mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
Add support to reload the config (#868)
This commit is contained in:
parent
de3e53de6c
commit
e8ba3357e8
@ -1,61 +1,53 @@
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#include "dConfig.h"
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#include <sstream>
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#include "BinaryPathFinder.h"
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#include "GeneralUtils.h"
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dConfig::dConfig(const std::string& filepath) {
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m_EmptyString = "";
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std::ifstream in(BinaryPathFinder::GetBinaryDir() / filepath);
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m_ConfigFilePath = filepath;
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LoadConfig();
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}
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void dConfig::LoadConfig() {
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std::ifstream in(BinaryPathFinder::GetBinaryDir() / m_ConfigFilePath);
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if (!in.good()) return;
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std::string line;
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std::string line{};
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while (std::getline(in, line)) {
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if (line.length() > 0) {
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if (line[0] != '#') ProcessLine(line);
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}
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if (!line.empty() && line.front() != '#') ProcessLine(line);
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}
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std::ifstream sharedConfig(BinaryPathFinder::GetBinaryDir() / "sharedconfig.ini", std::ios::in);
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if (!sharedConfig.good()) return;
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line.clear();
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while (std::getline(sharedConfig, line)) {
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if (line.length() > 0) {
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if (line[0] != '#') ProcessLine(line);
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}
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if (!line.empty() && line.front() != '#') ProcessLine(line);
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}
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}
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dConfig::~dConfig(void) {
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void dConfig::ReloadConfig() {
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this->m_ConfigValues.clear();
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LoadConfig();
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}
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const std::string& dConfig::GetValue(std::string key) {
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for (size_t i = 0; i < m_Keys.size(); ++i) {
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if (m_Keys[i] == key) return m_Values[i];
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}
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return m_EmptyString;
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return this->m_ConfigValues[key];
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}
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void dConfig::ProcessLine(const std::string& line) {
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std::stringstream ss(line);
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std::string segment;
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std::vector<std::string> seglist;
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auto splitLine = GeneralUtils::SplitString(line, '=');
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while (std::getline(ss, segment, '=')) {
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seglist.push_back(segment);
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}
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if (seglist.size() != 2) return;
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if (splitLine.size() != 2) return;
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//Make sure that on Linux, we remove special characters:
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if (!seglist[1].empty() && seglist[1][seglist[1].size() - 1] == '\r')
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seglist[1].erase(seglist[1].size() - 1);
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auto& key = splitLine.at(0);
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auto& value = splitLine.at(1);
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if (!value.empty() && value.at(value.size() - 1) == '\r') value.erase(value.size() - 1);
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for (const auto& key : m_Keys) {
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if (seglist[0] == key) {
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return; // first loaded key is preferred due to loading shared config secondarily
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}
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}
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if (this->m_ConfigValues.find(key) != this->m_ConfigValues.end()) return;
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m_Keys.push_back(seglist[0]);
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m_Values.push_back(seglist[1]);
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this->m_ConfigValues.insert(std::make_pair(key, value));
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}
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@ -1,20 +1,34 @@
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#pragma once
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#include <fstream>
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#include <map>
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#include <string>
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#include <vector>
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class dConfig {
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public:
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dConfig(const std::string& filepath);
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~dConfig(void);
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/**
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* Gets the specified key from the config. Returns an empty string if the value is not found.
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*
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* @param key Key to find
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* @return The keys value in the config
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*/
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const std::string& GetValue(std::string key);
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/**
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* Loads the config from a file
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*/
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void LoadConfig();
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/**
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* Reloads the config file to reset values
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*/
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void ReloadConfig();
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private:
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void ProcessLine(const std::string& line);
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private:
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std::vector<std::string> m_Keys;
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std::vector<std::string> m_Values;
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std::string m_EmptyString;
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std::map<std::string, std::string> m_ConfigValues;
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std::string m_ConfigFilePath;
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};
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@ -19,8 +19,9 @@
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#include "DestroyableComponent.h"
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ScriptedActivityComponent::ScriptedActivityComponent(Entity* parent, int activityID) : Component(parent) {
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m_ActivityID = activityID;
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CDActivitiesTable* activitiesTable = CDClientManager::Instance()->GetTable<CDActivitiesTable>("Activities");
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std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == activityID); });
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std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
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for (CDActivities activity : activities) {
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m_ActivityInfo = activity;
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@ -88,6 +89,21 @@ void ScriptedActivityComponent::Serialize(RakNet::BitStream* outBitStream, bool
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}
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}
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void ScriptedActivityComponent::ReloadConfig() {
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CDActivitiesTable* activitiesTable = CDClientManager::Instance()->GetTable<CDActivitiesTable>("Activities");
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std::vector<CDActivities> activities = activitiesTable->Query([=](CDActivities entry) {return (entry.ActivityID == m_ActivityID); });
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for (auto activity : activities) {
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auto mapID = m_ActivityInfo.instanceMapID;
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if ((mapID == 1203 || mapID == 1261 || mapID == 1303 || mapID == 1403) && Game::config->GetValue("solo_racing") == "1") {
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m_ActivityInfo.minTeamSize = 1;
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m_ActivityInfo.minTeams = 1;
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} else {
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m_ActivityInfo.minTeamSize = activity.minTeamSize;
