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-rwxr-xr-xlib/MasterServer/UDP/BeaconCatcher.pm4
-rwxr-xr-xlib/MasterServer/UDP/BeaconChecker.pm180
-rwxr-xr-xlib/MasterServer/UDP/DatagramProcessor.pm169
3 files changed, 351 insertions, 2 deletions
diff --git a/lib/MasterServer/UDP/BeaconCatcher.pm b/lib/MasterServer/UDP/BeaconCatcher.pm
index 7fdc630..b3d2c18 100755
--- a/lib/MasterServer/UDP/BeaconCatcher.pm
+++ b/lib/MasterServer/UDP/BeaconCatcher.pm
@@ -16,7 +16,7 @@ sub beacon_catcher {
my $self = shift;
# module startup log
- $self->log("loader","Loading UDP Beacon Catcher.");
+ $self->log("load","Loading UDP Beacon Catcher.");
# UDP server
my $udp_server;
@@ -30,7 +30,7 @@ sub beacon_catcher {
);
# display that the server is up and listening for beacons
- $self->log("ok", "Listening for UT Beacons on port $self->{beacon_port}.");
+ $self->log("info", "Listening for UT Beacons on port $self->{beacon_port}.");
# allow object to exist beyond this scope. Objects have ambitions too.
return $udp_server;
diff --git a/lib/MasterServer/UDP/BeaconChecker.pm b/lib/MasterServer/UDP/BeaconChecker.pm
new file mode 100755
index 0000000..5fc2b38
--- /dev/null
+++ b/lib/MasterServer/UDP/BeaconChecker.pm
@@ -0,0 +1,180 @@
+
+package MasterServer::UDP::BeaconChecker;
+
+use strict;
+use warnings;
+use Encode;
+use AnyEvent::Handle::UDP;
+use Exporter 'import';
+
+our @EXPORT = qw| beacon_checker query_udp_server|;
+
+################################################################################
+##
+## Beacon Checker Module
+##
+## When addresses are stored in the 'pending' list, they are supposed to be
+## queried immediately with the secure/validate challenge to testify that
+## the server is genuine and alive.
+##
+## Some servers do not support the secure-challenge on the Uplink port. These
+## servers are verified with a secure-challenge on their heartbeat ports,
+## which are designed to respond to secure queries, as well as status queries.
+##
+## Querying pending servers should only happen when beacons are already
+## several seconds old. We do not want to interfere with the existing
+## construction where servers respond immediately.
+##
+## Addresses collected by other scripts, whether from the UCC applet or manual
+## input via the website, are added to the pending query table. It is more
+## important to verify pending beacons and new server addresses, than to
+## update the status of existing addresses. Therefore, pending addresses are
+## prioritized.
+##
+################################################################################
+sub beacon_checker {
+ my $self = shift;
+ $self->log("load", "UDP Beacon Checker is loaded.");
+
+ # queue -- which address is next in line?
+ my %q = ( pending_id => 0,
+ server_id => 0,
+ start_time => time+$self->{beacon_checker_time}[0]-1, #time+grace
+ );
+
+ # go through all servers one by one, new and old
+ my $server_info = AnyEvent->timer (
+ after => $self->{beacon_checker_time}[0],
+ interval => $self->{beacon_checker_time}[1],
+ cb => sub {
+
+ # first of all, check whether we exceeded our time cap limit
+ if ( (time - $q{start_time}) >= $self->{beacon_checker_time}[2] ){
+ # reset queue variables
+ $q{pending_id} = 0;
+ $q{server_id} = 0;
+ $q{start_time} = time;
+ }
+
+ # id, ip, port reference of the server to be queried
+ my $n;
+
+ #
+ # Pending Servers
+ #
+ # See if there are pending servers, and use existing secure string for
+ # the challenge.
+ $n = $self->get_next_pending($q{pending_id});
+
+ # if any entries were found, proceed
+ if ( $n->[0] ) {
+
+ # next pending id will be > $n
+ $q{pending_id} = $n->[0];
+
+ # query the server
+ $self->query_udp_server($n->[1], $n->[2], $n->[3]);
+
+ # work done. Wait for the next round for the next task.
+ return;
+ }
+
+ # if no pending servers left, update the other entries
+ $n = $self->get_next_server($q{server_id});
+
+ # if any entries were found, proceed
+ if ( $n->[0] ) {
+
+ # next server id will be > $n
+ $q{server_id} = $n->[0];
+
+ # query the server
+ $self->query_udp_server($n->[1], $n->[2], "");
+
+ # work done. Wait for the next round for the next task.
+ return;
+ }
+
+ # At this point, we are out of server entries. When new servers are
+ # added, they are immediately queried on the next round.
+ # From here on, just count down until the cycle is complete.
