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//============================================================================== // Web Application to handle remote administration of server // // Revised by Micheal Comeau // Revised by Ron Prestenback // © 1998-2004, Epic Games, Inc. All Rights Reserved //============================================================================== class UTServerAdmin extends WebApplication config; // TODO: // Do something with colspan.inc var config string ActiveSkin; // Each query handler represents a section in webadmin var() config array<string> QueryHandlerClasses; var array<xWebQueryHandler> QueryHandlers; // Global Objects var() array<class<WebSkin> > WebSkins; // array of webadmin skins var() class<UTServerAdminSpectator> SpectatorType; var() class<WebSkin> DefaultWebSkinClass; var WebSkin CurrentSkin;// Currently loaded webadmin skin var UTServerAdminSpectator Spectator; // Used to get console messages var xAdminUser CurAdmin; // Currently logged admin (not thread safe) var PlayInfo GamePI; // Contains all confiurable variables var WebResponse Resp; // Non-thread safe reference to a WebResponse object // Lists var array<CacheManager.GameRecord> AllGames; var array<CacheManager.MapRecord> AllMaps; var array<CacheManager.MutatorRecord> AllMutators; // All mutators as determined by .int entries var StringArray AGameType; // All available Game Types var StringArray AExcMutators; // All available Mutators (Excluded) var StringArray AIncMutators; // All Mutators currently in play var StringArray Skins; // All Webadmin custom skins // Characters which aren't rendered correctly in HTML struct HtmlChar { var string Plain; var string Coded; }; var array<HtmlChar> SpecialChars; var config string DefaultBG; // Non-highlighted items var config string HighlightedBG; // Active links // Pages var config string RootFrame; // This is the master frame divided in 2: Top = Header, bottom = frame page var config string HeaderPage; // This is the header menu var config string MessagePage; // Name of the file containing the message template var config string FramedMessagePage; // Name of file containing message template for sub-frames var config string RestartPage; // This is the page that users will be transferred to when restarting the server var string htm; var config string AdminRealm; // Used by browsers to cache login information // HTML variables used for skins var string SkinPath; // Path to use for .htm and .inc content var string SiteCSSFile; // CSS file to use var string SiteBG; // Background color for this skin var string StatusOKColor; // Color of status ok messages var string StatusErrorColor; // Color of status error messages // Table cells var config string CellLeft; // Table cell, left justified var config string CellCenter; // Table cell, center justified var config string CellRight; // Table cell, right justified var config string CellColSpan; // Spanned table cell var config string NowrapLeft; // Nowrap table cell, left justified var config string NowrapCenter; // Nowrap table cell, center justified var config string NowrapRight; // Nowrap table cell, right justified var config string RowLeft; // Table row, left justified var config string RowCenter; // Table row, center justified // Form objects var config string CheckboxInclude; var config string TextboxInclude; var config string SubmitButtonInclude; var config string RadioButtonInclude; var config string SelectInclude; var config string ResetButtonInclude; var config string HiddenInclude; var config string SkinSelectInclude; // Global localization var localized string Accept; var localized string Deny; var localized string Update; var localized string Custom; var localized string Error; var localized string NoneText; var localized string SwitchText; var localized string DeleteText; var localized string NewText; var localized string Edit; var localized string WaitTitle; var localized string MapChanging; var localized string MapChangingTo; var localized string AccessDeniedText; var localized string ErrorAuthenticating; var localized string NoPrivs; var localized string LoadingGames, LoadingMaps, Initialized; var bool bDebug; // ===================================================================================================================== // ===================================================================================================================== // Initialization // ===================================================================================================================== // ===================================================================================================================== event