MCServer can now listen on multiple ports FS #312 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1252 0a769ca7-a7f5-676a-18bf-c427514a06d6
626 lines
12 KiB
C++
626 lines
12 KiB
C++
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// ReDucTor is an awesome guy who helped me a lot
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Server.h"
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#include "ClientHandle.h"
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#include "OSSupport/Timer.h"
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#include "Mobs/Monster.h"
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#include "OSSupport/Socket.h"
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#include "Root.h"
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#include "World.h"
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#include "ChunkDef.h"
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#include "PluginManager.h"
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#include "GroupManager.h"
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#include "ChatColor.h"
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#include "Player.h"
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#include "Inventory.h"
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#include "Item.h"
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#include "FurnaceRecipe.h"
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#include "Tracer.h"
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#include "WebAdmin.h"
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#include "Protocol/ProtocolRecognizer.h"
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#include "MersenneTwister.h"
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#include "../iniFile/iniFile.h"
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#include "Vector3f.h"
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#include <fstream>
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#include <sstream>
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#include <iostream>
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extern "C" {
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#include "zlib.h"
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}
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// For the "dumpmem" server command:
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/// Synchronize this with main.cpp - the leak finder needs initialization before it can be used to dump memory
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#define ENABLE_LEAK_FINDER
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#if defined(_MSC_VER) && defined(_DEBUG) && defined(ENABLE_LEAK_FINDER)
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#pragma warning(push)
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#pragma warning(disable:4100)
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#include "LeakFinder.h"
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#pragma warning(pop)
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#endif
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typedef std::list< cClientHandle* > ClientList;
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struct cServer::sServerState
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{
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sServerState()
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: pTickThread(NULL)
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, bStopTickThread(false)
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{}
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cThread* pTickThread; bool bStopTickThread;
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cEvent RestartEvent;
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std::string ServerID;
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};
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void cServer::ClientDestroying(const cClientHandle * a_Client)
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{
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m_SocketThreads.StopReading(a_Client);
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}
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void cServer::NotifyClientWrite(const cClientHandle * a_Client)
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{
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m_NotifyWriteThread.NotifyClientWrite(a_Client);
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}
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void cServer::WriteToClient(const cClientHandle * a_Client, const AString & a_Data)
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{
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m_SocketThreads.Write(a_Client, a_Data);
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}
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void cServer::QueueClientClose(const cClientHandle * a_Client)
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{
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m_SocketThreads.QueueClose(a_Client);
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}
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void cServer::RemoveClient(const cClientHandle * a_Client)
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{
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m_SocketThreads.RemoveClient(a_Client);
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}
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bool cServer::InitServer(cIniFile & a_SettingsIni)
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{
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if (m_bIsConnected)
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{
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LOGERROR("ERROR: Trying to initialize server while server is already running!");
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return false;
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}
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printf("/============================\\\n");
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printf("| Custom Minecraft Server |\n");
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printf("| Created by Kevin Bansberg |\n");
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printf("| A.K.A. FakeTruth |\n");
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printf("| Monsters by Alex Sonek |\n");
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printf("| A.K.A. Duralex |\n");
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printf("| Stuff by Mattes D |\n");
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printf("| A.K.A. _Xoft(o) |\n");
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printf("\\============================/\n");
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printf("More info: WWW.MC-SERVER.ORG\n");
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printf(" WWW.AE-C.NET\n");
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printf(" WWW.RBTHINKTANK.COM\n");
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printf("email: faketruth@gmail.com\n\n");
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LOG("Starting up server.");
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LOGINFO("Compatible clients: %s", MCS_CLIENT_VERSIONS);
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LOGINFO("Compatible protocol versions %s", MCS_PROTOCOL_VERSIONS);
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if (cSocket::WSAStartup() != 0) // Only does anything on Windows, but whatever
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{
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LOGERROR("WSAStartup() != 0");
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return false;
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}
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AString Ports = a_SettingsIni.GetValueSet("Server", "Port", "25565");
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m_ListenThread.SetReuseAddr(true);
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if (!m_ListenThread.Initialize(Ports))
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{
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return false;
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}
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m_bIsConnected = true;
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m_pState->ServerID = "-";
