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class UBrowserGSpyLink extends UBrowserBufferedTcpLink; // Misc var UBrowserGSpyFact OwnerFactory; var IpAddr MasterServerIpAddr; var bool bOpened; // Params var string MasterServerAddress; // Address of the master server var int MasterServerTCPPort; // Optional port that the master server is listening on var int Region; // Region of the game server var int MasterServerTimeout; var string GameName; // Error messages var localized string ResolveFailedError; var localized string TimeOutError; var localized string CouldNotConnectError; // for WaitFor const FoundSecureRequest = 1; const FoundSecret = 2; const NextIP = 3; const NextAddress = 4; function BeginPlay() { Disable('Tick'); Super.BeginPlay(); } function Start() { ResetBuffer(); MasterServerIpAddr.Port = MasterServerTCPPort; if( MasterServerAddress=="" ) MasterServerAddress = "master"$Region$".gamespy.com"; Resolve( MasterServerAddress ); } function DoBufferQueueIO() { Super.DoBufferQueueIO(); } function Resolved( IpAddr Addr ) { // Set the address MasterServerIpAddr.Addr = Addr.Addr; // Handle failure. if( MasterServerIpAddr.Addr == 0 ) { Log( "UBrowserGSpyLink: Invalid master server address, aborting." ); return; } // Display success message. Log( "UBrowserGSpyLink: Master Server is "$MasterServerAddress$":"$MasterServerIpAddr.Port ); // Bind the local port. if( BindPort() == 0 ) { Log( "UBrowserGSpyLink: Error binding local port, aborting." ); return; } Open( MasterServerIpAddr ); SetTimer(MasterServerTimeout, False); } event Timer() { if(!bOpened) { Log("UBrowserGSpyLink: Couldn't connect to master server."); OwnerFactory.QueryFinished(False, CouldNotConnectError$MasterServerAddress); GotoState('Done'); } } event Closed() { } // Host resolution failue. function ResolveFailed() { Log("UBrowserGSpyLink: Failed to resolve master server address, aborting."); OwnerFactory.QueryFinished(False, ResolveFailedError$MasterServerAddress); GotoState('Done'); } event Opened() { bOpened = True; Enable('Tick'); WaitFor("\\basic\\\\secure\\", 5, FoundSecureRequest); } function Tick(float DeltaTime) { DoBufferQueueIO(); } function HandleServer(string Text) { local string Address; local string Port; Address = ParseDelimited(Text, ":", 1); Port = ParseDelimited(ParseDelimited(Text, ":", 2), "\\", 1); OwnerFactory.FoundServer(Address, int(Port), "", GameName); } function GotMatch(int MatchData) { switch(MatchData) { case FoundSecureRequest: Enable('Tick'); WaitForCount(6, 5, FoundSecret); break; case FoundSecret: Enable('Tick'); SendBufferedData("\\gamename\\"$GameName$"\\location\\"$Region$"\\validate\\"$Validate(WaitResult, GameName)$"\\final\\"); GotoState('FoundSecretState'); break; case NextIP: Enable('Tick'); if(WaitResult == "final\\") { OwnerFactory.QueryFinished(True); GotoState('Done'); } else WaitFor("\\", 10, NextAddress); break; case NextAddress: Enable('Tick'); HandleServer(WaitResult); WaitFor("\\", 5, NextIP); break; default: break; } } function GotMatchTimeout(int MatchData) { Log("Timed out in master server protocol. Waiting for "$WaitingFor$" in state "$MatchData); OwnerFactory.QueryFinished(False, TimeOutError); GotoState('Done'); } // States state FoundSecretState { function Tick(float Delta) { Global.Tick(Delta); // Hack for 0 servers in server list if(!IsConnected() && WaitResult == "\\final\\") { OwnerFactory.QueryFinished(True); GotoState('Done'); } } Begin: Enable('Tick'); SendBufferedData("\\list\\\\gamename\\"$GameName$"\\final\\"); WaitFor("ip\\", 30, NextIP); } state Done { Begin: Disable('Tick'); } defaultproperties { ResolveFailedError="The master server could not be resolved: " TimeOutError="Timeout talking to the master server" CouldNotConnectError="Connecting to the master server timed out: " } |
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