goldberg_emulator/dll/steam_matchmaking_servers.cpp
2019-04-13 12:21:56 -04:00

515 lines
21 KiB
C++

/* 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 "steam_matchmaking_servers.h"
static void network_callback(void *object, Common_Message *msg)
{
PRINT_DEBUG("steam_matchmaking_servers_callback\n");
Steam_Matchmaking_Servers *obj = (Steam_Matchmaking_Servers *)object;
obj->Callback(msg);
}
Steam_Matchmaking_Servers::Steam_Matchmaking_Servers(class Settings *settings, class Networking *network)
{
this->settings = settings;
this->network = network;
this->network->setCallback(CALLBACK_ID_GAMESERVER, (uint64) 0, &network_callback, this);
}
static int server_list_request;
// 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("RequestInternetServerList\n");
//TODO
return RequestLANServerList(iApp, pRequestServersResponse);
}
HServerListRequest Steam_Matchmaking_Servers::RequestLANServerList( AppId_t iApp, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG("RequestLANServerList %u\n", iApp);
std::lock_guard<std::recursive_mutex> lock(global_mutex);
struct Steam_Matchmaking_Request request;
request.appid = iApp;
request.callbacks = pRequestServersResponse;
request.cancelled = false;
request.completed = false;
requests.push_back(request);
++server_list_request;
requests[requests.size() - 1].id = (void *)server_list_request;
HServerListRequest id = requests[requests.size() - 1].id;
PRINT_DEBUG("request id: %p\n", id);
return id;
}
HServerListRequest Steam_Matchmaking_Servers::RequestFriendsServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG("RequestFriendsServerList\n");
//TODO
return RequestLANServerList(iApp, pRequestServersResponse);
}
HServerListRequest Steam_Matchmaking_Servers::RequestFavoritesServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG("RequestFavoritesServerList\n");
//TODO
return RequestLANServerList(iApp, pRequestServersResponse);
}
HServerListRequest Steam_Matchmaking_Servers::RequestHistoryServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG("RequestHistoryServerList\n");
//TODO
return RequestLANServerList(iApp, pRequestServersResponse);
}
HServerListRequest Steam_Matchmaking_Servers::RequestSpectatorServerList( AppId_t iApp, STEAM_ARRAY_COUNT(nFilters) MatchMakingKeyValuePair_t **ppchFilters, uint32 nFilters, ISteamMatchmakingServerListResponse *pRequestServersResponse )
{
PRINT_DEBUG("RequestSpectatorServerList\n");
//TODO
return RequestLANServerList(iApp, pRequestServersResponse);
}
// 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("ReleaseRequest %p\n", 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;
}
++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)
{
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 = 10; //TODO
server->m_bHadSuccessfulResponse = true;
server->m_bDoNotRefresh = false;
strncpy(server->m_szGameDir, g->mod_dir().c_str(), k_cbMaxGameServerGameDir - 1);
strncpy(server->m_szMap, g->map_name().c_str(), k_cbMaxGameServerMapName - 1);
strncpy(server->m_szGameDescription, g->game_description().c_str(), k_cbMaxGameServerGameDescription - 1);
server->m_szGameDir[k_cbMaxGameServerGameDir - 1] = 0;
server->m_szMap[k_cbMaxGameServerMapName - 1] = 0;
server->m_szGameDescription[k_cbMaxGameServerGameDescription - 1] = 0;
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());
PRINT_DEBUG("server_details %llu\n", g->id());
strncpy(server->m_szGameTags, g->tags().c_str(), k_cbMaxGameServerTags - 1);
server->m_szGameTags[k_cbMaxGameServerTags - 1] = 0;
}
// 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("GetServerDetails %p %i\n", 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\n", hRequest, g->id);
if (g->id == hRequest) {
gameservers_filtered = g->gameservers_filtered;
PRINT_DEBUG("found %u\n", 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\n");
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("CancelQuery %p\n", 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("RefreshQuery %p\n", hRequest);
}
// Returns true if the list is currently refreshing its server list
bool Steam_Matchmaking_Servers::IsRefreshing( HServerListRequest hRequest )
{
PRINT_DEBUG("IsRefreshing %p\n", 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("GetServerCount %p\n", 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("RefreshServer %p\n", hRequest);
//TODO
}
static HServerQuery new_server_query()
{
static int a;
++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("PingServer %hhu.%hhu.%hhu.%hhu:%hu\n", ((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;
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("PlayerDetails %hhu.%hhu.%hhu.%hhu:%hu\n", ((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;
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("ServerRules %hhu.%hhu.%hhu.%hhu:%hu\n", ((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;
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("CancelServerQuery\n");
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("Steam_Matchmaking_Servers::RunCallbacks\n");
{
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 TIMEOUT\n");
} else {
++g;
}
}
}
PRINT_DEBUG("REQUESTS %zu gs: %zu\n", requests.size(), gameservers.size());
for (auto &r : requests) {
if (r.cancelled || r.completed) continue;
r.gameservers_filtered.clear();
for (auto &g : gameservers) {
if (g.server.appid() == r.appid) {
PRINT_DEBUG("REQUESTS server found\n");
r.gameservers_filtered.push_back(g);
}
}
}
std::vector <struct Steam_Matchmaking_Request> requests_temp(requests);
PRINT_DEBUG("REQUESTS_TEMP %zu\n", requests_temp.size());
for (auto &r : requests) {
r.completed = true;
}
for (auto &r : requests_temp) {
if (r.cancelled || r.completed) continue;
int i = 0;
for (auto &g : r.gameservers_filtered) {
PRINT_DEBUG("REQUESTS server responded cb %p\n", r.id);
r.callbacks->ServerResponded(r.id, i);
++i;
}
if (i) {
r.callbacks->RefreshComplete(r.id, eServerResponded);
} else {
r.callbacks->RefreshComplete(r.id, eNoServersListedOnMasterServer);
}
}
std::vector <struct Steam_Matchmaking_Servers_Direct_IP_Request> direct_ip_requests_temp = direct_ip_requests;
direct_ip_requests.clear();
for (auto &r : direct_ip_requests_temp) {
PRINT_DEBUG("dip request: %lu:%hu\n", r.ip, r.port);
for (auto &g : gameservers) {
PRINT_DEBUG("server: %lu:%hu\n", 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) {
int number_rules = g.server.values().size();
PRINT_DEBUG("rules: %lu\n", number_rules);
auto rule = g.server.values().begin();
for (int i = 0; i < number_rules; ++i) {
PRINT_DEBUG("RULE %s %s\n", rule->first.c_str(), rule->second.c_str());
r.rules_response->RulesResponded(rule->first.c_str(), rule->second.c_str());
++rule;
}
r.rules_response->RulesRefreshComplete();
r.rules_response = NULL;
}
if (r.ping_response) {
gameserveritem_t server;
server_details(&(g.server), &server);
r.ping_response->ServerResponded(server);
r.ping_response = NULL;
}
//TODO: players response
}
}
if (r.rules_response) r.rules_response->RulesRefreshComplete();
//TODO: player response
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()) {
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();
}
}
} 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());
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());
gameservers.push_back(g);
PRINT_DEBUG("SERVER ADDED\n");
}
}
}
}