gbe_fork/dll/steam_matchmaking_servers.cpp

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/* Copyright (C) 2019 Mr Goldberg
This file is part of the Goldberg Emulator
The Goldberg Emulator is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 3 of the License, or (at your option) any later version.
The Goldberg Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with the Goldberg Emulator; if not, see
<http://www.gnu.org/licenses/>. */
#include "dll/dll.h"
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#define SERVER_TIMEOUT 10.0
#define DIRECT_IP_DELAY 0.05
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static HServerQuery new_server_query()
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{
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
static unsigned int a = 0;
++a;
if (!a) ++a;
return a;
}
void Steam_Matchmaking_Servers::network_callback(void *object, Common_Message *msg)
{
// PRINT_DEBUG_ENTRY();
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Steam_Matchmaking_Servers *obj = (Steam_Matchmaking_Servers *)object;
obj->Callback(msg);
}
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Steam_Matchmaking_Servers::Steam_Matchmaking_Servers(class Settings *settings, class Local_Storage *local_storage, class Networking *network)
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{
this->settings = settings;
this->local_storage = local_storage;
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this->network = network;
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this->network->setCallback(CALLBACK_ID_GAMESERVER, (uint64)0, &network_callback, this);
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}
Steam_Matchmaking_Servers::~Steam_Matchmaking_Servers()
{
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this->network->rmCallback(CALLBACK_ID_GAMESERVER, (uint64)0, &network_callback, this);
}
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HServerListRequest Steam_Matchmaking_Servers::RequestServerList(AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse, EMatchMakingType type)
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{
PRINT_DEBUG("%u %p, %i", iApp, pRequestServersResponse, (int)type);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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static unsigned server_list_request = 0;
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++server_list_request;
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if (!server_list_request) server_list_request = 1;
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HServerListRequest id = (char *)0 + server_list_request; // (char *)0 silences the compiler warning
if (settings->matchmaking_server_list_always_lan_type) {
PRINT_DEBUG("forcing request type to LAN");
type = EMatchMakingType::eLANServer;
}
struct Steam_Matchmaking_Request request{};
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request.appid = iApp;
request.callbacks = pRequestServersResponse;
request.old_callbacks = NULL;
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request.cancelled = false;
request.completed = false;
request.type = type;
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request.id = id;
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requests.push_back(request);
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PRINT_DEBUG("pushed new request with id: %p", request.id);
if (type == eLANServer) return id;
if (type == eFriendsServer) {
for (auto &g : gameservers_friends) {
if (g.source_id != settings->get_local_steam_id().ConvertToUint64()) {
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Gameserver server{};
server.set_ip(g.ip);
server.set_port(g.port);
server.set_query_port(g.port);
server.set_appid(iApp);
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struct Steam_Matchmaking_Servers_Gameserver g2{};
g2.last_recv = std::chrono::high_resolution_clock::now();
g2.server = server;
g2.type = type;
gameservers.push_back(g2);
PRINT_DEBUG(" eFriendsServer SERVER ADDED");
}
}
return id;
}
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std::string file_path{};
unsigned int file_size{};
if (type == eInternetServer || type == eSpectatorServer) {
file_path = local_storage->get_current_save_directory() + "7" + PATH_SEPARATOR + Local_Storage::remote_storage_folder + PATH_SEPARATOR + "serverbrowser.txt";
file_size = file_size_(file_path);
} else if (type == eFavoritesServer) {
file_path = local_storage->get_current_save_directory() + "7" + PATH_SEPARATOR + Local_Storage::remote_storage_folder + PATH_SEPARATOR + "serverbrowser_favorites.txt";
file_size = file_size_(file_path);
} else if (type == eHistoryServer) {
file_path = local_storage->get_current_save_directory() + "7" + PATH_SEPARATOR + Local_Storage::remote_storage_folder + PATH_SEPARATOR + "serverbrowser_history.txt";
file_size = file_size_(file_path);
}
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PRINT_DEBUG("list file '%s' [%u bytes]", file_path.c_str(), file_size);
std::string list{};
if (file_size) {
list.resize(file_size);
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Local_Storage::get_file_data(file_path, (char *)&list[0], file_size, 0);
} else {
return id;
}
std::istringstream list_ss(list);
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std::string list_ip{};
while (std::getline(list_ss, list_ip)) {
if (list_ip.length() <= 0) continue;
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unsigned int byte4{}, byte3{}, byte2{}, byte1{}, byte0{};
uint32 ip_int{};
uint16 port_int{};
char newip[24]{};
if (sscanf(list_ip.c_str(), "%u.%u.%u.%u:%u", &byte3, &byte2, &byte1, &byte0, &byte4) == 5) {
ip_int = (byte3 << 24) + (byte2 << 16) + (byte1 << 8) + byte0;
