/* 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 . */ #include "dll/dll.h" static void network_callback(void *object, Common_Message *msg) { PRINT_DEBUG("steam_matchmaking_servers_callback"); Steam_Matchmaking_Servers *obj = (Steam_Matchmaking_Servers *)object; obj->Callback(msg); } Steam_Matchmaking_Servers::Steam_Matchmaking_Servers(class Settings *settings, class Local_Storage *local_storage, class Networking *network) { this->settings = settings; this->local_storage = local_storage; this->network = network; this->network->setCallback(CALLBACK_ID_GAMESERVER, (uint64) 0, &network_callback, this); } Steam_Matchmaking_Servers::~Steam_Matchmaking_Servers() { this->network->rmCallback(CALLBACK_ID_GAMESERVER, (uint64) 0, &network_callback, this); } static unsigned server_list_request = 0; HServerListRequest Steam_Matchmaking_Servers::RequestServerList(AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse, EMatchMakingType type) { PRINT_DEBUG("%u %p, %i", iApp, pRequestServersResponse, (int)type); std::lock_guard lock(global_mutex); ++server_list_request; if (!server_list_request) server_list_request = 1; 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{}; request.appid = iApp; request.callbacks = pRequestServersResponse; request.old_callbacks = NULL; request.cancelled = false; request.completed = false; request.type = type; request.id = id; requests.push_back(request); 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()) { Gameserver server{}; server.set_ip(g.ip); server.set_port(g.port); server.set_query_port(g.port); server.set_appid(iApp); 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; } std::string file_path; unsigned long long 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); } PRINT_DEBUG("list file '%s' [%llu bytes]", file_path.c_str(), file_size); std::string list{}; if (file_size) { list.resize(file_size); Local_Storage::get_file_data(file_path, (char *)&list[0], file_size, 0); } else { return id; } std::istringstream list_ss(list); std::string list_ip; while (std::getline(list_ss, list_ip)) { if (list_ip.length() <= 0) continue; 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; 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; } Gameserver server{}; server.set_ip(ip_int); server.set_port(port_int); server.set_query_port(port_int); server.set_appid(iApp); 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); PRINT_DEBUG(" SERVER ADDED %i", (int)g.type); list_ip = ""; } 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); } 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); } 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); } 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); } 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); } // old server list request void Steam_Matchmaking_Servers::RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type) { PRINT_DEBUG("%u", iApp); std::lock_guard 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); 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); } // 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); 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; PRINT_DEBUG("released request with id: %p", g->id); } ++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 */ void Steam_Matchmaking_Servers::server_details(Gameserver *g, gameserveritem_t *server) { PRINT_DEBUG_ENTRY(); 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]{}; 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); 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(t2 - t1).count(); // 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(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(ssq_a2s_info->gameid); 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); } 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; 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 (int i = 0; i < number_players && player != players->end(); ++i, ++player) { float playtime = static_cast(std::chrono::duration_cast(std::chrono::steady_clock::now() - player->second.join_time).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()); } // 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 lock(global_mutex); std::vector 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; } if (iServer >= gameservers_filtered.size() || iServer < 0) { 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 lock(global_mutex); int size = 0; auto g = std::begin(requests); while (g != std::end(requests)) { if (g->id == hRequest) { size = g->gameservers_filtered.size(); 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 } static HServerQuery new_server_query() { std::lock_guard lock(global_mutex); static int a = 0; ++a; if (!a) ++a; return a; } //----------------------------------------------------------------------------- // 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 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 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 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 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); } void Steam_Matchmaking_Servers::RunCallbacks() { // PRINT_DEBUG_ENTRY(); { auto g = std::begin(gameservers); while (g != std::end(gameservers)) { if (check_timedout(g->last_recv, SERVER_TIMEOUT)) { g = gameservers.erase(g); PRINT_DEBUG("SERVER REMOVED, TIMEOUT"); } else { ++g; } } } PRINT_DEBUG("requests count = %zu, servers count = %zu", requests.size(), gameservers.size()); 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"); r.gameservers_filtered.push_back(g); } } } std::vector requests_temp(requests); PRINT_DEBUG("%zu", requests_temp.size()); 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; } if (i) { r.callbacks->RefreshComplete(r.id, eServerResponded); } else { r.callbacks->RefreshComplete(r.id, eNoServersListedOnMasterServer); } } 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); } } } std::vector 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; } } for (auto &r : direct_ip_requests_temp) { PRINT_DEBUG("request: %u:%hu", r.ip, r.port); for (auto &g : gameservers) { PRINT_DEBUG("%u:%u", g.server.ip(), g.server.query_port()); 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); 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; } if (r.ping_response) { gameserveritem_t server{}; 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()); 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; } } } 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; already = true; } } if (!already) { struct Steam_Matchmaking_Servers_Gameserver g{}; g.last_recv = std::chrono::high_resolution_clock::now(); g.server = msg->gameserver(); g.server.set_ip(msg->source_ip()); g.type = eLANServer; gameservers.push_back(g); PRINT_DEBUG(" eLANServer SERVER ADDED"); } } } 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); } } }