mirror of
https://github.com/nillerusr/source-engine.git
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2fb712af66
* Fix macOS build * Fix *BSD build * Add missing *BSD include
1258 lines
34 KiB
C++
1258 lines
34 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#ifdef _WIN32
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#if !defined( _X360 )
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#include <winsock.h>
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#else
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#include "winsockx.h"
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#endif
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#elif POSIX
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#define INVALID_SOCKET -1
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#define SOCKET_ERROR -1
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#include <sys/types.h>
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#include <sys/socket.h>
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#include <netinet/in.h>
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//$ #include <uuid/uuid.h>
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#ifdef OSX
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#include <uuid/uuid.h>
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#elif defined(PLATFORM_BSD)
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#include <uuid.h>
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#else
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typedef unsigned char uuid_t[16];
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#endif
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#include <pwd.h>
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#define closesocket close
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#include "quakedef.h" // build_number()
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#endif
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#include "net.h"
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#include "quakedef.h"
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#include "sv_uploadgamestats.h"
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#include "host.h"
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#include "host_phonehome.h"
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#include "mathlib/IceKey.H"
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#include "bitbuf.h"
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#include "tier0/icommandline.h"
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#include "tier0/vcrmode.h"
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#include "blockingudpsocket.h"
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#include "cserserverprotocol_engine.h"
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#include "utlbuffer.h"
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#include "eiface.h"
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#include "FindSteamServers.h"
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#include <vstdlib/random.h>
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#include "iregistry.h"
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#include "filesystem_engine.h"
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#include "checksum_md5.h"
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#include "cl_steamauth.h"
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#include "steam/steam_gameserver.h"
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#include "materialsystem/imaterialsystemhardwareconfig.h"
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#include "tier2/tier2.h"
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#include "server.h"
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#include "sv_steamauth.h"
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#include "host_state.h"
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#if defined( _X360 )
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#include "xbox/xbox_win32stubs.h"
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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typedef unsigned int u32;
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typedef unsigned char u8;
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typedef unsigned short u16;
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namespace GameStatsHarvester
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{
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enum EFileType
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{
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eFileTypeGameStats,
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eFILETYPECOUNT // Count number of legal values
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};
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enum ESendMethod
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{
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eSendMethodWholeRawFileNoBlocks,
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eSendMethodCompressedBlocks, // TODO: Reenable compressed sending of minidumps
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eSENDMETHODCOUNT // Count number of legal values
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};
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}
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using namespace GameStatsHarvester;
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// TODO: cut protocol version down to u8 if possible, to reduce bandwidth usage
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// for very frequent but tiny commands.
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typedef u32 ProtocolVersion_t;
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typedef u8 ProtocolAcceptanceFlag_t;
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typedef u8 ProtocolUnacceptableAck_t;
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typedef u32 MessageSequenceId_t;
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typedef u32 ServerSessionHandle_t;
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typedef u32 ClientSessionHandle_t;
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typedef u32 NetworkTransactionId_t;
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// Command codes are intentionally as small as possible to minimize bandwidth usage
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// for very frequent but tiny commands (e.g. GDS 'FindServer' commands).
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typedef u8 Command_t;
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// ... likewise response codes are as small as possible - we use this when we
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// ... can and revert to large types on a case by case basis.
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typedef u8 CommandResponse_t;
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// This define our standard type for length prefix for variable length messages
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// in wire protocols.
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// This is specifically used by CWSABUFWrapper::PrepareToReceiveLengthPrefixedMessage()
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// and its supporting functions.
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// It is defined here for generic (portable) network code to use when constructing
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// messages to be sent to peers that use the above function.
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// e.g. SteamValidateUserIDTickets.dll uses this for that purpose.
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// We support u16 or u32 (obviously switching between them breaks existing protocols
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// unless all components are switched simultaneously).
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typedef u32 NetworkMessageLengthPrefix_t;
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// Similarly, strings should be preceeded by their length.
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typedef u16 StringLengthPrefix_t;
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const ProtocolAcceptanceFlag_t cuProtocolIsNotAcceptable
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= static_cast<ProtocolAcceptanceFlag_t>( 0 );
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const ProtocolAcceptanceFlag_t cuProtocolIsAcceptable
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= static_cast<ProtocolAcceptanceFlag_t>( 1 );
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const Command_t cuMaxCommand
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= static_cast<Command_t>(255);
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const CommandResponse_t cuMaxCommandResponse
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= static_cast<CommandResponse_t>(255);
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// This is for mapping requests back to error ids for placing into the database appropriately.
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typedef u32 ContextID_t;
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// This is the version of the protocol used by latest-build clients.
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const ProtocolVersion_t cuCurrentProtocolVersion = 1;
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// This is the minimum protocol version number that the client must
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// be able to speak in order to communicate with the server.
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// The client sends its protocol version this before every command, and if we
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// don't support that version anymore then we tell it nicely. The client
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// should respond by doing an auto-update.
