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/*
core/application.cc
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <errno.h>
#include <signal.h>
#include <iostream>
#include <vector>
#include <sstream>
#include <fstream>
#include "sys/sys.h"
#include "math/mathlib.h"
#include "filesystem/filesystem.h"
#include "core/application.h"
#include "core/cvar.h"
#include "core/entity.h"
#include "core/func.h"
#include "core/gameconnection.h"
#include "core/gameserver.h"
namespace core
{
// --------------- engine functions ------------------------------
void func_print(std::string const &args)
{
con_print << args << "\n";
}
void func_help(std::string const &args)
{
con_print << "This is the help function\n";
}
void func_quit(std::string const &args)
{
application()->shutdown();
application()->quit(0);
}
void func_connect(std::string const &args)
{
std::istringstream argstream(args);
std::string host;
if (!(argstream >> host))
host.clear();
application()->connect(host);
}
void func_disconnect(std::string const &args)
{
application()->disconnect();
}
// --------------- signal_handler -----------------------------------
extern "C" void signal_handler(int signum)
{
#ifndef _WIN32
switch (signum) {
case SIGHUP:
case SIGINT:
case SIGQUIT:
case SIGTERM:
if (Application::instance()) {
con_warn << "Received signal " << signum << ", shutting down...\n";
application()->shutdown();
application()->quit(0);
} else {
std::cerr << "Received signal " << signum << ", terminated...\n";
application()->quit(1);
}
break;
default:
std::cerr << "Received signal " << signum << ", terminated...\n";
application()->quit(1);
break;
}
#endif
}
// --------------- Application -----------------------------
Application *Application::application_instance = 0;
Application::Application()
{
if (application_instance) {
std::cerr << "multiple core::Application instances!\n";
sys::quit(2);
}
application_instance = this;
application_time = 0;
application_game = 0;
#ifndef _WIN32
sys::signal(SIGHUP, signal_handler);
sys::signal(SIGINT, signal_handler);
sys::signal(SIGQUIT, signal_handler);
sys::signal(SIGTERM, signal_handler);
#endif
}
Application::~Application()
{
application_instance = 0;
}
void Application::init(int count, char **arguments)
{
con_debug << "Debug messages enabled\n";
con_print << "^BInitializing core...\n";
filesystem::init();
CommandBuffer::init();
// dedicated server has set this to 1
Cvar::sv_dedicated = Cvar::get("sv_dedicated", "0", Cvar::ReadOnly);
Cvar::sv_dedicated->set_info("[bool] indicates this is a dedicated server");
// client can set this to 1
Cvar::sv_private = Cvar::get("sv_private", "0");
Cvar::sv_private->set_info("[bool] indicates the client runs a networked server");
// load configuration
load_config();
// load command line
load_commandline(count, arguments);
// framerate settings
Cvar::sv_framerate = Cvar::get("sv_framerate", "25");
Cvar::sv_framerate->set_info("[int] server framerate in frames/sec");
// network settings
Cvar::net_host = Cvar::get("net_host", "0.0.0.0", Cvar::Archive);
Cvar::net_host->set_info("[ip] IP address the network server binds to");
Cvar::net_port = Cvar::get("net_port", "8042", Cvar::Archive);
Cvar::net_port->set_info("[int] default network port");
Cvar::net_maxclients = Cvar::get("net_maxclients", "16", Cvar::Archive);
Cvar::net_maxclients->set_info("[int] maximum number of network clients");
Cvar::net_timeout = Cvar::get("net_timeout", "20", Cvar::Archive);
Cvar::net_timeout->set_info("[int] network timeout in seconds");
Cvar::net_framerate = Cvar::get("net_framerate", "25", Cvar::Archive);
Cvar::net_framerate->set_info("[int] network framerate in frames/sec");
#ifdef _WIN32
Cvar::con_ansi = Cvar::get("con_ansi", "0", Cvar::Archive);
#else
Cvar::con_ansi = Cvar::get("con_ansi", "1", Cvar::Archive);
#endif
Cvar::con_ansi->set_info("[bool] console ANSI colors");
sys::ConsoleInterface::instance()->set_ansi(Cvar::con_ansi->value());
#ifdef _WIN32
// Initialize win32 socket library
WSADATA wsa_data;
WORD wsa_version = MAKEWORD(2, 0);
if (WSAStartup(wsa_version, &wsa_data) != 0 ) {
con_warn << "Could not initialize socket library!" << std::endl;
}
#endif