Init() { Super.Init(); if (SpectatorType != None) Spectator = Level.Spawn(SpectatorType); else Spectator = Level.Spawn(class'UTServerAdminSpectator'); if (Spectator != None) Spectator.Server = self; // won't change as long as the server is up and the map hasnt changed LoadMaps(); LoadGameTypes(); LoadMutators(); LoadQueryHandlers(); ReplaceText( Initialized, "%class%", string(Class) ); ReplaceText( Initialized, "%port%", string(WebServer.ListenPort) ); Log(Initialized,'WebAdmin'); } function LoadMaps() { log(LoadingMaps,'WebAdmin'); class'CacheManager'.static.GetMaplist(AllMaps); } function LoadGameTypes() { local int i; Log(LoadingGames,'WebAdmin'); // reinitialize list if needed AGameType = New(None) class'SortedStringArray'; class'CacheManager'.static.GetGameTypeList(AllGames); for (i = 0; i < AllGames.Length; i++) AGameType.Add( AllGames[i].ClassName, AllGames[i].GameName ); } function LoadMutators() { local Mutator M; local int i, id; AExcMutators = New(None) class'StringArray'; AIncMutators = New(None) class'SortedStringArray'; if ( Level.IsDemoBuild() ) return; // Load All mutators class'CacheManager'.static.GetMutatorList(AllMutators); for (i = 0; i<AllMutators.Length; i++) AExcMutators.Add(string(i), AllMutators[i].ClassName); // Check Current Mutators for (M = Level.Game.BaseMutator; M != None; M = M.NextMutator) { if (M.bUserAdded) { id = AExcMutators.FindTagId(String(M.Class)); if (id >= 0) AIncMutators.Add(AExcMutators.GetItem(id), AllMutators[id].FriendlyName); else log("Unknown Mutator in use: "@M.Class,'WebAdmin'); } } } function LoadQueryHandlers() { local int i, j; local xWebQueryHandler QH; local class<xWebQueryHandler> QHC; LoadSkins(); for (i=0; i<QueryHandlerClasses.Length; i++) { QHC = class<xWebQueryHandler>(DynamicLoadObject(QueryHandlerClasses[i],class'Class')); // skip invalid classes if (QHC != None) { // Make sure we dont have duplicate instance of the same class for (j=0;j<QueryHandlers.Length; j++) { if (QueryHandlers[j].Class == QHC) { QHC = None; break; } } if (QHC != None) { QH = new(self) QHC; if (QH != None) { if (QH.Init()) { QueryHandlers.Length = QueryHandlers.Length+1; QueryHandlers[QueryHandlers.Length - 1] = QH; } else Log("WebQueryHandler:"@QHC@"could not be initialized",'WebAdmin'); } } } else { log("Invalid QueryHandlerClass:"$QueryHandlerClasses[i]$". Removing invalid entry.",'WebAdmin'); QueryHandlerClasses.Remove(i,1); SaveConfig(); } } } function string SetGamePI(optional string GameType) { local class<Info> TmpClass; local array<class<Info> > InfoClasses; local int i; if (GameType == "") { InfoClasses[0] = Level.Game.Class; GameType = string(Level.Game.Class); } else { TmpClass = class<Info>(DynamicLoadObject(GameType, class'Class')); if (TmpClass == None) { Log("Error loading gametype"@GameType,'WebAdmin'); return ""; } InfoClasses[0] = TmpClass; } if (GamePI == None) GamePI = new(None) class'PlayInfo'; if (Level.Game.AccessControl != None) InfoClasses[1] = Level.Game.AccessControl.Class; while (i < AIncMutators.Count()) { TmpClass = class<Info>(DynamicLoadObject(AllMutators[int(AIncMutators.GetItem(i++))].ClassName, class'Class')); if (TmpClass != None) InfoClasses[InfoClasses.Length] = TmpClass; } GamePI.Init( InfoClasses ); return GameType; } // ===================================================================================================================== // ===================================================================================================================== // List Initialization & Generation // ===================================================================================================================== // ===================================================================================================================== // Returns a list of all maps for this gametype function StringArray ReloadExcludeMaps(String GameType) { local int i, GameIndex; local string MapPrefix; local StringArray AMaps; local array<CacheManager.MapRecord> MapRecords; if ( GameType == "" ) GameType = string(Level.Game.Class); GameIndex = GetGameCacheIndex(GameType); if ( GameIndex == -1 ) { Warn("Could not load gametype"@GameType@"for maplist."); return AMaps; } AMaps = New(None) class'SortedStringArray'; MapPrefix = AllGames[GameIndex].MapPrefix; class'CacheManager'.static.GetMapList(MapRecords, MapPrefix); for ( i = 0; i < MapRecords.Length; i++ ) if ( ValidMap(MapRecords[i].MapName) ) { if ( bDebug ) log("Adding entry to exclude maplist Item '"$i$"' Tag '"$MapRecords[i].MapName$"'"); AMaps.Add(MapRecords[i].MapName, MapRecords[i].MapName, True); } return AMaps; } // Returns a list of active maps for this gametype function StringArray ReloadIncludeMaps(StringArray