Improved MasterServer by Gerhard Schaden, patch #893.
Depends on Python 2.5, but we should have that on the server very soon. Should effectively help fight ghostgames and also be easily extensible in the future. (Gerhard talked about a web-interface with admin functions. :) ) git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@3139 4a71c877-e1ca-e34f-864e-861f7616d084master
parent
6a5a93076c
commit
c9e197c902
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@ -1,4 +1,4 @@
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#!/usr/bin/python
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#!/usr/bin/python2.5
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#
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# This file is part of the Warzone 2100 Resurrection Project.
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# Copyright (c) 2007 Warzone 2100 Resurrection Project
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@ -15,13 +15,14 @@
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# --------------------------------------------------------------------------
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# MasterServer v0.1 by Gerard Krol (gerard_) and Tim Perrei (Kamaze)
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# v1.0 by Freddie Witherden (EvilGuru)
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# v2.0 by Gerhard Schaden (gschaden)
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# --------------------------------------------------------------------------
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#
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################################################################################
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#
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__author__ = "Gerhard Krol, Tim Perrei, Freddie Witherden"
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__version__ = "1.0"
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__author__ = "Gerhard Krol, Tim Perrei, Freddie Witherden, Gerhard Schaden"
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__version__ = "2.0"
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__bpydoc__ = """\
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This script runs a Warzone 2100 2.x masterserver
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"""
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@ -30,12 +31,17 @@ This script runs a Warzone 2100 2.x masterserver
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################################################################################
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# Get the things we need.
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#import the new with statement, has to be the first expression
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from __future__ import with_statement
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import sys
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import SocketServer
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import thread
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import struct
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import socket
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import time
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from threading import Lock, Thread, Event, Timer
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import select
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import logging
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import cmd
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#
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################################################################################
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@ -43,20 +49,104 @@ import time
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gamePort = 9999 # Gameserver port.
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lobbyPort = 9998 # Lobby port.
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lobbyDbg = True # Enable debugging.
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gsSize = 112 # Size of GAMESTRUCT in byte.
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ipOffset = 64+4+4 # 64 byte StringSize + SDWORD + SDWORD
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gameList = {} # Holds the list.
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listLock = thread.allocate_lock()
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logging.basicConfig(level=logging.DEBUG, format="%(asctime)-15s %(levelname)s %(message)s")
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#
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################################################################################
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# Game DB
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gdb=None
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gamedblock = Lock()
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class GameDB:
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def __init__(self):
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self.list = set()
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def addGame(self, g):
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""" add a game """
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with gamedblock:
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self.list.add(g)
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def removeGame(self, g):
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""" remove a game from the list"""
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with gamedblock:
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# if g is not in thel list, ignore the KeyError exception
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try:
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self.list.remove(g)
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except KeyError:
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pass
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# only games with a valid description
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def getGames(self):
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""" filter all games with a valid description """
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return filter(lambda x: x.description, self.list)
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def getAllGames(self):
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""" return all knwon games """
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return self.list
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def getGamesByHost(self, host):
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""" filter all games of a certain host"""
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return filter(lambda x: x.host == host, self.getGames())
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def listGames(self):
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with gamedblock:
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gamesCount=len(self.getGames())
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logging.debug("Gameserver list: %i game(s)" % (gamesCount))
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for game in self.getGames():
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logging.debug(" %s" % game)
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#
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################################################################################
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# Game class
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class Game:
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""" class for a single game """
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def __init__(self):
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self.description = None
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self.size = None
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self.flags = None
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self.host = None
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self.maxPlayers = None
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self.currentPlayers = None
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self.user1 = None
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self.user2 = None
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self.user3 = None
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self.user4 = None
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def setData(self, d):
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""" decode the c-structure from the server into local varialbles"""
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(self.description, self.size, self.flags, self.host, self.maxPlayers, self.currentPlayers,
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self.user1, self.user2, self.user3, self.user4 ) = struct.unpack("64sII16sIIIIII", d)
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self.description=self.description.strip("\x00")
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self.host=self.host.strip("\x00")
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logging.debug("Game: %s %s %s %s" % ( self.host, self.description, self.maxPlayers, self.currentPlayers))
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def getData(self):
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""" use local variables and build a c-structure, for sending to the clients"""
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return struct.pack("64sII16sIIIIII",
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self.description.ljust(64, "\x00"),
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self.size, self.flags,
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self.host.ljust(16, "\x00"),
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self.maxPlayers, self.currentPlayers, self.user1, self.user2, self.user3, self.user4)
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def __str__(self):
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return "Game: %16s %s %s %s" % ( self.host, self.description, self.maxPlayers, self.currentPlayers)
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#
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################################################################################
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# Socket Handler.
