Initial Linux agent repository
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php-query/gameq/Protocols/Bfbc2.php
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326
php-query/gameq/Protocols/Bfbc2.php
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<?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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namespace GameQ\Protocols;
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use GameQ\Protocol;
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use GameQ\Buffer;
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use GameQ\Result;
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use GameQ\Exception\Protocol as Exception;
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/**
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* Battlefield Bad Company 2 Protocol Class
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*
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* NOTE: There are no qualifiers to the response packets sent back from the server as to which response packet
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* belongs to which query request. For now this class assumes the responses are in the same order as the order in
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* which the packets were sent to the server. If this assumption turns out to be wrong there is easy way to tell which
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* response belongs to which query. Hopefully this assumption will hold true as it has in my testing.
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*
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* @package GameQ\Protocols
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* @author Austin Bischoff <austin@codebeard.com>
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*/
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class Bfbc2 extends Protocol
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{
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/**
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* Array of packets we want to query.
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*
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* @type array
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*/
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protected $packets = [
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self::PACKET_VERSION => "\x00\x00\x00\x00\x18\x00\x00\x00\x01\x00\x00\x00\x07\x00\x00\x00version\x00",
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self::PACKET_STATUS => "\x00\x00\x00\x00\x1b\x00\x00\x00\x01\x00\x00\x00\x0a\x00\x00\x00serverInfo\x00",
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self::PACKET_PLAYERS => "\x00\x00\x00\x00\x24\x00\x00\x00\x02\x00\x00\x00\x0b\x00\x00\x00listPlayers\x00\x03\x00\x00\x00\x61ll\x00",
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];
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/**
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* Use the response flag to figure out what method to run
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*
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* @type array
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*/
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protected $responses = [
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"processVersion",
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"processDetails",
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"processPlayers",
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];
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/**
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* The transport mode for this protocol is TCP
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*
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* @type string
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*/
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protected $transport = self::TRANSPORT_TCP;
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/**
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* The query protocol used to make the call
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*
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* @type string
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*/
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protected $protocol = 'bfbc2';
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/**
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* String name of this protocol class
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*
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* @type string
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*/
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protected $name = 'bfbc2';
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/**
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* Longer string name of this protocol class
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*
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* @type string
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*/
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protected $name_long = "Battlefield Bad Company 2";
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/**
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* The client join link
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*
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* @type string
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*/
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protected $join_link = null;
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/**
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* query_port = client_port + 29321
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* 48888 = 19567 + 29321
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*
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* @type int
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*/
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protected $port_diff = 29321;
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/**
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* Normalize settings for this protocol
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*
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* @type array
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*/
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protected $normalize = [
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// General
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'general' => [
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// target => source
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'dedicated' => 'dedicated',
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'hostname' => 'hostname',
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'mapname' => 'map',
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'maxplayers' => 'max_players',
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'numplayers' => 'num_players',
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'password' => 'password',
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],
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'player' => [
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'name' => 'name',
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'score' => 'score',
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'ping' => 'ping',
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],
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'team' => [
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'score' => 'tickets',
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],
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];
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/**
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* Process the response for the StarMade server
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*
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* @return array
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* @throws \GameQ\Exception\Protocol
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*/
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public function processResponse()
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{
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//print_r($this->packets_response);
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// Holds the results sent back
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$results = [];
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// Iterate over the response packets
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// @todo: This protocol has no packet ordering, ids or anyway to identify which packet coming back belongs to which initial call.
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foreach ($this->packets_response as $i => $packet) {
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// Create a new buffer
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$buffer = new Buffer($packet);
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// Burn first 4 bytes, same across all packets
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$buffer->skip(4);
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// Get the packet length
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$packetLength = $buffer->getLength();
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// Check to make sure the expected length matches the real length
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// Subtract 4 for the header burn
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if ($packetLength != ($buffer->readInt32() - 4)) {
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throw new Exception(__METHOD__ . " packet length does not match expected length!");
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}
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// We assume the packets are coming back in the same order as sent, this maybe incorrect...
