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/*
* 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
*
* $Id$
*/
#include <iostream>
#include <SDL.h>
#include <SDL_net.h>
#include <cstdlib>
#include "netsession.h"
#include "connectionhandler.h"
#include "accounthandler.h"
#include "gamehandler.h"
#include "chathandler.h"
#include "storage.h"
#include "configuration.h"
#include "state.h"
#include "skill.h"
#include "utils/logger.h"
// Scripting
#ifdef SCRIPT_SUPPORT
#include "script.h"
#define SCRIPT_SQUIRREL_SUPPORT
#if define (SCRIPT_SQUIRREL_SUPPORT)
#include "script-squirrel.h"
#elif define (SCRIPT_RUBY_SUPPORT)
#include "script-ruby.h"
#elif define (SCRIPT_LUA_SUPPORT)
#include "script-lua.h"
#endif
std::string scriptLanguage = "squirrel";
#endif // SCRIPT_SUPPORT
#define LOG_FILE "tmwserv.log"
#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 */
Configuration config; /**< XML config reader */
AccountHandler *accountHandler = new AccountHandler(); /**< Account message handler */
ChatHandler *chatHandler = new ChatHandler(); /**< Communications (chat) messaqge handler */
GameHandler *gameHandler = new GameHandler(); /**< Core game message handler */
/**
* 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)) {
LOG_WARN("couldn't push world tick into event queue!")
}
return interval;
}
/**
* Initializes the server.
*/
void initialize()
{
// initialize the logger.
using namespace tmwserv::utils;
Logger::instance().setLogFile(LOG_FILE);
// write the messages to both the screen and the log file.
Logger::instance().setTeeMode(true);
// initialize SDL.
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_TIMER) == -1) {
LOG_FATAL("SDL_Init: " << SDL_GetError())
exit(1);
}
// set SDL to quit on exit.
atexit(SDL_Quit);
// initialize SDL_net.
if (SDLNet_Init() == -1) {
LOG_FATAL("SDLNet_Init: " << SDLNet_GetError())
exit(2);
}
// initialize world timer at 10 times per second.
worldTimerID = SDL_AddTimer(100, worldTick, NULL);
// initialize scripting subsystem.
#ifdef SCRIPT_SUPPORT
LOG_INFO("Script Language " << scriptLanguage)
if (scriptLanguage == "squirrel") {
script = new ScriptSquirrel("main.nut");
}
#endif
// initialize configuration
// initialize configuration defaults
config.setValue("dbuser", "");
config.setValue("dbpass", "");
config.setValue("dbhost", "");
#ifdef WIN32
std::string configPath = "";
#else
std::string configPath = getenv("HOME");
#endif
configPath += "/.tmwserv.xml";
config.init(configPath);
}
/**
* Deinitializes the server.
*/
void deinitialize()
{
// Write configuration file
config.write();
// Stop world timer
SDL_RemoveTimer(worldTimerID);
// Quit SDL_net
SDLNet_Quit();
#ifdef SCRIPT_SUPPORT
// Destroy scripting subsystem
delete script;
#endif
// destroy message handlers
delete accountHandler;
delete chatHandler;
delete gameHandler;
// Get rid of persistent data storage
tmwserv::Storage::destroy();
}
/**
* Main function, initializes and runs server.
*/
int main(int argc, char *argv[])
{
initialize();
// Ready for server work...
std::auto_ptr<ConnectionHandler>
connectionHandler(new ConnectionHandler());
std::auto_ptr<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.
//
// Register message handlers
connectionHandler->registerHandler(CMSG_LOGIN, accountHandler);
connectionHandler->registerHandler(CMSG_REGISTER, accountHandler);
connectionHandler->registerHandler(CMSG_CHAR_CREATE, accountHandler);
connectionHandler->registerHandler(CMSG_CHAR_SELECT, accountHandler);
connectionHandler->registerHandler(CMSG_SAY, chatHandler);
connectionHandler->registerHandler(CMSG_ANNOUNCE, chatHandler);
connectionHandler->registerHandler(CMSG_PICKUP, gameHandler);
connectionHandler->registerHandler(CMSG_USE_OBJECT, gameHandler);
connectionHandler->registerHandler(CMSG_TARGET, gameHandler);
connectionHandler->registerHandler(CMSG_WALK, gameHandler);
connectionHandler->registerHandler(CMSG_START_TRADE, gameHandler);
connectionHandler->registerHandler(CMSG_START_TALK, gameHandler);
connectionHandler->registerHandler(CMSG_REQ_TRADE, gameHandler);
connectionHandler->registerHandler(CMSG_USE_ITEM, gameHandler); // NOTE: this is probably redundant (CMSG_USE_OBJECT)
connectionHandler->registerHandler(CMSG_EQUIP, gameHandler);
//LOG_INFO("The Mana World Server v" << PACKAGE_VERSION) PACKAGE_VERSION undeclared
session->startListen(connectionHandler.get(), SERVER_PORT);
LOG_INFO("Listening on port " << SERVER_PORT << "...")
using namespace tmwserv;
// create storage wrapper
Storage& store = Storage::instance("tmw");
store.setUser(config.getValue("dbuser", ""));
store.setPassword(config.getValue("dbpass", ""));
store.close();
store.open();
//
// create state machine
State &state = State::instance();
//
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) {
LOG_INFO("World time: " << worldTime);
}
// - Handle all messages that are in the message queue
// - Update all active objects/beings
state.update(*connectionHandler.get());
}
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);
}
LOG_INFO("Recieved Quit signal, closing down...")
session->stopListen(SERVER_PORT);
deinitialize();
}
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