(svn r23623) -Add: allow bi-directional communication with the AdminPort and GameScript

This commit is contained in:
truebrain
2011-12-19 21:00:32 +00:00
parent 77b7366c29
commit 3a535690d4
27 changed files with 656 additions and 7 deletions

View File

@@ -23,6 +23,7 @@
#include "../core/pool_func.hpp"
#include "../map_func.h"
#include "../rev.h"
#include "../game/game.hpp"
/* This file handles all the admin network commands. */
@@ -52,6 +53,7 @@ static const AdminUpdateFrequency _admin_update_type_frequencies[] = {
ADMIN_FREQUENCY_AUTOMATIC, ///< ADMIN_UPDATE_CONSOLE
ADMIN_FREQUENCY_POLL, ///< ADMIN_UPDATE_CMD_NAMES
ADMIN_FREQUENCY_AUTOMATIC, ///< ADMIN_UPDATE_CMD_LOGGING
ADMIN_FREQUENCY_AUTOMATIC, ///< ADMIN_UPDATE_GAMESCRIPT
};
/** Sanity check. */
assert_compile(lengthof(_admin_update_type_frequencies) == ADMIN_UPDATE_END);
@@ -510,6 +512,20 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_RCON(Packet *p)
return NETWORK_RECV_STATUS_OKAY;
}
NetworkRecvStatus ServerNetworkAdminSocketHandler::Receive_ADMIN_GAMESCRIPT(Packet *p)
{
if (this->status == ADMIN_STATUS_INACTIVE) return this->SendError(NETWORK_ERROR_NOT_EXPECTED);
char json[NETWORK_GAMESCRIPT_JSON_LENGTH];
p->Recv_string(json, sizeof(json));
DEBUG(net, 2, "[admin] GameScript JSON from '%s' (%s): '%s'", this->admin_name, this->admin_version, json);
Game::NewEvent(new ScriptEventAdminPort(json));
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send console output of other clients.
* @param origin The origin of the string.
@@ -532,6 +548,25 @@ NetworkRecvStatus ServerNetworkAdminSocketHandler::SendConsole(const char *origi
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Send GameScript JSON output.
* @param json The JSON string.
*/
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendGameScript(const char *json)
{
/* At the moment we cannot transmit anything larger than MTU. So the string
* has to be no longer than the length of the json + '\0' + 3 bytes of the
* packet header. */
if (strlen(json) + 1 + 3 >= SEND_MTU) return NETWORK_RECV_STATUS_OKAY;
Packet *p = new Packet(ADMIN_PACKET_SERVER_GAMESCRIPT);
p->Send_string(json);
this->SendPacket(p);
return NETWORK_RECV_STATUS_OKAY;
}
/** Send the names of the commands. */
NetworkRecvStatus ServerNetworkAdminSocketHandler::SendCmdNames()
{
@@ -895,6 +930,20 @@ void NetworkAdminConsole(const char *origin, const char *string)
}
}
/**
* Send GameScript JSON to the admin network (if they did opt in for the respective update).
* @param json The JSON data as received from the GameScript.
*/
void NetworkAdminGameScript(const char *json)
{
ServerNetworkAdminSocketHandler *as;
FOR_ALL_ACTIVE_ADMIN_SOCKETS(as) {
if (as->update_frequency[ADMIN_UPDATE_GAMESCRIPT] & ADMIN_FREQUENCY_AUTOMATIC) {
as->SendGameScript(json);
}
}
}
/**
* Distribute CommandPacket details over the admin network for logging purposes.
* @param owner The owner of the CommandPacket (who sent us the CommandPacket).