mirror of
https://github.com/Tribufu/rust-gamedig
synced 2026-08-14 01:21:05 +00:00
Merge branch 'main' into feat/cli
This commit is contained in:
commit
963040fb84
28 changed files with 1071 additions and 348 deletions
58
crates/lib/src/protocols/unreal2/mod.rs
Normal file
58
crates/lib/src/protocols/unreal2/mod.rs
Normal file
|
|
@ -0,0 +1,58 @@
|
|||
/// The implementation.
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||||
pub mod protocol;
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/// All types used by the implementation.
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pub mod types;
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||||
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pub use protocol::*;
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pub use types::*;
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||||
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/// Generate a module containing a query function for a valve game.
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///
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/// * `mod_name` - The name to be given to the game module (see ID naming
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/// conventions in CONTRIBUTING.md).
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/// * `pretty_name` - The full name of the game, will be used as the
|
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/// documentation for the created module.
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||||
/// * `default_port` - Passed through to [game_query_fn].
|
||||
#[cfg(feature = "games")]
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macro_rules! game_query_mod {
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($mod_name: ident, $pretty_name: expr, $default_port: literal) => {
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#[doc = $pretty_name]
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||||
pub mod $mod_name {
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crate::protocols::unreal2::game_query_fn!($default_port);
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}
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};
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}
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#[cfg(feature = "games")]
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pub(crate) use game_query_mod;
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|
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// Allow generating doc comments:
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// https://users.rust-lang.org/t/macros-filling-text-in-comments/20473
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/// Generate a query function for a valve game.
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///
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/// * `default_port` - The default port the game uses.
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#[cfg(feature = "games")]
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macro_rules! game_query_fn {
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($default_port: literal) => {
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crate::protocols::unreal2::game_query_fn! {@gen $default_port, concat!(
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"Make a Unreal2 query for with default timeout settings and default extra request settings.\n\n",
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||||
"If port is `None`, then the default port (", stringify!($default_port), ") will be used.")}
|
||||
};
|
||||
|
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(@gen $default_port: literal, $doc: expr) => {
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#[doc = $doc]
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||||
pub fn query(
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address: &std::net::IpAddr,
|
||||
port: Option<u16>,
|
||||
) -> crate::GDResult<crate::protocols::unreal2::Response> {
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||||
crate::protocols::unreal2::query(
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&std::net::SocketAddr::new(*address, port.unwrap_or($default_port)),
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||||
&crate::protocols::unreal2::GatheringSettings::default(),
|
||||
None,
|
||||
)
|
||||
}
|
||||
};
|
||||
}
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||||
|
||||
#[cfg(feature = "games")]
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pub(crate) use game_query_fn;
|
||||
308
crates/lib/src/protocols/unreal2/protocol.rs
Normal file
308
crates/lib/src/protocols/unreal2/protocol.rs
Normal file
|
|
@ -0,0 +1,308 @@
|
|||
use crate::buffer::{Buffer, StringDecoder};
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||||
use crate::errors::GDErrorKind::PacketBad;
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||||
use crate::protocols::types::TimeoutSettings;
|
||||
use crate::socket::{Socket, UdpSocket};
|
||||
use crate::utils::retry_on_timeout;
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use crate::GDResult;
|
||||
|
||||
use super::{GatheringSettings, MutatorsAndRules, PacketKind, Players, Response, ServerInfo};
|
||||
|
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use std::net::SocketAddr;
|
||||
|
||||
use byteorder::{ByteOrder, LittleEndian};
|
||||
use encoding_rs::{UTF_16LE, WINDOWS_1252};
|
||||
|
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/// Response packets don't seem to exceed 500 bytes, set to 1024 just to be
|
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/// safe.
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const PACKET_SIZE: usize = 1024;
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|
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/// Default amount of players to pre-allocate if numplayers was not included in
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/// server info response.
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const DEFAULT_PLAYER_PREALLOCATION: usize = 10;
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|
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/// Maximum amount of players to pre-allocate: if the server specifies a number
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/// larger than this in serverinfo we don't allocate that many.
|
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const MAXIMUM_PLAYER_PREALLOCATION: usize = 50;
|
||||
|
||||
/// The Unreal2 protocol implementation.
