Protocol::portDiff()   A
last analyzed

Complexity

Conditions 1
Paths 1

Size

Total Lines 3
Code Lines 1

Duplication

Lines 0
Ratio 0 %

Code Coverage

Tests 2
CRAP Score 1

Importance

Changes 0
Metric Value
eloc 1
c 0
b 0
f 0
dl 0
loc 3
ccs 2
cts 2
cp 1
rs 10
cc 1
nc 1
nop 0
crap 1
1
<?php
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/**
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 * This file is part of GameQ.
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 *
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 * GameQ is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU Lesser General Public License as published by
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 * the Free Software Foundation; either version 3 of the License, or
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 * (at your option) any later version.
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 *
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 * GameQ is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU Lesser General Public License for more details.
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 *
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 * You should have received a copy of the GNU Lesser General Public License
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 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
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 *
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 *
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 */
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namespace GameQ;
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/**
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 * Handles the core functionality for the protocols
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 *
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 * @SuppressWarnings(PHPMD.NumberOfChildren)
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 *
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 * @author Austin Bischoff <[email protected]>
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 */
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abstract class Protocol
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{
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    /**
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     * Constants for class states
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     */
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    const STATE_TESTING = 1;
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    const STATE_BETA = 2;
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    const STATE_STABLE = 3;
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    const STATE_DEPRECATED = 4;
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    /**
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     * Constants for packet keys
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     */
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    const PACKET_ALL = 'all'; // Some protocols allow all data to be sent back in one call.
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    const PACKET_BASIC = 'basic';
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    const PACKET_CHALLENGE = 'challenge';
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    const PACKET_CHANNELS = 'channels'; // Voice servers
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    const PACKET_DETAILS = 'details';
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    const PACKET_INFO = 'info';
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    const PACKET_PLAYERS = 'players';
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    const PACKET_STATUS = 'status';
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    const PACKET_RULES = 'rules';
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    const PACKET_VERSION = 'version';
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    /**
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     * Transport constants
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     */
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    const TRANSPORT_UDP = 'udp';
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    const TRANSPORT_TCP = 'tcp';
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    const TRANSPORT_SSL = 'ssl';
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    const TRANSPORT_TLS = 'tls';
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    /**
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     * Short name of the protocol
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     *
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     * @var string
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     */
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    protected $name = 'unknown';
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    /**
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     * The longer, fancier name for the protocol
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     *
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     * @var string
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     */
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    protected $name_long = 'unknown';
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    /**
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     * The difference between the client port and query port
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     *
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     * @var int
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     */
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    protected $port_diff = 0;
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    /**
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     * The transport method to use to actually send the data
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     * Default is UDP
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     *
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     * @var string
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     */
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    protected $transport = self::TRANSPORT_UDP;
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    /**
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     * The protocol type used when querying the server
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     *
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     * @var string
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     */
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    protected $protocol = 'unknown';
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    /**
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     * Holds the valid packet types this protocol has available.
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     *
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     * @var array
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     */
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    protected $packets = [];
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    /**
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     * Holds the response headers and the method to use to process them.
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     *
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     * @var array
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     */
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    protected $responses = [];
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    /**
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     * Holds the list of methods to run when parsing the packet response(s) data. These
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     * methods should provide all the return information.
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     *
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     * @var array
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     */
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    protected $process_methods = [];
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    /**
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     * The packet responses received
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     *
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     * @var array
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     */
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    protected $packets_response = [];
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    /**
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     * Holds the instance of the result class
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     *
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     * @var null
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     */
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    protected $result = null;
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    /**
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     * Options for this protocol
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     *
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     * @var array
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     */
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    protected $options = [];
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    /**
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     * Define the state of this class
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     *
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     * @var int
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     */
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    protected $state = self::STATE_STABLE;
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    /**
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     * Holds specific normalize settings
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     *
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     * @todo: Remove this ugly bulk by moving specific ones to their specific game(s)
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     *
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     * @var array
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     */
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    protected $normalize = [
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        // General
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        'general' => [
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            // target       => source
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            'dedicated'  => [
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                'listenserver',
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                'dedic',
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                'bf2dedicated',
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                'netserverdedicated',
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                'bf2142dedicated',
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                'dedicated',
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            ],
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            'gametype'   => ['ggametype', 'sigametype', 'matchtype'],
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            'hostname'   => ['svhostname', 'servername', 'siname', 'name'],
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            'mapname'    => ['map', 'simap'],
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            'maxplayers' => ['svmaxclients', 'simaxplayers', 'maxclients', 'max_players'],
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            'mod'        => ['game', 'gamedir', 'gamevariant'],
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            'numplayers' => ['clients', 'sinumplayers', 'num_players'],
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            'password'   => ['protected', 'siusepass', 'sineedpass', 'pswrd', 'gneedpass', 'auth', 'passsord'],
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        ],
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        // Indvidual
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        'player'  => [
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            'name'   => ['nick', 'player', 'playername', 'name'],
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            'kills'  => ['kills'],
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            'deaths' => ['deaths'],
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            'score'  => ['kills', 'frags', 'skill', 'score'],
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            'ping'   => ['ping'],
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        ],
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        // Team
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        'team'    => [
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            'name'  => ['name', 'teamname', 'team_t'],
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            'score' => ['score', 'score_t'],
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        ],
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    ];
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    /**
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     * Quick join link
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     *
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     * @var null|string
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     */
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    protected $join_link = null;
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    /**
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     * @param array $options
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     */
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    public function __construct(array $options = [])
