clone $this->query;
// Set the information for this query socket
$socket->set(
$server->protocol()->transport(),
$server->ip,
$server->port_query,
$this->timeout
);
}
try {
// Iterate over all the packets we need to send
foreach ($packets as $packet_data) {
// Now write the packet to the socket.
$socket->write($packet_data);
// Let's sleep shortly so we are not hammering out calls rapid fire style
usleep($this->write_wait);
}
unset($packets);
// Add the socket information so we can reference it easily
$sockets[(int)$socket->get()] = [
'server_id' => $server_id,
'socket' => $socket,
];
} catch (QueryException $e) {
// Check to see if we are in debug, if so bubble up the exception
if ($this->debug) {
throw new \Exception($e->getMessage(), $e->getCode(), $e);
}
break;
}
// Clean up the sockets, if any left over
$server->socketCleanse();
}
// Now we need to listen for and grab response(s)
$responses = call_user_func_array(
[$this->query, 'getResponses'],
[$sockets, $this->timeout, $this->stream_timeout]
);
// Iterate over the responses
foreach ($responses as $socket_id => $response) {
// Back out the server_id
$server_id = $sockets[$socket_id]['server_id'];
// Grab the server instance
/* @var $server \GameQ\Server */
$server = $this->servers[$server_id];
// Save the response from this packet
$server->protocol()->packetResponse($response);
unset($server);
}
// Now we need to close all of the sockets
foreach ($sockets as $socketInfo) {
/* @var $socket \GameQ\Query\Core */
$socket = $socketInfo['socket'];
// Close the socket
$socket->close();
unset($socket);
}
unset($sockets);
}
/**
* Parse the response for a specific server
*
* @param \GameQ\Server $server
*
* @return array
* @throws \Exception
*/
protected function doParseResponse(Server $server)
{
try {
// @codeCoverageIgnoreStart
// We want to save this server's response to a file (useful for unit testing)
if (!is_null($this->capture_packets_file)) {
file_put_contents(
$this->capture_packets_file,
implode(PHP_EOL . '||' . PHP_EOL, $server->protocol()->packetResponse())
);
}
// @codeCoverageIgnoreEnd
// Get the server response
$results = $server->protocol()->processResponse();
// Check for online before we do anything else
$results['gq_online'] = (count($results) > 0);
} catch (ProtocolException $e) {
// Check to see if we are in debug, if so bubble up the exception
if ($this->debug) {
throw new \Exception($e->getMessage(), $e->getCode(), $e);
}
// We ignore this server
$results = [
'gq_online' => false,
];
}
// Now add some default stuff
$results['gq_address'] = (isset($results['gq_address'])) ? $results['gq_address'] : $server->ip();
$results['gq_port_client'] = $server->portClient();
$results['gq_port_query'] = (isset($results['gq_port_query'])) ? $results['gq_port_query'] : $server->portQuery();
$results['gq_protocol'] = $server->protocol()->getProtocol();
$results['gq_type'] = (string)$server->protocol();
$results['gq_name'] = $server->protocol()->nameLong();
$results['gq_transport'] = $server->protocol()->transport();
// Process the join link
if (!isset($results['gq_joinlink']) || empty($results['gq_joinlink'])) {
$results['gq_joinlink'] = $server->getJoinLink();
}
return $results;
}
/**
* Apply any filters to the results
*
* @param array $results
* @param \GameQ\Server $server
*
* @return array
*/
protected function doApplyFilters(array $results, Server $server)
{
// Loop over the filters
foreach ($this->options['filters'] as $filterOptions) {
// Try to do this filter
try {
// Make a new reflection class
$class = new \ReflectionClass(sprintf('GameQ\\Filters\\%s', ucfirst($filterOptions['filter'])));
// Create a new instance of the filter class specified
$filter = $class->newInstanceArgs([$filterOptions['options']]);
// Apply the filter to the data
$results = $filter->apply($results, $server);
} catch (\ReflectionException $e) {
// Invalid, skip it
continue;
}
}
return $results;
}
}