Counter Strike : Global Offensive Source Code
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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifdef _WIN32
#if !defined( _X360 )
#include <winsock.h>
#else
#include "winsockx.h"
#endif
#elif POSIX
#define INVALID_SOCKET -1
#define SOCKET_ERROR -1
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#ifdef OSX
#include <uuid/uuid.h>
#endif
#ifdef _PS3
#include "basetypes.h"
#include "ps3/ps3_core.h"
#else
#include <pwd.h>
#define closesocket close
#endif
#include "quakedef.h" // build_number()
#endif
#include "net.h"
#include "quakedef.h"
#include "host.h"
#include "host_phonehome.h"
#include "mathlib/IceKey.H"
#include "bitbuf.h"
#include "tier0/icommandline.h"
#include "blockingudpsocket.h"
#include "cserserverprotocol_engine.h"
#include "utlbuffer.h"
#include "eiface.h"
#include "FindSteamServers.h"
#include <vstdlib/random.h>
#include "iregistry.h"
#include "filesystem_engine.h"
#include "checksum_md5.h"
#include "cl_steamauth.h"
#include "steam/steam_gameserver.h"
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "tier2/tier2.h"
#include "server.h"
#include "sv_steamauth.h"
#include "threadtools.h"
#if defined( _X360 )
#include "xbox/xbox_win32stubs.h"
#endif
#if defined( _PS3 )
#include "ps3/ps3_win32stubs.h"
#define closesocket socketclose
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
typedef unsigned int u32;
typedef unsigned char u8;
typedef unsigned short u16;
namespace GameStatsHarvester
{
enum EFileType
{
eFileTypeGameStats,
eFILETYPECOUNT // Count number of legal values
};
enum ESendMethod
{
eSendMethodWholeRawFileNoBlocks,
eSendMethodCompressedBlocks, // TODO: Reenable compressed sending of minidumps
eSENDMETHODCOUNT // Count number of legal values
};
}
using namespace GameStatsHarvester;
// TODO: cut protocol version down to u8 if possible, to reduce bandwidth usage
// for very frequent but tiny commands.
typedef u32 ProtocolVersion_t;
typedef u8 ProtocolAcceptanceFlag_t;
typedef u8 ProtocolUnacceptableAck_t;
typedef u32 MessageSequenceId_t;
typedef u32 ServerSessionHandle_t;
typedef u32 ClientSessionHandle_t;
typedef u32 NetworkTransactionId_t;
// Command codes are intentionally as small as possible to minimize bandwidth usage
// for very frequent but tiny commands (e.g. GDS 'FindServer' commands).
typedef u8 Command_t;
// ... likewise response codes are as small as possible - we use this when we
// ... can and revert to large types on a case by case basis.
typedef u8 CommandResponse_t;
// This define our standard type for length prefix for variable length messages
// in wire protocols.
// This is specifically used by CWSABUFWrapper::PrepareToReceiveLengthPrefixedMessage()
// and its supporting functions.
// It is defined here for generic (portable) network code to use when constructing
// messages to be sent to peers that use the above function.
// e.g. SteamValidateUserIDTickets.dll uses this for that purpose.
// We support u16 or u32 (obviously switching between them breaks existing protocols
// unless all components are switched simultaneously).
typedef u32 NetworkMessageLengthPrefix_t;
// Similarly, strings should be preceeded by their length.
typedef u16 StringLengthPrefix_t;
const ProtocolAcceptanceFlag_t cuProtocolIsNotAcceptable
= static_cast<ProtocolAcceptanceFlag_t>( 0 );
const ProtocolAcceptanceFlag_t cuProtocolIsAcceptable
= static_cast<ProtocolAcceptanceFlag_t>( 1 );
const Command_t cuMaxCommand
= static_cast<Command_t>(255);
const CommandResponse_t cuMaxCommandResponse
= static_cast<CommandResponse_t>(255);
// This is for mapping requests back to error ids for placing into the database appropriately.
typedef u32 ContextID_t;
// This is the version of the protocol used by latest-build clients.
const ProtocolVersion_t cuCurrentProtocolVersion = 1;
// This is the minimum protocol version number that the client must
// be able to speak in order to communicate with the server.