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const ProtocolVersion_t cuRequiredProtocolVersion = 1;
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namespace Commands
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{
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const Command_t cuGracefulClose = 0;
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const Command_t cuSendGameStats = 1;
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const Command_t cuNumCommands = 2;
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const Command_t cuNoCommandReceivedYet = cuMaxCommand;
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}
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namespace HarvestFileCommand
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{
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typedef u32 SenderTypeId_t;
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typedef u32 SenderTypeUniqueId_t;
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typedef u32 SenderSourceCodeControlId_t;
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typedef u32 FileSize_t;
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// Legal values defined by EFileType
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typedef u32 FileType_t;
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// Legal values defined by ESendMethod
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typedef u32 SendMethod_t;
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const CommandResponse_t cuOkToSendFile = 0;
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const CommandResponse_t cuFileTooBig = 1;
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const CommandResponse_t cuInvalidSendMethod = 2;
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const CommandResponse_t cuInvalidMaxCompressedChunkSize = 3;
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const CommandResponse_t cuInvalidGameStatsContext = 4;
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const uint cuNumCommandResponses = 5;
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}
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//#############################################################################
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//
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// Class declaration: CWin32UploadGameStats
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//
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//#############################################################################
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//
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// Authors:
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//
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// Yahn Bernier
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//
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// Description and general notes:
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//
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// Handles uploading game stats data blobs to the CSERServer
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// (Client Stats & Error Reporting Server)
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typedef enum
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{
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// General status
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eGameStatsUploadSucceeded = 0,
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eGameStatsUploadFailed,
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// Specific status
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eGameStatsBadParameter,
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eGameStatsUnknownStatus,
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eGameStatsSendingGameStatsHeaderSucceeded,
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eGameStatsSendingGameStatsHeaderFailed,
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eGameStatsReceivingResponseSucceeded,
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eGameStatsReceivingResponseFailed,
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eGameStatsConnectToCSERServerSucceeded,
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eGameStatsConnectToCSERServerFailed,
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eGameStatsUploadingGameStatsSucceeded,
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eGameStatsUploadingGameStatsFailed
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} EGameStatsUploadStatus;
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struct TGameStatsProgress
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{
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// A text string describing the current progress
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char m_sStatus[ 512 ];
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};
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typedef void ( *GAMESTATSREPORTPROGRESSFUNC )( u32 uContext, const TGameStatsProgress & rGameStatsProgress );
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struct TGameStatsParameters
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{
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TGameStatsParameters() :
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m_uAppId( 0 )
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{
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}
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// IP Address of the CSERServer to send the report to
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netadr_t m_ipCSERServer;
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// Source Control Id (or build_number) of the product
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u32 m_uEngineBuildNumber;
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// Name of the .exe
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char m_sExecutableName[ 64 ];
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// Game directory
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char m_sGameDirectory[ 64 ];
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// Map name the server wants to upload statistics about
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char m_sMapName[ 64 ];
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// Version id for stats blob
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u32 m_uStatsBlobVersion;
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u32 m_uStatsBlobSize;
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void *m_pStatsBlobData;
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u32 m_uProgressContext;
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GAMESTATSREPORTPROGRESSFUNC m_pOptionalProgressFunc;
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u32 m_uAppId;
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};
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// Note that this API is blocking, though the callback, if passed, can occur during execution.
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EGameStatsUploadStatus Win32UploadGameStatsBlocking
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(
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const TGameStatsParameters & rGameStatsParameters // Input
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);
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class CUploadGameStats : public IUploadGameStats
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{
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public:
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#define GAMESTATSUPLOADER_CONNECT_RETRY_TIME 1.0
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CUploadGameStats() : m_bConnected(false), m_flNextConnectAttempt(0) {}
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//-----------------------------------------------------------------------------
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// Purpose: Initializes the connection to the CSER
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//-----------------------------------------------------------------------------
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void InitConnection( void )
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{
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AsyncUpload_Shutdown();
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m_bConnected = false;
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m_Adr.Clear();
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m_Adr.SetType( NA_IP );
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m_flNextConnectAttempt = 0;
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// don't call UpdateConnection here, does bad things
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}
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void UpdateConnection( void )
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{
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if ( m_bConnected || HostState_IsShuttingDown() )
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return;
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// try getting client SteamUtils interface
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ISteamUtils *pSteamUtils = NULL;
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#ifndef SWDS
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pSteamUtils = Steam3Client().SteamUtils();
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#endif
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// if that fails, try the game server SteamUtils interface
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if ( !pSteamUtils )
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{
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pSteamUtils = Steam3Server().SteamGameServerUtils();
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}
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// can't determine CSER if Steam not running
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if ( !pSteamUtils )
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return;