ExMaps, int GameIndex, int MapListIndex) { local int i, id; local string MapName; local array<string> Maps; local StringArray Arr; Arr = new(None) class'StringArray'; Maps = Level.Game.MaplistHandler.GetMapList(GameIndex, MapListIndex); for ( i = 0; i < Maps.Length; i++ ) { MapName = class'MaplistRecord'.static.GetBaseMapName(Maps[i]); Arr.Add( MapName $ Maps[i], MapName, True ); if ( bDebug ) log("Adding map entry to include list Item '"$MapName $ Maps[i]$"' Tag '"$MapName$"'"); // Always add the maps that are in the existing maplist, even if they aren't valid maps id = ExMaps.FindTagId(MapName); if ( id != -1 ) ExMaps.Remove(id); } return Arr; } // Only 'Mutators' has value when function is called function CreateFullMutatorList(out StringArray Mutators, out StringArray GroupsOnly) { local StringArray Grouped; local int i,j,z; local string GrpName; local string thisgroup, nextgroup; // This class provides a specialized sorting function // since mutators may be grouped - mutators in the same groups // are not allowed to be selected together Grouped = new(None) class'SortedStringArray'; // Create array sorted on GroupName...this allows to flag // the mutator for a different .inc file (radio instead of checkbox) for (i = 0; i < Mutators.Count(); i++) { j = int(Mutators.GetItem(i)); // If the mutator author forgot to configure a group name for the mutator, // generate a groupname "Z" + number, so that every mutator without group name // has its own group, and isn't grouped together if (AllMutators[j].GroupName == "") GrpName = "Z" $ string (z++); else GrpName = AllMutators[j].GroupName; Grouped.Add(string(j),GrpName $ "." $ AllMutators[j].FriendlyName $ AllMutators[j].ClassName); } // Move all grouped mutators to GroupsOnly StringArray for sorting by friendly name for (i = 0; i < Grouped.Count(); i++) { thisgroup = AllMutators[int(Grouped.GetItem(i))].GroupName; nextgroup = ""; if (thisgroup == "") continue; if (i+1 < Grouped.Count()) nextgroup = AllMutators[int(Grouped.GetItem(i+1))].GroupName; if (thisgroup ~= nextgroup) { j=i; while(nextgroup ~= thisgroup && j < Grouped.Count()) { GroupsOnly.MoveFromId(Grouped, Grouped.FindItemId(Grouped.GetItem(j))); thisgroup = nextgroup; if (j+1 == Grouped.Count()) nextgroup=""; else nextgroup = AllMutators[int(Grouped.GetItem(j+1))].GroupName; } if (j < Grouped.Count()) GroupsOnly.MoveFromId(Grouped,Grouped.FindItemId(Grouped.GetItem(j))); i=-1; } } // Move all non-grouped mutators back to Mutators StringArray // for re-sorting by Friendly Name Mutators.Reset(); for (i=0;i<Grouped.Count();i++) { j=int(Grouped.GetItem(i)); Mutators.Add(string(j),AllMutators[j].FriendlyName); } Grouped.Reset(); } // ===================================================================================================================== // ===================================================================================================================== // Server Management & Control // ===================================================================================================================== // ===================================================================================================================== function LoadSkins() { local int i; local string S; local class<WebSkin> SkinClass; Skins = new(None) class'StringArray'; S = Level.GetNextInt("XWebAdmin.WebSkin", i++); while (S != "") { SkinClass = class<WebSkin>(DynamicLoadObject(S, class'Class')); if (SkinClass != None) { Skins.Add(Level.GetItemName(string(SkinClass)), SkinClass.default.DisplayName); WebSkins[WebSkins.Length] = SkinClass; } S = Level.GetNextInt("XWebAdmin.WebSkin", i++); } ApplySkinSettings(); } function ApplySkinSettings() { local int i; if (Skins == None) return; if (CurrentSkin != None && Level.GetItemName(string(CurrentSkin.Class)) ~= ActiveSkin) return; i = Skins.FindItemId(ActiveSkin); if (i < 0) CurrentSkin = new(None) class'XWebAdmin.UT2K3Skin'; else CurrentSkin = new(None) WebSkins[i]; if (CurrentSkin != None) CurrentSkin.Init(Self); } function ServerChangeMap(WebRequest Request, WebResponse Response, string MapName, string GameType) { local int i; local bool bConflict; local string Conflicts, Str, ShortName, Muts; if (Level.NextURL != "") { ShowMessage(Response, WaitTitle, MapChanging); } if (Request.GetVariable("Save", "") != "") { // All we need to do is override settings as required for (i = 0; i<GamePI.Settings.Length; i++) { ShortName = Level.GetItemName(GamePI.Settings[i].SettingName); if (Request.GetVariable(GamePI.Settings[i].SettingName, "") != "") Level.UpdateURL(ShortName, GamePI.Settings[i].Value, false); } } else { bConflict = false; Conflicts = ""; // Make sure we have a GamePI with the right GameType selected GameType = SetGamePI(GameType); // Check each parameter and see if it conflicts with the settings on the command line for (i = 0; i<GamePI.Settings.Length; i++) { // Hack to get around "AdminName bug" if (HasURLOption(GamePI.Settings[i].SettingName, Str) && !