Files
OpenRA/OpenRA.Mods.Common/ServerTraits/MasterServerPinger.cs
2017-05-27 13:03:47 +02:00

195 lines
6.2 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2017 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.Linq;
using System.Net;
using System.Text;
using System.Text.RegularExpressions;
using BeaconLib;
using OpenRA.Server;
using S = OpenRA.Server.Server;
namespace OpenRA.Mods.Common.Server
{
public class MasterServerPinger : ServerTrait, ITick, INotifyServerStart, INotifySyncLobbyInfo, IStartGame, IEndGame
{
// 3 minutes. Server has a 5 minute TTL for games, so give ourselves a bit of leeway.
const int MasterPingInterval = 60 * 3;
static readonly Beacon LanGameBeacon = new Beacon("OpenRALANGame", (ushort)new Random(DateTime.Now.Millisecond).Next(2048, 60000));
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." }
};
public int TickTimeout { get { return MasterPingInterval * 10000; } }
long lastPing = 0;
bool isInitialPing = true;
volatile bool isBusy;
Queue<string> masterServerMessages = new Queue<string>();
public void Tick(S server)
{
if ((Game.RunTime - lastPing > MasterPingInterval * 1000) || isInitialPing)
PublishGame(server);
else
lock (masterServerMessages)
while (masterServerMessages.Count > 0)
server.SendMessage(masterServerMessages.Dequeue());
}
public void ServerStarted(S server)
{
if (!server.Ip.Equals(IPAddress.Loopback))
LanGameBeacon.Start();
}
public void LobbyInfoSynced(S server)
{
PublishGame(server);
}
public void GameStarted(S server)
{
PublishGame(server);
}
public void GameEnded(S server)
{
LanGameBeacon.Stop();
PublishGame(server);
}
void PublishGame(S server)
{
var mod = server.ModData.Manifest;
// important to grab these on the main server thread, not in the worker we're about to spawn -- they may be modified
// by the main thread as clients join and leave.
var numPlayers = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null && c1.Slot != null).Count();
var numBots = server.LobbyInfo.Clients.Where(c1 => c1.Bot != null).Count();
var numSpectators = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null && c1.Slot == null).Count();
var numSlots = server.LobbyInfo.Slots.Where(s => !s.Value.Closed).Count() - numBots;
var passwordProtected = !string.IsNullOrEmpty(server.Settings.Password);
var clients = server.LobbyInfo.Clients.Where(c1 => c1.Bot == null).Select(c => Convert.ToBase64String(Encoding.UTF8.GetBytes(c.Name))).ToArray();
UpdateMasterServer(server, numPlayers, numSlots, numBots, numSpectators, mod, passwordProtected, clients);
UpdateLANGameBeacon(server, numPlayers, numSlots, numBots, numSpectators, mod, passwordProtected);
}
void UpdateMasterServer(S server, int numPlayers, int numSlots, int numBots, int numSpectators, Manifest mod, bool passwordProtected, string[] clients)
{
if (isBusy || !server.Settings.AdvertiseOnline)
return;
lastPing = Game.RunTime;
isBusy = true;
Action a = () =>
{
try
{
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}";
if (isInitialPing) url += "&new=1";
var serverList = server.ModData.Manifest.Get<WebServices>().ServerList;
using (var wc = new WebClient())
{
wc.Proxy = null;
var masterResponse = wc.DownloadData(
serverList + url.F(
server.Settings.ExternalPort, Uri.EscapeUriString(server.Settings.Name),
(int)server.State,
numPlayers,
numBots,
"{0}@{1}".F(mod.Id, mod.Metadata.Version),
server.LobbyInfo.GlobalSettings.Map,
numSlots,
numSpectators,
passwordProtected ? 1 : 0,
string.Join(",", clients)));
if (isInitialPing)
{
var masterResponseText = Encoding.UTF8.GetString(masterResponse);
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
string message;
if (!MasterServerErrors.TryGetValue(errorCode, out message))
message = errorMessage;
masterServerMessages.Enqueue("Warning: " + message);
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;
};
a.BeginInvoke(null, null);
}
void UpdateLANGameBeacon(S server, int numPlayers, int numSlots, int numBots, int numSpectators, Manifest mod, bool passwordProtected)
{
var settings = server.Settings;
// TODO: Serialize and send client names
var lanGameYaml =
@"Game:
Id: {0}
Name: {1}
Address: {2}:{3}
State: {4}
Players: {5}
MaxPlayers: {6}
Bots: {7}
Spectators: {8}
Map: {9}
Mods: {10}@{11}
Protected: {12}".F(Platform.SessionGUID, settings.Name, server.Ip, settings.ListenPort, (int)server.State, numPlayers, numSlots, numBots, numSpectators,
server.Map.Uid, mod.Id, mod.Metadata.Version, passwordProtected);
LanGameBeacon.BeaconData = lanGameYaml;
}
}
}