// The client sends its protocol version this before every command, and if we
// don't support that version anymore then we tell it nicely. The client
// should respond by doing an auto-update.
const ProtocolVersion_t cuRequiredProtocolVersion = 1;
namespace Commands
{
const Command_t cuGracefulClose = 0;
const Command_t cuSendGameStats = 1;
const Command_t cuNumCommands = 2;
const Command_t cuNoCommandReceivedYet = cuMaxCommand;
}
namespace HarvestFileCommand
{
typedef u32 SenderTypeId_t;
typedef u32 SenderTypeUniqueId_t;
typedef u32 SenderSourceCodeControlId_t;
typedef u32 FileSize_t;
// Legal values defined by EFileType
typedef u32 FileType_t;
// Legal values defined by ESendMethod
typedef u32 SendMethod_t;
const CommandResponse_t cuOkToSendFile = 0;
const CommandResponse_t cuFileTooBig = 1;
const CommandResponse_t cuInvalidSendMethod = 2;
const CommandResponse_t cuInvalidMaxCompressedChunkSize = 3;
const CommandResponse_t cuInvalidGameStatsContext = 4;
const uint cuNumCommandResponses = 5;
}
//#############################################################################
//
// Class declaration: CWin32UploadGameStats
//
//#############################################################################
//
// Authors:
//
// Yahn Bernier
//
// Description and general notes:
//
// Handles uploading game stats data blobs to the CSERServer
// (Client Stats & Error Reporting Server)
typedef enum
{
// General status
eGameStatsUploadSucceeded = 0,
eGameStatsUploadFailed,
// Specific status
eGameStatsBadParameter,
eGameStatsUnknownStatus,
eGameStatsSendingGameStatsHeaderSucceeded,
eGameStatsSendingGameStatsHeaderFailed,
eGameStatsReceivingResponseSucceeded,
eGameStatsReceivingResponseFailed,
eGameStatsConnectToCSERServerSucceeded,
eGameStatsConnectToCSERServerFailed,
eGameStatsUploadingGameStatsSucceeded,
eGameStatsUploadingGameStatsFailed
} EGameStatsUploadStatus;
struct TGameStatsProgress
{
// A text string describing the current progress
char m_sStatus[ 512 ];
};
typedef void ( *GAMESTATSREPORTPROGRESSFUNC )( u32 uContext, const TGameStatsProgress & rGameStatsProgress );
struct TGameStatsParameters
{
TGameStatsParameters() :
m_uAppId( 0 )
{
}
// IP Address of the CSERServer to send the report to
netadr_t m_ipCSERServer;
// Source Control Id (or build_number) of the product
u32 m_uEngineBuildNumber;
// Name of the .exe
char m_sExecutableName[ 64 ];
// Game directory
char m_sGameDirectory[ 64 ];
// Map name the server wants to upload statistics about
char m_sMapName[ 64 ];
// Version id for stats blob
u32 m_uStatsBlobVersion;
u32 m_uStatsBlobSize;
void *m_pStatsBlobData;
u32 m_uProgressContext;
GAMESTATSREPORTPROGRESSFUNC m_pOptionalProgressFunc;
u32 m_uAppId;
};
// Note that this API is blocking, though the callback, if passed, can occur during execution.
EGameStatsUploadStatus Win32UploadGameStatsBlocking
(
const TGameStatsParameters & rGameStatsParameters // Input
);
class CUploadGameStats : public IUploadGameStats
{
public:
#define GAMESTATSUPLOADER_CONNECT_RETRY_TIME 1.0
//-----------------------------------------------------------------------------
// Purpose: Initializes the connection to the CSER
//-----------------------------------------------------------------------------
void InitConnection( void )
{
m_bConnected = false;
m_Adr.Clear();
m_Adr.SetType( NA_IP );
m_flNextConnectAttempt = 0;
// don't call UpdateConnection here, does bad things
}
void UpdateConnection( void )
{
#ifndef DEDICATED
if ( m_bConnected )
return;
// try getting client SteamUtils interface
ISteamUtils *pSteamUtils = NULL;
#if !defined( DEDICATED )
pSteamUtils = Steam3Client().SteamUtils();
#endif
// if that fails, try the game server SteamUtils interface
if ( !pSteamUtils )
{
pSteamUtils = Steam3Server().SteamGameServerUtils();
}
// can't determine CSER if Steam not running
if ( !pSteamUtils )
return;
float curTime = Sys_FloatTime();
if ( curTime < m_flNextConnectAttempt )
return;
uint32 unIP = 0;
uint16 usPort = 0;
pSteamUtils->GetCSERIPPort( &unIP, &usPort );
if ( unIP == 0 )
{
m_flNextConnectAttempt = curTime + GAMESTATSUPLOADER_CONNECT_RETRY_TIME;
return;
}
else
{
m_Adr.SetIP( unIP );
m_Adr.SetPort( usPort );
m_Adr.SetType( NA_IP );
m_bConnected = true;
}
#endif // DEDICATED
}
virtual bool UploadGameStats( char const *mapname,
unsigned int blobversion, unsigned int blobsize, const void *pvBlobData )
{
// Attempt connection, for backwards compatibility
UpdateConnection();