(GamePI.Settings[i].Value ~= Str) && GamePI.Settings[i].SettingName != "GameReplicationInfo.AdminName") { // We have a conflicting setting, prepare a table row for it. Response.Subst("SettingName", GamePI.Settings[i].SettingName); Response.Subst("SettingText", GamePI.Settings[i].DisplayName); Response.Subst("DefVal", GamePI.Settings[i].Value); Response.Subst("URLVal", Str); Response.Subst("MapName", MapName); Response.Subst("GameType", GameType); Conflicts = Conflicts $ WebInclude(RestartPage$"_row");//skinme bConflict = true; } } if (bConflict) { // Conflicts exist .. show the RestartPage Response.Subst("Conflicts", Conflicts); Response.Subst("PostAction", RestartPage); Response.Subst("Section", "Restart Conflicts"); Response.Subst("SubmitValue", Accept); ShowPage(Response, RestartPage); return; } } Muts = UsedMutators(); if (Muts != "") Muts = "?Mutator=" $ Muts; Level.ServerTravel(MapName$"?Game="$GameType$Muts, false); ShowMessage(Response, WaitTitle, MapChanging); } // Save custom maplist function UpdateCustomMapList(int GameIndex, int Index, string NewName) { if ( !(Level.Game.MaplistHandler.GetMapListTitle(GameIndex, Index) == NewName) ) Index = Level.Game.MaplistHandler.RenameList(GameIndex, Index, NewName); if ( Level.Game.MaplistHandler.GetActiveList(GameIndex) == Index ) Level.Game.MaplistHandler.ApplyMaplist(GameIndex, Index); else Level.Game.MaplistHandler.SaveMapList(GameIndex, Index); } // Called at end of game function CleanupApp() { local int i; if (Spectator != None) Spectator = None; for (i = 0; i < QueryHandlers.Length; i++) QueryHandlers[i].Cleanup(); // In case a query is hung if (Resp != None) CleanupQuery(); Super.CleanupApp(); // Always call Super.CleanupApp(); } // ===================================================================================================================== // ===================================================================================================================== // Webpage Query Response Handling // ===================================================================================================================== // ===================================================================================================================== function bool PreQuery(WebRequest Request, WebResponse Response) { local bool bResult; local int i; if (Level == None || Level.Game == None || Level.Game.AccessControl == None) { ShowMessage(Response, Error, ErrorAuthenticating); return false; } // Prevent admin credentials from being stored across threads // Also ensure that hanging connections are closed before beginning another Query() if (Resp != None) CleanupQuery(); if (Spectator == None) { if (SpectatorType != None) Spectator = Level.Spawn(SpectatorType); else Spectator = Level.Spawn(class'UTServerAdminSpectator'); if (Spectator != None) Spectator.Server = self; } if (Spectator == None) { ShowMessage(Response, Error, ErrorAuthenticating); return false; } // Check authentication: if (!Level.Game.AccessControl.AdminLogin(Spectator, Request.Username, Request.Password)) { Response.FailAuthentication(AdminRealm); return false; } CurAdmin = Level.Game.AccessControl.GetLoggedAdmin(Spectator); if (CurAdmin == None) { ShowMessage(Response, Error, ErrorAuthenticating); Level.Game.AccessControl.AdminLogout(Spectator); return false; } Resp = Response; bResult = True; for (i=0; i<QueryHandlers.Length; i++) { if (!QueryHandlers[i].PreQuery(Request, Response)) bResult = False; } return bResult; } event Query(WebRequest Request, WebResponse Response) { local int i; Response.Subst("BugAddress", "webadminbugs"$Level.EngineVersion$"@epicgames.com"); Response.Subst("CSS", SiteCSSFile); Response.Subst("BODYBG", SiteBG); // Match query function. checks URI and calls appropriate input/output function if (CurrentSkin != None && CurrentSkin.SpecialQuery.Length > 0) { for (i = 0; i < CurrentSkin.SpecialQuery.Length; i++) { if (CurrentSkin.SpecialQuery[i] ~= Mid(Request.URI,1)) { if (CurrentSkin.HandleSpecialQuery(Request, Response)) return; break; } } } // Check whether we're supposed to handle this query switch (Mid(Request.URI, 1)) { case "": case RootFrame: QueryRootFrame(Request, Response); return; case HeaderPage: QueryHeaderPage(Request, Response); return; case RestartPage: if (!MapIsChanging()) QuerySubmitRestartPage(Request, Response); return; case SiteCSSFile: Response.SendCachedFile( Path $ SkinPath $ "/" $ Mid(Request.URI, 1), "text/css"); return; } // If not, allow each query handler a chance to process this query. Show error message if no query handlers // were able to handle the query for (i=0; i<QueryHandlers.Length; i++) if (QueryHandlers[i].Query(Request, Response)) return; ShowMessage(Response, Error, "Page not found!"); return; } event PostQuery(WebRequest Request, WebResponse Response) { local int i; for (i=0; i<QueryHandlers.Length; i++) if (!QueryHandlers[i].PostQuery(Request, Response)) Response.Connection.bDelayCleanup = True; if (Response.Connection.IsHanging()) return; CleanupQuery(); } function CleanupQuery() { if (Resp != None && Resp.Connection.IsHanging()) Resp.Connection.Timer(); Resp = None; CurAdmin = None; Level.Game.AccessControl.AdminLogout(Spectator); } // Generates the HTML for the main root frame function QueryRootFrame(WebRequest Request, WebResponse Response) { local String GroupPage; if (QueryHandlers.Length > 0) GroupPage = QueryHandlers[0].DefaultPage; if (Request.GetVariable("ChangeSkin") != "") { ActiveSkin = Request.GetVariable("WebSkin", ActiveSkin); ApplySkinSettings(); SaveConfig(); } GroupPage = Request.GetVariable("Group", GroupPage); Response.Subst("HeaderURI", HeaderPage$"?Group="$GroupPage); Response.Subst("BottomURI", GroupPage); Response.Subst("ServerName", class'GameReplicationInfo'.default.ServerName); ShowFrame(Response, RootFrame); } // Generates the HTML for the top frame, which displays the available areas of webadmin and webadmin skin selector function QueryHeaderPage(WebRequest Request, WebResponse Response) { local int i; local string menu, GroupPage, Dis, CurPageTitle; Response.Subst("AdminName", CurAdmin.UserName); Response.Subst("HeaderColSpan", "2"); if (QueryHandlers.Length > 0) { GroupPage = Request.GetVariable("Group", QueryHandlers[0].DefaultPage); // We build a multi-column table for each QueryHandler menu = ""; CurPageTitle = ""; for (i=0; i<QueryHandlers.Length; i++) { if (QueryHandlers[i].DefaultPage == GroupPage) CurPageTitle = QueryHandlers[i].Title; Dis = ""; if (QueryHandlers[i].NeededPrivs != "" && !CanPerform(QueryHandlers[i].NeededPrivs)) Dis = "d"; Response.Subst("MenuLink", RootFrame$"?Group="$QueryHandlers[i].DefaultPage); Response.Subst("MenuTitle", QueryHandlers[i].Title); menu = menu$WebInclude(HeaderPage$"_item"$Dis);//skinme } Response.Subst("Location", CurPageTitle); Response.Subst("HeaderMenu", menu); } if ( CanPerform("Xs") ) { Response.Subst("HeaderColSpan", "3"); Response.Subst("SkinSelect", Select("WebSkin", GenerateSkinSelect())); Response.Subst("WebSkinSelect", WebInclude(SkinSelectInclude)); } // Set URIs ShowPage(Response, HeaderPage); } function QueryRestartPage(WebRequest Request, WebResponse Response) { if ( CanPerform("Mr|Mt|Mm|Ms|Mu|Ml") ) ServerChangeMap(Request, Response, Level.GetURLMap(), String(Level.Game.Class)); } function QuerySubmitRestartPage(WebRequest Request, WebResponse Response) { if ( CanPerform("Mr|Mt|Mm|Ms|Mu|Ml") ) ServerChangeMap(Request, Response, Request.GetVariable("MapName"), Request.GetVariable("GameType")); } // Generates HTML indicating that the admin doesn't have the priviledges required to view this page function AccessDenied(WebResponse Response) { ShowMessage(Response, AccessDeniedText, NoPrivs); } // ===================================================================================================================== // ===================================================================================================================== // HTML Generators for combo lists // ===================================================================================================================== // ===================================================================================================================== // HTML for gametype combo options function string GenerateGameTypeOptions(String CurrentGameType) { local int i; local string SelectedStr, OptionStr; for (i=0; i < AGameType.Count(); i++) { if (CurrentGameType ~= AGameType.GetItem(i)) SelectedStr = " selected"; else SelectedStr = ""; OptionStr = OptionStr$"<option value=\""$AGameType.GetItem(i)$"\""$SelectedStr$">"$AGameType.GetTag(i)$"</option>"; } return OptionStr; } // HTML for active mutator selection list function string GenerateMutatorOptions(String SelectedMutators) { local int i, j; local string SelectedStr, OptionStr; local array<string> MutatorList; local StringArray SortedMutatorList; local bool bNoMutators; Split( SelectedMutators, ",", MutatorList); SortedMutatorList = new(None) class'SortedStringArray'; for(i=0; i < AllMutators.Length; i++) SortedMutatorList.Add(AllMutators[i].ClassName,AllMutators[i].FriendlyName); // Search