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float curTime = Sys_FloatTime();
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if ( curTime < m_flNextConnectAttempt )
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return;
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uint32 unIP = 0;
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uint16 usPort = 0;
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#if !defined( NO_VCR )
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if ( VCRGetMode() != VCR_Playback )
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#endif
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{
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pSteamUtils->GetCSERIPPort( &unIP, &usPort );
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}
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#if !defined( NO_VCR )
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VCRGenericValue( "a", &unIP, sizeof( unIP ) );
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VCRGenericValue( "b", &usPort, sizeof( usPort ) );
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#endif
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if ( unIP == 0 )
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{
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m_flNextConnectAttempt = curTime + GAMESTATSUPLOADER_CONNECT_RETRY_TIME;
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return;
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}
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else
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{
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m_Adr.SetIP( unIP );
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m_Adr.SetPort( usPort );
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m_Adr.SetType( NA_IP );
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m_bConnected = true;
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}
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}
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virtual bool UploadGameStats( char const *mapname,
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unsigned int blobversion, unsigned int blobsize, const void *pvBlobData )
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{
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AsyncUpload_QueueData( mapname, blobversion, blobsize, pvBlobData );
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return true;
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//return UploadGameStatsInternal( mapname, blobversion, blobsize, pvBlobData );
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}
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// If user has disabled stats tracking, do nothing
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virtual bool IsGameStatsLoggingEnabled()
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{
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if ( CommandLine()->FindParm( "-nogamestats" ) )
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return false;
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#ifdef SWDS
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return true;
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#else
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IRegistry *temp = InstanceRegistry( "Steam" );
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Assert( temp );
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// Check registry
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int iDisable = temp->ReadInt( "DisableGameStats", 0 );
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ReleaseInstancedRegistry( temp );
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if ( iDisable != 0 )
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{
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return false;
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}
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return true;
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#endif
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}
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// Gets a non-personally identifiable unique ID for this steam user, used for tracking total gameplay time across
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// multiple stats sessions, but isn't trackable back to their Steam account or id.
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// Buffer should be 16 bytes, ID will come back as a hexadecimal string version of a GUID
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virtual void GetPseudoUniqueId( char *buf, size_t bufsize )
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{
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Q_memset( buf, 0, bufsize );
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#ifndef SWDS
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IRegistry *temp = InstanceRegistry( "Steam" );
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Assert( temp );
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// Check registry
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char const *uuid = temp->ReadString( "PseudoUUID", "" );
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if ( !uuid || !*uuid )
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{
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// Create a new one
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#ifdef WIN32
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UUID newId;
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UuidCreate( &newId );
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#elif defined(POSIX)
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uuid_t newId;
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#ifdef OSX
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uuid_generate( newId );
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#elif defined(PLATFORM_BSD)
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uint32_t status;
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uuid_create( &newId, &status );
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#endif
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#else
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#error
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#endif
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char hex[ 17 ];
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Q_memset( hex, 0, sizeof( hex ) );
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Q_binarytohex( (const byte *)&newId, sizeof( newId ), hex, sizeof( hex ) );
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// If running at Valve, copy in the users name here
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if ( Steam3Client().SteamUtils() && ( Steam3Client().SteamUser()->BLoggedOn() ) &&
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( k_EUniverseBeta == Steam3Client().SteamUtils()->GetConnectedUniverse() ) )
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{
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bool bOk = true;
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char username[ 64 ];
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#if defined( _WIN32 )
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Q_memset( username, 0, sizeof( username ) );
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DWORD length = sizeof( username ) - 1;
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if ( !GetUserName( username, &length ) )
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{
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bOk = false;
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}
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#else
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struct passwd *pass = getpwuid( getuid() );
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if ( pass )
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{
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Q_strncpy( username, pass->pw_name, sizeof( username ) );
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}
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else
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{
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bOk = false;
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}
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username[sizeof(username)-1] = '\0';
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#endif
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if ( bOk )
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{
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int nBytesToCopy = min( (size_t)Q_strlen( username ), sizeof( hex ) - 1 );
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// NOTE: This doesn't copy the NULL terminator from username because we want the "random" bits after the name
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Q_memcpy( hex, username, nBytesToCopy );
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}
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}
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temp->WriteString( "PseudoUUID", hex );
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Q_strncpy( buf, hex, bufsize );
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}
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else
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{
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Q_strncpy( buf, uuid, bufsize );
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}
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ReleaseInstancedRegistry( temp );
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#endif
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if ( ( buf[0] == 0 ) && sv.IsDedicated() )
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{
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// 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,
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// 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
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// so we can't make the hash now.
