tge/engine/game/net/serverQuery.cc
2017-04-17 06:17:10 -06:00

2052 lines
65 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Server Query States:
// 1: Master server query status -> wait for master response
// 2: Master server packet status -> wait for master packets to arrive
// 3: Server ping status -> wait for servers to respond to pings
// 4: Server query status -> wait for servers to respond to queries
// 5: Done
// Master Server Packets:
// Header
// message Message id
// flags Query flags
// sequenceNumber Packet sequence id
// Server Query Filter Packet
// packetIndex Request specific page # (rest empty)
// gameType Game type string
// missionType Mission type string
// minPlayers At least this many players
// maxPlayers No more than this many
// regions Region mask, 0 = all
// version Server version, 0 = any
// filterFlags Server flags (dedicated, etc), 0 = any
// maxBots No more than maxBots
// minCPUSpeed At least this fast
// playerCount Buddy list search
// playerList[playerCount]
// Master Server Info Packet
// gameType Game type string
// missionType Mission type string
// maxPlayers Max allowed
// regions Region mask
// version Server version #
// infoFlags Server flags (dedicated, etc)
// numBots Current bot count
// CPUSpeed Server CPU speed
// playerCount Current player count
// playerList[playerCount]
// Game Info Query Packet
// gameType Game type string
// missionType Mission type string
// missionName You get one guess...
// satusFlags Dedicated, etc.
// playerCount Current player count
// maxPlayers Max allowed
// numBots Current bot count
// CPUSpeed Server CPU speed
// statusString Server info message
// statusString Server status message
// Accessed Environment Vars
// Server::MissionType
// Server::MissionName
// Server::GameType
// Server::ServerType
// Server::PlayerCount
// Server::BotCount
// Server::GuidList[playerCount]
// Server::Dedicated
// Server::Status
// Pref::Server::Name
// Pref::Server::Password
// Pref::Server::Info
// Pref::Server::MaxPlayers
// Pref::Server::RegionMask
// Pref::Net::RegionMask
// Pref::Client::Master[n]
// Pref::Client::ServerFavoriteCount
// Pref::Client::ServerFavorite[ServerFavoriteCount]
//-----------------------------------------------------------------------------
#include "game/net/serverQuery.h"
#include "platform/platform.h"
#include "platform/event.h"
#include "core/dnet.h"
#include "core/tVector.h"
#include "core/resManager.h"
#include "core/bitStream.h"
#include "console/console.h"
#include "console/simBase.h"
#include "game/banList.h"
#include "game/version.h"
#include "game/auth.h"
#include "game/gameConnection.h"
// This is basically the server query protocol version now:
static const char* versionString = "VER1";
Vector<ServerInfo> gServerList(__FILE__, __LINE__);
static Vector<MasterInfo> gMasterServerList(__FILE__, __LINE__);
static Vector<NetAddress> gFinishedList(__FILE__, __LINE__); // timed out servers and finished servers go here
NetAddress gMasterServerQueryAddress;
bool gServerBrowserDirty = false;
static const U32 gHeartbeatInterval = 120000;
static const S32 gMasterServerRetryCount = 3;
static const S32 gMasterServerTimeout = 2000;
static const S32 gPacketRetryCount = 4;
static const S32 gPacketTimeout = 1000;
static const S32 gMaxConcurrentPings = 10;
static const S32 gMaxConcurrentQueries = 2;
static const S32 gPingRetryCount = 4;
static const S32 gPingTimeout = 800;
static const S32 gQueryRetryCount = 4;
static const S32 gQueryTimeout = 1000;
// State variables:
static bool sgServerQueryActive = false;
static S32 gPingSession = 0;
static S32 gKey = 0;
static bool gGotFirstListPacket = false;
// Variables used for the interface:
static U32 gServerPingCount = 0;
static U32 gServerQueryCount = 0;
static U32 gHeartbeatSeq = 0;
ConsoleFunctionGroupBegin( ServerQuery, "Functions which allow you to query the LAN or a master server for online games.");
//-----------------------------------------------------------------------------
struct Ping
{
NetAddress address;
S32 session;
S32 key;
U32 time;
U32 tryCount;
bool broadcast;
};
static Ping gMasterServerPing;
static Vector<Ping> gPingList(__FILE__, __LINE__);
static Vector<Ping> gQueryList(__FILE__, __LINE__);
//-----------------------------------------------------------------------------
struct PacketStatus
{
U8 index;
S32 key;
U32 time;
U32 tryCount;
PacketStatus( U8 _index, S32 _key, U32 _time )
{
index = _index;
key = _key;
time = _time;
tryCount = gPacketRetryCount;
}
};
static Vector<PacketStatus> gPacketStatusList(__FILE__, __LINE__);
static U8 sendPacketData[MaxPacketDataSize];
//-----------------------------------------------------------------------------
struct ServerFilter
{
enum Type
{
Normal = 0,
Buddy = 1,
Offline = 2,
Favorites = 3,
};
Type type;
char* gameType;
char* missionType;
enum // Query Flags
{
OnlineQuery = 0, // Authenticated with master
OfflineQuery = BIT(0), // On our own
NoStringCompress = BIT(1),
};
enum // Filter flags:
{
Dedicated = BIT(0),
NotPassworded = BIT(1),
Linux = BIT(2),
CurrentVersion = BIT(7),
};
U8 queryFlags;
U8 minPlayers;
U8 maxPlayers;
U8 maxBots;
U32 regionMask;
U32 maxPing;
U8 filterFlags;
U16 minCPU;
U8 buddyCount;
U32* buddyList;
ServerFilter()
{
queryFlags = 0;
gameType = NULL;
missionType = NULL;
minPlayers = 0;
maxPlayers = 255;
maxBots = 16;
regionMask = 0xFFFFFFFF;
maxPing = 0;
filterFlags = 0;
minCPU = 0;
buddyCount = 0;
buddyList = NULL;
}
~ServerFilter()
{
if ( gameType )
dFree( gameType );
if ( missionType )
dFree( missionType );
if ( buddyList )
dFree( buddyList );
}
};
static ServerFilter sActiveFilter;
//-----------------------------------------------------------------------------
// Forward function declarations:
//-----------------------------------------------------------------------------
static void pushPingRequest( const NetAddress *addr );
static void pushPingBroadcast( const NetAddress *addr );
static void pushServerFavorites();
static bool pickMasterServer();
static S32 findPingEntry( Vector<Ping> &v, const NetAddress* addr );
static bool addressFinished( const NetAddress* addr );
static ServerInfo* findServerInfo( const NetAddress* addr );
static ServerInfo* findOrCreateServerInfo( const NetAddress* addr );
static void removeServerInfo( const NetAddress* addr );
static void sendPacket( U8 pType, const NetAddress* addr, U32 key, U32 session, U8 flags );
static void writeCString( BitStream* stream, const char* string );
static void readCString( BitStream* stream, char* buffer );
static void writeLongCString( BitStream* stream, const char* string );
static void readLongCString( BitStream* stream, char* buffer );
static void processMasterServerQuery( U32 session );