port_int = byte4;
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unsigned char ip_tmp[4]{};
ip_tmp[0] = ip_int & 0xFF;
ip_tmp[1] = (ip_int >> 8) & 0xFF;
ip_tmp[2] = (ip_int >> 16) & 0xFF;
ip_tmp[3] = (ip_int >> 24) & 0xFF;
snprintf(newip, sizeof(newip), "%d.%d.%d.%d", ip_tmp[3], ip_tmp[2], ip_tmp[1], ip_tmp[0]);
} else {
continue;
}
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Gameserver server{};
server.set_ip(ip_int);
server.set_port(port_int);
server.set_query_port(port_int);
server.set_appid(iApp);
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struct Steam_Matchmaking_Servers_Gameserver g{};
g.last_recv = std::chrono::high_resolution_clock::now();
g.server = server;
g.type = type;
gameservers.push_back(g);
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PRINT_DEBUG(" SERVER ADDED %i", (int)g.type);
list_ip = "";
}
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return id;
}
// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
// Each call allocates a new asynchronous request object.
// Request object must be released by calling ReleaseRequest( hServerListRequest )
HServerListRequest Steam_Matchmaking_Servers::RequestInternetServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG_ENTRY();
return RequestServerList(iApp, pRequestServersResponse, eInternetServer);
}
HServerListRequest Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG_ENTRY();
return RequestServerList(iApp, pRequestServersResponse, eLANServer);
}
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HServerListRequest Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG_ENTRY();
return RequestServerList(iApp, pRequestServersResponse, eFriendsServer);
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}
HServerListRequest Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG_ENTRY();
return RequestServerList(iApp, pRequestServersResponse, eFavoritesServer);
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}
HServerListRequest Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG_ENTRY();
return RequestServerList(iApp, pRequestServersResponse, eHistoryServer);
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}
HServerListRequest Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG_ENTRY();
return RequestServerList(iApp, pRequestServersResponse, eSpectatorServer);
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}
// old server list request
void Steam_Matchmaking_Servers::RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type)
{
PRINT_DEBUG("%u", iApp);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto g = std::begin(requests);
while (g != std::end(requests)) {
if (g->id == (void *)type) {
return;
}
++g;
}
struct Steam_Matchmaking_Request request{};
request.appid = iApp;
request.callbacks = NULL;
request.old_callbacks = pRequestServersResponse;
request.cancelled = false;
request.completed = false;
request.type = type;
request.id = (void *)type;
requests.push_back(request);
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PRINT_DEBUG("pushed new request with id: %p", request.id);
}
void Steam_Matchmaking_Servers::RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("old");
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eInternetServer);
}
void Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("old");
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eLANServer);
}
void Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("old");
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eFriendsServer);
}
void Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("old");
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eFavoritesServer);
}
void Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("old");
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eHistoryServer);
}
void Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
{
PRINT_DEBUG("old");
//TODO
RequestOldServerList(iApp, pRequestServersResponse, eSpectatorServer);
}
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// Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
// RefreshComplete callback is not posted when request is released.
void Steam_Matchmaking_Servers::ReleaseRequest( HServerListRequest hServerListRequest )
{
PRINT_DEBUG("%p", hServerListRequest);
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auto g = std::begin(requests);
while (g != std::end(requests)) {
if (g->id == hServerListRequest) {
//NOTE: some garbage games release the request before getting server details from it.
// g = requests.erase(g);
// } else {
//TODO: eventually delete the released request.
g->cancelled = true;
g->released = true;
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PRINT_DEBUG("released request with id: %p", g->id);
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}
++g;
}
}
/* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
"map"
- Server passes the filter if the server is playing the specified map.
"gamedataand"
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
specified strings. The value field is a comma-delimited list of strings to match.
"gamedataor"
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
specified strings. The value field is a comma-delimited list of strings to match.
"gamedatanor"
- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
of the specified strings. The value field is a comma-delimited list of strings to check.
"gametagsand"
- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
of the specified strings. The value field is a comma-delimited list of strings to check.
"gametagsnor"
- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
of the specified strings. The value field is a comma-delimited list of strings to check.
