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IpDrv.ServerUplink


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//=============================================================================
// ServerUplink: Sends timely information to the Master Server based on the
//               game in progress.
//=============================================================================
class ServerUplink expands TcpLink config;

var() config bool        DoUplink;                  // Should this dedicated server tell the master server?
var() config string[255] MasterServerAddress;       // The domain/ip address of the master server
var() config string[255] CommentString;             // SHORT!!! Comment about the game
var() config int         GamePort;                  // What is the default gameport?
var() config int         QueryOffset;               // usually 1000
var() config int         VerifyOffset;              // usually 2000

var string[255] InformationString;                  // Basic server data + {*
var string[16]  CommentEnd;                         // Basically *
var string[255] PerPlayerData;                      // Contains the information for one player
var string[16]  EndingString;                       // Basically }

var string[255] ThisMachinesURL;
var string[16]  ServerVersion;
var string[16]  GameTypeString;
var string[64]  LevelFileName;
var string[255] TempStr;

var playerpawn  UPlayer;
var playerpawn  UPlayerList[64];
var int         InfoNum;     
var int         PlayerNum;
var int         NumPlayers;
var bool        MakePlayerString;

var int UpdatePeriod;           //15*60

var int MasterPort;             //=41357
var int VerifyPort;             //Gameport + VerifyOffset
var int QueryPort;              //Gameport + QueryOffset

var float TimePassed;
var int   AmtSent;

var ServerVerify SVerify;       // References to the necessary helper scripts
var ServerQuery  SQuery;


//
// Take out any * signs and replace with +
//
function PruneCommentString()
{
    local bool fin;
    local int  index, index2;

    fin=false;
    while(!fin)
    {
        index = InStr( CommentString, "*" );
        if( index != -1 )
        {
            // Replace
            index2 = Len( CommentString );
            if( index+1 < index2 )
            {
                // Not the last character in the string
                CommentString = Left( CommentString, index ) $ "+" $
                                Right( CommentString, index2-index-1 );
            }
            else
            {
                // It's the last character in the string
                CommentString = Left( CommentString, index ) $ "+";
                fin=true;
            }
            
        }
        else fin=true;
    }
}

//
// Creates the basic server information string
//
function MakeInformationString()
{
    LevelFileName   = String(Level.Parent.Name);

    // How many players exist in the game?
    NumPlayers=0;
    foreach AllActors( class 'playerpawn', UPlayer ) {
        NumPlayers++;
    }

    // Find out what kind of game is running
    GameTypeString = string(Level.Game.Class.Name); // this way, the game class name is not hardcoded -Tim

    // Write the main data header
    InformationString = ThisMachinesURL $ " " $ ServerVersion  $ " " $ 
                        NumPlayers      $ " " $ GameTypeString $ " " $ 
                        LevelFileName   $ " " $ GamePort       $ " " $ 
                        QueryPort       $ " " $ VerifyPort     $ " { *";
}


//
// Do the main initialization
//
function BeginPlay()
{
    local int index1, index2;
    local string[240] TempURL;

    if( !DoUplink )
    {
        Destroy();
        return;
    }

    UpdatePeriod = 15*60;       // every 15 minutes

    // Parse Level.GetAddressURL() for IP address and port number
    // Format: Ip.Address.com:PortNum/LevelName if the port isn't the
    // default.  Otherwise, its
    // 		   Ip.Address.com/LevelName

    TempStr = Level.GetAddressURL();
    index2 = InStr( TempStr, ":"  );            // End bound for IpAddress	

    if( index2 > 0 )
    {
        // Format with port included
        ThisMachinesURL = Mid( TempStr, 0, index2 );
        TempStr = Mid( TempStr, index2+1 );         // Get the substring starting at Port number
        index2 = InStr( TempStr, "/" );             // End bound for Port number
        if( index2 > 0 )
            GamePort = Int( Mid( TempStr, 0, index2 ) );
        // otherwise assume the intialized default, 7777
    }
    else
    {
        // Format with port excluded
        index2 = InStr( TempStr, "/" );         // End bound for IpAddress
        ThisMachinesURL = Mid( TempStr, 0, index2 );
        // GamePort will stay with the initialized default, 7777
    }

    // Ensure that the Master server address is in IP address form
    if( GetIpByName( MasterServerAddress, TempURL ) == 1 )
    {
        // Success
        MasterServerAddress = TempURL;
    }
        
    MasterPort   = 41357;
    QueryPort    = GamePort + QueryOffset;
    VerifyPort   = GamePort + VerifyOffset;

