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|
package api0
import (
"bytes"
"compress/gzip"
"errors"
"fmt"
"net/netip"
"sort"
"strconv"
"sync"
"sync/atomic"
"time"
"unicode/utf8"
)
// ServerList stores information about registered game servers. It does not do
// any validation of its own except for ensuring ID and addr/port are unique,
// and filtering dead/unverified/ghost servers.
type ServerList struct {
// config (must not be changed after the ServerList is used)
verifyTime time.Duration
deadTime time.Duration
ghostTime time.Duration
// servers
mu sync.RWMutex // must be held while modifying the order and maps below
order atomic.Uint64 // to preserve server insertion order
servers1 map[netip.AddrPort]*Server // game addr
servers2 map[string]*Server // server id
servers3 map[netip.AddrPort]*Server // auth addr
// /client/servers json caching
csNext atomic.Pointer[time.Time] // latest next update time for the /client/servers response
csForce atomic.Bool // flag to force an update
csUpdateMu sync.Mutex // ensures only one update runs at a time
csUpdateWg sync.WaitGroup // allows other goroutines to wait for that update to complete
csBytes atomic.Pointer[[]byte] // contents of buffer must not be modified; only swapped
// /client/servers gzipped json
csgzUpdate atomic.Pointer[*byte] // pointer to the first byte of the last known json (works because it must be swapped, not modified)
csgzUpdateMu sync.Mutex // ensures only one update runs at a time
csgzUpdateWg sync.WaitGroup // allows other goroutines to wait for that update to complete
csgzBytes atomic.Pointer[[]byte] // gzipped
// for unit tests
__clock func() time.Time
}
type Server struct {
Order uint64
ID string // unique, must not be modified after creation
Addr netip.AddrPort // unique, must not be modified after creation
AuthPort uint16 // unique with Addr.Addr(), must not be modified after creation
Name string
Description string
Password string // blank for none
VerificationDeadline time.Time // zero once verified
LastHeartbeat time.Time
PlayerCount int
MaxPlayers int
Map string
Playlist string
ServerAuthToken string // used for authenticating the masterserver to the gameserver authserver
ModInfo []ServerModInfo
}
type ServerModInfo struct {
Name string
Version string
RequiredOnClient bool
}
// AuthAddr returns the auth address for the server.
func (s Server) AuthAddr() netip.AddrPort {
return netip.AddrPortFrom(s.Addr.Addr(), s.AuthPort)
}
// clone returns a deep copy of s.
func (s Server) clone() Server {
m := make([]ServerModInfo, len(s.ModInfo))
copy(m, s.ModInfo)
s.ModInfo = m
return s
}
type ServerUpdate struct {
ID string // server to update
ExpectIP netip.Addr // require the server for ID to have this IP address to successfully update
Heartbeat bool
Name *string
Description *string
PlayerCount *int
MaxPlayers *int
Map *string
Playlist *string
}
type ServerListLimit struct {
// MaxServers limits the number of registered servers. If <= 0, no limit is
// applied.
MaxServers int
// MaxServersPerIP limits the number of registered servers per IP. If <= 0,
// no limit is applied.
MaxServersPerIP int
}
// NewServerList initializes a new server list.
//
// verifyTime is the amount of time a server has to complete verification after
// it is created.
//
// deadTime is the time since the last heartbeat after which a server is
// considered dead. A dead server will not be listed on the server list. It must
// be >= verifyTime if nonzero.
//
// ghostTime is the time since the last heartbeat after which a server cannot be
// revived by the same ip/port combination. This allows restarted or crashed
// servers to recover the same server ID. Since a server must be dead to be a
// ghost, GhostTime must be > DeadTime for it to have any effect.
//
// If both are nonzero, they must be positive, and deadTime must be less than
// ghostTime. Otherwise, NewServerList will panic.
func NewServerList(deadTime, ghostTime, verifyTime time.Duration) *ServerList {
if verifyTime < 0 {
panic("api0: serverlist: verifyTime must be >= 0")
}
if deadTime < 0 {
panic("api0: serverlist: deadTime must be >= verifyTime")
}
if deadTime != 0 && verifyTime != 0 && deadTime <= verifyTime {
panic("api0: server")
}
if ghostTime < 0 {
panic("api0: serverlist: ghostTime must be >= 0")
}
if deadTime > ghostTime {
panic("api0: serverlist: deadTime must be <= ghostTime")
}
return &ServerList{
verifyTime: verifyTime,
deadTime: deadTime,
ghostTime: ghostTime,
}
}
// csGetJSON efficiently gets the JSON response for /client/servers.
