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//============================================================================= // ServerQuery: GameSpy connects to this script to recieve server and // game info. //============================================================================= class ServerQuery expands TcpLink; var string[8] Version; var string[8] NumPlayers; var string[32] GameType; var string[64] MapName; var string[64] PlayerName; var string[16] PlayerSkin; var string[16] Kills; var string[16] Deaths; var string[16] TeamNumber; var int QueryPort; // Assume this becomes set by the ServerUplink class var playerpawn UPlayer; var playerpawn UPlayerList[64]; var int iNumPlayers; var GameInfo GInfo; var int InfoNum; var int PlayerNum; var float TimePassed; // IDIOT!!! don't make it an int!! var string[240] TempString; var int UpdatePeriod; var int AmtSent; var int AmtRcvd; var string[32] CommandString; var string[64] RcvTemp; var string[192] ResponseString; function BeginPlay() { UpdatePeriod = 40; // No more than 40 seconds } // // Initializes the main server information strings. Pad with terminating whitespace. // function MakeServerInfo() { Version = Level.EngineVersion; iNumPlayers=0; foreach AllActors( class 'playerpawn', UPlayer ) { iNumPlayers++; } NumPlayers = " " $ iNumPlayers $ " "; // Find out what kind of game is running GInfo = Level.Game; GameType = string(Level.Game.Class.Name) $ " "; // this way, the game class name is not hardcoded -Tim MapName = String(Level.Parent.Name) $ " "; } // // Stores all the player references in an array, so that they can be cycled through in Tick. // function GetPlayerReferences() { local int i; i=0; foreach AllActors( class 'playerpawn', UPlayer ) { UPlayerList[i] = UPlayer; i++; } } // // Given an input command (quit) or variable name, returns the appropriate value/string // function int InterpretCommand( string[32] inputStr, out string[192] outputStr ) { local int index; index = InStr( inputStr, "0q" ); // That's Zero-Q if( index == 0 ) { // Quit command recognized return 0; } // Otherwise assume this is a query of a variable inside the Game class outputStr = Level.Game.GetPropertyText( inputStr ); return 1; } // // ------- States ------- // auto state Listening { function Tick( float DeltaTime ) { if( Listen( QueryPort ) ) { // Operation successful, but did it connect? if( LinkState == TCP_Open ) { // Connected, assume to GameSpy Server GotoState('SendingServerInfo'); } } else { // Some error occured. Repeat anyway. } } Begin: Enable( 'Tick' ); } state SendingServerInfo { function Tick( float DeltaTime ) { switch( InfoNum ) { case 0: // Version AmtSent += SendText( Version, AmtSent ); if( AmtSent >= Len( Version ) ) { AmtSent=0; InfoNum++; } break; case 1: // NumPlayers AmtSent += SendText( NumPlayers, AmtSent ); if( AmtSent >= Len( NumPlayers ) ) { AmtSent=0; InfoNum++; } break; case 2: // GameType AmtSent += SendText( GameType, AmtSent ); if( AmtSent >= Len( GameType ) ) { AmtSent=0; InfoNum++; if( iNumPlayers == 0 ) { // Next element will be the last, so append terminator } MapName = MapName $ " }"; } } break; default: // MapName AmtSent += SendText( MapName, AmtSent ); if( AmtSent >= Len( MapName ) ) { AmtSent=0; GotoState('SendingPlayerInfo'); } } TimePassed += DeltaTime; if( TimePassed >= UpdatePeriod ) { // Considered unsuccessful, not finished sending after all this time. // Close the connection. Close(); GotoState('Listening'); } } Begin: InfoNum=0; MakeServerInfo(); GetPlayerReferences(); TimePassed=0; AmtSent=0; } state SendingPlayerInfo { function Tick( float DeltaTime ) { switch( InfoNum ) { case 0: // Name AmtSent += SendText( PlayerName, AmtSent ); if( AmtSent >= Len( PlayerName ) ) { AmtSent=0; InfoNum++; } break; case 1: // Skin AmtSent += SendText( PlayerSkin, AmtSent ); if( AmtSent >= Len( PlayerSkin ) ) { AmtSent=0; InfoNum++; } break; case 2: // Kills AmtSent += SendText( Kills, AmtSent ); if( AmtSent >= Len( Kills ) ) { AmtSent=0; InfoNum++; } break; case 3: // Deaths AmtSent += SendText( Deaths, AmtSent ); if( AmtSent >= Len( Deaths ) ) { AmtSent=0; InfoNum++; } break; default: // TeamNumber AmtSent += SendText( TeamNumber, AmtSent ); if( AmtSent >= Len( TeamNumber ) ) { AmtSent=0; InfoNum=0; PlayerNum++; if( PlayerNum < iNumPlayers ) { // Load the data of the next player PlayerName = UPlayerList[PlayerNum].PlayerName $ " "; PlayerSkin = UPlayerList[PlayerNum].Skin $ " "; Kills = UPlayerList[PlayerNum].KillCount $ " "; Deaths = UPlayerList[PlayerNum].DieCount $ " "; TeamNumber = UPlayerList[PlayerNum].Team $ " "; if( PlayerNum == iNumPlayers-1 ) { // This is the last player in the list // Add a terminator to the last field TeamNumber = TeamNumber $ "} "; } } else { // Finished Sending basic data, now accept extended queries GotoState('RecvQuery'); } } } TimePassed += DeltaTime; if( TimePassed >= UpdatePeriod ) { // Considered unsuccessful, not finished sending after all this time. // Close the connection. GotoState('WaitWhileClosing'); } } Begin: if( iNumPlayers > 0 ) { PlayerNum=0; InfoNum=0; AmtSent=0; PlayerName = UPlayerList[0].PlayerName $ " "; PlayerSkin = UPlayerList[0].Skin $ " "; Kills = UPlayerList[0].KillCount $ " "; Deaths = UPlayerList[0].DieCount $ " "; TeamNumber = UPlayerList[0].Team $ " "; if( PlayerNum == iNumPlayers-1 ) { // This is the last player in the list // Add a terminator to the last field TeamNumber = TeamNumber $ "} "; } } else { // Nothing to be sent, skip this phase of transmission Disable('Tick'); GotoState('RecvQuery'); } } state RecvQuery { // // Recieve the command from the querying application // function Tick( float DeltaTime ) { local int index; AmtRcvd += ReadText( TempString, 31-AmtRcvd ); if( AmtRcvd > 31 ) { // Too much data, abort GotoState('WaitWhileClosing'); } index = InStr( TempString, "*" ); // Check for terminator * if( index >= 0 ) { // Remove the *-terminator TempString = Left( TempString, index ); CommandString = CommandString $ TempString; // Command finished, interpret it and send something back index = InterpretCommand( CommandString, ResponseString ); if( index == 0 ) { // Quit command recieved GotoState('WaitWhileClosing'); } else { // Send back the value of the variable GotoState('AnswerQuery'); } } else { CommandString = CommandString $ RcvTemp; } TimePassed += DeltaTime; if( TimePassed >= UpdatePeriod ) { // Considered unsuccessful, not finished receiving after all this time. // Close the connection. GotoState('WaitWhileClosing'); } } Begin: Enable('Tick'); CommandString = ""; AmtRcvd=0; } state AnswerQuery { // // Send back the value of the queried variable in ResponseString // function Tick( float DeltaTime ) { AmtSent += SendText( ResponseString, AmtSent ); if( AmtSent >= Len( ResponseString ) ) { // Finished sending, return to receive mode GotoState('RecvQuery'); } TimePassed += deltaTime; if( TimePassed >= UpdatePeriod ) { // Considered unsuccessful, not finished sending after all this time. // Close the connection. GotoState('WaitWhileClosing'); } } Begin: AmtSent=0; } state WaitWhileClosing { function Timer() { Disable('Timer'); Close(); Enable('Tick'); GotoState('Listening'); } Begin: // This wait is necessary otherwise the close() command will // destroy the queued data that was sent. Disable('Tick'); Enable('Timer'); SetTimer(6,false); } |
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