/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* The Mana World is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#define TMWSERV_VERSION "0.0.1"
#include <iostream>
#include "storage.h"
#include "netsession.h"
#include "connectionhandler.h"
#include "accounthandler.h"
#include <SDL.h>
#include <SDL_net.h>
#include "skill.h"
#include "log.h"
#define LOG_FILE "tmwserv.log"
// Scripting
#ifdef SCRIPT_SUPPORT
#include "script.h"
#define SCRIPT_SQUIRREL_SUPPORT
#ifdef SCRIPT_SQUIRREL_SUPPORT
#include "script-squirrel.h"
#endif
#ifdef SCRIPT_RUBY_SUPPORT
#include "script-ruby.h"
#endif
#ifdef SCRIPT_LUA_SUPPORT
#include "script-lua.h"
#endif
std::string scriptLanguage = "squirrel";
#endif
//
#define TMW_WORLD_TICK SDL_USEREVENT
#define SERVER_PORT 9601
SDL_TimerID worldTimerID; /**< Timer ID of world timer */
int worldTime = 0; /**< Current world time in 100ms ticks */
bool running = true; /**< Determines if server keeps running */
Skill skillTree("base"); /**< Skill tree */
Storage store;
/**
* SDL timer callback, sends a <code>TMW_WORLD_TICK</code> event.
*/
Uint32 worldTick(Uint32 interval, void *param)
{
// Push the custom world tick event
SDL_Event event;
event.type = TMW_WORLD_TICK;
if (SDL_PushEvent(&event)) {
logger->log("Warning: couldn't push world tick into event queue!");
}
return interval;
}
/**
* Initializes the server.
*/
void initialize()
{
// Initialize the logger
logger = new Logger(LOG_FILE);
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) == -1) {
logger->log("SDL_Init: %s", SDL_GetError());
exit(1);
}
// Set SDL to quit on exit
atexit(SDL_Quit);
// Initialize SDL_net
if (SDLNet_Init() == -1) {
logger->log("SDLNet_Init: %s", SDLNet_GetError());
exit(2);
}
// Initialize world timer at 10 times per second
worldTimerID = SDL_AddTimer(100, worldTick, NULL);
// Initialize scripting subsystem
#ifdef SCRIPT_SUPPORT
logger->log("Script Language %s", scriptLanguage.c_str());
if (scriptLanguage == "squirrel")
script = new ScriptSquirrel("main.nut");
#endif
}
/**
* Deinitializes the server.
*/
void deinitialize()
{
// Stop world timer
SDL_RemoveTimer(worldTimerID);
// Quit SDL_net
SDLNet_Quit();
// Destroy scripting subsystem
#ifdef SCRIPT_SUPPORT
#ifdef SCRIPT_SUPPORT
script->update();
#endif
}
/**
* Main function, initializes and runs server.
*/
int main(int argc, char *argv[])
{
initialize();
// Ready for server work...
ConnectionHandler *connectionHandler = new ConnectionHandler();
NetSession *session = new NetSession();
// Note: This is just an idea, we could also pass the connection handler
// to the constructor of the account handler, upon which is would register
// itself for the messages it handles.
//
//AccountHandler *accountHandler = new AccountHandler();
//connectionHandler->registerHandler(C2S_LOGIN, accountHandler);
logger->log("The Mana World Server v%s", TMWSERV_VERSION);
session->startListen(connectionHandler, SERVER_PORT);
logger->log("Listening on port %d...", SERVER_PORT);
SDL_Event event;
delete script;
#endif
delete logger;
}
/**
* Update game world
*/
void updateWorld()
{
#ifdef SCRIPT_SUPPORT
script->update();
#endif
}
/**
* Main function, initializes and runs server.
*/
int main(int argc, char *argv[])
{
initialize();
// Ready for server work...
ConnectionHandler *connectionHandler = new ConnectionHandler();
NetSession *session = new NetSession();
// Note: This is just an idea, we could also pass the connection handler
// to the constructor of the account handler, upon which is would register
// itself for the messages it handles.
//
//AccountHandler *accountHandler = new AccountHandler();
//connectionHandler->registerHandler(C2S_LOGIN, accountHandler);
logger->log("The Mana World Server v%s", TMWSERV_VERSION);
session->startListen(connectionHandler, SERVER_PORT);
logger->log("Listening on port %d...", SERVER_PORT);
std::cout << "Number of accounts on server: " << store.accountCount() << std::endl;
SDL_Event event;
while (running)
{
while (SDL_PollEvent(&event))
{
if (event.type == TMW_WORLD_TICK)
{
// Move the world forward in time
worldTime++;
// Print world time at 10 second intervals to show we're alive
if (worldTime % 100 == 0) {
printf("World time: %d\n", worldTime);
logger->log("World time: %d", worldTime);
}
// - Handle all messages that are in the message queue
// - Update all active objects/beings
updateWorld();
}
else if (event.type == SDL_QUIT)
{
running = false;
}
}
// We know only about 10 events will happen per second,
// so give the CPU a break for a while.
SDL_Delay(100);
}
logger->log("Recieved Quit signal, closing down...");
session->stopListen(SERVER_PORT);
deinitialize();
}