    ServerVersion = Level.EngineVersion;
    PruneCommentString();
    CommentEnd = "* ";
    EndingString = " } ";
}

//
// 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++;
    }
}


//
// Wakes up every few minutes to send some information to the Master server.
//
function Timer()
{
    Disable('Timer');
    TimePassed=0;
    AmtSent=0;
    GotoState('TryToConnect');
}


//
// ------- States -------
//

auto state Initial
{
Begin:
    Disable('Tick');
    SetTimer(30, false);    // Wait 30 seconds for unreal to finish thrashing
    SQuery  = Spawn( Class 'ServerQuery'  );
        SQuery.QueryPort = QueryPort;
    SVerify = Spawn( Class 'ServerVerify' );
        SVerify.VerifyPort = VerifyPort;
}

state WaitPeriod
{
Begin:
    // Set it to wake up and re-send data
    Enable('Timer');
    SetTimer(UpdatePeriod, false);
}

state TryToConnect
{
    function Tick( float DeltaTime )
    {
        // Open a connection to the master server
        Open( MasterServerAddress, MasterPort );
        if( LinkState == TCP_Open )
        {
                GotoState('SendData');
        }
        TimePassed+=DeltaTime;
        if( TimePassed >= UpdatePeriod )
        {
            // Error, could not connect to master server
            log("ServerUplink: Critical, cannot establish link to master server.  Game will not be visible.");
            Disable('Tick');
            destroy();
        }
    }

Begin:
    //log("Connecting to " $ MasterServerAddress $ " over port " $ MasterPort);
    Enable('Tick');
}

state WaitWhileClosing
{
    function Timer()
    {
        Disable('Timer');
        Close();        
        Enable('Tick');
        GotoState('WaitPeriod');
    }

Begin:
    // This wait is necessary otherwise the close() command will
    // destroy the queued data that was sent.
    //log("Closing.");
    Disable('Tick');
    SetTimer(6,false);
}

state SendData
{
    function Tick( float deltaTime )
    {
        switch( InfoNum )
        {
            case 0:     // Basic Information
                //log("Basic Information");
                AmtSent += SendText( InformationString, AmtSent );
                if( AmtSent >= Len( InformationString ) )
                {
                    AmtSent=0;
                    InfoNum++;
                }
                break;
                
            case 1:     // Comment String
                //log("Comment String");
                AmtSent += SendText( CommentString, AmtSent );
                if( AmtSent >= Len( CommentString ) )
                {
                    AmtSent=0;
                    InfoNum++;
                }
                break;
            
            case 2:     // Comment Ending
                //log("Comment Ending");
                AmtSent += SendText( CommentEnd, AmtSent );
                if( AmtSent >= Len( CommentEnd ) )
                {
                    AmtSent=0;
                    InfoNum++;
                }
                break;
            
            case 3:     // Each player individually
                //log("Each player individually");
                if( NumPlayers > 0 )
                {
                    // Should a new player string be created?
                    if( MakePlayerString )
                    {
                        PerPlayerData = UPlayerList[PlayerNum].PlayerName $ " " $
                                        UPlayerList[PlayerNum].Skin $ " " $
                                        UPlayerList[PlayerNum].KillCount $ " " $
                                        UPlayerList[PlayerNum].DieCount $ " " $
                                        UPlayerList[PlayerNum].Team $ " ";
                        AmtSent=0;
                        MakePlayerString=false;
                    }               
                
                    AmtSent += SendText( PerPlayerData, AmtSent );
                    if( AmtSent >= Len( PerPlayerData ) )
                    {
                        MakePlayerString=true;
                        PlayerNum++;
                        if( PlayerNum >= NumPlayers )
                        {
                            InfoNum++;
                        }
                    }
                }
                else InfoNum++;
                break;
        
            default:    // Ending
                //log("Ending");
                AmtSent += SendText( EndingString, AmtSent );
                if( AmtSent >= Len( EndingString ) )
                {
                    AmtSent=0;
                    GotoState('WaitWhileClosing');
                }
        }

        TimePassed += deltaTime;
        if( TimePassed >= UpdatePeriod )
        {
            // Considered unsuccessful, not finished sending after all this time.
            // Close the connection, try again immediately
            Close();
            GotoState('TryToConnect');
        }
    }
Begin:

    // Wait a moment, otherwise for some reason non-blocking mode malfunctions in send
    Disable('Tick');
    sleep(1);

    InfoNum=0;
    PlayerNum=0;
    MakePlayerString=true;
    MakeInformationString();
    GetPlayerReferences();

    //log("Sending data.");
    Enable('Tick');
}

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Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:46.765 - Created with UnCodeX