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https://github.com/DarkflameUniverse/DarkflameServer.git
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1afe717563
Properly exit based on the path taken to shutdown master. Tested that shutting down through sigint or sigterm returns -1 Tested that a segfault exits the program properly Need to test that players who are trying to connect while master is shutting down are not able to spawn more child worlds.
103 lines
2.7 KiB
C++
103 lines
2.7 KiB
C++
#pragma once
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#include <string>
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#include "RakPeerInterface.h"
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#include "ReplicaManager.h"
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#include "NetworkIDManager.h"
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class dLogger;
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class dConfig;
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enum class ServerType : uint32_t {
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Master,
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Auth,
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Chat,
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World
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};
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class dServer {
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public:
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// Default constructor should only used for testing!
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dServer() {};
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dServer(
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const std::string& ip,
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int port,
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int instanceID,
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int maxConnections,
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bool isInternal,
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bool useEncryption,
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dLogger* logger,
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const std::string masterIP,
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int masterPort,
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ServerType serverType,
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dConfig* config,
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bool* shouldShutdown,
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unsigned int zoneID = 0);
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~dServer();
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Packet* ReceiveFromMaster();
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Packet* Receive();
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void DeallocatePacket(Packet* packet);
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void DeallocateMasterPacket(Packet* packet);
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virtual void Send(RakNet::BitStream* bitStream, const SystemAddress& sysAddr, bool broadcast);
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void SendToMaster(RakNet::BitStream* bitStream);
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void Disconnect(const SystemAddress& sysAddr, uint32_t disconNotifyID);
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bool IsConnected(const SystemAddress& sysAddr);
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const std::string& GetIP() const { return mIP; }
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const int GetPort() const { return mPort; }
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const int GetMaxConnections() const { return mMaxConnections; }
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const bool GetIsEncrypted() const { return mUseEncryption; }
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const bool GetIsInternal() const { return mIsInternal; }
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const bool GetIsOkay() const { return mIsOkay; }
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dLogger* GetLogger() const { return mLogger; }
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const bool GetIsConnectedToMaster() const { return mMasterConnectionActive; }
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const unsigned int GetZoneID() const { return mZoneID; }
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const int GetInstanceID() const { return mInstanceID; }
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ReplicaManager* GetReplicaManager() { return mReplicaManager; }
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void UpdateReplica();
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void UpdateBandwidthLimit();
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int GetPing(const SystemAddress& sysAddr) const;
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int GetLatestPing(const SystemAddress& sysAddr) const;
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NetworkIDManager* GetNetworkIDManager() { return mNetIDManager; }
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const ServerType GetServerType() const { return mServerType; }
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private:
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bool Startup();
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void Shutdown();
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void SetupForMasterConnection();
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bool ConnectToMaster();
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private:
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dLogger* mLogger = nullptr;
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dConfig* mConfig = nullptr;
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RakPeerInterface* mPeer = nullptr;
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ReplicaManager* mReplicaManager = nullptr;
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NetworkIDManager* mNetIDManager = nullptr;
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/**
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* Whether or not to shut down the server. Pointer to Game::shouldShutdown.
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*/
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bool* mShouldShutdown = nullptr;
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SocketDescriptor mSocketDescriptor;
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std::string mIP;
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int mPort;
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int mMaxConnections;
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unsigned int mZoneID;
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int mInstanceID;
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bool mUseEncryption;
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bool mIsInternal;
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bool mIsOkay;
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bool mMasterConnectionActive;
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ServerType mServerType;
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RakPeerInterface* mMasterPeer = nullptr;
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SocketDescriptor mMasterSocketDescriptor;
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SystemAddress mMasterSystemAddress;
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std::string mMasterIP;
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int mMasterPort;
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};
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