mirror of
https://github.com/tribufu/rust-gamedig
synced 2026-05-18 09:35:50 +00:00
314 lines
11 KiB
Rust
314 lines
11 KiB
Rust
use crate::buffer::{Buffer, StringDecoder};
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use crate::errors::GDErrorKind::PacketBad;
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use crate::protocols::types::TimeoutSettings;
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use crate::socket::{Socket, UdpSocket};
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use crate::utils::retry_on_timeout;
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use crate::GDResult;
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use super::{GatheringSettings, MutatorsAndRules, PacketKind, Players, Response, ServerInfo};
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use std::net::SocketAddr;
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use byteorder::{ByteOrder, LittleEndian};
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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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/// 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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/// 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;
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/// 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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impl Unreal2Protocol {
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pub fn new(address: &SocketAddr, timeout_settings: Option<TimeoutSettings>) -> GDResult<Self> {
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let socket = UdpSocket::new(address, &timeout_settings)?;
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let retry_count = timeout_settings.as_ref().map_or_else(
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|| TimeoutSettings::default().get_retries(),
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TimeoutSettings::get_retries,
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);
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Ok(Self {
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socket,
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retry_count,
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})
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}
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/// Send a request packet and recieve the first response (with retries).
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fn get_request_data(&mut self, packet_type: PacketKind) -> GDResult<Vec<u8>> {
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retry_on_timeout(self.retry_count, move || {
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self.get_request_data_impl(packet_type)
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})
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}
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/// Send a request packet
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fn get_request_data_impl(&mut self, packet_type: PacketKind) -> GDResult<Vec<u8>> {
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let request = [0x79, 0, 0, 0, packet_type as u8];
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self.socket.send(&request)?;
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let data = self.socket.receive(Some(PACKET_SIZE))?;
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Ok(data)
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}
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/// Consume the header part of a response packet, validate that the packet
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/// type matches what is expected.
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fn consume_response_headers<B: ByteOrder>(
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buffer: &mut Buffer<B>,
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expected_packet_type: PacketKind,
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) -> GDResult<()> {
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// Skip header
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buffer.move_cursor(4)?;
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let packet_type: u8 = buffer.read()?;
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let packet_type: PacketKind = packet_type.try_into()?;
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if packet_type != expected_packet_type {
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Err(PacketBad.context(format!(
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"Packet response ({:?}) didn't match request ({:?}) packet type",
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packet_type, expected_packet_type
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)))
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} else {
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Ok(())
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}
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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)?;
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let mut buffer = Buffer::<LittleEndian>::new(&data);
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// TODO: Maybe put consume headers in individual packet parse methods
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Self::consume_response_headers(&mut buffer, PacketKind::ServerInfo)?;
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ServerInfo::parse(&mut buffer)
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}
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/// Send mutators and rules query.
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pub fn query_mutators_and_rules(&mut self) -> GDResult<MutatorsAndRules> {
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// This is a required packet so we validate that we get at least one response.
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// However there can be many packets in response to a single request so
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// we greedily handle packets until we get a timeout (or any receive
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// error).
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let mut mutators_and_rules = MutatorsAndRules::default();
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{
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let data = self.get_request_data(PacketKind::MutatorsAndRules)?;
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let mut buffer = Buffer::<LittleEndian>::new(&data);
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// TODO: Maybe put consume headers in individual packet parse methods
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Self::consume_response_headers(&mut buffer, PacketKind::MutatorsAndRules)?;
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mutators_and_rules.parse(&mut buffer)?
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};
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// We could receive multiple packets in response
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while let Ok(data) = self.socket.receive(Some(PACKET_SIZE)) {
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let mut buffer = Buffer::<LittleEndian>::new(&data);
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let r = Self::consume_response_headers(&mut buffer, PacketKind::MutatorsAndRules);
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if r.is_err() {
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println!("{:?}", r);
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break;
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}
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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> {
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// Pre-allocate the player arrays, but don't over allocate memory if the server
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// specifies an insane number of players.
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let num_players: Option<usize> = server_info.and_then(|i| i.num_players.try_into().ok());
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let mut players = Players::with_capacity(
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num_players
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.unwrap_or(DEFAULT_PLAYER_PREALLOCATION)
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.min(MAXIMUM_PLAYER_PREALLOCATION),
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);
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// Fetch first players packet (with retries)
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let mut players_data = self.get_request_data(PacketKind::Players);
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// Players are non required so if we don't get any responses we continue to
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// return
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while let Ok(data) = players_data {
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let mut buffer = Buffer::<LittleEndian>::new(&data);
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Self::consume_response_headers(&mut buffer, PacketKind::Players)?;
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players.parse(&mut buffer)?;
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if let Some(num_players) = num_players {
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if players.total_len() >= num_players {
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// If we have already received the amount of players specified in server info
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// then we don't need to wait for more player packets to time out.
