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IpDrv.ServerQuery


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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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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:46.750 - Created with UnCodeX