Files
OpenRA/OpenRA.Mods.Common/ServerTraits/MasterServerPinger.cs
2020-12-22 20:57:40 +01:00

168 lines
4.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Net;
using System.Text.RegularExpressions;
using System.Threading.Tasks;
using BeaconLib;
using OpenRA.Network;
using OpenRA.Server;
using S = OpenRA.Server.Server;
namespace OpenRA.Mods.Common.Server
{
public class MasterServerPinger : ServerTrait, ITick, INotifyServerStart, INotifySyncLobbyInfo, IStartGame, IEndGame
{
// 3 minutes (in milliseconds). Server has a 5 minute TTL for games, so give ourselves a bit of leeway.
const int MasterPingInterval = 60 * 3 * 1000;
// 1 second (in milliseconds) minimum delay between pings
const int RateLimitInterval = 1000;
static readonly Beacon LanGameBeacon;
static readonly Dictionary<int, string> MasterServerErrors = new Dictionary<int, string>()
{
{ 1, "Server port is not accessible from the internet." },
{ 2, "Server name contains a blacklisted word." }
};
long lastPing = 0;
long lastChanged = 0;
bool isInitialPing = true;
volatile bool isBusy;
Queue<string> masterServerMessages = new Queue<string>();
static MasterServerPinger()
{
try
{
LanGameBeacon = new Beacon("OpenRALANGame", (ushort)new Random(DateTime.Now.Millisecond).Next(2048, 60000));
}
catch (Exception ex)
{
Log.Write("server", "BeaconLib.Beacon: " + ex.Message);
}
}
public void Tick(S server)
{
// Force an update if the last one was too long ago so the advertisement doesn't time out
if (Game.RunTime - lastChanged > MasterPingInterval)
lastChanged = Game.RunTime;
// Update the master server and LAN clients if something has changed
// Note that isBusy is set while the master server ping is running on a
// background thread, and limits LAN pings as well as master server pings for simplicity.
if (!isBusy && ((lastChanged > lastPing && Game.RunTime - lastPing > RateLimitInterval) || isInitialPing))
{
var gs = new GameServer(server);
if (server.Settings.AdvertiseOnline)
UpdateMasterServer(server, gs.ToPOSTData(false));
if (LanGameBeacon != null)
LanGameBeacon.BeaconData = gs.ToPOSTData(true);
lastPing = Game.RunTime;
}
lock (masterServerMessages)
while (masterServerMessages.Count > 0)
server.SendMessage(masterServerMessages.Dequeue());
}
public void ServerStarted(S server)
{
if (server.Type != ServerType.Local && LanGameBeacon != null)
LanGameBeacon.Start();
}
public void LobbyInfoSynced(S server)
{
lastChanged = Game.RunTime;
}
public void GameStarted(S server)
{
lastChanged = Game.RunTime;
}
public void GameEnded(S server)
{
LanGameBeacon?.Stop();
lastChanged = Game.RunTime;
}
void UpdateMasterServer(S server, string postData)
{
isBusy = true;
Task.Run(() =>
{
try
{
var endpoint = server.ModData.Manifest.Get<WebServices>().ServerAdvertise;
using (var wc = new WebClient())
{
wc.Proxy = null;
var masterResponseText = wc.UploadString(endpoint, postData);
if (isInitialPing)
{
Log.Write("server", "Master server: " + masterResponseText);
var errorCode = 0;
var errorMessage = string.Empty;
if (masterResponseText.Length > 0)
{
var regex = new Regex(@"^\[(?<code>-?\d+)\](?<message>.*)");
var match = regex.Match(masterResponseText);
errorMessage = match.Success && int.TryParse(match.Groups["code"].Value, out errorCode) ?
match.Groups["message"].Value.Trim() : "Failed to parse error message";
}
isInitialPing = false;
lock (masterServerMessages)
{
masterServerMessages.Enqueue("Master server communication established.");
if (errorCode != 0)
{
// Hardcoded error messages take precedence over the server-provided messages
if (!MasterServerErrors.TryGetValue(errorCode, out var message))
message = errorMessage;
masterServerMessages.Enqueue("Warning: " + message);
// Positive error codes indicate errors that prevent advertisement
// Negative error codes are non-fatal warnings
if (errorCode > 0)
masterServerMessages.Enqueue("Game has not been advertised online.");
}
}
}
}
}
catch (Exception ex)
{
Log.Write("server", ex.ToString());
lock (masterServerMessages)
masterServerMessages.Enqueue("Master server communication failed.");
}
isBusy = false;
});
}
}
}