static void processPingsAndQueries( U32 session, bool schedule = true);
static void processServerListPackets( U32 session );
static void processHeartbeat(U32);
static void updatePingProgress();
static void updateQueryProgress();
Vector<MasterInfo>* getMasterServerList();
bool pickMasterServer();
void clearServerList();
//-----------------------------------------------------------------------------
// Events
//-----------------------------------------------------------------------------
//----------------------------------------------------------------
class ProcessMasterQueryEvent : public SimEvent
{
U32 session;
public:
ProcessMasterQueryEvent( U32 _session )
{
session = _session;
}
void process( SimObject *object )
{
processMasterServerQuery( session );
}
};
//----------------------------------------------------------------
class ProcessPingEvent : public SimEvent
{
U32 session;
public:
ProcessPingEvent( U32 _session )
{
session = _session;
}
void process( SimObject *object )
{
processPingsAndQueries( session );
}
};
//----------------------------------------------------------------
class ProcessPacketEvent : public SimEvent
{
U32 session;
public:
ProcessPacketEvent( U32 _session )
{
session = _session;
}
void process( SimObject *object )
{
processServerListPackets( session );
}
};
//----------------------------------------------------------------
class HeartbeatEvent : public SimEvent
{
U32 mSeq;
public:
HeartbeatEvent(U32 seq)
{
mSeq = seq;
}
void process( SimObject *object )
{
processHeartbeat(mSeq);
}
};
//-----------------------------------------------------------------------------
// Public query methods
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void queryLanServers(U32 port, U8 flags, const char* gameType, const char* missionType,
U8 minPlayers, U8 maxPlayers, U8 maxBots, U32 regionMask, U32 maxPing, U16 minCPU,
U8 filterFlags)
{
sgServerQueryActive = true;
clearServerList();
pushServerFavorites();
sActiveFilter.type = ServerFilter::Offline;
// Clear the filter:
if ( !sActiveFilter.gameType || dStricmp( sActiveFilter.gameType, "Any" ) != 0 )
{
sActiveFilter.gameType = (char*) dRealloc( sActiveFilter.gameType, 4 );
dStrcpy( sActiveFilter.gameType, "Any" );
}
if ( !sActiveFilter.missionType || dStricmp( sActiveFilter.missionType, "Any" ) != 0 )
{
sActiveFilter.missionType = (char*) dRealloc( sActiveFilter.missionType, 4 );
dStrcpy( sActiveFilter.missionType, "Any" );
}
sActiveFilter.queryFlags = 0;
sActiveFilter.minPlayers = minPlayers;
sActiveFilter.maxPlayers = maxPlayers;
sActiveFilter.maxBots = maxBots;
sActiveFilter.regionMask = regionMask;
sActiveFilter.maxPing = maxPing;
sActiveFilter.minCPU = minCPU;
sActiveFilter.filterFlags = filterFlags;
NetAddress addr;
char addrText[256];
dSprintf( addrText, sizeof( addrText ), "IP:BROADCAST:%d", port );
Net::stringToAddress( addrText, &addr );
pushPingBroadcast( &addr );
Con::executef( 4, "onServerQueryStatus", "start", "Querying LAN servers", "0");
processPingsAndQueries( gPingSession );
}
//-----------------------------------------------------------------------------
ConsoleFunction( queryLanServers, void, 12, 12, "queryLanServers(...);" )
{
argc;
U32 lanPort = dAtoi(argv[1]);
U8 flags = dAtoi(argv[2]);
// It's not a good idea to hold onto args, recursive calls to
// console exec will trash them.
char* gameType = dStrdup(argv[3]);
char* missionType = dStrdup(argv[4]);
U8 minPlayers = dAtoi(argv[5]);
U8 maxPlayers = dAtoi(argv[6]);
U8 maxBots = dAtoi(argv[7]);
U32 regionMask = dAtoi(argv[8]);
U32 maxPing = dAtoi(argv[9]);
U16 minCPU = dAtoi(argv[10]);
U8 filterFlags = dAtoi(argv[11]);
queryLanServers(lanPort, flags, gameType, missionType, minPlayers, maxPlayers, maxBots,
regionMask, maxPing, minCPU, filterFlags);
dFree(gameType);
dFree(missionType);
}
//-----------------------------------------------------------------------------
void queryMasterGameTypes()
{
Vector<MasterInfo> *masterList = getMasterServerList();
if ( masterList->size() != 0 )
{
U32 master = Sim::getCurrentTime() % masterList->size();
// Send a request to the master server for the game types:
Con::printf( "Requesting game types from the master server..." );
sendPacket( NetInterface::MasterServerGameTypesRequest, &(*masterList)[master].address, gKey, gPingSession, 0 );
}
}
//-----------------------------------------------------------------------------
void queryMasterServer(U8 flags, const char* gameType, const char* missionType,
U8 minPlayers, U8 maxPlayers, U8 maxBots, U32 regionMask, U32 maxPing,
U16 minCPU, U8 filterFlags, U8 buddyCount, U32* buddyList )
{
// Reset the list packet flag:
gGotFirstListPacket = false;
sgServerQueryActive = true;
clearServerList();
Con::executef( 4, "onServerQueryStatus", "start", "Querying master server", "0");
if ( buddyCount == 0 )
{
sActiveFilter.type = ServerFilter::Normal;
// Update the active filter:
if ( !sActiveFilter.gameType || dStrcmp( sActiveFilter.gameType, gameType ) != 0 )
{
sActiveFilter.gameType = (char*) dRealloc( sActiveFilter.gameType, dStrlen( gameType ) + 1 );
dStrcpy( sActiveFilter.gameType, gameType );
}
if ( !sActiveFilter.missionType || dStrcmp( sActiveFilter.missionType, missionType ) != 0 )
{
sActiveFilter.missionType = (char*) dRealloc( sActiveFilter.missionType, dStrlen( missionType ) + 1 );
dStrcpy( sActiveFilter.missionType, missionType );
}
sActiveFilter.queryFlags = flags;
sActiveFilter.minPlayers = minPlayers;
sActiveFilter.maxPlayers = maxPlayers;
sActiveFilter.maxBots = maxBots;
sActiveFilter.regionMask = regionMask;
sActiveFilter.maxPing = maxPing;
sActiveFilter.minCPU = minCPU;
sActiveFilter.filterFlags = filterFlags;
sActiveFilter.buddyCount = buddyCount;
dFree( sActiveFilter.buddyList );
sActiveFilter.buddyList = NULL;
}
else
{
sActiveFilter.type = ServerFilter::Buddy;
sActiveFilter.buddyCount = buddyCount;
sActiveFilter.buddyList = (U32*) dRealloc( sActiveFilter.buddyList, buddyCount * 4 );
dMemcpy( sActiveFilter.buddyList, buddyList, buddyCount * 4 );
clearServerList();
}
// Pick a random master server from the list:
gMasterServerList.clear();
Vector<MasterInfo> *masterList = getMasterServerList();
for ( U32 i = 0; i < masterList->size(); i++ )
gMasterServerList.push_back( (*masterList)[i] );
// Clear the master server ping:
gMasterServerPing.time = 0;
gMasterServerPing.tryCount = gMasterServerRetryCount;
if ( !pickMasterServer() )
Con::errorf( "No master servers found!" );
else
processMasterServerQuery( gPingSession );
}
ConsoleFunction( queryMasterServer, void, 11, 11, "queryMasterServer(...);" )
{
argc;
U8 flags = dAtoi(argv[1]);
// It's not a good idea to hold onto args, recursive calls to
// console exec will trash them.