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Q_strncpy( buf, "unknown", bufsize );
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}
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}
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virtual bool IsCyberCafeUser( void )
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{
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// TODO: convert this to be aware of proper Steam3'ified cafes once we actually implement that
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return false;
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}
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// Only works in single player
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virtual bool IsHDREnabled( void )
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{
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#if defined( SWDS ) || defined( _X360 )
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return false;
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#else
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return g_pMaterialSystemHardwareConfig->GetHDREnabled();
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#endif
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}
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bool UploadGameStatsInternal( char const *mapname,
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unsigned int blobversion, unsigned int blobsize, const void *pvBlobData )
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{
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// Attempt connection, for backwards compatibility
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UpdateConnection();
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if ( !m_bConnected )
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return false;
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unsigned int useAppId = GetSteamAppID();
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if ( useAppId == 0 )
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return false;
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TGameStatsParameters params;
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Q_memset( ¶ms, 0, sizeof( params ) );
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params.m_ipCSERServer = m_Adr;
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params.m_uEngineBuildNumber = build_number();
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Q_strncpy( params.m_sExecutableName, "hl2.exe", sizeof( params.m_sExecutableName ) );
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Q_FileBase( com_gamedir, params.m_sGameDirectory, sizeof( params.m_sGameDirectory ) );
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Q_FileBase( mapname, params.m_sMapName, sizeof( params.m_sMapName ) );
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params.m_uStatsBlobVersion = blobversion;
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params.m_uStatsBlobSize = blobsize;
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params.m_pStatsBlobData = ( void * )pvBlobData;
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////////////////////////////////////////////////////////////////////////////
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// New protocol sorts things by Steam AppId (4/6/06 ywb)
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params.m_uAppId = useAppId;
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////////////////////////////////////////////////////////////////////////////
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EGameStatsUploadStatus result = Win32UploadGameStatsBlocking( params );
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return ( result == eGameStatsUploadSucceeded ) ? true : false;
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}
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private:
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netadr_t m_Adr;
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float m_flNextConnectAttempt;
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bool m_bConnected;
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};
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static CUploadGameStats g_UploadGameStats;
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IUploadGameStats *g_pUploadGameStats = &g_UploadGameStats;
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EXPOSE_SINGLE_INTERFACE_GLOBALVAR( CUploadGameStats, IUploadGameStats, INTERFACEVERSION_UPLOADGAMESTATS, g_UploadGameStats );
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void UpdateProgress( const TGameStatsParameters & params, char const *fmt, ... )
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{
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if ( !params.m_pOptionalProgressFunc )
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{
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return;
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}
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char str[ 2048 ];
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va_list argptr;
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va_start( argptr, fmt );
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_vsnprintf( str, sizeof( str ) - 1, fmt, argptr );
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va_end( argptr );
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char outstr[ 2060 ];
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Q_snprintf( outstr, sizeof( outstr ), "(%u): %s", params.m_uProgressContext, str );
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TGameStatsProgress progress;
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Q_strncpy( progress.m_sStatus, outstr, sizeof( progress.m_sStatus ) );
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// Invoke the callback
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( *params.m_pOptionalProgressFunc )( params.m_uProgressContext, progress );
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}
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class CWin32UploadGameStats
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{
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public:
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explicit CWin32UploadGameStats(
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const netadr_t & harvester,
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const TGameStatsParameters & rGameStatsParameters,
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u32 contextid );
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~CWin32UploadGameStats();
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EGameStatsUploadStatus Upload( CUtlBuffer& buf );
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private:
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enum States
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{
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eCreateTCPSocket = 0,
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eConnectToHarvesterServer,
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eSendProtocolVersion,
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eReceiveProtocolOkay,
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eSendUploadCommand,
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eReceiveOKToSendFile,
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eSendWholeFile, // This could push chunks onto the wire, but we'll just use a whole buffer for now.
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eReceiveFileUploadSuccess,
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eSendGracefulClose,
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eCloseTCPSocket
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};
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bool CreateTCPSocket( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool ConnectToHarvesterServer( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool SendProtocolVersion( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool ReceiveProtocolOkay( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool SendUploadCommand( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool ReceiveOKToSendFile( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool SendWholeFile( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool ReceiveFileUploadSuccess( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool SendGracefulClose( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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bool CloseTCPSocket( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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typedef bool ( CWin32UploadGameStats::*pfnProtocolStateHandler )( EGameStatsUploadStatus& status, CUtlBuffer& buf );
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struct FSMState_t
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{
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FSMState_t( uint f, pfnProtocolStateHandler s ) :
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first( f ),
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second( s )
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{
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}
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uint first;
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pfnProtocolStateHandler second;
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};
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void AddState( uint StateIndex, pfnProtocolStateHandler handler );
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void SetNextState( uint StateIndex );
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bool DoBlockingReceive( uint bytesExpected, CUtlBuffer& buf );
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CUtlVector< FSMState_t > m_States;
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uint m_uCurrentState;
