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//============================================================================= // UdpGameSpyQuery // // Version: 1.5 // // This query server is compliant with the GameSpy Uplink Specification. // The specification is available at http://www.gamespy.com/developer // and might be of use to progammers who are writing or maintaining // their own stat gathering/game querying software. // // Note: Currently, SendText returns false if successful. // // Full documentation on this class is available at http://unreal.epicgames.com/ // //============================================================================= class UdpGameSpyQuery extends UdpLink config; // Game Server Config. var() name QueryName; // Name to set this object's Tag to. var int CurrentQueryNum; // Query ID Number. //crt var string ReplyData; var globalconfig int MinNetVer; //!! Hack to prevent port swapping var globalconfig int OldQueryPortNumber; var globalconfig bool bRestartServerOnPortSwap; // Initialize. function PreBeginPlay() { local int boundport; // Set the Tag Tag = QueryName; // Bind the listen socket boundport = BindPort(Level.Game.GetServerPort()+10, true); if( boundport == 0 ) { Log("UdpServerQuery: Port failed to bind."); return; } Log("UdpServerQuery(crt): Port "$boundport$" successfully bound."); if( bRestartServerOnPortSwap ) { if( OldQueryPortNumber != 0 ) assert( OldQueryPortNumber == boundport ); OldQueryPortNumber = boundport; SaveConfig(); } } function PostBeginPlay() { local UdpBeacon Beacon; foreach AllActors(class'UdpBeacon', Beacon) { Beacon.UdpServerQueryPort = Port; } Super.PostBeginPlay(); } // Received a query request. event ReceivedText( IpAddr Addr, string Text ) { local string Query; local bool QueryRemaining; local int QueryNum, PacketNum; // Assign this packet a unique value from 1 to 100 CurrentQueryNum++; if (CurrentQueryNum > 100) CurrentQueryNum = 1; QueryNum = CurrentQueryNum; Query = Text; if (Query == "") // If the string is empty, don't parse it QueryRemaining = false; else QueryRemaining = true; //crt PacketNum = 0; ReplyData = ""; while (QueryRemaining) { Query = ParseQuery(Addr, Query, QueryNum, PacketNum); if (Query == "") QueryRemaining = false; else QueryRemaining = true; } } function bool ParseNextQuery( string Query, out string QueryType, out string QueryValue, out string QueryRest, out int bFinalPacket ) { local string TempQuery; local int ClosingSlash; if (Query == "") return false; // Query should be: // \[type]\<value> if (Left(Query, 1) == "\\") { // Check to see if closed. ClosingSlash = InStr(Right(Query, Len(Query)-1), "\\"); if (ClosingSlash == 0) return false; TempQuery = Query; // Query looks like: // \[type]\ QueryType = Right(Query, Len(Query)-1); QueryType = Left(QueryType, ClosingSlash); QueryRest = Right(Query, Len(Query) - (Len(QueryType) + 2)); if ((QueryRest == "") || (Len(QueryRest) == 1)) { bFinalPacket = 1; return true; } else if (Left(QueryRest, 1) == "\\") return true; // \type\\ // Query looks like: // \type\value ClosingSlash = InStr(QueryRest, "\\"); if (ClosingSlash >= 0) QueryValue = Left(QueryRest, ClosingSlash); else QueryValue = QueryRest; QueryRest = Right(Query, Len(Query) - (Len(QueryType) + Len(QueryValue) + 3)); if (QueryRest == "") { bFinalPacket = 1; return true; } else return true; } else { return false; } } function string ParseQuery( IpAddr Addr, coerce string Query, int QueryNum, out int PacketNum ) { local string QueryType, QueryValue, QueryRest, ValidationString; local bool Result; local int bFinalPacket; bFinalPacket = 0; Result = ParseNextQuery(Query, QueryType, QueryValue, QueryRest, bFinalPacket); if( !Result ) return ""; //Log("Got Query: " $ QueryNum $ "." $ PacketNum $ ":" $ QueryType); if( QueryType=="basic" ) { Result = SendQueryPacket(Addr, GetBasic(), QueryNum, PacketNum, bFinalPacket); } else if( QueryType=="info" ) { Result = SendQueryPacket(Addr, GetInfo(), QueryNum, PacketNum, bFinalPacket); } else