char* gameType = dStrdup(argv[2]);
char* missionType = dStrdup(argv[3]);
U8 minPlayers = dAtoi(argv[4]);
U8 maxPlayers = dAtoi(argv[5]);
U8 maxBots = dAtoi(argv[6]);
U32 regionMask = dAtoi(argv[7]);
U32 maxPing = dAtoi(argv[8]);
U16 minCPU = dAtoi(argv[9]);
U8 filterFlags = dAtoi(argv[10]);
U8 buddyCount = 0;
U32 buddyList = 0;
queryMasterServer(flags,gameType,missionType,minPlayers,maxPlayers,
maxBots,regionMask,maxPing,minCPU,filterFlags,0,&buddyList);
dFree(gameType);
dFree(missionType);
}
//-----------------------------------------------------------------------------
ConsoleFunction( querySingleServer, void, 3, 3, "querySingleServer(address, flags);" )
{
argc;
NetAddress addr;
char* addrText;
addrText = dStrdup(argv[1]);
U8 flags = dAtoi(argv[2]);
Net::stringToAddress( addrText, &addr );
querySingleServer(&addr,flags);
}
//-----------------------------------------------------------------------------
void queryFavoriteServers( U8 /*flags*/ )
{
sgServerQueryActive = true;
clearServerList();
sActiveFilter.type = ServerFilter::Favorites;
pushServerFavorites();
Con::executef( 4, "onServerQueryStatus", "start", "Query favorites...", "0" );
processPingsAndQueries( gPingSession );
}
//-----------------------------------------------------------------------------
void querySingleServer( const NetAddress* addr, U8 /*flags*/ )
{
sgServerQueryActive = true;
ServerInfo* si = findServerInfo( addr );
if ( si )
si->status = ServerInfo::Status_New | ServerInfo::Status_Updating;
// Remove the server from the finished list (if it's there):
for ( U32 i = 0; i < gFinishedList.size(); i++ )
{
if ( Net::compareAddresses( addr, &gFinishedList[i] ) )
{
gFinishedList.erase( i );
break;
}
}
Con::executef( 4, "onServerQueryStatus", "start", "Refreshing server...", "0" );
gServerPingCount = gServerQueryCount = 0;
pushPingRequest( addr );
processPingsAndQueries( gPingSession );
}
//-----------------------------------------------------------------------------
void cancelServerQuery()
{
// Cancel the current query, if there is anything left
// on the ping list, it's dropped.
if ( sgServerQueryActive )
{
Con::printf( "Server query canceled." );
ServerInfo* si;
// Clear the master server packet list:
gPacketStatusList.clear();
// Clear the ping list:
while ( gPingList.size() )
{
si = findServerInfo( &gPingList[0].address );
if ( si && !si->status.test( ServerInfo::Status_Responded ) )
si->status = ServerInfo::Status_TimedOut;
gPingList.erase( U32( 0 ) );
}
// Clear the query list:
while ( gQueryList.size() )
{
si = findServerInfo( &gQueryList[0].address );
if ( si && !si->status.test( ServerInfo::Status_Responded ) )
si->status = ServerInfo::Status_TimedOut;
gQueryList.erase( U32( 0 ) );
}
sgServerQueryActive = false;
gServerBrowserDirty = true;
}
}
ConsoleFunction( cancelServerQuery, void, 1, 1, "cancelServerQuery()" )
{
argc; argv;
cancelServerQuery();
}
//-----------------------------------------------------------------------------
void stopServerQuery()
{
// Cancel the current query, anything left on the ping
// list is moved to the finished list as "done".
if ( sgServerQueryActive )
{
gPacketStatusList.clear();
if ( gPingList.size() )
{
while ( gPingList.size() )
{
gFinishedList.push_back( gPingList[0].address );
gPingList.erase( U32( 0 ) );
}
}
else
cancelServerQuery();
}
}
ConsoleFunction( stopServerQuery, void, 1, 1, "stopServerQuery()" )
{
argc; argv;
stopServerQuery();
}
//-----------------------------------------------------------------------------
ConsoleFunction(startHeartbeat, void, 1, 1, "startHeartbeat()")
{
argc; argv;
if (validateAuthenticatedServer()) {
gHeartbeatSeq++;
processHeartbeat(gHeartbeatSeq); // thump-thump...
}
}
ConsoleFunction(stopHeartbeat, void, 1, 1, "stopHeartbeat();")
{
argc; argv;
gHeartbeatSeq++;
}
//-----------------------------------------------------------------------------
ConsoleFunction( getServerCount, int, 1, 1, "getServerCount();" )
{
argv,argc;
return gServerList.size();
}
ConsoleFunction( setServerInfo, bool, 2, 2, "setServerInfo(index);" )
{
argc;
U32 index = dAtoi(argv[1]);
if (index >= 0 && index < gServerList.size()) {
ServerInfo& info = gServerList[index];
char addrString[256];
Net::addressToString( &info.address, addrString );
Con::setIntVariable("ServerInfo::Status",info.status);
Con::setVariable("ServerInfo::Address",addrString);
Con::setVariable("ServerInfo::Name",info.name);
Con::setVariable("ServerInfo::GameType",info.gameType);
Con::setVariable("ServerInfo::MissionName",info.missionName);
Con::setVariable("ServerInfo::MissionType",info.missionType);
Con::setVariable("ServerInfo::State",info.statusString);
Con::setVariable("ServerInfo::Info",info.infoString);
Con::setIntVariable("ServerInfo::PlayerCount",info.numPlayers);
Con::setIntVariable("ServerInfo::MaxPlayers",info.maxPlayers);
Con::setIntVariable("ServerInfo::BotCount",info.numBots);
Con::setIntVariable("ServerInfo::Version",info.version);
Con::setIntVariable("ServerInfo::Ping",info.ping);
Con::setIntVariable("ServerInfo::CPUSpeed",info.cpuSpeed);
Con::setBoolVariable("ServerInfo::Favorite",info.isFavorite);
Con::setBoolVariable("ServerInfo::Dedicated",info.isDedicated());
Con::setBoolVariable("ServerInfo::Password",info.isPassworded());
return true;
}
return false;
}
//-----------------------------------------------------------------------------
// Internal
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
ServerInfo::~ServerInfo()
{
if ( name )
dFree( name );
if ( gameType )
dFree( gameType );
if ( missionType )
dFree( missionType );
if ( statusString )
dFree( statusString );
if ( infoString )
dFree( infoString );
}
//-----------------------------------------------------------------------------
Vector<MasterInfo>* getMasterServerList()
{
// This code used to get the master server list from the
// WON.net directory.