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struct sockaddr_in m_HarvesterSockAddr;
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uint m_SocketTCP;
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const TGameStatsParameters &m_rCrashParameters; //lint !e1725
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u32 m_ContextID;
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};
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CWin32UploadGameStats::CWin32UploadGameStats(
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const netadr_t & harvester,
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const TGameStatsParameters & rGameStatsParameters,
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u32 contextid ) :
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m_States(),
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m_uCurrentState( eCreateTCPSocket ),
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m_HarvesterSockAddr(),
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m_SocketTCP( 0 ),
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m_rCrashParameters( rGameStatsParameters ),
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m_ContextID( contextid )
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{
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harvester.ToSockadr( (struct sockaddr *)&m_HarvesterSockAddr );
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AddState( eCreateTCPSocket, &CWin32UploadGameStats::CreateTCPSocket );
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AddState( eConnectToHarvesterServer, &CWin32UploadGameStats::ConnectToHarvesterServer );
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AddState( eSendProtocolVersion, &CWin32UploadGameStats::SendProtocolVersion );
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AddState( eReceiveProtocolOkay, &CWin32UploadGameStats::ReceiveProtocolOkay );
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AddState( eSendUploadCommand, &CWin32UploadGameStats::SendUploadCommand );
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AddState( eReceiveOKToSendFile, &CWin32UploadGameStats::ReceiveOKToSendFile );
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AddState( eSendWholeFile, &CWin32UploadGameStats::SendWholeFile );
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AddState( eReceiveFileUploadSuccess, &CWin32UploadGameStats::ReceiveFileUploadSuccess );
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AddState( eSendGracefulClose, &CWin32UploadGameStats::SendGracefulClose );
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AddState( eCloseTCPSocket, &CWin32UploadGameStats::CloseTCPSocket );
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}
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CWin32UploadGameStats::~CWin32UploadGameStats()
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{
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if ( m_SocketTCP != 0 )
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{
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closesocket( m_SocketTCP ); //lint !e534
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m_SocketTCP = 0;
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}
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}
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//-----------------------------------------------------------------------------
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//
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// Function: DoBlockingReceive()
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//
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//-----------------------------------------------------------------------------
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bool CWin32UploadGameStats::DoBlockingReceive( uint bytesExpected, CUtlBuffer& buf )
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{
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uint totalReceived = 0;
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buf.Purge();
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for ( ;; )
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{
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char temp[ 8192 ];
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int bytesReceived = recv( m_SocketTCP, temp, sizeof( temp ), 0 );
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if ( bytesReceived <= 0 )
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return false;
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buf.Put( ( const void * )temp, (u32)bytesReceived );
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totalReceived = buf.TellPut();
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if ( totalReceived >= bytesExpected )
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break;
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}
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return true;
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}
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void CWin32UploadGameStats::AddState( uint StateIndex, pfnProtocolStateHandler handler )
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{
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FSMState_t newState( StateIndex, handler );
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m_States.AddToTail( newState );
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}
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EGameStatsUploadStatus CWin32UploadGameStats::Upload( CUtlBuffer& buf )
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{
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UpdateProgress( m_rCrashParameters, "Commencing game stats upload connection." );
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EGameStatsUploadStatus result = eGameStatsUploadSucceeded;
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// Run the state machine
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while ( 1 )
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{
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Assert( m_States[ m_uCurrentState ].first == m_uCurrentState );
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pfnProtocolStateHandler handler = m_States[ m_uCurrentState ].second;
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if ( !(this->*handler)( result, buf ) )
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{
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return result;
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}
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}
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}
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void CWin32UploadGameStats::SetNextState( uint StateIndex )
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{
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Assert( StateIndex > m_uCurrentState );
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m_uCurrentState = StateIndex;
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}
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bool CWin32UploadGameStats::CreateTCPSocket( EGameStatsUploadStatus& status, CUtlBuffer& /*buf*/ )
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{
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UpdateProgress( m_rCrashParameters, "Creating game stats upload socket." );
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m_SocketTCP = socket( AF_INET, SOCK_STREAM, IPPROTO_TCP );
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if ( m_SocketTCP == (uint)SOCKET_ERROR )
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{
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UpdateProgress( m_rCrashParameters, "Socket creation failed." );
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status = eGameStatsUploadFailed;
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return false;
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}
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SetNextState( eConnectToHarvesterServer );
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return true;
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}
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bool CWin32UploadGameStats::ConnectToHarvesterServer( EGameStatsUploadStatus& status, CUtlBuffer& /*buf*/ )
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{
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UpdateProgress( m_rCrashParameters, "Connecting to game stats harvesting server." );
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if ( connect( m_SocketTCP, (const sockaddr *)&m_HarvesterSockAddr, sizeof( m_HarvesterSockAddr ) ) == SOCKET_ERROR )
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{
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UpdateProgress( m_rCrashParameters, "Connection failed." );
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status = eGameStatsConnectToCSERServerFailed;
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return false;
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}
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SetNextState( eSendProtocolVersion );
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return true;
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}
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bool CWin32UploadGameStats::SendProtocolVersion( EGameStatsUploadStatus& status, CUtlBuffer& buf )
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{
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UpdateProgress( m_rCrashParameters, "Sending game stats harvester protocol info." );
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buf.SetBigEndian( true );
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// Send protocol version
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buf.Purge();
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buf.PutInt( cuCurrentProtocolVersion );
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if ( send( m_SocketTCP, (const char *)buf.Base(), (int)buf.TellPut(), 0 ) == SOCKET_ERROR )