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m_ActivityInfo.minTeams = activity.minTeams;
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}
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}
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}
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void ScriptedActivityComponent::HandleMessageBoxResponse(Entity* player, const std::string& id) {
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if (m_ActivityInfo.ActivityID == 103) {
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return;
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@ -276,6 +276,12 @@ public:
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*/
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ActivityInstance* GetInstance(const LWOOBJID playerID);
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/**
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* @brief Reloads the config settings for this component
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*
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*/
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void ReloadConfig();
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/**
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* Removes all the instances
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*/
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@ -361,6 +367,12 @@ private:
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* LMIs for team sizes
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*/
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std::unordered_map<uint32_t, uint32_t> m_ActivityLootMatrices;
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/**
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* The activity id
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*
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*/
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int32_t m_ActivityID;
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};
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#endif // SCRIPTEDACTIVITYCOMPONENT_H
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@ -65,6 +65,7 @@
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#include "LevelProgressionComponent.h"
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#include "AssetManager.h"
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#include "BinaryPathFinder.h"
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#include "dConfig.h"
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void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entity* entity, const SystemAddress& sysAddr) {
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std::string chatCommand;
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@ -1766,6 +1767,20 @@ void SlashCommandHandler::HandleChatCommand(const std::u16string& command, Entit
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return;
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}
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if (chatCommand == "reloadconfig" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_DEVELOPER) {
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Game::config->ReloadConfig();
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VanityUtilities::SpawnVanity();
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dpWorld::Instance().Reload();
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auto entities = EntityManager::Instance()->GetEntitiesByComponent(COMPONENT_TYPE_SCRIPTED_ACTIVITY);
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for (auto entity : entities) {
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auto* scriptedActivityComponent = entity->GetComponent<ScriptedActivityComponent>();
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if (!scriptedActivityComponent) continue;
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scriptedActivityComponent->ReloadConfig();
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}
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ChatPackets::SendSystemMessage(sysAddr, u"Successfully reloaded config for world!");
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}
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if (chatCommand == "rollloot" && entity->GetGMLevel() >= GAME_MASTER_LEVEL_OPERATOR && args.size() >= 3) {
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uint32_t lootMatrixIndex = 0;
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uint32_t targetLot = 0;
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@ -82,17 +82,15 @@ int main(int argc, char** argv) {
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Game::logger->Log("MasterServer", "Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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Game::logger->Log("MasterServer", "Compiled on: %s", __TIMESTAMP__);
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//Read our config:
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dConfig config("masterconfig.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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Game::config = new dConfig("masterconfig.ini");
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Game::logger->SetLogToConsole(bool(std::stoi(Game::config->GetValue("log_to_console"))));
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Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
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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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std::string mysql_host = Game::config->GetValue("mysql_host");
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std::string mysql_database = Game::config->GetValue("mysql_database");
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std::string mysql_username = Game::config->GetValue("mysql_username");
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std::string mysql_password = Game::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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@ -103,7 +101,7 @@ int main(int argc, char** argv) {
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}
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try {
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std::string clientPathStr = config.GetValue("client_location");
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std::string clientPathStr = Game::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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@ -223,16 +221,16 @@ int main(int argc, char** argv) {
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int maxClients = 999;
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int ourPort = 1000;
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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::stoi(config.GetValue("port"));
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::stoi(Game::config->GetValue("port"));
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Game::server = new dServer(config.GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master);
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master);
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//Query for the database for a server labeled "master"
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auto* masterLookupStatement = Database::CreatePreppedStmt("SELECT id FROM `servers` WHERE `name` = 'master'");
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auto* result = masterLookupStatement->executeQuery();
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auto master_server_ip = config.GetValue("master_ip");
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auto master_server_ip = Game::config->GetValue("master_ip");
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if (master_server_ip == "") {
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master_server_ip = Game::server->GetIP();
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@ -260,7 +258,7 @@ int main(int argc, char** argv) {
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Game::im = new InstanceManager(Game::logger, Game::server->GetIP());
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//Depending on the config, start up servers:
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if (config.GetValue("prestart_servers") != "" && config.GetValue("prestart_servers") == "1") {
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if (Game::config->GetValue("prestart_servers") != "" && Game::config->GetValue("prestart_servers") == "1") {
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StartChatServer();
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Game::im->GetInstance(0, false, 0)->SetIsReady(true);
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@ -843,6 +841,7 @@ void ShutdownSequence() {
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int FinalizeShutdown() {
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//Delete our objects here:
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Database::Destroy("MasterServer");
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if (Game::config) delete Game::config;
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if (Game::im) delete Game::im;
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if (Game::server) delete Game::server;
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if (Game::logger) delete Game::logger;
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@ -6,6 +6,7 @@
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dpGrid::dpGrid(int numCells, int cellSize) {
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NUM_CELLS = numCells;
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CELL_SIZE = cellSize;
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m_DeleteGrid = true;
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//dumb method but i can't be bothered
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@ -23,6 +24,7 @@ dpGrid::dpGrid(int numCells, int cellSize) {
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}
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dpGrid::~dpGrid() {
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if (!this->m_DeleteGrid) return;
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for (auto& x : m_Cells) { //x
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for (auto& y : x) { //y
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for (auto en : y) {
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@ -23,6 +23,15 @@ public:
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void Update(float deltaTime);
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/**
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* Sets the delete grid parameter to value. When false, the grid will not clean up memory.
