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

@ -39,6 +39,7 @@ pub enum VersionedPlayer<'a> {
/// * `pretty_name` - The full name of the game, will be used as the
/// documentation for the created module.
/// * `gamespy_ver`, `default_port` - Passed through to [game_query_fn].
#[cfg(feature = "games")]
macro_rules! game_query_mod {
($mod_name: ident, $pretty_name: expr, $gamespy_ver: ident, $default_port: literal) => {
#[doc = $pretty_name]
@ -48,6 +49,7 @@ macro_rules! game_query_mod {
};
}
#[cfg(feature = "games")]
pub(crate) use game_query_mod;
// Allow generating doc comments:
@ -62,6 +64,7 @@ pub(crate) use game_query_mod;
/// use crate::protocols::gamespy::game_query_fn;
/// game_query_fn!(one, 7778);
/// ```
#[cfg(feature = "games")]
macro_rules! game_query_fn {
($gamespy_ver: ident, $default_port: literal) => {
crate::protocols::gamespy::game_query_fn! {@gen $gamespy_ver, $default_port, concat!(
@ -83,4 +86,5 @@ macro_rules! game_query_fn {
};
}
#[cfg(feature = "games")]
pub(crate) use game_query_fn;

View file

@ -3,6 +3,5 @@ pub mod protocol;
/// All types used by the implementation.
pub mod types;
pub use protocol::*;
pub use protocol::*;
pub use types::*;

View file

@ -31,11 +31,11 @@ pub fn query(
timeout_settings: Option<TimeoutSettings>,
request_settings: Option<RequestSettings>,
) -> GDResult<JavaResponse> {
if let Ok(response) = query_java(address, timeout_settings.clone(), request_settings) {
if let Ok(response) = query_java(address, timeout_settings, request_settings) {
return Ok(response);
}
if let Ok(response) = query_bedrock(address, timeout_settings.clone()) {
if let Ok(response) = query_bedrock(address, timeout_settings) {
return Ok(JavaResponse::from_bedrock_response(response));
}
@ -57,11 +57,11 @@ pub fn query_java(
/// Query a (Java) Legacy Server (1.6 -> 1.4 -> Beta 1.8).
pub fn query_legacy(address: &SocketAddr, timeout_settings: Option<TimeoutSettings>) -> GDResult<JavaResponse> {
if let Ok(response) = query_legacy_specific(LegacyGroup::V1_6, address, timeout_settings.clone()) {
if let Ok(response) = query_legacy_specific(LegacyGroup::V1_6, address, timeout_settings) {
return Ok(response);
}
if let Ok(response) = query_legacy_specific(LegacyGroup::V1_5, address, timeout_settings.clone()) {
if let Ok(response) = query_legacy_specific(LegacyGroup::V1_5, address, timeout_settings) {
return Ok(response);
}

View file

@ -12,6 +12,8 @@ pub mod minecraft;
pub mod quake;
/// General types that are used by all protocols.
pub mod types;
/// Reference: [node-GameDig](https://github.com/gamedig/node-gamedig/blob/master/protocols/unreal2.js)
pub mod unreal2;
/// Reference: [Server Query](https://developer.valvesoftware.com/wiki/Server_queries)
pub mod valve;

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@ -26,6 +26,7 @@ pub enum QuakeVersion {
/// * `pretty_name` - The full name of the game, will be used as the
/// documentation for the created module.
/// * `quake_ver`, `default_port` - Passed through to [game_query_fn].
#[cfg(feature = "games")]
macro_rules! game_query_mod {
($mod_name: ident, $pretty_name: expr, $quake_ver: ident, $default_port: literal) => {
#[doc = $pretty_name]
@ -35,6 +36,7 @@ macro_rules! game_query_mod {
};
}
#[cfg(feature = "games")]
pub(crate) use game_query_mod;
// Allow generating doc comments:
@ -49,6 +51,7 @@ pub(crate) use game_query_mod;
/// use crate::protocols::quake::game_query_fn;
/// game_query_fn!(one, 27500);
/// ```
#[cfg(feature = "games")]
macro_rules! game_query_fn {
($quake_ver: ident, $default_port: literal) => {
use crate::protocols::quake::$quake_ver::Player;
@ -71,4 +74,5 @@ macro_rules! game_query_fn {
};
}
#[cfg(feature = "games")]
pub(crate) use game_query_fn;

