package MasterServer::UDP::BeaconProcessor; use strict; use warnings; use Data::Dumper 'Dumper'; use AnyEvent::Handle::UDP; use Exporter 'import'; our @EXPORT = qw| process_udp_beacon process_udp_validate |; ## 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; $buf =~ s/\\([^\\]+)\\([^\\]+)/$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; $buf =~ s/\\([^\\]+)\\([^\\]+)/$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 (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 $self->log("secure", "$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})"); } } } 1;