#include #include #include #include #include //DLU Includes: #include "dCommonVars.h" #include "dServer.h" #include "Logger.h" #include "Database.h" #include "dConfig.h" #include "Diagnostics.h" #include "BinaryPathFinder.h" //RakNet includes: #include "RakNetDefines.h" #include //Auth includes: #include "AuthPackets.h" #include "eConnectionType.h" #include "eServerMessageType.h" #include "eAuthMessageType.h" #include "Game.h" namespace Game { Logger* logger = nullptr; dServer* server = nullptr; dConfig* config = nullptr; bool shouldShutdown = false; std::mt19937 randomEngine; } Logger* 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(); //Create all the objects we need to run our service: Game::logger = SetupLogger(); if (!Game::logger) return EXIT_FAILURE; //Read our config: Game::config = new dConfig("authconfig.ini"); Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0"); Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1"); LOG("Starting Auth server..."); LOG("Version: %s", PROJECT_VERSION); LOG("Compiled on: %s", __TIMESTAMP__); try { Database::Connect(); } catch (sql::SQLException& ex) { LOG("Got an error while connecting to the database: %s", ex.what()); Database::Destroy("AuthServer"); delete Game::server; delete Game::logger; return EXIT_FAILURE; } //Find out the master's IP: std::string masterIP; uint32_t masterPort = 1500; auto masterInfo = Database::Get()->GetMasterInfo(); if (masterInfo) { masterIP = masterInfo->ip; masterPort = masterInfo->port; } Game::randomEngine = std::mt19937(time(0)); //It's safe to pass 'localhost' here, as the IP is only used as the external IP. 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()); Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::shouldShutdown); //Run it until server gets a kill message from Master: auto t = std::chrono::high_resolution_clock::now(); Packet* packet = nullptr; 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; AuthPackets::LoadClaimCodes(); while (!Game::shouldShutdown) { //Check if we're still connected to master: if (!Game::server->GetIsConnectedToMaster()) { framesSinceMasterDisconnect++; if (framesSinceMasterDisconnect >= authFramerate) 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 >= logFlushTime) { Game::logger->Flush(); framesSinceLastFlush = 0; } else framesSinceLastFlush++; //Every 10 min we ping our sql server to keep it alive hopefully: if (framesSinceLastSQLPing >= sqlPingTime) { //Find out the master's IP for absolutely no reason: std::string masterIP; uint32_t masterPort; auto masterInfo = Database::Get()->GetMasterInfo(); if (masterInfo) { masterIP = masterInfo->ip; masterPort = masterInfo->port; } framesSinceLastSQLPing = 0; } else framesSinceLastSQLPing++; //Sleep our thread since auth can afford to. t += std::chrono::milliseconds(authFrameDelta); //Auth can run at a lower "fps" std::this_thread::sleep_until(t); } //Delete our objects here: Database::Destroy("AuthServer"); delete Game::server; delete Game::logger; delete Game::config; return EXIT_SUCCESS; } Logger* SetupLogger() { std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/AuthServer_" + std::to_string(time(nullptr)) + ".log")).string(); bool logToConsole = false; bool logDebugStatements = false; #ifdef _DEBUG logToConsole = true; logDebugStatements = true; #endif return new Logger(logPath, logToConsole, logDebugStatements); } void HandlePacket(Packet* packet) { if (packet->length < 4) return; if (packet->data[0] == ID_USER_PACKET_ENUM) { if (static_cast(packet->data[1]) == eConnectionType::SERVER) { if (static_cast(packet->data[3]) == eServerMessageType::VERSION_CONFIRM) { AuthPackets::HandleHandshake(Game::server, packet); } } else if (static_cast(packet->data[1]) == eConnectionType::AUTH) { if (static_cast(packet->data[3]) == eAuthMessageType::LOGIN_REQUEST) { AuthPackets::HandleLoginRequest(Game::server, packet); } } } }