// The returned byte slice must not be modified (and will not be modified).
func (s *ServerList) csGetJSON() []byte {
t := s.now()
// if we have a cached response
//
// note: it might seem like there's a possibility of a race between the
// different checks below, but it's okay since if an update starts in the
// fraction of time between the checks, it's not the end of the world if we
// return a barely out-of-date list (which means we don't need to have
// unnecessary mutex locking here)
if b := s.csBytes.Load(); b != nil {
// and we don't need to update due to changed values
if !s.csForce.Load() {
// and we haven't reached the next heartbeat expiry time
if forceTime := s.csNext.Load(); forceTime == nil || forceTime.IsZero() || forceTime.After(t) {
// then return the existing buffer
return *b
}
}
}
// take a read lock on the server list
//
// note: since the functions which update the server list take a write lock
// (which can't be taken while there are read locks), it is safe to
// overwrite csForce to false and csNext to the next update time (i.e., we
// won't have a chance of accidentally setting it to a later time than the
// pending server list change)
//
// note: since RLock blocks if a write is pending, we can still be
// guaranteed to get the latest server list within an absolute amount of
// time even if there is heavy contention on the lock
s.mu.RLock()
defer s.mu.RUnlock()
// ensure only one update runs at once; otherwise wait for the existing one
// to finish so we don't waste cpu cycles
if !s.csUpdateMu.TryLock() {
// wait for the existing update to finish, then return the list (which
// will be non-nil unless the update did something stupid like
// panicking, in which case we have bigger problems)
s.csUpdateWg.Wait()
return *s.csBytes.Load()
} else {
// we've been selected to perform the update
defer s.csUpdateMu.Unlock()
s.csUpdateWg.Add(1)
defer s.csUpdateWg.Done()
}
// when we're done, clear the force update flag and schedule the next update
defer s.csForce.Store(false)
defer s.csUpdateNextUpdateTime()
// get the servers in the original order
ss := make([]*Server, 0, len(s.servers1)) // up to the current size of the servers map
if s.servers1 != nil {
for _, srv := range s.servers1 {
if s.serverState(srv, t) == serverListStateAlive {
if srv.Map == "mp_lobby" && srv.Playlist != "private_match" {
continue // don't include non-private_match servers on lobby
}
ss = append(ss, srv)
}
}
}
sort.Slice(ss, func(i, j int) bool {
return ss[i].Order < ss[j].Order
})
// generate the json
//
// note: we write it manually to avoid copying the entire list and to avoid the perf overhead of reflection
var b bytes.Buffer
b.WriteByte('[')
for i, srv := range ss {
if i != 0 {
b.WriteByte(',')
}
b.WriteString(`{"lastHeartbeat":`)
b.WriteString(strconv.FormatInt(srv.LastHeartbeat.UnixMilli(), 10))
b.WriteString(`,"id":`)
encodeJSONString(&b, []byte(srv.ID))
b.WriteString(`,"name":`)
encodeJSONString(&b, []byte(srv.Name))
b.WriteString(`,"description":`)
encodeJSONString(&b, []byte(srv.Description))
b.WriteString(`,"playerCount":`)
b.WriteString(strconv.FormatInt(int64(srv.PlayerCount), 10))
b.WriteString(`,"maxPlayers":`)
b.WriteString(strconv.FormatInt(int64(srv.MaxPlayers), 10))
b.WriteString(`,"map":`)
encodeJSONString(&b, []byte(srv.Map))
b.WriteString(`,"playlist":`)
encodeJSONString(&b, []byte(srv.Playlist))
if srv.Password != "" {
b.WriteString(`,"hasPassword":true`)
} else {
b.WriteString(`,"hasPassword":false`)
}
b.WriteString(`,"modInfo":{"Mods":[`)
for j, mi := range srv.ModInfo {
if j != 0 {
b.WriteByte(',')
}
b.WriteString(`{"Name":`)
encodeJSONString(&b, []byte(mi.Name))
b.WriteString(`,"Version":`)
encodeJSONString(&b, []byte(mi.Version))
if mi.RequiredOnClient {
b.WriteString(`,"RequiredOnClient":true}`)
} else {
b.WriteString(`,"RequiredOnClient":false}`)
}
}
b.WriteString(`]}}`)
}
b.WriteByte(']')
// cache it
buf := b.Bytes()
s.csBytes.Store(&buf)
return b.Bytes()
}
// csGetJSONGzip is like csGetJSON, but returns it gzipped with true, or false
// if an error occurs.