// register our engine functions
Func *func = 0;
func = Func::add("print", func_print);
func->set_info("[str] print a message on the console");
func = Func::add("help", func_help);
func->set_info("dummy help function");
func = Func::add("quit", func_quit);
func->set_info("exit the application");
func = Func::add("connect", func_connect);
func->set_info("[ip] without ip, create a game");
func = Func::add("disconnect", func_disconnect);
func->set_info("leave the current game");
}
void Application::shutdown()
{
con_print << "^BShutting down core...\n";
if (connected())
disconnect();
if (application_game) {
delete application_game;
application_game = 0;
}
save_config();
// remove our engine functions
Func::remove("print");
Func::remove("help");
Func::remove("quit");
Func::remove("connect");
Func::remove("disconnect");
#ifdef _WIN32
// shutdown win32 socket library
WSACleanup();
#endif
CommandBuffer::shutdown();
filesystem::shutdown();
}
void Application::quit(int status)
{
console()->flush();
sys::quit(status);
}
void Application::connect(std::string const &host)
{
if (connected()) {
con_warn << "Connected. Disconnect first.\n";
return;
}
if (application_game) {
delete application_game;
application_game = 0;
}
if (host.size()) {
application_game = new GameConnection(host);
if (!application_game->running()) {
delete application_game;
application_game = 0;
}
} else {
application_game = new GameServer();
if (application_game->running()) {
con_print << "^BConnected to local game.\n";
} else {
delete application_game;
application_game = 0;
con_warn << "Could not connect to local game!\n";
}
}
}
void Application::disconnect()
{
if(application_game) {
delete application_game;
application_game = 0;
con_print << "^BDisconnected.\n";
}
}
void Application::frame(float seconds)
{
console()->flush();
// execute commands in the buffer
CommandBuffer::exec();
application_time += seconds;
// don't run zero lenght time frames
if (seconds == 0.0f)
return;
if (!connected())
return;
// run a game interface frame
application_game->frame(seconds);
if (!application_game->running())
disconnect();
console()->flush();
}
void Application::save_config()
{
std::string filename(filesystem::writedir);
if (!Cvar::sv_dedicated->value())
filename.append("client.cfg");
else
filename.append("server.cfg");
std::ofstream ofs(filename.c_str());
if (!ofs.is_open()) {
con_warn << "Could not write " << filename << std::endl;
return;
}
con_print << " writing configuration to " << filename << std::endl;
if (!Cvar::sv_dedicated->value())
ofs << "# client.cfg - osirion client configuration" << std::endl;
else
ofs << "# server.cfg - osiriond dedicated server configuration" << std::endl;
ofs << "# this file is automaticly generated" << std::endl;
Cvar::iterator it;
for (it = Cvar::registry.begin(); it != Cvar::registry.end(); it++) {
if (((*it).second->flags() & Cvar::Archive) == Cvar::Archive)
ofs << "set " << (*it).first << " " << (*it).second->str() << std::endl;
}
ofs.close();
}
void Application::load_config()
{
std::string filename(filesystem::writedir);
if (!Cvar::sv_dedicated->value())
filename.append("client.cfg");
else
filename.append("server.cfg");
std::ifstream ifs(filename.c_str(), std::ifstream::in);
if (!ifs.is_open()) {
con_warn << "Could not read " << filename << std::endl;
return;
}
con_print << " reading configuration from " << filename << std::endl;
char line[MAXCMDSIZE];
while (ifs.getline(line, MAXCMDSIZE-1)) {
if (line[0] && line[0] != '#' && line[0] != ';')
cmd() << line << '\n';
}
// execute commands in the buffer
CommandBuffer::exec();
}
void Application::load_commandline(int count, char **arguments)
{
if (count < 2)
return;
for (int i=1; i < count; i++) {
if (arguments[i][0] == '+') {
if (i >1)
cmd() << '\n';
if (arguments[i][1])
cmd() << &arguments[i][1];
} else {
if (i > 1)
cmd() << ' ';
cmd() << arguments[i];
}
}
cmd() << '\n';
}
void Application::notify_sound(const char *name)
{
// the default implementation does nothing.
// Dedicated servers don't need sounds
}
void Application::notify_message(std::string const & message)
{
con_print << message << std::endl;
}
}
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