Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

# IpDrv.UdpGameSpyQuery

00001 00002 00003 00004 00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
00112
00113
00114
00115
00116
00117
00118
00119
00120
00121
00122
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136
00137
00138
00139
00140
00141
00142
00143
00144
00145
00146
00147
00148
00149
00150
00151
00152
00153
00154
00155
00156
00157
00158
00159
00160
00161
00162
00163
00164
00165
00166
00167
00168
00169
00170
00171
00172
00173
00174
00175
00176
00177
00178
00179
00180
00181
00182
00183
00184
00185
00186
00187
00188
00189
00190
00191
00192
00193
00194
00195
00196
00197
00198
00199
00200
00201
00202
00203
00204
00205
00206
00207
00208
00209
00210
00211
00212
00213
00214
00215
00216
00217
00218
00219
00220
00221
00222
00223
00224
00225
00226
00227
00228
00229
00230
00231
00232
00233
00234
00235
00236
00237
00238
00239
00240
00241
00242
00243
00244
00245
00246
00247
00248
00249
00250
00251
00252
00253
00254
00255
00256
00257
00258
00259
00260
00261
00262
00263
00264
00265
00266
00267
00268
00269
00270
00271
00272
00273
00274
00275
00276
00277
00278
00279
00280
00281
00282
00283
00284
00285
00286
00287
00288
00289
00290
00291
00292
00293
00294
00295
00296
00297
00298
00299
00300
00301
00302
00303
00304
00305
00306
00307
00308
00309
00310
00311
00312
00313
00314
00315
00316
00317
00318
00319
00320
00321
00322
00323
00324
00325
00326
00327
00328
00329
00330
00331
00332
00333
00334
00335
00336
00337
00338
00339
00340
00341
00342
00343
00344
00345
00346
00347
00348
00349
00350
00351
00352
00353
00354
00355
00356
00357
00358
00359
00360
00361
00362
00363
00364
00365
00366
00367
00368
00369
00370
00371
00372
00373
00374
00375
00376
00377
00378
00379
00380
00381
00382
00383
00384
00385
00386
00387
00388
00389
00390
00391
00392
00393
00394
00395
00396
00397
00398
00399
00400
00401
00402
00403
00404
00405
00406
00407
00408
00409
00410
00411
00412
00413
00414
00415
00416
00417
00418
00419
00420
00421
00422
00423
00424
00425
00426
00427
00428
00429
00430
00431
00432
00433
00434
00435
00436
00437
00438
00439
00440
00441
00442
00443
00444
00445
00446
00447
00448
00449
00450
00451
00452
00453
00454
00455
00456
00457
00458
00459
00460
00461
00462
00463
00464
00465
00466
00467
00468
00469
00470
00471
00472

    //=============================================================================
    // UdpGameSpyQuery
    //
    // Version: 1.5
    //
    // This query server 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 are writing or maintaining
    // their own stat gathering/game querying software.
    //
    // Note: Currently, SendText returns false if successful.
    //
    // Full documentation on this class is available at http://unreal.epicgames.com/
    //
    //=============================================================================
    class UdpGameSpyQuery extends UdpLink config;

    // Game Server Config.
    var() name					QueryName;			// Name to set this object's Tag to.
    var int					    CurrentQueryNum;	// Query ID Number.
    //crt
    var string ReplyData;

    var globalconfig int		MinNetVer;

    //!! Hack to prevent port swapping
    var globalconfig int		OldQueryPortNumber;
    var globalconfig bool		bRestartServerOnPortSwap;

    // Initialize.
    function PreBeginPlay()
    {
    	local int boundport;

    	// Set the Tag
    	Tag = QueryName;

    	// Bind the listen socket
    	boundport = BindPort(Level.Game.GetServerPort()+10, true);
    	if( boundport == 0 )
    	{
    		Log("UdpServerQuery: Port failed to bind.");
    		return;
    	}
    	Log("UdpServerQuery(crt): Port "$boundport$" successfully bound.");

    	if( bRestartServerOnPortSwap )
    	{
    		if( OldQueryPortNumber != 0 )
    			assert( OldQueryPortNumber == boundport );
    		OldQueryPortNumber = boundport;
    		SaveConfig();
    	}
    }

    function PostBeginPlay()
    {
    	local UdpBeacon	Beacon;

    	foreach AllActors(class'UdpBeacon', Beacon)
    	{
    		Beacon.UdpServerQueryPort = Port;
    	}
    	Super.PostBeginPlay();
    }

