Stanislav N. aka pztrn
1e676437d8
Fixed a bunch of data races which should lead in stability improvements. Added possibility to specify game profile path within profile item. Added Urban Terror 4.3.2.
291 lines
8.9 KiB
Go
291 lines
8.9 KiB
Go
// URTator - Urban Terror server browser and game launcher, written in
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// Go.
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//
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// Copyright (c) 2016, Stanslav N. a.k.a pztrn (or p0z1tr0n)
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// All rights reserved.
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//
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// Licensed under Terms and Conditions of GNU General Public License
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// version 3 or any higher.
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// ToDo: put full text of license here.
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package requester
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import (
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// stdlib
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"errors"
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"fmt"
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"net"
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"runtime"
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"strconv"
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"strings"
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"sync"
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"time"
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// local
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"github.com/pztrn/urtrator/datamodels"
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)
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type Pooler struct {
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// Maximum number of simultaneous requests running.
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maxrequests int
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// Packet prefix.
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pp string
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// Current requests counter mutex.
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cur_requests_mutex sync.Mutex
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}
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func (p *Pooler) Initialize() {
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fmt.Println("Initializing requester goroutine pooler...")
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// ToDo: figure out how to make this work nice.
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p.maxrequests = 200
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_ = runtime.GOMAXPROCS(runtime.NumCPU() * 4)
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p.pp = "\377\377\377\377"
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fmt.Println("Pooler initialized")
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}
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func (p *Pooler) PingOneServer(server_address string) {
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var wait sync.WaitGroup
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Cache.ServersMutex.Lock()
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server := Cache.Servers[server_address].Server
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Cache.ServersMutex.Unlock()
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wait.Add(1)
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go func(srv *datamodels.Server) {
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defer wait.Done()
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p.pingServersExecutor(srv)
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}(server)
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wait.Wait()
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}
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// Servers pinging pooler. Should be started as goroutine to prevent
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// UI blocking.
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func (p *Pooler) PingServers(servers_type string) {
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fmt.Println("About to ping " + servers_type + " servers...")
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cur_requests := 0
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var wait sync.WaitGroup
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Cache.ServersMutex.Lock()
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for _, server_to_ping := range Cache.Servers {
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if servers_type == "favorites" && server_to_ping.Server.Favorite != "1" {
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continue
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}
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for {
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p.cur_requests_mutex.Lock()
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if cur_requests == p.maxrequests {
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p.cur_requests_mutex.Unlock()
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time.Sleep(time.Second * 1)
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} else {
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p.cur_requests_mutex.Unlock()
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break
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}
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}
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wait.Add(1)
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p.cur_requests_mutex.Lock()
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cur_requests += 1
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p.cur_requests_mutex.Unlock()
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go func(srv *datamodels.Server) {
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defer wait.Done()
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p.pingServersExecutor(srv)
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p.cur_requests_mutex.Lock()
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cur_requests -= 1
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p.cur_requests_mutex.Unlock()
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}(server_to_ping.Server)
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}
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wait.Wait()
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Cache.ServersMutex.Unlock()
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}
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func (p *Pooler) pingServersExecutor(server *datamodels.Server) error {
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srv := server.Ip + ":" + server.Port
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fmt.Println("Pinging " + srv)
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// Dial to server.
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start_p := time.Now()
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conn_ping, err2 := net.Dial("udp", srv)
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if err2 != nil {
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fmt.Println("Error dialing to server " + srv + "!")
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return errors.New("Error dialing to server " + srv + "!")
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}
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// Set deadline, so we won't wait forever.
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ddl_ping := time.Now()
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// This should be enough. Maybe, you should'n run URTrator on modem
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// connections? :)
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ddl_ping = ddl_ping.Add(time.Second * 10)
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conn_ping.SetDeadline(ddl_ping)
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msg_ping := []byte(p.pp + "getinfo")
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conn_ping.Write(msg_ping)
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// UDP Buffer.
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var received_buf_ping []byte = make([]byte, 128)
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// Received buffer.
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var raw_received_ping []byte
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_, err := conn_ping.Read(received_buf_ping)
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if err != nil {
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fmt.Println("PING ERROR")
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}
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raw_received_ping = append(raw_received_ping, received_buf_ping...)
