DarkflameServer/dAuthServer/AuthServer.cpp

179 lines
5.3 KiB
C++

#include <iostream>
#include <string>
#include <ctime>
#include <csignal>
#include <chrono>
#include <thread>
//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 "MessageIdentifiers.h"
//Auth includes:
#include "AuthPackets.h"
#include "eConnectionType.h"
#include "MessageType/Server.h"
#include "MessageType/Auth.h"
#include "Game.h"
#include "Server.h"
namespace Game {
Logger* logger = nullptr;
dServer* server = nullptr;
dConfig* config = nullptr;
Game::signal_t lastSignal = 0;
std::mt19937 randomEngine;
}
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();
std::signal(SIGINT, Game::OnSignal);
std::signal(SIGTERM, Game::OnSignal);
Game::config = new dConfig("authconfig.ini");
//Create all the objects we need to run our service:
Server::SetupLogger("AuthServer");
if (!Game::logger) return EXIT_FAILURE;
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;
}
LOG("Master is at %s:%d", masterIP.c_str(), masterPort);
Game::randomEngine = std::mt19937(time(0));
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
std::string ourIP = "localhost";
const uint32_t maxClients = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("max_clients")).value_or(999);
//LU client is hardcoded to use this for auth port, so I'm making it the default.
const uint32_t ourPort = GeneralUtils::TryParse<uint32_t>(Game::config->GetValue("auth_server_port")).value_or(1001);
const auto externalIPString = Game::config->GetValue("external_ip");
if (!externalIPString.empty()) ourIP = externalIPString;
Game::server = new dServer(ourIP, ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::lastSignal);
//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();
Game::logger->Flush(); // once immediately before main loop
while (!Game::ShouldShutdown()) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= authFramerate) {
LOG("No connection to master!");
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);
}
LOG("Exited Main Loop! (signal %d)", Game::lastSignal);
//Delete our objects here:
Database::Destroy("AuthServer");
delete Game::server;
delete Game::logger;
delete Game::config;
return EXIT_SUCCESS;
}
void HandlePacket(Packet* packet) {
if (packet->length < 4) return;
if (packet->data[0] == ID_USER_PACKET_ENUM) {
if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::SERVER) {
if (static_cast<MessageType::Server>(packet->data[3]) == MessageType::Server::VERSION_CONFIRM) {
AuthPackets::HandleHandshake(Game::server, packet);
}
} else if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::AUTH) {
if (static_cast<MessageType::Auth>(packet->data[3]) == MessageType::Auth::LOGIN_REQUEST) {
AuthPackets::HandleLoginRequest(Game::server, packet);
}
}
}
}