Class: GamespyQuery::Socket
- Inherits:
-
UDPSocket
- Object
- UDPSocket
- GamespyQuery::Socket
- Includes:
- Funcs
- Defined in:
- lib/gamespy_query/socket.rb
Constant Summary collapse
- DEFAULT_TIMEOUT =
3
- MAX_PACKETS =
7
- ID_PACKET =
TODO: Randomize?
[0x04, 0x05, 0x06, 0x07].pack("c*")
- BASE_PACKET =
[0xFE, 0xFD, 0x00].pack("c*")
- CHALLENGE_PACKET =
[0xFE, 0xFD, 0x09].pack("c*")
- FULL_INFO_PACKET_MP =
[0xFF, 0xFF, 0xFF, 0x01].pack("c*")
- FULL_INFO_PACKET =
[0xFF, 0xFF, 0xFF].pack("c*")
- SERVER_INFO_PACKET =
[0xFF, 0x00, 0x00].pack("c*")
- PLAYER_INFO_PACKET =
[0x00, 0xFF, 0x00].pack("c*")
- RECEIVE_SIZE =
1500
- STR_HOSTNAME =
"hostname"
- STR_PLAYERS =
"players"
- STR_DEATHS =
"deaths_\x00\x00"
- STR_PLAYER =
"player_\x00\x00"
- STR_TEAM =
"team_\x00\x00"
- STR_SCORE =
"score_\x00\x00"
- SPLIT =
STR_X0
- STR_END =
"\x00\x02"
- STR_EMPTY =
Tools::STR_EMPTY
- STR_BLA =
"%c%c%c%c".encode("ASCII-8BIT")
- STR_GARBAGE =
"\x00\x04\x05\x06\a"
- RX_PLAYER_EMPTY =
/^player_\x00\x00\x00/
- RX_PLAYER_INFO =
x00 from previous packet, x01 from continueing player info, (.) - should it overwrite previous value?
/\x01(team|player|score|deaths)_.(.)/
- RX_NO_CHALLENGE =
/0@0$/
- RX_CHALLENGE =
/0@/
- RX_CHALLENGE2 =
/[^0-9\-]/si
- RX_SPLITNUM =
/^splitnum\x00(.)/i
Constants included from Funcs
Funcs::RX_F, Funcs::RX_I, Funcs::RX_S
Instance Attribute Summary collapse
-
#addr ⇒ Object
Returns the value of attribute addr.
-
#data ⇒ Object
Returns the value of attribute data.
-
#failed ⇒ Object
Returns the value of attribute failed.
-
#max_packets ⇒ Object
Returns the value of attribute max_packets.
-
#needs_challenge ⇒ Object
Returns the value of attribute needs_challenge.
-
#stamp ⇒ Object
Returns the value of attribute stamp.
-
#state ⇒ Object
Returns the value of attribute state.
Instance Method Summary collapse
- #fetch ⇒ Object
- #handle_challenge(str) ⇒ Object
- #handle_exc ⇒ Object
- #handle_read ⇒ Object
- #handle_splitnum(game_data) ⇒ Object
- #handle_state ⇒ Object
- #handle_write ⇒ Object
-
#initialize(addr, address_family = ::Socket::AF_INET) ⇒ Socket
constructor
A new instance of Socket.
-
#sync(reply = self.fetch) ⇒ Object
Supports challenge/response and multi-packet.
- #valid? ⇒ Boolean
Methods included from Funcs
#clean, #clean_string, #get_string, #handle_chr, #strip_tags
Constructor Details
#initialize(addr, address_family = ::Socket::AF_INET) ⇒ Socket
Returns a new instance of Socket.
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# File 'lib/gamespy_query/socket.rb', line 120 def initialize(addr, address_family = ::Socket::AF_INET) @addr, @data, @state, @max_packets = addr, {}, 0, MAX_PACKETS @id_packet = ID_PACKET @packet = CHALLENGE_PACKET + @id_packet super(address_family) self.connect(*addr.split(":")) end |
Instance Attribute Details
#addr ⇒ Object
Returns the value of attribute addr.
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# File 'lib/gamespy_query/socket.rb', line 118 def addr @addr end |
#data ⇒ Object
Returns the value of attribute data.
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# File 'lib/gamespy_query/socket.rb', line 118 def data @data end |
#failed ⇒ Object
Returns the value of attribute failed.
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# File 'lib/gamespy_query/socket.rb', line 118 def failed @failed end |
#max_packets ⇒ Object
Returns the value of attribute max_packets.
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# File 'lib/gamespy_query/socket.rb', line 118 def max_packets @max_packets end |
#needs_challenge ⇒ Object
Returns the value of attribute needs_challenge.
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# File 'lib/gamespy_query/socket.rb', line 118 def needs_challenge @needs_challenge end |
#stamp ⇒ Object
Returns the value of attribute stamp.
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# File 'lib/gamespy_query/socket.rb', line 118 def stamp @stamp end |
#state ⇒ Object
Returns the value of attribute state.