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    {
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        // Set the options for this specific instance of the class
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        $this->options = $options;
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    }
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    /**
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     * String name of this class
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     *
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     * @return string
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     */
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    public function __toString()
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    {
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        return $this->name;
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    }
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    /**
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     * Get the port difference between the server's client (game) and query ports
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     *
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     * @return int
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     */
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    public function portDiff()
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    {
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        return $this->port_diff;
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    }
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    /**
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     * "Find" the query port based off of the client port and port_diff
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     *
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     * This method is meant to be overloaded for more complex maths or lookup tables
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     *
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     * @param int $clientPort
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     *
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     * @return int
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     */
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    public function findQueryPort($clientPort)
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    {
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        return $clientPort + $this->port_diff;
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    }
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    /**
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     * Return the join_link as defined by the protocol class
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     *
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     * @return null|string
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     */
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    public function joinLink()
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    {
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        return $this->join_link;
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    }
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    /**
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     * Short (callable) name of this class
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     *
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     * @return string
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     */
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    public function name()
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    {
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        return $this->name;
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    }
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    /**
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     * Long name of this class
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     *
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     * @return string
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     */
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    public function nameLong()
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    {
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        return $this->name_long;
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    }
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    /**
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     * Return the status of this Protocol Class
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     *
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     * @return int
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     */
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    public function state()
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    {
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        return $this->state;
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    }
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    /**
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     * Return the protocol property
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     *
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     * @return string
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     */
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    public function getProtocol()
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    {
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        return $this->protocol;
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    }
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    /**
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     * Get/set the transport type for this protocol
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     *
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     * @param string|null $type
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     *
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     * @return string
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     */
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    public function transport($type = null)
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    {
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        // Act as setter
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        if (!is_null($type)) {
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            $this->transport = $type;
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        }
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        return $this->transport;
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    }
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    /**
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     * Set the options for the protocol call
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     *
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     * @param array $options
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     *
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     * @return array
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     */
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    public function options($options = [])
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    {
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        // Act as setter
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        if (!empty($options)) {
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            $this->options = $options;
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        }
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        return $this->options;
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    }
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    // Packet Section
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    /**
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     * Return specific packet(s)
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     *
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     * @param array $type
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     *
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     * @return array
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     */
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    public function getPacket($type = [])
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    {
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        $packets = [];
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        // We want an array of packets back
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        if (is_array($type) && !empty($type)) {
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            // Loop the packets
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            foreach ($this->packets as $packet_type => $packet_data) {
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                // We want this packet
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                if (in_array($packet_type, $type)) {
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                    $packets[$packet_type] = $packet_data;
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                }
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            }
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        } elseif ($type == '!challenge') {
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            // Loop the packets
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            foreach ($this->packets as $packet_type => $packet_data) {
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                // Dont want challenge packets
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                if ($packet_type != self::PACKET_CHALLENGE) {
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                    $packets[$packet_type] = $packet_data;
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                }
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            }
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        } elseif (is_string($type)) {
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            // Return specific packet type
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            $packets = $this->packets[$type];
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        } else {
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            // Return all packets
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            $packets = $this->packets;
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        }
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        // Return the packets
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        return $packets;
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    }
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    /**
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     * Get/set the packet response
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     *
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     * @param array $response
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     *
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     * @return array
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     */
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    public function packetResponse(array $response = [])
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    {
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        // Act as setter
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        if (!empty($response)) {
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            $this->packets_response = $response;
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        }
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        return $this->packets_response;
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    }
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    // Challenge section
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    /**
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     * Determine whether or not this protocol has a challenge needed before querying
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     *
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     * @return bool
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     */
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    public function hasChallenge()
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    {
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        return (isset($this->packets[self::PACKET_CHALLENGE]) && !empty($this->packets[self::PACKET_CHALLENGE]));
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    }
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    /**
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     * Parse the challenge response and add it to the buffer items that need it.
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     * This should be overloaded by extending class
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     *
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     * @codeCoverageIgnore
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     * @SuppressWarnings(PHPMD.UnusedFormalParameter)
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     *
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     * @param \GameQ\Buffer $challenge_buffer
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     *
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     * @return bool
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     */
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    public function challengeParseAndApply(Buffer $challenge_buffer)
0 ignored issues
show
Unused Code introduced by
The parameter $challenge_buffer is not used and could be removed. ( Ignorable by Annotation )