if ( !m_bConnected )
return false;
unsigned int useAppId = GetSteamAppID();
if ( useAppId == 0 )
return false;
TGameStatsParameters params;
Q_memset( &params, 0, sizeof( params ) );
params.m_ipCSERServer = m_Adr;
params.m_uEngineBuildNumber = build_number();
Q_strncpy( params.m_sExecutableName, "hl2.exe", sizeof( params.m_sExecutableName ) );
Q_FileBase( com_gamedir, params.m_sGameDirectory, sizeof( params.m_sGameDirectory ) );
Q_FileBase( mapname, params.m_sMapName, sizeof( params.m_sMapName ) );
params.m_uStatsBlobVersion = blobversion;
params.m_uStatsBlobSize = blobsize;
params.m_pStatsBlobData = ( void * )pvBlobData;
////////////////////////////////////////////////////////////////////////////
// New protocol sorts things by Steam AppId (4/6/06 ywb)
params.m_uAppId = useAppId;
////////////////////////////////////////////////////////////////////////////
EGameStatsUploadStatus result = Win32UploadGameStatsBlocking( params );
return ( result == eGameStatsUploadSucceeded ) ? true : false;
}
// If user has disabled stats tracking, do nothing
virtual bool IsGameStatsLoggingEnabled()
{
if ( CommandLine()->FindParm( "-nogamestats" ) )
return false;
#ifdef DEDICATED
return true;
#else
IRegistry *temp = InstanceRegistry( "Steam" );
Assert( temp );
// Check registry
int iDisable = temp->ReadInt( "DisableGameStats", 0 );
ReleaseInstancedRegistry( temp );
if ( iDisable != 0 )
{
return false;
}
return true;
#endif
}
// Gets a non-personally identifiable unique ID for this steam user, used for tracking total gameplay time across
// multiple stats sessions, but isn't trackable back to their Steam account or id.
// Buffer should be 16 bytes, ID will come back as a hexadecimal string version of a GUID
virtual void GetPseudoUniqueId( char *buf, size_t bufsize )
{
Q_memset( buf, 0, bufsize );
Q_strncpy( buf, "unknown", bufsize );
#ifndef DEDICATED
// If running at Valve, copy in the users name here
if ( Steam3Client().SteamUtils() && ( Steam3Client().SteamUser()->BLoggedOn() ) && ( k_EUniverseBeta == Steam3Client().SteamUtils()->GetConnectedUniverse() ) )
{
bool bOk = true;
char username[ 64 ] = {0};
#if defined( _WIN32 )
Q_memset( username, 0, sizeof( username ) );
DWORD length = sizeof( username ) - 1;
if ( !GetUserName( username, &length ) )
{
bOk = false;
}
#elif defined( _GAMECONSOLE )
Q_strncpy( username, "console", sizeof( username ) );
#else
struct passwd *pass = getpwuid( getuid() );
if ( pass )
{
Q_strncpy( username, pass->pw_name, sizeof( username ) );
}
else
{
bOk = false;
}
#endif
// we have a valid user name (on Windows) or password (Not Windows)
if ( bOk )
{
username[sizeof(username)-1] = '\0';
Q_strncpy( buf, username, bufsize );
}
else
{
// For Linux dedicated servers, where we won't get a unique ID: set the ID to "unknown" so we have something. (If there's no ID,
// stats don't get sent.) This will later get altered to be a hash of IP&port, but this gets called early before IP is determined
// so we can't make the hash now.
Q_strncpy( buf, "unknown", bufsize );
}
}
// customer so generate pseudo name
else
{
IRegistry *temp = InstanceRegistry( "Steam" );
Assert( temp );
// Check registry
char const *uuid = temp->ReadString( "PseudoUUID", "" );
if ( !uuid || !*uuid )
{
// Create a new one
#ifdef WIN32
UUID newId;
UuidCreate( &newId );
#elif defined(OSX)
uuid_t newId;
uuid_generate( newId );
#else
char newId[32] = {0}; // TODO: add platform-specific UUID generation
#endif
char hex[ 17 ];
Q_memset( hex, 0, sizeof( hex ) );
Q_binarytohex( (const byte *)&newId, sizeof( newId ), hex, sizeof( hex ) );
temp->WriteString( "PseudoUUID", hex );
Q_strncpy( buf, hex, bufsize );
}
else
{
Q_strncpy( buf, uuid, bufsize );
}
ReleaseInstancedRegistry( temp );
if ( ( buf[0] == 0 ) && sv.IsDedicated() )
{
// For Linux dedicated servers, where we won't get a unique ID: set the ID to "unknown" so we have something. (If there's no ID,
// stats don't get sent.) This will later get altered to be a hash of IP&port, but this gets called early before IP is determined
// so we can't make the hash now.
Q_strncpy( buf, "unknown", bufsize );
}
}
#endif
if ( ( buf[0] == 0 ) && sv.IsDedicated() )
{
// For Linux dedicated servers, where we won't get a unique ID: set the ID to "unknown" so we have something. (If there's no ID,
// stats don't get sent.) This will later get altered to be a hash of IP&port, but this gets called early before IP is determined
// so we can't make the hash now.