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# File 'lib/gamespy_query/socket.rb', line 118 def state @state end |
Instance Method Details
#fetch ⇒ Object
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# File 'lib/gamespy_query/socket.rb', line 269 def fetch pings = [] r = self.data begin until valid? if handle_state if IO.select(nil, [self], nil, DEFAULT_TIMEOUT) handle_write else raise "TimeOut" end else if IO.select([self], nil, nil, DEFAULT_TIMEOUT) handle_read else raise "TimeOut" end end end data.each_pair {|k, d| Tools.debug {"GSPY Infos: #{k} #{d.size}"} } unless @silent || !$debug pings.map!{|ping| (ping * 1000).round} pings_c = 0 pings.each { |ping| pings_c += ping } ping = pings.size == 0 ? nil : pings_c / pings.size Tools.debug{"Gamespy pings: #{pings}, #{ping}"} @ping = ping rescue => e Tools.log_exception(e) r = nil close unless closed? end r end |
#handle_challenge(str) ⇒ Object
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# File 'lib/gamespy_query/socket.rb', line 241 def handle_challenge str # Tools.debug{"Received challenge response (#{str.length}): #{str.inspect}"} need_challenge = !(str.sub(STR_X0, STR_EMPTY) =~ RX_NO_CHALLENGE) if need_challenge str = str.sub(RX_CHALLENGE, STR_EMPTY).gsub(RX_CHALLENGE2, STR_EMPTY).to_i challenge_packet = sprintf(STR_BLA, handle_chr(str >> 24), handle_chr(str >> 16), handle_chr(str >> 8), handle_chr(str >> 0)) self.needs_challenge = challenge_packet end end |
#handle_exc ⇒ Object
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# File 'lib/gamespy_query/socket.rb', line 216 def handle_exc Tools.debug {"Exception: #{self.inspect}"} close unless closed? self.failed = true false end |
#handle_read ⇒ Object
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# File 'lib/gamespy_query/socket.rb', line 168 def handle_read # Tools.debug {"Read: #{self.inspect}, #{self.state}"} r = true case self.state when STATE_SENT_CHALLENGE begin data = self.recvfrom_nonblock(RECEIVE_SIZE) Tools.debug {"Read (1): #{self.inspect}: #{data}"} handle_challenge get_string(data[0]) self.state = STATE_RECEIVED_CHALLENGE rescue => e Tools.log_exception e self.failed = true r = false close unless closed? end when STATE_SENT_CHALLENGE_RESPONSE, STATE_RECEIVE_DATA begin data = self.recvfrom_nonblock(RECEIVE_SIZE) Tools.debug {"Read (3,4): #{self.inspect}: #{data}"} self.state = STATE_RECEIVE_DATA game_data = get_string(data[0]) Tools.debug {"Received (#{self.data.size + 1}):\n\n#{game_data.inspect}\n\n#{game_data}\n\n"} index = handle_splitnum game_data self.data[index] = game_data if self.data.size >= self.max_packets # OR we received the end-packet and all packets required Tools.debug {"Received packet limit: #{self.inspect}"} self.state = STATE_READY r = false close unless closed? end rescue => e Tools.log_exception(e) self.failed = true r = false close unless closed? end end r end |
#handle_splitnum(game_data) ⇒ Object
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# File 'lib/gamespy_query/socket.rb', line 224 def handle_splitnum game_data index = 0 if game_data.sub(STR_GARBAGE, STR_EMPTY)[RX_SPLITNUM] splitnum = $1 flag = splitnum.unpack("C")[0] index = (flag & 127).to_i last = flag & 0x80 > 0 # Data could be received out of order, use the "index" id when "last" flag is true, to determine total packet_count self.max_packets = index + 1 if last # update the max Tools.debug {"Splitnum: #{splitnum.inspect} (#{splitnum}) (#{flag}, #{index}, #{last}) Max: #{self.max_packets}"} else self.max_packets = 1 end index end |
#handle_state ⇒ Object
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# File 'lib/gamespy_query/socket.rb', line 251 def handle_state; [STATE_INIT, STATE_RECEIVED_CHALLENGE].include? state; end |
#handle_write ⇒ Object
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# File 'lib/gamespy_query/socket.rb', line 133 def handle_write #Tools.debug {"Write: #{self.inspect}, #{self.state}"} r = true begin case self.state when STATE_INIT Tools.debug {"Write (0): #{self.inspect}"} # Send Challenge request self.puts @packet self.state = STATE_SENT_CHALLENGE when STATE_RECEIVED_CHALLENGE Tools.debug {"Write (2): #{self.inspect}"} # Send Challenge response self.puts self.needs_challenge ? BASE_PACKET + @id_packet + self.needs_challenge + FULL_INFO_PACKET_MP : BASE_PACKET + @id_packet + FULL_INFO_PACKET_MP self.state = STATE_SENT_CHALLENGE_RESPONSE end rescue => e Tools.log_exception e self.failed = true r = false close unless closed? end =begin if Time.now - self.stamp > @timeout Tools.debug {"TimedOut: #{self.inspect}"} self.failed = true r = false close unless closed? end =end r end |
#sync(reply = self.fetch) ⇒ Object
Supports challenge/response and multi-packet
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# File 'lib/gamespy_query/socket.rb', line 254 def sync reply = self.fetch game_data, key = {}, nil return game_data if reply.nil? || reply.empty? parser = Parser.new(reply) data = parser.parse game_data.merge!(data[:game]) game_data["players"] = Parser.pretty_player_data2(data[:players]).sort {|a, b| a[:name].downcase <=> b[:name].downcase } game_data["ping"] = @ping unless @ping.nil? game_data end |
#valid? ⇒ Boolean
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# File 'lib/gamespy_query/socket.rb', line 131 def valid?; @state == STATE_READY; end |