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class RequestHandler(SocketServer.ThreadingMixIn, SocketServer.StreamRequestHandler):
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def handle(self):
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global gameList
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# Read the incoming command.
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# client address
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gameHost = self.client_address[0]
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# Read the incoming command.
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netCommand = self.rfile.read(4)
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# Skip the trailing NULL.
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@ -66,121 +156,85 @@ class RequestHandler(SocketServer.ThreadingMixIn, SocketServer.StreamRequestHand
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# Process the incoming command. #
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#################################
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logging.debug("Command(%s): %s" % (gameHost, netCommand))
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# Add a game.
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if netCommand == 'addg':
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# Debug
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if lobbyDbg:
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print "<- addg"
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# Fix the server address.
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gameHost = self.client_address[0]
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# Check we can connect to the host
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s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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try:
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if lobbyDbg:
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print " \- Checking gameserver's vitality..."
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logging.debug("Checking gameserver's vitality...")
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s.settimeout(10.0)
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s.connect((gameHost, gamePort))
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except:
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if lobbyDbg:
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print " \- Gameserver did not respond!"
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s.close()
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except:
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logging.debug("Gameserver did not respond!")
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return
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# The host is valid, close the socket and continue
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if lobbyDbg:
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print " \- Adding gameserver."
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s.close()
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while len(gameHost) < 16:
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gameHost += '\0'
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currentGameData = None
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# and start receiving updates about the game
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while True:
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# Receive the gamestruct.
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try:
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# The host is valid
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logging.debug("Adding gameserver.")
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try:
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# create a game object
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g=Game()
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# put it in the database
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gdb.addGame(g)
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# and start receiving updates about the game
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while True:
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newGameData = self.rfile.read(gsSize)
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except:
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newGameData = None
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# remove the previous data from the list
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if currentGameData:
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listLock.acquire()
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try:
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if lobbyDbg:
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print "Removing game from", self.client_address[0]
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if currentGameData in gameList:
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del gameList[currentGameData]
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finally:
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listLock.release()
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if not newGameData:
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# incomplete data
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break
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# Update the new gameData whith the gameHost
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currentGameData = newGameData[:ipOffset] + gameHost + newGameData[ipOffset+16:]
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# Put the game in the database
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listLock.acquire()
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try:
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if lobbyDbg:
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print " \- Adding game from", self.client_address[0]
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gameList[currentGameData] = time.time()
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finally:
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listLock.release()
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if not newGameData:
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logging.debug("End of gameserver")
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return
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#set Gamedata
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g.setData(newGameData)
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#set gamehost
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g.host = gameHost
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gdb.listGames()
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except KeyError:
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logging.warning("Communication error with %s" % g )
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finally:
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if g:
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gdb.removeGame(g)
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# Get a game list.
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elif netCommand == 'list':
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# Debug
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if lobbyDbg:
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print "<- list"
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print " \- I know ", len(gameList), " games."
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# Lock the gamelist to prevent new games while output.
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listLock.acquire()
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# Expire old games by removing them from the list
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# Note: The thread is still alive and running
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now = time.time()
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newGameList = {}
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for game, lastUpdate in gameList.iteritems():
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# time out in 1 hour
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if lastUpdate > now - 3600:
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newGameList[game] = lastUpdate
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else:
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if lobbyDbg:
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print "Game expired"
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gameList = newGameList
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# Transmit the length of the following list as unsigned integer (in network byte-order: big-endian).
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count = struct.pack('!I', len(gameList))
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self.wfile.write(count)
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# Transmit the single games.
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for game in gameList.iterkeys():
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self.wfile.write(game)
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# Remove the lock.