"and" (x1 && x2 && ... && xn)
"or" (x1 || x2 || ... || xn)
"nand" !(x1 && x2 && ... && xn)
"nor" !(x1 || x2 || ... || xn)
- Performs Boolean operation on the following filters. The operand to this filter specifies
the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue
pairs must immediately follow, i.e. this is a prefix logical operator notation.)
In the simplest case where Boolean expressions are not nested, this is simply
the number of operands.
For example, to match servers on a particular map or with a particular tag, would would
use these filters.
( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
"or", "2"
"map", "cp_dustbowl"
"gametagsand", "payload"
If logical inputs are nested, then the operand specifies the size of the entire
"length" of its operands, not the number of immediate children.
( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
"or", "4"
"map", "cp_dustbowl"
"and", "2"
"gametagsand", "payload"
"gametagsnor", "payloadrace"
Unary NOT can be achieved using either "nand" or "nor" with a single operand.
"addr"
- Server passes the filter if the server's query address matches the specified IP or IP:port.
"gameaddr"
- Server passes the filter if the server's game address matches the specified IP or IP:port.
The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
"dedicated"
- Server passes the filter if it passed true to SetDedicatedServer.
"secure"
- Server passes the filter if the server is VAC-enabled.
"notfull"
- Server passes the filter if the player count is less than the reported max player count.
"hasplayers"
- Server passes the filter if the player count is greater than zero.
"noplayers"
- Server passes the filter if it doesn't have any players.
"linux"
- Server passes the filter if it's a linux server
*/
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// Get details on a given server in the list, you can get the valid range of index
// values by calling GetServerCount(). You will also receive index values in
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
gameserveritem_t *Steam_Matchmaking_Servers::GetServerDetails( HServerListRequest hRequest, int iServer )
{
PRINT_DEBUG("%p %i", hRequest, iServer);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
std::vector <struct Steam_Matchmaking_Servers_Gameserver> gameservers_filtered;
auto g = std::begin(requests);
while (g != std::end(requests)) {
PRINT_DEBUG(" equal? %p %p", hRequest, g->id);
if (g->id == hRequest) {
gameservers_filtered = g->gameservers_filtered;
PRINT_DEBUG(" found %zu", gameservers_filtered.size());
break;
}
++g;
}
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if (iServer < 0 || static_cast<size_t>(iServer) >= gameservers_filtered.size()) {
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return NULL;
}
Gameserver *gs = &gameservers_filtered[iServer].server;
gameserveritem_t *server = new gameserveritem_t(); //TODO: is the new here ok?
server_details(gs, server);
PRINT_DEBUG(" Returned server details");
return server;
}
// Cancel an request which is operation on the given list type. You should call this to cancel
// any in-progress requests before destructing a callback object that may have been passed
// to one of the above list request calls. Not doing so may result in a crash when a callback
// occurs on the destructed object.
// Canceling a query does not release the allocated request handle.
// The request handle must be released using ReleaseRequest( hRequest )
void Steam_Matchmaking_Servers::CancelQuery( HServerListRequest hRequest )
{
PRINT_DEBUG("%p", hRequest);
auto g = std::begin(requests);
while (g != std::end(requests)) {
if (g->id == hRequest) {
g->cancelled = true;
PRINT_DEBUG("canceled request with id: %p", g->id);
}
++g;
}
}
// Ping every server in your list again but don't update the list of servers
// Query callback installed when the server list was requested will be used
// again to post notifications and RefreshComplete, so the callback must remain
// valid until another RefreshComplete is called on it or the request
// is released with ReleaseRequest( hRequest )
void Steam_Matchmaking_Servers::RefreshQuery( HServerListRequest hRequest )
{
PRINT_DEBUG("%p", hRequest);
}
// Returns true if the list is currently refreshing its server list
bool Steam_Matchmaking_Servers::IsRefreshing( HServerListRequest hRequest )
{
PRINT_DEBUG("%p", hRequest);
return false;
}
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
int Steam_Matchmaking_Servers::GetServerCount( HServerListRequest hRequest )
{
PRINT_DEBUG("%p", hRequest);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
int size = 0;
auto g = std::begin(requests);
while (g != std::end(requests)) {
if (g->id == hRequest) {
size = static_cast<int>(g->gameservers_filtered.size());
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break;
}
++g;
}
PRINT_DEBUG("final count = %i", size);
return size;
}
// Refresh a single server inside of a query (rather than all the servers )
void Steam_Matchmaking_Servers::RefreshServer( HServerListRequest hRequest, int iServer )
{
PRINT_DEBUG("%p", hRequest);
//TODO
}
// Get details on a given server in the list, you can get the valid range of index
// values by calling GetServerCount(). You will also receive index values in
// ISteamMatchmakingServerListResponse::ServerResponded() callbacks
gameserveritem_t* Steam_Matchmaking_Servers::GetServerDetails( EMatchMakingType eType, int iServer )
{
PRINT_DEBUG_ENTRY();
return GetServerDetails((HServerListRequest) eType , iServer );
}
// Cancel an request which is operation on the given list type. You should call this to cancel
// any in-progress requests before destructing a callback object that may have been passed
// to one of the above list request calls. Not doing so may result in a crash when a callback
// occurs on the destructed object.
