using System; using System.Collections.Concurrent; using System.Collections.Generic; using System.Linq; using System.Net; using System.Net.Sockets; using System.Text; using System.Text.RegularExpressions; using System.Threading; using System.Threading.Tasks; using Microsoft.Extensions.Logging; using Serilog.Context; using SharedLibraryCore; using SharedLibraryCore.Exceptions; using SharedLibraryCore.Interfaces; using SharedLibraryCore.RCon; using ILogger = Microsoft.Extensions.Logging.ILogger; namespace Integrations.Cod { /// /// implementation of IRConConnection /// public class CodRConConnection : IRConConnection { static readonly ConcurrentDictionary ActiveQueries = new ConcurrentDictionary(); public IPEndPoint Endpoint { get; } public string RConPassword { get; } private IRConParser parser; private IRConParserConfiguration config; private readonly ILogger _log; private readonly Encoding _gameEncoding; private readonly int _retryAttempts; public CodRConConnection(IPEndPoint ipEndpoint, string password, ILogger log, Encoding gameEncoding, int retryAttempts) { RConPassword = password; _gameEncoding = gameEncoding; _log = log; Endpoint = ipEndpoint; _retryAttempts = retryAttempts; } public void SetConfiguration(IRConParser parser) { this.parser = parser; config = parser.Configuration; } public async Task SendQueryAsync(StaticHelpers.QueryType type, string parameters = "") { if (!ActiveQueries.ContainsKey(this.Endpoint)) { ActiveQueries.TryAdd(this.Endpoint, new ConnectionState()); } var connectionState = ActiveQueries[this.Endpoint]; _log.LogDebug("Waiting for semaphore to be released [{endpoint}]", Endpoint); // enter the semaphore so only one query is sent at a time per server. await connectionState.OnComplete.WaitAsync(); var timeSinceLastQuery = (DateTime.Now - connectionState.LastQuery).TotalMilliseconds; if (timeSinceLastQuery < config.FloodProtectInterval) { await Task.Delay(config.FloodProtectInterval - (int)timeSinceLastQuery); } connectionState.LastQuery = DateTime.Now; _log.LogDebug("Semaphore has been released [{endpoint}]", Endpoint); _log.LogDebug("Query {@queryInfo}", new { endpoint=Endpoint.ToString(), type, parameters }); byte[] payload = null; bool waitForResponse = config.WaitForResponse; string convertEncoding(string text) { byte[] convertedBytes = Utilities.EncodingType.GetBytes(text); return _gameEncoding.GetString(convertedBytes); } try { string convertedRConPassword = convertEncoding(RConPassword); string convertedParameters = convertEncoding(parameters); switch (type) { case StaticHelpers.QueryType.GET_DVAR: waitForResponse |= true; payload = string.Format(config.CommandPrefixes.RConGetDvar, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.SET_DVAR: payload = string.Format(config.CommandPrefixes.RConSetDvar, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.COMMAND: payload = string.Format(config.CommandPrefixes.RConCommand, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.GET_STATUS: waitForResponse |= true; payload = (config.CommandPrefixes.RConGetStatus + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.GET_INFO: waitForResponse |= true; payload = (config.CommandPrefixes.RConGetInfo + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.COMMAND_STATUS: waitForResponse |= true; payload = string.Format(config.CommandPrefixes.RConCommand, convertedRConPassword, "status\0").Select(Convert.ToByte).ToArray(); break; } } // this happens when someone tries to send something that can't be converted into a 7 bit character set // e.g: emoji -> windows-1252 catch (OverflowException ex) { connectionState.OnComplete.Release(1); using (LogContext.PushProperty("Server", Endpoint.ToString())) { _log.LogError(ex, "Could not convert RCon data payload to desired encoding {encoding} {params}", _gameEncoding.EncodingName, parameters); } throw new RConException($"Invalid character encountered when converting encodings"); } byte[][] response = null; retrySend: if (connectionState.ConnectionAttempts > 1) { using (LogContext.PushProperty("Server", Endpoint.ToString())) { _log.LogInformation( "Retrying RCon message ({connectionAttempts}/{allowedConnectionFailures} attempts) with parameters {payload}", connectionState.ConnectionAttempts, _retryAttempts, parameters); } } using (var socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp) { DontFragment = false, Ttl = 100, ExclusiveAddressUse = true, }) { connectionState.SendEventArgs.UserToken = socket; connectionState.ConnectionAttempts++; await connectionState.OnSentData.WaitAsync(); await connectionState.OnReceivedData.WaitAsync(); connectionState.BytesReadPerSegment.Clear(); bool exceptionCaught = false; _log.LogDebug("Sending {payloadLength} bytes to [{endpoint}] ({connectionAttempts}/{allowedConnectionFailures})", payload.Length, Endpoint, connectionState.ConnectionAttempts, _retryAttempts); try { response = await SendPayloadAsync(payload, waitForResponse, parser.OverrideTimeoutForCommand(parameters)); if ((response.Length == 0 || response[0].Length == 0) && waitForResponse) { throw new RConException("Expected response but got 0 bytes back"); } connectionState.ConnectionAttempts = 0; } catch { // we want to retry with a delay if (connectionState.ConnectionAttempts < _retryAttempts) { exceptionCaught = true; await Task.Delay(StaticHelpers.SocketTimeout(connectionState.ConnectionAttempts)); goto retrySend; } using (LogContext.PushProperty("Server", Endpoint.ToString())) { _log.LogWarning( "Made {connectionAttempts} attempts to send RCon data to server, but received no response", connectionState.ConnectionAttempts); } connectionState.ConnectionAttempts = 0; throw new NetworkException("Reached maximum retry attempts to send RCon data to server"); } finally { // we don't want to release if we're going to retry the query if (connectionState.OnComplete.CurrentCount == 0 && !exceptionCaught) { connectionState.OnComplete.Release(1); } if (connectionState.OnSentData.CurrentCount == 0) { connectionState.OnSentData.Release(); } if (connectionState.OnReceivedData.CurrentCount == 0) { connectionState.OnReceivedData.Release(); } } } if (response.Length == 0) { _log.LogDebug("Received empty response for RCon request {@query}", new { endpoint=Endpoint.ToString(), type, parameters }); return new string[0]; } string responseString = type == StaticHelpers.QueryType.COMMAND_STATUS ? ReassembleSegmentedStatus(response) : RecombineMessages(response); // note: not all games respond if the pasword is wrong or not set if (responseString.Contains("Invalid password") || responseString.Contains("rconpassword")) { throw new RConException(Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_RCON_INVALID"]); } if (responseString.Contains("rcon_password")) { throw new RConException(Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_RCON_NOTSET"]); } if (responseString.Contains(config.ServerNotRunningResponse)) { throw new ServerException(Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_NOT_RUNNING"].FormatExt(Endpoint.ToString())); } string responseHeaderMatch = Regex.Match(responseString, config.CommandPrefixes.RConResponse).Value; string[] headerSplit = responseString.Split(type == StaticHelpers.QueryType.GET_INFO ? config.CommandPrefixes.RconGetInfoResponseHeader : responseHeaderMatch); if (headerSplit.Length != 2) { using (LogContext.PushProperty("Server", Endpoint.ToString())) { _log.LogWarning("Invalid response header from server. Expected {expected}, but got {response}", config.CommandPrefixes.RConResponse, headerSplit.FirstOrDefault()); } throw new RConException("Unexpected response header from server"); } string[] splitResponse = headerSplit.Last().Split(new char[] { '\n' }, StringSplitOptions.RemoveEmptyEntries); return splitResponse; } /// /// reassembles broken status segments into the 'correct' ordering /// this is primarily for T7, and is really only reliable for 2 segments /// /// array of segmented byte arrays /// public string ReassembleSegmentedStatus(byte[][] segments) { var splitStatusStrings = new List(); foreach (byte[] segment in segments) { string responseString = _gameEncoding.GetString(segment, 0, segment.Length); var statusHeaderMatch = config.StatusHeader.PatternMatcher.Match(responseString); if (statusHeaderMatch.Success) { splitStatusStrings.Insert(0, responseString.TrimEnd('\0')); } else { splitStatusStrings.Add(responseString.Replace(config.CommandPrefixes.RConResponse, "").TrimEnd('\0')); } } return string.Join("", splitStatusStrings); } /// /// Recombines multiple game messages into one /// /// /// private string RecombineMessages(byte[][] payload) { if (payload.Length == 1) { return _gameEncoding.GetString(payload[0]).TrimEnd('\n') + '\n'; } else { var builder = new StringBuilder(); for (int i = 0; i < payload.Length; i++) { string message = _gameEncoding.GetString(payload[i]).TrimEnd('\n') + '\n'; if (i > 0) { message = message.Replace(config.CommandPrefixes.RConResponse, ""); } builder.Append(message); } builder.Append('\n'); return builder.ToString(); } } private async Task SendPayloadAsync(byte[] payload, bool waitForResponse, TimeSpan overrideTimeout) { var connectionState = ActiveQueries[this.Endpoint]; var rconSocket = (Socket)connectionState.SendEventArgs.UserToken; if (connectionState.ReceiveEventArgs.RemoteEndPoint == null && connectionState.SendEventArgs.RemoteEndPoint == null) { // setup the event handlers only once because we're reusing the event args connectionState.SendEventArgs.Completed += OnDataSent; connectionState.ReceiveEventArgs.Completed += OnDataReceived; connectionState.SendEventArgs.RemoteEndPoint = this.Endpoint; connectionState.ReceiveEventArgs.RemoteEndPoint = this.Endpoint; connectionState.ReceiveEventArgs.DisconnectReuseSocket = true; connectionState.SendEventArgs.DisconnectReuseSocket = true; } connectionState.SendEventArgs.SetBuffer(payload); // send the data to the server bool sendDataPending = rconSocket.SendToAsync(connectionState.SendEventArgs); if (sendDataPending) { // the send has not been completed asynchronously // this really shouldn't ever happen because it's UDP if(!await connectionState.OnSentData.WaitAsync(StaticHelpers.SocketTimeout(1))) { using(LogContext.PushProperty("Server", Endpoint.ToString())) { _log.LogWarning("Socket timed out while sending RCon data on attempt {attempt}", connectionState.ConnectionAttempts); } rconSocket.Close(); throw new NetworkException("Timed out sending RCon data", rconSocket); } } if (!waitForResponse) { return Array.Empty(); } connectionState.ReceiveEventArgs.SetBuffer(connectionState.ReceiveBuffer); // get our response back bool receiveDataPending = rconSocket.ReceiveFromAsync(connectionState.ReceiveEventArgs); if (receiveDataPending) { _log.LogDebug("Waiting to asynchronously receive data on attempt #{connectionAttempts}", connectionState.ConnectionAttempts); if (!await connectionState.OnReceivedData.WaitAsync( new[] { StaticHelpers.SocketTimeout(connectionState.ConnectionAttempts), overrideTimeout }.Max())) { if (connectionState.ConnectionAttempts > 1) // this reduces some spam for unstable connections { using (LogContext.PushProperty("Server", Endpoint.ToString())) { _log.LogWarning( "Socket timed out while waiting for RCon response on attempt {attempt} with timeout delay of {timeout}", connectionState.ConnectionAttempts, StaticHelpers.SocketTimeout(connectionState.ConnectionAttempts)); } } rconSocket.Close(); throw new NetworkException("Timed out receiving RCon response", rconSocket); } } rconSocket.Close(); return GetResponseData(connectionState); } private byte[][] GetResponseData(ConnectionState connectionState) { var responseList = new List(); int totalBytesRead = 0; foreach (int bytesRead in connectionState.BytesReadPerSegment) { responseList.Add(connectionState.ReceiveBuffer .Skip(totalBytesRead) .Take(bytesRead) .ToArray()); totalBytesRead += bytesRead; } return responseList.ToArray(); } private void OnDataReceived(object sender, SocketAsyncEventArgs e) { _log.LogDebug("Read {bytesTransferred} bytes from {endpoint}", e.BytesTransferred, e.RemoteEndPoint); // this occurs when we close the socket if (e.BytesTransferred == 0) { _log.LogDebug("No bytes were transmitted so the connection was probably closed"); var semaphore = ActiveQueries[this.Endpoint].OnReceivedData; if (semaphore.CurrentCount == 0) { semaphore.Release(); } return; } if (sender is not Socket sock) { var semaphore = ActiveQueries[this.Endpoint].OnReceivedData; if (semaphore.CurrentCount == 0) { semaphore.Release(); } return; } var state = ActiveQueries[this.Endpoint]; state.BytesReadPerSegment.Add(e.BytesTransferred); // I don't even want to know why this works for getting more data from Cod4x // but I'm leaving it in here as long as it doesn't break anything. // it's very stupid... Thread.Sleep(150); try { var totalBytesTransferred = e.BytesTransferred; _log.LogDebug("{total} total bytes transferred with {available} bytes remaining", totalBytesTransferred, sock.Available); // we still have available data so the payload was segmented while (sock.Available > 0) { _log.LogDebug("{available} more bytes to be read", sock.Available); var bufferSpaceAvailable = sock.Available + totalBytesTransferred - state.ReceiveBuffer.Length; if (bufferSpaceAvailable >= 0) { _log.LogWarning( "Not enough buffer space to store incoming data {bytesNeeded} additional bytes required", bufferSpaceAvailable); continue; } state.ReceiveEventArgs.SetBuffer(state.ReceiveBuffer, totalBytesTransferred, sock.Available); if (sock.ReceiveAsync(state.ReceiveEventArgs)) { _log.LogDebug("Remaining bytes are async"); continue; } _log.LogDebug("Read {bytesTransferred} synchronous bytes from {endpoint}", state.ReceiveEventArgs.BytesTransferred, e.RemoteEndPoint); // we need to increment this here because the callback isn't executed if there's no pending IO state.BytesReadPerSegment.Add(state.ReceiveEventArgs.BytesTransferred); totalBytesTransferred += state.ReceiveEventArgs.BytesTransferred; } } catch (ObjectDisposedException) { _log.LogDebug("Socket was disposed while receiving data"); } finally { var semaphore = ActiveQueries[this.Endpoint].OnReceivedData; if (semaphore.CurrentCount == 0) { semaphore.Release(); } } } private void OnDataSent(object sender, SocketAsyncEventArgs e) { _log.LogDebug("Sent {byteCount} bytes to {endpoint}", e.Buffer?.Length, e.ConnectSocket?.RemoteEndPoint); var semaphore = ActiveQueries[this.Endpoint].OnSentData; if (semaphore.CurrentCount == 0) { semaphore.Release(); } } } }