1Games::FrozenBubble::NeUtsDeirscCoovnetrr(i3b)uted PerlGDaomceusm:e:nFtraotzieonnBubble::NetDiscover(3)
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6 Copyright X 2010 The Frozen-Bubble Team
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8 This program is free software; you can redistribute it and/or modify it
9 under the terms of the GNU General Public License version 2, as
10 published by the Free Software Foundation.
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12 This program is distributed in the hope that it will be useful, but
13 WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
15 General Public License for more details.
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17 You should have received a copy of the GNU General Public License along
18 with this program; if not, write to the Free Software Foundation, Inc.,
19 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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22 Games::FrozenBubble::NetDiscover - high performance server discovery
23 plugin for frozen bubble
24
26 my $discover = Games::FrozenBubble::NetDiscover->new(
27 { host => "1.2.3.4", port => 1511 },
28 { host => "5.6.7.8", port => 1512 }, ...);
29 while($discover->pending()) {
30 my @servers = $discover->found();
31 for(my $server = 0; $server < @servers; $server++) {
32 printf("%02i: ip %s ping %i\n",
33 $server, $servers[$server]{ip}, $servers[$server]{ping});
34 }
35 $discover->work(0.1); # sit in a select loop for 100ms
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37 # update your screen, and all of that stuff, here.
38 }
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41 Games::FrozenBubble::NetDiscover checks a list of servers, finding
42 their versions, ping times, and number of current clients. It uses
43 nonblocking IO and select, to connect to multiple servers in parallel,
44 thus reducing the total amount of time elapsed. This, in turn, allows
45 the user to begin playing frozen bubble more quickly. :)
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47 This module is designed to be called from a GUI loop. It has to spend
48 sit in a select loop for most of its life in order to get accurate ping
49 times, but it will return back to your loop at intervals you specify,
50 so you can check for keystrokes and refresh the screen and so forth.
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52 In order to get consistent results on slow dialup links, this module
53 will only attempt to connect to one server per each 200ms. This means
54 for 18 servers that there are 3.4 seconds of extra guaranteed lag, but
55 it also means packets from multiple servers are less likely to bump
56 into eachother in the queue, so ping reply times will be more reliable.
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58 In the source script, there are two configuration parameters:
59 $number_of_pings and $time_between_connections. These are set to 2 and
60 0.2, respectively. These two parameters will determine the amount of
61 bandwidth used, and the amount of time taken before the user can select
62 a server. Assuming the user's internet connection can handle the
63 traffic without extra latency from queueing or retransmissions, the
64 worst case latency will be, in seconds:
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66 N*L + T*(S-1)
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68 where
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70 N = $number_of_pings
71 L = the roundtrip time of the slowest server in the list, in seconds
72 T = $time_between_connections
73 S = the number of servers in the list
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76 ...->new ({host => "server1", port => port}, {host => "server2", port => port}, ...)
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78 Takes a list of servers as arguments. Each server argument should be a
79 hash reference, consisting of {host => host, port => port}. Returns a
80 Games::FrozenBubble::NetDiscover object, which can be used within a GUI
81 loop to discover all of your servers.
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83 The host string should ideally be an IP address. A hostname string
84 should work too, but DNS lookups will introduce extra, unpredictable
85 latency later on.
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88 These methods define the public API for instances of this class.
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90 found
91 Returns a list of 0 or more servers found. Each return value is a hash
92 reference, containing the following keys:
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94 host: the IP address of the server
95 port: the TCP port of the server
96 pingtimes: array reference, contains the actual result times of 4 pings
97 ping: the average roundtrip latency of the server, in ms
98 freenicks: the list of players connected
99 freegames: the list of open games (not yet started)
100 free: the number of idle clients connected to this server
101 games: the number of clients connected to this server, who are playing games
102 playing: the list of players in games
103 geolocs: the geolocations of players in games
104 name: the self-proclaimed "name" reported by the server
105 language: the preferred language reported by the server
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107 pending
108 Returns non-zero if we are still waiting for a response from one or
109 more servers; returns 0 if processing is complete.
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111 work(seconds)
112 Enters the main loop of this module. This method requires one
113 argument, a numeric count of seconds to work for. This is expected to
114 be a floating point decimal, for sub-second precision. Returns the
115 number of servers pending, just like the pending method does.
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118 These methods are only meant to be called from within the module. They
119 are subject to change without notice.
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121 try_connect
122 Attempts to connect to a server. Moves the first "not_started" server
123 to the "pending" list, and creates a non-blocking IO::Socket::INET
124 object for it. Updates the begin_time timestamp, to determine when the
125 next server should be connected.
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127 server_sm(connection_number)
128 Implements a simple state machine. Called with an index into the
129 pending array, to indicate that data is available for reading from this
130 server.
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132 give_up_on(connection_number, reason)
133 Called if select reports a socket as has_exception. Also called if the
134 server has a bogus version, times out, or we can't parse the IP address
135 or something. Removes the entry from further processing, and emits an
136 error message on stderr.
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139 None.
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142 implement some sort of timeout, for servers which don't respond within
143 5 seconds.
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146 Mark Glines, <mark@glines.org>.
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149 This code is donated to the frozen bubble project,
150 www.frozen-bubble.org, so they can do whatever they want with it.
151 Copyright is therefore assigned to those guys.
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155perl v5.32.0 2020-07-27Games::FrozenBubble::NetDiscover(3)