void Steam_Matchmaking_Servers::CancelQuery( EMatchMakingType eType )
{
PRINT_DEBUG_ENTRY();
return CancelQuery((HServerListRequest) eType);
}
// Ping every server in your list again but don't update the list of servers
void Steam_Matchmaking_Servers::RefreshQuery( EMatchMakingType eType )
{
PRINT_DEBUG_ENTRY();
return RefreshQuery((HServerListRequest) eType);
}
// Returns true if the list is currently refreshing its server list
bool Steam_Matchmaking_Servers::IsRefreshing( EMatchMakingType eType )
{
return IsRefreshing((HServerListRequest) eType);
}
// How many servers in the given list, GetServerDetails above takes 0... GetServerCount() - 1
int Steam_Matchmaking_Servers::GetServerCount( EMatchMakingType eType )
{
PRINT_DEBUG_ENTRY();
return GetServerCount((HServerListRequest) eType);
}
// Refresh a single server inside of a query (rather than all the servers )
void Steam_Matchmaking_Servers::RefreshServer( EMatchMakingType eType, int iServer )
{
PRINT_DEBUG_ENTRY();
return RefreshServer((HServerListRequest) eType, iServer);
}
//-----------------------------------------------------------------------------
// Queries to individual servers directly via IP/Port
//-----------------------------------------------------------------------------
// Request updated ping time and other details from a single server
HServerQuery Steam_Matchmaking_Servers::PingServer( uint32 unIP, uint16 usPort, ISteamMatchmakingPingResponse *pRequestServersResponse )
{
PRINT_DEBUG("%hhu.%hhu.%hhu.%hhu:%hu", ((unsigned char *)&unIP)[3], ((unsigned char *)&unIP)[2], ((unsigned char *)&unIP)[1], ((unsigned char *)&unIP)[0], usPort);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_Matchmaking_Servers_Direct_IP_Request r;
r.id = new_server_query();
r.ip = unIP;
r.port = usPort;
r.ping_response = pRequestServersResponse;
r.created = std::chrono::high_resolution_clock::now();
direct_ip_requests.push_back(r);
return r.id;
}
// Request the list of players currently playing on a server
HServerQuery Steam_Matchmaking_Servers::PlayerDetails( uint32 unIP, uint16 usPort, ISteamMatchmakingPlayersResponse *pRequestServersResponse )
{
PRINT_DEBUG("%hhu.%hhu.%hhu.%hhu:%hu", ((unsigned char *)&unIP)[3], ((unsigned char *)&unIP)[2], ((unsigned char *)&unIP)[1], ((unsigned char *)&unIP)[0], usPort);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_Matchmaking_Servers_Direct_IP_Request r;
r.id = new_server_query();
r.ip = unIP;
r.port = usPort;
r.players_response = pRequestServersResponse;
r.created = std::chrono::high_resolution_clock::now();
direct_ip_requests.push_back(r);
return r.id;
}
// Request the list of rules that the server is running (See ISteamGameServer::SetKeyValue() to set the rules server side)
HServerQuery Steam_Matchmaking_Servers::ServerRules( uint32 unIP, uint16 usPort, ISteamMatchmakingRulesResponse *pRequestServersResponse )
{
PRINT_DEBUG("%hhu.%hhu.%hhu.%hhu:%hu", ((unsigned char *)&unIP)[3], ((unsigned char *)&unIP)[2], ((unsigned char *)&unIP)[1], ((unsigned char *)&unIP)[0], usPort);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
Steam_Matchmaking_Servers_Direct_IP_Request r;
r.id = new_server_query();
r.ip = unIP;
r.port = usPort;
r.rules_response = pRequestServersResponse;
r.created = std::chrono::high_resolution_clock::now();
direct_ip_requests.push_back(r);
return r.id;
}
// Cancel an outstanding Ping/Players/Rules query from above. You should call this to cancel
// any in-progress requests before destructing a callback object that may have been passed
// to one of the above calls to avoid crashing when callbacks occur.
