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mirror of https://github.com/RaidMax/IW4M-Admin.git synced 2025-06-10 07:13:58 -05:00

partial support of IW6x until the game log is implemented

This commit is contained in:
RaidMax
2020-11-07 10:40:58 -06:00
parent a001f55097
commit f8c886d9db
7 changed files with 149 additions and 32 deletions

View File

@ -49,9 +49,11 @@ namespace IW4MAdmin.Application.RCon
var connectionState = ActiveQueries[this.Endpoint];
#if DEBUG == true
_log.WriteDebug($"Waiting for semaphore to be released [{this.Endpoint}]");
#endif
if (Utilities.IsDevelopment)
{
_log.WriteDebug($"Waiting for semaphore to be released [{this.Endpoint}]");
}
// enter the semaphore so only one query is sent at a time per server.
await connectionState.OnComplete.WaitAsync();
@ -64,10 +66,11 @@ namespace IW4MAdmin.Application.RCon
connectionState.LastQuery = DateTime.Now;
#if DEBUG == true
_log.WriteDebug($"Semaphore has been released [{this.Endpoint}]");
_log.WriteDebug($"Query [{this.Endpoint},{type.ToString()},{parameters}]");
#endif
if (Utilities.IsDevelopment)
{
_log.WriteDebug($"Semaphore has been released [{Endpoint}]");
_log.WriteDebug($"Query [{Endpoint},{type},{parameters}]");
}
byte[] payload = null;
bool waitForResponse = config.WaitForResponse;
@ -133,6 +136,7 @@ namespace IW4MAdmin.Application.RCon
connectionState.OnReceivedData.Reset();
connectionState.ConnectionAttempts++;
connectionState.BytesReadPerSegment.Clear();
bool exceptionCaught = false;
#if DEBUG == true
_log.WriteDebug($"Sending {payload.Length} bytes to [{this.Endpoint}] ({connectionState.ConnectionAttempts}/{StaticHelpers.AllowedConnectionFails})");
#endif
@ -150,9 +154,11 @@ namespace IW4MAdmin.Application.RCon
catch
{
// we want to retry with a delay
if (connectionState.ConnectionAttempts < StaticHelpers.AllowedConnectionFails)
{
await Task.Delay(StaticHelpers.FloodProtectionInterval);
exceptionCaught = true;
await Task.Delay(StaticHelpers.SocketTimeout(connectionState.ConnectionAttempts));
goto retrySend;
}
@ -161,7 +167,8 @@ namespace IW4MAdmin.Application.RCon
finally
{
if (connectionState.OnComplete.CurrentCount == 0)
// we don't want to release if we're going to retry the query
if (connectionState.OnComplete.CurrentCount == 0 && !exceptionCaught)
{
connectionState.OnComplete.Release(1);
}
@ -170,13 +177,12 @@ namespace IW4MAdmin.Application.RCon
if (response.Length == 0)
{
_log.WriteWarning($"Received empty response for request [{type.ToString()}, {parameters}, {Endpoint.ToString()}]");
_log.WriteWarning($"Received empty response for request [{type}, {parameters}, {Endpoint}]");
return new string[0];
}
string responseString = type == StaticHelpers.QueryType.COMMAND_STATUS ?
ReassembleSegmentedStatus(response) :
_gameEncoding.GetString(response[0]) + '\n';
ReassembleSegmentedStatus(response) : RecombineMessages(response);
// note: not all games respond if the pasword is wrong or not set
if (responseString.Contains("Invalid password") || responseString.Contains("rconpassword"))
@ -234,6 +240,35 @@ namespace IW4MAdmin.Application.RCon
return string.Join("", splitStatusStrings);
}
/// <summary>
/// Recombines multiple game messages into one
/// </summary>
/// <param name="payload"></param>
/// <returns></returns>
