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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;
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