improve network log support
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3640d1df54
commit
f4b892d8f4
@ -21,7 +21,7 @@ namespace IW4MAdmin.Application.IO
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{
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_reader = gameLogReaderFactory.CreateGameLogReader(gameLogUris, server.EventParser);
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_server = server;
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_ignoreBots = server?.Manager.GetApplicationSettings().Configuration().IgnoreBots ?? false;
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_ignoreBots = server.Manager.GetApplicationSettings().Configuration()?.IgnoreBots ?? false;
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_logger = logger;
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}
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@ -69,7 +69,7 @@ namespace IW4MAdmin.Application.IO
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return;
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}
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var events = await _reader.ReadEventsFromLog(fileDiff, previousFileSize);
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var events = await _reader.ReadEventsFromLog(fileDiff, previousFileSize, _server);
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foreach (var gameEvent in events)
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{
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@ -28,7 +28,7 @@ namespace IW4MAdmin.Application.IO
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_logger = logger;
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}
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public async Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition)
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public async Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition, Server server = null)
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{
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// allocate the bytes for the new log lines
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List<string> logLines = new List<string>();
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@ -34,7 +34,7 @@ namespace IW4MAdmin.Application.IO
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public int UpdateInterval => 500;
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public async Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition)
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public async Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition, Server server = null)
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{
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var events = new List<GameEvent>();
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var response = await _logServerApi.Log(_safeLogPath, lastKey);
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@ -5,92 +5,153 @@ using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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using System.Threading.Tasks;
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using Integrations.Cod;
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using Microsoft.Extensions.Logging;
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using Serilog.Context;
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using ILogger = Microsoft.Extensions.Logging.ILogger;
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namespace IW4MAdmin.Application.IO
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{
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/// <summary>
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/// provides capability of reading log files over HTTP
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/// provides capability of reading log files over udp
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/// </summary>
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class NetworkGameLogReader : IGameLogReader
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{
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private readonly IEventParser _eventParser;
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private readonly UdpClient _udpClient;
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private readonly ILogger _logger;
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private readonly Uri _uri;
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private static readonly NetworkLogState State = new();
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private bool _stateRegistered;
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private CancellationToken _token;
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public NetworkGameLogReader(Uri[] uris, IEventParser parser, ILogger<NetworkGameLogReader> logger)
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public NetworkGameLogReader(IReadOnlyList<Uri> uris, IEventParser parser, ILogger<NetworkGameLogReader> logger)
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{
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_eventParser = parser;
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try
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{
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var endPoint = new IPEndPoint(Dns.GetHostAddresses(uris[0].Host).First(), uris[0].Port);
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_udpClient = new UdpClient(endPoint);
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}
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catch (Exception ex)
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{
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logger.LogError(ex, "Could setup {LogReader}", nameof(NetworkGameLogReader));
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}
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_uri = uris[0];
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_logger = logger;
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}
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public long Length => -1;
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public int UpdateInterval => 500;
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public int UpdateInterval => 150;
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public async Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition)
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public Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition,
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Server server = null)
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{
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if (_udpClient == null)
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// todo: other games might support this
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var serverEndpoint = (server?.RemoteConnection as CodRConConnection)?.Endpoint;
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if (serverEndpoint is null)
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{
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return Enumerable.Empty<GameEvent>();
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return Task.FromResult(Enumerable.Empty<GameEvent>());
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}
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byte[] buffer;
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try
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{
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buffer = (await _udpClient.ReceiveAsync()).Buffer;
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could receive lines for {LogReader}", nameof(NetworkGameLogReader));
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return Enumerable.Empty<GameEvent>();
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}
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if (!buffer.Any())
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{
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return Enumerable.Empty<GameEvent>();
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}
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var logData = Utilities.EncodingType.GetString(buffer);
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if (string.IsNullOrWhiteSpace(logData))
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{
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return Enumerable.Empty<GameEvent>();
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}
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var lines = logData
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.Split('\n')
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.Where(line => line.Length > 0);
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var events = new List<GameEvent>();
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foreach (var eventLine in lines)
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if (!_stateRegistered && !State.EndPointExists(serverEndpoint))
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{
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try
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{
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// this trim end should hopefully fix the nasty runaway regex
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var gameEvent = _eventParser.GenerateGameEvent(eventLine.TrimEnd('\r'));
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events.Add(gameEvent);
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}
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var client = State.RegisterEndpoint(serverEndpoint, BuildLocalEndpoint()).Client;
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_stateRegistered = true;
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_token = server.Manager.CancellationToken;
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if (client == null)
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{
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using (LogContext.PushProperty("Server", server.ToString()))
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{
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_logger.LogInformation("Not registering {Name} socket because it is already bound",
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nameof(NetworkGameLogReader));
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}
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return Task.FromResult(Enumerable.Empty<GameEvent>());
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}
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new Thread(() => ReadNetworkData(client)).Start();
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could not properly parse event line from http {eventLine}", eventLine);
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_logger.LogError(ex, "Could not register {Name} endpoint {Endpoint}",
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nameof(NetworkGameLogReader), _uri);
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throw;
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}
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}
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return events;
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var events = new List<GameEvent>();
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foreach (var logData in State.GetServerLogData(serverEndpoint)
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.Select(log => Utilities.EncodingType.GetString(log)))
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{
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if (string.IsNullOrWhiteSpace(logData))
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{
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return Task.FromResult(Enumerable.Empty<GameEvent>());
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}
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var lines = logData
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.Split('\n')
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.Where(line => line.Length > 0);
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foreach (var eventLine in lines)
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{
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try
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{
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// this trim end should hopefully fix the nasty runaway regex
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var gameEvent = _eventParser.GenerateGameEvent(eventLine.TrimEnd('\r'));
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events.Add(gameEvent);
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could not properly parse event line from http {EventLine}",
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eventLine);
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}
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}
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}
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return Task.FromResult((IEnumerable<GameEvent>)events);
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}
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private void ReadNetworkData(UdpClient client)