+
+ # DEBUG (spams badly)
+ $self->log("debug_spam", "Checker timer: t=".(time - $q{start_time}));
+ }
+ );
+
+ $self->log("info", "Verifying servers every $self->{beacon_checker_time}[2] seconds.");
+
+ # return the timer to keep it alive outside of scope
+ return $server_info;
+}
+
+
+################################################################################
+##
+## UDP Server Query function
+##
+## Get the server status from any server over UDP and store the
+## received information in the database.
+##
+## $secure determines the type of query: secure/pending or information
+##
+## Args: $ip, $port, payload
+## Function is called by AnyEvent->timer() above
+################################################################################
+sub query_udp_server {
+ my ($self, $ip, $port, $secure) = @_;
+ my $buf = "";
+
+ # debug spamming
+ $self->log("debug_spam", "Query server $ip:$port");
+
+ # connect with UDP server
+ my $udp_client; $udp_client = AnyEvent::Handle::UDP->new(
+ # Bind to this host and port
+ connect => [$ip, $port],
+ timeout => 1,
+ on_timeout => sub {$udp_client->destroy();}, # don't bother reporting timeouts
+ on_error => sub {$udp_client->destroy();}, # or errors
+ on_recv => sub {
+
+ # add packet to buffer
+ $buf .= $_[0];
+
+ # if validate, assume that we sent a \basic\secure request.
+ if ($buf =~ m/\\validate\\/){
+ $self->process_udp_validate($buf, $ip, undef, $port);
+ }
+ # if gamename, ver, hostname and hostport are available, it should have been \basic\info
+ elsif ($buf =~ m/\\gamename\\/ && $buf =~ m/\\gamever\\/
+ && $buf =~ m/\\hostname\\/ && $buf =~ m/\\hostport\\/) {
+ $self->process_query_response($buf, $ip, $port);
+ }
+ # else partial information received. wait for more.
+ else{ }
+ },
+ );
+
+ #
+ # Send secure message or status, depending on provided variables
+ #
+
+ # secure servers enabled and secure key provided
+ if ($secure ne "" && $self->{require_secure_beacons} > 0) {
+ # send secure
+ $udp_client->push_send("\\basic\\\\secure\\$secure");
+
+ # and log that we sent it
+ $self->log("udp", "sending secure=\"$secure\" to $ip:$port");
+ }
+ else {
+ # send information request
+ $udp_client->push_send("\\basic\\\\info\\");
+
+ # and log that we sent it
+ $self->log("udp","sending basic request to $ip:$port");
+ }
+}
+
+1;
diff --git a/lib/MasterServer/UDP/DatagramProcessor.pm b/lib/MasterServer/UDP/DatagramProcessor.pm
new file mode 100755
index 0000000..53f5228
--- /dev/null
+++ b/lib/MasterServer/UDP/DatagramProcessor.pm
@@ -0,0 +1,169 @@
+
+package MasterServer::UDP::DatagramProcessor;
+
+use strict;
+use warnings;
+use Encode;
+use AnyEvent::Handle::UDP;
+use Exporter 'import';
+
+our @EXPORT = qw| process_udp_beacon process_udp_validate process_query_response |;
+
+
+## process beacons that have a \heartbeat\ and \gamename\ format
+sub process_udp_beacon {
+ # $self, handle, packed address, udp data, peer ip address, $port
+ my ($self, $udp, $pa, $buf, $peer_addr, $port) = @_;
+
+ # received heartbeat in $buf: \heartbeat\7778\gamename\ut\
+ my %r;
+ $buf = encode('UTF-8', $buf);
+ $buf =~ s/\\([^\\]+)\\([^\\]+)/$r{$1}=$2/eg;
+
+ # check whether the beacon has a gamename that is supported in our list
+ if (defined $r{gamename} && exists $self->{game}->{lc $r{gamename}}) {
+ # log the beacon
+ $self->log("beacon", "$peer_addr:$r{heartbeat} for $r{gamename}");
+
+ # some games (like bcommander) have a default port and don't send a
+ # heartbeat port.
+ if ($r{heartbeat} == 0) {
+ # assuming a default port exists
+ if (exists $self->{game}->{lc $r{gamename}}->{port}) {
+ $r{heartbeat} = $self->{game}->{lc $r{gamename}}->{port};
+ }
+ }
+
+ #
+ # verify valid server address (ip+port)
+ if ($self->valid_address($peer_addr,$r{heartbeat})) {
+
+ # generate a new secure string
+ my $secure = $self->secure_string();
+
+ # update beacon in serverlist if it already exists, otherwise update
+ # or add to pending with new secure string.
+ my $auth = $self->add_beacon($peer_addr, $port, $r{heartbeat}, $r{gamename}, $secure);
+
+ # send secure string back
+ if ($auth > 0) {
+
+ # verify that this is a legitimate client by sending the "secure" query
+ $udp->push_send("\\secure\\$secure\\final\\", $pa);
+
+ # log this as a new beacon
+ $self->log("secure", "challenged new beacon $peer_addr:$port with $secure.");
+ }
+ }
+
+ # invalid ip+port combination, like \heartbeat\0\ or local IP
+ else {
+ # Log that beacon had incorrect information, such as port 0 or so. Spams log!