static Vector<MasterInfo> masterList;
masterList.clear();
for (U32 i = 0; i < 10; i++) {
char buffer[50];
dSprintf(buffer,sizeof(buffer),"Pref::Master%d",i);
const char* master = Con::getVariable(buffer);
if (master && *master) {
NetAddress address;
// Format for master server variable:
// regionMask:netAddress
U32 region = 1; // needs to default to something > 0
dSscanf(master,"%d:",&region);
const char* madd = dStrchr(master,':') + 1;
if (region && Net::stringToAddress(madd,&address)) {
masterList.increment();
MasterInfo& info = masterList.last();
info.address = address;
info.region = region;
}
else
Con::errorf("Bad master server address: %s",master);
}
}
if (!masterList.size())
Con::errorf("No master servers found");
return &masterList;
}
//-----------------------------------------------------------------------------
bool pickMasterServer()
{
// Reset the master server ping:
gMasterServerPing.time = 0;
gMasterServerPing.key = 0;
gMasterServerPing.tryCount = gMasterServerRetryCount;
gMasterServerPing.session = gPingSession;
char addrString[256];
const char* regionString = NULL;
U32 serverCount = gMasterServerList.size();
if ( !serverCount )
{
// There are no more servers left to try...:(
return( false );
}
U32 region = Con::getIntVariable( "$pref::Net::RegionMask" );
U32 index = Sim::getCurrentTime() % serverCount;
// First try to find a master server in the same region:
for ( U32 i = 0; i < serverCount; i++ )
{
if ( gMasterServerList[index].region == region )
{
Net::addressToString( &gMasterServerList[index].address, addrString );
Con::printf( "Found master server %s in same region.", addrString );
gMasterServerPing.address = gMasterServerList[index].address;
return( true );
}
index = index < serverCount - 1 ? index + 1 : 0;
}
// Settle for the one we first picked:
Net::addressToString( &gMasterServerList[index].address, addrString );
Con::printf( "No master servers found in this region, trying %s.", addrString );
gMasterServerPing.address = gMasterServerList[index].address;
return( true );
}
//-----------------------------------------------------------------------------
void clearServerList()
{
gPacketStatusList.clear();
gServerList.clear();
gFinishedList.clear();
gPingList.clear();
gQueryList.clear();
gServerPingCount = gServerQueryCount = 0;
gPingSession++;
}
//-----------------------------------------------------------------------------
void sendHeartbeat( U8 flags )
{
// send heartbeats to all of the master servers:
Vector<MasterInfo> *masterList = getMasterServerList();
for(U32 i = 0; i < masterList->size(); i++)
{
char buffer[256];
Net::addressToString(&(*masterList)[i].address, buffer);
// Send a request to the master server for the game types:
Con::printf( "Sending heartbeat to master server [%s]", buffer );
sendPacket( NetInterface::GameHeartbeat, &(*masterList)[i].address, 0, gPingSession, flags );
}
}
//-----------------------------------------------------------------------------
static void pushPingRequest( const NetAddress* addr )
{
if( addressFinished( addr ) )
return;
Ping p;
p.address = *addr;
p.session = gPingSession;
p.key = 0;
p.time = 0;
p.tryCount = gPingRetryCount;
p.broadcast = false;
gPingList.push_back( p );
gServerPingCount++;
}
//-----------------------------------------------------------------------------
static void pushPingBroadcast( const NetAddress* addr )
{
if( addressFinished( addr ) )
return;
Ping p;
p.address = *addr;
p.session = gPingSession;
p.key = 0;
p.time = 0;
p.tryCount = 1; // only try this once
p.broadcast = true;
gPingList.push_back( p );
// Don't increment gServerPingCount, broadcasts are not
// counted as requests.
}
//-----------------------------------------------------------------------------
static S32 countPingRequests()
{
// Need a function here because the ping list also includes
// broadcast pings we don't want counted.
U32 pSize = gPingList.size(), count = pSize;
for (U32 i = 0; i < pSize; i++)
if (gPingList[i].broadcast)
count--;
return count;
}
//-----------------------------------------------------------------------------
static void pushServerFavorites()
{
S32 count = Con::getIntVariable( "$pref::Client::ServerFavoriteCount" );
if ( count < 0 )
{
Con::setIntVariable( "$pref::Client::ServerFavoriteCount", 0 );
return;
}
NetAddress addr;
const char* server = NULL;
char buf[256], serverName[25], addrString[256];
U32 sz, len;
for ( S32 i = 0; i < count; i++ )
{
dSprintf( buf, sizeof( buf ), "Pref::Client::ServerFavorite%d", i );
server = Con::getVariable( buf );
if ( server )
{
sz = dStrcspn( server, "\t" );
if ( sz > 0 )
{
len = sz > 24 ? 24 : sz;
dStrncpy( serverName, server, len );
serverName[len] = 0;
dStrncpy( addrString, server + ( sz + 1 ), 255 );
//Con::errorf( "Pushing server favorite \"%s\" - %s...", serverName, addrString );
Net::stringToAddress( addrString, &addr );
ServerInfo* si = findOrCreateServerInfo( &addr );
AssertFatal(si, "pushServerFavorites - failed to create Server Info!" );
si->name = (char*) dRealloc( (void*) si->name, dStrlen( serverName ) + 1 );
dStrcpy( si->name, serverName );
si->isFavorite = true;
pushPingRequest( &addr );
}
}
}
}
//-----------------------------------------------------------------------------
static S32 findPingEntry( Vector<Ping> &v, const NetAddress* addr )
{
for ( U32 i = 0; i < v.size(); i++ )
if ( Net::compareAddresses( addr, &v[i].address ) )
return S32( i );
return -1;
}
//-----------------------------------------------------------------------------
static bool addressFinished( const NetAddress* addr )
{
for ( U32 i = 0; i < gFinishedList.size(); i++ )
if ( Net::compareAddresses( addr, &gFinishedList[i] ) )
return true;
return false;
}
//-----------------------------------------------------------------------------
static ServerInfo* findServerInfo( const NetAddress* addr )
{
for ( U32 i = 0; i < gServerList.size(); i++ )
if ( Net::compareAddresses( addr, &gServerList[i].address ) )
return &gServerList[i];
return NULL;
}
//-----------------------------------------------------------------------------
static ServerInfo* findOrCreateServerInfo( const NetAddress* addr )
{
ServerInfo* ret = findServerInfo( addr );
if ( ret )
return ret;
ServerInfo si;
si.address = *addr;
gServerList.push_back( si );
return &gServerList.last();
}
//-----------------------------------------------------------------------------
static void removeServerInfo( const NetAddress* addr )
{
for ( U32 i = 0; i < gServerList.size(); i++ )
{
if ( Net::compareAddresses( addr, &gServerList[i].address ) )
{
gServerList.erase( i );
gServerBrowserDirty = true;
}
}
}
//-----------------------------------------------------------------------------
#if defined(TORQUE_DEBUG)
// This function is solely for testing the functionality of the server browser
// with more servers in the list.
void addFakeServers( S32 howMany )
{
static S32 sNumFakeServers = 1;
ServerInfo newServer;
for ( S32 i = 0; i < howMany; i++ )
{
newServer.numPlayers = Platform::getRandom() * 64;
newServer.maxPlayers = 64;
char buf[256];
dSprintf( buf, 255, "Fake server #%d", sNumFakeServers );
newServer.name = (char*) dMalloc( dStrlen( buf ) + 1 );
dStrcpy( newServer.name, buf );
newServer.gameType = (char*) dMalloc( 5 );
dStrcpy( newServer.gameType, "Fake" );
newServer.missionType = (char*) dMalloc( 4 );
dStrcpy( newServer.missionType, "FakeMissionType" );
newServer.missionName = (char*) dMalloc( 14 );
dStrcpy( newServer.missionName, "FakeMapName" );
Net::stringToAddress( "IP:198.74.33.35:28000", &newServer.address );
newServer.ping = ( Platform::getRandom() * 200 );
newServer.cpuSpeed = 470;
newServer.status = ServerInfo::Status_Responded;
gServerList.push_back( newServer );
sNumFakeServers++;
}
gServerBrowserDirty = true;
}
#endif // DEBUG
//-----------------------------------------------------------------------------
static void sendPacket( U8 pType, const NetAddress* addr, U32 key, U32 session, U8 flags )
{
BitStream *out = BitStream::getPacketStream();
out->write( pType );
out->write( flags );
out->write( U32( ( session << 16 ) | ( key & 0xFFFF ) ) );
BitStream::sendPacketStream(addr);
}
//-----------------------------------------------------------------------------
static void writeCString( BitStream* stream, const char* string )
{
U8 strLen = ( string != NULL ) ? dStrlen( string ) : 0;
stream->write( strLen );
for ( U32 i = 0; i < strLen; i++ )
stream->write( U8( string[i] ) );
}
//-----------------------------------------------------------------------------
static void readCString( BitStream* stream, char* buffer )
{
U32 i;
U8 strLen;
stream->read( &strLen );
for ( i = 0; i < strLen; i++ )
{
U8* ptr = (U8*) buffer;
stream->read( &ptr[i] );
}
buffer[i] = 0;
}
//-----------------------------------------------------------------------------
static void writeLongCString( BitStream* stream, const char* string )
{
U16 strLen = ( string != NULL ) ? dStrlen( string ) : 0;
stream->write( strLen );
for ( U32 i = 0; i < strLen; i++ )
stream->write( U8( string[i] ) );
}
//-----------------------------------------------------------------------------
static void readLongCString( BitStream* stream, char* buffer )
{
U32 i;
U16 strLen;
stream->read( &strLen );
for ( i = 0; i < strLen; i++ )
{
U8* ptr = (U8*) buffer;
stream->read( &ptr[i] );
}
buffer[i] = 0;
}
//-----------------------------------------------------------------------------
// Event processing
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static void processMasterServerQuery( U32 session )
{
if ( session != gPingSession || !sgServerQueryActive )
return;
if ( !gGotFirstListPacket )
{
bool keepGoing = true;
U32 time = Platform::getVirtualMilliseconds();
char addressString[256];
if ( gMasterServerPing.time + gMasterServerTimeout < time )
{
Net::addressToString( &gMasterServerPing.address, addressString );
if ( !gMasterServerPing.tryCount )
{
// The query timed out.