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if (a_SettingsIni.GetValueSetB("Authentication", "Authenticate", true))
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{
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MTRand mtrand1;
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unsigned int r1 = (mtrand1.randInt()%1147483647) + 1000000000;
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unsigned int r2 = (mtrand1.randInt()%1147483647) + 1000000000;
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std::ostringstream sid;
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sid << std::hex << r1;
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sid << std::hex << r2;
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std::string ServerID = sid.str();
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ServerID.resize(16, '0');
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m_pState->ServerID = ServerID;
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}
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m_ClientViewDistance = a_SettingsIni.GetValueSetI("Server", "DefaultViewDistance", cClientHandle::DEFAULT_VIEW_DISTANCE);
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if (m_ClientViewDistance < cClientHandle::MIN_VIEW_DISTANCE)
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{
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m_ClientViewDistance = cClientHandle::MIN_VIEW_DISTANCE;
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LOGINFO("Setting default viewdistance to the minimum of %d", m_ClientViewDistance);
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}
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if (m_ClientViewDistance > cClientHandle::MAX_VIEW_DISTANCE)
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{
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m_ClientViewDistance = cClientHandle::MAX_VIEW_DISTANCE;
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LOGINFO("Setting default viewdistance to the maximum of %d", m_ClientViewDistance);
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}
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m_NotifyWriteThread.Start(this);
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PrepareKeys();
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return true;
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}
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cServer::cServer(void)
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: m_pState(new sServerState)
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, m_ListenThread(*this)
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, m_Millisecondsf(0)
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, m_Milliseconds(0)
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, m_bIsConnected(false)
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, m_bRestarting(false)
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{
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}
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cServer::~cServer()
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{
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// TODO: Shut down the server gracefully
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m_pState->bStopTickThread = true;
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delete m_pState->pTickThread; m_pState->pTickThread = NULL;
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delete m_pState;
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}
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void cServer::PrepareKeys(void)
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{
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// TODO: Save and load key for persistence across sessions
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// But generating the key takes only a moment, do we even need that?
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LOG("Generating protocol encryption keypair...");
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time_t CurTime = time(NULL);
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CryptoPP::RandomPool rng;
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rng.Put((const byte *)&CurTime, sizeof(CurTime));
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m_PrivateKey.GenerateRandomWithKeySize(rng, 1024);
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CryptoPP::RSA::PublicKey pk(m_PrivateKey);
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m_PublicKey = pk;
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}
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void cServer::OnConnectionAccepted(cSocket & a_Socket)
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{
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if (!a_Socket.IsValid())
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{
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return;
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}
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const AString & ClientIP = a_Socket.GetIPString();
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if (ClientIP.empty())
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{
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LOGWARN("cServer: A client connected, but didn't present its IP, disconnecting.");
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a_Socket.CloseSocket();
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return;
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}
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LOG("Client \"%s\" connected!", ClientIP.c_str());
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cClientHandle * NewHandle = new cClientHandle(&a_Socket, m_ClientViewDistance);
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if (!m_SocketThreads.AddClient(a_Socket, NewHandle))
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{
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// For some reason SocketThreads have rejected the handle, clean it up
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LOGERROR("Client \"%s\" cannot be handled, server probably unstable", ClientIP.c_str());
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a_Socket.CloseSocket();
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delete NewHandle;
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return;
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}
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cCSLock Lock(m_CSClients);
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m_Clients.push_back(NewHandle);
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}
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void cServer::BroadcastChat(const AString & a_Message, const cClientHandle * a_Exclude)
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{
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cCSLock Lock(m_CSClients);
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for (ClientList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
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{
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if ((*itr == a_Exclude) || !(*itr)->IsLoggedIn())
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{
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continue;
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}
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(*itr)->SendChat(a_Message);
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}
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}
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bool cServer::Tick(float a_Dt)
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{
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//LOG("1. Tick %0.2f", a_Dt);
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if( a_Dt > 100.f ) a_Dt = 100.f; // Don't go over 1/10 second
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m_Millisecondsf += a_Dt;
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if( m_Millisecondsf > 1.f )
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{
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m_Milliseconds += (int)m_Millisecondsf;
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m_Millisecondsf = m_Millisecondsf - (int)m_Millisecondsf;
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}
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cRoot::Get()->TickWorlds( a_Dt ); // TODO - Maybe give all worlds their own thread?