    // 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;
    	//crt
    	PacketNum =  0;
    	ReplyData = "";
    	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 int bFinalPacket )
    {
    	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))
    		{
    			bFinalPacket = 1;
    			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 == "")
    		{
    			bFinalPacket = 1;
    			return true;
    		} else
    			return true;
    	} else {
    		return false;
    	}
    }

    function string ParseQuery( IpAddr Addr, coerce string Query, int QueryNum, out int PacketNum )
    {
    	local string QueryType, QueryValue, QueryRest, ValidationString;
    	local bool Result;
    	local int bFinalPacket;

    	bFinalPacket = 0;
    	Result = ParseNextQuery(Query, QueryType, QueryValue, QueryRest, bFinalPacket);
    	if( !Result )
    		return "";

    	//Log("Got  Query: "  $ QueryNum $ "." $ PacketNum $ ":" $ QueryType);

    	if( QueryType=="basic" )
    	{
    		Result = SendQueryPacket(Addr, GetBasic(), QueryNum, PacketNum, bFinalPacket);
    	}
    	else if( QueryType=="info" )
    	{
    		Result = SendQueryPacket(Addr, GetInfo(), QueryNum, PacketNum, bFinalPacket);
    	}
    	else if( QueryType=="rules" )
    	{
    		Result = SendQueryPacket(Addr, GetRules(), QueryNum, PacketNum, bFinalPacket);
    	}
    	else if( QueryType=="players" )
    	{
    		if( Level.Game.NumPlayers > 0 )
    			Result = SendPlayers(Addr, QueryNum, PacketNum, bFinalPacket);
    		else
    			Result = SendQueryPacket(Addr, "", QueryNum, PacketNum, bFinalPacket);
    	}
    	else if( QueryType=="status" )
    	{
    		Result = SendQueryPacket(Addr, GetBasic(), QueryNum, PacketNum, 0);
    		Result = SendQueryPacket(Addr, GetInfo(), QueryNum, PacketNum, 0);
    		if( Level.Game.NumPlayers == 0 )
    		{
    			Result = SendQueryPacket(Addr, GetRules(), QueryNum, PacketNum, bFinalPacket);
    		}
    		else
    		{
    			Result = SendQueryPacket(Addr, GetRules(), QueryNum, PacketNum, 0);
    			Result = SendPlayers(Addr, QueryNum, PacketNum, bFinalPacket);
    		}
    	}
    	else if( QueryType=="echo" )
    	{
    		// Respond to an echo with the same string
    		//!! disabled due to security problem - the remote ip/port could be spoofed to cause an echo loop!
    		Result = SendQueryPacket(Addr, "\\ignoring\\"$QueryValue, QueryNum, PacketNum, bFinalPacket);
    	}
    	else if( QueryType=="secure" )
    	{
    		ValidationString = "\\validate\\"$GameSpyValidate(QueryValue);
    		Result = SendQueryPacket(Addr, ValidationString, QueryNum, PacketNum, bFinalPacket);
    	}
    	else if( QueryType=="level_property" )
    	{
    		Result = SendQueryPacket(Addr, GetLevelProperty(QueryValue), QueryNum, PacketNum, bFinalPacket);
    	}
    	else if( QueryType=="game_property" )
    	{
    			Result = SendQueryPacket(Addr, GetGameProperty(QueryValue), QueryNum, PacketNum, bFinalPacket);
    	}
    	else if( QueryType=="player_property" )
    	{
    		Result = SendQueryPacket(Addr, GetPlayerProperty(QueryValue), QueryNum, PacketNum, bFinalPacket);
    	}
    	return QueryRest;
    }

    function bool SendAPacket(IpAddr Addr, int QueryNum, out int PacketNum, int bFinalPacket)
    {
    	local bool Result;

    	ReplyData = ReplyData$"\\queryid\\"$QueryNum$"."$++PacketNum;
    	if (bFinalPacket == 1) {
    		ReplyData = ReplyData $ "\\final\\";
    	}
    	Result = SendText(Addr, ReplyData);
    	ReplyData = "";

    	return Result;