Con::printf( "Server list request to %s timed out.", addressString );
// Remove this server from the list:
for ( U32 i = 0; i < gMasterServerList.size(); i++ )
{
if ( Net::compareAddresses( &gMasterServerList[i].address, &gMasterServerPing.address ) )
{
gMasterServerList.erase( i );
break;
}
}
// Pick a new master server to try:
keepGoing = pickMasterServer();
if ( keepGoing )
{
Con::executef( 4, "onServerQueryStatus", "update", "Switching master servers...", "0" );
Net::addressToString( &gMasterServerPing.address, addressString );
}
}
if ( keepGoing )
{
gMasterServerPing.tryCount--;
gMasterServerPing.time = time;
gMasterServerPing.key = gKey++;
// Send a request to the master server for the server list:
BitStream *out = BitStream::getPacketStream();
out->write( U8( NetInterface::MasterServerListRequest ) );
out->write( U8( sActiveFilter.queryFlags) );
out->write( ( gMasterServerPing.session << 16 ) | ( gMasterServerPing.key & 0xFFFF ) );
out->write( U8( 255 ) );
writeCString( out, sActiveFilter.gameType );
writeCString( out, sActiveFilter.missionType );
out->write( sActiveFilter.minPlayers );
out->write( sActiveFilter.maxPlayers );
out->write( sActiveFilter.regionMask );
U32 version = ( sActiveFilter.filterFlags & ServerFilter::CurrentVersion ) ? getVersionNumber() : 0;
out->write( version );
out->write( sActiveFilter.filterFlags );
out->write( sActiveFilter.maxBots );
out->write( sActiveFilter.minCPU );
out->write( sActiveFilter.buddyCount );
for ( U32 i = 0; i < sActiveFilter.buddyCount; i++ )
out->write( sActiveFilter.buddyList[i] );
BitStream::sendPacketStream( &gMasterServerPing.address );
Con::printf( "Requesting the server list from master server %s (%d tries left)...", addressString, gMasterServerPing.tryCount );
if ( gMasterServerPing.tryCount < gMasterServerRetryCount - 1 )
Con::executef( 4, "onServerQueryStatus", "update", "Retrying the master server...", "0" );
}
}
if ( keepGoing )
{
// schedule another check:
Sim::postEvent( Sim::getRootGroup(), new ProcessMasterQueryEvent( session ), Sim::getTargetTime() + 1 );
}
else
{
Con::errorf( "There are no more master servers to try!" );
Con::executef( 4, "onServerQueryStatus", "done", "No master servers found.", "0" );
}
}
}
//-----------------------------------------------------------------------------
static void processPingsAndQueries( U32 session, bool schedule )
{
if( session != gPingSession )
return;
U32 i = 0;
U32 activePings = 0;
U32 time = Platform::getVirtualMilliseconds();
char addressString[256];
U8 flags = ServerFilter::OnlineQuery;
bool waitingForMaster = ( sActiveFilter.type == ServerFilter::Normal ) && !gGotFirstListPacket && sgServerQueryActive;
for ( i = 0; i < gPingList.size() && i < gMaxConcurrentPings; )
{
Ping &p = gPingList[i];
if ( p.time + gPingTimeout < time )
{
if ( !p.tryCount )
{
// it's timed out.
if (!p.broadcast)
{
Net::addressToString( &p.address, addressString );
Con::printf( "Ping to server %s timed out.", addressString );
}
// If server info is in list (favorite), set its status:
ServerInfo* si = findServerInfo( &p.address );
if ( si )
{
si->status = ServerInfo::Status_TimedOut;
gServerBrowserDirty = true;
}
gFinishedList.push_back( p.address );
gPingList.erase( i );
if ( !waitingForMaster )
updatePingProgress();
}
else
{
p.tryCount--;
p.time = time;
p.key = gKey++;
Net::addressToString( &p.address, addressString );
if (p.broadcast)
Con::printf( "LAN server ping: %s...", addressString );
else
Con::printf( "Pinging Server %s (%d)...", addressString, p.tryCount );
sendPacket( NetInterface::GamePingRequest, &p.address, p.key, p.session, flags );
i++;
}
}
else
i++;
}
if ( !gPingList.size() && !waitingForMaster )
{
// Start the query phase:
for ( U32 i = 0; i < gQueryList.size() && i < gMaxConcurrentQueries; )
{
Ping &p = gQueryList[i];
if ( p.time + gPingTimeout < time )
{
ServerInfo* si = findServerInfo( &p.address );
if ( !si )
{
// Server info not found, so remove the query:
gQueryList.erase( i );
gServerBrowserDirty = true;
continue;
}
Net::addressToString( &p.address, addressString );
if ( !p.tryCount )
{
Con::printf( "Query to server %s timed out.", addressString );
si->status = ServerInfo::Status_TimedOut;
gQueryList.erase( i );
gServerBrowserDirty = true;
}
else
{
p.tryCount--;
p.time = time;
p.key = gKey++;
Con::printf( "Querying Server %s (%d)...", addressString, p.tryCount );
sendPacket( NetInterface::GameInfoRequest, &p.address, p.key, p.session, flags );
if ( !si->isQuerying() )
{
si->status |= ServerInfo::Status_Querying;
gServerBrowserDirty = true;
}
i++;
}
}
else
i++;
}
}
if ( gPingList.size() || gQueryList.size() || waitingForMaster )
{
// The LAN query function doesn't always want to schedule
// the next ping.
if (schedule)
Sim::postEvent( Sim::getRootGroup(), new ProcessPingEvent( session ), Sim::getTargetTime() + 1 );
}
else
{
// All done!
char msg[64];
U32 foundCount = gServerList.size();
if ( foundCount == 0 )
dStrcpy( msg, "No servers found." );
else if ( foundCount == 1 )
dStrcpy( msg, "One server found." );
else
dSprintf( msg, sizeof( msg ), "%d servers found.", foundCount );
Con::executef( 4, "onServerQueryStatus", "done", msg, "1");
}
}
//-----------------------------------------------------------------------------
static void processServerListPackets( U32 session )
{
if ( session != gPingSession || !sgServerQueryActive )
return;
U32 currentTime = Platform::getVirtualMilliseconds();
// Loop through the packet status list and resend packet requests where necessary:
for ( U32 i = 0; i < gPacketStatusList.size(); i++ )
{
PacketStatus &p = gPacketStatusList[i];
if ( p.time + gPacketTimeout < currentTime )
{
if ( !p.tryCount )
{
// Packet timed out :(
Con::printf( "Server list packet #%d timed out.", p.index + 1 );
gPacketStatusList.erase( i );
}
else
{
// Try again...
