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# Declare our package |
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package Games::AssaultCube::ServerQuery; |
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# import the Moose stuff |
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use Moose; |
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use MooseX::StrictConstructor; |
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use Moose::Util::TypeConstraints; |
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# Initialize our version |
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use vars qw( $VERSION ); |
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$VERSION = '0.04'; |
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# get some utility stuff |
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use Games::AssaultCube::Utils qw( default_port tostr get_ac_pingport ); |
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use Games::AssaultCube::ServerQuery::Response; |
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use IO::Socket::INET; |
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# TODO make validation so we accept either hostname or IPv4/6... |
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has 'server' => ( |
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isa => 'Str', |
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is => 'ro', |
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required => 1, |
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); |
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# <mst> Apocalypse: { my $port_spec = subtype as Int => where { ... }; has 'attr' => (isa => $port_spec, ...); } |
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{ |
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my $port_type = subtype as 'Int' => where { |
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if ( $_ <= 0 or $_ > 65535 ) { |
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return 0; |
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} else { |
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return 1; |
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} |
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}; |
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has 'port' => ( |
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isa => $port_type, |
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# isa => 'Int', |
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is => 'rw', |
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default => default_port(), |
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); |
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} |
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has 'timeout' => ( |
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isa => 'Int', |
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is => 'rw', |
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default => 30, |
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); |
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has 'get_players' => ( |
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isa => 'Bool', |
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is => 'rw', |
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default => 0, |
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); |
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sub BUILDARGS { |
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my $class = shift; |
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if ( @_ == 1 && ! ref $_[0] ) { |
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# set the server as the first argument |
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return { server => $_[0] }; |
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} elsif ( @_ == 2 && ! ref $_[0] ) { |
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# server/port argument |
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return { server => $_[0], port => $_[1] }; |
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} else { |
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# normal hash/hashref way |
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return $class->SUPER::BUILDARGS(@_); |
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} |
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} |
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sub run { |
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my $self = shift; |
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# Ok, get our socket and send off the PING! |
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my $sock = IO::Socket::INET->new( |
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Proto => 'udp', |
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PeerPort => get_ac_pingport( $self->port ), |
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PeerAddr => $self->server, |
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) or die "Could not create socket: $!"; |
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binmode $sock, ":utf8" or die "Unable to set binmode: $!"; |
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# generate the PING packet |
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# TODO support the EXT_XYZ options |
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my $pingpacket; |
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if ( $self->get_players ) { |
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$pingpacket = tostr('1') . tostr('1'); |
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} else { |
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$pingpacket = tostr('1') . tostr('0'); |
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} |
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# send it! |
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$sock->send( $pingpacket ) or die "Unable to send: $!"; |
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# set the alarm, and wait for the response |
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my( $datagram, $result ); |
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eval { |
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# perldoc -f alarm says I need to put \n in the die... weird! |
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local $SIG{ALRM} = sub { die "alarm\n" }; |
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alarm $self->timeout; |
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$result = $sock->recv( $datagram, 1024 ) or die "Unable to recv: $!"; |
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alarm 0; |
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}; |
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if ( $@ ) { |
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if ( $@ =~ /^alarm/ ) { |
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die "Unable to query server: Timed out"; |
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} else { |
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die "Unable to query server: $@"; |
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} |
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} else { |
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if ( defined $result and defined $datagram and length( $datagram ) > 0 ) { |
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return Games::AssaultCube::ServerQuery::Response->new( $self, $datagram ); |
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} else { |
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return; |
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} |
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} |
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} |
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# from Moose::Manual::BestPractices |
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no Moose; |
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__PACKAGE__->meta->make_immutable; |
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1; |
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__END__ |
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=for stopwords PxL playerlist PHP hostname ip |
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=head1 NAME |
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Games::AssaultCube::ServerQuery - Queries a running AssaultCube server for information |
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=head1 SYNOPSIS |
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use Games::AssaultCube::ServerQuery; |
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my $query = Games::AssaultCube::ServerQuery->new( 'my.server.com' ); |
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#my $query = Games::AssaultCube::ServerQuery->new( 'my.server.com', 12345 ); |
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#my $query = Games::AssaultCube::ServerQuery->new({ server => 'foo.com', port => 12345, timeout => 5 }); |
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my $response = $query->run; |
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if ( defined $response ) { |
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print "Server is running with " . $response->players . " players\n"; |
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} else { |
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print "Server is not responding!\n"; |
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} |
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=head1 ABSTRACT |
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This module queries a running AssaultCube server for information. |
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=head1 DESCRIPTION |
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This module queries a running AssaultCube server for information. This has been tested extensively on |
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AssaultCube-1.0.2 servers, so beware if you try older/newer ones! Also, not all servers return all data, so |
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be sure to check for it in your code... |
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=head2 Constructor |
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This module uses Moose, so you can pass either a hash, hashref, or a server/port to the constructor. Passing |
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a string means we're passing in a server hostname/ip. If you want to specify more options, please use the |
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hash/hashref method. |
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The attributes are: |
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=head3 server |
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The server hostname or ip. |
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=head3 port |
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The server port. Defaults to 28763. |
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WARNING: AssaultCube uses $port+1 for the query port. Please do not do pass $port+1 to the constructor, |
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we do it internally. Maybe in the future AC will use $port+2 or another system, so let us deal with it :) |
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=head3 get_players |
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Should we also retrieve the playerlist? This is a boolean which defaults to false. |
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=head3 timeout |
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The timeout waiting for the server response in seconds. Defaults to 30. |
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WARNING: We use alarm() internally to do the timeout. If you used it somewhere else, it will cause conflicts |
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and potentially render it useless. Please inform me if there's conflicts in your script and we can try to |
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work around it. |
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=head2 Methods |
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Currently, there is only one method: run(). You call this and get the response object back. For more |
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information please look at the L<Games::AssaultCube::ServerQuery::Response> class. You can call run() as |
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many times as you want, no need to re-instantiate the object for each query. |
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WARNING: run() will die() if errors happen. For sanity, you should wrap it in an eval. |
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=head2 Attributes |
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You can modify some attributes before calling run() on the object. They are: |
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=head3 port |
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Same as the constructor |
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200
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=head3 timeout |
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202
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Same as the constructor |
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204
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=head3 get_players |
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206
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Same as the constructor |
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208
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=head1 AUTHOR |
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210
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Apocalypse E<lt>apocal@cpan.orgE<gt> |
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Props goes to Getty and the BS clan for the support! |
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214
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This project is sponsored by L<http://cubestats.net> |
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216
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Also, thanks goes out to PxL for the initial PHP implementation which helped in unraveling the AssaultCube |
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mess. |
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219
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We also couldn't have done it without staring at the AssaultCube C++ code for hours, ha! |
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=head1 COPYRIGHT AND LICENSE |
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223
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Copyright 2009 by Apocalypse |
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225
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This library is free software; you can redistribute it and/or modify |
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it under the same terms as Perl itself. |
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228
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=cut |