    }

    // SendQueryPacket is a wrapper for SendText that allows for packet numbering.
    function bool SendQueryPacket(IpAddr Addr, coerce string SendString, int QueryNum, out int PacketNum, int bFinalPacket)
    {
    	local bool Result;

    	//Log("Send Query: "  $ QueryNum $ "." $ PacketNum $ ":" $ bFinalPacket);
    	result = true;
    	if (len(ReplyData) + len(SendString) > 1000)
    		result = SendAPacket(Addr, QueryNum, PacketNum, 0);

    	ReplyData = ReplyData $ SendString;

    	if (bFinalPacket == 1)
    		result = SendAPacket(Addr, QueryNum, PacketNum, bFinalPacket);

    	return Result;
    }

    // Return a string of basic information.
    function string GetBasic() {
    	local string ResultSet;

    	// The name of this game.
    	ResultSet = "\\gamename\\"$GameSpyGameName();

    	// The version of this game.
    	ResultSet = ResultSet$"\\gamever\\"$Level.EngineVersion;

    	// The most recent network compatible version.
    	if( MinNetVer >= Int(Level.MinNetVersion) &&
    		MinNetVer <= Int(Level.EngineVersion) )
    		ResultSet = ResultSet$"\\minnetver\\"$string(MinNetVer);
    	else
    		ResultSet = ResultSet$"\\minnetver\\"$Level.MinNetVersion;

    	// The regional location of this game.
    	ResultSet = ResultSet$"\\location\\"$class'UdpGamespyUplink'.default.ServerRegion;

    	return ResultSet;
    }

    // Return a string of important system information.
    function string GetInfo() {
    	local string ResultSet;
    	local string ServerName;

    	ServerName = Level.Game.GameReplicationInfo.ServerName;
    	ReplaceText(ServerName,"\\","");	// strip \'s

    	// The server name, i.e.: Bob's Server
    	ResultSet = "\\hostname\\"$ServerName;

    	// The short server name
    	//ResultSet = ResultSet$"\\shortname\\"$Level.Game.GameReplicationInfo.ShortName;

    	// The server port.
    	ResultSet = ResultSet$"\\hostport\\"$Level.Game.GetServerPort();

    	// (optional) The server IP
    	// if (ServerIP != "")
    	//	ResultSet = ResultSet$"\\hostip\\"$ServerIP;

    	// The map/level title
    	ResultSet = ResultSet$"\\maptitle\\"$Level.Title;

    	// Map name
    	ResultSet = ResultSet$"\\mapname\\"$Left(string(Level), InStr(string(Level), "."));

    	// The mod or game type
    	ResultSet = ResultSet$"\\gametype\\"$GetItemName(string(Level.Game.Class));

    	// The number of players
    	ResultSet = ResultSet$"\\numplayers\\"$Level.Game.GetNumPlayers();

    	// The maximum number of players
    	ResultSet = ResultSet$"\\maxplayers\\"$Level.Game.MaxPlayers;

    	// The game mode: openplaying
    	ResultSet = ResultSet$"\\gamemode\\openplaying";

    	// The version of this game.
    	ResultSet = ResultSet$"\\gamever\\"$Level.EngineVersion;

    	// The most recent network compatible version.
    	if( MinNetVer >= Int(Level.MinNetVersion) &&
    		MinNetVer <= Int(Level.EngineVersion) )
    		ResultSet = ResultSet$"\\minnetver\\"$string(MinNetVer);
    	else
    		ResultSet = ResultSet$"\\minnetver\\"$Level.MinNetVersion;

    	//ResultSet = ResultSet$Level.Game.GetInfo();

    	return ResultSet;
    }

    // Return a string of miscellaneous information.
    // Game specific information, user defined data, custom parameters for the command line.
    function string GetRules()
    {
    	local string ResultSet;

    	//ResultSet = Level.Game.GetRules();

    	// Admin's Name
    	if( Level.Game.GameReplicationInfo.AdminName != "" )
    		ResultSet = ResultSet$"\\AdminName\\"$Level.Game.GameReplicationInfo.AdminName;