func (s *ServerList) csGetJSONGzip() ([]byte, bool) {
buf := s.csGetJSON()
if len(buf) == 0 {
return nil, false
}
cur := &buf[0]
last := s.csgzUpdate.Load()
if last != nil && *last == cur {
if zbuf := s.csgzBytes.Load(); zbuf != nil && *zbuf != nil {
return *zbuf, true
}
}
if !s.csgzUpdateMu.TryLock() {
s.csgzUpdateWg.Wait()
if zbuf := s.csgzBytes.Load(); zbuf != nil && *zbuf != nil {
return *zbuf, true
}
return nil, false
} else {
defer s.csgzUpdateMu.Unlock()
s.csgzUpdateWg.Add(1)
defer s.csgzUpdateWg.Done()
}
var b bytes.Buffer
zw := gzip.NewWriter(&b)
if _, err := zw.Write(buf); err != nil {
s.csgzBytes.Store(nil)
s.csgzUpdate.Store(&cur)
return nil, false
}
if err := zw.Close(); err != nil {
s.csgzBytes.Store(nil)
s.csgzUpdate.Store(&cur)
return nil, false
}
zbuf := b.Bytes()
s.csgzBytes.Store(&zbuf)
s.csgzUpdate.Store(&cur)
return zbuf, true
}
// csUpdateNextUpdateTime updates the next update time for the cached
// /client/servers response. It must be called after any time updates while
// holding a write lock on s.mu.
func (s *ServerList) csUpdateNextUpdateTime() {
var u time.Time
if s.servers1 != nil {
for _, srv := range s.servers1 {
if s.deadTime != 0 {
if x := srv.LastHeartbeat.Add(s.deadTime); u.IsZero() || x.Before(u) {
u = x
}
}
if s.ghostTime != 0 {
if x := srv.LastHeartbeat.Add(s.ghostTime); u.IsZero() || x.Before(u) {
u = x
}
}
}
}
// we don't need to check the old value since while we have s.mu, we're the
// only ones who can write to csNext
s.csNext.Store(&u)
}
// csForceUpdate forces an update for the cached /client/servers response. It
// must be called after any value updates while holding a write lock on s.mu.
func (s *ServerList) csForceUpdate() {
s.csForce.Store(true)
}
// GetLiveServers loops over live (i.e., not dead/ghost) servers until fn
// returns false. The order of the servers is non-deterministic.
func (s *ServerList) GetLiveServers(fn func(*Server) bool) {
t := s.now()
// take a read lock on the server list
s.mu.RLock()
defer s.mu.RUnlock()
// call fn for live servers
if s.servers1 != nil {
for _, srv := range s.servers1 {
if s.serverState(srv, t) == serverListStateAlive {
if c := srv.clone(); !fn(&c) {
break
}
}
}
}
}
// GetServerByID returns a deep copy of the server with id, or nil if it is
// dead.
func (s *ServerList) GetServerByID(id string) *Server {
t := s.now()
// take a read lock on the server list
s.mu.RLock()
defer s.mu.RUnlock()
if s.servers2 != nil {
if srv, ok := s.servers2[id]; ok && s.serverState(srv, t) == serverListStateAlive {
c := srv.clone()
return &c
}
}
return nil
}
// DeleteServerByID deletes a server by its ID, returning true if a live server
// was deleted.
func (s *ServerList) DeleteServerByID(id string) bool {
t := s.now()
// take a write lock on the server list
s.mu.Lock()
defer s.mu.Unlock()
// force an update when we're finished
defer s.csForceUpdate()
// delete the server
var live bool
if s.servers2 != nil {
if esrv, exists := s.servers2[id]; exists {
if s.serverState(esrv, t) == serverListStateAlive {
live = true
}
s.freeServer(esrv)
}
}
return live
}
var (
ErrServerListDuplicateAuthAddr = errors.New("already have server with auth addr")
ErrServerListUpdateServerDead = errors.New("no server found")
ErrServerListUpdateWrongIP = errors.New("wrong server update ip")
ErrServerListLimitExceeded = errors.New("would exceed server list limits")
)
// ServerHybridUpdatePut attempts to update a server by the server ID (if u is
// non-nil) (reviving it if necessary), and if that fails, then attempts to
// create/replace a server by the gameserver ip/port instead (if c is non-nil)
// while following the limits in l. It returns a copy of the resulting Server.