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break;
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}
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}
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// Receive next packet
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players_data = self.socket.receive(Some(PACKET_SIZE));
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}
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Ok(players)
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}
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/// Make a full server query.
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pub fn query(&mut self, gather_settings: &GatheringSettings) -> GDResult<Response> {
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// Fetch the server info, this can only handle one response packet
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let mut server_info = self.query_server_info()?;
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let mutators_and_rules = if gather_settings.mutators_and_rules {
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let response = self.query_mutators_and_rules()?;
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if let Some(password) = response.rules.get("GamePassword") {
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let string = password.concat().to_lowercase();
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server_info.password = string == "true";
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}
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response
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} else {
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MutatorsAndRules::default()
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};
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let players = if gather_settings.players {
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self.query_players(Some(&server_info))?
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} else {
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Players::with_capacity(0)
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};
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// TODO: Handle extra info parsing when we detect certain game types (or maybe
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// include that in gather settings).
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Ok(Response {
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server_info,
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mutators_and_rules,
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players,
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})
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}
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}
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/// Unreal 2 string decoder
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pub struct Unreal2StringDecoder;
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impl StringDecoder for Unreal2StringDecoder {
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type Delimiter = [u8; 1];
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const DELIMITER: Self::Delimiter = [0x00];
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fn decode_string(data: &[u8], cursor: &mut usize, delimiter: Self::Delimiter) -> GDResult<String> {
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let mut ucs2 = false;
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let mut length: usize = (*data
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.first()
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.ok_or_else(|| PacketBad.context("Tried to decode string without length"))?)
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.into();
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let mut start = 0;
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// Check if it is a UCS-2 string
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if length >= 0x80 {
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ucs2 = true;
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length = (length & 0x7f) * 2;
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start += 1;
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// For UCS-2 strings, some unreal 2 games randomly insert an extra 0x01 here,
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// not included in the length. Skip it if present (hopefully this never happens
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// legitimately)
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if data[start ..].first() == Some(&1) {
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start += 1;
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}
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}
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// If UCS2 the first byte is the masked length of the string
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let result = if ucs2 {
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let string_data = &data[start .. start + length];
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if string_data.len() != length {
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return Err(PacketBad.context("Not enough data in buffer to read string"));
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}
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// When node decodes UCS2 it uses the UFT16LE encoding.
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// https://github.com/nodejs/node/blob/2aaa21f9f684484edb54be30589c4af0b923cdef/lib/buffer.js#L637-L645
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let (result, _, invalid_sequences) = UTF_16LE.decode(string_data);
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if invalid_sequences {
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return Err(PacketBad.context("UTF-8 string contained invalid character(s)"));
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}
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result
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} else {
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// Else the string is null-delimited latin1
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// TODO: Replace this with delimiter finder helper
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let position = data
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// Create an iterator over the data.
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.iter()
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// Find the position of the delimiter
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.position(|&b| b == delimiter.as_ref()[0])
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// If the delimiter is not found, use the whole data slice.
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.unwrap_or(data.len());
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length = position + 1;
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// Decode as latin1
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let (result, _, invalid_sequences) = WINDOWS_1252.decode(&data[0 .. position]);
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if invalid_sequences {
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return Err(PacketBad.context("latin1 string contained invalid character(s)"));
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}
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result
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};
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// Strip color encodings
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// TODO: Improve efficiency
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// TODO: There might be a nicer way to do this once string patterns are stable
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// https://github.com/rust-lang/rust/issues/27721
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// After '0x1b' skip 3 characters (including the '0x1b')
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let mut char_skip = 0usize;
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let result: String = result
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.chars()
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.filter(|c: &char| {
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if '\x1b'.eq(c) {
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char_skip = 4;
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return false;
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}
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char_skip = char_skip.saturating_sub(1);
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char_skip == 0
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})
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.collect();
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// Remove all characters between 0x00 and 0x1a
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let result = result.replace(|c: char| c > '\x00' && c <= '\x1a', "");
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*cursor += start + length;
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// Strip delimiter that wasn't included in length
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Ok(result.trim_matches('\0').to_string())
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}
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}
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/// Make an unreal2 query.
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pub fn query(
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address: &SocketAddr,
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gather_settings: &GatheringSettings,
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timeout_settings: Option<TimeoutSettings>,
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) -> GDResult<Response> {
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let mut client = Unreal2Protocol::new(address, timeout_settings)?;
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client.query(gather_settings)
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}
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// TODO: Add tests
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