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/*
core/gameserver.h
This file is part of the Osirion project and is distributed under
the terms of the GNU General Public License version 2
*/
#include <fstream>
#include <iomanip>
#include "auxiliary/functions.h"
#include "core/application.h"
#include "core/cvar.h"
#include "core/func.h"
#include "core/gameserver.h"
#include "core/loader.h"
#include "core/netserver.h"
#include "filesystem/filesystem.h"
#include "sys/sys.h"
namespace core
{
Player *console_find_player(std::string const & target)
{
Player *targetplayer = server()->find_player(target);
if (!targetplayer) {
con_print << "^BPlayer " + target + "^B not found";
}
return targetplayer;
}
void func_who(std::string const &args)
{
server()->list_players();
}
void func_time(std::string const &args)
{
using namespace std;
int minutes = (int) floorf(server()->time() / 60.0f);
int seconds = (int) floorf(server()->time() - (float) minutes* 60.0f);
int syshours = sys::time() / 3600;
int sysminutes = (sys::time() - syshours * 3600) / 60;
int sysseconds = sys::time() % 60;
con_print <<
"Uptime " << minutes << ":" << setfill('0') << setw(2) << seconds <<
" Local time " << setfill(' ') << setw(2) << syshours << ":" << setfill('0') << setw(2) << sysminutes << ":" << setw(2) << sysseconds << setfill(' ') << std::endl;
}
void func_mute(std::string const &args)
{
Player *targetplayer = 0;
if (!(targetplayer = console_find_player(args)))
return;
if (targetplayer->mute()) {
con_print << "^BPlayer " + targetplayer->name() + "^B has already been muted";
return;
}
targetplayer->player_mute = true;
server()->broadcast("^B" + targetplayer->name() + "^B has been muted", targetplayer);
targetplayer->send("^WYou have been muted");
}
void func_unmute(std::string const &args)
{
Player *targetplayer = 0;
if (!(targetplayer = console_find_player(args)))
return;
if (!targetplayer->mute()) {
con_print << "^BPlayer " + targetplayer->name() + "^B has not been muted";
return;
}
targetplayer->player_mute = false;
server()->broadcast("^B" +targetplayer->name() + "^B has been unmuted", targetplayer);
targetplayer->send("^WYou have been unmuted");
}
void func_kick(std::string const &args)
{
std::stringstream str(args);
std::string name;
if (str >> name) {
Player *targetplayer = 0;
if (!(targetplayer = console_find_player(name)))
return;
std::string reason;
if (args.size() > name.size()+1)
reason.assign(args.substr(name.size()+1));
else
reason.assign("forcefully removed.");
server()->kick(targetplayer, reason);
}
}
void func_grant_rcon(std::string const &args)
{
Player *targetplayer = 0;
if (!(targetplayer = console_find_player(args)))
return;}
void func_revoke_rcon(std::string const &args)
{
Player *targetplayer = 0;
if (!(targetplayer = console_find_player(args)))
return;
}
GameServer *GameServer::server_instance = 0;
GameServer::GameServer() : GameInterface()
{
con_print << "^BInitializing game server...\n";
server_instance = this;
server_network = 0;
server_timestamp = 0;
server_previoustime = 0;
server_maxplayerid = 1;
server_startup = application()->timestamp();
server_module = Loader::init();
if (!server_module) {
con_error << "No module loaded.\n";
abort();
return;
}
if (!server_module->running()) {
con_error << "Could not initialize module '" << server_module->name() << "'\n";
abort();
return;
}
if (server_module->interactive()) {
//FIXME interferes with command line because of cmd.exec
load_config();
}
// set the name of the game
core::Cvar::set("g_name", server_module->name().c_str(), core::Cvar::Game | core::Cvar::ReadOnly);
con_print << " module '^B" << server_module->name() << "^N'\n";
if (server_module->interactive() && (Cvar::sv_dedicated->value() || Cvar::sv_private->value())) {
server_network = new NetServer(Cvar::net_host->str(), (unsigned int) Cvar::net_port->value());