View file

@ -1,4 +1,4 @@
use crate::protocols::{gamespy, minecraft, quake, valve};
use crate::protocols::{gamespy, minecraft, quake, unreal2, valve};
use crate::GDErrorKind::InvalidInput;
use crate::GDResult;
@ -23,7 +23,8 @@ pub enum Protocol {
Gamespy(gamespy::GameSpyVersion),
Minecraft(Option<minecraft::types::Server>),
Quake(quake::QuakeVersion),
Valve(valve::SteamApp),
Valve(valve::Engine),
Unreal2,
#[cfg(feature = "games")]
PROPRIETARY(ProprietaryProtocol),
}
@ -35,6 +36,7 @@ pub enum GenericResponse<'a> {
Minecraft(minecraft::VersionedResponse<'a>),
Quake(quake::VersionedResponse<'a>),
Valve(&'a valve::Response),
Unreal2(&'a unreal2::Response),
#[cfg(feature = "games")]
TheShip(&'a crate::games::theship::Response),
#[cfg(feature = "games")]
@ -51,6 +53,7 @@ pub enum GenericPlayer<'a> {
QuakeTwo(&'a quake::two::Player),
Minecraft(&'a minecraft::Player),
Gamespy(gamespy::VersionedPlayer<'a>),
Unreal2(&'a unreal2::Player),
#[cfg(feature = "games")]
TheShip(&'a crate::games::theship::TheShipPlayer),
#[cfg(feature = "games")]

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

View file

@ -13,42 +13,58 @@ pub use types::*;
/// * `pretty_name` - The full name of the game, will be used as the
/// documentation for the created module.
/// * `steam_app`, `default_port` - Passed through to [game_query_fn].
#[cfg(feature = "games")]
macro_rules! game_query_mod {
($mod_name: ident, $pretty_name: expr, $steam_app: ident, $default_port: literal) => {
($mod_name: ident, $pretty_name: expr, $engine: expr, $default_port: literal) => {
crate::protocols::valve::game_query_mod!(
$mod_name,
$pretty_name,
$engine,
$default_port,
GatheringSettings::default()
);
};
($mod_name: ident, $pretty_name: expr, $engine: expr, $default_port: literal, $gathering_settings: expr) => {
#[doc = $pretty_name]
pub mod $mod_name {
crate::protocols::valve::game_query_fn!($steam_app, $default_port);
use crate::protocols::valve::{Engine, GatheringSettings};
crate::protocols::valve::game_query_fn!($pretty_name, $engine, $default_port, $gathering_settings);
}
};
}
#[cfg(feature = "games")]
pub(crate) use game_query_mod;
// Allow generating doc comments:
// https://users.rust-lang.org/t/macros-filling-text-in-comments/20473
/// Generate a query function for a valve game.
///
/// * `steam_app` - The entry in the [SteamApp] enum that the game uses.
/// * `engine` - The [Engine] that the game uses.
/// * `default_port` - The default port the game uses.
///
/// ```rust,ignore
/// use crate::protocols::valve::game_query_fn;
/// game_query_fn!(TEAMFORTRESS2, 27015);
/// ```
#[cfg(feature = "games")]
macro_rules! game_query_fn {
($steam_app: ident, $default_port: literal) => {
crate::protocols::valve::game_query_fn!{@gen $steam_app, $default_port, concat!(
"Make a valve query for ", stringify!($steam_app), " with default timeout settings and default extra request settings.\n\n",
"If port is `None`, then the default port (", stringify!($default_port), ") will be used.")}
($pretty_name: expr, $engine: expr, $default_port: literal, $gathering_settings: expr) => {
// TODO: By using $gathering_settings, also add to doc if a game doesnt respond to certain gathering settings
crate::protocols::valve::game_query_fn!{@gen $engine, $default_port, concat!(
"Make a valve query for ", $pretty_name, " with default timeout settings and default extra request settings.\n\n",
"If port is `None`, then the default port (", stringify!($default_port), ") will be used."), $gathering_settings}
};
(@gen $steam_app: ident, $default_port: literal, $doc: expr) => {
(@gen $engine: expr, $default_port: literal, $doc: expr, $gathering_settings: expr) => {
#[doc = $doc]
pub fn query(address: &std::net::IpAddr, port: Option<u16>) -> crate::GDResult<crate::protocols::valve::game::Response> {
let valve_response = crate::protocols::valve::query(
&std::net::SocketAddr::new(*address, port.unwrap_or($default_port)),
crate::protocols::valve::SteamApp::$steam_app.as_engine(),
None,
$engine,
Some($gathering_settings),
None,
)?;
@ -57,4 +73,5 @@ macro_rules! game_query_fn {
};
}
#[cfg(feature = "games")]
pub(crate) use game_query_fn;