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{
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UpdateProgress( m_rCrashParameters, "Send failed." );
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status = eGameStatsUploadFailed;
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return false;
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}
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SetNextState( eReceiveProtocolOkay );
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return true;
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}
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bool CWin32UploadGameStats::ReceiveProtocolOkay( EGameStatsUploadStatus& status, CUtlBuffer& buf )
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{
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UpdateProgress( m_rCrashParameters, "Receiving harvesting protocol acknowledgement." );
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buf.Purge();
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// Now receive the protocol is acceptable token from the server
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if ( !DoBlockingReceive( 1, buf ) )
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{
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UpdateProgress( m_rCrashParameters, "Didn't receive protocol failure data." );
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status = eGameStatsUploadFailed;
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return false;
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}
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bool protocolokay = buf.GetChar() ? true : false;
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if ( !protocolokay )
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{
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UpdateProgress( m_rCrashParameters, "Server rejected protocol." );
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status = eGameStatsUploadFailed;
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return false;
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}
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UpdateProgress( m_rCrashParameters, "Protocol OK." );
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SetNextState( eSendUploadCommand );
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return true;
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}
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bool CWin32UploadGameStats::SendUploadCommand( EGameStatsUploadStatus& status, CUtlBuffer& buf )
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{
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UpdateProgress( m_rCrashParameters, "Sending harvesting protocol upload request." );
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// Send upload command
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buf.Purge();
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NetworkMessageLengthPrefix_t messageSize
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(
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sizeof( Command_t )
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+ sizeof( ContextID_t )
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+ sizeof( HarvestFileCommand::FileSize_t )
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+ sizeof( HarvestFileCommand::SendMethod_t )
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+ sizeof( HarvestFileCommand::FileSize_t )
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);
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// Prefix the length to the command
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buf.PutInt( (int)messageSize );
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buf.PutChar( Commands::cuSendGameStats );
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buf.PutInt( (int)m_ContextID );
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buf.PutInt( (int)m_rCrashParameters.m_uStatsBlobSize );
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buf.PutInt( static_cast<HarvestFileCommand::SendMethod_t>( eSendMethodWholeRawFileNoBlocks ) );
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buf.PutInt( static_cast<HarvestFileCommand::FileSize_t>( 0 ) );
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// Send command to server
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if ( send( m_SocketTCP, (const char *)buf.Base(), (int)buf.TellPut(), 0 ) == SOCKET_ERROR )
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{
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UpdateProgress( m_rCrashParameters, "Send failed." );
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status = eGameStatsUploadFailed;
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return false;
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}
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SetNextState( eReceiveOKToSendFile );
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return true;
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}
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bool CWin32UploadGameStats::ReceiveOKToSendFile( EGameStatsUploadStatus& status, CUtlBuffer& buf )
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{
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UpdateProgress( m_rCrashParameters, "Receive game stats harvesting protocol upload permissible." );
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// Now receive the protocol is acceptable token from the server
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if ( !DoBlockingReceive( 1, buf ) )
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{
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UpdateProgress( m_rCrashParameters, "Receive failed." );
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status = eGameStatsUploadFailed;
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return false;
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}
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bool dosend = false;
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CommandResponse_t cmd = (CommandResponse_t)buf.GetChar();
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switch ( cmd )
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{
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case HarvestFileCommand::cuOkToSendFile:
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{
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dosend = true;
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}
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break;
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case HarvestFileCommand::cuFileTooBig:
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case HarvestFileCommand::cuInvalidSendMethod:
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case HarvestFileCommand::cuInvalidMaxCompressedChunkSize:
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case HarvestFileCommand::cuInvalidGameStatsContext:
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default:
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break;
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}
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if ( !dosend )
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{
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UpdateProgress( m_rCrashParameters, "Server rejected upload command." );
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status = eGameStatsUploadFailed;
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return false;
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}
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SetNextState( eSendWholeFile );
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return true;
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}
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bool CWin32UploadGameStats::SendWholeFile( EGameStatsUploadStatus& status, CUtlBuffer& /*buf*/ )
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{
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UpdateProgress( m_rCrashParameters, "Uploading game stats data." );
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// Send to server
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bool bret = true;
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if ( send( m_SocketTCP, (const char *)m_rCrashParameters.m_pStatsBlobData, (int)m_rCrashParameters.m_uStatsBlobSize, 0 ) == SOCKET_ERROR )
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{
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bret = false;
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UpdateProgress( m_rCrashParameters, "Send failed." );
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status = eGameStatsUploadFailed;
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}
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else
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{
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SetNextState( eReceiveFileUploadSuccess );
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}
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return bret;
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}
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bool CWin32UploadGameStats::ReceiveFileUploadSuccess( EGameStatsUploadStatus& status, CUtlBuffer& buf )
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{
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UpdateProgress( m_rCrashParameters, "Receiving game stats upload success/fail message." );
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// Now receive the protocol is acceptable token from the server
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if ( !DoBlockingReceive( 1, buf ) )
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{
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UpdateProgress( m_rCrashParameters, "Receive failed." );
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status = eGameStatsUploadFailed;
