using SharedLibraryCore; using SharedLibraryCore.Exceptions; using SharedLibraryCore.Interfaces; using SharedLibraryCore.RCon; 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.Threading.Tasks; namespace IW4MAdmin.Application.RCon { /// /// implementation of IRConConnection /// public class RConConnection : IRConConnection { static readonly ConcurrentDictionary ActiveQueries = new ConcurrentDictionary(); public IPEndPoint Endpoint { get; private set; } public string RConPassword { get; private set; } private IRConParserConfiguration config; private readonly ILogger _log; private readonly Encoding _gameEncoding; public RConConnection(string ipAddress, int port, string password, ILogger log, Encoding gameEncoding) { Endpoint = new IPEndPoint(IPAddress.Parse(ipAddress), port); _gameEncoding = gameEncoding; RConPassword = password; _log = log; } public void SetConfiguration(IRConParserConfiguration config) { this.config = config; } 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]; #if DEBUG == true _log.WriteDebug($"Waiting for semaphore to be released [{this.Endpoint}]"); #endif // enter the semaphore so only one query is sent at a time per server. await connectionState.OnComplete.WaitAsync(); var timeSinceLastQuery = (DateTime.Now - connectionState.LastQuery).TotalMilliseconds; if (timeSinceLastQuery < StaticHelpers.FloodProtectionInterval) { await Task.Delay(StaticHelpers.FloodProtectionInterval - (int)timeSinceLastQuery); } connectionState.LastQuery = DateTime.Now; #if DEBUG == true _log.WriteDebug($"Semaphore has been released [{this.Endpoint}]"); _log.WriteDebug($"Query [{this.Endpoint},{type.ToString()},{parameters}]"); #endif byte[] payload = null; bool waitForResponse = config.WaitForResponse; string convertEncoding(string text) { byte[] convertedBytes = Utilities.EncodingType.GetBytes(text); return _gameEncoding.GetString(convertedBytes); } try { string convertedRConPassword = convertEncoding(RConPassword); string convertedParameters = convertEncoding(parameters); switch (type) { case StaticHelpers.QueryType.GET_DVAR: waitForResponse |= true; payload = string.Format(config.CommandPrefixes.RConGetDvar, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.SET_DVAR: payload = string.Format(config.CommandPrefixes.RConSetDvar, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.COMMAND: payload = string.Format(config.CommandPrefixes.RConCommand, convertedRConPassword, convertedParameters + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.GET_STATUS: waitForResponse |= true; payload = (config.CommandPrefixes.RConGetStatus + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.GET_INFO: waitForResponse |= true; payload = (config.CommandPrefixes.RConGetInfo + '\0').Select(Convert.ToByte).ToArray(); break; case StaticHelpers.QueryType.COMMAND_STATUS: waitForResponse |= true; payload = string.Format(config.CommandPrefixes.RConCommand, convertedRConPassword, "status\0").Select(Convert.ToByte).ToArray(); break; } } // this happens when someone tries to send something that can't be converted into a 7 bit character set // e.g: emoji -> windows-1252 catch (OverflowException) { connectionState.OnComplete.Release(1); throw new NetworkException($"Invalid character encountered when converting encodings - {parameters}"); } byte[][] response = null; retrySend: using (var socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp) { DontFragment = true, Ttl = 100, ExclusiveAddressUse = true, }) { connectionState.SendEventArgs.UserToken = socket; connectionState.OnSentData.Reset(); connectionState.OnReceivedData.Reset(); connectionState.ConnectionAttempts++; connectionState.BytesReadPerSegment.Clear(); #if DEBUG == true _log.WriteDebug($"Sending {payload.Length} bytes to [{this.Endpoint}] ({connectionState.ConnectionAttempts}/{StaticHelpers.AllowedConnectionFails})"); #endif