mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 14:03:34 +00:00
175 lines
5.0 KiB
C++
175 lines
5.0 KiB
C++
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#include <iostream>
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#include <string>
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#include <ctime>
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#include <chrono>
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#include <thread>
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//DLU Includes:
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#include "dCommonVars.h"
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#include "dServer.h"
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#include "dLogger.h"
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#include "Database.h"
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#include "dConfig.h"
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#include "Diagnostics.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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//Auth includes:
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#include "AuthPackets.h"
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#include "dMessageIdentifiers.h"
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#include "Game.h"
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namespace Game {
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dLogger* logger;
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dServer* server;
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dConfig* config;
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}
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dLogger* SetupLogger();
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void HandlePacket(Packet* packet);
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int main(int argc, char** argv) {
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Diagnostics::SetProcessName("Auth");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger();
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if (!Game::logger) return 0;
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Game::logger->Log("AuthServer", "Starting Auth server...\n");
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Game::logger->Log("AuthServer", "Version: %i.%i\n", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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Game::logger->Log("AuthServer", "Compiled on: %s\n", __TIMESTAMP__);
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//Read our config:
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dConfig config("authconfig.ini");
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Game::config = &config;
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Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
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//Connect to the MySQL Database
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std::string mysql_host = config.GetValue("mysql_host");
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std::string mysql_database = config.GetValue("mysql_database");
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std::string mysql_username = config.GetValue("mysql_username");
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std::string mysql_password = config.GetValue("mysql_password");
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try {
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Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
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} catch (sql::SQLException& ex) {
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Game::logger->Log("AuthServer", "Got an error while connecting to the database: %s\n", ex.what());
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Database::Destroy();
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delete Game::server;
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delete Game::logger;
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return 0;
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}
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//Find out the master's IP:
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std::string masterIP;
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int masterPort = 1500;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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masterIP = res->getString(1).c_str();
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masterPort = res->getInt(2);
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}
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delete res;
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delete stmt;
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//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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int maxClients = 50;
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int ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
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if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
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if (config.GetValue("port") != "") ourPort = std::atoi(config.GetValue("port").c_str());
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Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth);
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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int framesSinceLastFlush = 0;
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int framesSinceMasterDisconnect = 0;
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int framesSinceLastSQLPing = 0;
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while (true) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= 30)
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break; //Exit our loop, shut down.
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}
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else framesSinceMasterDisconnect = 0;
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//In world we'd update our other systems here.
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//Check for packets here:
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Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
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packet = Game::server->Receive();
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if (packet) {
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HandlePacket(packet);
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Game::server->DeallocatePacket(packet);
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packet = nullptr;
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}
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//Push our log every 30s:
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if (framesSinceLastFlush >= 900) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= 40000) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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int masterPort;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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masterIP = res->getString(1).c_str();
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masterPort = res->getInt(2);
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}
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delete res;
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delete stmt;
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framesSinceLastSQLPing = 0;
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}
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else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(mediumFramerate); //Auth can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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//Delete our objects here:
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Database::Destroy();
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delete Game::server;
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delete Game::logger;
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return 0;
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}
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dLogger * SetupLogger() {
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std::string logPath = "./logs/AuthServer_" + std::to_string(time(nullptr)) + ".log";
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bool logToConsole = false;
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#ifdef _DEBUG
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logToConsole = true;
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#endif
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return new dLogger(logPath, logToConsole);
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}
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void HandlePacket(Packet* packet) {
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if (packet->data[0] == ID_USER_PACKET_ENUM) {
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if (packet->data[1] == SERVER) {
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if (packet->data[3] == MSG_SERVER_VERSION_CONFIRM) {
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AuthPackets::HandleHandshake(Game::server, packet);
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}
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} else if (packet->data[1] == AUTH) {
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if (packet->data[3] == MSG_AUTH_LOGIN_REQUEST) {
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AuthPackets::HandleLoginRequest(Game::server, packet);
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}
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}
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}
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}
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