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pub(crate) struct Unreal2Protocol {
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socket: UdpSocket,
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retry_count: usize,
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}
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|
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impl Unreal2Protocol {
|
||||
pub fn new(address: &SocketAddr, timeout_settings: Option<TimeoutSettings>) -> GDResult<Self> {
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||||
let socket = UdpSocket::new(address)?;
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||||
let retry_count = timeout_settings
|
||||
.as_ref()
|
||||
.map(|t| t.get_retries())
|
||||
.unwrap_or_else(|| TimeoutSettings::default().get_retries());
|
||||
socket.apply_timeout(&timeout_settings)?;
|
||||
|
||||
Ok(Self {
|
||||
socket,
|
||||
retry_count,
|
||||
})
|
||||
}
|
||||
|
||||
/// Send a request packet and recieve the first response (with retries).
|
||||
fn get_request_data(&mut self, packet_type: PacketKind) -> GDResult<Vec<u8>> {
|
||||
retry_on_timeout(self.retry_count, move || {
|
||||
self.get_request_data_impl(packet_type)
|
||||
})
|
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}
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||||
|
||||
/// Send a request packet
|
||||
fn get_request_data_impl(&mut self, packet_type: PacketKind) -> GDResult<Vec<u8>> {
|
||||
let request = [0x79, 0, 0, 0, packet_type as u8];
|
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self.socket.send(&request)?;
|
||||
|
||||
let data = self.socket.receive(Some(PACKET_SIZE))?;
|
||||
|
||||
Ok(data)
|
||||
}
|
||||
|
||||
/// Consume the header part of a response packet, validate that the packet
|
||||
/// type matches what is expected.
|
||||
fn consume_response_headers<B: ByteOrder>(
|
||||
buffer: &mut Buffer<B>,
|
||||
expected_packet_type: PacketKind,
|
||||
) -> GDResult<()> {
|
||||
// Skip header
|
||||
buffer.move_cursor(4)?;
|
||||
|
||||
let packet_type: u8 = buffer.read()?;
|
||||
|
||||
let packet_type: PacketKind = packet_type.try_into()?;
|
||||
|
||||
if packet_type != expected_packet_type {
|
||||
Err(PacketBad.context(format!(
|
||||
"Packet response ({:?}) didn't match request ({:?}) packet type",
|
||||
packet_type, expected_packet_type
|
||||
)))
|
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} else {
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Ok(())
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||||
}
|
||||
}
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|
||||
/// Send server info query.
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pub fn query_server_info(&mut self) -> GDResult<ServerInfo> {
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let data = self.get_request_data(PacketKind::ServerInfo)?;
|
||||
let mut buffer = Buffer::<LittleEndian>::new(&data);
|
||||
// TODO: Maybe put consume headers in individual packet parse methods
|
||||
Self::consume_response_headers(&mut buffer, PacketKind::ServerInfo)?;
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||||
ServerInfo::parse(&mut buffer)
|
||||
}
|
||||
|
||||
/// Send mutators and rules query.
|
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pub fn query_mutators_and_rules(&mut self) -> GDResult<MutatorsAndRules> {
|
||||
// This is a required packet so we validate that we get at least one response.
|
||||
// However there can be many packets in response to a single request so
|
||||
// we greedily handle packets until we get a timeout (or any receive
|
||||
// error).
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||||
|
||||
let mut mutators_and_rules = MutatorsAndRules::default();
|
||||
{
|
||||
let data = self.get_request_data(PacketKind::MutatorsAndRules)?;
|
||||
let mut buffer = Buffer::<LittleEndian>::new(&data);
|
||||
// TODO: Maybe put consume headers in individual packet parse methods
|
||||
Self::consume_response_headers(&mut buffer, PacketKind::MutatorsAndRules)?;
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mutators_and_rules.parse(&mut buffer)?
|
||||
};
|
||||
|
||||
// We could receive multiple packets in response
|
||||
while let Ok(data) = self.socket.receive(Some(PACKET_SIZE)) {
|
||||
let mut buffer = Buffer::<LittleEndian>::new(&data);
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||||
|
||||
let r = Self::consume_response_headers(&mut buffer, PacketKind::MutatorsAndRules);
|
||||
if r.is_err() {
|
||||
println!("{:?}", r);
|
||||
break;
|
||||
}
|
||||
|
||||
mutators_and_rules.parse(&mut buffer)?;
|
||||
}
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||||
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Ok(mutators_and_rules)
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||||
}
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||||
|
||||
/// Send players query.