void Steam_Matchmaking_Servers::CancelServerQuery( HServerQuery hServerQuery )
{
PRINT_DEBUG_ENTRY();
std::lock_guard<std::recursive_mutex> lock(global_mutex);
auto r = std::find_if(direct_ip_requests.begin(), direct_ip_requests.end(), [&hServerQuery](Steam_Matchmaking_Servers_Direct_IP_Request const& item) { return item.id == hServerQuery; });
if (direct_ip_requests.end() == r) return;
direct_ip_requests.erase(r);
}
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void Steam_Matchmaking_Servers::server_details(Gameserver *g, gameserveritem_t *server)
{
PRINT_DEBUG_ENTRY();
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constexpr const static int MIN_LATENCY = 2;
int latency = MIN_LATENCY;
if (settings->matchmaking_server_details_via_source_query && !(g->ip() < 0) && !(g->query_port() < 0)) {
unsigned char ip[4]{};
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char newip[24]{};
ip[0] = g->ip() & 0xFF;
ip[1] = (g->ip() >> 8) & 0xFF;
ip[2] = (g->ip() >> 16) & 0xFF;
ip[3] = (g->ip() >> 24) & 0xFF;
snprintf(newip, sizeof(newip), "%d.%d.%d.%d", ip[3], ip[2], ip[1], ip[0]);
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PRINT_DEBUG(" connecting to ssq server on %s:%u", newip, g->query_port());
SSQ_SERVER *ssq = ssq_server_new(newip, g->query_port());
if (ssq != NULL && ssq_server_eok(ssq)) {
PRINT_DEBUG(" ssq server connection ok");
ssq_server_timeout(ssq, (SSQ_TIMEOUT_SELECTOR)(SSQ_TIMEOUT_RECV | SSQ_TIMEOUT_SEND), 1200);
std::chrono::high_resolution_clock::time_point t1 = std::chrono::high_resolution_clock::now();
A2S_INFO *ssq_a2s_info = ssq_info(ssq);
std::chrono::high_resolution_clock::time_point t2 = std::chrono::high_resolution_clock::now();
latency = (int)std::chrono::duration_cast<std::chrono::milliseconds>(t2 - t1).count();
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// TODO I don't know if low latency is problematic or not, hence this artificial latency
if (latency < MIN_LATENCY) latency = MIN_LATENCY;
if (ssq_server_eok(ssq)) {
PRINT_DEBUG(" ssq server info ok");
if (ssq_info_has_steamid(ssq_a2s_info)) g->set_id(ssq_a2s_info->steamid);
g->set_game_description(ssq_a2s_info->game);
g->set_mod_dir(ssq_a2s_info->folder);
if (ssq_a2s_info->server_type == A2S_SERVER_TYPE_DEDICATED) g->set_dedicated_server(true);
else if (ssq_a2s_info->server_type == A2S_SERVER_TYPE_STV_RELAY) g->set_dedicated_server(true);
else g->set_dedicated_server(false);
g->set_max_player_count(ssq_a2s_info->max_players);
g->set_bot_player_count(ssq_a2s_info->bots);
g->set_server_name(ssq_a2s_info->name);
g->set_map_name(ssq_a2s_info->map);
if (ssq_a2s_info->visibility) g->set_password_protected(true);
else g->set_password_protected(false);
if (ssq_info_has_stv(ssq_a2s_info)) {
g->set_spectator_port(ssq_a2s_info->stv_port);
g->set_spectator_server_name(ssq_a2s_info->stv_name);
}
//g->set_tags(ssq_a2s_info->keywords);
//g->set_gamedata();
//g->set_region();
g->set_product(ssq_a2s_info->game);
if (ssq_a2s_info->vac) g->set_secure(true);
else g->set_secure(false);
g->set_num_players(ssq_a2s_info->players);
g->set_version(static_cast<uint32_t>(std::stoull(ssq_a2s_info->version, NULL, 0)));
if (ssq_info_has_port(ssq_a2s_info)) g->set_port(ssq_a2s_info->port);
if (ssq_info_has_gameid(ssq_a2s_info)) g->set_appid(CGameID((uint64)ssq_a2s_info->gameid).AppID());
else g->set_appid(ssq_a2s_info->id);
g->set_offline(false);
} else {
PRINT_DEBUG(" ssq server info failed: %s", ssq_server_emsg(ssq));
}
if (ssq_a2s_info != NULL) ssq_info_free(ssq_a2s_info);
} else {
PRINT_DEBUG(" ssq server connection failed: %s", (ssq ? ssq_server_emsg(ssq) : "NULL instance"));
}
if (ssq != NULL) ssq_server_free(ssq);
}
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uint16 query_port = g->query_port();
if (g->query_port() == 0xFFFF) {