Q_strncpy( buf, "unknown", bufsize );
}
}
virtual bool IsCyberCafeUser( void )
{
// TODO: convert this to be aware of proper Steam3'ified cafes once we actually implement that
return false;
}
// Only works in single player
virtual bool IsHDREnabled( void )
{
#if defined( DEDICATED ) || defined( _X360 )
return false;
#else
return g_pMaterialSystemHardwareConfig->GetHDREnabled();
#endif
}
private:
netadr_t m_Adr;
float m_flNextConnectAttempt;
bool m_bConnected;
};
static CUploadGameStats g_UploadGameStats;
IUploadGameStats *g_pUploadGameStats = &g_UploadGameStats;
EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CUploadGameStats, IUploadGameStats, INTERFACEVERSION_UPLOADGAMESTATS, g_UploadGameStats );
void UpdateProgress( const TGameStatsParameters & params, char const *fmt, ... )
{
if ( !params.m_pOptionalProgressFunc )
{
return;
}
char str[ 2048 ];
va_list argptr;
va_start( argptr, fmt );
_vsnprintf( str, sizeof( str ) - 1, fmt, argptr );
va_end( argptr );
char outstr[ 2060 ];
Q_snprintf( outstr, sizeof( outstr ), "(%u): %s", params.m_uProgressContext, str );
TGameStatsProgress progress;
Q_strncpy( progress.m_sStatus, outstr, sizeof( progress.m_sStatus ) );
// Invoke the callback
( *params.m_pOptionalProgressFunc )( params.m_uProgressContext, progress );
}
class CWin32UploadGameStats
{
public:
explicit CWin32UploadGameStats(
const netadr_t & harvester,
const TGameStatsParameters & rGameStatsParameters,
u32 contextid );
~CWin32UploadGameStats();
EGameStatsUploadStatus Upload( CUtlBuffer& buf );
private:
enum States
{
eCreateTCPSocket = 0,
eConnectToHarvesterServer,
eSendProtocolVersion,
eReceiveProtocolOkay,
eSendUploadCommand,
eReceiveOKToSendFile,
eSendWholeFile, // This could push chunks onto the wire, but we'll just use a whole buffer for now.
eReceiveFileUploadSuccess,
eSendGracefulClose,
eCloseTCPSocket
};
bool CreateTCPSocket( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool ConnectToHarvesterServer( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool SendProtocolVersion( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool ReceiveProtocolOkay( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool SendUploadCommand( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool ReceiveOKToSendFile( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool SendWholeFile( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool ReceiveFileUploadSuccess( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool SendGracefulClose( EGameStatsUploadStatus& status, CUtlBuffer& buf );
bool CloseTCPSocket( EGameStatsUploadStatus& status, CUtlBuffer& buf );
typedef bool ( CWin32UploadGameStats::*pfnProtocolStateHandler )( EGameStatsUploadStatus& status, CUtlBuffer& buf );
struct FSMState_t
{
FSMState_t( uint f, pfnProtocolStateHandler s ) :
first( f ),
second( s )
{
}
uint first;
pfnProtocolStateHandler second;
};
void AddState( uint StateIndex, pfnProtocolStateHandler handler );
void SetNextState( uint StateIndex );
bool DoBlockingReceive( uint bytesExpected, CUtlBuffer& buf );
CUtlVector< FSMState_t > m_States;
uint m_uCurrentState;
struct sockaddr_in m_HarvesterSockAddr;
uint m_SocketTCP;
const TGameStatsParameters &m_rCrashParameters; //lint !e1725
u32 m_ContextID;
};
CWin32UploadGameStats::CWin32UploadGameStats(
const netadr_t & harvester,
const TGameStatsParameters & rGameStatsParameters,
u32 contextid ) :
m_States(),
m_uCurrentState( eCreateTCPSocket ),
m_HarvesterSockAddr(),
m_SocketTCP( 0 ),
m_rCrashParameters( rGameStatsParameters ),
m_ContextID( contextid )
{
harvester.ToSockadr( (struct sockaddr *)&m_HarvesterSockAddr );
AddState( eCreateTCPSocket, &CWin32UploadGameStats::CreateTCPSocket );
AddState( eConnectToHarvesterServer, &CWin32UploadGameStats::ConnectToHarvesterServer );
AddState( eSendProtocolVersion, &CWin32UploadGameStats::SendProtocolVersion );
AddState( eReceiveProtocolOkay, &CWin32UploadGameStats::ReceiveProtocolOkay );
AddState( eSendUploadCommand, &CWin32UploadGameStats::SendUploadCommand );
AddState( eReceiveOKToSendFile, &CWin32UploadGameStats::ReceiveOKToSendFile );
