DarkflameServer/dAuthServer/AuthServer.cpp

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#include <iostream>
#include <string>
#include <ctime>
#include <chrono>
#include <thread>
//DLU Includes:
#include "dCommonVars.h"
#include "dServer.h"
#include "dLogger.h"
#include "Database.h"
#include "dConfig.h"
#include "Diagnostics.h"
#include "BinaryPathFinder.h"
//RakNet includes:
#include "RakNetDefines.h"
//Auth includes:
#include "AuthPackets.h"
#include "dMessageIdentifiers.h"
#include "Game.h"
namespace Game {
dLogger* logger;
dServer* server;
dConfig* config;
}
dLogger* SetupLogger();
void HandlePacket(Packet* packet);
int main(int argc, char** argv) {
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 0;
Game::logger->Log("AuthServer", "Starting Auth server...");
Game::logger->Log("AuthServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
Game::logger->Log("AuthServer", "Compiled on: %s", __TIMESTAMP__);
//Read our config:
dConfig config("authconfig.ini");
Game::config = &config;
Game::logger->SetLogToConsole(bool(std::stoi(config.GetValue("log_to_console"))));
Game::logger->SetLogDebugStatements(config.GetValue("log_debug_statements") == "1");
//Connect to the MySQL Database
std::string mysql_host = config.GetValue("mysql_host");
std::string mysql_database = config.GetValue("mysql_database");
std::string mysql_username = config.GetValue("mysql_username");
std::string mysql_password = config.GetValue("mysql_password");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
} catch (sql::SQLException& ex) {
Game::logger->Log("AuthServer", "Got an error while connecting to the database: %s", ex.what());
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Database::Destroy("AuthServer");
delete Game::server;
delete Game::logger;
return 0;
}
//Find out the master's IP:
std::string masterIP;
int masterPort = 1500;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
int maxClients = 50;
int ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
if (config.GetValue("max_clients") != "") maxClients = std::stoi(config.GetValue("max_clients"));
if (config.GetValue("port") != "") ourPort = std::atoi(config.GetValue("port").c_str());
Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth);
//Run it until server gets a kill message from Master:
auto t = std::chrono::high_resolution_clock::now();
Packet* packet = nullptr;
int framesSinceLastFlush = 0;
int framesSinceMasterDisconnect = 0;
int framesSinceLastSQLPing = 0;
while (true) {
//Check if we're still connected to master:
if (!Game::server->GetIsConnectedToMaster()) {
framesSinceMasterDisconnect++;
if (framesSinceMasterDisconnect >= 30)
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 >= 900) {
Game::logger->Flush();
framesSinceLastFlush = 0;
} else framesSinceLastFlush++;
//Every 10 min we ping our sql server to keep it alive hopefully:
if (framesSinceLastSQLPing >= 40000) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
int masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
}
delete res;
delete stmt;
framesSinceLastSQLPing = 0;
} else framesSinceLastSQLPing++;
//Sleep our thread since auth can afford to.
t += std::chrono::milliseconds(mediumFramerate); //Auth can run at a lower "fps"
std::this_thread::sleep_until(t);
}
//Delete our objects here:
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Database::Destroy("AuthServer");
delete Game::server;
delete Game::logger;
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exit(EXIT_SUCCESS);
return EXIT_SUCCESS;
}
dLogger* 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 dLogger(logPath, logToConsole, logDebugStatements);
}
void HandlePacket(Packet* packet) {
if (packet->data[0] == ID_USER_PACKET_ENUM) {
if (packet->data[1] == SERVER) {
if (packet->data[3] == MSG_SERVER_VERSION_CONFIRM) {
AuthPackets::HandleHandshake(Game::server, packet);
}
} else if (packet->data[1] == AUTH) {
if (packet->data[3] == MSG_AUTH_LOGIN_REQUEST) {
AuthPackets::HandleLoginRequest(Game::server, packet);
}
}
}
}