query_port = g->port();
}
server->m_NetAdr.Init(g->ip(), query_port, g->port());
server->m_nPing = latency;
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server->m_bHadSuccessfulResponse = true;
server->m_bDoNotRefresh = false;
server->m_nAppID = g->appid();
server->m_nPlayers = g->num_players();
server->m_nMaxPlayers = g->max_player_count();
server->m_nBotPlayers = g->bot_player_count();
server->m_bPassword = g->password_protected();
server->m_bSecure = g->secure();
server->m_ulTimeLastPlayed = 0;
server->m_nServerVersion = g->version();
server->SetName(g->server_name().c_str());
server->m_steamID = CSteamID((uint64)g->id());
memset(server->m_szGameDir, 0, sizeof(server->m_szGameDir));
g->mod_dir().copy(server->m_szGameDir, sizeof(server->m_szGameDir) - 1);
memset(server->m_szMap, 0, sizeof(server->m_szMap));
g->map_name().copy(server->m_szMap, sizeof(server->m_szMap) - 1);
memset(server->m_szGameDescription, 0, sizeof(server->m_szGameDescription));
g->game_description().copy(server->m_szGameDescription, sizeof(server->m_szGameDescription) - 1);
memset(server->m_szGameTags, 0, sizeof(server->m_szGameTags));
g->tags().copy(server->m_szGameTags, sizeof(server->m_szGameTags) - 1);
PRINT_DEBUG(" " "%" PRIu64 "", g->id());
}
void Steam_Matchmaking_Servers::server_details_players(Gameserver *g, Steam_Matchmaking_Servers_Direct_IP_Request *r)
{
if (settings->matchmaking_server_details_via_source_query && !(g->ip() < 0) && !(g->query_port() < 0)) {
unsigned char ip[4]{};
char newip[24];
ip[0] = g->ip() & 0xFF;
ip[1] = (g->ip() >> 8) & 0xFF;
ip[2] = (g->ip() >> 16) & 0xFF;
ip[3] = (g->ip() >> 24) & 0xFF;
snprintf(newip, sizeof(newip), "%d.%d.%d.%d", ip[3], ip[2], ip[1], ip[0]);
PRINT_DEBUG(" connecting to ssq server on %s:%u", newip, g->query_port());
SSQ_SERVER *ssq = ssq_server_new(newip, g->query_port());
if (ssq != NULL && ssq_server_eok(ssq)) {
PRINT_DEBUG(" ssq server connection ok");
ssq_server_timeout(ssq, (SSQ_TIMEOUT_SELECTOR)(SSQ_TIMEOUT_RECV | SSQ_TIMEOUT_SEND), 1200);
uint8_t ssq_a2s_player_count = 0;
A2S_PLAYER *ssq_a2s_player = ssq_player(ssq, &ssq_a2s_player_count);
if (ssq_server_eok(ssq)) {
PRINT_DEBUG(" ssq server players ok");
for (int i = 0; i < ssq_a2s_player_count; i++) {
r->players_response->AddPlayerToList(ssq_a2s_player[i].name, ssq_a2s_player[i].score, ssq_a2s_player[i].duration);
}
} else {
PRINT_DEBUG(" ssq server players failed: %s", ssq_server_emsg(ssq));
}
if (ssq_a2s_player != NULL) ssq_player_free(ssq_a2s_player, ssq_a2s_player_count);
} else {
PRINT_DEBUG(" ssq server connection failed: %s", (ssq ? ssq_server_emsg(ssq) : "NULL instance"));
}
if (ssq != NULL) ssq_server_free(ssq);
} else if (!settings->matchmaking_server_details_via_source_query) { // original behavior
uint32_t number_players = g->num_players();
PRINT_DEBUG(" players: %u", number_players);
const auto &players = get_steam_client()->steam_gameserver->get_players();
auto player = players->cbegin();
for (uint32_t i = 0; i < number_players && player != players->end(); ++i, ++player) {
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auto duration = std::chrono::duration_cast<std::chrono::seconds>(std::chrono::steady_clock::now() - player->second.join_time);
float playtime = static_cast<float>(duration.count());
PRINT_DEBUG(" PLAYER [%u] '%s' %u %f", i, player->second.name.c_str(), player->second.score, playtime);
r->players_response->AddPlayerToList(player->second.name.c_str(), player->second.score, playtime);
}
}
PRINT_DEBUG(" " "%" PRIu64 "", g->id());
}
void Steam_Matchmaking_Servers::server_details_rules(Gameserver *g, Steam_Matchmaking_Servers_Direct_IP_Request *r)
{
if (settings->matchmaking_server_details_via_source_query && !(g->ip() < 0) && !(g->query_port() < 0)) {
unsigned char ip[4]{};
