pub mod admin; pub mod banlist; mod editable; pub mod server_description; pub mod whitelist; pub use editable::{EditableSetting, Error as SettingError}; pub use admin::{AdminRecord, Admins}; pub use banlist::{ Ban, BanAction, BanEntry, BanError, BanErrorKind, BanInfo, BanKind, BanRecord, Banlist, }; pub use server_description::ServerDescription; pub use whitelist::{Whitelist, WhitelistInfo, WhitelistRecord}; use chrono::Utc; use core::time::Duration; use portpicker::pick_unused_port; use serde::{Deserialize, Serialize}; use std::{ fs, net::SocketAddr, path::{Path, PathBuf}, }; use tracing::{error, warn}; use world::sim::FileOpts; const DEFAULT_WORLD_SEED: u32 = 25269; const CONFIG_DIR: &str = "server_config"; const SETTINGS_FILENAME: &str = "settings.ron"; const WHITELIST_FILENAME: &str = "whitelist.ron"; const BANLIST_FILENAME: &str = "banlist.ron"; const SERVER_DESCRIPTION_FILENAME: &str = "description.ron"; const ADMINS_FILENAME: &str = "admins.ron"; #[derive(Clone, Debug, Serialize, Deserialize)] #[serde(default)] pub struct Settings { pub gameserver_address: SocketAddr, pub metrics_address: SocketAddr, pub auth_server_address: Option, pub max_players: usize, pub world_seed: u32, //pub pvp_enabled: bool, pub server_name: String, pub start_time: f64, /// When set to None, loads the default map file (if available); otherwise, /// uses the value of the file options to decide how to proceed. pub map_file: Option, pub max_view_distance: Option, pub banned_words_files: Vec, pub max_player_group_size: u32, pub client_timeout: Duration, pub spawn_town: Option, pub safe_spawn: bool, pub max_player_for_kill_broadcast: Option, } impl Default for Settings { fn default() -> Self { Self { gameserver_address: SocketAddr::from(([0; 4], 14004)), metrics_address: SocketAddr::from(([0; 4], 14005)), auth_server_address: Some("https://auth.veloren.net".into()), world_seed: DEFAULT_WORLD_SEED, server_name: "Veloren Alpha".into(), max_players: 100, start_time: 9.0 * 3600.0, map_file: None, max_view_distance: Some(65), banned_words_files: Vec::new(), max_player_group_size: 6, client_timeout: Duration::from_secs(40), spawn_town: None, safe_spawn: true, max_player_for_kill_broadcast: None, } } } impl Settings { /// path: Directory that contains the server config directory pub fn load(path: &Path) -> Self { let path = Self::get_settings_path(path); if let Ok(file) = fs::File::open(&path) { match ron::de::from_reader(file) { Ok(x) => x, Err(e) => { let default_settings = Self::default(); let template_path = path.with_extension("template.ron"); warn!( ?e, "Failed to parse setting file! Falling back to default settings and \ creating a template file for you to migrate your current settings file: \ {}", template_path.display() ); if let Err(e) = default_settings.save_to_file(&template_path) { error!(?e, "Failed to create template settings file") } default_settings }, } } else { let default_settings = Self::default(); if let Err(e) = default_settings.save_to_file(&path) { error!(?e, "Failed to create default settings file!"); } default_settings } } fn save_to_file(&self, path: &Path) -> std::io::Result<()> { // Create dir if it doesn't exist if let Some(dir) = path.parent() { fs::create_dir_all(dir)?; } let ron = ron::ser::to_string_pretty(self, ron::ser::PrettyConfig::default()) .expect("Failed serialize settings."); fs::write(path, ron.as_bytes())?; Ok(()) } /// path: Directory that contains the server config directory pub fn singleplayer(path: &Path) -> Self { let load = Self::load(&path); Self { //BUG: theoretically another process can grab the port between here and server // creation, however the timewindow is quite small gameserver_address: SocketAddr::from(( [127, 0, 0, 1], pick_unused_port().expect("Failed to find unused port!"), )), metrics_address: SocketAddr::from(( [127, 0, 0, 1], pick_unused_port().expect("Failed to find unused port!"), )), auth_server_address: None, // If loading the default map file, make sure the seed is also default. world_seed: if load.map_file.is_some() { load.world_seed } else { DEFAULT_WORLD_SEED }, server_name: "Singleplayer".to_owned(), max_players: 100, start_time: 9.0 * 3600.0, max_view_distance: None, client_timeout: Duration::from_secs(180), ..load // Fill in remaining fields from server_settings.ron. } } fn get_settings_path(path: &Path) -> PathBuf { let mut path = with_config_dir(path); path.push(SETTINGS_FILENAME); path } } fn with_config_dir(path: &Path) -> PathBuf { let mut path = PathBuf::from(path); path.push(CONFIG_DIR); path } /// Our upgrade guarantee is that if validation succeeds /// for an old version, then migration to the next version must always succeed /// and produce a valid settings file for that version (if we need to change /// this in the future, it should require careful discussion). Therefore, we /// would normally panic if the upgrade produced an invalid settings file, which /// we would perform by doing the following post-validation (example /// is given for a hypothetical upgrade from Whitelist_V1 to Whitelist_V2): /// /// Ok(Whitelist_V2::try_into().expect()) const MIGRATION_UPGRADE_GUARANTEE: &str = "Any valid file of an old verison should be able to \ successfully migrate to the latest version."; /// Combines all the editable settings into one struct that is stored in the ecs pub struct EditableSettings { pub whitelist: Whitelist, pub banlist: Banlist, pub server_description: ServerDescription, pub admins: Admins, } impl EditableSettings { pub fn load(data_dir: &Path) -> Self { Self { whitelist: Whitelist::load(data_dir), banlist: Banlist::load(data_dir), server_description: ServerDescription::load(data_dir), admins: Admins::load(data_dir), } } pub fn singleplayer(data_dir: &Path) -> Self { let load = Self::load(data_dir); let mut server_description = ServerDescription::default(); *server_description = "Who needs friends anyway?".into(); let mut admins = Admins::default(); // TODO: Let the player choose if they want to use admin commands or not admins.insert( crate::login_provider::derive_singleplayer_uuid(), AdminRecord { username_when_admined: Some("singleplayer".into()), date: Utc::now(), role: admin::Role::Admin, }, ); Self { server_description, admins, ..load } } }