AddState( eSendWholeFile, &CWin32UploadGameStats::SendWholeFile );
AddState( eReceiveFileUploadSuccess, &CWin32UploadGameStats::ReceiveFileUploadSuccess );
AddState( eSendGracefulClose, &CWin32UploadGameStats::SendGracefulClose );
AddState( eCloseTCPSocket, &CWin32UploadGameStats::CloseTCPSocket );
}
CWin32UploadGameStats::~CWin32UploadGameStats()
{
if ( m_SocketTCP != 0 )
{
closesocket( m_SocketTCP ); //lint !e534
m_SocketTCP = 0;
}
}
//-----------------------------------------------------------------------------
//
// Function: DoBlockingReceive()
//
//-----------------------------------------------------------------------------
bool CWin32UploadGameStats::DoBlockingReceive( uint bytesExpected, CUtlBuffer& buf )
{
uint totalReceived = 0;
buf.Purge();
for ( ;; )
{
char temp[ 8192 ];
int bytesReceived = recv( m_SocketTCP, temp, sizeof( temp ), 0 );
if ( bytesReceived <= 0 )
return false;
buf.Put( ( const void * )temp, (u32)bytesReceived );
totalReceived = buf.TellPut();
if ( totalReceived >= bytesExpected )
break;
}
return true;
}
void CWin32UploadGameStats::AddState( uint StateIndex, pfnProtocolStateHandler handler )
{
FSMState_t newState( StateIndex, handler );
m_States.AddToTail( newState );
}
EGameStatsUploadStatus CWin32UploadGameStats::Upload( CUtlBuffer& buf )
{
UpdateProgress( m_rCrashParameters, "Commencing game stats upload connection." );
EGameStatsUploadStatus result = eGameStatsUploadSucceeded;
// Run the state machine
while ( 1 )
{
Assert( m_States[ m_uCurrentState ].first == m_uCurrentState );
pfnProtocolStateHandler handler = m_States[ m_uCurrentState ].second;
if ( !(this->*handler)( result, buf ) )
{
return result;
}
}
}
void CWin32UploadGameStats::SetNextState( uint StateIndex )
{
Assert( StateIndex > m_uCurrentState );
m_uCurrentState = StateIndex;
}
bool CWin32UploadGameStats::CreateTCPSocket( EGameStatsUploadStatus& status, CUtlBuffer& /*buf*/ )
{
UpdateProgress( m_rCrashParameters, "Creating game stats upload socket." );
m_SocketTCP = socket( AF_INET, SOCK_STREAM, IPPROTO_TCP );
if ( m_SocketTCP == (uint)SOCKET_ERROR )
{
UpdateProgress( m_rCrashParameters, "Socket creation failed." );
status = eGameStatsUploadFailed;
return false;
}
SetNextState( eConnectToHarvesterServer );
return true;
}
bool CWin32UploadGameStats::ConnectToHarvesterServer( EGameStatsUploadStatus& status, CUtlBuffer& /*buf*/ )
{
UpdateProgress( m_rCrashParameters, "Connecting to game stats harvesting server." );
if ( connect( m_SocketTCP, (const sockaddr *)&m_HarvesterSockAddr, sizeof( m_HarvesterSockAddr ) ) == SOCKET_ERROR )
{
UpdateProgress( m_rCrashParameters, "Connection failed." );
status = eGameStatsConnectToCSERServerFailed;
return false;
}
SetNextState( eSendProtocolVersion );
return true;
}
bool CWin32UploadGameStats::SendProtocolVersion( EGameStatsUploadStatus& status, CUtlBuffer& buf )
{
UpdateProgress( m_rCrashParameters, "Sending game stats harvester protocol info." );
buf.SetBigEndian( true );
// Send protocol version
buf.Purge();
buf.PutInt( cuCurrentProtocolVersion );
if ( send( m_SocketTCP, (const char *)buf.Base(), (int)buf.TellPut(), 0 ) == SOCKET_ERROR )
{
UpdateProgress( m_rCrashParameters, "Send failed." );
status = eGameStatsUploadFailed;
return false;
}
SetNextState( eReceiveProtocolOkay );
return true;
}
bool CWin32UploadGameStats::ReceiveProtocolOkay( EGameStatsUploadStatus& status, CUtlBuffer& buf )
{
UpdateProgress( m_rCrashParameters, "Receiving harvesting protocol acknowledgement." );
buf.Purge();
// Now receive the protocol is acceptable token from the server
if ( !DoBlockingReceive( 1, buf ) )
{
UpdateProgress( m_rCrashParameters, "Didn't receive protocol failure data." );
status = eGameStatsUploadFailed;
return false;
}
bool protocolokay = buf.GetChar() ? true : false;
if ( !protocolokay )
{
UpdateProgress( m_rCrashParameters, "Server rejected protocol." );
status = eGameStatsUploadFailed;
return false;
}
UpdateProgress( m_rCrashParameters, "Protocol OK." );
SetNextState( eSendUploadCommand );
return true;
}
bool CWin32UploadGameStats::SendUploadCommand( EGameStatsUploadStatus& status, CUtlBuffer& buf )
