mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 21:47:24 +00:00
175 lines
5.0 KiB
C++
175 lines
5.0 KiB
C++
|
#include <iostream>
|
||
|
#include <string>
|
||
|
#include <ctime>
|
||
|
#include <chrono>
|
||
|
#include <thread>
|
||
|
|
||
|
//DLU Includes:
|
||
|
#include "dCommonVars.h"
|
||
|
#include "dServer.h"
|
||
|
#include "dLogger.h"
|
||
|
#include "Database.h"
|
||
|
#include "dConfig.h"
|
||
|
#include "Diagnostics.h"
|
||
|
|
||
|
//RakNet includes:
|
||
|
#include "RakNetDefines.h"
|
||
|
|
||
|
//Auth includes:
|
||
|
#include "AuthPackets.h"
|
||
|
#include "dMessageIdentifiers.h"
|
||
|
|
||
|
#include "Game.h"
|
||
|
namespace Game {
|
||
|
dLogger* logger;
|
||
|
dServer* server;
|
||
|
dConfig* config;
|
||
|
}
|
||
|
|
||
|
dLogger* SetupLogger();
|
||
|
void HandlePacket(Packet* packet);
|
||
|
|
||
|
int main(int argc, char** argv) {
|
||
|
Diagnostics::SetProcessName("Auth");
|
||
|
Diagnostics::SetProcessFileName(argv[0]);
|
||
|
Diagnostics::Initialize();
|
||
|
|
||
|
//Create all the objects we need to run our service:
|
||
|
Game::logger = SetupLogger();
|
||
|
if (!Game::logger) return 0;
|
||
|
Game::logger->Log("AuthServer", "Starting Auth server...\n");
|
||
|
Game::logger->Log("AuthServer", "Version: %i.%i\n", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
|
||
|
Game::logger->Log("AuthServer", "Compiled on: %s\n", __TIMESTAMP__);
|
||
|
|
||
|
//Read our config:
|
||
|
dConfig config("authconfig.ini");
|
||
|
Game::config = &config;
|
||
|
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
|
||
|
|
||
|
//Connect to the MySQL Database
|
||
|
std::string mysql_host = config.GetValue("mysql_host");
|
||
|
std::string mysql_database = config.GetValue("mysql_database");
|
||
|
std::string mysql_username = config.GetValue("mysql_username");
|
||
|
std::string mysql_password = config.GetValue("mysql_password");
|
||
|
|
||
|
try {
|
||
|
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
|
||
|
} catch (sql::SQLException& ex) {
|
||
|
Game::logger->Log("AuthServer", "Got an error while connecting to the database: %s\n", ex.what());
|
||
|
Database::Destroy();
|
||
|
delete Game::server;
|
||
|
delete Game::logger;
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
//Find out the master's IP:
|
||
|
std::string masterIP;
|
||
|
int masterPort = 1500;
|
||
|
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
|
||
|
auto res = stmt->executeQuery();
|
||
|
while (res->next()) {
|
||
|
masterIP = res->getString(1).c_str();
|
||
|
masterPort = res->getInt(2);
|
||
|
}
|
||
|
|
||
|
delete res;
|
||
|
delete stmt;
|
||
|
|
||
|
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
|
||
|
int maxClients = 50;
|
||
|
int ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
|
||
|
if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
|
||
|
if (config.GetValue("port") != "") ourPort = std::atoi(config.GetValue("port").c_str());
|
||
|
|
||
|
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth);
|
||
|
|
||
|
//Run it until server gets a kill message from Master:
|
||
|
auto t = std::chrono::high_resolution_clock::now();
|
||
|
Packet* packet = nullptr;
|
||
|
int framesSinceLastFlush = 0;
|
||
|
int framesSinceMasterDisconnect = 0;
|
||
|
int framesSinceLastSQLPing = 0;
|
||
|
|
||
|
while (true) {
|
||
|
//Check if we're still connected to master:
|
||
|
if (!Game::server->GetIsConnectedToMaster()) {
|
||
|
framesSinceMasterDisconnect++;
|
||
|
|
||
|
if (framesSinceMasterDisconnect >= 30)
|
||
|
break; //Exit our loop, shut down.
|
||
|
}
|
||
|
else framesSinceMasterDisconnect = 0;
|
||
|
|
||
|
//In world we'd update our other systems here.
|
||
|
|
||
|
//Check for packets here:
|
||
|
Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
|
||
|
packet = Game::server->Receive();
|
||
|
if (packet) {
|
||
|
HandlePacket(packet);
|
||
|
Game::server->DeallocatePacket(packet);
|
||
|
packet = nullptr;
|
||
|
}
|
||
|
|
||
|
//Push our log every 30s:
|
||
|
if (framesSinceLastFlush >= 900) {
|
||
|
Game::logger->Flush();
|
||
|
framesSinceLastFlush = 0;
|
||
|
} else framesSinceLastFlush++;
|
||
|
|
||
|
//Every 10 min we ping our sql server to keep it alive hopefully:
|
||
|
if (framesSinceLastSQLPing >= 40000) {
|
||
|
//Find out the master's IP for absolutely no reason:
|
||
|
std::string masterIP;
|
||
|
int masterPort;
|
||
|
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
|
||
|
auto res = stmt->executeQuery();
|
||
|
while (res->next()) {
|
||
|
masterIP = res->getString(1).c_str();
|
||
|
masterPort = res->getInt(2);
|
||
|
}
|
||
|
|
||
|
delete res;
|
||
|
delete stmt;
|
||
|
|
||
|
framesSinceLastSQLPing = 0;
|
||
|
}
|
||
|
else framesSinceLastSQLPing++;
|
||
|
|
||
|
//Sleep our thread since auth can afford to.
|
||
|
t += std::chrono::milliseconds(mediumFramerate); //Auth can run at a lower "fps"
|
||
|
std::this_thread::sleep_until(t);
|
||
|
}
|
||
|
|
||
|
//Delete our objects here:
|
||
|
Database::Destroy();
|
||
|
delete Game::server;
|
||
|
delete Game::logger;
|
||
|
|
||
|
return 0;
|
||
|
}
|
||
|
|
||
|
dLogger * SetupLogger() {
|
||
|
std::string logPath = "./logs/AuthServer_" + std::to_string(time(nullptr)) + ".log";
|
||
|
bool logToConsole = false;
|
||
|
#ifdef _DEBUG
|
||
|
logToConsole = true;
|
||
|
#endif
|
||
|
|
||
|
return new dLogger(logPath, logToConsole);
|
||
|
}
|
||
|
|
||
|
void HandlePacket(Packet* packet) {
|
||
|
if (packet->data[0] == ID_USER_PACKET_ENUM) {
|
||
|
if (packet->data[1] == SERVER) {
|
||
|
if (packet->data[3] == MSG_SERVER_VERSION_CONFIRM) {
|
||
|
AuthPackets::HandleHandshake(Game::server, packet);
|
||
|
}
|
||
|
} else if (packet->data[1] == AUTH) {
|
||
|
if (packet->data[3] == MSG_AUTH_LOGIN_REQUEST) {
|
||
|
AuthPackets::HandleLoginRequest(Game::server, packet);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|