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cClientHandleList RemoveClients;
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{
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cCSLock Lock(m_CSClients);
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for (cClientHandleList::iterator itr = m_Clients.begin(); itr != m_Clients.end();)
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{
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if ((*itr)->IsDestroyed())
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{
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RemoveClients.push_back(*itr); // Remove the client later, when CS is not held, to avoid deadlock ( http://forum.mc-server.org/showthread.php?tid=374 )
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itr = m_Clients.erase(itr);
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continue;
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}
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(*itr)->Tick(a_Dt);
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++itr;
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} // for itr - m_Clients[]
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}
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for (cClientHandleList::iterator itr = RemoveClients.begin(); itr != RemoveClients.end(); ++itr)
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{
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delete *itr;
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} // for itr - RemoveClients[]
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cRoot::Get()->GetPluginManager()->Tick( a_Dt );
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if( !m_bRestarting )
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{
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return true;
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}
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else
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{
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m_bRestarting = false;
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m_pState->RestartEvent.Set();
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return false;
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}
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}
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void ServerTickThread( void * a_Param )
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{
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LOG("ServerTickThread");
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cServer *CServerObj = (cServer*)a_Param;
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cTimer Timer;
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long long msPerTick = 50; // TODO - Put this in server config file
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long long LastTime = Timer.GetNowTime();
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bool bKeepGoing = true;
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while( bKeepGoing )
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{
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long long NowTime = Timer.GetNowTime();
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float DeltaTime = (float)(NowTime-LastTime);
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bKeepGoing = CServerObj->Tick( DeltaTime );
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long long TickTime = Timer.GetNowTime() - NowTime;
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if( TickTime < msPerTick ) // Stretch tick time until it's at least msPerTick
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{
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cSleep::MilliSleep( (unsigned int)( msPerTick - TickTime ) );
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}
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LastTime = NowTime;
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}
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LOG("TICK THREAD STOPPED");
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}
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bool cServer::Start(void)
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{
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m_pState->pTickThread = new cThread( ServerTickThread, this, "cServer::ServerTickThread" );
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if (!m_ListenThread.Start())
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{
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return false;
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}
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m_pState->pTickThread->Start( true );
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return true;
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}
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bool cServer::Command(cClientHandle & a_Client, const AString & a_Cmd)
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{
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return cRoot::Get()->GetPluginManager()->CallHookChat(a_Client.GetPlayer(), a_Cmd);
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}
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void cServer::ExecuteConsoleCommand(const AString & a_Cmd)
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{
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AStringVector split = StringSplit(a_Cmd, " ");
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if (split.empty())
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{
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return;
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}
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// Special handling: "stop" and "restart" are built in
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if ((split[0].compare("stop") == 0) || (split[0].compare("restart") == 0))
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{
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return;
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}
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// There is currently no way a plugin can do these (and probably won't ever be):
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if (split[0].compare("chunkstats") == 0)
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{
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cRoot::Get()->LogChunkStats();
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return;
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}
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#if defined(_MSC_VER) && defined(_DEBUG) && defined(ENABLE_LEAK_FINDER)
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if (split[0].compare("dumpmem") == 0)
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{
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LeakFinderXmlOutput Output("memdump.xml");
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DumpUsedMemory(&Output);
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return;
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}
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#endif
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if (cPluginManager::Get()->ExecuteConsoleCommand(split))
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{
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return;
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}
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LOG("Unknown command, type 'help' for all commands.\n");
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}
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void cServer::BindBuiltInConsoleCommands(void)
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{
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cPluginManager * PlgMgr = cPluginManager::Get();
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PlgMgr->BindConsoleCommand("restart", NULL, "Restarts the server cleanly");
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PlgMgr->BindConsoleCommand("stop", NULL, "Stops the server cleanly");