// If the resulting server's VerificationDeadline is nonzero, the server must be
// verified.
//
// If the returned error is non-nil, it will either be an unavoidable internal
// error (e.g, failure to get random data for the server id) or one of the
// following (use errors.Is):
//
// - ErrServerListDuplicateAuthAddr - if the auth ip/port of the server to create (if c) or revive (if u and server is a ghost) has already been used by a live server
// - ErrServerListUpdateServerDead - if no server matching the provided id exists (if u) AND c is not provided
// - ErrServerListUpdateWrongIP - if a server matching the provided id exists, but the ip doesn't match (if u and u.ExpectIP)
// - ErrServerListLimitExceeded - if adding the server would exceed server limits (if c and l)
//
// When creating a server using the values from c: c.Order, c.ID,
// c.ServerAuthToken, c.VerificationDeadline, and c.LastHeartbeat will be
// generated by this function (any existing value is ignored).
func (s *ServerList) ServerHybridUpdatePut(u *ServerUpdate, c *Server, l ServerListLimit) (*Server, error) {
t := s.now()
// take a write lock on the server list
s.mu.Lock()
defer s.mu.Unlock()
// ensure maps are initialized
if s.servers1 == nil {
s.servers1 = make(map[netip.AddrPort]*Server)
}
if s.servers2 == nil {
s.servers2 = make(map[string]*Server)
}
if s.servers3 == nil {
s.servers3 = make(map[netip.AddrPort]*Server)
}
// if we have an update
if u != nil {
// check if the server with the ID is alive or that u has a heartbeat
// and the server is a ghost
if esrv, exists := s.servers2[u.ID]; exists || s.serverState(esrv, t) == serverListStateAlive || (u.Heartbeat && s.serverState(esrv, t) == serverListStateGhost) {
// ensure a live server hasn't already taken the auth port (which
// can happen if it was a ghost and a new server got registered)
if osrv, exists := s.servers3[esrv.AuthAddr()]; !exists || esrv == osrv {
// check the update ip
if u.ExpectIP.IsValid() && esrv.Addr.Addr() != u.ExpectIP {
return nil, ErrServerListUpdateWrongIP
}
// do the update
var changed bool
if u.Heartbeat {
esrv.LastHeartbeat, changed = t, true
s.csUpdateNextUpdateTime()
}
if u.Name != nil {
esrv.Name, changed = *u.Name, true
}
if u.Description != nil {
esrv.Description, changed = *u.Description, true
}
if u.Map != nil {
esrv.Map, changed = *u.Map, true
}
if u.Playlist != nil {
esrv.Playlist, changed = *u.Playlist, true
}
if u.PlayerCount != nil {
esrv.PlayerCount, changed = *u.PlayerCount, true
}
if u.MaxPlayers != nil {
esrv.MaxPlayers, changed = *u.MaxPlayers, true
}
if changed {
s.csForceUpdate()
}
// return a copy of the updated server
r := esrv.clone()
return &r, nil
}
} else {
if s.serverState(esrv, t) == serverListStateGone {
s.freeServer(esrv) // if the server we found shouldn't exist anymore, clean it up
}
}
// fallthough - no eligible server to update, try to create one instead
}
// create/replace a server instead if we have s
if c != nil {
// deep copy the new server info
nsrv := c.clone()
// check the addresses
if !nsrv.Addr.IsValid() {
return nil, fmt.Errorf("addr is missing")
}
if nsrv.AuthPort == 0 {
return nil, fmt.Errorf("authport is missing")
}
// error if there's an existing server with a matching auth addr (note:
// same ip as gameserver, different port) but different gameserver addr
// (it's probably a config mistake on the server owner's side)
if esrv, exists := s.servers3[nsrv.AuthAddr()]; exists && s.serverState(esrv, t) == serverListStateAlive {