Con::printf( "Rerequesting server list packet #%d...", p.index + 1 );
p.tryCount--;
p.time = currentTime;
p.key = gKey++;
BitStream *out = BitStream::getPacketStream();
out->write( U8( NetInterface::MasterServerListRequest ) );
out->write( U8( sActiveFilter.queryFlags ) ); // flags
out->write( ( session << 16) | ( p.key & 0xFFFF ) );
out->write( p.index ); // packet index
out->write( U8( 0 ) ); // game type
out->write( U8( 0 ) ); // mission type
out->write( U8( 0 ) ); // minPlayers
out->write( U8( 0 ) ); // maxPlayers
out->write( U32( 0 ) ); // region mask
out->write( U32( 0 ) ); // version
out->write( U8( 0 ) ); // filter flags
out->write( U8( 0 ) ); // max bots
out->write( U16( 0 ) ); // min CPU
out->write( U8( 0 ) ); // buddy count
BitStream::sendPacketStream(&gMasterServerQueryAddress);
}
}
}
if ( gPacketStatusList.size() )
Sim::postEvent( Sim::getRootGroup(), new ProcessPacketEvent( session ), Sim::getCurrentTime() + 30 );
else
processPingsAndQueries( gPingSession );
}
//-----------------------------------------------------------------------------
static void processHeartbeat(U32 seq)
{
if(seq != gHeartbeatSeq)
return;
sendHeartbeat( 0 );
Sim::postEvent( Sim::getRootGroup(), new HeartbeatEvent(seq), Sim::getCurrentTime() + gHeartbeatInterval );
}
//-----------------------------------------------------------------------------
static void updatePingProgress()
{
if ( !gPingList.size() )
{
updateQueryProgress();
return;
}
char msg[64];
U32 pingsLeft = countPingRequests();
dSprintf( msg, sizeof(msg),
(!pingsLeft && gPingList.size())?
"Waiting for lan servers...":
"Pinging servers: %d left...",
pingsLeft );
// Ping progress is 0 -> 0.5
F32 progress = 0.0f;
if ( gServerPingCount )
progress = F32( gServerPingCount - pingsLeft ) / F32( gServerPingCount * 2 );
//Con::errorf( ConsoleLogEntry::General, "Ping progress - %d of %d left - progress = %.2f", pingsLeft, gServerPingCount, progress );
Con::executef( 4, "onServerQueryStatus", "ping", msg, Con::getFloatArg( progress ) );
}
//-----------------------------------------------------------------------------
static void updateQueryProgress()
{
if ( gPingList.size() )
return;
char msg[64];
U32 queriesLeft = gQueryList.size();
dSprintf( msg, sizeof( msg ), "Querying servers: %d left...", queriesLeft );
// Query progress is 0.5 -> 1
F32 progress = 0.5f;
if ( gServerQueryCount )
progress += ( F32( gServerQueryCount - queriesLeft ) / F32( gServerQueryCount * 2 ) );
//Con::errorf( ConsoleLogEntry::General, "Query progress - %d of %d left - progress = %.2f", queriesLeft, gServerQueryCount, progress );
Con::executef( 4, "onServerQueryStatus", "query", msg, Con::getFloatArg( progress ) );
}
//-----------------------------------------------------------------------------
// Server packet handlers:
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
static void handleMasterServerGameTypesResponse( BitStream* stream, U32 /*key*/, U8 /*flags*/ )
{
Con::printf( "Received game type list from the master server." );
U32 i;
U8 temp;
char stringBuf[256];
stream->read( &temp );
Con::executef(1, "onClearGameTypes");
for ( i = 0; i < U32( temp ); i++ )
{
readCString( stream, stringBuf );
Con::executef(2, "onAddGameType", stringBuf);
}
stream->read( &temp );
Con::executef(1, "onClearMissionTypes");
for ( i = 0; i < U32( temp ); i++ )
{
readCString( stream, stringBuf );
Con::executef(2, "onAddMissionType", stringBuf);
}
}
//-----------------------------------------------------------------------------
static void handleMasterServerListResponse( BitStream* stream, U32 key, U8 /*flags*/ )
{
U8 packetIndex, packetTotal;
U32 i;
U16 serverCount, port;
U8 netNum[4];
char addressBuffer[256];
NetAddress addr;
stream->read( &packetIndex );
// Validate the packet key:
U32 packetKey = gMasterServerPing.key;
if ( gGotFirstListPacket )
{
for ( i = 0; i < gPacketStatusList.size(); i++ )
{
if ( gPacketStatusList[i].index == packetIndex )
{
packetKey = gPacketStatusList[i].key;
break;
}
}
}
U32 testKey = ( gPingSession << 16 ) | ( packetKey & 0xFFFF );
if ( testKey != key )
return;
stream->read( &packetTotal );
stream->read( &serverCount );
Con::printf( "Received server list packet %d of %d from the master server (%d servers).", ( packetIndex + 1 ), packetTotal, serverCount );
// Enter all of the servers in this packet into the ping list:
for ( i = 0; i < serverCount; i++ )
{
stream->read( &netNum[0] );
stream->read( &netNum[1] );
stream->read( &netNum[2] );
stream->read( &netNum[3] );
stream->read( &port );
dSprintf( addressBuffer, sizeof( addressBuffer ), "IP:%d.%d.%d.%d:%d", netNum[0], netNum[1], netNum[2], netNum[3], port );
Net::stringToAddress( addressBuffer, &addr );
pushPingRequest( &addr );
}
// If this is the first list packet we have received, fill the packet status list
// and start processing:
if ( !gGotFirstListPacket )
{
gGotFirstListPacket = true;
gMasterServerQueryAddress = gMasterServerPing.address;
U32 currentTime = Platform::getVirtualMilliseconds();
for ( i = 0; i < packetTotal; i++ )
{
if ( i != packetIndex )
{
PacketStatus* p = new PacketStatus( i, gMasterServerPing.key, currentTime );
gPacketStatusList.push_back( *p );
}
}
processServerListPackets( gPingSession );
}
else
{
// Remove the packet we just received from the status list:
for ( i = 0; i < gPacketStatusList.size(); i++ )
{
if ( gPacketStatusList[i].index == packetIndex )
{
gPacketStatusList.erase( i );
break;
}
}
}
}
//-----------------------------------------------------------------------------
static void handleGameMasterInfoRequest( const NetAddress* address, U32 key, U8 flags )
{
if ( GNet->doesAllowConnections() )
{
U8 temp8;
U32 temp32;
char netString[256];
Net::addressToString(address, netString);
Vector<MasterInfo> *masterList = getMasterServerList();
const NetAddress *masterAddr;
bool fromMaster = false;
for(U32 i = 0; i < masterList->size(); i++)
{
masterAddr = &(*masterList)[i].address;
if (*(U32*)(masterAddr->netNum) == *(U32*)(address->netNum))
{
fromMaster = true;
break;
}
}
Con::printf( "Received info request from %s [%s].", fromMaster?"a master server":"a machine", netString);
BitStream *out = BitStream::getPacketStream();
out->write( U8( NetInterface::GameMasterInfoResponse ) );
out->write( U8( flags ) );
out->write( key );
writeCString( out, Con::getVariable( "Server::GameType" ) );
writeCString( out, Con::getVariable( "Server::MissionType" ) );
temp8 = U8( Con::getIntVariable( "Pref::Server::MaxPlayers" ) );
out->write( temp8 );
temp32 = Con::getIntVariable( "Pref::Server::RegionMask" );
out->write( temp32 );
temp32 = getVersionNumber();
out->write( temp32 );
temp8 = 0;
#if defined(TORQUE_OS_LINUX) || defined(TORQUE_OS_OPENBSD)
temp8 |= ServerInfo::Status_Linux;
#endif
if ( Con::getBoolVariable( "Server::Dedicated" ) )
temp8 |= ServerInfo::Status_Dedicated;
if ( dStrlen( Con::getVariable( "Pref::Server::Password" ) ) > 0 )
temp8 |= ServerInfo::Status_Passworded;
out->write( temp8 );
temp8 = U8( Con::getIntVariable( "Server::BotCount" ) );
out->write( temp8 );
out->write( Platform::SystemInfo.processor.mhz );
U8 playerCount = U8( Con::getIntVariable( "Server::PlayerCount" ) );
out->write( playerCount );
const char* guidList = Con::getVariable( "Server::GuidList" );
char* buf = new char[dStrlen( guidList ) + 1];
dStrcpy( buf, guidList );
char* temp = dStrtok( buf, "\t" );
temp8 = 0;
for ( ; temp && temp8 < playerCount; temp8++ )
{
out->write( U32( dAtoi( temp ) ) );
temp = dStrtok( NULL, "\t" );
temp8++;
}
for ( ; temp8 < playerCount; temp8++ )
out->write( U32( 0 ) );
delete [] buf;
BitStream::sendPacketStream(address);
}
}
//-----------------------------------------------------------------------------
static void handleGamePingRequest( const NetAddress* address, U32 key, U8 flags )
{
// Do not respond if a mission is not running:
if ( GNet->doesAllowConnections() )
{
// Do not respond if this is a single-player game:
if ( dStricmp( Con::getVariable( "Server::ServerType" ), "SinglePlayer" ) == 0 )
return;
// Do not respond to offline queries if this is an online server:
if ( flags & ServerFilter::OfflineQuery )
return;
// some banning code here (?)
