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package MasterServer::UDP::BeaconCatcher;
use strict;
use warnings;
use AnyEvent::Handle::UDP;
use Socket qw(sockaddr_in inet_ntoa);
use Exporter 'import';
our @EXPORT = qw| beacon_catcher recv_beacon |;
################################################################################
## Receive UDP beacons with \heartbeat\7778\gamename\ut\ format
## where "ut" is the game name and 7778 the query port of the server.
################################################################################
sub beacon_catcher {
my $self = shift;
# UDP server
my $udp_server; $udp_server = AnyEvent::Handle::UDP->new(
bind => ['0.0.0.0', $self->{beacon_port}],
on_recv => sub {$self->recv_beacon(@_)},
);
$self->log("info", "listening for UDP beacons on port $self->{beacon_port}");
return $udp_server;
}
################################################################################
# Receive Beacon (Spellchecker suggestion: "Bacon")
# Check for heartbeats, determine if the server is already in the database
# or trigger challenge with secure/validate if necessary.
################################################################################
sub recv_beacon {
# $self, received data, handle, packed client address
my ($self, $buffer, $handle, $paddress) = @_;
# unpack ip from packed client address
my ($port, $iaddr) = sockaddr_in($paddress);
my $beacon_address = inet_ntoa($iaddr);
# determine and process heartbeat
if ($buffer =~ m/\\heartbeat\\/) {
# process data and get gamename info from the database
my $rx = $self->data2hashref($buffer);
# some games use heartbeat = 0 because of default ports. Check.
if ($rx->{heartbeat} == 0 && $rx->{gamename}) {
# overwrite the heartbeat port with a known default port, or zero
$rx->{heartbeat} = $self->get_game_props(gamename => $rx->{gamename})->[0]->{default_qport} || 0;
# if no default port is listed, log and return. !! can spam the logs !!
if ($rx->{heartbeat} == 0) {
$self->log("invalid", "$beacon_address has no default heartbeat port listed");
return;
}
}
# update the timestamp in the database if the server already exists
my $upd = $self->update_server(
ip => $beacon_address,
port => $rx->{heartbeat},
direct => 1,
);
# did the update succeed?
if ($upd > 0) {
# then we're done here. log and return.
$self->log("beacon", "heartbeat from $beacon_address, $rx->{heartbeat}".
($rx->{gamename} ? (" for $rx->{gamename}") : "") );
}
# if no update occurred, query server
else {
# assign BeaconChecker to query the server for secure challenge and status
$self->query_udp_server(
ip => $beacon_address,
port => $rx->{heartbeat},
need_validate => 1,
direct_uplink => 1,
);
}
return;
}
# other masterservers check if we're still alive, respond with complient data
if ($buffer =~ m/\\(secure|basic|rules|info|players|status)\\/i) {
$self->handle_status_query($handle, $paddress, $buffer);
$self->log("uplink", "responding to $beacon_address, $port (sent $buffer)");
return;
}
# Util::UDPBrowser (optional)
if ($buffer =~ m/^\\echo\\request/i) {
$self->udpbrowser_host($handle, $paddress, $buffer);
return;
}
}
1;
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