private string RecombineMessages(byte[][] payload)
{
if (payload.Length == 1)
{
return _gameEncoding.GetString(payload[0]).TrimEnd('\n') + '\n';
}
else
{
var builder = new StringBuilder();
for (int i = 0; i < payload.Length; i++)
{
string message = _gameEncoding.GetString(payload[i]).TrimEnd('\n') + '\n';
if (i > 0)
{
message = message.Replace(config.CommandPrefixes.RConResponse, "");
}
builder.Append(message);
}
builder.Append('\n');
return builder.ToString();
}
}
private async Task<byte[][]> SendPayloadAsync(byte[] payload, bool waitForResponse)
{
var connectionState = ActiveQueries[this.Endpoint];
@ -259,7 +294,8 @@ namespace IW4MAdmin.Application.RCon
if (sendDataPending)
{
// the send has not been completed asyncronously
if (!await Task.Run(() => connectionState.OnSentData.Wait(StaticHelpers.SocketTimeout)))
// this really shouldn't ever happen because it's UDP
if (!await Task.Run(() => connectionState.OnSentData.Wait(StaticHelpers.SocketTimeout(1))))
{
rconSocket.Close();
throw new NetworkException("Timed out sending data", rconSocket);
@ -278,7 +314,11 @@ namespace IW4MAdmin.Application.RCon
if (receiveDataPending)
{
if (!await Task.Run(() => connectionState.OnReceivedData.Wait(10000)))
if (Utilities.IsDevelopment)
{
_log.WriteDebug($"Waiting to asynchrously receive data on attempt #{connectionState.ConnectionAttempts}");
}
if (!await Task.Run(() => connectionState.OnReceivedData.Wait(StaticHelpers.SocketTimeout(connectionState.ConnectionAttempts))))
{
rconSocket.Close();
throw new NetworkException("Timed out waiting for response", rconSocket);
@ -287,6 +327,11 @@ namespace IW4MAdmin.Application.RCon
rconSocket.Close();
return GetResponseData(connectionState);
}
private byte[][] GetResponseData(ConnectionState connectionState)
{
var responseList = new List<byte[]>();
int totalBytesRead = 0;
@ -305,9 +350,10 @@ namespace IW4MAdmin.Application.RCon
private void OnDataReceived(object sender, SocketAsyncEventArgs e)
{
#if DEBUG == true
_log.WriteDebug($"Read {e.BytesTransferred} bytes from {e.RemoteEndPoint.ToString()}");
#endif
if (Utilities.IsDevelopment)
{
_log.WriteDebug($"Read {e.BytesTransferred} bytes from {e.RemoteEndPoint}");
}
// this occurs when we close the socket
if (e.BytesTransferred == 0)
@ -330,9 +376,10 @@ namespace IW4MAdmin.Application.RCon
if (!sock.ReceiveAsync(state.ReceiveEventArgs))
{
#if DEBUG == true
_log.WriteDebug($"Read {state.ReceiveEventArgs.BytesTransferred} synchronous bytes from {e.RemoteEndPoint.ToString()}");
#endif
if (Utilities.IsDevelopment)
{
_log.WriteDebug($"Read {state.ReceiveEventArgs.BytesTransferred} synchronous bytes from {e.RemoteEndPoint}");
}
// we need to increment this here because the callback isn't executed if there's no pending IO
state.BytesReadPerSegment.Add(state.ReceiveEventArgs.BytesTransferred);
ActiveQueries[this.Endpoint].OnReceivedData.Set();
@ -354,9 +401,10 @@ namespace IW4MAdmin.Application.RCon
private void OnDataSent(object sender, SocketAsyncEventArgs e)
{
#if DEBUG == true
_log.WriteDebug($"Sent {e.Buffer?.Length} bytes to {e.ConnectSocket?.RemoteEndPoint?.ToString()}");
#endif
if (Utilities.IsDevelopment)
{
_log.WriteDebug($"Sent {e.Buffer?.Length} bytes to {e.ConnectSocket?.RemoteEndPoint?.ToString()}");
}
ActiveQueries[this.Endpoint].OnSentData.Set();
}
}