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//============================================================================= // UdpGameSpyUplink // // Version: 1.3 // // This uplink 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 want to adapt their own // server uplinks. // // UdpGameSpyUplink sends a heartbeat to the specified master server // every five minutes. The heartbeat is in the form: // \heartbeat\QueryPort\gamename\unreal // // Full documentation on this class is available at http://unreal.epicgames.com/ // //============================================================================= class UdpGameSpyUplink extends UdpLink config; // Master Uplink Config. var() config int UpdateMinutes; // Period of update (in minutes) var() string MasterServerAddress; // Address of the master server var() config int MasterServerPort; // Optional port that the master server is listening on var() config int ServerRegion; // Region of the game server var() name TargetQueryName; // Name of the query server object to use. var IpAddr MasterServerIpAddr; // Master server's address. var string HeartbeatMessage; // The message that is sent to the master server. var UdpGameSpyQuery Query; // The query object. var int CurrentQueryNum; // Query ID Number. // Initialize. function PreBeginPlay() { // Find a the server query handler. foreach AllActors(class'UdpGameSpyQuery', Query, TargetQueryName) break; if( Query==None ) { Log("UdpGameSpyUplink: Could not find a UdpGameSpyQuery object, aborting."); return; } HeartbeatMessage = "\\heartbeat\\"$Query.Port$"\\gamename\\"$GameSpyGameName(); // Set the Port. MasterServerIpAddr.Port = MasterServerPort; // Resolve the Address. if( MasterServerAddress=="" ) MasterServerAddress = "master"$ServerRegion$".gamespy.com"; Resolve( MasterServerAddress ); } // When master server address is resolved. function Resolved( IpAddr Addr ) { local int UplinkPort; // Set the address MasterServerIpAddr.Addr = Addr.Addr; // Handle failure. if( MasterServerIpAddr.Addr == 0 ) { Log("UdpGameSpyUplink: Invalid master server address, aborting."); return; } // Display success message. Log("UdpGameSpyUplink: Master Server is "$MasterServerAddress$":"$string(MasterServerIpAddr.Port)); // Bind the local port. UplinkPort = Query.Port + 1; if( BindPort(UplinkPort, true) == 0 ) { Log( "UdpGameSpyUplink: Error binding port, aborting." ); return; } Log("UdpGameSpyUplink: Port "$UplinkPort$" successfully bound."); // Start transmitting. Resume(); } // Host resolution failue. function ResolveFailed() { Log("UdpGameSpyUplink: Failed to resolve master server address, aborting."); } // Notify the MasterServer we exist. function Timer() { local bool Result; // Log("Sending GameSpy heartbeat:"@HeartbeatMessage); Result = SendText( MasterServerIpAddr, HeartbeatMessage ); if ( !Result ) Log( "Failed to send heartbeat to master server."); } // Stop the uplink. function Halt() { SetTimer(0.0, false); } // Resume the uplink. function Resume() { SetTimer(UpdateMinutes * 60, true); Timer(); } // 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; 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 string FinalPacket ) { 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)) { FinalPacket = "final"; 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 == "") { FinalPacket = "final"; return true; } else return true; } else { return false; } } function string ParseQuery( IpAddr Addr, coerce string QueryStr, int QueryNum, out int PacketNum ) { local string QueryType, QueryValue, QueryRest, ValidationString; local bool Result; local string FinalPacket; Result = ParseNextQuery(QueryStr, QueryType, QueryValue, QueryRest, FinalPacket); if( !Result ) return ""; if( QueryType=="basic" ) { // Ignore. Result = true; } else if( QueryType=="secure" ) { ValidationString = "\\validate\\"$GameSpyValidate(QueryValue); Result = SendQueryPacket(Addr, ValidationString, QueryNum, ++PacketNum, FinalPacket); } return QueryRest; } // SendQueryPacket is a wrapper for SendText that allows for packet numbering. function bool SendQueryPacket(IpAddr Addr, coerce string SendString, int QueryNum, int PacketNum, string FinalPacket) { local bool Result; if (FinalPacket == "final") { SendString = SendString$"\\final\\"; } SendString = SendString$"\\queryid\\"$QueryNum$"."$PacketNum; Result = SendText(Addr, SendString); return Result; } defaultproperties { UpdateMinutes=1 TargetQueryName=MasterUplink MasterServerPort=27900 ServerRegion=0 RemoteRole=ROLE_None } |
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