787382caf8
Also removed the SetClientHandle() function from cPlayer Added a Destroyed() function to cEntity that is called ONLY ONCE after an entity has been 'destroyed' Cleaned up some code, using enums for GameMode and Weather and replaced some 'const char *' with 'const AString &' Exposed some more functions to Lua git-svn-id: http://mc-server.googlecode.com/svn/trunk@382 0a769ca7-a7f5-676a-18bf-c427514a06d6
367 lines
7.6 KiB
C++
367 lines
7.6 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "cRoot.h"
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#include "cServer.h"
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#include "cWorld.h"
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#include "cWebAdmin.h"
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#include "cFurnaceRecipe.h"
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#include "cGroupManager.h"
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#include "cRecipeChecker.h"
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#include "cPluginManager.h"
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#include "cMonsterConfig.h"
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#include "cSleep.h"
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#include "cThread.h"
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#include "cFileFormatUpdater.h"
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#include "cGenSettings.h"
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#include "cRedstone.h"
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#include "../iniFile/iniFile.h"
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#include <iostream>
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cRoot* cRoot::s_Root = 0;
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typedef std::map< AString, cWorld* > WorldMap;
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struct cRoot::sRootState
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{
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cWorld* pDefaultWorld;
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WorldMap WorldsByName;
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};
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cRoot::cRoot()
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: m_Server( 0 )
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, m_MonsterConfig( 0 )
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, m_GroupManager( 0 )
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, m_RecipeChecker( 0 )
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, m_FurnaceRecipe( 0 )
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, m_WebAdmin( 0 )
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, m_PluginManager( 0 )
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, m_Log( 0 )
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, m_bStop( false )
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, m_bRestart( false )
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, m_InputThread( 0 )
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, m_pState( new sRootState )
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{
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s_Root = this;
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}
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cRoot::~cRoot()
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{
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s_Root = 0;
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delete m_pState;
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}
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void cRoot::InputThread(void* a_Params)
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{
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cRoot& self = *(cRoot*)a_Params;
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while( !(self.m_bStop || self.m_bRestart) )
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{
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std::string Command;
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std::getline(std::cin, Command);
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self.ServerCommand( Command.c_str() );
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}
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}
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void cRoot::Start()
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{
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if( m_Log ) delete m_Log, m_Log = 0;
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m_Log = new cMCLogger();
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m_bStop = false;
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while(!m_bStop)
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{
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m_bRestart = false;
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LoadGlobalSettings();
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cFileFormatUpdater::UpdateFileFormat();
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LOG("Creating new server instance...");
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m_Server = new cServer();
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LOG("Starting server...");
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cIniFile IniFile("settings.ini"); IniFile.ReadFile();
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int Port = IniFile.GetValueI("Server", "Port", 25565 );
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if(!m_Server->InitServer( Port ))
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{
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LOG("Failed to start server, shutting down.");
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return;
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}
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cIniFile WebIniFile("webadmin.ini");
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if( WebIniFile.ReadFile() )
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{
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if( WebIniFile.GetValueB("WebAdmin", "Enabled", false ) == true )
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{
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LOG("Creating WebAdmin...");
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m_WebAdmin = new cWebAdmin(8080);
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}
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}
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LOG("Loading settings...");
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m_GroupManager = new cGroupManager();
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m_RecipeChecker = new cRecipeChecker();
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m_FurnaceRecipe = new cFurnaceRecipe();
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LOG("Loading worlds...");
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LoadWorlds();
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LOG("Loading plugin manager...");
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m_PluginManager = new cPluginManager(); // This should be last
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m_PluginManager->ReloadPluginsNow();
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LOG("Loading MonsterConfig...");
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m_MonsterConfig = new cMonsterConfig;
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// This sets stuff in motion
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LOG("Starting Authenticator...");
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m_Authenticator.Start();
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LOG("Starting server...");
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m_Server->StartListenThread();
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//cHeartBeat* HeartBeat = new cHeartBeat();
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LOG("Starting InputThread...");
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m_InputThread = new cThread( InputThread, this, "cRoot::InputThread" );
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m_InputThread->Start( true );
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LOG("Initialization done, server running now.");
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while( !m_bStop && !m_bRestart ) // These are modified by external threads
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{
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cSleep::MilliSleep( 1000 );
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}
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delete m_InputThread; m_InputThread = 0;
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// Deallocate stuffs
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LOG("Shutting down server...");
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m_Server->Shutdown(); // This waits for threads to stop and d/c clients
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LOG("Stopping authenticator...");
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m_Authenticator.Stop();
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LOG("Stopping plugin manager...");
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delete m_PluginManager; m_PluginManager = 0; // This should be first
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LOG("Freeing MonsterConfig...");
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delete m_MonsterConfig; m_MonsterConfig = 0;
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LOG("Stopping WebAdmin...");
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delete m_WebAdmin; m_WebAdmin = 0;
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LOG("Unloading recipes...");
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delete m_FurnaceRecipe; m_FurnaceRecipe = 0;
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delete m_RecipeChecker; m_RecipeChecker = 0;
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LOG("Forgetting groups...");
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delete m_GroupManager; m_GroupManager = 0;
