DayZ-Stat-Server/gameq/src/GameQ/Protocols/Bfbc2.php

327 lines
9.2 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\Protocols;
use GameQ\Protocol;
use GameQ\Buffer;
use GameQ\Result;
use GameQ\Exception\Protocol as Exception;
/**
* Battlefield Bad Company 2 Protocol Class
*
* NOTE: There are no qualifiers to the response packets sent back from the server as to which response packet
* belongs to which query request. For now this class assumes the responses are in the same order as the order in
* which the packets were sent to the server. If this assumption turns out to be wrong there is easy way to tell which
* response belongs to which query. Hopefully this assumption will hold true as it has in my testing.
*
* @package GameQ\Protocols
* @author Austin Bischoff <austin@codebeard.com>
*/
class Bfbc2 extends Protocol
{
/**
* Array of packets we want to query.
*
* @type array
*/
protected $packets = [
self::PACKET_VERSION => "\x00\x00\x00\x00\x18\x00\x00\x00\x01\x00\x00\x00\x07\x00\x00\x00version\x00",
self::PACKET_STATUS => "\x00\x00\x00\x00\x1b\x00\x00\x00\x01\x00\x00\x00\x0a\x00\x00\x00serverInfo\x00",
self::PACKET_PLAYERS => "\x00\x00\x00\x00\x24\x00\x00\x00\x02\x00\x00\x00\x0b\x00\x00\x00listPlayers\x00\x03\x00\x00\x00\x61ll\x00",
];
/**
* Use the response flag to figure out what method to run
*
* @type array
*/
protected $responses = [
"processVersion",
"processDetails",
"processPlayers",
];
/**
* The transport mode for this protocol is TCP
*
* @type string
*/
protected $transport = self::TRANSPORT_TCP;
/**
* The query protocol used to make the call
*
* @type string
*/
protected $protocol = 'bfbc2';
/**
* String name of this protocol class
*
* @type string
*/
protected $name = 'bfbc2';
/**
* Longer string name of this protocol class
*
* @type string
*/
protected $name_long = "Battlefield Bad Company 2";
/**
* The client join link
*
* @type string
*/
protected $join_link = null;
/**
* query_port = client_port + 29321
* 48888 = 19567 + 29321
*
* @type int
*/
protected $port_diff = 29321;
/**
* Normalize settings for this protocol
*
* @type array
*/
protected $normalize = [
// General
'general' => [
// target => source
'dedicated' => 'dedicated',
'hostname' => 'hostname',
'mapname' => 'map',
'maxplayers' => 'max_players',
'numplayers' => 'num_players',
'password' => 'password',
],
'player' => [
'name' => 'name',
'score' => 'score',
'ping' => 'ping',
],
'team' => [
'score' => 'tickets',
],
];
/**
* Process the response for the StarMade server
*
* @return array
* @throws \GameQ\Exception\Protocol
*/
public function processResponse()
{
//print_r($this->packets_response);
// Holds the results sent back
$results = [];
// Iterate over the response packets
// @todo: This protocol has no packet ordering, ids or anyway to identify which packet coming back belongs to which initial call.
foreach ($this->packets_response as $i => $packet) {
// Create a new buffer
$buffer = new Buffer($packet);
// Burn first 4 bytes, same across all packets
$buffer->skip(4);
// Get the packet length
$packetLength = $buffer->getLength();
// Check to make sure the expected length matches the real length
// Subtract 4 for the header burn
if ($packetLength != ($buffer->readInt32() - 4)) {
throw new Exception(__METHOD__ . " packet length does not match expected length!");
}
// We assume the packets are coming back in the same order as sent, this maybe incorrect...
$results = array_merge(
$results,
call_user_func_array([$this, $this->responses[$i]], [$buffer])
);
}
unset($buffer, $packetLength);
return $results;
}
/*
* Internal Methods
*/
/**
* Decode the buffer into a usable format
*
* @param \GameQ\Buffer $buffer
*
* @return array
*/
protected function decode(Buffer $buffer)
{
$items = [];
// Get the number of words in this buffer
$itemCount = $buffer->readInt32();
// Loop over the number of items
for ($i = 0; $i < $itemCount; $i++) {
// Length of the string
$buffer->readInt32();
// Just read the string
$items[$i] = $buffer->readString();
}
return $items;
}
/**
* Process the server details
*
* @param \GameQ\Buffer $buffer
*
* @return array
*/
protected function processDetails(Buffer $buffer)
{
// Decode into items
$items = $this->decode($buffer);
// Set the result to a new result instance
$result = new Result();
// Server is always dedicated
$result->add('dedicated', 1);
// These are the same no matter what mode the server is in
$result->add('hostname', $items[1]);
$result->add('num_players', (int)$items[2]);
$result->add('max_players', (int)$items[3]);
$result->add('gametype', $items[4]);
$result->add('map', $items[5]);
$result->add('roundsplayed', (int)$items[6]);
$result->add('roundstotal', (int)$items[7]);
$result->add('num_teams', (int)$items[8]);
// Set the current index
$index_current = 9;
// Pull the team count
$teamCount = $result->get('num_teams');
// Loop for the number of teams found, increment along the way
for ($id = 1; $id <= $teamCount; $id++, $index_current++) {
// Shows the tickets
$result->addTeam('tickets', $items[$index_current]);
// We add an id so we know which team this is
$result->addTeam('id', $id);
}
// Get and set the rest of the data points.
$result->add('targetscore', (int)$items[$index_current]);
$result->add('online', 1); // Forced true, shows accepting players
$result->add('ranked', (($items[$index_current + 2] == 'true') ? 1 : 0));
$result->add('punkbuster', (($items[$index_current + 3] == 'true') ? 1 : 0));
$result->add('password', (($items[$index_current + 4] == 'true') ? 1 : 0));
$result->add('uptime', (int)$items[$index_current + 5]);
$result->add('roundtime', (int)$items[$index_current + 6]);
$result->add('mod', $items[$index_current + 7]);
$result->add('ip_port', $items[$index_current + 9]);
$result->add('punkbuster_version', $items[$index_current + 10]);
$result->add('join_queue', (($items[$index_current + 11] == 'true') ? 1 : 0));
$result->add('region', $items[$index_current + 12]);
unset($items, $index_current, $teamCount, $buffer);
return $result->fetch();
}
/**
* Process the server version
*
* @param \GameQ\Buffer $buffer
*
* @return array
*/
protected function processVersion(Buffer $buffer)
{
// Decode into items
$items = $this->decode($buffer);
// Set the result to a new result instance
$result = new Result();
$result->add('version', $items[2]);
unset($buffer, $items);
return $result->fetch();
}
/**
* Process the players
*
* @param \GameQ\Buffer $buffer
*
* @return array
*/
protected function processPlayers(Buffer $buffer)
{
// Decode into items
$items = $this->decode($buffer);
// Set the result to a new result instance
$result = new Result();
// Number of data points per player
$numTags = $items[1];
// Grab the tags for each player
$tags = array_slice($items, 2, $numTags);
// Get the player count
$playerCount = $items[$numTags + 2];
// Iterate over the index until we run out of players
for ($i = 0, $x = $numTags + 3; $i < $playerCount; $i++, $x += $numTags) {
// Loop over the player tags and extract the info for that tag
foreach ($tags as $index => $tag) {
$result->addPlayer($tag, $items[($x + $index)]);
}
}
return $result->fetch();
}
}