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class MasterServerUplink extends MasterServerLink config native; cpptext { // AActor interface void Destroy(); void PostScriptDestroyed(); // AServerQueryLink interface UBOOL Poll( INT WaitTime ); } enum EServerToMaster { STM_ClientResponse, STM_GameState, STM_Stats, STM_ClientDisconnectFailed, STM_MD5Version, }; enum EMasterToServer { MTS_ClientChallenge, MTS_ClientAuthFailed, MTS_Shutdown, MTS_MatchID, MTS_MD5Update, }; enum EHeartbeatType { HB_QueryInterface, HB_GamePort, HB_GamespyQueryPort, }; // MD5 data coming from the master server. struct native export MD5UpdateData { var string Guid; var string MD5; var INT Revision; }; var GameInfo.ServerResponseLine ServerState; var MasterServerGameStats GameStats; var UdpLink GamespyQueryLink; var const int MatchID; var float ReconnectTime; var bool bReconnectPending; // config var globalconfig bool DoUplink; var globalconfig bool UplinkToGamespy; var globalconfig bool SendStats; var globalconfig bool ServerBehindNAT; var globalconfig bool DoLANBroadcast; // sorry, no code for you! native function Reconnect(); event BeginPlay() { local UdpGamespyQuery GamespyQuery; local UdpGamespyUplink GamespyUplink; if( DoUplink ) { // if we're uplinking to gamespy, also spawn the gamespy actors. if( UplinkToGamespy ) { GamespyQuery = Spawn( class'UdpGamespyQuery' ); GamespyUplink = Spawn( class'UdpGamespyUplink' ); // FMasterServerUplink needs this for NAT. GamespyQueryLink = GamespyQuery; } // If we're sending stats, if( SendStats ) { foreach AllActors(class'MasterServerGameStats', GameStats ) { if( GameStats.Uplink == None ) GameStats.Uplink = Self; else GameStats = None; break; } if( GameStats == None ) Log("MasterServerUplink: MasterServerGameStats not found - stats uploading disabled."); } } Reconnect(); } // Called when the connection to the master server fails or doesn't connect. event ConnectionFailed( bool bShouldReconnect ) { Log("Master server connection failed"); bReconnectPending = bShouldReconnect; ReconnectTime = 0; } // Called when we should refresh the game state event Refresh() { Level.Game.GetServerInfo(ServerState); Level.Game.GetServerDetails(ServerState); Level.Game.GetServerPlayers(ServerState); } // Call to log a stat line native event bool LogStatLine( string StatLine ); // Handle disconnection. simulated function Tick( float Delta ) { Super.Tick(Delta); ReconnectTime = ReconnectTime + Delta; if( bReconnectPending ) { if( ReconnectTime > 10.0 ) { Log("Attempting to reconnect to master server"); bReconnectPending = False; Reconnect(); } } } defaultproperties { DoUplink=True UplinkToGamespy=True SendStats=True MatchID=0 } |
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