mutator list for NONE, if found then no other mutators can be selected. SelectedStr = ""; for( j=0; j < MutatorList.Length; j++) { if( MutatorList[j] ~= "NONE" ) { SelectedStr = " selected"; bNoMutators = true; break; } } // add None options - for unloading all mutators OptionStr = "<option value=\"NONE\"" $ SelectedStr $ ">" $ NoneText $ "</option>"; for(i=0; i < SortedMutatorList.Count(); i++) { SelectedStr = ""; if( !bNoMutators ) // dont select other mutators if none selected { for( j=0; j < MutatorList.Length; j++) { if( MutatorList[j] ~= SortedMutatorList.GetItem(i) ) { SelectedStr = " selected"; break; } } } OptionStr $= "<option value=\"" $ SortedMutatorList.GetItem(i) $ "\"" $ SelectedStr $ ">" $ SortedMutatorList.GetTag(i) $ "</option>"; } SortedMutatorList.Reset(); return OptionStr; } // HTML for maplist selection options function string GenerateMapListOptions(string GameType, int Active) { local int i, idx; local array<string> Ar; local string Result, selected; idx = Level.Game.MaplistHandler.GetGameIndex(GameType); Ar = Level.Game.MaplistHandler.GetMapListNames(idx); for (i = 0; i < Ar.Length; i++) { selected =Eval(i == Active, " selected", ""); Result $= "<option value=\"" $ string(i) $ "\"" $ selected $ ">" $ Ar[i] $ "</option>"; } return Result; } // HTML for the dual map selection lists function string GenerateMapListSelect(StringArray MapList, StringArray MovedMaps) { local int i; local String ResponseStr, SelectedStr; if (MapList.Count() == 0) return "<option value=\"\">***"@NoneText@"***</option>"; for (i = 0; i<MapList.Count(); i++) { if ( ValidMap(MapList.GetTag(i))) { SelectedStr = ""; if (MovedMaps != None && MovedMaps.FindTagId(MapList.GetTag(i)) >= 0) SelectedStr = " selected"; ResponseStr = ResponseStr$"<option value=\""$MapList.GetItem(i)$"\""$SelectedStr$">"$MapList.GetTag(i)$"</option>"; } } return ResponseStr; } // HTML for webadmin skin options function string GenerateSkinSelect() { local string S, selectedstring; local int i; if (Skins.Count() == 0) return "<option value=\"\">***"@NoneText@"***</option>"; for (i = 0; i < Skins.Count(); i++) { SelectedString = Eval(CurrentSkin != None && Level.GetItemName(string(CurrentSkin.Class)) ~= Skins.GetItem(i), " selected", ""); S = S $ "<option value=\""$Skins.GetItem(i)$"\""$SelectedString$">"$Skins.GetTag(i)$"</option>"; } return S; } // ===================================================================================================================== // ===================================================================================================================== // HTML helpers // ===================================================================================================================== // ===================================================================================================================== // Replaces special characters in a regular string with HTML static function string HtmlEncode(string src) { local int i; for (i = 0; i < default.SpecialChars.Length; i++) src = Repl(src, default.SpecialChars[i].Plain, default.SpecialChars[i].Coded); return src; } // Replaces HTML special characters with regular text static function string HtmlDecode(string src) { local int i; for (i = 0; i < default.SpecialChars.Length; i++) src = Repl(src, default.SpecialChars[i].Coded, default.SpecialChars[i].Plain); return src; } // Make the specified string's length equal to MaxWidth by adding PadString to the beginning of the string function string PadLeft( string Text, int MaxWidth, optional string PadString) { local String OutStr; if (PadString == "") PadString = " "; for (OutStr = Text; Len(OutStr) < MaxWidth; OutStr = PadString $ OutStr); return Right(OutStr, MaxWidth); // in case PadStr is more than one character } // Make the specified string's length equal to MaxWidth by adding PadString to the end of the string function string PadRight(string Text, int MaxWidth, optional string PadString) { local string OutStr; if (PadString == "") PadString = " "; for (OutStr = Text; Len(OutStr) < MaxWidth; OutStr $= PadString); return Left(OutStr, MaxWidth); } // Adds the HTML necessary for showing the current map's name function MapTitle(WebResponse Response) { local string str, smap; str = Level.Game.GameReplicationInfo.GameName$" in "; if (Level.Title ~= "untitled") { smap = Level.GetURLMap(); if (Right(smap, 4) ~= ".ut2") str $= Left(smap, Len(smap) - 4); else str $= smap; } else str $= Level.Title; Response.Subst("SubTitle", str); } function bool MapIsChanging() { if (Level.NextURL != "") { ShowMessage(Resp, WaitTitle, MapChanging); return true; } return false; } // Converts the specified text into a hyperlink function string