mirror of
https://github.com/Detanup01/gbe_fork.git
synced 2024-11-27 05:04:01 +08:00
903 lines
37 KiB
C++
903 lines
37 KiB
C++
/* Copyright (C) 2019 Mr Goldberg
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This file is part of the Goldberg Emulator
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The Goldberg Emulator is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 3 of the License, or (at your option) any later version.
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The Goldberg Emulator is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with the Goldberg Emulator; if not, see
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<http://www.gnu.org/licenses/>. */
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#include "dll/dll.h"
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static void network_callback(void *object, Common_Message *msg)
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{
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PRINT_DEBUG("steam_matchmaking_servers_callback");
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Steam_Matchmaking_Servers *obj = (Steam_Matchmaking_Servers *)object;
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obj->Callback(msg);
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}
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Steam_Matchmaking_Servers::Steam_Matchmaking_Servers(class Settings *settings, class Networking *network)
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{
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this->settings = settings;
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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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}
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Steam_Matchmaking_Servers::~Steam_Matchmaking_Servers()
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{
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this->network->rmCallback(CALLBACK_ID_GAMESERVER, (uint64) 0, &network_callback, this);
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}
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static int server_list_request = 0;
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HServerListRequest Steam_Matchmaking_Servers::RequestServerList(AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse, EMatchMakingType type)
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{
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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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++server_list_request;
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HServerListRequest id = (char *)0 + server_list_request; // (char *)0 silences the compiler warning
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if (settings->matchmaking_server_list_always_lan_type) {
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PRINT_DEBUG("forcing request type to LAN");
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type = EMatchMakingType::eLANServer;
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}
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struct Steam_Matchmaking_Request request{};
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request.appid = iApp;
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request.callbacks = pRequestServersResponse;
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request.old_callbacks = NULL;
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request.cancelled = false;
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request.completed = false;
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request.type = type;
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request.id = id;
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requests.push_back(request);
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PRINT_DEBUG("id: %p", id);
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if (type == eLANServer) return id;
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if (type == eFriendsServer) {
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for (auto &g : gameservers_friends) {
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if (g.source_id != settings->get_local_steam_id().ConvertToUint64()) {
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Gameserver server;
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server.set_ip(g.ip);
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server.set_port(g.port);
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server.set_query_port(g.port);
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server.set_appid(iApp);
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struct Steam_Matchmaking_Servers_Gameserver g2;
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g2.last_recv = std::chrono::high_resolution_clock::now();
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g2.server = server;
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g2.type = type;
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gameservers.push_back(g2);
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PRINT_DEBUG(" eFriendsServer SERVER ADDED");
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}
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}
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return id;
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}
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std::string file_path;
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unsigned long long file_size;
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if (type == eInternetServer || type == eSpectatorServer) {
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file_path = Local_Storage::get_user_appdata_path() + "/7/" + Local_Storage::remote_storage_folder + "/serverbrowser.txt";
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file_size = file_size_(file_path);
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} else if (type == eFavoritesServer) {
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file_path = Local_Storage::get_user_appdata_path() + "/7/" + Local_Storage::remote_storage_folder + "/serverbrowser_favorites.txt";
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file_size = file_size_(file_path);
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} else if (type == eHistoryServer) {
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file_path = Local_Storage::get_user_appdata_path() + "/7/" + Local_Storage::remote_storage_folder + "/serverbrowser_history.txt";
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file_size = file_size_(file_path);
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}
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PRINT_DEBUG("list file '%s' [%llu bytes]", file_path.c_str(), file_size);
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std::string list;
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if (file_size) {
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list.resize(file_size);
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Local_Storage::get_file_data(file_path, (char *)list.data(), file_size, 0);
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} else {
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return id;
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}
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std::istringstream list_ss (list);
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std::string list_ip;
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while (std::getline(list_ss, list_ip)) {
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if (list_ip.length() < 0) continue;
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unsigned int byte4, byte3, byte2, byte1, byte0;
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uint32 ip_int;
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uint16 port_int;
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char newip[24];
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if (sscanf(list_ip.c_str(), "%u.%u.%u.%u:%u", &byte3, &byte2, &byte1, &byte0, &byte4) == 5) {
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ip_int = (byte3 << 24) + (byte2 << 16) + (byte1 << 8) + byte0;
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port_int = byte4;
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unsigned char ip_tmp[4];
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ip_tmp[0] = ip_int & 0xFF;
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ip_tmp[1] = (ip_int >> 8) & 0xFF;
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ip_tmp[2] = (ip_int >> 16) & 0xFF;
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ip_tmp[3] = (ip_int >> 24) & 0xFF;
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snprintf(newip, sizeof(newip), "%d.%d.%d.%d", ip_tmp[3], ip_tmp[2], ip_tmp[1], ip_tmp[0]);
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} else {
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continue;
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}
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Gameserver server;
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server.set_ip(ip_int);
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server.set_port(port_int);
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server.set_query_port(port_int);
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server.set_appid(iApp);
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struct Steam_Matchmaking_Servers_Gameserver g;
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g.last_recv = std::chrono::high_resolution_clock::now();
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g.server = server;
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g.type = type;
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gameservers.push_back(g);
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PRINT_DEBUG(" SERVER ADDED");
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list_ip = "";
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}
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return id;
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}
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// Request a new list of servers of a particular type. These calls each correspond to one of the EMatchMakingType values.