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||||
pub fn query_players(&mut self, server_info: Option<&ServerInfo>) -> GDResult<Players> {
|
||||
// Pre-allocate the player arrays, but don't over allocate memory if the server
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||||
// specifies an insane number of players.
|
||||
let num_players: Option<usize> = server_info.and_then(|i| i.num_players.try_into().ok());
|
||||
|
||||
let mut players = Players::with_capacity(
|
||||
num_players
|
||||
.unwrap_or(DEFAULT_PLAYER_PREALLOCATION)
|
||||
.min(MAXIMUM_PLAYER_PREALLOCATION),
|
||||
);
|
||||
|
||||
// Fetch first players packet (with retries)
|
||||
let mut players_data = self.get_request_data(PacketKind::Players);
|
||||
// Players are non required so if we don't get any responses we continue to
|
||||
// return
|
||||
while let Ok(data) = players_data {
|
||||
let mut buffer = Buffer::<LittleEndian>::new(&data);
|
||||
|
||||
Self::consume_response_headers(&mut buffer, PacketKind::Players)?;
|
||||
|
||||
players.parse(&mut buffer)?;
|
||||
|
||||
if let Some(num_players) = num_players {
|
||||
if players.total_len() >= num_players {
|
||||
// If we have already received the amount of players specified in server info
|
||||
// then we don't need to wait for more player packets to time out.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// Receive next packet
|
||||
players_data = self.socket.receive(Some(PACKET_SIZE));
|
||||
}
|
||||
|
||||
Ok(players)
|
||||
}
|
||||
|
||||
/// Make a full server query.
|
||||
pub fn query(&mut self, gather_settings: &GatheringSettings) -> GDResult<Response> {
|
||||
// Fetch the server info, this can only handle one response packet
|
||||
let server_info = self.query_server_info()?;
|
||||
|
||||
let mutators_and_rules = if gather_settings.mutators_and_rules {
|
||||
self.query_mutators_and_rules()?
|
||||
} else {
|
||||
MutatorsAndRules::default()
|
||||
};
|
||||
|
||||
let players = if gather_settings.players {
|
||||
self.query_players(Some(&server_info))?
|
||||
} else {
|
||||
Players::with_capacity(0)
|
||||
};
|
||||
|
||||
// TODO: Handle extra info parsing when we detect certain game types (or maybe
|
||||
// include that in gather settings).
|
||||
|
||||
Ok(Response {
|
||||
server_info,
|
||||
mutators_and_rules,
|
||||
players,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
/// Unreal 2 string decoder
|
||||
pub struct Unreal2StringDecoder;
|
||||
impl StringDecoder for Unreal2StringDecoder {
|
||||
type Delimiter = [u8; 1];
|
||||
|
||||
const DELIMITER: Self::Delimiter = [0x00];
|
||||
|
||||
fn decode_string(data: &[u8], cursor: &mut usize, delimiter: Self::Delimiter) -> GDResult<String> {
|
||||
let mut ucs2 = false;
|
||||
let mut length: usize = (*data
|
||||
.first()
|
||||
.ok_or(PacketBad.context("Tried to decode string without length"))?)
|
||||
.into();
|
||||
|
||||
let mut start = 0;
|
||||
|
||||
// Check if it is a UCS-2 string
|
||||
if length >= 0x80 {
|
||||
ucs2 = true;
|
||||
|
||||
length = (length & 0x7f) * 2;
|
||||
|
||||
start += 1;
|
||||
|
||||
// For UCS-2 strings, some unreal 2 games randomly insert an extra 0x01 here,
|
||||
// not included in the length. Skip it if present (hopefully this never happens
|
||||
// legitimately)
|
||||
if let Some(1) = data[start ..].first() {
|
||||
start += 1;
|
||||
}
|
||||
}
|
||||
|
||||
// If UCS2 the first byte is the masked length of the string
|
||||
let result = if ucs2 {
|
||||
let string_data = &data[start .. start + length];
|
||||
if string_data.len() != length {
|
||||
return Err(PacketBad.context("Not enough data in buffer to read string"));
|
||||
}
|
||||
|
||||
// When node decodes UCS2 it uses the UFT16LE encoding.
