mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-23 05:53:34 +00:00
f8f5b731f1
Allows the server to be run from a non-build directory. Also only read or write files relative to the build directory, regardless of where the server is run from
307 lines
9.1 KiB
C++
307 lines
9.1 KiB
C++
#include <iostream>
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#include <string>
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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 "dMessageIdentifiers.h"
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#include "dChatFilter.h"
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#include "Diagnostics.h"
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#include "AssetManager.h"
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#include "BinaryPathFinder.h"
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#include "PlayerContainer.h"
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#include "ChatPacketHandler.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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dChatFilter* chatFilter;
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AssetManager* assetManager;
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}
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//RakNet includes:
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#include "RakNetDefines.h"
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dLogger* SetupLogger();
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void HandlePacket(Packet* packet);
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PlayerContainer playerContainer;
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int main(int argc, char** argv) {
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Diagnostics::SetProcessName("Chat");
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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("ChatServer", "Starting Chat server...");
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Game::logger->Log("ChatServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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Game::logger->Log("ChatServer", "Compiled on: %s", __TIMESTAMP__);
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//Read our config:
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dConfig config("chatconfig.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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Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
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try {
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std::string clientPathStr = config.GetValue("client_location");
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if (clientPathStr.empty()) clientPathStr = "./res";
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std::filesystem::path clientPath = std::filesystem::path(clientPathStr);
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if (clientPath.is_relative()) {
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clientPath = BinaryPathFinder::GetBinaryDir() / clientPath;
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}
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Game::assetManager = new AssetManager(clientPath);
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} catch (std::runtime_error& ex) {
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Game::logger->Log("ChatServer", "Got an error while setting up assets: %s", ex.what());
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return EXIT_FAILURE;
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}
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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("ChatServer", "Got an error while connecting to the database: %s", ex.what());
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Database::Destroy("ChatServer");
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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 = 1000;
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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 = 1501;
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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::Chat);
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Game::chatFilter = new dChatFilter(Game::assetManager->GetResPath().string() + "/chatplus_en_us", bool(std::stoi(config.GetValue("dont_generate_dcf"))));
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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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} 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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} else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(mediumFramerate); //Chat 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("ChatServer");
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delete Game::server;
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delete Game::logger;
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exit(EXIT_SUCCESS);
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return EXIT_SUCCESS;
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}
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dLogger* SetupLogger() {
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std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/ChatServer_" + std::to_string(time(nullptr)) + ".log")).string();
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bool logToConsole = false;
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bool logDebugStatements = false;
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#ifdef _DEBUG
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logToConsole = true;
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logDebugStatements = true;
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#endif
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return new dLogger(logPath, logToConsole, logDebugStatements);
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}
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void HandlePacket(Packet* packet) {
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if (packet->data[0] == ID_DISCONNECTION_NOTIFICATION || packet->data[0] == ID_CONNECTION_LOST) {
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Game::logger->Log("ChatServer", "A server has disconnected, erasing their connected players from the list.");
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}
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if (packet->data[0] == ID_NEW_INCOMING_CONNECTION) {
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Game::logger->Log("ChatServer", "A server is connecting, awaiting user list.");
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}
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if (packet->data[1] == CHAT_INTERNAL) {
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switch (packet->data[3]) {
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case MSG_CHAT_INTERNAL_PLAYER_ADDED_NOTIFICATION:
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playerContainer.InsertPlayer(packet);
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break;
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case MSG_CHAT_INTERNAL_PLAYER_REMOVED_NOTIFICATION:
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playerContainer.RemovePlayer(packet);
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break;
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case MSG_CHAT_INTERNAL_MUTE_UPDATE:
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playerContainer.MuteUpdate(packet);
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break;
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case MSG_CHAT_INTERNAL_CREATE_TEAM:
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playerContainer.CreateTeamServer(packet);
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break;
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case MSG_CHAT_INTERNAL_ANNOUNCEMENT: {
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//we just forward this packet to every connected server
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CINSTREAM;
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Game::server->Send(&inStream, packet->systemAddress, true); //send to everyone except origin
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break;
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}
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default:
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Game::logger->Log("ChatServer", "Unknown CHAT_INTERNAL id: %i", int(packet->data[3]));
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}
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}
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if (packet->data[1] == CHAT) {
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switch (packet->data[3]) {
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case MSG_CHAT_GET_FRIENDS_LIST:
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ChatPacketHandler::HandleFriendlistRequest(packet);
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break;
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case MSG_CHAT_GET_IGNORE_LIST:
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Game::logger->Log("ChatServer", "Asked for ignore list, but is unimplemented right now.");
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break;
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case MSG_CHAT_TEAM_GET_STATUS:
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ChatPacketHandler::HandleTeamStatusRequest(packet);
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break;
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case MSG_CHAT_ADD_FRIEND_REQUEST:
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//this involves someone sending the initial request, the response is below, response as in from the other player.
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//We basically just check to see if this player is online or not and route the packet.
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ChatPacketHandler::HandleFriendRequest(packet);
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break;
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case MSG_CHAT_ADD_FRIEND_RESPONSE:
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//This isn't the response a server sent, rather it is a player's response to a received request.
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//Here, we'll actually have to add them to eachother's friend lists depending on the response code.
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ChatPacketHandler::HandleFriendResponse(packet);
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break;
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case MSG_CHAT_REMOVE_FRIEND:
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ChatPacketHandler::HandleRemoveFriend(packet);
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break;
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case MSG_CHAT_GENERAL_CHAT_MESSAGE:
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ChatPacketHandler::HandleChatMessage(packet);
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break;
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case MSG_CHAT_PRIVATE_CHAT_MESSAGE:
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//This message is supposed to be echo'd to both the sender and the receiver
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//BUT: they have to have different responseCodes, so we'll do some of the ol hacky wacky to fix that right up.
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ChatPacketHandler::HandlePrivateChatMessage(packet);
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break;
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case MSG_CHAT_TEAM_INVITE:
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ChatPacketHandler::HandleTeamInvite(packet);
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break;
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case MSG_CHAT_TEAM_INVITE_RESPONSE:
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ChatPacketHandler::HandleTeamInviteResponse(packet);
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break;
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case MSG_CHAT_TEAM_LEAVE:
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ChatPacketHandler::HandleTeamLeave(packet);
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break;
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case MSG_CHAT_TEAM_SET_LEADER:
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ChatPacketHandler::HandleTeamPromote(packet);
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break;
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case MSG_CHAT_TEAM_KICK:
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ChatPacketHandler::HandleTeamKick(packet);
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break;
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case MSG_CHAT_TEAM_SET_LOOT:
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ChatPacketHandler::HandleTeamLootOption(packet);
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break;
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default:
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Game::logger->Log("ChatServer", "Unknown CHAT id: %i", int(packet->data[3]));
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}
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}
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if (packet->data[1] == WORLD) {
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switch (packet->data[3]) {
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case MSG_WORLD_CLIENT_ROUTE_PACKET: {
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Game::logger->Log("ChatServer", "Routing packet from world");
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break;
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}
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default:
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Game::logger->Log("ChatServer", "Unknown World id: %i", int(packet->data[3]));
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}
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}
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}
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