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return false;
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}
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bool success = buf.GetChar() == 1 ? true : false;
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if ( !success )
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{
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UpdateProgress( m_rCrashParameters, "Upload failed." );
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status = eGameStatsUploadFailed;
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return false;
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}
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|
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UpdateProgress( m_rCrashParameters, "Upload OK." );
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|
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SetNextState( eSendGracefulClose );
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return true;
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}
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bool CWin32UploadGameStats::SendGracefulClose( EGameStatsUploadStatus& status, CUtlBuffer& buf )
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{
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UpdateProgress( m_rCrashParameters, "Closing connection to server." );
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// Now send disconnect command
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buf.Purge();
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size_t messageSize = sizeof( Command_t );
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buf.PutInt( (int)messageSize );
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buf.PutChar( Commands::cuGracefulClose );
|
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if ( send( m_SocketTCP, (const char *)buf.Base(), (int)buf.TellPut(), 0 ) == SOCKET_ERROR )
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{
|
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UpdateProgress( m_rCrashParameters, "Send failed." );
|
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status = eGameStatsUploadFailed;
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return false;
|
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}
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|
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SetNextState( eCloseTCPSocket );
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return true;
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}
|
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|
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bool CWin32UploadGameStats::CloseTCPSocket( EGameStatsUploadStatus& status, CUtlBuffer& /*buf*/ )
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{
|
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UpdateProgress( m_rCrashParameters, "Closing socket, upload succeeded." );
|
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|
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closesocket( m_SocketTCP );//lint !e534
|
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m_SocketTCP = 0;
|
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|
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status = eGameStatsUploadSucceeded;
|
|
// NOTE: Returning false here ends the state machine!!!
|
|
return false;
|
|
}
|
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|
|
EGameStatsUploadStatus Win32UploadGameStatsBlocking
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(
|
|
const TGameStatsParameters & rGameStatsParameters
|
|
)
|
|
{
|
|
EGameStatsUploadStatus status = eGameStatsUploadSucceeded;
|
|
|
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CUtlBuffer buf( rGameStatsParameters.m_uStatsBlobSize + 4096 );
|
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|
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UpdateProgress( rGameStatsParameters, "Creating initial report." );
|
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buf.SetBigEndian( false );
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buf.Purge();
|
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buf.PutChar( C2M_REPORT_GAMESTATISTICS );
|
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buf.PutChar( '\n' );
|
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buf.PutChar( C2M_REPORT_GAMESTATISTICS_PROTOCOL_VERSION );
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|
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// See CSERServerProtocol.h for format
|
|
|
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if ( 0 ) // This is the old protocol
|
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{
|
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buf.PutInt( (int)rGameStatsParameters.m_uEngineBuildNumber );
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buf.PutString( rGameStatsParameters.m_sExecutableName ); // exe name
|
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buf.PutString( rGameStatsParameters.m_sGameDirectory ); // gamedir
|
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buf.PutString( rGameStatsParameters.m_sMapName );
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|
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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;
|
|
}
|
|
//////////////////////////////////////////////////////////////////////////
|
|
//
|
|
// Implementation of async uploading
|
|
//
|
|
|
|
class CAsyncUploaderThread
|
|
{
|
|
public:
|
|
CAsyncUploaderThread()
|
|
: m_hThread( NULL ), m_bRunning( false ), m_eventQueue(false), m_eventInitShutdown(false) {}
|
|
|
|
ThreadHandle_t m_hThread;
|
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protected:
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struct DataEntry
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{
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char const *szMapName;
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uint uiBlobVersion;
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uint uiBlobSize;
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void const *pvBlob;
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DataEntry *AllocCopy() const;
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void Free() { delete [] ( (char*)this ); }
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};
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CThreadEvent m_eventQueue;
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CThreadEvent m_eventInitShutdown;
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CThreadFastMutex m_mtx;
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CUtlVector< DataEntry * > m_queue;
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bool m_bRunning;
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void ThreadProc();
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enum {
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SLEEP_ENTRY_UPLOADED = 10 * 1000
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};
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public:
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static uintp CallbackThreadProc( void *pvParam ) { ((CAsyncUploaderThread*) pvParam)->ThreadProc(); return 0; }
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void QueueData( char const *szMapName, uint uiBlobVersion, uint uiBlobSize, const void *pvBlob );
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void TerminateAndSelfDelete();
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};
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static CAsyncUploaderThread *g_pAsyncUploader = NULL;
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CAsyncUploaderThread::DataEntry * CAsyncUploaderThread::DataEntry::AllocCopy() const
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{
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// Find out how much memory we would need
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uint lenMapName = ( szMapName ? strlen( szMapName ) : 0 );
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uint numBytes = sizeof( DataEntry ) + uiBlobSize + lenMapName + 1;
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char *pbData = new char[ numBytes ];
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DataEntry *pNew = ( DataEntry * )( pbData );
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if ( !pNew )
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return NULL;
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pNew->uiBlobVersion = uiBlobVersion;
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pNew->uiBlobSize = uiBlobSize;
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char *pbWriteMapName = ( char * )( pNew + 1 );
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pNew->szMapName = pbWriteMapName;
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memcpy( pbWriteMapName, szMapName, lenMapName );
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pbWriteMapName[ lenMapName ] = 0;
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char *pbWriteBlob = pbWriteMapName + lenMapName + 1;
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pNew->pvBlob = pbWriteBlob;
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memcpy( pbWriteBlob, pvBlob, uiBlobSize );
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return pNew;
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}
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void CAsyncUploaderThread::QueueData( char const *szMapName, uint uiBlobVersion, uint uiBlobSize, const void *pvBlob )
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{
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// DevMsg( 3, "AsyncUploaderThread: Queue [%.*s]\n", uiBlobSize, pvBlob );
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if ( !m_hThread )
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{
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// Start the thread and wait for it to be running.