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// Each call allocates a new asynchronous request object.
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// Request object must be released by calling ReleaseRequest( hServerListRequest )
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HServerListRequest Steam_Matchmaking_Servers::RequestInternetServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG_ENTRY();
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return RequestServerList(iApp, pRequestServersResponse, eInternetServer);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG_ENTRY();
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return RequestServerList(iApp, pRequestServersResponse, eLANServer);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG_ENTRY();
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return RequestServerList(iApp, pRequestServersResponse, eFriendsServer);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG_ENTRY();
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return RequestServerList(iApp, pRequestServersResponse, eFavoritesServer);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG_ENTRY();
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return RequestServerList(iApp, pRequestServersResponse, eHistoryServer);
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}
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HServerListRequest Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
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{
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PRINT_DEBUG_ENTRY();
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return RequestServerList(iApp, pRequestServersResponse, eSpectatorServer);
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}
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// old server list request
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void Steam_Matchmaking_Servers::RequestOldServerList(AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse, EMatchMakingType type)
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{
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PRINT_DEBUG("%u", iApp);
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std::lock_guard<std::recursive_mutex> lock(global_mutex);
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auto g = std::begin(requests);
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while (g != std::end(requests)) {
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if (g->id == (void *)type) {
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return;
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}
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++g;
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}
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struct Steam_Matchmaking_Request request{};
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request.appid = iApp;
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request.callbacks = NULL;
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request.old_callbacks = pRequestServersResponse;
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request.cancelled = false;
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request.completed = false;
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request.type = type;
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request.id = (void *)type;
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requests.push_back(request);
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}
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void Steam_Matchmaking_Servers::RequestInternetServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("old");
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eInternetServer);
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}
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void Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("old");
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eLANServer);
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}
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void Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("old");
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eFriendsServer);
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}
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void Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("old");
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eFavoritesServer);
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}
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void Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("old");
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eHistoryServer);
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}
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void Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse001 *pRequestServersResponse )
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{
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PRINT_DEBUG("old");
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//TODO
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RequestOldServerList(iApp, pRequestServersResponse, eSpectatorServer);
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}
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// Releases the asynchronous request object and cancels any pending query on it if there's a pending query in progress.
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// RefreshComplete callback is not posted when request is released.
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void Steam_Matchmaking_Servers::ReleaseRequest( HServerListRequest hServerListRequest )
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{
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PRINT_DEBUG("%p", hServerListRequest);
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auto g = std::begin(requests);
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while (g != std::end(requests)) {
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if (g->id == hServerListRequest) {
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//NOTE: some garbage games release the request before getting server details from it.
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// g = requests.erase(g);
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// } else {
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//TODO: eventually delete the released request.
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g->cancelled = true;
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g->released = true;
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}
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++g;
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}
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}
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/* the filter operation codes that go in the key part of MatchMakingKeyValuePair_t should be one of these:
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"map"
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- Server passes the filter if the server is playing the specified map.
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"gamedataand"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains all of the
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specified strings. The value field is a comma-delimited list of strings to match.
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"gamedataor"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) contains at least one of the
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specified strings. The value field is a comma-delimited list of strings to match.
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"gamedatanor"
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- Server passes the filter if the server's game data (ISteamGameServer::SetGameData) does not contain any
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"gametagsand"
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- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) contains all
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"gametagsnor"
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- Server passes the filter if the server's game tags (ISteamGameServer::SetGameTags) does not contain any
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of the specified strings. The value field is a comma-delimited list of strings to check.
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"and" (x1 && x2 && ... && xn)
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"or" (x1 || x2 || ... || xn)
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"nand" !(x1 && x2 && ... && xn)
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"nor" !(x1 || x2 || ... || xn)
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- Performs Boolean operation on the following filters. The operand to this filter specifies
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the "size" of the Boolean inputs to the operation, in Key/value pairs. (The keyvalue
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pairs must immediately follow, i.e. this is a prefix logical operator notation.)
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In the simplest case where Boolean expressions are not nested, this is simply
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the number of operands.
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For example, to match servers on a particular map or with a particular tag, would would
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use these filters.
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( server.map == "cp_dustbowl" || server.gametags.contains("payload") )
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"or", "2"
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"map", "cp_dustbowl"
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"gametagsand", "payload"
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If logical inputs are nested, then the operand specifies the size of the entire
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"length" of its operands, not the number of immediate children.
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( server.map == "cp_dustbowl" || ( server.gametags.contains("payload") && !server.gametags.contains("payloadrace") ) )
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"or", "4"
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"map", "cp_dustbowl"
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"and", "2"
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"gametagsand", "payload"
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"gametagsnor", "payloadrace"
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Unary NOT can be achieved using either "nand" or "nor" with a single operand.