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conn_ping.Close()
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delta := strconv.Itoa(int(time.Since(start_p).Nanoseconds()) / 1000000)
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server.Ping = delta
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return nil
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}
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func (p *Pooler) UpdateOneServer(server_address string) {
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var wait sync.WaitGroup
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Cache.ServersMutex.Lock()
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server := Cache.Servers[server_address].Server
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Cache.ServersMutex.Unlock()
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wait.Add(1)
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go func(server *datamodels.Server) {
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defer wait.Done()
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p.UpdateSpecificServer(server)
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}(server)
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wait.Wait()
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p.PingOneServer(server_address)
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Eventer.LaunchEvent("flushServers", map[string]string{})
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Eventer.LaunchEvent("loadAllServers", map[string]string{})
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Eventer.LaunchEvent("loadFavoriteServers", map[string]string{})
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Eventer.LaunchEvent("serversUpdateCompleted", map[string]string{})
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}
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func (p *Pooler) UpdateServers(servers_type string) {
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var wait sync.WaitGroup
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Cache.ServersMutex.Lock()
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for _, server := range Cache.Servers {
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if servers_type == "favorites" && server.Server.Favorite != "1" {
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continue
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}
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wait.Add(1)
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go func(server *datamodels.Server) {
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defer wait.Done()
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p.UpdateSpecificServer(server)
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}(server.Server)
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}
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wait.Wait()
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Cache.ServersMutex.Unlock()
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p.PingServers(servers_type)
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Eventer.LaunchEvent("flushServers", map[string]string{})
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Eventer.LaunchEvent("loadAllServers", map[string]string{})
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Eventer.LaunchEvent("loadFavoriteServers", map[string]string{})
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Eventer.LaunchEvent("serversUpdateCompleted", map[string]string{})
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}
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// Updates information about specific server.
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func (p *Pooler) UpdateSpecificServer(server *datamodels.Server) error {
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server_addr := server.Ip + ":" + server.Port
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fmt.Println("Updating server: " + server_addr)
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// Dial to server.
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conn, err1 := net.Dial("udp", server_addr)
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if err1 != nil {
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fmt.Println("Error dialing to server " + server_addr + "!")
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return errors.New("Error dialing to server " + server_addr + "!")
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}
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// Set deadline, so we won't wait forever.
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ddl := time.Now()
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// This should be enough. Maybe, you should'n run URTrator on modem
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// connections? :)
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ddl = ddl.Add(time.Second * 2)
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conn.SetDeadline(ddl)
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msg := []byte(p.pp + "getstatus")
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conn.Write(msg)
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// UDP Buffer.
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var received_buf []byte = make([]byte, 4096)
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// Received buffer.
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var raw_received []byte
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for {
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_, err := conn.Read(received_buf)
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if err != nil {
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break
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}
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raw_received = append(raw_received, received_buf...)
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}
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conn.Close()
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// First line is "infoResponse" string, which we should skip by
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// splitting response by "\n".
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received_lines := strings.Split(string(raw_received), "\n")
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// We have server's data!
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if len(received_lines) > 1 {
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srv_config := strings.Split(received_lines[1], "\\")
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// Parse server configuration into passed server's datamodel.
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for i := 0; i < len(srv_config); i = i + 1 {
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if srv_config[i] == "g_modversion" {
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server.Version = srv_config[i + 1]
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}
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if srv_config[i] == "g_gametype" {
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server.Gamemode = srv_config[i + 1]
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}
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if srv_config[i] == "sv_maxclients" {
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server.Maxplayers = srv_config[i + 1]
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}
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if srv_config[i] == "clients" {
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server.Players = srv_config[i + 1]
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}
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if srv_config[i] == "mapname" {
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server.Map = srv_config[i + 1]
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}
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if srv_config[i] == "sv_hostname" {
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server.Name = srv_config[i + 1]
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}
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if srv_config[i] == "g_needpass" {
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if srv_config[i + 1] == "0" {
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server.IsPrivate = "0"
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} else {
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server.IsPrivate = "1"
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}
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}
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server.ExtendedConfig = received_lines[1]
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}
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if len(received_lines) >= 2 {
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// Here we go, players information.
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players := received_lines[2:]
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var real_players int = 0
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var bots int = 0
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// Calculate players!
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if len(players) == 1 && len(players[0]) > 255 {
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server.Players = "0"
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server.Bots = "0"
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} else {
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// Looks like we have last element to be empty, due to
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// strings.Split() call before.
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for i := range players {
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// Get slice with data for bots-humans parsing.
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player_data := strings.Split(string(players[i]), " ")
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// If slice length isn't equal 3 - this is not what
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// we want.
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if len(player_data) != 3 {
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continue
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}
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if player_data[1] == "0" {
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bots++
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} else {
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real_players++
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}
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}
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//server.Players = strconv.Itoa(len(players) - 1)
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server.Players = strconv.Itoa(real_players)
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server.Bots = strconv.Itoa(bots)
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fmt.Println(server.Players, server.Bots)
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}
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server.PlayersInfo = strings.Join(received_lines[2:], "\\")
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}
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}
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// ToDo: Calculate ping. 0 for now.
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server.Ping = "0"
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return nil
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}
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