{
UpdateProgress( m_rCrashParameters, "Sending harvesting protocol upload request." );
// Send upload command
buf.Purge();
NetworkMessageLengthPrefix_t messageSize
(
sizeof( Command_t )
+ sizeof( ContextID_t )
+ sizeof( HarvestFileCommand::FileSize_t )
+ sizeof( HarvestFileCommand::SendMethod_t )
+ sizeof( HarvestFileCommand::FileSize_t )
);
// Prefix the length to the command
buf.PutInt( (int)messageSize );
buf.PutChar( Commands::cuSendGameStats );
buf.PutInt( (int)m_ContextID );
buf.PutInt( (int)m_rCrashParameters.m_uStatsBlobSize );
buf.PutInt( static_cast<HarvestFileCommand::SendMethod_t>( eSendMethodWholeRawFileNoBlocks ) );
buf.PutInt( static_cast<HarvestFileCommand::FileSize_t>( 0 ) );
// Send command to server
if ( send( m_SocketTCP, (const char *)buf.Base(), (int)buf.TellPut(), 0 ) == SOCKET_ERROR )
{
UpdateProgress( m_rCrashParameters, "Send failed." );
status = eGameStatsUploadFailed;
return false;
}
SetNextState( eReceiveOKToSendFile );
return true;
}
bool CWin32UploadGameStats::ReceiveOKToSendFile( EGameStatsUploadStatus& status, CUtlBuffer& buf )
{
UpdateProgress( m_rCrashParameters, "Receive game stats harvesting protocol upload permissible." );
// Now receive the protocol is acceptable token from the server
if ( !DoBlockingReceive( 1, buf ) )
{
UpdateProgress( m_rCrashParameters, "Receive failed." );
status = eGameStatsUploadFailed;
return false;
}
bool dosend = false;
CommandResponse_t cmd = (CommandResponse_t)buf.GetChar();
switch ( cmd )
{
case HarvestFileCommand::cuOkToSendFile:
{
dosend = true;
}
break;
case HarvestFileCommand::cuFileTooBig:
case HarvestFileCommand::cuInvalidSendMethod:
case HarvestFileCommand::cuInvalidMaxCompressedChunkSize:
case HarvestFileCommand::cuInvalidGameStatsContext:
default:
break;
}
if ( !dosend )
{
UpdateProgress( m_rCrashParameters, "Server rejected upload command." );
status = eGameStatsUploadFailed;
return false;
}
SetNextState( eSendWholeFile );
return true;
}
bool CWin32UploadGameStats::SendWholeFile( EGameStatsUploadStatus& status, CUtlBuffer& /*buf*/ )
{
UpdateProgress( m_rCrashParameters, "Uploading game stats data." );
// Send to server
bool bret = true;
if ( send( m_SocketTCP, (const char *)m_rCrashParameters.m_pStatsBlobData, (int)m_rCrashParameters.m_uStatsBlobSize, 0 ) == SOCKET_ERROR )
{
bret = false;
UpdateProgress( m_rCrashParameters, "Send failed." );
status = eGameStatsUploadFailed;
}
else
{
SetNextState( eReceiveFileUploadSuccess );
}
return bret;
}
bool CWin32UploadGameStats::ReceiveFileUploadSuccess( EGameStatsUploadStatus& status, CUtlBuffer& buf )
{
UpdateProgress( m_rCrashParameters, "Receiving game stats upload success/fail message." );
// Now receive the protocol is acceptable token from the server
if ( !DoBlockingReceive( 1, buf ) )
{
UpdateProgress( m_rCrashParameters, "Receive failed." );
status = eGameStatsUploadFailed;
return false;
}
bool success = buf.GetChar() == 1 ? true : false;
if ( !success )
{
UpdateProgress( m_rCrashParameters, "Upload failed." );
status = eGameStatsUploadFailed;
return false;
}
UpdateProgress( m_rCrashParameters, "Upload OK." );
SetNextState( eSendGracefulClose );
return true;
}
bool CWin32UploadGameStats::SendGracefulClose( EGameStatsUploadStatus& status, CUtlBuffer& buf )
{
UpdateProgress( m_rCrashParameters, "Closing connection to server." );
// Now send disconnect command
buf.Purge();
size_t messageSize = sizeof( Command_t );
buf.PutInt( (int)messageSize );
buf.PutChar( Commands::cuGracefulClose );
if ( send( m_SocketTCP, (const char *)buf.Base(), (int)buf.TellPut(), 0 ) == SOCKET_ERROR )
{
UpdateProgress( m_rCrashParameters, "Send failed." );
status = eGameStatsUploadFailed;
return false;
}
SetNextState( eCloseTCPSocket );
return true;
}
bool CWin32UploadGameStats::CloseTCPSocket( EGameStatsUploadStatus& status, CUtlBuffer& /*buf*/ )
{
UpdateProgress( m_rCrashParameters, "Closing socket, upload succeeded." );
closesocket( m_SocketTCP );//lint !e534
m_SocketTCP = 0;
status = eGameStatsUploadSucceeded;
// NOTE: Returning false here ends the state machine!!!
