Пример #1
0
        private async Task <ServerStatusUpdate> GenerateServerStatusUpdateAsync(ServerStatusUpdateRegistration registration)
        {
            var registrationKey = registration.SteamEndpoint.ToString();

            //
            // First check the process status
            //
            Process process;
            var     processStatus = GetServerProcessStatus(registration, out process);

            switch (processStatus)
            {
            case ServerProcessStatus.NotInstalled:
                return(new ServerStatusUpdate {
                    Status = ServerStatus.NotInstalled
                });

            case ServerProcessStatus.Stopped:
                return(new ServerStatusUpdate {
                    Status = ServerStatus.Stopped
                });

            case ServerProcessStatus.Unknown:
                return(new ServerStatusUpdate {
                    Status = ServerStatus.Unknown
                });

            case ServerProcessStatus.Running:
                break;

            default:
                Debugger.Break();
                break;
            }

            var currentStatus = ServerStatus.Initializing;

            //
            // If the process was running do we then perform network checks.
            //
            Logger.Debug("Checking server local status at {0}", registration.LocalEndpoint);

            // get the server information direct from the server using local connection.
            ReadOnlyCollection <Player> players;
            var localInfo = GetLocalNetworkStatus(registration.LocalEndpoint, out players);

            if (localInfo != null)
            {
                currentStatus = ServerStatus.RunningLocalCheck;

                //
                // Now that it's running, we can check the publication status.
                //
                Logger.Debug("Checking server public status at {0}", registration.SteamEndpoint);

                // get the server information direct from the server using public connection.
                var serverStatus = NetworkUtils.CheckServerStatusDirect(registration.SteamEndpoint);
                // check if the server returned the information.
                if (!serverStatus)
                {
                    // server did not return any information
                    var lastExternalStatusQuery = _lastExternalStatusQuery.ContainsKey(registrationKey) ? _lastExternalStatusQuery[registrationKey] : DateTime.MinValue;
                    if (DateTime.Now >= lastExternalStatusQuery.AddMilliseconds(REMOTE_STATUS_QUERY_DELAY))
                    {
                        currentStatus = ServerStatus.RunningExternalCheck;

                        // get the server information direct from the server using external connection.
                        serverStatus = await NetworkUtils.CheckServerStatusViaAPI(registration.SteamEndpoint);

                        _lastExternalStatusQuery[registrationKey] = DateTime.Now;
                    }
                }

                var lastExternalCallQuery = _lastExternalCallQuery.ContainsKey(registrationKey) ? _lastExternalCallQuery[registrationKey] : DateTime.MinValue;
                //if (DateTime.Now >= lastExternalCallQuery.AddMilliseconds(REMOTE_CALL_QUERY_DELAY))
                if (lastExternalCallQuery == DateTime.MinValue)
                {
                    // perform a server call to the web api.
                    await NetworkUtils.PerformServerCallToAPI(registration.SteamEndpoint);

                    _lastExternalCallQuery[registrationKey] = DateTime.Now;
                }

                // check if the server returned the information.
                if (serverStatus)
                {
                    currentStatus = ServerStatus.Published;
                }
                else
                {
                    Logger.Debug("No public status returned for {0}", registration.SteamEndpoint);
                }
            }

            var statusUpdate = new ServerStatusUpdate
            {
                Process    = process,
                Status     = currentStatus,
                ServerInfo = localInfo,
                Players    = players
            };

            return(await Task.FromResult(statusUpdate));
        }
        public async Task CheckForUpdatesAsync()
        {
            var result = await NetworkUtils.GetLatestAvailableVersion();

            await TaskUtils.RunOnUIThreadAsync(() => this.AvailableVersion = result.Current);
        }
        private static async Task <ServerStatusUpdate> GenerateServerStatusUpdateAsync(ServerStatusUpdateRegistration registration)
        {
            //
            // First check the process status
            //
            Process process;
            var     processStatus = GetServerProcessStatus(registration, out process);

            switch (processStatus)
            {
            case ServerProcessStatus.NotInstalled:
                return(new ServerStatusUpdate {
                    Status = ServerStatus.NotInstalled
                });

            case ServerProcessStatus.Stopped:
                return(new ServerStatusUpdate {
                    Status = ServerStatus.Stopped
                });

            case ServerProcessStatus.Running:
                break;

            default:
                Debugger.Break();
                break;
            }

            ServerStatus currentStatus = ServerStatus.Initializing;
            //
            // If the process was running do we then perform network checks.
            //
            ServerInfo localInfo;
            ReadOnlyCollection <Player> players;

            localInfo = GetLocalNetworkStatus(registration.LocalEndpoint, out players);

            if (localInfo != null)
            {
                currentStatus = ServerStatus.Running;

                //
                // Now that it's running, we can check the publication status.
                //
                logger.Debug("Checking server public status at {0}", registration.SteamEndpoint);
                var serverInfo = await NetworkUtils.GetServerNetworkInfo(registration.SteamEndpoint);

                if (serverInfo != null)
                {
                    currentStatus = ServerStatus.Published;
                }
                else
                {
                    logger.Debug("No public status returned for {0}", registration.SteamEndpoint);
                }
            }

            var statusUpdate = new ServerStatusUpdate
            {
                Process    = process,
                Status     = currentStatus,
                ServerInfo = localInfo,
                Players    = players
            };

            return(await Task.FromResult(statusUpdate));
        }