// we want to allow the server to be replaced if the gameserver and
// authserver addr are the same since it probably just restarted
// after a crash (it's not like you can have multiple servers
// listening on the same port with default config, so presumably the
// old server must be gone anyways)
if esrv.Addr != nsrv.Addr {
return nil, fmt.Errorf("%w %s (used for server %s)", ErrServerListDuplicateAuthAddr, nsrv.AuthAddr(), esrv.Addr)
}
}
// we will need to remove an existing server with a matching game
// address/port if it exists
var toReplace *Server
if esrv, exists := s.servers1[nsrv.Addr]; exists {
if s.serverState(esrv, t) == serverListStateGone {
s.freeServer(esrv) // if the server we found shouldn't exist anymore, clean it up
} else {
toReplace = esrv
}
}
// check limits
if l.MaxServers != 0 || l.MaxServersPerIP != 0 {
nSrv, nSrvIP := 1, 1
for _, esrv := range s.servers1 {
if s.serverState(esrv, t) == serverListStateAlive && esrv != toReplace {
if esrv.Addr.Addr() == nsrv.Addr.Addr() {
nSrvIP++
}
nSrv++
}
}
if l.MaxServers > 0 && nSrv > l.MaxServers {
return nil, fmt.Errorf("%w: too many servers (%d)", ErrServerListLimitExceeded, nSrv)
}
if l.MaxServersPerIP > 0 && nSrvIP > l.MaxServersPerIP {
return nil, fmt.Errorf("%w: too many servers for ip %s (%d)", ErrServerListLimitExceeded, nsrv.Addr.Addr(), nSrv)
}
}
// generate a new server token
if tok, err := cryptoRandHex(32); err != nil {
return nil, fmt.Errorf("generate new server auth token: %w", err)
} else {
nsrv.ServerAuthToken = tok
}
// allocate a new server ID, skipping any which already exist
for {
sid, err := cryptoRandHex(32)
if err != nil {
return nil, fmt.Errorf("generate new server id: %w", err)
}
if _, exists := s.servers2[sid]; exists {
continue // try another id since another server already used it
}
nsrv.ID = sid
break
}
// set the server order
nsrv.Order = s.order.Add(1)
// set the heartbeat time to the current time
nsrv.LastHeartbeat = t
// set the verification deadline
if s.verifyTime != 0 {
nsrv.VerificationDeadline = t.Add(s.verifyTime)
}
// remove the existing server so we can add the new one
if toReplace != nil {
s.freeServer(toReplace)
}
// add the new one (the pointers MUST be the same or stuff will break)
s.servers1[nsrv.Addr] = &nsrv
s.servers2[nsrv.ID] = &nsrv
s.servers3[nsrv.AuthAddr()] = &nsrv
// trigger /client/servers updates
s.csForceUpdate()
s.csUpdateNextUpdateTime()
// return a copy of the new server
r := nsrv.clone()
return &r, nil
}
// if we don't have an update or a new server to create/replace instead, we
// didn't find any eligible live servers, so...
return nil, ErrServerListUpdateServerDead
}
// VerifyServer marks the server with the provided id as verified. If it does
// not exist, false is returned.
func (s *ServerList) VerifyServer(id string) bool {
// take a write lock on the server list
s.mu.Lock()
defer s.mu.Unlock()
if srv, exists := s.servers2[id]; exists {
srv.VerificationDeadline = time.Time{}
return true
}
return false
}
// ReapServers deletes dead servers from memory.
func (s *ServerList) ReapServers() {
t := s.now()
// take a write lock on the server list
s.mu.Lock()
defer s.mu.Unlock()
// reap servers
//
// note: unlike a slice, it's safe to delete while looping over a map
if s.servers1 != nil {
for _, srv := range s.servers1 {
if s.serverState(srv, t) == serverListStateGone {
s.freeServer(srv)
}
}
}
}
// freeServer frees the provided server from memory. It must be called while a
// write lock is held on s.