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PlgMgr->BindConsoleCommand("chunkstats", NULL, "Displays detailed chunk memory statistics");
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#if defined(_MSC_VER) && defined(_DEBUG) && defined(ENABLE_LEAK_FINDER)
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PlgMgr->BindConsoleCommand("dumpmem", NULL, "Dumps all used memory blocks together with their callstacks into memdump.xml");
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#endif
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}
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void cServer::SendMessage(const AString & a_Message, cPlayer * a_Player /* = NULL */, bool a_bExclude /* = false */ )
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{
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if ((a_Player != NULL) && !a_bExclude)
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{
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cClientHandle * Client = a_Player->GetClientHandle();
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if (Client != NULL)
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{
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Client->SendChat(a_Message);
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}
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return;
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}
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BroadcastChat(a_Message, (a_Player != NULL) ? a_Player->GetClientHandle() : NULL);
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}
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void cServer::Shutdown()
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{
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m_ListenThread.Stop();
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m_bRestarting = true;
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m_pState->RestartEvent.Wait();
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cRoot::Get()->SaveAllChunks();
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cCSLock Lock(m_CSClients);
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for( ClientList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr )
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{
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(*itr)->Destroy();
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delete *itr;
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}
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m_Clients.clear();
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}
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const AString & cServer::GetServerID(void) const
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{
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return m_pState->ServerID;
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}
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void cServer::KickUser(int a_ClientID, const AString & a_Reason)
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{
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cCSLock Lock(m_CSClients);
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for (ClientList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
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{
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if ((*itr)->GetUniqueID() == a_ClientID)
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{
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(*itr)->Kick(a_Reason);
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}
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} // for itr - m_Clients[]
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}
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void cServer::AuthenticateUser(int a_ClientID)
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{
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cCSLock Lock(m_CSClients);
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for (ClientList::iterator itr = m_Clients.begin(); itr != m_Clients.end(); ++itr)
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{
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if ((*itr)->GetUniqueID() == a_ClientID)
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{
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(*itr)->Authenticate();
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}
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} // for itr - m_Clients[]
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cServer::cClientPacketThread:
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cServer::cNotifyWriteThread::cNotifyWriteThread(void) :
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super("ClientPacketThread"),
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m_Server(NULL)
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{
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}
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cServer::cNotifyWriteThread::~cNotifyWriteThread()
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{
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m_ShouldTerminate = true;
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m_Event.Set();
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Wait();
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}
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bool cServer::cNotifyWriteThread::Start(cServer * a_Server)
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{
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m_Server = a_Server;
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return super::Start();
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}
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void cServer::cNotifyWriteThread::Execute(void)
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{
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cClientHandleList Clients;
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while (!m_ShouldTerminate)
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{
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cCSLock Lock(m_CS);
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while (m_Clients.size() == 0)
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{
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cCSUnlock Unlock(Lock);
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m_Event.Wait();
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if (m_ShouldTerminate)
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{
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return;
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}
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}
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// Copy the clients to notify and unlock the CS:
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Clients.splice(Clients.begin(), m_Clients);
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Lock.Unlock();
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for (cClientHandleList::iterator itr = Clients.begin(); itr != Clients.end(); ++itr)
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{
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m_Server->m_SocketThreads.NotifyWrite(*itr);
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} // for itr - Clients[]
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Clients.clear();
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} // while (!mShouldTerminate)
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}
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void cServer::cNotifyWriteThread::NotifyClientWrite(const cClientHandle * a_Client)
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{
|
|
{
|
|
cCSLock Lock(m_CS);
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m_Clients.remove(const_cast<cClientHandle *>(a_Client)); // Put it there only once
|
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m_Clients.push_back(const_cast<cClientHandle *>(a_Client));
|
|
}
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m_Event.Set();
|
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}
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