|
||||
// https://github.com/nodejs/node/blob/2aaa21f9f684484edb54be30589c4af0b923cdef/lib/buffer.js#L637-L645
|
||||
let (result, _, invalid_sequences) = UTF_16LE.decode(string_data);
|
||||
|
||||
if invalid_sequences {
|
||||
return Err(PacketBad.context("UTF-8 string contained invalid character(s)"));
|
||||
}
|
||||
|
||||
result
|
||||
} else {
|
||||
// Else the string is null-delimited latin1
|
||||
|
||||
// TODO: Replace this with delimiter finder helper
|
||||
let position = data
|
||||
// Create an iterator over the data.
|
||||
.iter()
|
||||
// Find the position of the delimiter
|
||||
.position(|&b| b == delimiter.as_ref()[0])
|
||||
// If the delimiter is not found, use the whole data slice.
|
||||
.unwrap_or(data.len());
|
||||
|
||||
length = position + 1;
|
||||
|
||||
// Decode as latin1
|
||||
let (result, _, invalid_sequences) = WINDOWS_1252.decode(&data[0 .. position]);
|
||||
|
||||
if invalid_sequences {
|
||||
return Err(PacketBad.context("latin1 string contained invalid character(s)"));
|
||||
}
|
||||
|
||||
result
|
||||
};
|
||||
|
||||
// Strip color encodings
|
||||
// TODO: Improve efficiency
|
||||
// TODO: There might be a nicer way to do this once string patterns are stable
|
||||
// https://github.com/rust-lang/rust/issues/27721
|
||||
|
||||
// After '0x1b' skip 3 characters (including the '0x1b')
|
||||
let mut char_skip = 0usize;
|
||||
let result: String = result
|
||||
.chars()
|
||||
.filter(|c: &char| {
|
||||
if '\x1b'.eq(c) {
|
||||
char_skip = 4;
|
||||
return false;
|
||||
}
|
||||
char_skip = char_skip.saturating_sub(1);
|
||||
|
||||
char_skip == 0
|
||||
})
|
||||
.collect();
|
||||
|
||||
// Remove all characters between 0x00 and 0x1a
|
||||
let result = result.replace(|c: char| c > '\x00' && c <= '\x1a', "");
|
||||
|
||||
*cursor += start + length;
|
||||
|
||||
// Strip delimiter that wasn't included in length
|
||||
Ok(result.trim_matches('\0').to_string())
|
||||
}
|
||||
}
|
||||
|
||||
/// Make an unreal2 query.
|
||||
pub fn query(
|
||||
address: &SocketAddr,
|
||||
gather_settings: &GatheringSettings,
|
||||
timeout_settings: Option<TimeoutSettings>,
|
||||
) -> GDResult<Response> {
|
||||
let mut client = Unreal2Protocol::new(address, timeout_settings)?;
|
||||
|
||||
client.query(gather_settings)
|
||||
}
|
||||
|
||||
// TODO: Add tests
|
||||
246
crates/lib/src/protocols/unreal2/types.rs
Normal file
246
crates/lib/src/protocols/unreal2/types.rs
Normal file
|
|
@ -0,0 +1,246 @@
|
|||
use crate::buffer::Buffer;
|
||||
use crate::errors::GDErrorKind::PacketBad;
|
||||
use crate::protocols::types::{CommonPlayer, CommonResponse, ExtraRequestSettings, GenericPlayer};
|
||||
use crate::protocols::GenericResponse;
|
||||
use crate::{GDError, GDResult};
|
||||
|
||||
use super::Unreal2StringDecoder;
|
||||
|
||||
use std::collections::{HashMap, HashSet};
|
||||
|
||||
use byteorder::ByteOrder;
|
||||
|
||||
/// Unreal 2 packet types.