char newip[24];
ip[0] = g->ip() & 0xFF;
ip[1] = (g->ip() >> 8) & 0xFF;
ip[2] = (g->ip() >> 16) & 0xFF;
ip[3] = (g->ip() >> 24) & 0xFF;
snprintf(newip, sizeof(newip), "%d.%d.%d.%d", ip[3], ip[2], ip[1], ip[0]);
PRINT_DEBUG(" connecting to ssq server on %s:%u", newip, g->query_port());
SSQ_SERVER *ssq = ssq_server_new(newip, g->query_port());
if (ssq != NULL && ssq_server_eok(ssq)) {
ssq_server_timeout(ssq, (SSQ_TIMEOUT_SELECTOR)(SSQ_TIMEOUT_RECV | SSQ_TIMEOUT_SEND), 1200);
uint16_t ssq_a2s_rules_count = 0;
A2S_RULES *ssq_a2s_rules = ssq_rules(ssq, &ssq_a2s_rules_count);
if (ssq_server_eok(ssq)) {
PRINT_DEBUG(" ssq server rules ok");
for (int i = 0; i < ssq_a2s_rules_count; i++) {
r->rules_response->RulesResponded(ssq_a2s_rules[i].name, ssq_a2s_rules[i].value);
}
} else {
PRINT_DEBUG(" ssq server rules failed: %s", ssq_server_emsg(ssq));
}
if (ssq_a2s_rules != NULL) ssq_rules_free(ssq_a2s_rules, ssq_a2s_rules_count);
} else {
PRINT_DEBUG(" ssq server connection failed: %s", (ssq ? ssq_server_emsg(ssq) : "NULL instance"));
}
if (ssq != NULL) ssq_server_free(ssq);
} else if (!settings->matchmaking_server_details_via_source_query) { // original behavior
int number_rules = (int)g->values().size();
PRINT_DEBUG(" rules: %i", number_rules);
auto rule = g->values().begin();
for (int i = 0; i < number_rules; ++i) {
PRINT_DEBUG(" RULE '%s'='%s'", rule->first.c_str(), rule->second.c_str());
r->rules_response->RulesResponded(rule->first.c_str(), rule->second.c_str());
++rule;
}
}
PRINT_DEBUG(" " "%" PRIu64 "", g->id());
}
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void Steam_Matchmaking_Servers::RunCallbacks()
{
// PRINT_DEBUG_ENTRY();
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{
auto g = std::begin(gameservers);
while (g != std::end(gameservers)) {
if (check_timedout(g->last_recv, SERVER_TIMEOUT)) {
g = gameservers.erase(g);
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PRINT_DEBUG("SERVER REMOVED, TIMEOUT");
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} else {
++g;
}
}
}
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if (requests.size() || gameservers.size()) {
PRINT_DEBUG("requests count = %zu, servers count = %zu", requests.size(), gameservers.size());
}
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for (auto &r : requests) {
if (r.cancelled || r.completed) continue;
r.gameservers_filtered.clear();
for (auto &g : gameservers) {
PRINT_DEBUG("%u==%u | %i==%i", g.server.appid(), r.appid, (int)g.type, (int)r.type);
if ((g.server.appid() == r.appid) && (g.type == r.type || settings->matchmaking_server_list_always_lan_type)) {
PRINT_DEBUG("server found");
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r.gameservers_filtered.push_back(g);
}
}
}
std::vector <struct Steam_Matchmaking_Request> requests_temp(requests);
for (auto &r : requests) {
r.completed = true;
}
for (auto &r : requests_temp) {
if (r.cancelled || r.completed) continue;
int i = 0;
if (r.callbacks) {
for (auto &g : r.gameservers_filtered) {
PRINT_DEBUG("server responded cb %p", r.id);
r.callbacks->ServerResponded(r.id, i);
++i;
}
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if (i) {
r.callbacks->RefreshComplete(r.id, eServerResponded);
} else {
r.callbacks->RefreshComplete(r.id, eNoServersListedOnMasterServer);
}
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}
if (r.old_callbacks) {
for (auto &g : r.gameservers_filtered) {
PRINT_DEBUG("REQUESTS server responded cb %p", r.id);
r.old_callbacks->ServerResponded(i);
++i;
}
if (i) {
r.old_callbacks->RefreshComplete(eServerResponded);
} else {
r.old_callbacks->RefreshComplete(eNoServersListedOnMasterServer);
}
}
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}
std::vector <struct Steam_Matchmaking_Servers_Direct_IP_Request> direct_ip_requests_temp;
