Improve chat and Auth

Also change most uses of int to specified lengths.
This commit is contained in:
David Markowitz
2022-12-16 02:24:02 -08:00
parent e78dc0b874
commit 3f1b4339f5
4 changed files with 80 additions and 71 deletions

View File

@@ -32,6 +32,8 @@ dLogger* SetupLogger();
void HandlePacket(Packet* packet);
int main(int argc, char** argv) {
constexpr uint32_t authFramerate = mediumFramerate;
constexpr uint32_t authFrameDelta = mediumFrameDelta;
Diagnostics::SetProcessName("Auth");
Diagnostics::SetProcessFileName(argv[0]);
Diagnostics::Initialize();
@@ -67,7 +69,7 @@ int main(int argc, char** argv) {
//Find out the master's IP:
std::string masterIP;
int masterPort = 1500;
uint32_t masterPort = 1500;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -79,8 +81,8 @@ int main(int argc, char** argv) {
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.
uint32_t maxClients = 50;
uint32_t ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
@@ -89,16 +91,18 @@ int main(int argc, char** argv) {
//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;
constexpr uint32_t logFlushTime = 30 * authFramerate; // 30 seconds in frames
constexpr uint32_t sqlPingTime = 10 * 60 * authFramerate; // 10 minutes in frames
uint32_t framesSinceLastFlush = 0;
uint32_t framesSinceMasterDisconnect = 0;
uint32_t framesSinceLastSQLPing = 0;
while (!Game::shouldShutdown) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= 30)
if (framesSinceMasterDisconnect >= authFramerate)
break; //Exit our loop, shut down.
} else framesSinceMasterDisconnect = 0;
@@ -114,16 +118,16 @@ int main(int argc, char** argv) {
}
//Push our log every 30s:
if (framesSinceLastFlush >= 900) {
if (framesSinceLastFlush >= logFlushTime) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= 40000) {
if (framesSinceLastSQLPing >= sqlPingTime) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
int masterPort;
uint32_t masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
@@ -138,7 +142,7 @@ int main(int argc, char** argv) {
} else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(mediumFrameDelta); //Auth can run at a lower "fps"
t += std::chrono::milliseconds(authFrameDelta); //Auth can run at a lower "fps"
std::this_thread::sleep_until(t);
}