mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-26 23:43:34 +00:00
0c1ee0513d
* Changed how the TryParse function works (and also did some general cleanup along the way) * Update noexcept attributes (verified these are correct) * Add fp overload for MacOS functionality * resolving some feedback * Split out unrelated changes to CleanupRoundup branch * Update in response to feedback * the consequences of emo's member variable renaming request * Revert "the consequences of emo's member variable renaming request" This reverts commitbf318caeda
. * Fully revert renaming attempt * Revert "the consequences of emo's member variable renaming request" This reverts commitbf318caeda
. Fully revert renaming attempt * Created ClientVersion.h and moved the client version defaults to it * Fix partial parsing and MacOS floating point errors * attempting fix to MacOS compiler error * syntax pass (should be the last commit unless the CI fails) * ah, wait, forgot to uncomment the preprocessor statements for MacOS. THIS should be the last commit pending CI * Okay, one last thing I noticed: We were including C headers here. Now they're C++ headers. Pinky swear this is it! * typo and I am OCD. please let this be the last * hash is usally but not always noexcept, so the specifier should go * Address MOST of the feedback * address the claim codes issue
179 lines
5.3 KiB
C++
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 "eServerMessageType.h"
|
|
#include "eAuthMessageType.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<eServerMessageType>(packet->data[3]) == eServerMessageType::VERSION_CONFIRM) {
|
|
AuthPackets::HandleHandshake(Game::server, packet);
|
|
}
|
|
} else if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::AUTH) {
|
|
if (static_cast<eAuthMessageType>(packet->data[3]) == eAuthMessageType::LOGIN_REQUEST) {
|
|
AuthPackets::HandleLoginRequest(Game::server, packet);
|
|
}
|
|
}
|
|
}
|
|
}
|