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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, STM_CheckOptionReply, }; enum EMasterToServer { MTS_ClientChallenge, MTS_ClientAuthFailed, MTS_Shutdown, MTS_MatchID, MTS_MD5Update, MTS_UpdateOption, MTS_CheckOption, MTS_ClientMD5Fail, MTS_ClientBanned, MTS_ClientDupKey, MTS_UTANBan, }; 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 bool bInitialStateCached; var GameInfo.ServerResponseLine ServerState, FullCachedServerState, CachedServerState; var float CacheRefreshTime; var int CachePlayerCount; 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; var globalconfig bool bIgnoreUTANBans; const MSUPROPNUM = 3; var localized string MSUPropText[MSUPROPNUM]; var localized string MSUPropDesc[MSUPROPNUM]; // sorry, no code for you! native function Reconnect(); native function ForceGameStateRefresh(int When); event BeginPlay() { local class<UdpLink> LinkClass; if( DoUplink ) { // if we're uplinking to gamespy, also spawn the gamespy actors. if( UplinkToGamespy ) { LinkClass = class<UdpLink>(DynamicLoadObject("IpDrv.UdpGamespyQuery", class'Class')); if ( LinkClass != None ) GamespyQueryLink = Spawn( LinkClass ); // FMasterServerUplink needs this for NAT. LinkClass = class<UdpLink>(DynamicLoadObject("IpDrv.UdpGamespyUplink", class'Class')); if ( LinkClass != None ) Spawn( LinkClass ); } // 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 ) { // This master Server Index is bad. Log("Master server connection failed"); bReconnectPending = bShouldReconnect; if (bShouldReconnect) { if (ActiveMasterServerList.Length>0 && LastMSIndex<ActiveMasterServerList.Length) ActiveMasterServerList.Remove(LastMSIndex,1); if (ActiveMasterServerList.Length==0) ReconnectTime=10.0; else ReconnectTime=2.0; } else ReconnectTime = 0; } // Called when we should refresh the game state event Refresh() { if ( (!bInitialStateCached) || ( Level.TimeSeconds > CacheRefreshTime ) ) { Level.Game.GetServerInfo(FullCachedServerState); Level.Game.GetServerDetails(FullCachedServerState); CachedServerState = FullCachedServerState; Level.Game.GetServerPlayers(FullCachedServerState); ServerState = FullCachedServerState; CacheRefreshTime = Level.TimeSeconds + 60; bInitialStateCached = false; } else if (Level.Game.NumPlayers != CachePlayerCount) { ServerState = CachedServerState; Level.Game.GetServerPlayers(ServerState); FullCachedServerState = ServerState; } else ServerState = FullCachedServerState; CachePlayerCount = Level.Game.NumPlayers; } // Call to log a stat line native event bool LogStatLine( string StatLine ); // Handle disconnection. simulated function Tick( float Delta ) { Super.Tick(Delta); if( bReconnectPending ) { ReconnectTime -= Delta; if( ReconnectTime <= 0.0 ) { Log("Attempting to reconnect to master server!"); bReconnectPending = False; Reconnect(); } } } static function FillPlayInfo(PlayInfo PlayInfo) { Super.FillPlayInfo(PlayInfo); PlayInfo.AddSetting(default.ServerGroup, "DoUplink", default.MSUPropText[0], 255, 1, "Check",,,True); PlayInfo.AddSetting(default.ServerGroup, "bIgnoreUTANBans", default.MSUPropText[2], 255, 1, "Check",,,True); } static event string GetDescriptionText(string PropName) { switch (PropName) { case "DoUplink": return default.MSUPropDesc[0]; case "SendStats": return default.MSUPropDesc[1]; case "bIgnoreUTANBans": return default.MSUPropDesc[2]; } return Super.GetDescriptionText(PropName); } defaultproperties { DoUplink=True UplinkToGamespy=True SendStats=True MatchID=0 MSUPropText(0)="Advertise Server" MSUPropText(1)="Process Stats" MSUPropText(2)="Ignore UTAN Bans" MSUPropDesc(0)="if true, your server is advertised on the internet server browser." MSUPropDesc(1)="Publishes player stats from your server on the UT2004 stats website." MSUPropDesc(2)="If true, your server will ignore UTAN based bans coming from the master server." bInitialStateCached=false CachePlayerCount=-1 } |
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