|
||||
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq, PartialOrd, Ord)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
#[repr(u8)]
|
||||
pub enum PacketKind {
|
||||
ServerInfo = 0,
|
||||
MutatorsAndRules = 1,
|
||||
Players = 2,
|
||||
}
|
||||
|
||||
impl TryFrom<u8> for PacketKind {
|
||||
type Error = GDError;
|
||||
fn try_from(value: u8) -> GDResult<Self> {
|
||||
match value {
|
||||
0 => Ok(Self::ServerInfo),
|
||||
1 => Ok(Self::MutatorsAndRules),
|
||||
2 => Ok(Self::Players),
|
||||
_ => Err(PacketBad.context("Unknown packet type")),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Unreal 2 server info.
|
||||
#[derive(Clone, Debug, PartialEq, Eq, Hash, PartialOrd, Ord)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub struct ServerInfo {
|
||||
pub server_id: u32,
|
||||
pub ip: String,
|
||||
pub game_port: u32,
|
||||
pub query_port: u32,
|
||||
pub name: String,
|
||||
pub map: String,
|
||||
pub game_type: String,
|
||||
pub num_players: u32,
|
||||
pub max_players: u32,
|
||||
}
|
||||
|
||||
impl ServerInfo {
|
||||
pub fn parse<B: ByteOrder>(buffer: &mut Buffer<B>) -> GDResult<Self> {
|
||||
Ok(ServerInfo {
|
||||
server_id: buffer.read()?,
|
||||
ip: buffer.read_string::<Unreal2StringDecoder>(None)?,
|
||||
game_port: buffer.read()?,
|
||||
query_port: buffer.read()?,
|
||||
name: buffer.read_string::<Unreal2StringDecoder>(None)?,
|
||||
map: buffer.read_string::<Unreal2StringDecoder>(None)?,
|
||||
game_type: buffer.read_string::<Unreal2StringDecoder>(None)?,
|
||||
num_players: buffer.read()?,
|
||||
max_players: buffer.read()?,
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
/// Unreal 2 mutators and rules.
|
||||
#[derive(Clone, Debug, Default, PartialEq, Eq)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub struct MutatorsAndRules {
|
||||
pub mutators: HashSet<String>,
|
||||
pub rules: HashMap<String, Vec<String>>,
|
||||
}
|
||||
|
||||
impl MutatorsAndRules {
|
||||
pub fn parse<B: ByteOrder>(&mut self, buffer: &mut Buffer<B>) -> GDResult<()> {
|
||||
while buffer.remaining_length() > 0 {
|
||||
let key = buffer.read_string::<Unreal2StringDecoder>(None)?;
|
||||
let value = buffer.read_string::<Unreal2StringDecoder>(None).ok();
|
||||
|
||||
if key.eq_ignore_ascii_case("mutator") {
|
||||
if let Some(value) = value {
|
||||
self.mutators.insert(value);
|
||||
}
|
||||
} else {
|
||||
let rule_vec = self.rules.get_mut(&key);
|
||||
|
||||
let rule_vec = if let Some(rule_vec) = rule_vec {
|
||||
rule_vec
|
||||
} else {
|
||||
self.rules.insert(key.clone(), Vec::default());
|
||||
self.rules
|
||||
.get_mut(&key)
|
||||
.expect("Value should be in HashMap after we inserted")
|
||||
};
|
||||
|
||||
if let Some(value) = value {
|
||||
rule_vec.push(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
/// Unreal 2 players and bots.
|
||||
#[derive(Clone, Debug, Default, PartialEq, Eq, Hash, PartialOrd, Ord)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub struct Players {
|
||||
/// List of players returned by server (without 0 ping).
|
||||
pub players: Vec<Player>,
|
||||
/// List of bots returned by server (players with 0 ping).
|
||||
pub bots: Vec<Player>,
|
||||
}
|
||||
|
||||
impl Players {
|
||||
/// Pre-allocate the vectors inside the players struct based on the provided
|
||||
/// capacity.
|
||||
pub fn with_capacity(capacity: usize) -> Self {
|
||||
Players {
|
||||
players: Vec::with_capacity(capacity),
|
||||
// Allocate half as many bots as we don't expect there to be as many
|
||||
bots: Vec::with_capacity(capacity / 2),
|
||||
}
|
||||
}
|
||||
|
||||
/// Parse a raw buffer of players into the current struct.
