171 lines
4.9 KiB
C#
171 lines
4.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, 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.Net;
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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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namespace OpenRA.Mods.Common.Server
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{
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public class MasterServerPinger : ServerTrait, ITick, INotifyServerStart, INotifySyncLobbyInfo, IStartGame, IEndGame
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{
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// 3 minutes (in milliseconds). Server has a 5 minute TTL for games, so give ourselves a bit of leeway.
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const int MasterPingInterval = 60 * 3 * 1000;
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// 1 second (in milliseconds) minimum delay between pings
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const int RateLimitInterval = 1000;
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static readonly Beacon LanGameBeacon;
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static readonly Dictionary<int, string> MasterServerErrors = new Dictionary<int, string>()
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{
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{ 1, "Server port is not accessible from the internet." },
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{ 2, "Server name contains a blacklisted word." }
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};
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long lastPing = 0;
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long lastChanged = 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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static MasterServerPinger()
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{
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try
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{
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LanGameBeacon = new Beacon("OpenRALANGame", (ushort)new Random(DateTime.Now.Millisecond).Next(2048, 60000));
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}
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catch (Exception ex)
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{
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Log.Write("server", "BeaconLib.Beacon: " + ex.Message);
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}
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}
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public void Tick(S server)
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{
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// Force an update if the last one was too long ago so the advertisement doesn't time out
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if (Game.RunTime - lastChanged > MasterPingInterval)
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lastChanged = Game.RunTime;
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// Update the master server and LAN clients if something has changed
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// Note that isBusy is set while the master server ping is running on a
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// background thread, and limits LAN pings as well as master server pings for simplicity.
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if (!isBusy && ((lastChanged > lastPing && Game.RunTime - lastPing > RateLimitInterval) || isInitialPing))
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{
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var gs = new GameServer(server);
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if (server.Settings.AdvertiseOnline)
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UpdateMasterServer(server, gs.ToPOSTData(false));
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if (LanGameBeacon != null)
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LanGameBeacon.BeaconData = gs.ToPOSTData(true);
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lastPing = Game.RunTime;
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}
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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 ServerStarted(S server)
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{
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if (!server.Ip.Equals(IPAddress.Loopback) && LanGameBeacon != null)
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LanGameBeacon.Start();
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}
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public void LobbyInfoSynced(S server)
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{
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lastChanged = Game.RunTime;
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}
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public void GameStarted(S server)
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{
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lastChanged = Game.RunTime;
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}
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public void GameEnded(S server)
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{
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if (LanGameBeacon != null)
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LanGameBeacon.Stop();
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lastChanged = Game.RunTime;
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}
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void UpdateMasterServer(S server, string postData)
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{
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isBusy = true;
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Action a = () =>
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{
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try
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{
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var endpoint = server.ModData.Manifest.Get<WebServices>().ServerAdvertise;
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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 masterResponseText = wc.UploadString(endpoint, postData);
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if (isInitialPing)
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{
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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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if (masterResponseText.Length > 0)
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{
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var regex = new Regex(@"^\[(?<code>-?\d+)\](?<message>.*)");
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var match = regex.Match(masterResponseText);
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errorMessage = match.Success && int.TryParse(match.Groups["code"].Value, out errorCode) ?
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match.Groups["message"].Value.Trim() : "Failed to parse error message";
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}
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isInitialPing = false;
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lock (masterServerMessages)
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{
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masterServerMessages.Enqueue("Master server communication established.");
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if (errorCode != 0)
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{
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// Hardcoded error messages take precedence over the server-provided messages
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string message;
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if (!MasterServerErrors.TryGetValue(errorCode, out message))
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message = errorMessage;
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masterServerMessages.Enqueue("Warning: " + message);
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// Positive error codes indicate errors that prevent advertisement
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// Negative error codes are non-fatal warnings
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if (errorCode > 0)
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masterServerMessages.Enqueue("Game has not been advertised online.");
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}
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}
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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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