func (s *ServerList) freeServer(x *Server) {
// we need to ensure that we only delete a server from the indexes if the
// index is pointing to our specific server since a new server with the same
// address could have replaced it
if x == nil {
return
}
if s.servers1 != nil {
if esrv, exists := s.servers1[x.Addr]; exists && esrv == x {
delete(s.servers1, x.Addr)
}
}
if s.servers2 != nil {
if esrv, exists := s.servers2[x.ID]; exists && esrv == x {
delete(s.servers2, x.ID)
}
}
if s.servers3 != nil {
if esrv, exists := s.servers3[x.AuthAddr()]; exists && esrv == x {
delete(s.servers3, x.AuthAddr())
}
}
}
type serverListState int
const (
serverListStatePending serverListState = iota
serverListStateAlive
serverListStateGhost
serverListStateGone
)
func (s *ServerList) serverState(x *Server, t time.Time) serverListState {
if x == nil {
return serverListStateGone
}
if !x.VerificationDeadline.IsZero() {
if t.After(x.VerificationDeadline) {
return serverListStateGone
}
return serverListStatePending
}
d := t.Sub(x.LastHeartbeat)
if s.deadTime == 0 || d < s.deadTime {
return serverListStateAlive
}
if s.ghostTime == 0 || d < s.ghostTime {
return serverListStateGhost
}
return serverListStateGone
}
func (s *ServerList) now() time.Time {
if s.__clock != nil {
return s.__clock()
}
return time.Now()
}
// jsonSafeSet is encoding/json.safeSet.
var jsonSafeSet = [utf8.RuneSelf]bool{
' ': true,
'!': true,
'"': false,
'#': true,
'$': true,
'%': true,
'&': true,
'\'': true,
'(': true,
')': true,
'*': true,
'+': true,
',': true,
'-': true,
'.': true,
'/': true,
'0': true,
'1': true,
'2': true,
'3': true,
'4': true,
'5': true,
'6': true,
'7': true,
'8': true,
'9': true,
':': true,
';': true,
'<': true,
'=': true,
'>': true,
'?': true,
'@': true,
'A': true,
'B': true,
'C': true,
'D': true,
'E': true,
'F': true,
'G': true,
'H': true,
'I': true,
'J': true,
'K': true,
'L': true,
'M': true,
'N': true,
'O': true,
'P': true,
'Q': true,
'R': true,
'S': true,
'T': true,
'U': true,
'V': true,
'W': true,
'X': true,
'Y': true,
'Z': true,
'[': true,
'\\': false,
']': true,
'^': true,
'_': true,
'`': true,
'a': true,
'b': true,
'c': true,
'd': true,
'e': true,
'f': true,
'g': true,
'h': true,
'i': true,
'j': true,
'k': true,
'l': true,
'm': true,
'n': true,
'o': true,
'p': true,
'q': true,
'r': true,
's': true,
't': true,
'u': true,
'v': true,
'w': true,
'x': true,
'y': true,
'z': true,
'{': true,
'|': true,
'}': true,
'~': true,
'\u007f': true,
}
// encodeJSONString is based on encoding/json.encodeState.stringBytes.
func encodeJSONString(e *bytes.Buffer, s []byte) {
const hex = "0123456789abcdef"
e.WriteByte('"')
start := 0
for i := 0; i < len(s); {
if b := s[i]; b < utf8.RuneSelf {
if jsonSafeSet[b] {
i++
continue
}
if start < i {
e.Write(s[start:i])
}
e.WriteByte('\\')
switch b {
case '\\', '"':
e.WriteByte(b)
case '\n':
e.WriteByte('n')
case '\r':
e.WriteByte('r')
case '\t':
e.WriteByte('t')
default:
// This encodes bytes < 0x20 except for \t, \n and \r.
// If escapeHTML is set, it also escapes <, >, and &
// because they can lead to security holes when
// user-controlled strings are rendered into JSON
// and served to some browsers.
e.WriteString(`u00`)
e.WriteByte(hex[b>>4])
e.WriteByte(hex[b&0xF])
}
i++
start = i
continue
}
c, size := utf8.DecodeRune(s[i:])
if c == utf8.RuneError && size == 1 {
if start < i {
e.Write(s[start:i])
}
e.WriteString(`\ufffd`)
i += size
start = i
continue
}
// U+2028 is LINE SEPARATOR.
// U+2029 is PARAGRAPH SEPARATOR.
// They are both technically valid characters in JSON strings,
// but don't work in JSONP, which has to be evaluated as JavaScript,
// and can lead to security holes there. It is valid JSON to
// escape them, so we do so unconditionally.
// See http://timelessrepo.com/json-isnt-a-javascript-subset for discussion.
if c == '\u2028' || c == '\u2029' {
if start < i {
e.Write(s[start:i])
}
e.WriteString(`\u202`)
e.WriteByte(hex[c&0xF])
i += size
start = i
continue
}
i += size
}
if start < len(s) {
e.Write(s[start:])
}
e.WriteByte('"')
}
|