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# IpDrv.MasterServerUplink

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    class MasterServerUplink extends MasterServerLink
        config
    	native;

    cpptext
    {
    	// AActor interface
    	void Destroy();
    	void PostScriptDestroyed();
    	// AServerQueryLink interface
    	UBOOL Poll( INT WaitTime );
    }

    enum EServerToMaster
    {
    	STM_ClientResponse,
    	STM_GameState,
    	STM_Stats,
    	STM_ClientDisconnectFailed,
    	STM_MD5Version,
    };

    enum EMasterToServer
    {
    	MTS_ClientChallenge,
    	MTS_ClientAuthFailed,
    	MTS_Shutdown,
    	MTS_MatchID,
    	MTS_MD5Update,
    };

    enum EHeartbeatType
    {
    	HB_QueryInterface,
    	HB_GamePort,
    	HB_GamespyQueryPort,
    };

    // MD5 data coming from the master server.
    struct native export MD5UpdateData
    {
    	var string Guid;
    	var string MD5;
    	var INT Revision;
    };

    var GameInfo.ServerResponseLine ServerState;
    var MasterServerGameStats GameStats;
    var UdpLink	GamespyQueryLink;
    var const int MatchID;
    var float ReconnectTime;
    var bool bReconnectPending;

    // config
    var globalconfig bool DoUplink;
    var globalconfig bool UplinkToGamespy;
    var globalconfig bool SendStats;
    var globalconfig bool ServerBehindNAT;
    var globalconfig bool DoLANBroadcast;

    // sorry, no code for you!
    native function Reconnect();

    event BeginPlay()
    {
    	local UdpGamespyQuery  GamespyQuery;
    	local UdpGamespyUplink GamespyUplink;

    	if( DoUplink )
    	{
    		// if we're uplinking to gamespy, also spawn the gamespy actors.
    		if( UplinkToGamespy )
    		{
    			GamespyQuery  = Spawn( class'UdpGamespyQuery' );
    			GamespyUplink = Spawn( class'UdpGamespyUplink' );

    			// FMasterServerUplink needs this for NAT.
    			GamespyQueryLink = GamespyQuery;
    		}

    		// If we're sending stats,
    		if( SendStats )
    		{
    			foreach AllActors(class'MasterServerGameStats', GameStats )
    			{
    				if( GameStats.Uplink == None )
    					GameStats.Uplink = Self;
    				else
    					GameStats = None;
    				break;
    			}
    			if( GameStats == None )
    				Log("MasterServerUplink: MasterServerGameStats not found - stats uploading disabled.");
    		}
    	}

    	Reconnect();
    }

    // Called when the connection to the master server fails or doesn't connect.
    event ConnectionFailed( bool bShouldReconnect )
    {
    	Log("Master server connection failed");
    	bReconnectPending = bShouldReconnect;
    	ReconnectTime = 0;
    }

    // Called when we should refresh the game state
    event Refresh()
    {
    	Level.Game.GetServerInfo(ServerState);
    	Level.Game.GetServerDetails(ServerState);
    	Level.Game.GetServerPlayers(ServerState);
    }

    // Call to log a stat line
    native event bool LogStatLine( string StatLine );

    // Handle disconnection.
    simulated function Tick( float Delta )
    {
    	Super.Tick(Delta);
    	ReconnectTime = ReconnectTime + Delta;
    	if( bReconnectPending )
    	{
    		if( ReconnectTime > 10.0 )
    		{
    			Log("Attempting to reconnect to master server");
    			bReconnectPending = False;
    			Reconnect();
    		}
    	}
    }

    defaultproperties
    {
    	DoUplink=True
    	UplinkToGamespy=True
    	SendStats=True
    	MatchID=0
    }

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Class file time: ne 5.9.2004 16:02:16.000 - Creation time: st 23.5.2018 00:10:45.139 - Created with UnCodeX