rust-gamedig/examples/generic.rs
Tom c3281be419
[Protocol] Retry failed requests (#95)
* Add retry count to TimeoutSettings

This can be used to specify how many times to re-send requests that
fail. The default value is "1" so the if the first request fails, 1 more
attempt will be made.

* Add retries to valve queries

* [Protocol] &Optional<TimeoutSettings> add get_retries_or_default

Allow fetching the number of retries or the default retries value from a
borrowed optional TimeoutSettings.

* [Protocol] Add retries to minecraft protocol

* [Protocol] Add retries to quake

* [Protocol] Add retries to gamespy

* [Protocol] Update TimeoutSettings docs, and change default retries to 0

* Remove logging from retry_on_timeout

* [Protocol] TimeoutSettings make retries non-optional

* [Protocol] Move retry logic into lower level query functions

Retries are now implemented as wrappers on the single function that
would need to be retried on timeout.

In order to avoid cloning of TimeoutSettings, Socket::apply_timeouts()
was changed to accept a borrowed TimeoutSettings. And extra helpers were
added to the TimeoutSettings impl to reduce repetition.

* [Examples] Add retries to the generic example

* Also retry on PacketSend error

Sending packets could also timeout and until error_generic_member_access
is stable we have no way of determining the type of the underlying
`std::error::Error`.

* Add retry unit tests

* [Docs] Update changelog
2023-09-25 22:12:54 +03:00

119 lines
3.1 KiB
Rust

use gamedig::{
protocols::types::{CommonResponse, ExtraRequestSettings, TimeoutSettings},
query_with_timeout_and_extra_settings,
GDResult,
GAMES,
};
use std::net::{IpAddr, SocketAddr, ToSocketAddrs};
/// Make a query given the name of a game
fn generic_query(
game_name: &str,
addr: &IpAddr,
port: Option<u16>,
timeout_settings: Option<TimeoutSettings>,
extra_settings: Option<ExtraRequestSettings>,
) -> GDResult<Box<dyn CommonResponse>> {
let game = GAMES
.get(game_name)
.expect("Game doesn't exist, run without arguments to see a list of games");
println!("Querying {:#?} with game {:#?}.", addr, game);
let response = query_with_timeout_and_extra_settings(game, addr, port, timeout_settings, extra_settings)?;
println!("Response: {:#?}", response.as_json());
let common = response.as_original();
println!("Common response: {:#?}", common);
Ok(response)
}
fn main() {
let mut args = std::env::args().skip(1);
// Handle arguments
if let Some(game_name) = args.next() {
let hostname = args.next().expect("Must provide an address");
// Use to_socket_addrs to resolve hostname to IP
let addr: SocketAddr = format!("{}:0", hostname)
.to_socket_addrs()
.unwrap()
.next()
.expect("Could not lookup host");
let port: Option<u16> = args.next().map(|s| s.parse().unwrap());
let timeout_settings = TimeoutSettings::new(
TimeoutSettings::default().get_read(),
TimeoutSettings::default().get_write(),
2,
)
.unwrap();
let extra_settings = ExtraRequestSettings::default()
.set_hostname(hostname.to_string())
.set_gather_rules(true)
.set_gather_players(true)
.set_check_app_id(false);
generic_query(
&game_name,
&addr.ip(),
port,
Some(timeout_settings),
Some(extra_settings),
)
.unwrap();
} else {
// Without arguments print a list of games
for (name, game) in gamedig::games::GAMES.entries() {
println!("{}\t{}", name, game.name);
}
}
}
#[cfg(test)]
mod test {
use gamedig::{protocols::types::TimeoutSettings, GAMES};
use std::{
net::{IpAddr, Ipv4Addr},
time::Duration,
};
use super::generic_query;
const ADDR: IpAddr = IpAddr::V4(Ipv4Addr::LOCALHOST);
fn test_game(game_name: &str) {
let timeout_settings = Some(
TimeoutSettings::new(
Some(Duration::from_nanos(1)),
Some(Duration::from_nanos(1)),
0,
)
.unwrap(),
);
assert!(generic_query(game_name, &ADDR, None, timeout_settings, None).is_err());
}
#[test]
fn battlefield() { test_game("bf1942"); }
#[test]
fn minecraft() { test_game("minecraft"); }
#[test]
fn tf2() { test_game("tf2"); }
#[test]
fn quake() { test_game("quake3"); }
#[test]
fn all_games() {
for game_name in GAMES.keys() {
test_game(game_name);
}
}
}