mirror of
https://github.com/DarkflameUniverse/DarkflameServer
synced 2024-08-30 18:43:58 +00:00
df83f0d847
* feat: reward codes this is for giving rewards across characters as the did in live. Tested that the default config works Tested that all claim codes work Tested that saving and loading claim codes work Tested that mail sends correctly * newlines * include array * delete cascade * newline * address feedback
180 lines
5.5 KiB
C++
180 lines
5.5 KiB
C++
#include <iostream>
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#include <string>
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#include <ctime>
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#include <chrono>
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#include <thread>
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//DLU Includes:
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#include "dCommonVars.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Database.h"
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#include "dConfig.h"
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#include "Diagnostics.h"
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#include "BinaryPathFinder.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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#include <MessageIdentifiers.h>
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//Auth includes:
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#include "AuthPackets.h"
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#include "eConnectionType.h"
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#include "eServerMessageType.h"
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#include "eAuthMessageType.h"
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#include "Game.h"
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namespace Game {
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Logger* logger = nullptr;
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dServer* server = nullptr;
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dConfig* config = nullptr;
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bool shouldShutdown = false;
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std::mt19937 randomEngine;
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}
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Logger* SetupLogger();
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void HandlePacket(Packet* packet);
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int main(int argc, char** argv) {
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constexpr uint32_t authFramerate = mediumFramerate;
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constexpr uint32_t authFrameDelta = mediumFrameDelta;
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Diagnostics::SetProcessName("Auth");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger();
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if (!Game::logger) return EXIT_FAILURE;
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//Read our config:
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Game::config = new dConfig((BinaryPathFinder::GetBinaryDir() / "authconfig.ini").string());
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Game::logger->SetLogToConsole(Game::config->GetValue("log_to_console") != "0");
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Game::logger->SetLogDebugStatements(Game::config->GetValue("log_debug_statements") == "1");
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LOG("Starting Auth server...");
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LOG("Version: %i.%i", PROJECT_VERSION_MAJOR, PROJECT_VERSION_MINOR);
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LOG("Compiled on: %s", __TIMESTAMP__);
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try {
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Database::Connect();
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} catch (sql::SQLException& ex) {
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LOG("Got an error while connecting to the database: %s", ex.what());
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Database::Destroy("AuthServer");
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delete Game::server;
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delete Game::logger;
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return EXIT_FAILURE;
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}
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//Find out the master's IP:
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std::string masterIP;
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uint32_t masterPort = 1500;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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Game::randomEngine = std::mt19937(time(0));
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//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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uint32_t maxClients = 50;
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uint32_t ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
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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::atoi(Game::config->GetValue("port").c_str());
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::Auth, Game::config, &Game::shouldShutdown);
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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constexpr uint32_t logFlushTime = 30 * authFramerate; // 30 seconds in frames
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constexpr uint32_t sqlPingTime = 10 * 60 * authFramerate; // 10 minutes in frames
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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AuthPackets::LoadClaimCodes();
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while (!Game::shouldShutdown) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= authFramerate)
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break; //Exit our loop, shut down.
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} else framesSinceMasterDisconnect = 0;
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//In world we'd update our other systems here.
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//Check for packets here:
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Game::server->ReceiveFromMaster(); //ReceiveFromMaster also handles the master packets if needed.
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packet = Game::server->Receive();
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if (packet) {
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HandlePacket(packet);
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Game::server->DeallocatePacket(packet);
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packet = nullptr;
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}
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//Push our log every 30s:
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if (framesSinceLastFlush >= logFlushTime) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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uint32_t masterPort;
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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framesSinceLastSQLPing = 0;
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} else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(authFrameDelta); //Auth can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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//Delete our objects here:
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Database::Destroy("AuthServer");
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delete Game::server;
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delete Game::logger;
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delete Game::config;
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return EXIT_SUCCESS;
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}
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Logger* SetupLogger() {
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std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/AuthServer_" + std::to_string(time(nullptr)) + ".log")).string();
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bool logToConsole = false;
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bool logDebugStatements = false;
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#ifdef _DEBUG
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logToConsole = true;
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logDebugStatements = true;
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#endif
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return new Logger(logPath, logToConsole, logDebugStatements);
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}
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void HandlePacket(Packet* packet) {
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if (packet->length < 4) return;
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if (packet->data[0] == ID_USER_PACKET_ENUM) {
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if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::SERVER) {
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if (static_cast<eServerMessageType>(packet->data[3]) == eServerMessageType::VERSION_CONFIRM) {
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AuthPackets::HandleHandshake(Game::server, packet);
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}
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} else if (static_cast<eConnectionType>(packet->data[1]) == eConnectionType::AUTH) {
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if (static_cast<eAuthMessageType>(packet->data[3]) == eAuthMessageType::LOGIN_REQUEST) {
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AuthPackets::HandleLoginRequest(Game::server, packet);
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}
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}
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}
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}
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