    	// Admin's Email
    	if( Level.Game.GameReplicationInfo.AdminEmail != "" )
    		ResultSet = ResultSet$"\\AdminEMail\\"$Level.Game.GameReplicationInfo.AdminEmail;

    	// Whether the server is password protected.
    	if( Level.Game.AccessControl != None && Level.Game.AccessControl.RequiresPassword() )
    		ResultSet = ResultSet$"\\password\\1";
    	else
    		ResultSet = ResultSet$"\\password\\0";

    	return ResultSet;
    }

    // Return a string of information on a player.
    function string GetPlayer( PlayerController P, int PlayerNum )
    {
    	local string ResultSet;
    	local string PlayerName;

    	PlayerName = P.PlayerReplicationInfo.PlayerName;

    	// Name
    	ReplaceText(PlayerName,"\\","");	// strip \'s
    	ResultSet = "\\player_"$PlayerNum$"\\"$PlayerName;

    	// Frags
    	ResultSet = ResultSet$"\\frags_"$PlayerNum$"\\"$int(P.PlayerReplicationInfo.Score);

    	// Ping
    	ResultSet = ResultSet$"\\ping_"$PlayerNum$"\\"$P.ConsoleCommand("GETPING");

    	// Team
    #if !IG_TRIBES3 // david: not using Unreal team object
    	if(P.PlayerReplicationInfo.Team != None)
    		ResultSet = ResultSet$"\\team_"$PlayerNum$"\\"$P.PlayerReplicationInfo.Team.TeamIndex;
    	else
    		ResultSet = ResultSet$"\\team_"$PlayerNum$"\\0";
    #endif

    	return ResultSet;
    }

    // Send data for each player
    function bool SendPlayers(IpAddr Addr, int QueryNum, out int PacketNum, int bFinalPacket)
    {
    	local Controller C;
    	local int i;
    	local bool Result, SendResult;

    	Result = false;

    	C = Level.ControllerList;
    	while( i < Level.Game.NumPlayers )
    	{
    		if (C == None)
    		{
    			if(bFinalPacket==1)
    				SendResult = SendAPacket(Addr,QueryNum,PacketNum,bFinalPacket);
    			Result = SendResult || Result;
    			break;
    		}
    		else if (C.IsA('PlayerController') && C.PlayerReplicationInfo != None && !C.PlayerReplicationInfo.bOnlySpectator)
    		{
    			if( i==Level.Game.NumPlayers-1 && bFinalPacket==1)
    				SendResult = SendQueryPacket(Addr, GetPlayer(PlayerController(C), i), QueryNum, PacketNum, 1);
    			else
    				SendResult = SendQueryPacket(Addr, GetPlayer(PlayerController(C), i), QueryNum, PacketNum, 0);
    			Result = SendResult || Result;
    			i++;
    		}
    		C = C.NextController;
    	}

    	return Result;
    }

    // Get an arbitrary property from the level object.
    function string GetLevelProperty( string Prop )
    {
    	local string ResultSet;

    	ResultSet = "\\"$Prop$"\\"$Level.GetPropertyText(Prop);

    	return ResultSet;
    }

    // Get an arbitrary property from the game object.
    function string GetGameProperty( string Prop )
    {
    	local string ResultSet;

    	ResultSet = "\\"$Prop$"\\"$Level.Game.GetPropertyText(Prop);

    	return ResultSet;
    }

    // Get an arbitrary property from the players.
    function string GetPlayerProperty( string Prop )
    {
    	local string ResultSet;
    	local int i;
    	local Controller C;

    	foreach AllActors(class'Controller', C)
    	{
    		if( C.PlayerReplicationInfo!=None && !C.PlayerReplicationInfo.bBot )
    		{
    			i++;
    			ResultSet = ResultSet$
    				"\\"$
    				Prop$
    				"_"$
    				i$
    				"\\"$
    				C.GetPropertyText(Prop);
    		}
    	}

    	return ResultSet;
    }

    defaultproperties
    {
         QueryName=MasterUplink
         RemoteRole=ROLE_None
    }

Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation
previous class next class | frames no frames

Class file time: ne 5.9.2004 16:02:16.000 - Creation time: st 23.5.2018 00:10:49.762 - Created with UnCodeX