try { response = await SendPayloadAsync(payload, waitForResponse); if ((response.Length == 0 || response[0].Length == 0) && waitForResponse) { throw new NetworkException("Expected response but got 0 bytes back"); } connectionState.ConnectionAttempts = 0; } catch { if (connectionState.ConnectionAttempts < StaticHelpers.AllowedConnectionFails) { await Task.Delay(StaticHelpers.FloodProtectionInterval); goto retrySend; } throw new NetworkException(Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_COMMUNICATION"].FormatExt(Endpoint)); } finally { if (connectionState.OnComplete.CurrentCount == 0) { connectionState.OnComplete.Release(1); } } } string responseString = type == StaticHelpers.QueryType.COMMAND_STATUS ? ReassembleSegmentedStatus(response) : _gameEncoding.GetString(response[0]) + '\n'; // note: not all games respond if the pasword is wrong or not set if (responseString.Contains("Invalid password") || responseString.Contains("rconpassword")) { throw new NetworkException(Utilities.CurrentLocalization.LocalizationIndex["SERVER_ERROR_RCON_INVALID"]); } if (responseString.Contains("rcon_password")) { throw new NetworkException(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[] headerSplit = responseString.Split(config.CommandPrefixes.RConResponse); if (headerSplit.Length != 2 && type != StaticHelpers.QueryType.GET_INFO) { throw new NetworkException("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); } else { splitStatusStrings.Add(responseString.Replace(config.CommandPrefixes.RConResponse, "")); } } return string.Join("", splitStatusStrings); } private async Task SendPayloadAsync(byte[] payload, bool waitForResponse) { 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 asyncronously if (!await Task.Run(() => connectionState.OnSentData.Wait(StaticHelpers.SocketTimeout))) { rconSocket.Close(); throw new NetworkException("Timed out sending data", rconSocket); } } if (!waitForResponse) { return new byte[0][]; } connectionState.ReceiveEventArgs.SetBuffer(connectionState.ReceiveBuffer); // get our response back bool receiveDataPending = rconSocket.ReceiveFromAsync(connectionState.ReceiveEventArgs); if (receiveDataPending) { if (!await Task.Run(() => connectionState.OnReceivedData.Wait(10000))) { rconSocket.Close(); throw new NetworkException("Timed out waiting for response", rconSocket); } } rconSocket.Close(); 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) { #if DEBUG == true _log.WriteDebug($"Read {e.BytesTransferred} bytes from {e.RemoteEndPoint.ToString()}"); #endif // this occurs when we close the socket if (e.BytesTransferred == 0) { ActiveQueries[this.Endpoint].OnReceivedData.Set(); return; } if (sender is Socket sock) { var state = ActiveQueries[this.Endpoint]; state.BytesReadPerSegment.Add(e.BytesTransferred); try { // we still have available data so the payload was segmented if (sock.Available > 0) { state.ReceiveEventArgs.SetBuffer(state.ReceiveBuffer, e.BytesTransferred, state.ReceiveBuffer.Length - e.BytesTransferred); if (!sock.ReceiveAsync(state.ReceiveEventArgs)) { #if DEBUG == true _log.WriteDebug($"Read {state.ReceiveEventArgs.BytesTransferred} synchronous bytes from {e.RemoteEndPoint.ToString()}"); #endif // we need to increment this here because the callback isn't executed if there's no pending IO state.BytesReadPerSegment.Add(state.ReceiveEventArgs.BytesTransferred); ActiveQueries[this.Endpoint].OnReceivedData.Set(); } } else { ActiveQueries[this.Endpoint].OnReceivedData.Set(); } } catch (ObjectDisposedException) { ActiveQueries[this.Endpoint].OnReceivedData.Set(); } } } private void OnDataSent(object sender, SocketAsyncEventArgs e) { #if DEBUG == true _log.WriteDebug($"Sent {e.Buffer?.Length} bytes to {e.ConnectSocket?.RemoteEndPoint?.ToString()}"); #endif ActiveQueries[this.Endpoint].OnSentData.Set(); } } }