|
||||
pub fn parse<B: ByteOrder>(&mut self, buffer: &mut Buffer<B>) -> GDResult<()> {
|
||||
while buffer.remaining_length() > 0 {
|
||||
let player = Player {
|
||||
id: buffer.read()?,
|
||||
name: buffer.read_string::<Unreal2StringDecoder>(None)?,
|
||||
ping: buffer.read()?,
|
||||
score: buffer.read()?,
|
||||
stats_id: buffer.read()?,
|
||||
};
|
||||
|
||||
// If ping is 0 the player is a bot
|
||||
if player.ping == 0 {
|
||||
self.bots.push(player);
|
||||
} else {
|
||||
self.players.push(player);
|
||||
}
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
/// Length of both players and bots.
|
||||
pub fn total_len(&self) -> usize { self.players.len() + self.bots.len() }
|
||||
}
|
||||
|
||||
/// Unreal 2 player info.
|
||||
#[derive(Clone, Debug, PartialEq, Eq, Hash, PartialOrd, Ord)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub struct Player {
|
||||
pub id: u32,
|
||||
pub name: String,
|
||||
pub ping: u32,
|
||||
pub score: i32,
|
||||
pub stats_id: u32,
|
||||
}
|
||||
|
||||
impl CommonPlayer for Player {
|
||||
fn name(&self) -> &str { &self.name }
|
||||
|
||||
fn score(&self) -> Option<i32> { Some(self.score) }
|
||||
|
||||
fn as_original(&self) -> GenericPlayer { GenericPlayer::Unreal2(self) }
|
||||
}
|
||||
|
||||
/// Unreal 2 response.
|
||||
#[derive(Clone, Debug, PartialEq, Eq)]
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
pub struct Response {
|
||||
pub server_info: ServerInfo,
|
||||
pub mutators_and_rules: MutatorsAndRules,
|
||||
pub players: Players,
|
||||
}
|
||||
|
||||
impl CommonResponse for Response {
|
||||
fn map(&self) -> Option<&str> { Some(&self.server_info.map) }
|
||||
|
||||
fn name(&self) -> Option<&str> { Some(&self.server_info.name) }
|
||||
|
||||
fn game_mode(&self) -> Option<&str> { Some(&self.server_info.game_type) }
|
||||
|
||||
fn players_online(&self) -> u32 { self.server_info.num_players }
|
||||
|
||||
fn players_maximum(&self) -> u32 { self.server_info.max_players }
|
||||
|
||||
fn players(&self) -> Option<Vec<&dyn crate::protocols::types::CommonPlayer>> {
|
||||
Some(
|
||||
self.players
|
||||
.players
|
||||
.iter()
|
||||
.map(|player| player as _)
|
||||
.collect(),
|
||||
)
|
||||
}
|
||||
|
||||
fn as_original(&self) -> GenericResponse { GenericResponse::Unreal2(self) }
|
||||
}
|
||||
|
||||
/// What data to gather, purely used only with the query function.
|
||||
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
|
||||
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, PartialOrd, Ord)]
|
||||
pub struct GatheringSettings {
|
||||
pub players: bool,
|
||||
pub mutators_and_rules: bool,
|
||||
}
|
||||
|
||||
impl GatheringSettings {
|
||||
/// Default values are true for both the players and the rules.
|
||||
pub const fn default() -> Self {
|
||||
Self {
|
||||
players: true,
|
||||
mutators_and_rules: true,
|
||||
}
|
||||
}
|
||||
|
||||
pub const fn into_extra(self) -> ExtraRequestSettings {
|
||||
ExtraRequestSettings {
|
||||
hostname: None,
|
||||
protocol_version: None,
|
||||
gather_players: Some(self.players),
|
||||
gather_rules: Some(self.mutators_and_rules),
|
||||
check_app_id: None,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Default for GatheringSettings {
|
||||
fn default() -> Self { GatheringSettings::default() }
|
||||
}
|
||||
|
||||
impl From<ExtraRequestSettings> for GatheringSettings {
|
||||
fn from(value: ExtraRequestSettings) -> Self {
|
||||
let default = Self::default();
|
||||
Self {
|
||||
players: value.gather_players.unwrap_or(default.players),
|
||||
mutators_and_rules: value.gather_rules.unwrap_or(default.mutators_and_rules),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// TODO: Add tests
|
||||
Loading…
Add table
Add a link
Reference in a new issue