BitStream *out = BitStream::getPacketStream();
out->write( U8( NetInterface::GamePingResponse ) );
out->write( flags );
out->write( key );
if ( flags & ServerFilter::NoStringCompress )
writeCString( out, versionString );
else
out->writeString( versionString );
out->write( GameConnection::CurrentProtocolVersion );
out->write( GameConnection::MinRequiredProtocolVersion );
out->write( getVersionNumber() );
// Enforce a 24-character limit on the server name:
char serverName[25];
dStrncpy( serverName, Con::getVariable( "Pref::Server::Name" ), 24 );
serverName[24] = 0;
if ( flags & ServerFilter::NoStringCompress )
writeCString( out, serverName );
else
out->writeString( serverName );
BitStream::sendPacketStream(address);
}
}
//-----------------------------------------------------------------------------
static void handleGamePingResponse( const NetAddress* address, BitStream* stream, U32 key, U8 /*flags*/ )
{
// Broadcast has timed out or query has been cancelled:
if( !gPingList.size() )
return;
S32 index = findPingEntry( gPingList, address );
if( index == -1 )
{
// an anonymous ping response - if it's not already timed
// out or finished, ping it. Probably from a broadcast
if( !addressFinished( address ) )
pushPingRequest( address );
return;
}
Ping &p = gPingList[index];
U32 infoKey = ( p.session << 16 ) | ( p.key & 0xFFFF );
if( infoKey != key )
return;
// Find if the server info already exists (favorite or refreshing):
ServerInfo* si = findServerInfo( address );
bool applyFilter = false;
if ( sActiveFilter.type == ServerFilter::Normal )
applyFilter = si ? !si->isUpdating() : true;
char addrString[256];
Net::addressToString( address, addrString );
bool waitingForMaster = ( sActiveFilter.type == ServerFilter::Normal ) && !gGotFirstListPacket;
// Verify the version:
char buf[256];
stream->readString( buf );
if ( dStrcmp( buf, versionString ) != 0 )
{
// Version is different, so remove it from consideration:
Con::printf( "Server %s is a different version.", addrString );
gFinishedList.push_back( *address );
gPingList.erase( index );
if ( si )
{
si->status = ServerInfo::Status_TimedOut;
gServerBrowserDirty = true;
}
if ( !waitingForMaster )
updatePingProgress();
return;
}
// See if the server meets our minimum protocol:
U32 temp32;
stream->read( &temp32 );
if ( temp32 < GameConnection::MinRequiredProtocolVersion )
{
Con::printf( "Protocol for server %s does not meet minimum protocol.", addrString );
gFinishedList.push_back( *address );
gPingList.erase( index );
if ( si )
{
si->status = ServerInfo::Status_TimedOut;
gServerBrowserDirty = true;
}
if ( !waitingForMaster )
updatePingProgress();
return;
}
// See if we meet the server's minimum protocol:
stream->read( &temp32 );
if ( GameConnection::CurrentProtocolVersion < temp32 )
{
Con::printf( "You do not meet the minimum protocol for server %s.", addrString );
gFinishedList.push_back( *address );
gPingList.erase( index );
if ( si )
{
si->status = ServerInfo::Status_TimedOut;
gServerBrowserDirty = true;
}
if ( !waitingForMaster )
updatePingProgress();
return;
}
// Calculate the ping:
U32 time = Platform::getVirtualMilliseconds();
U32 ping = ( time > p.time ) ? time - p.time : 0;
// Check for max ping filter:
if ( applyFilter && sActiveFilter.maxPing > 0 && ping > sActiveFilter.maxPing )
{
// Ping is too high, so remove this server from consideration:
Con::printf( "Server %s filtered out by maximum ping.", addrString );
gFinishedList.push_back( *address );
gPingList.erase( index );
if ( si )
removeServerInfo( address );
if ( !waitingForMaster )
updatePingProgress();
return;
}
// Get the server build version:
stream->read( &temp32 );
if ( applyFilter
&& ( sActiveFilter.filterFlags & ServerFilter::CurrentVersion )
&& ( temp32 != getVersionNumber() ) )
{
Con::printf( "Server %s filtered out by version number.", addrString );
gFinishedList.push_back( *address );
gPingList.erase( index );
if ( si )
removeServerInfo( address );
if ( !waitingForMaster )
updatePingProgress();
return;
}
// OK, we can finally create the server info structure:
if ( !si )
si = findOrCreateServerInfo( address );
si->ping = ping;
si->version = temp32;
// Get the server name:
stream->readString( buf );
if ( !si->name )
{
si->name = (char*) dMalloc( dStrlen( buf ) + 1 );
dStrcpy( si->name, buf );
}
// Set the server up to be queried:
gFinishedList.push_back( *address );
p.key = 0;
p.time = 0;
p.tryCount = gQueryRetryCount;
gQueryList.push_back( p );
gServerQueryCount++;
gPingList.erase( index );
if ( !waitingForMaster )
updatePingProgress();
// Update the server browser gui!
