Create Mods.Common
Create a small base for Mods.Common and update solution and makefile to use it
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108
OpenRA.Mods.Common/ServerTraits/MasterServerPinger.cs
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108
OpenRA.Mods.Common/ServerTraits/MasterServerPinger.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2014 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Text;
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using OpenRA.Server;
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using S = OpenRA.Server.Server;
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namespace OpenRA.Mods.Common.Server
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{
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public class MasterServerPinger : ServerTrait, ITick, INotifySyncLobbyInfo, IStartGame, IEndGame
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{
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const int MasterPingInterval = 60 * 3; // 3 minutes. server has a 5 minute TTL for games, so give ourselves a bit
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// of leeway.
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public int TickTimeout { get { return MasterPingInterval * 10000; } }
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public void Tick(S server)
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{
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if ((Game.RunTime - lastPing > MasterPingInterval * 1000) || isInitialPing)
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PingMasterServer(server);
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else
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lock (masterServerMessages)
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while (masterServerMessages.Count > 0)
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server.SendMessage(masterServerMessages.Dequeue());
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}
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public void LobbyInfoSynced(S server) { PingMasterServer(server); }
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public void GameStarted(S server) { PingMasterServer(server); }
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public void GameEnded(S server) { PingMasterServer(server); }
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int lastPing = 0;
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bool isInitialPing = true;
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volatile bool isBusy;
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Queue<string> masterServerMessages = new Queue<string>();
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public void PingMasterServer(S server)
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{
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if (isBusy || !server.Settings.AdvertiseOnline) return;
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lastPing = Game.RunTime;
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isBusy = true;
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var mod = server.ModData.Manifest.Mod;
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// important to grab these on the main server thread, not in the worker we're about to spawn -- they may be modified
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// by the main thread as clients join and leave.
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var numPlayers = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null && c1.Slot != null).Count();
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var numBots = server.LobbyInfo.Clients.Where(c1 => c1.Bot != null).Count();
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var numSpectators = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null && c1.Slot == null).Count();
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var passwordProtected = string.IsNullOrEmpty(server.Settings.Password) ? 0 : 1;
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var clients = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null).Select(c => Convert.ToBase64String(Encoding.UTF8.GetBytes(c.Name))).ToArray();
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Action a = () =>
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{
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try
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{
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var url = "ping?port={0}&name={1}&state={2}&players={3}&bots={4}&mods={5}&map={6}&maxplayers={7}&spectators={8}&protected={9}&clients={10}";
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if (isInitialPing) url += "&new=1";
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using (var wc = new WebClient())
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{
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wc.Proxy = null;
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wc.DownloadData(
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server.Settings.MasterServer + url.F(
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server.Settings.ExternalPort, Uri.EscapeUriString(server.Settings.Name),
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(int)server.State,
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numPlayers,
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numBots,
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"{0}@{1}".F(mod.Id, mod.Version),
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server.LobbyInfo.GlobalSettings.Map,
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server.Map.PlayerCount,
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numSpectators,
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passwordProtected,
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string.Join(",", clients)));
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if (isInitialPing)
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{
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isInitialPing = false;
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lock (masterServerMessages)
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masterServerMessages.Enqueue("Master server communication established.");
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}
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}
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}
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catch (Exception ex)
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{
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Log.Write("server", ex.ToString());
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lock (masterServerMessages)
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masterServerMessages.Enqueue("Master server communication failed.");
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}
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isBusy = false;
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};
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a.BeginInvoke(null, null);
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}
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}
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}
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