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# IpDrv.UdpGameSpyUplink

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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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Class file time: ne 5.9.2004 16:02:16.000 - Creation time: st 23.5.2018 00:10:49.769 - Created with UnCodeX