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"addr"
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- Server passes the filter if the server's query address matches the specified IP or IP:port.
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"gameaddr"
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- Server passes the filter if the server's game address matches the specified IP or IP:port.
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The following filter operations ignore the "value" part of MatchMakingKeyValuePair_t
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"dedicated"
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- Server passes the filter if it passed true to SetDedicatedServer.
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"secure"
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- Server passes the filter if the server is VAC-enabled.
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"notfull"
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- Server passes the filter if the player count is less than the reported max player count.
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"hasplayers"
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- Server passes the filter if the player count is greater than zero.
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"noplayers"
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- Server passes the filter if it doesn't have any players.
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"linux"
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- Server passes the filter if it's a linux server
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*/
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void Steam_Matchmaking_Servers::server_details(Gameserver *g, gameserveritem_t *server)
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{
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PRINT_DEBUG_ENTRY();
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constexpr const static int MIN_LATENCY = 2;
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int latency = MIN_LATENCY;
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if (settings->matchmaking_server_details_via_source_query && !(g->ip() < 0) && !(g->query_port() < 0)) {
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unsigned char ip[4]{};
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char newip[24];
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ip[0] = g->ip() & 0xFF;
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ip[1] = (g->ip() >> 8) & 0xFF;
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ip[2] = (g->ip() >> 16) & 0xFF;
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ip[3] = (g->ip() >> 24) & 0xFF;
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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());
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SSQ_SERVER *ssq = ssq_server_new(newip, g->query_port());
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if (ssq != NULL && ssq_server_eok(ssq)) {
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PRINT_DEBUG(" ssq server connection ok");
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ssq_server_timeout(ssq, (SSQ_TIMEOUT_SELECTOR)(SSQ_TIMEOUT_RECV | SSQ_TIMEOUT_SEND), 1200);
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std::chrono::high_resolution_clock::time_point t1 = std::chrono::high_resolution_clock::now();
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A2S_INFO *ssq_a2s_info = ssq_info(ssq);
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std::chrono::high_resolution_clock::time_point t2 = std::chrono::high_resolution_clock::now();
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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
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if (latency < MIN_LATENCY) latency = MIN_LATENCY;
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if (ssq_server_eok(ssq)) {
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PRINT_DEBUG(" ssq server info ok");
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if (ssq_info_has_steamid(ssq_a2s_info)) g->set_id(ssq_a2s_info->steamid);
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g->set_game_description(ssq_a2s_info->game);
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g->set_mod_dir(ssq_a2s_info->folder);
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if (ssq_a2s_info->server_type == A2S_SERVER_TYPE_DEDICATED) g->set_dedicated_server(true);
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else if (ssq_a2s_info->server_type == A2S_SERVER_TYPE_STV_RELAY) g->set_dedicated_server(true);
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else g->set_dedicated_server(false);
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g->set_max_player_count(ssq_a2s_info->max_players);
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g->set_bot_player_count(ssq_a2s_info->bots);
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g->set_server_name(ssq_a2s_info->name);
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g->set_map_name(ssq_a2s_info->map);
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if (ssq_a2s_info->visibility) g->set_password_protected(true);
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else g->set_password_protected(false);
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if (ssq_info_has_stv(ssq_a2s_info)) {
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g->set_spectator_port(ssq_a2s_info->stv_port);
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g->set_spectator_server_name(ssq_a2s_info->stv_name);
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}
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//g->set_tags(ssq_a2s_info->keywords);
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//g->set_gamedata();
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//g->set_region();
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g->set_product(ssq_a2s_info->game);
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if (ssq_a2s_info->vac) g->set_secure(true);
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else g->set_secure(false);
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g->set_num_players(ssq_a2s_info->players);
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g->set_version(std::stoull(ssq_a2s_info->version, NULL, 0));
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if (ssq_info_has_port(ssq_a2s_info)) g->set_port(ssq_a2s_info->port);
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if (ssq_info_has_gameid(ssq_a2s_info)) g->set_appid(ssq_a2s_info->gameid);
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else g->set_appid(ssq_a2s_info->id);
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g->set_offline(false);
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} else {
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PRINT_DEBUG(" ssq server info failed: %s", ssq_server_emsg(ssq));
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}
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if (ssq_a2s_info != NULL) ssq_info_free(ssq_a2s_info);
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} else {
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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<float>(std::chrono::duration_cast<std::chrono::seconds>(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<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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
++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 = g->gameservers_filtered.size();
|
|
break;
|
|
}
|
|
|
|
++g;
|
|
}
|
|
|
|
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<std::recursive_mutex> 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<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("Steam_Matchmaking_Servers::CancelServerQuery");
|
|
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);
|
|
}
|
|
|
|
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("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 <struct Steam_Matchmaking_Request> 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 <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;
|
|
}
|
|
}
|
|
|
|
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("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);
|
|
}
|
|
}
|
|
}
|