if( QueryType=="rules" ) { Result = SendQueryPacket(Addr, GetRules(), QueryNum, PacketNum, bFinalPacket); } else if( QueryType=="players" ) { if( Level.Game.NumPlayers > 0 ) Result = SendPlayers(Addr, QueryNum, PacketNum, bFinalPacket); else Result = SendQueryPacket(Addr, "", QueryNum, PacketNum, bFinalPacket); } else if( QueryType=="status" ) { Result = SendQueryPacket(Addr, GetBasic(), QueryNum, PacketNum, 0); Result = SendQueryPacket(Addr, GetInfo(), QueryNum, PacketNum, 0); if( Level.Game.NumPlayers == 0 ) { Result = SendQueryPacket(Addr, GetRules(), QueryNum, PacketNum, bFinalPacket); } else { Result = SendQueryPacket(Addr, GetRules(), QueryNum, PacketNum, 0); Result = SendPlayers(Addr, QueryNum, PacketNum, bFinalPacket); } } else if( QueryType=="echo" ) { // Respond to an echo with the same string //!! disabled due to security problem - the remote ip/port could be spoofed to cause an echo loop! Result = SendQueryPacket(Addr, "\\ignoring\\"$QueryValue, QueryNum, PacketNum, bFinalPacket); } else if( QueryType=="secure" ) { ValidationString = "\\validate\\"$GameSpyValidate(QueryValue); Result = SendQueryPacket(Addr, ValidationString, QueryNum, PacketNum, bFinalPacket); } else if( QueryType=="level_property" ) { Result = SendQueryPacket(Addr, GetLevelProperty(QueryValue), QueryNum, PacketNum, bFinalPacket); } else if( QueryType=="game_property" ) { Result = SendQueryPacket(Addr, GetGameProperty(QueryValue), QueryNum, PacketNum, bFinalPacket); } else if( QueryType=="player_property" ) { Result = SendQueryPacket(Addr, GetPlayerProperty(QueryValue), QueryNum, PacketNum, bFinalPacket); } return QueryRest; } function bool SendAPacket(IpAddr Addr, int QueryNum, out int PacketNum, int bFinalPacket) { local bool Result; ReplyData = ReplyData$"\\queryid\\"$QueryNum$"."$++PacketNum; if (bFinalPacket == 1) { ReplyData = ReplyData $ "\\final\\"; } Result = SendText(Addr, ReplyData); ReplyData = ""; return Result; } // SendQueryPacket is a wrapper for SendText that allows for packet numbering. function bool SendQueryPacket(IpAddr Addr, coerce string SendString, int QueryNum, out int PacketNum, int bFinalPacket) { local bool Result; //Log("Send Query: " $ QueryNum $ "." $ PacketNum $ ":" $ bFinalPacket); result = true; if (len(ReplyData) + len(SendString) > 1000) result = SendAPacket(Addr, QueryNum, PacketNum, 0); ReplyData = ReplyData $ SendString; if (bFinalPacket == 1) result = SendAPacket(Addr, QueryNum, PacketNum, bFinalPacket); return Result; } // Return a string of basic information. function string GetBasic() { local string ResultSet; // The name of this game. ResultSet = "\\gamename\\"$GameSpyGameName(); // The version of this game. ResultSet = ResultSet$"\\gamever\\"$Level.EngineVersion; // The most recent network compatible version. if( MinNetVer >= Int(Level.MinNetVersion) && MinNetVer <= Int(Level.EngineVersion) ) ResultSet = ResultSet$"\\minnetver\\"$string(MinNetVer); else ResultSet = ResultSet$"\\minnetver\\"$Level.MinNetVersion; // The regional location of this game. ResultSet = ResultSet$"\\location\\"$class'UdpGamespyUplink'.default.ServerRegion; return ResultSet; } // Return a string of important system information. function string GetInfo() { local string ResultSet; local string ServerName; ServerName = Level.Game.GameReplicationInfo.ServerName; ReplaceText(ServerName,"\\",""); // strip \'s // The server name, i.e.: Bob's Server ResultSet = "\\hostname\\"$ServerName; // The short server name //ResultSet = ResultSet$"\\shortname\\"$Level.Game.GameReplicationInfo.ShortName; // The server port. ResultSet = ResultSet$"\\hostport\\"$Level.Game.GetServerPort(); // (optional) The server IP // if (ServerIP != "") // ResultSet = ResultSet$"\\hostip\\"$ServerIP; // The map/level title ResultSet = ResultSet$"\\maptitle\\"$Level.Title; // Map name ResultSet = ResultSet$"\\mapname\\"$Left(string(Level), InStr(string(Level), ".")); // The mod or game type ResultSet = ResultSet$"\\gametype\\"$GetItemName(string(Level.Game.Class)); // The number of players ResultSet = ResultSet$"\\numplayers\\"$Level.Game.GetNumPlayers(); // The maximum number of players ResultSet = ResultSet$"\\maxplayers\\"$Level.Game.MaxPlayers; // The game mode: openplaying ResultSet = ResultSet$"\\gamemode\\openplaying"; // The version of this game. ResultSet = ResultSet$"\\gamever\\"$Level.EngineVersion; // The most recent network compatible version. if( MinNetVer >= Int(Level.MinNetVersion) && MinNetVer <= Int(Level.EngineVersion) ) ResultSet = ResultSet$"\\minnetver\\"$string(MinNetVer); else ResultSet = ResultSet$"\\minnetver\\"$Level.MinNetVersion; //ResultSet = ResultSet$Level.Game.GetInfo(); return ResultSet; } // Return a string of miscellaneous information. // Game specific information, user defined data, custom parameters for the command line. function string GetRules() { local string ResultSet; //ResultSet = Level.Game.GetRules(); // Admin's Name if( Level.Game.GameReplicationInfo.AdminName != "" ) ResultSet = ResultSet$"\\AdminName\\"$Level.Game.GameReplicationInfo.AdminName; // Admin's Email if( Level.Game.GameReplicationInfo.AdminEmail != "" ) ResultSet = ResultSet$"\\AdminEMail\\"$Level.Game.GameReplicationInfo.AdminEmail; // Whether the server is password protected. if( Level.Game.AccessControl != None && Level.Game.AccessControl.RequiresPassword() ) ResultSet = ResultSet$"\\password\\1"; else ResultSet = ResultSet$"\\password\\0"; return ResultSet; } // Return a string of information on a player. function string GetPlayer( PlayerController P, int PlayerNum ) { local string ResultSet; local string PlayerName; PlayerName = P.PlayerReplicationInfo.PlayerName; // Name ReplaceText(PlayerName,"\\",""); // strip \'s ResultSet = "\\player_"$PlayerNum$"\\"$PlayerName; // Frags ResultSet = ResultSet$"\\frags_"$PlayerNum$"\\"$int(P.PlayerReplicationInfo.Score); // Ping ResultSet = ResultSet$"\\ping_"$PlayerNum$"\\"$P.ConsoleCommand("GETPING"); // Team #if !IG_TRIBES3 // david: not using Unreal team object if(P.PlayerReplicationInfo.Team != None) ResultSet = ResultSet$"\\team_"$PlayerNum$"\\"$P.PlayerReplicationInfo.Team.TeamIndex; else ResultSet = ResultSet$"\\team_"$PlayerNum$"\\0"; #endif return ResultSet; } // Send data for each player function bool SendPlayers(IpAddr Addr, int QueryNum, out int PacketNum, int bFinalPacket) { local Controller C; local int i; local bool Result, SendResult; Result = false; C = Level.ControllerList; while( i < Level.Game.NumPlayers ) { if (C == None) { if(bFinalPacket==1) SendResult = SendAPacket(Addr,QueryNum,PacketNum,bFinalPacket); Result = SendResult || Result; break; } else if (C.IsA('PlayerController') && C.PlayerReplicationInfo != None && !C.PlayerReplicationInfo.bOnlySpectator) { if( i==Level.Game.NumPlayers-1 && bFinalPacket==1) SendResult = SendQueryPacket(Addr, GetPlayer(PlayerController(C), i), QueryNum, PacketNum, 1); else SendResult = SendQueryPacket(Addr, GetPlayer(PlayerController(C), i), QueryNum, PacketNum, 0); Result = SendResult || Result; i++; } C = C.NextController; } return Result; } // Get an arbitrary property from the level object. function string GetLevelProperty( string Prop ) { local string ResultSet; ResultSet = "\\"$Prop$"\\"$Level.GetPropertyText(Prop); return ResultSet; } // Get an arbitrary property from the game object. function string GetGameProperty( string Prop ) { local string ResultSet; ResultSet = "\\"$Prop$"\\"$Level.Game.GetPropertyText(Prop); return ResultSet; } // Get an arbitrary property from the players. function string GetPlayerProperty( string Prop ) { local string ResultSet; local int i; local Controller C; foreach AllActors(class'Controller', C) { if( C.PlayerReplicationInfo!=None && !C.PlayerReplicationInfo.bBot ) { i++; ResultSet = ResultSet$ "\\"$ Prop$ "_"$ i$ "\\"$ C.GetPropertyText(Prop); } } return ResultSet; } defaultproperties { QueryName=MasterUplink RemoteRole=ROLE_None } |
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