return false;
}
EGameStatsUploadStatus Win32UploadGameStatsBlocking
(
const TGameStatsParameters & rGameStatsParameters
)
{
#ifdef _PS3
return eGameStatsUploadFailed;
#else
EGameStatsUploadStatus status = eGameStatsUploadSucceeded;
CUtlBuffer buf( rGameStatsParameters.m_uStatsBlobSize + 4096 );
UpdateProgress( rGameStatsParameters, "Creating initial report." );
buf.SetBigEndian( false );
buf.Purge();
buf.PutChar( C2M_REPORT_GAMESTATISTICS );
buf.PutChar( '\n' );
buf.PutChar( C2M_REPORT_GAMESTATISTICS_PROTOCOL_VERSION );
// See CSERServerProtocol.h for format
if ( 0 ) // This is the old protocol
{
buf.PutInt( (int)rGameStatsParameters.m_uEngineBuildNumber );
buf.PutString( rGameStatsParameters.m_sExecutableName ); // exe name
buf.PutString( rGameStatsParameters.m_sGameDirectory ); // gamedir
buf.PutString( rGameStatsParameters.m_sMapName );
buf.PutInt( (int)rGameStatsParameters.m_uStatsBlobVersion ); // game stats blob version
buf.PutInt( (int)rGameStatsParameters.m_uStatsBlobSize ); // game stats blob size
}
else
{
buf.PutInt( (int)rGameStatsParameters.m_uAppId );
buf.PutInt( (int)rGameStatsParameters.m_uStatsBlobSize ); // game stats blob size
}
CBlockingUDPSocket bcs;
if ( !bcs.IsValid() )
{
return eGameStatsUploadFailed;
}
struct sockaddr_in sa;
rGameStatsParameters.m_ipCSERServer.ToSockadr( (struct sockaddr *)&sa );
UpdateProgress( rGameStatsParameters, "Sending game stats to server %s.", rGameStatsParameters.m_ipCSERServer.ToString() );
bcs.SendSocketMessage( sa, (const u8 *)buf.Base(), buf.TellPut() ); //lint !e534
UpdateProgress( rGameStatsParameters, "Waiting for response." );
if ( bcs.WaitForMessage( 2.0f ) )
{
UpdateProgress( rGameStatsParameters, "Received response." );
struct sockaddr_in replyaddress;
buf.EnsureCapacity( 4096 );
uint bytesReceived = bcs.ReceiveSocketMessage( &replyaddress, (u8 *)buf.Base(), 4096 );
if ( bytesReceived > 0 )
{
// Fixup actual size
buf.SeekPut( CUtlBuffer::SEEK_HEAD, bytesReceived );
UpdateProgress( rGameStatsParameters, "Checking response." );
// Parse out data
u8 msgtype = (u8)buf.GetChar();
if ( M2C_ACKREPORT_GAMESTATISTICS != msgtype )
{
UpdateProgress( rGameStatsParameters, "Request denied, invalid message type." );
return eGameStatsSendingGameStatsHeaderFailed;
}
bool validProtocol = (u8)buf.GetChar() == 1 ? true : false;
if ( !validProtocol )
{
UpdateProgress( rGameStatsParameters, "Request denied, invalid message protocol." );
return eGameStatsSendingGameStatsHeaderFailed;
}
u8 disposition = (u8)buf.GetChar();
if ( GS_UPLOAD_REQESTED != disposition )
{
// Server doesn't want a gamestats, oh well
UpdateProgress( rGameStatsParameters, "Stats report accepted, data upload skipped." );
return eGameStatsUploadSucceeded;
}
// Read in the game stats info parameters
u32 harvester_ip = (u32)buf.GetInt();
u16 harvester_port = (u16)buf.GetShort();
u32 dumpcontext = (u32)buf.GetInt();
sockaddr_in adr;
adr.sin_family = AF_INET;
adr.sin_port = htons( harvester_port );
#ifdef _WIN32
adr.sin_addr.S_un.S_addr = harvester_ip;
#elif POSIX
adr.sin_addr.s_addr = harvester_ip;
#endif
netadr_t GameStatsHarvesterFSMIPAddress;
GameStatsHarvesterFSMIPAddress.SetFromSockadr( (struct sockaddr *)&adr );
UpdateProgress( rGameStatsParameters, "Server requested game stats upload to %s.", GameStatsHarvesterFSMIPAddress.ToString() );
// Keep using the same scratch buffer for messaging
CWin32UploadGameStats uploader( GameStatsHarvesterFSMIPAddress, rGameStatsParameters, dumpcontext );
status = uploader.Upload( buf );
}
}
else
{
UpdateProgress( rGameStatsParameters, "No response from server." );