HyperLink(string url, string text, bool bEnabled, optional string target) { local string hlink; if (bEnabled) { hlink = "<a href='"$url$"'"; if (target != "") hlink = hlink@"target='"$target$"'"; hlink = hlink$">"$text$"</a>"; return hlink; } return text; } // Loads an .inc file into the current WebResponse object function string WebInclude(string file) { local string S; if (CurrentSkin != None) { S = CurrentSkin.HandleWebInclude(Resp, file); if (S != "") return S; } return Resp.LoadParsedUHTM(Path $ SkinPath $ "/" $ file $ ".inc"); } function bool ShowFrame(WebResponse Response, string Page) { if (CurrentSkin != None && CurrentSkin.HandleHTM(Response, Page)) return true; Response.IncludeUHTM( Path $ SkinPath $ "/" $ Page $ htm); return true; } function bool ShowPage(WebResponse Response, string Page) { if (CurrentSkin != None && CurrentSkin.HandleHTM(Response, Page)) { Response.ClearSubst(); return true; } Response.IncludeUHTM( Path $ SkinPath $ "/" $ Page $ htm); Response.ClearSubst(); return true; } function StatusError(WebResponse Response, string Message) { if (Left(Message,1) == "@") Message = Mid(Message,1); Response.Subst("Status", "<font color='"$StatusErrorColor$"'>"$Message$"</font><br>"); } function StatusOk(WebResponse Response, string Message) { Response.Subst("Status", "<font color='"$StatusOKColor$"'>"$Message$"</font>"); } function bool StatusReport(WebResponse Response, string ErrorMessage, string SuccessMessage) { if (ErrorMessage == "") StatusOk(Response, SuccessMessage); else StatusError(Response, ErrorMessage); return ErrorMessage==""; } function ShowMessage(WebResponse Response, string Title, string Message) { if (CurrentSkin != None && CurrentSkin.HandleMessagePage(Response, Title, Message)) return; Response.Subst("Section", Title); Response.Subst("Message", Message); Response.IncludeUHTM(Path $ SkinPath $ "/" $ MessagePage $ htm); } // Framed message page (eliminates double headers) function ShowFramedMessage(WebResponse Response, string Message, bool bIsErrorMsg) { if (CurrentSkin != None && CurrentSkin.HandleFrameMessage(Response, Message, bIsErrorMsg)) return; if (bIsErrorMsg) StatusError(Response,Message); else Response.Subst("Message", Message); Response.IncludeUHTM(Path $ SkinPath $ "/" $ FramedMessagePage $ htm); } // ===================================================================================================================== // ===================================================================================================================== // Form control HTML helpers // ===================================================================================================================== // ===================================================================================================================== // Creates a checkbox, optionally greying it out (disabled) function string Checkbox(string tag, bool bChecked, optional bool bDisabled) { Resp.Subst("CheckName", tag); Resp.Subst("Checked", Eval(bChecked, " checked", "")); Resp.Subst("Disabled", Eval(bDisabled, " disabled", "")); return WebInclude(CheckboxInclude); } function string Hidden(string Tag, string Value) { Resp.Subst("HiddenName", Tag); Resp.Subst("HiddenValue", Value); return WebInclude(HiddenInclude); } // Creates a submit button function string SubmitButton(string SubmitButtonName, string SubmitButtonValue) { Resp.Subst("SubmitName", SubmitButtonName); Resp.Subst("SubmitValue", SubmitButtonValue); return WebInclude(SubmitButtonInclude); } function string ResetButton(string ResetButtonName, string ResetButtonValue) { Resp.Subst("ResetName", ResetButtonName); Resp.Subst("ResetValue", ResetButtonValue); return WebInclude(ResetButtonInclude); } // Creates a textbox, optionally providing a default value function string TextBox(string TextName, coerce string Size, coerce string MaxLength, optional string DefaultValue) { Resp.Subst("TextName", TextName); if (int(Size) > 0) Resp.Subst("TextSize", "size=\""$Size$"\""); else Resp.Subst("TextSize", ""); if (int(MaxLength) > 0) Resp.Subst("TextLength", "maxlength=\""$MaxLength$"\""); else Resp.Subst("TextLength", ""); Resp.Subst("TextValue", DefaultValue); return WebInclude(TextboxInclude); } function string RadioButton(string Group, string Value, bool bSelected) { Resp.Subst("RadioGroup", Group); Resp.Subst("RadioValue", Value); Resp.Subst("Selected", Eval(bSelected, " checked", "")); return WebInclude(RadioButtonInclude); } function string Select(string SelectName, string SelectOptions) { Resp.Subst("SelectName", SelectName); Resp.Subst("ListOptions", SelectOptions); return