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{
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while (!_token.IsCancellationRequested)
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{
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// get more data
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IPEndPoint remoteEndpoint = null;
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byte[] bufferedData = null;
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if (client == null)
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{
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// we already have a socket listening on this port for data, so we don't need to run another thread
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break;
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}
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try
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{
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bufferedData = client.Receive(ref remoteEndpoint);
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could not receive lines for {LogReader}", nameof(NetworkGameLogReader));
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}
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if (bufferedData != null)
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{
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State.QueueServerLogData(remoteEndpoint, bufferedData);
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}
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}
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}
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private IPEndPoint BuildLocalEndpoint()
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{
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try
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{
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return new IPEndPoint(Dns.GetHostAddresses(_uri.Host).First(), _uri.Port);
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}
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catch (Exception ex)
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{
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_logger.LogError(ex, "Could not setup {LogReader} endpoint", nameof(NetworkGameLogReader));
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throw;
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}
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}
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}
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}
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138
Application/IO/NetworkLogState.cs
Normal file
138
Application/IO/NetworkLogState.cs
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@ -0,0 +1,138 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Net;
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using System.Net.Sockets;
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using System.Threading;
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namespace IW4MAdmin.Application.IO;
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public class NetworkLogState : Dictionary<IPEndPoint, UdpClientState>
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{
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public UdpClientState RegisterEndpoint(IPEndPoint serverEndpoint, IPEndPoint localEndpoint)
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{
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try
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{
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lock (this)
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{
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if (!ContainsKey(serverEndpoint))
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{
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Add(serverEndpoint, new UdpClientState { Client = new UdpClient(localEndpoint) });
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}
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}
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}
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catch (SocketException ex) when (ex.SocketErrorCode == SocketError.AddressAlreadyInUse)
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{
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lock (this)
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{
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// we don't add the udp client because it already exists (listening to multiple servers from one socket)
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Add(serverEndpoint, new UdpClientState());
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}
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}
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return this[serverEndpoint];
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}
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public List<byte[]> GetServerLogData(IPEndPoint serverEndpoint)
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{
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try
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{
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var state = this[serverEndpoint];
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if (state == null)
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{
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return new List<byte[]>();
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}
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// it's possible that we could be trying to read and write to the queue simultaneously so we need to wait
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this[serverEndpoint].OnAction.Wait();
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var data = new List<byte[]>();
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while (this[serverEndpoint].AvailableLogData.Count > 0)
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{
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data.Add(this[serverEndpoint].AvailableLogData.Dequeue());
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}
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return data;
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}
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finally
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{
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if (this[serverEndpoint].OnAction.CurrentCount == 0)
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{
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this[serverEndpoint].OnAction.Release(1);
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}
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}
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}
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public void QueueServerLogData(IPEndPoint serverEndpoint, byte[] data)
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{
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var endpoint = Keys.FirstOrDefault(key =>
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Equals(key.Address, serverEndpoint.Address) && key.Port == serverEndpoint.Port);
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try
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{
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if (endpoint == null)
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{
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return;
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}
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// currently our expected start and end characters
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var startsWithPrefix = StartsWith(data, "ÿÿÿÿprint\n");
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var endsWithDelimiter = data[^1] == '\n';
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// we have the data we expected
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if (!startsWithPrefix || !endsWithDelimiter)
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{
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return;
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}
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// it's possible that we could be trying to read and write to the queue simultaneously so we need to wait
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this[endpoint].OnAction.Wait();
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this[endpoint].AvailableLogData.Enqueue(data);
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}
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finally
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{
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if (endpoint != null && this[endpoint].OnAction.CurrentCount == 0)
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{
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this[endpoint].OnAction.Release(1);
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}
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}
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}
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public bool EndPointExists(IPEndPoint serverEndpoint)
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{
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lock (this)
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{
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return ContainsKey(serverEndpoint);
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}
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}
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private static bool StartsWith(byte[] sourceArray, string match)
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{
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if (sourceArray is null)
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{
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return false;
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}
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if (match.Length > sourceArray.Length)
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{
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return false;
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}
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return !match.Where((t, i) => sourceArray[i] != (byte)t).Any();
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}
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}
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public class UdpClientState
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{
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public UdpClient Client { get; set; }
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public Queue<byte[]> AvailableLogData { get; } = new();
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public SemaphoreSlim OnAction { get; } = new(1, 1);
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~UdpClientState()
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{
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OnAction.Dispose();
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Client?.Dispose();
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}
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}
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@ -13,6 +13,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution
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version.txt = version.txt
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DeploymentFiles\UpdateIW4MAdmin.ps1 = DeploymentFiles\UpdateIW4MAdmin.ps1
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DeploymentFiles\UpdateIW4MAdmin.sh = DeploymentFiles\UpdateIW4MAdmin.sh
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GameFiles\IW4x\userraw\scripts\_integration.gsc = GameFiles\IW4x\userraw\scripts\_integration.gsc
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EndProjectSection
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EndProject
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Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "SharedLibraryCore", "SharedLibraryCore\SharedLibraryCore.csproj", "{AA0541A2-8D51-4AD9-B0AC-3D1F5B162481}"
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@ -23,7 +23,8 @@ namespace SharedLibraryCore.Interfaces
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/// </summary>
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/// <param name="fileSizeDiff"></param>
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/// <param name="startPosition"></param>
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/// <param name="server"></param>
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/// <returns></returns>
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Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition);
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Task<IEnumerable<GameEvent>> ReadEventsFromLog(long fileSizeDiff, long startPosition, Server server);
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}
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}
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}
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