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*
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* @param value Whether or not to delete entities on deletion of the grid.
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*/
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void SetDeleteGrid(bool value) { this->m_DeleteGrid = value; };
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std::vector<std::vector<std::forward_list<dpEntity*>>> GetCells() { return this->m_Cells; };
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private:
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void HandleEntity(dpEntity* entity, dpEntity* other);
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void HandleCell(int x, int z, float deltaTime);
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@ -31,4 +40,5 @@ private:
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//cells on X, cells on Y for that X, then another vector that contains the entities within that cell.
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std::vector<std::vector<std::forward_list<dpEntity*>>> m_Cells;
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std::map<LWOOBJID, dpEntity*> m_GargantuanObjects;
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bool m_DeleteGrid = true;
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};
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@ -9,7 +9,7 @@
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#include "dLogger.h"
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#include "dConfig.h"
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void dpWorld::Initialize(unsigned int zoneID) {
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void dpWorld::Initialize(unsigned int zoneID, bool generateNewNavMesh) {
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phys_sp_tilecount = std::atoi(Game::config->GetValue("phys_sp_tilecount").c_str());
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phys_sp_tilesize = std::atoi(Game::config->GetValue("phys_sp_tilesize").c_str());
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@ -21,13 +21,37 @@ void dpWorld::Initialize(unsigned int zoneID) {
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m_Grid = new dpGrid(phys_sp_tilecount, phys_sp_tilesize);
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}
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m_NavMesh = new dNavMesh(zoneID);
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if (generateNewNavMesh) m_NavMesh = new dNavMesh(zoneID);
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Game::logger->Log("dpWorld", "Physics world initialized!");
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m_ZoneID = zoneID;
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}
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void dpWorld::Reload() {
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if (m_Grid) {
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m_Grid->SetDeleteGrid(false);
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auto oldGridCells = m_Grid->GetCells();
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delete m_Grid;
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m_Grid = nullptr;
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Initialize(m_ZoneID, false);
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for (auto column : oldGridCells) {
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for (auto row : column) {
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for (auto entity : row) {
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AddEntity(entity);
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}
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}
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}
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Game::logger->Log("dpWorld", "Successfully reloaded physics world!");
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} else {
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Game::logger->Log("dpWorld", "No physics world to reload!");
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}
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}
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dpWorld::~dpWorld() {
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if (m_Grid) {
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// Triple check this is true
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m_Grid->SetDeleteGrid(true);
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delete m_Grid;
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m_Grid = nullptr;
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}
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@ -103,14 +127,14 @@ bool dpWorld::ShouldUseSP(unsigned int zoneID) {
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// Only large maps should be added as tiling likely makes little difference on small maps.
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switch (zoneID) {
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case 1100: // Avant Gardens
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case 1200: // Nimbus Station
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case 1300: // Gnarled Forest
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case 1400: // Forbidden Valley
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case 1800: // Crux Prime
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case 1900: // Nexus Tower
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case 2000: // Ninjago
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return true;
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case 1100: // Avant Gardens
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case 1200: // Nimbus Station
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case 1300: // Gnarled Forest
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case 1400: // Forbidden Valley
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case 1800: // Crux Prime
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case 1900: // Nexus Tower
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case 2000: // Ninjago
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return true;
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}
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return false;
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@ -19,7 +19,8 @@ class dpGrid;
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class dpWorld : public Singleton<dpWorld> {
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public:
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void Initialize(unsigned int zoneID);
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void Initialize(unsigned int zoneID, bool generateNewNavMesh = true);
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void Reload();
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~dpWorld();
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@ -43,4 +44,5 @@ private:
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std::vector<dpEntity*> m_DynamicEntites;
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dNavMesh* m_NavMesh = nullptr;
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uint32_t m_ZoneID = 0;
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};
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@ -250,7 +250,6 @@ int main(int argc, char** argv) {
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//Load our level:
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if (zoneID != 0) {
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dpWorld::Instance().Initialize(zoneID);
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Game::physicsWorld = &dpWorld::Instance(); //just in case some old code references it
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dZoneManager::Instance()->Initialize(LWOZONEID(zoneID, instanceID, cloneID));
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g_CloneID = cloneID;
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@ -1281,7 +1280,6 @@ void WorldShutdownSequence() {
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void FinalizeShutdown() {
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//Delete our objects here:
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if (Game::physicsWorld) Game::physicsWorld = nullptr;
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if (Game::zoneManager) delete Game::zoneManager;
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Game::logger->Log("WorldServer", "Shutdown complete, zone (%i), instance (%i)", Game::server->GetZoneID(), instanceID);
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