View file

@ -16,7 +16,6 @@ use crate::{
},
Engine,
ModData,
SteamApp,
},
},
socket::{Socket, UdpSocket},
@ -59,8 +58,8 @@ impl SplitPacket {
Engine::Source(_) => {
let total = buffer.read()?;
let number = buffer.read()?;
let size = match protocol == 7 && (*engine == SteamApp::CSS.as_engine()) {
// certain apps with protocol = 7 dont have this field
let size = match protocol == 7 && (*engine == Engine::new(240)) {
// certain apps with protocol = 7 dont have this field, such as CSS
false => buffer.read()?,
true => 1248,
};
@ -304,7 +303,7 @@ impl ValveProtocol {
let environment_type = Environment::from_gldsrc(buffer.read()?)?;
let has_password = buffer.read::<u8>()? == 1;
let vac_secured = buffer.read::<u8>()? == 1;
let the_ship = match *engine == SteamApp::THESHIP.as_engine() {
let the_ship = match *engine == Engine::new(2400) {
false => None,
true => {
Some(TheShip {
@ -389,11 +388,11 @@ impl ValveProtocol {
name: buffer.read_string::<Utf8Decoder>(None)?,
score: buffer.read()?,
duration: buffer.read()?,
deaths: match *engine == SteamApp::THESHIP.as_engine() {
deaths: match *engine == Engine::new(2400) {
false => None,
true => Some(buffer.read()?),
},
money: match *engine == SteamApp::THESHIP.as_engine() {
money: match *engine == Engine::new(2400) {
false => None,
true => Some(buffer.read()?),
},
@ -418,7 +417,8 @@ impl ValveProtocol {
rules.insert(name, value);
}
if *engine == SteamApp::ROR2.as_engine() {
if *engine == Engine::new(632_360) {
// ROR2
rules.remove("Test");
}