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// There is a slightly complicated two-event negotiation:
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// ThreadProc signals eventInitShutdown then waits on eventQueue
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Assert( m_bRunning == false );
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m_hThread = CreateSimpleThread( CallbackThreadProc, this );
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m_eventInitShutdown.Wait();
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Assert( m_bRunning == true );
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// At this point, both events are unsignaled and the thread
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// is in its main loop.
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}
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// Prepare for a DataEntry
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DataEntry de = { szMapName, uiBlobVersion, uiBlobSize, pvBlob };
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if ( DataEntry *pNew = de.AllocCopy() )
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{
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{
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AUTO_LOCK( m_mtx );
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m_queue.AddToTail( pNew );
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}
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m_eventQueue.Set();
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}
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}
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void CAsyncUploaderThread::TerminateAndSelfDelete()
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{
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ThreadHandle_t hThread = m_hThread;
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if ( hThread )
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{
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m_bRunning = false;
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m_eventQueue.Set();
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m_eventInitShutdown.Set(); // MUST BE LAST MEMBER ACCESS, other thread may now delete this
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// Wait for a while for upload to finish, but don't wait forever
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ThreadJoin( hThread, 10 * 1000 );
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ReleaseThreadHandle( hThread );
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}
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else
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{
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delete this;
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}
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}
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void CAsyncUploaderThread::ThreadProc()
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{
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bool bQueueDrained = true;
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bool bGotShutdownEvent = false;
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m_bRunning = true;
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m_eventInitShutdown.Set();
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while ( m_bRunning )
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{
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if ( bQueueDrained )
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{
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m_eventQueue.Wait();
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}
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DataEntry *pUpload = NULL;
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{
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AUTO_LOCK( m_mtx );
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if ( m_queue.Count() )
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{
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pUpload = m_queue[0];
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m_queue.Remove( 0 );
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}
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bQueueDrained = ( m_queue.Count() == 0 );
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}
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if ( m_bRunning && pUpload )
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{
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// DevMsg( 3, "AsyncUploaderThread: Uploading [%.*s]\n", pUpload->uiBlobSize, pUpload->pvBlob );
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// Attempt to upload the data until successful
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bool bSuccess = g_UploadGameStats.UploadGameStatsInternal( pUpload->szMapName, pUpload->uiBlobVersion, pUpload->uiBlobSize, pUpload->pvBlob );
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bSuccess;
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pUpload->Free();
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// After the data entry got uploaded, grab the next one
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// DevMsg( 3, "AsyncUploaderThread: Upload finished (status=%d) for data [%.*s]\n", bSuccess, pUpload->uiBlobSize, pUpload->pvBlob );
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// Using an event as an interruptable sleep; signaled if m_bRunning is cleared
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bGotShutdownEvent |= m_eventInitShutdown.Wait( SLEEP_ENTRY_UPLOADED );
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}
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}
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Assert( !m_bRunning );
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// Deletes self at end of execution!
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if ( !bGotShutdownEvent )
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{
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m_eventInitShutdown.Wait();
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}
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delete this;
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}
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void AsyncUpload_QueueData( char const *szMapName, uint uiBlobVersion, uint uiBlobSize, const void *pvBlob )
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{
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if ( !g_pAsyncUploader )
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{
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g_pAsyncUploader = new CAsyncUploaderThread;
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}
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g_pAsyncUploader->QueueData( szMapName, uiBlobVersion, uiBlobSize, pvBlob );
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}
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void AsyncUpload_Shutdown()
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{
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if ( g_pAsyncUploader )
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{
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g_pAsyncUploader->TerminateAndSelfDelete();
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g_pAsyncUploader = NULL;
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}
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}
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