Implement new master server ping protocol.
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@@ -16,6 +16,7 @@ using System.Net;
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using System.Text;
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using System.Text.RegularExpressions;
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using BeaconLib;
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using OpenRA.Network;
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using OpenRA.Server;
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using S = OpenRA.Server.Server;
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@@ -88,27 +89,18 @@ namespace OpenRA.Mods.Common.Server
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void PublishGame(S server)
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{
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var mod = server.ModData.Manifest;
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// Cache the server info on the main thread to ensure data consistency
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var gs = new GameServer(server);
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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 numSlots = server.LobbyInfo.Slots.Where(s => !s.Value.Closed).Count() - numBots;
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var passwordProtected = !string.IsNullOrEmpty(server.Settings.Password);
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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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if (!isBusy && server.Settings.AdvertiseOnline)
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UpdateMasterServer(server, gs.ToPOSTData(false));
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UpdateMasterServer(server, numPlayers, numSlots, numBots, numSpectators, mod, passwordProtected, clients);
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if (LanGameBeacon != null)
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UpdateLANGameBeacon(server, numPlayers, numSlots, numBots, numSpectators, mod, passwordProtected);
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LanGameBeacon.BeaconData = gs.ToPOSTData(true);
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}
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void UpdateMasterServer(S server, int numPlayers, int numSlots, int numBots, int numSpectators, Manifest mod, bool passwordProtected, string[] clients)
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void UpdateMasterServer(S server, string postData)
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{
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if (isBusy || !server.Settings.AdvertiseOnline)
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return;
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lastPing = Game.RunTime;
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isBusy = true;
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@@ -116,31 +108,15 @@ namespace OpenRA.Mods.Common.Server
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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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var serverList = server.ModData.Manifest.Get<WebServices>().ServerList;
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using (var wc = new WebClient())
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{
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wc.Proxy = null;
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var masterResponse = wc.DownloadData(
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serverList + 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.Metadata.Version),
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server.LobbyInfo.GlobalSettings.Map,
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numSlots,
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numSpectators,
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passwordProtected ? 1 : 0,
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string.Join(",", clients)));
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var masterResponseText = wc.UploadString(serverList + "ping", postData);
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if (isInitialPing)
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{
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var masterResponseText = Encoding.UTF8.GetString(masterResponse);
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Log.Write("server", "Master server: " + masterResponseText);
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var errorCode = 0;
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var errorMessage = string.Empty;
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@@ -182,28 +158,5 @@ namespace OpenRA.Mods.Common.Server
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a.BeginInvoke(null, null);
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}
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void UpdateLANGameBeacon(S server, int numPlayers, int numSlots, int numBots, int numSpectators, Manifest mod, bool passwordProtected)
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{
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var settings = server.Settings;
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// TODO: Serialize and send client names
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var lanGameYaml =
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@"Game:
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Id: {0}
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Name: {1}
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Address: {2}:{3}
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State: {4}
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Players: {5}
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MaxPlayers: {6}
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Bots: {7}
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Spectators: {8}
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Map: {9}
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Mods: {10}@{11}
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Protected: {12}".F(Platform.SessionGUID, settings.Name, server.Ip, settings.ListenPort, (int)server.State, numPlayers, numSlots, numBots, numSpectators,
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server.Map.Uid, mod.Id, mod.Metadata.Version, passwordProtected);
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LanGameBeacon.BeaconData = lanGameYaml;
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}
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}
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}
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