}
return status;
#endif
}
//////////////////////////////////////////////////////////////////////////
//
// Implementation of async uploading
//
#ifdef IS_WINDOWS_PC
class CAsyncUploaderThread
{
public:
CAsyncUploaderThread()
: m_hThread( NULL ) {}
~CAsyncUploaderThread()
{
if ( m_hThread )
ReleaseThreadHandle( m_hThread );
}
protected:
ThreadHandle_t m_hThread;
CThreadFastMutex m_mtx;
struct DataEntry
{
char const *szMapName;
uint uiBlobVersion;
uint uiBlobSize;
void const *pvBlob;
DataEntry *AllocCopy() const;
void Free() { delete [] ( (char*)this ); }
};
CUtlVector< DataEntry * > m_queue;
enum {
SLEEP_QUEUE_EMPTY = 60 * 1000,
SLEEP_RETRY_UPLOAD = 10 * 1000,
SLEEP_ENTRY_UPLOADED = 10 * 1000,
};
public:
static uintp CallbackThreadProc( void *pvParam ) { reinterpret_cast< CAsyncUploaderThread * >( pvParam )->ThreadProc(); return 0; }
void ThreadProc();
void QueueData( char const *szMapName, uint uiBlobVersion, uint uiBlobSize, const void *pvBlob );
};
static CAsyncUploaderThread g_AsyncUploader;
CAsyncUploaderThread::DataEntry * CAsyncUploaderThread::DataEntry::AllocCopy() const
{
// Find out how much memory we would need
uint lenMapName = ( szMapName ? strlen( szMapName ) : 0 );
uint numBytes = sizeof( DataEntry ) + uiBlobSize + lenMapName + 1;
char *pbData = new char[ numBytes ];
DataEntry *pNew = ( DataEntry * )( pbData );
if ( !pNew )
return NULL;
pNew->uiBlobVersion = uiBlobVersion;
pNew->uiBlobSize = uiBlobSize;
char *pbWriteMapName = ( char * )( pNew + 1 );
pNew->szMapName = pbWriteMapName;
memcpy( pbWriteMapName, szMapName, lenMapName );
pbWriteMapName[ lenMapName ] = 0;
char *pbWriteBlob = pbWriteMapName + lenMapName + 1;
pNew->pvBlob = pbWriteBlob;
memcpy( pbWriteBlob, pvBlob, uiBlobSize );
return pNew;
}
void CAsyncUploaderThread::QueueData( char const *szMapName, uint uiBlobVersion, uint uiBlobSize, const void *pvBlob )
{
// DevMsg( 3, "AsyncUploaderThread: Queue [%.*s]\n", uiBlobSize, pvBlob );
// Prepare for a DataEntry
DataEntry de = { szMapName, uiBlobVersion, uiBlobSize, pvBlob };
if ( DataEntry *pNew = de.AllocCopy() )
{
AUTO_LOCK( m_mtx );
m_queue.AddToTail( pNew );
if ( !m_hThread )
{
m_hThread = CreateSimpleThread( CallbackThreadProc, this );
}
}
}
void CAsyncUploaderThread::ThreadProc()
{
#ifdef _GAMECONSOLE
Assert( !"This is illegal on console" );
DebuggerBreak();
#endif
for ( ; ; )
{
// Fetch an item from queue
DataEntry *pUpload = NULL;
{
AUTO_LOCK( m_mtx );
if ( m_queue.Count() )
{
pUpload = m_queue[0];
m_queue.Remove( 0 );
}
}
// If queue is empty, then sleep
if ( !pUpload )
{
ThreadSleep( SLEEP_QUEUE_EMPTY );
continue;
}
// DevMsg( 3, "AsyncUploaderThread: Uploading [%.*s]\n", pUpload->uiBlobSize, pUpload->pvBlob );
// Attempt to upload the data until successful
bool bSuccess = g_pUploadGameStats->UploadGameStats( pUpload->szMapName, pUpload->uiBlobVersion, pUpload->uiBlobSize, pUpload->pvBlob );
bSuccess;
// After the data entry got uploaded, grab the next one
// DevMsg( 3, "AsyncUploaderThread: Upload finished (status=%d) for data [%.*s]\n", bSuccess, pUpload->uiBlobSize, pUpload->pvBlob );
ThreadSleep( SLEEP_ENTRY_UPLOADED );
pUpload->Free();
}
}
void AsyncUpload_QueueData( char const *szMapName, uint uiBlobVersion, uint uiBlobSize, const void *pvBlob )
{
g_AsyncUploader.QueueData( szMapName, uiBlobVersion, uiBlobSize, pvBlob );
}
#else
void AsyncUpload_QueueData( char const *szMapName, uint uiBlobVersion, uint uiBlobSize, const void *pvBlob )
{
// -- nothing -- g_AsyncUploader.QueueData( szMapName, uiBlobVersion, uiBlobSize, pvBlob );
}
#endif