Merge branch 'main' into feat/cli

This commit is contained in:
Cain 2023-11-08 20:42:07 +00:00
commit 963040fb84
28 changed files with 1071 additions and 348 deletions

View file

@ -0,0 +1,58 @@
/// The implementation.
pub mod protocol;
/// All types used by the implementation.
pub mod types;
pub use protocol::*;
pub use types::*;
/// Generate a module containing a query function for a valve game.
///
/// * `mod_name` - The name to be given to the game module (see ID naming
/// conventions in CONTRIBUTING.md).
/// * `pretty_name` - The full name of the game, will be used as the
/// documentation for the created module.
/// * `default_port` - Passed through to [game_query_fn].
#[cfg(feature = "games")]
macro_rules! game_query_mod {
($mod_name: ident, $pretty_name: expr, $default_port: literal) => {
#[doc = $pretty_name]
pub mod $mod_name {
crate::protocols::unreal2::game_query_fn!($default_port);
}
};
}
#[cfg(feature = "games")]
pub(crate) use game_query_mod;
// Allow generating doc comments:
// https://users.rust-lang.org/t/macros-filling-text-in-comments/20473
/// Generate a query function for a valve game.
///
/// * `default_port` - The default port the game uses.
#[cfg(feature = "games")]
macro_rules! game_query_fn {
($default_port: literal) => {
crate::protocols::unreal2::game_query_fn! {@gen $default_port, concat!(
"Make a Unreal2 query for with default timeout settings and default extra request settings.\n\n",
"If port is `None`, then the default port (", stringify!($default_port), ") will be used.")}
};
(@gen $default_port: literal, $doc: expr) => {
#[doc = $doc]
pub fn query(
address: &std::net::IpAddr,
port: Option<u16>,
) -> crate::GDResult<crate::protocols::unreal2::Response> {
crate::protocols::unreal2::query(
&std::net::SocketAddr::new(*address, port.unwrap_or($default_port)),
&crate::protocols::unreal2::GatheringSettings::default(),
None,
)
}
};
}
#[cfg(feature = "games")]
pub(crate) use game_query_fn;

View file

@ -0,0 +1,308 @@
use crate::buffer::{Buffer, StringDecoder};
use crate::errors::GDErrorKind::PacketBad;
use crate::protocols::types::TimeoutSettings;
use crate::socket::{Socket, UdpSocket};
use crate::utils::retry_on_timeout;
use crate::GDResult;
use super::{GatheringSettings, MutatorsAndRules, PacketKind, Players, Response, ServerInfo};
use std::net::SocketAddr;
use byteorder::{ByteOrder, LittleEndian};
use encoding_rs::{UTF_16LE, WINDOWS_1252};
/// Response packets don't seem to exceed 500 bytes, set to 1024 just to be
/// safe.
const PACKET_SIZE: usize = 1024;
/// Default amount of players to pre-allocate if numplayers was not included in
/// server info response.
const DEFAULT_PLAYER_PREALLOCATION: usize = 10;
/// Maximum amount of players to pre-allocate: if the server specifies a number
/// larger than this in serverinfo we don't allocate that many.
const MAXIMUM_PLAYER_PREALLOCATION: usize = 50;
/// The Unreal2 protocol implementation.
pub(crate) struct Unreal2Protocol {
socket: UdpSocket,
retry_count: usize,
}
impl Unreal2Protocol {
pub fn new(address: &SocketAddr, timeout_settings: Option<TimeoutSettings>) -> GDResult<Self> {
let socket = UdpSocket::new(address)?;
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)
})
}
/// 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];
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
)))
} else {
Ok(())
}
}
/// Send server info query.
pub fn query_server_info(&mut self) -> GDResult<ServerInfo> {
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)?;
ServerInfo::parse(&mut buffer)
}
/// Send mutators and rules query.
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).
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)?;
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);
let r = Self::consume_response_headers(&mut buffer, PacketKind::MutatorsAndRules);
if r.is_err() {
println!("{:?}", r);
break;
}
mutators_and_rules.parse(&mut buffer)?;
}
Ok(mutators_and_rules)
}
/// Send players query.
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
// 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

View 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