mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-15 20:08:14 +00:00
Start on replacing MySQL
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@@ -55,34 +55,10 @@ int main(int argc, char** argv) {
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Game::logger->Log("AuthServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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Game::logger->Log("AuthServer", "Compiled on: %s", __TIMESTAMP__);
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//Connect to the MySQL Database
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std::string mysql_host = Game::config->GetValue("mysql_host");
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std::string mysql_database = Game::config->GetValue("mysql_database");
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std::string mysql_username = Game::config->GetValue("mysql_username");
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std::string mysql_password = Game::config->GetValue("mysql_password");
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Database::Connect(Game::config);
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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", ex.what());
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Database::Destroy("AuthServer");
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delete Game::server;
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delete Game::logger;
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return EXIT_FAILURE;
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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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uint32_t 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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// Get Master server IP and port
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SocketDescriptor masterSock = Database::Connection->GetMasterServerIP();
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Game::randomEngine = std::mt19937(time(0));
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@@ -92,7 +68,7 @@ int main(int argc, char** argv) {
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::shouldShutdown);
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterSock.hostAddress, masterSock.port, ServerType::Auth, Game::config, &Game::shouldShutdown);
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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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@@ -131,18 +107,7 @@ int main(int argc, char** argv) {
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= sqlPingTime) {
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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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uint32_t 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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Database::Connection->GetMasterServerIP();
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framesSinceLastSQLPing = 0;
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} else framesSinceLastSQLPing++;
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@@ -151,9 +116,7 @@ int main(int argc, char** argv) {
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t += std::chrono::milliseconds(authFrameDelta); //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("AuthServer");
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delete Game::server;
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delete Game::logger;
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delete Game::config;
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