rust-gamedig/crates/lib/src/protocols/unreal2/protocol.rs
2023-12-11 03:56:14 +02:00

314 lines
11 KiB
Rust

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, &timeout_settings)?;
let retry_count = timeout_settings.as_ref().map_or_else(
|| TimeoutSettings::default().get_retries(),
TimeoutSettings::get_retries,
);
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 mut server_info = self.query_server_info()?;
let mutators_and_rules = if gather_settings.mutators_and_rules {
let response = self.query_mutators_and_rules()?;
if let Some(password) = response.rules.get("GamePassword") {
let string = password.concat().to_lowercase();
server_info.password = string == "true";
}
response
} 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_else(|| 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 data[start ..].first() == Some(&1) {
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