+ $self->log("invalid","$peer_addr:$r{heartbeat} ($r{heartbeat}) had bad information");
+ }
+ }
+
+ # gamename not valid or not found in supportedgames.pl
+ else {
+ # log
+ $self->log("support", "received unknown beacon \"$r{gamename}\" from $peer_addr:$r{heartbeat}");
+ }
+}
+
+
+## process the received validate query and determine whether the server is allowed in our database
+sub process_udp_validate {
+ # $self, udp data, ip, port
+ my ($self, $buf, $peer_addr, $port, $heartbeat) = @_;
+
+ # received heartbeat in $b: \validate\string\queryid\99.9\
+ my %r;
+ $buf = encode('UTF-8', $buf);
+ $buf =~ s/\\([^\\]+)\\([^\\]+)/$r{$1}=$2/eg;
+
+ # get our existing knowledge about this server from the database
+ # if the heartbeat/queryport known? then use that instead as beacon ports --> may vary after server restarts!
+ my $pending = (defined $heartbeat) ? $self->get_pending_info($peer_addr, $heartbeat) : $self->get_pending_beacon($peer_addr, $port);
+
+ # if indeed in the pending list, check -- if this entry is not (longer) in the list, it
+ # was either removed by the BeaconChecker or cleaned out in maintenance (after X hours).
+ if (defined $pending) {
+
+ #determine if it uses any enctype
+ my $enc = (defined $r{enctype}) ? $r{enctype} : 0;
+
+ # database may not contain the correct gamename (ucc applet, incomplete beacon, change of gameserver)
+ $pending->[4] = (defined $r{gamename} && exists $self->{game}->{lc $r{gamename}}) ? $r{gamename} : $pending->[4];
+
+ # verify challenge gamename secure enctype validate_response
+ my $val = $self->validated_beacon($pending->[4], $pending->[5], $enc, $r{validate});
+
+ # log challenge results (compensate if $port was not provided)
+ $port = (defined $port) ? $port : $heartbeat;
+ $self->log("secure", "$peer_addr:$port validated with $val for $pending->[4]");
+
+ # if validated, add to db
+ if ($val > 0) {
+
+ # successfully added? ip, query port, gamename
+ my $sa = $self->add_to_serverlist($pending->[1], $pending->[3], $pending->[4]);
+
+ # remove the entry from pending if successfully added
+ $self->remove_pending($pending->[0]) if ( $sa >= 0);
+
+ # and set as direct beacon
+ $self->set_direct_beacon($pending->[1], $pending->[3]);
+ }
+ else {
+ # else failed validation
+ $self->log("error","beacon $peer_addr:$port failed validation for $pending->[4] (details: $pending->[5] sent, got $r{validate})");
+ }
+ }
+}
+
+## process query data that was obtained with \basic\ and/or \info\
+sub process_query_response {
+ # $self, udp data, ip, port
+ my ($self, $buf, $ip, $port) = @_;
+
+ #process datastream
+ my %s;
+ $buf = encode('UTF-8', $buf);
+ $buf =~ s/\\([^\\]+)\\([^\\]+)/$s{$1}=$2/eg;
+
+ # check whether the gamename is supported in our db
+ if (defined $s{gamename} && exists $self->{game}->{lc $s{gamename}}) {
+
+ # parse variables
+ my %nfo = ();
+
+ $nfo{gamename} = lc $s{gamename};
+ $nfo{gamever} = exists $s{gamever} ? $s{gamever} : "";
+ $nfo{hostname} = exists $s{hostname} ? $s{hostname} : "$ip:$port";
+ $nfo{hostport} = exists $s{hostport} ? $s{hostport} : 0;
+
+ # some mor0ns have values longer than 100 characters
+ $nfo{hostname} = substr $nfo{hostname}, 0, 99 if (length $nfo{hostname} >= 99);
+
+ # log results
+ $self->log("hostname", "$ip:$port\t is now known as\t $nfo{hostname}");
+
+ # if only validated servers are allowed in the list
+ if ($self->{require_secure_beacons} > 0) {
+ # only update in database
+ $self->update_serverlist($ip, $port, \%nfo);
+ }
+ # otherwise also add the server to serverlist if required
+ else{
+ # add to serverlist and update anyway
+ $self->add_to_serverlist($ip, $port, $nfo{gamename});
+ $self->update_serverlist($ip, $port, \%nfo);
+
+ # if address is in pending list, remove it
+ my $pending = $self->get_pending_info($ip, $port);
+ $self->remove_pending($pending->[0]) if $pending;
+ }
+ }
+}
+
+1;