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listLock.release()
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with gamedblock:
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gamesCount=len(gdb.getGames())
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logging.debug("Gameserver list: %i game(s)" % (gamesCount))
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# Transmit the length of the following list as unsigned integer (in network byte-order: big-endian).
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count = struct.pack('!I', gamesCount)
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self.wfile.write(count)
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# Transmit the single games.
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for game in gdb.getGames():
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logging.debug(" %s" % game)
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self.wfile.write(game.getData())
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# If something unknown apperas.
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else:
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print "Recieved a unknown command: ", netCommand
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raise Exception("Recieved a unknown command: %s" % netCommand)
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#
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################################################################################
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# The legendary Main.
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if __name__ == '__main__':
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print "Starting Warzone 2100 lobby server on port ", lobbyPort
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logging.info("Starting Warzone 2100 lobby server on port %d" % lobbyPort)
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gdb=GameDB()
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SocketServer.ThreadingTCPServer.allow_reuse_address = True
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tcpserver = SocketServer.ThreadingTCPServer(('0.0.0.0', lobbyPort), RequestHandler)
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tcpserver.serve_forever()
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try:
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while True:
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tcpserver.handle_request()
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except KeyboardInterrupt:
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pass
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logging.info("Shutting down lobby server, cleaning up")
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for game in gdb.getAllGames():
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game.requestHandler.finish()
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tcpserver.server_close()
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#!/usr/bin/python2.5
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#
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# This file is part of the Warzone 2100 Resurrection Project.
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# Copyright (c) 2007 Warzone 2100 Resurrection Project
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#
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# Warzone 2100 is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 2 of the License, or
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# (at your option) any later version.
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#
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# You should have received a copy of the GNU General Public License
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# along with Warzone 2100; if not, write to the Free Software
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# Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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#
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# --------------------------------------------------------------------------
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# MasterServer Test v0.1 by Gerhard Schaden (gschaden)
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# --------------------------------------------------------------------------
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#
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################################################################################
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#
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__author__ = "Gerhard Schaden"
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__version__ = "0.1"
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__bpydoc__ = """\
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This script simulates a Warzone 2100 2.x client to test the masterserver
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"""
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#
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################################################################################
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#
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import wzmasterserver as wz
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import socket
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import logging
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from threading import Timer
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import SocketServer
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import time
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import struct
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server="localhost"
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# simulate a gameserver
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class RequestHandler(SocketServer.ThreadingMixIn, SocketServer.StreamRequestHandler):
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def handle(self):
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logging.debug("got connection from lobbyserver")
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def simulateGameServer():
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SocketServer.ThreadingTCPServer.allow_reuse_address = True
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tcpserver = SocketServer.ThreadingTCPServer(('0.0.0.0', wz.gamePort), RequestHandler)
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tcpserver.handle_request()
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tcpserver.server_close()
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# thread with simulates adding a game
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def doAddGame():
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# gamestrucuure
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g=wz.Game()
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g.description = "description"
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g.size = 0
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g.flags = 0
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g.host = "1.1.1.1"
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g.maxPlayers = 8
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g.currentPlayers = 1
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g.user1 = 0
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g.user2 = 0
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g.user3 = 0
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g.user4 = 0
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s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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logging.debug("connect to lobby")
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s.settimeout(10.0)
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s.connect((server, wz.lobbyPort))
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s.send("addg ")
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s.send(g.getData())
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#hold the game open for 10 seconds
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time.sleep(10)
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s.close()
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#thread with simulates listing the available games
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def doListGames():
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s = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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logging.debug("connect to lobby")
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s.settimeout(10.0)
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s.connect((server, wz.lobbyPort))
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s.send("list ")
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n = struct.unpack("!I", s.recv(4))[0]
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logging.debug("read %d games" % n)
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for i in range(n):
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g = wz.Game()
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g.setData(s.recv(wz.gsSize))
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logging.debug("%s" % g)
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#hold the game open for 10 seconds
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s.close()
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#start gameserver
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t=Timer(0, simulateGameServer)
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t.start()
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#start add game thread
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t=Timer(1, doAddGame)
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t.start()
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#start list Thread
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t=Timer(3, doListGames)
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t.start()
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Reference in New Issue