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LOG("Unloading worlds...");
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UnloadWorlds();
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LOG("Destroying server...");
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//delete HeartBeat; HeartBeat = 0;
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delete m_Server; m_Server = 0;
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LOG("Shutdown done.");
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}
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delete m_Log; m_Log = 0;
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}
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void cRoot::LoadGlobalSettings()
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{
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cIniFile IniFile("settings.ini");
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if( IniFile.ReadFile() )
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{
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cRedstone::s_UseRedstone = IniFile.GetValueB("Redstone", "SimulateRedstone", true );
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}
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// I think this should be removed? I can't believe anybody is using it anyway
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cIniFile GenSettings("terrain.ini");
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if( GenSettings.ReadFile() )
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{
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#define READ_INI_TERRAIN_VAL( var, type ) cGenSettings::var = (type)GenSettings.GetValueF("Terrain", #var, cGenSettings::var )
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READ_INI_TERRAIN_VAL( HeightFreq1, float );
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READ_INI_TERRAIN_VAL( HeightFreq2, float );
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READ_INI_TERRAIN_VAL( HeightFreq3, float );
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READ_INI_TERRAIN_VAL( HeightAmp1, float );
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READ_INI_TERRAIN_VAL( HeightAmp2, float );
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READ_INI_TERRAIN_VAL( HeightAmp3, float );
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}
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else
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{
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#define SET_INI_TERRAIN_VAL( var ) GenSettings.SetValueF("Terrain", #var, cGenSettings::var )
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SET_INI_TERRAIN_VAL( HeightFreq1 );
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SET_INI_TERRAIN_VAL( HeightFreq2 );
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SET_INI_TERRAIN_VAL( HeightFreq3 );
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SET_INI_TERRAIN_VAL( HeightAmp1 );
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SET_INI_TERRAIN_VAL( HeightAmp2 );
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SET_INI_TERRAIN_VAL( HeightAmp3 );
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GenSettings.WriteFile();
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}
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}
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void cRoot::LoadWorlds()
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{
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cIniFile IniFile("settings.ini"); IniFile.ReadFile();
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// First get the default world
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AString DefaultWorldName = IniFile.GetValue("Worlds", "DefaultWorld", "world");
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m_pState->pDefaultWorld = new cWorld( DefaultWorldName.c_str() );
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m_pState->pDefaultWorld->InitializeSpawn();
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m_pState->WorldsByName[ DefaultWorldName ] = m_pState->pDefaultWorld;
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// Then load the other worlds
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unsigned int KeyNum = IniFile.FindKey("Worlds");
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unsigned int NumWorlds = IniFile.GetNumValues( KeyNum );
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if( NumWorlds > 0 )
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{
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for(unsigned int i = 0; i < NumWorlds; i++)
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{
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std::string ValueName = IniFile.GetValueName(KeyNum, i );
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if( ValueName.compare("World") == 0 )
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{
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std::string WorldName = IniFile.GetValue(KeyNum, i );
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if( WorldName.size() > 0 )
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{
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cWorld* NewWorld = new cWorld( WorldName.c_str() );
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NewWorld->InitializeSpawn();
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m_pState->WorldsByName[ WorldName ] = NewWorld;
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}
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}
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}
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}
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}
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void cRoot::UnloadWorlds()
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{
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for( WorldMap::iterator itr = m_pState->WorldsByName.begin(); itr != m_pState->WorldsByName.end(); ++itr )
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{
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delete itr->second;
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}
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m_pState->WorldsByName.clear();
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}
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cWorld* cRoot::GetWorld()
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{
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return GetDefaultWorld();
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}
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cWorld* cRoot::GetDefaultWorld()
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{
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return m_pState->pDefaultWorld;
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}
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cWorld* cRoot::GetWorld( const AString & a_WorldName )
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{
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WorldMap::iterator itr = m_pState->WorldsByName.find( a_WorldName );
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if( itr != m_pState->WorldsByName.end() )
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return itr->second;
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return 0;
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}
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void cRoot::TickWorlds( float a_Dt )
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{
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for( WorldMap::iterator itr = m_pState->WorldsByName.begin(); itr != m_pState->WorldsByName.end(); ++itr )
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{
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itr->second->Tick( a_Dt );
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}
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}
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void cRoot::ServerCommand( const char * a_Cmd )
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{
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LOG("Server console command: \"%s\"", a_Cmd );
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m_Server->ServerCommand( a_Cmd );
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if( strcmp(a_Cmd, "stop") == 0 )
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{
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m_bStop = true;
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}
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else if( strcmp( a_Cmd, "restart") == 0 )
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{
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m_bRestart = true;
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}
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}
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void cRoot::KickUser(const AString & iUserName, const AString & iReason)
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{
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m_Server->KickUser(iUserName, iReason);
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}
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void cRoot::AuthenticateUser(const AString & iUserName)
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{
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m_Server->AuthenticateUser(iUserName);
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}
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int cRoot::GetTotalChunkCount(void)
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{
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int res = 0;
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for ( WorldMap::iterator itr = m_pState->WorldsByName.begin(); itr != m_pState->WorldsByName.end(); ++itr )
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{
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res += itr->second->GetNumChunks();
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}
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return res;
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}
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