auto dip = std::begin(direct_ip_requests);
while (dip != std::end(direct_ip_requests)) {
if (check_timedout(dip->created, DIRECT_IP_DELAY)) {
direct_ip_requests_temp.push_back(*dip);
dip = direct_ip_requests.erase(dip);
} else {
++dip;
}
}
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for (auto &r : direct_ip_requests_temp) {
PRINT_DEBUG("request: %u:%hu", r.ip, r.port);
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for (auto &g : gameservers) {
PRINT_DEBUG("%u:%u", g.server.ip(), g.server.query_port());
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uint16 query_port = g.server.query_port();
if (query_port == 0xFFFF) {
query_port = g.server.port();
}
if (query_port == r.port && g.server.ip() == r.ip) {
if (r.rules_response) {
server_details_rules(&(g.server), &r);
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r.rules_response->RulesRefreshComplete();
r.rules_response = NULL;
}
if (r.players_response) {
server_details_players(&(g.server), &r);
r.players_response->PlayersRefreshComplete();
r.players_response = NULL;
}
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if (r.ping_response) {
gameserveritem_t server{};
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server_details(&(g.server), &server);
r.ping_response->ServerResponded(server);
r.ping_response = NULL;
}
}
}
if (r.rules_response) r.rules_response->RulesRefreshComplete();
if (r.players_response) r.players_response->PlayersRefreshComplete();
if (r.ping_response) r.ping_response->ServerFailedToRespond();
}
}
void Steam_Matchmaking_Servers::Callback(Common_Message *msg)
{
if (msg->has_gameserver() && msg->gameserver().type() != eFriendsServer) {
PRINT_DEBUG("got SERVER " "%" PRIu64 ", offline:%u", msg->gameserver().id(), msg->gameserver().offline());
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if (msg->gameserver().offline()) {
for (auto &g : gameservers) {
if (g.server.id() == msg->gameserver().id()) {
g.last_recv = std::chrono::high_resolution_clock::time_point();
g.type = eLANServer;
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}
}
} else {
bool already = false;
for (auto &g : gameservers) {
if (g.server.id() == msg->gameserver().id()) {
g.last_recv = std::chrono::high_resolution_clock::now();
g.server = msg->gameserver();
g.server.set_ip(msg->source_ip());
g.type = eLANServer;
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already = true;
}
}
if (!already) {
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struct Steam_Matchmaking_Servers_Gameserver g{};
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g.last_recv = std::chrono::high_resolution_clock::now();
g.server = msg->gameserver();
g.server.set_ip(msg->source_ip());
g.type = eLANServer;
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gameservers.push_back(g);
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PRINT_DEBUG(" eLANServer SERVER ADDED");
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}
}
}
if (msg->has_gameserver() && msg->gameserver().type() == eFriendsServer) {
PRINT_DEBUG("got eFriendsServer SERVER " "%" PRIu64 "", msg->gameserver().id());
bool addserver = true;
for (auto &g : gameservers_friends) {
if (g.source_id == msg->source_id()) {
g.ip = msg->gameserver().ip();
g.port = msg->gameserver().port();
g.last_recv = std::chrono::high_resolution_clock::now();
addserver = false;
}
}
if (addserver) {
struct Steam_Matchmaking_Servers_Gameserver_Friends gameserver_friend;
gameserver_friend.source_id = msg->source_id();
gameserver_friend.ip = msg->gameserver().ip();
gameserver_friend.port = msg->gameserver().port();
gameserver_friend.last_recv = std::chrono::high_resolution_clock::now();
gameservers_friends.push_back(gameserver_friend);
}
}
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}