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improve network log support
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@ -5,92 +5,153 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using System.Threading.Tasks;
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using Integrations.Cod;
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using Microsoft.Extensions.Logging;
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using Serilog.Context;
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using ILogger = Microsoft.Extensions.Logging.ILogger;
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namespace IW4MAdmin.Application.IO
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{
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/// <summary>
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/// provides capability of reading log files over HTTP
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/// provides capability of reading log files over udp
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/// </summary>
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class NetworkGameLogReader : IGameLogReader
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{
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private readonly IEventParser _eventParser;
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private readonly UdpClient _udpClient;
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private readonly ILogger _logger;
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private readonly Uri _uri;
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private static readonly NetworkLogState State = new();
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private bool _stateRegistered;
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private CancellationToken _token;
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public NetworkGameLogReader(Uri[] uris, IEventParser parser, ILogger<NetworkGameLogReader> logger)
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public NetworkGameLogReader(IReadOnlyList<Uri> uris, IEventParser parser, ILogger<NetworkGameLogReader> logger)
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{
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_eventParser = parser;
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try
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{
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var endPoint = new IPEndPoint(Dns.GetHostAddresses(uris[0].Host).First(), uris[0].Port);
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_udpClient = new UdpClient(endPoint);
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}
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catch (Exception ex)
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{
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logger.LogError(ex, "Could setup {LogReader}", nameof(NetworkGameLogReader));
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}
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_uri = uris[0];
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_logger = logger;
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}
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public long Length => -1;
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public int UpdateInterval => 500;
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public int UpdateInterval => 150;
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public async Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition)
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public Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition,
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Server server = null)
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{
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if (_udpClient == null)
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// todo: other games might support this
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var serverEndpoint = (server?.RemoteConnection as CodRConConnection)?.Endpoint;
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if (serverEndpoint is null)
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{
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return Enumerable.Empty<GameEvent>();
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return Task.FromResult(Enumerable.Empty<GameEvent>());
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}
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byte[] buffer;
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try
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{
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buffer = (await _udpClient.ReceiveAsync()).Buffer;
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could receive lines for {LogReader}", nameof(NetworkGameLogReader));
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return Enumerable.Empty<GameEvent>();
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}
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if (!buffer.Any())
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{
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return Enumerable.Empty<GameEvent>();
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}
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var logData = Utilities.EncodingType.GetString(buffer);
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if (string.IsNullOrWhiteSpace(logData))
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{
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return Enumerable.Empty<GameEvent>();
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}
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var lines = logData
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.Split('\n')
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.Where(line => line.Length > 0);
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var events = new List<GameEvent>();
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foreach (var eventLine in lines)
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if (!_stateRegistered && !State.EndPointExists(serverEndpoint))
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{
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try
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{
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// this trim end should hopefully fix the nasty runaway regex
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var gameEvent = _eventParser.GenerateGameEvent(eventLine.TrimEnd('\r'));
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events.Add(gameEvent);
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}
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var client = State.RegisterEndpoint(serverEndpoint, BuildLocalEndpoint()).Client;
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_stateRegistered = true;
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_token = server.Manager.CancellationToken;
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if (client == null)
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{
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using (LogContext.PushProperty("Server", server.ToString()))
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{
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_logger.LogInformation("Not registering {Name} socket because it is already bound",
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nameof(NetworkGameLogReader));
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}
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return Task.FromResult(Enumerable.Empty<GameEvent>());
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}
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new Thread(() => ReadNetworkData(client)).Start();
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could not properly parse event line from http {eventLine}", eventLine);
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_logger.LogError(ex, "Could not register {Name} endpoint {Endpoint}",
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nameof(NetworkGameLogReader), _uri);
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throw;
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}
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}
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return events;
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var events = new List<GameEvent>();
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foreach (var logData in State.GetServerLogData(serverEndpoint)
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.Select(log => Utilities.EncodingType.GetString(log)))
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{
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if (string.IsNullOrWhiteSpace(logData))
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{
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return Task.FromResult(Enumerable.Empty<GameEvent>());
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}
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var lines = logData
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.Split('\n')
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.Where(line => line.Length > 0);
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foreach (var eventLine in lines)
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{
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try
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{
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// this trim end should hopefully fix the nasty runaway regex
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var gameEvent = _eventParser.GenerateGameEvent(eventLine.TrimEnd('\r'));
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events.Add(gameEvent);
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could not properly parse event line from http {EventLine}",
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eventLine);
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}
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}
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}
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return Task.FromResult((IEnumerable<GameEvent>)events);
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}
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private void ReadNetworkData(UdpClient client)
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{
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while (!_token.IsCancellationRequested)
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{
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// get more data
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IPEndPoint remoteEndpoint = null;
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byte[] bufferedData = null;
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if (client == null)
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{
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// we already have a socket listening on this port for data, so we don't need to run another thread
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break;
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}
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try
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{
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bufferedData = client.Receive(ref remoteEndpoint);
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could not receive lines for {LogReader}", nameof(NetworkGameLogReader));
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}
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if (bufferedData != null)
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{
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State.QueueServerLogData(remoteEndpoint, bufferedData);
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}
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}
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}
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private IPEndPoint BuildLocalEndpoint()
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{
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try
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{
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return new IPEndPoint(Dns.GetHostAddresses(_uri.Host).First(), _uri.Port);
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could not setup {LogReader} endpoint", nameof(NetworkGameLogReader));
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throw;
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}
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}
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}
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}
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