WebInclude(SelectInclude); } // ===================================================================================================================== // ===================================================================================================================== // Accessor / Utility Functions // ===================================================================================================================== // ===================================================================================================================== function int GetGameCacheIndex( string GameClass ) { local int i; for ( i = 0; i < AllGames.Length; i++ ) if ( AllGames[i].ClassName ~= GameClass ) return i; return -1; } // Returns whether this map is a valid map function bool ValidMap(string MapURL) { local int i; local string MapName; if ( Left(Caps(MapName),4) ~= "TUT-" ) return false; MapName = class'MaplistRecord'.static.GetBaseMapName(MapURL); for ( i = 0; i < AllMaps.Length; i++ ) { if ( AllMaps[i].MapName ~= MapName ) return true; } return false; } function FormatMapName(out string FullName, out string ShortName) { local string ext; ext = ".ut2"; if (FullName == "" && ShortName == "") return; if (FullName != "" && ShortName == "") { if (Right(FullName, 4) ~= ext) ShortName = Left(FullName, Len(FullName) - 4); else { ShortName = FullName; FullName = FullName $ ext; } } else if (FullName == "" && ShortName != "") { if (Right(ShortName,4) ~= ext) { FullName = ShortName; ShortName = Left(ShortName, Len(ShortName) - 4); } else FullName = ShortName $ ext; } else { if (!(Right(FullName,4) ~= ext)) FullName = FullName $ ext; ShortName = Left(FullName, Len(FullName) - 4); } } function String UsedMutators() { local int i; local String OutStr; while (i < AIncMutators.Count()) { if (OutStr != "") OutStr $= ","; OutStr $= AllMutators[int(AIncMutators.GetItem(i++))].ClassName; } return OutStr; } function bool HasURLOption(string ParamName, out string Value) { local string Param; local int i; Param = ParamName; while (true) { i = Instr(Param, "."); if (i < 0) break; Param = Mid(Param, i+1); } Value = Level.GetUrlOption(Param); return Value != ""; } function string NextPriv(out string PrivString) { local int pos; local string Priv; pos = Instr(PrivString, "|"); if (pos < 0) pos = Len(PrivString); EatStr(Priv, PrivString, Pos); if (PrivString != "") // Remove leading pipe char PrivString = Mid(PrivString, 1); return Priv; } function bool CanPerform(string privs) { local string priv; priv = NextPriv(privs); while (priv != "") { if (Level.Game.AccessControl.AllowPriv(priv) && CurAdmin.HasPrivilege(priv)) return true; priv = NextPriv(privs); } return false; } defaultproperties { SpectatorType=class'XWebAdmin.UTServerAdminSpectator' DefaultWebSkinClass=class'XWebAdmin.UT2K3Skin' QueryHandlerClasses(0)="XWebAdmin.xWebQueryCurrent" QueryHandlerClasses(1)="XWebAdmin.xWebQueryDefaults" QueryHandlerClasses(2)="XWebAdmin.xWebQueryAdmins" RootFrame="rootframe" HeaderPage="mainmenu" MessagePage="message" RestartPage="server_restart" DefaultBG="#aaaaaa" HighlightedBG="#3a7c8c" SiteBG="#243954" AdminRealm="UT Remote Admin Server" htm=".htm" SpecialChars(0)=(Plain="&",Coded="&") SpecialChars(1)=(Plain="\"",Coded=""") SpecialChars(2)=(Plain=" ",Coded=" ") SpecialChars(3)=(Plain="<",Coded="<") SpecialChars(4)=(Plain=">",Coded=">") SpecialChars(5)=(Plain="©",Coded="©") SpecialChars(6)=(Plain="™",Coded="™") SpecialChars(7)=(Plain="®",Coded="®") StatusOKColor="#33cc66" StatusErrorColor="Yellow" Accept="Accept" Deny="Deny" Update="Update" Custom="Custom" Error="Error" NoneText="None" SwitchText="Switch" DeleteText="Delete" NewText="New" Edit="Edit" AccessDeniedText="Access Denied" ErrorAuthenticating="Exception Occurred During Authentication!" NoPrivs="Your privileges are not sufficient to view this page." WaitTitle="Please Wait" MapChanging="The server is now switching maps. Please allow 10 - 15 seconds while the server changes maps." MapChangingTo="The server is now switching to map '%MapName%'. Please allow 10-15 seconds while the server changes maps." LoadingGames="Loading Game Types" LoadingMaps="Loading Available Maps" Initialized="%class% Initialized on port %port%" FramedMessagePage="frame_message" SiteCSSFile="ut2003.css" CheckboxInclude="checkbox" TextboxInclude="textbox" RadioButtonInclude="radio_button" SelectInclude="select" SubmitButtonInclude="submit_button" ResetButtonInclude="reset_button" HiddenInclude="hidden" SkinSelectInclude="mainmenu_items" CellLeft="cell_left" CellCenter="cell_center" CellRight="cell_right" CellColSpan="cell_colspan" NowrapLeft="cell_left_nowrap" NowrapCenter="cell_center_nowrap" NowrapRight="cell_right_nowrap" RowLeft="row_left" RowCenter="row_center" bDebug=False } |
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