View file

@ -249,156 +249,20 @@ impl Request {
}
}
/// Supported steam apps
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, PartialOrd, Ord)]
pub enum SteamApp {
/// Counter-Strike
COUNTERSTRIKE,
/// Creativerse
CREATIVERSE,
/// Team Fortress Classic
TFC,
/// Day of Defeat
DOD,
/// Counter-Strike: Condition Zero
CSCZ,
/// Counter-Strike: Source
CSS,
/// Day of Defeat: Source
DODS,
/// Half-Life 2 Deathmatch
HL2D,
/// Half-Life Deathmatch: Source
HLDS,
/// Team Fortress 2
TEAMFORTRESS2,
/// Left 4 Dead
LEFT4DEAD,
/// Left 4 Dead
LEFT4DEAD2,
/// Alien Swarm
ALIENSWARM,
/// Counter-Strike: Global Offensive
CSGO,
/// The Ship
THESHIP,
/// Garry's Mod
GARRYSMOD,
/// Age of Chivalry
AOC,
/// Insurgency: Modern Infantry Combat
IMIC,
/// ARMA 2: Operation Arrowhead
A2OA,
/// Project Zomboid
PROJECTZOMBOID,
/// Insurgency
INSURGENCY,
/// Sven Co-op
SCO,
/// 7 Days To Die
SD2D,
/// Rust
RUST,
/// Ballistic Overkill
BALLISTICOVERKILL,
/// Don't Starve Together
DST,
/// BrainBread 2
BRAINBREAD2,
/// Codename CURE
CODENAMECURE,
/// Black Mesa
BLACKMESA,
/// Colony Survival
COLONYSURVIVAL,
/// Avorion
AVORION,
/// Day of Infamy
DOI,
/// The Forest
THEFOREST,
/// Unturned
UNTURNED,
/// ARK: Survival Evolved
ASE,
/// Battalion 1944
BATTALION1944,
/// Insurgency: Sandstorm
INSURGENCYSANDSTORM,
/// Alien Swarm: Reactive Drop
ASRD,
/// Risk of Rain 2
ROR2,
/// Operation: Harsh Doorstop
OHD,
/// Onset
ONSET,
/// V Rising
VRISING,
/// Hell Let Loose
HLL,
/// Barotrauma
BAROTRAUMA,
}
impl SteamApp {
/// Get the specified app as engine.
pub const fn as_engine(&self) -> Engine {
match self {
Self::CSS => Engine::new_source(240),
Self::DODS => Engine::new_source(300),
Self::HL2D => Engine::new_source(320),
Self::HLDS => Engine::new_source(360),
Self::TEAMFORTRESS2 => Engine::new_source(440),
Self::LEFT4DEAD => Engine::new_source(500),
Self::LEFT4DEAD2 => Engine::new_source(550),
Self::ALIENSWARM => Engine::new_source(630),
Self::CSGO => Engine::new_source(730),
Self::THESHIP => Engine::new_source(2400),
Self::GARRYSMOD => Engine::new_source(4000),
Self::AOC => Engine::new_source(17510),
Self::IMIC => Engine::new_source(17700),
Self::A2OA => Engine::new_source(33930),
Self::PROJECTZOMBOID => Engine::new_source(108_600),
Self::INSURGENCY => Engine::new_source(222_880),
Self::SD2D => Engine::new_source(251_570),
Self::RUST => Engine::new_source(252_490),
Self::CREATIVERSE => Engine::new_source(280_790),
Self::BALLISTICOVERKILL => Engine::new_source(296_300),
Self::DST => Engine::new_source(322_320),
Self::BRAINBREAD2 => Engine::new_source(346_330),
Self::CODENAMECURE => Engine::new_source(355_180),
Self::BLACKMESA => Engine::new_source(362_890),
Self::COLONYSURVIVAL => Engine::new_source(366_090),
Self::AVORION => Engine::new_source(445_220),
Self::DOI => Engine::new_source(447_820),
Self::THEFOREST => Engine::new_source(556_450),
Self::UNTURNED => Engine::new_source(304_930),
Self::ASE => Engine::new_source(346_110),
Self::BATTALION1944 => Engine::new_source(489_940),
Self::INSURGENCYSANDSTORM => Engine::new_source(581_320),
Self::ASRD => Engine::new_source(563_560),
Self::BAROTRAUMA => Engine::new_source(602960),
Self::ROR2 => Engine::new_source(632_360),
Self::OHD => Engine::new_source_with_dedicated(736_590, 950_900),
Self::ONSET => Engine::new_source(1_105_810),
Self::VRISING => Engine::new_source(1_604_030),
Self::HLL => Engine::new_source(686_810),
_ => Engine::GoldSrc(false), // CS - 10, TFC - 20, DOD - 30, CSCZ - 80, SC - 225840
}
}
}
/// Engine type.
/// Every supported Valve game references this enum, represents the behaviour
/// of server requests and responses.
#[cfg_attr(feature = "serde", derive(Serialize, Deserialize))]
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, PartialOrd, Ord)]
pub enum Engine {
/// A Source game, the argument represents the possible steam app ids, if
/// its **None**, let the query find it, if its **Some**, the query
/// fails if the response id is not the first one, which is the game app
/// id, or the other one, which is the dedicated server app id.
/// A Source game, the argument represents the possible steam app ids.
/// If its **None**, let the query find it (could come with some drawbacks,
/// some games do not respond on certain protocol versions (CSS on 7),
/// some have additional data (The Ship).
/// If its **Some**, the first value is the main steam app id, the second
/// could be a secondly used id, as some games use a different one for
/// dedicated servers. Beware if **check_app_id** is set to true in
/// [GatheringSettings], as the query will fail if the server doesnt respond
/// with the expected ids.
Source(Option<(u32, Option<u32>)>),
/// A GoldSrc game, the argument indicates whether to enforce
/// requesting the obsolete A2S_INFO response or not.
@ -406,9 +270,11 @@ pub enum Engine {
}
impl Engine {
pub const fn new_source(appid: u32) -> Self { Self::Source(Some((appid, None))) }
pub const fn new(appid: u32) -> Self { Self::Source(Some((appid, None))) }
pub const fn new_source_with_dedicated(appid: u32, dedicated_appid: u32) -> Self {
pub const fn new_gold_src(force: bool) -> Self { Self::GoldSrc(force) }
pub const fn new_with_dedicated(appid: u32, dedicated_appid: u32) -> Self {
Self::Source(Some((appid, Some(dedicated_appid))))
}
}
@ -422,15 +288,29 @@ pub struct GatheringSettings {
pub check_app_id: bool,
}
impl Default for GatheringSettings {
impl GatheringSettings {
/// Default values are true for both the players and the rules.
fn default() -> Self {
pub const fn default() -> Self {
Self {
players: true,
rules: true,
check_app_id: true,
}
}
pub const fn into_extra(self) -> ExtraRequestSettings {
ExtraRequestSettings {
hostname: None,
protocol_version: None,
gather_players: Some(self.players),
gather_rules: Some(self.rules),
check_app_id: Some(self.check_app_id),
}
}
}
impl Default for GatheringSettings {
fn default() -> Self { GatheringSettings::default() }
}
impl From<ExtraRequestSettings> for GatheringSettings {