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