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$results = array_merge(
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$results,
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call_user_func_array([$this, $this->responses[$i]], [$buffer])
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);
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}
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unset($buffer, $packetLength);
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return $results;
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}
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/*
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* Internal Methods
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*/
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/**
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* Decode the buffer into a usable format
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*
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* @param \GameQ\Buffer $buffer
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*
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* @return array
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*/
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protected function decode(Buffer $buffer)
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{
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$items = [];
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// Get the number of words in this buffer
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$itemCount = $buffer->readInt32();
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// Loop over the number of items
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for ($i = 0; $i < $itemCount; $i++) {
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// Length of the string
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$buffer->readInt32();
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// Just read the string
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$items[$i] = $buffer->readString();
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}
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return $items;
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}
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/**
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* Process the server details
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*
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* @param \GameQ\Buffer $buffer
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*
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* @return array
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*/
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protected function processDetails(Buffer $buffer)
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{
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// Decode into items
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$items = $this->decode($buffer);
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// Set the result to a new result instance
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$result = new Result();
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// Server is always dedicated
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$result->add('dedicated', 1);
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// These are the same no matter what mode the server is in
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$result->add('hostname', $items[1]);
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$result->add('num_players', (int)$items[2]);
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$result->add('max_players', (int)$items[3]);
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$result->add('gametype', $items[4]);
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$result->add('map', $items[5]);
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$result->add('roundsplayed', (int)$items[6]);
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$result->add('roundstotal', (int)$items[7]);
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$result->add('num_teams', (int)$items[8]);
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// Set the current index
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$index_current = 9;
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// Pull the team count
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$teamCount = $result->get('num_teams');
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// Loop for the number of teams found, increment along the way
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for ($id = 1; $id <= $teamCount; $id++, $index_current++) {
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// Shows the tickets
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$result->addTeam('tickets', $items[$index_current]);
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// We add an id so we know which team this is
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$result->addTeam('id', $id);
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}
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// Get and set the rest of the data points.
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$result->add('targetscore', (int)$items[$index_current]);
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$result->add('online', 1); // Forced true, shows accepting players
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$result->add('ranked', (($items[$index_current + 2] == 'true') ? 1 : 0));
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$result->add('punkbuster', (($items[$index_current + 3] == 'true') ? 1 : 0));
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$result->add('password', (($items[$index_current + 4] == 'true') ? 1 : 0));
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$result->add('uptime', (int)$items[$index_current + 5]);
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$result->add('roundtime', (int)$items[$index_current + 6]);
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$result->add('mod', $items[$index_current + 7]);
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$result->add('ip_port', $items[$index_current + 9]);
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$result->add('punkbuster_version', $items[$index_current + 10]);
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$result->add('join_queue', (($items[$index_current + 11] == 'true') ? 1 : 0));
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$result->add('region', $items[$index_current + 12]);
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unset($items, $index_current, $teamCount, $buffer);
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return $result->fetch();
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}
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/**
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* Process the server version
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*
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* @param \GameQ\Buffer $buffer
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*
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* @return array
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*/
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protected function processVersion(Buffer $buffer)
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{
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// Decode into items
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$items = $this->decode($buffer);
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// Set the result to a new result instance
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$result = new Result();
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$result->add('version', $items[2]);
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unset($buffer, $items);
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return $result->fetch();
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}
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/**
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* Process the players
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*
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* @param \GameQ\Buffer $buffer
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*
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* @return array
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*/
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protected function processPlayers(Buffer $buffer)
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{
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// Decode into items
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$items = $this->decode($buffer);
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// Set the result to a new result instance
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$result = new Result();
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// Number of data points per player
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$numTags = $items[1];
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// Grab the tags for each player
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$tags = array_slice($items, 2, $numTags);
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// Get the player count
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$playerCount = $items[$numTags + 2];
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// Iterate over the index until we run out of players
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for ($i = 0, $x = $numTags + 3; $i < $playerCount; $i++, $x += $numTags) {
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// Loop over the player tags and extract the info for that tag
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foreach ($tags as $index => $tag) {
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$result->addPlayer($tag, $items[($x + $index)]);
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}
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}
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return $result->fetch();
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}
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}
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