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#ifndef BEACONSERVER_H
#define BEACONSERVER_H
#include <QTimer>
#include <QUdpSocket>
#include <QNetworkDatagram>
#include <QHostInfo>
#include "Core/CoreObject/coreobject.h"
#include "Database/Common/commonactions.h"
#include "Protocols/GameSpy0/gamespy0.h"
#include "Protocols/GameSpy0/securevalidate.h"
#include "UdpTasks/udpdatastructure.h"
class BeaconServer : public QObject
{
Q_OBJECT
public:
BeaconServer(const QSharedPointer<CoreObject> &coreObject);
// activate listener and broadcast
bool listen();
bool uplink();
private: // general udp task handles
QSharedPointer<CoreObject> _coreObject;
const int _timeOutTime_ms = 15000; // 15 second soft timeout
const int _broadcastInterval_s = 60; // 1 min between beacons
// udp socket
QUdpSocket _udpSocket;
// determine reply to incoming requests
QStringList replyQuery(const QMultiHash<QString, QString> &query);
private: // udp beacon server
// heartbeat processing for different protocol types
void processHeartbeatGamespy0(const QNetworkDatagram &datagram,
const QString &senderAddress,
const unsigned short &senderPort,
const QString &receiveBuffer);
// timer to sweep up abandoned beacons (timeouts)
QTimer _sweepTimer;
// store information about unverified beacons
QHash<QString, UdpData> _beaconList;
// helper for replyQuery()
int _queryId;
private slots: // udp beacon server event slots
void onUdpRead();
void onUdpTimedOut();
private: // broadcast heartbeat
// outbound heartbeat timer and content
QTimer _uplinkTimer;
QString _uplinkData;
private slots: // broadcast heartbeat events
void onUplinkTimer();
};
#endif // BEACONSERVER_H
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