If this is a false-positive, you can also ignore this issue in your code via the ignore-unused  annotation

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    public function challengeParseAndApply(/** @scrutinizer ignore-unused */ Buffer $challenge_buffer)

This check looks for parameters that have been defined for a function or method, but which are not used in the method body.

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    {
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        return true;
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    }
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    /**
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     * Apply the challenge string to all the packets that need it.
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     *
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     * @param string $challenge_string
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     *
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     * @return bool
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     */
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    protected function challengeApply($challenge_string)
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    {
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        // Let's loop through all the packets and append the challenge where it is needed
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        foreach ($this->packets as $packet_type => $packet) {
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            $this->packets[$packet_type] = sprintf($packet, $challenge_string);
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        }
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        return true;
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    }
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    /**
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     * Get the normalize settings for the protocol
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     *
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     * @return array
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     */
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    public function getNormalize()
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    {
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        return $this->normalize;
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    }
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    // General
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    /**
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     * Generic method to allow protocol classes to do work right before the query is sent
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     *
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     * @codeCoverageIgnore
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     * @SuppressWarnings(PHPMD.UnusedFormalParameter)
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     *
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     * @param \GameQ\Server $server
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     */
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    public function beforeSend(Server $server)
0 ignored issues
show
Unused Code introduced by
The parameter $server is not used and could be removed. ( Ignorable by Annotation )

If this is a false-positive, you can also ignore this issue in your code via the ignore-unused  annotation

466
    public function beforeSend(/** @scrutinizer ignore-unused */ Server $server)

This check looks for parameters that have been defined for a function or method, but which are not used in the method body.

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467
    {
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    }
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    /**
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     * Method called to process query response data.  Each extending class has to have one of these functions.
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     *
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     * @return mixed
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     */
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    abstract public function processResponse();
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}
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