gServerBrowserDirty = true;
}
//-----------------------------------------------------------------------------
static void handleGameInfoRequest( const NetAddress* address, U32 key, U8 flags )
{
// Do not respond unless there is a server running:
if ( GNet->doesAllowConnections() )
{
// Do not respond to offline queries if this is an online server:
if ( flags & ServerFilter::OfflineQuery )
return;
bool compressStrings = !( flags & ServerFilter::NoStringCompress );
BitStream *out = BitStream::getPacketStream();
out->write( U8( NetInterface::GameInfoResponse ) );
out->write( flags );
out->write( key );
if ( compressStrings ) {
out->writeString( Con::getVariable( "Server::GameType" ) );
out->writeString( Con::getVariable( "Server::MissionType" ) );
out->writeString( Con::getVariable( "Server::MissionName" ) );
}
else {
writeCString( out, Con::getVariable( "Server::GameType" ) );
writeCString( out, Con::getVariable( "Server::MissionType" ) );
writeCString( out, Con::getVariable( "Server::MissionName" ) );
}
U8 status = 0;
#if defined(TORQUE_OS_LINUX) || defined(TORQUE_OS_OPENBSD)
status |= ServerInfo::Status_Linux;
#endif
if ( Con::getBoolVariable( "Server::Dedicated" ) )
status |= ServerInfo::Status_Dedicated;
if ( dStrlen( Con::getVariable( "Pref::Server::Password" ) ) )
status |= ServerInfo::Status_Passworded;
out->write( status );
out->write( U8( Con::getIntVariable( "Server::PlayerCount" ) ) );
out->write( U8( Con::getIntVariable( "Pref::Server::MaxPlayers" ) ) );
out->write( U8( Con::getIntVariable( "Server::BotCount" ) ) );
out->write( U16( Platform::SystemInfo.processor.mhz ) );
if ( compressStrings )
out->writeString( Con::getVariable( "Pref::Server::Info" ) );
else
writeCString( out, Con::getVariable( "Pref::Server::Info" ) );
writeLongCString( out, Con::evaluate( "onServerInfoQuery();" ) );
BitStream::sendPacketStream(address);
}
}
//-----------------------------------------------------------------------------
static void handleGameInfoResponse( const NetAddress* address, BitStream* stream, U32 /*key*/, U8 /*flags*/ )
{
if ( !gQueryList.size() )
return;
S32 index = findPingEntry( gQueryList, address );
if ( index == -1 )
return;
// Remove the server from the query list since it has been so kind as to respond:
gQueryList.erase( index );
updateQueryProgress();
ServerInfo *si = findServerInfo( address );
if ( !si )
return;
bool isUpdate = si->isUpdating();
bool applyFilter = !isUpdate && ( sActiveFilter.type == ServerFilter::Normal );
char addrString[256];
Net::addressToString( address, addrString );
// Get the rules set:
char stringBuf[2048]; // Who knows how big this should be?
stream->readString( stringBuf );
if ( !si->gameType || dStricmp( si->gameType, stringBuf ) != 0 )
{
si->gameType = (char*) dRealloc( (void*) si->gameType, dStrlen( stringBuf ) + 1 );
dStrcpy( si->gameType, stringBuf );
// Test against the active filter:
if ( applyFilter && dStricmp( sActiveFilter.gameType, "any" ) != 0
&& dStricmp( si->gameType, sActiveFilter.gameType ) != 0 )
{
Con::printf( "Server %s filtered out by rules set. (%s:%s)", addrString, sActiveFilter.gameType, si->gameType );
removeServerInfo( address );
return;
}
}
// Get the mission type:
stream->readString( stringBuf );
if ( !si->missionType || dStrcmp( si->missionType, stringBuf ) != 0 )
{
si->missionType = (char*) dRealloc( (void*) si->missionType, dStrlen( stringBuf ) + 1 );
dStrcpy( si->missionType, stringBuf );
// Test against the active filter:
if ( applyFilter && dStricmp( sActiveFilter.missionType, "any" ) != 0
&& dStricmp( si->missionType, sActiveFilter.missionType ) != 0 )
{
Con::printf( "Server %s filtered out by mission type. (%s:%s)", addrString, sActiveFilter.missionType, si->missionType );
removeServerInfo( address );
return;
}
}
// Get the mission name:
stream->readString( stringBuf );
// Clip the file extension off:
char* temp = dStrstr( static_cast<char*>( stringBuf ), const_cast<char*>( ".mis" ) );
if ( temp )
*temp = '\0';
if ( !si->missionName || dStrcmp( si->missionName, stringBuf ) != 0 )
{
si->missionName = (char*) dRealloc( (void*) si->missionName, dStrlen( stringBuf ) + 1 );
dStrcpy( si->missionName, stringBuf );
}
// Get the server status:
U8 temp_U8;
stream->read( &temp_U8 );
si->status = temp_U8;
// Filter by the flags:
if ( applyFilter )
{
if ( sActiveFilter.filterFlags & ServerFilter::Dedicated && !si->isDedicated() )
{
Con::printf( "Server %s filtered out by dedicated flag.", addrString );
removeServerInfo( address );
return;
}
if ( sActiveFilter.filterFlags & ServerFilter::NotPassworded && si->isPassworded() )
{
Con::printf( "Server %s filtered out by no-password flag.", addrString );
removeServerInfo( address );
return;
}
}
si->status.set( ServerInfo::Status_Responded );
// Get the player count:
stream->read( &si->numPlayers );
// Test player count against active filter:
if ( applyFilter && ( si->numPlayers < sActiveFilter.minPlayers || si->numPlayers > sActiveFilter.maxPlayers ) )
{
Con::printf( "Server %s filtered out by player count.", addrString );
removeServerInfo( address );
return;
}
// Get the max players and bot count:
stream->read( &si->maxPlayers );
stream->read( &si->numBots );
// Test bot count against active filter:
if ( applyFilter && ( si->numBots > sActiveFilter.maxBots ) )
{
Con::printf( "Server %s filtered out by maximum bot count.", addrString );
removeServerInfo( address );
return;
}
// Get the CPU speed;
U16 temp_U16;
stream->read( &temp_U16 );
si->cpuSpeed = temp_U16;
// Test CPU speed against active filter:
if ( applyFilter && ( si->cpuSpeed < sActiveFilter.minCPU ) )
{
Con::printf( "Server %s filtered out by minimum CPU speed.", addrString );
removeServerInfo( address );
return;
}
// Get the server info:
stream->readString( stringBuf );
if ( !si->statusString || ( isUpdate && dStrcmp( si->statusString, stringBuf ) != 0 ) )
{
si->infoString = (char*) dRealloc( (void*) si->infoString, dStrlen( stringBuf ) + 1 );
dStrcpy( si->infoString, stringBuf );
}
// Get the content string:
readLongCString( stream, stringBuf );
if ( !si->statusString || ( isUpdate && dStrcmp( si->statusString, stringBuf ) != 0 ) )
{
si->statusString = (char*) dRealloc( (void*) si->statusString, dStrlen( stringBuf ) + 1 );
dStrcpy( si->statusString, stringBuf );
}
// Update the server browser gui!
gServerBrowserDirty = true;
}
//-----------------------------------------------------------------------------
// Packet Dispatch
void DemoNetInterface::handleInfoPacket( const NetAddress* address, U8 packetType, BitStream* stream )
{
U8 flags;
U32 key;
stream->read( &flags );
stream->read( &key );
switch( packetType )
{
case GamePingRequest:
handleGamePingRequest( address, key, flags );
break;
case GamePingResponse:
handleGamePingResponse( address, stream, key, flags );
break;
case GameInfoRequest:
handleGameInfoRequest( address, key, flags );
break;
case GameInfoResponse:
handleGameInfoResponse( address, stream, key, flags );
break;
case MasterServerGameTypesResponse:
handleMasterServerGameTypesResponse( stream, key, flags );
break;
case MasterServerListResponse:
handleMasterServerListResponse( stream, key, flags );
break;
case GameMasterInfoRequest:
handleGameMasterInfoRequest( address, key, flags );
break;
}
}
ConsoleFunctionGroupEnd( ServerQuery );