if (!server_network->valid()) {
delete server_network;
server_network = 0;
con_error << "Could not initialize network server\n";
abort();
return;
}
} else {
con_print << " network server disabled.\n";
server_network = 0;
}
Func *func = 0;
/* -- admin functions -- */
func = Func::add("mute", func_mute);
func->set_info("[player] mute a player");
func = Func::add("unmute", func_unmute);
func->set_info("[player] unmute a player");
func = Func::add("kick", func_kick);
func->set_info("[player] [reason] kick a player from the server");
/* -- shared functions --*/
func = Func::add("time", func_time, true);
func->set_info("get the server uptime and current server localtime");
func = Func::add("who", func_who, true);
func->set_info("get a list of connected players");
if (!Cvar::sv_dedicated->value()) {
player_connect(localplayer());
}
server_running = true;
}
GameServer::~GameServer()
{
server_running = false;
con_print << "^BShutting down game server...\n";
if (server_network) {
delete server_network;
server_network = 0;
}
if (server_module->interactive())
save_config();
if (server_module) {
if (server_module->running() && !Cvar::sv_dedicated->value())
player_disconnect(localplayer());
delete server_module;
server_module = 0;
}
Func::remove("kick");
Func::remove("mute");
Func::remove("unmute");
/* Func::remove("grant_rcon");
Func::remove("revoke_rcon");
*/
Func::remove("time");
Func::remove("who");
server_instance = 0;
}
void GameServer::abort()
{
server_running = false;
}
bool GameServer::interactive() const
{
if (!server_module) {
return false;
} else {
return server_module->interactive();
}
}
Player *GameServer::find_player(std::string const search)
{
using aux::lowercase;
std::istringstream searchstr(search);
int id = 0;
if (searchstr >> id) {
for (std::list<Player *>:: iterator it = game_players.begin(); it != game_players.end(); it++) {
if ((*it)->id() == id) {
return (*it);
}
}
}
if (search.size() <3)
return 0;
for (std::list<Player *>:: iterator it = game_players.begin(); it != game_players.end(); it++) {
if (aux::text_strip_lowercase((*it)->name()).find(lowercase(search)) != std::string::npos)
return (*it);
}
return 0;
}
void GameServer::say(Player *player, std::string const &message)
{
if (!message.size())
return;
if (player->mute()) {
player->send("^WYou have been muted");
return;
}
std::string notification("^B");
notification.append(player->name());
notification.append("^F:^N ");
notification.append(message);
broadcast(Message::Public, notification);
}
void GameServer::private_message(Player *player, std::string const &args)
{
if (!args.size())
return;
if (player->mute()) {
player->send("^WYou have been muted");
return;
}
std::string target;
std::stringstream argstr(args);
if (!(argstr >> target)) {
return;
}
core::Player *targetplayer = core::server()->find_player(target);
if (!targetplayer) {
player->send("^BPlayer " + target + "^B not found");
return;
}
std::string message(args.substr(target.size()));
player->message(Message::Private, "^FTo ^B" + targetplayer->name() + "^F:" + message);
targetplayer->message(Message::Private, "^FFrom ^B" + player->name() + "^F:" + message);
}
// FIXME kicked by
void GameServer::kick(Player *player, std::string const &reason)
{
if (!server_network) {
con_print << "Not running a networked server" << std::endl;
return;
}
NetClient *client = server_network->find_client(player);
if (client) {
broadcast("^B" + player->name() + "^B has been kicked: " + reason, player);
player->send("^WYou have been kicked: " + reason);
server_network->send_disconnect(client);
} else {
con_print << "Network client not found" << std::endl;
}
}
// broadcast an "info" message to all players
void GameServer::broadcast(const std::string text, Player *ignore_player)
{
broadcast(Message::Info, text, ignore_player);
}
// broadcast a message on a specified channel to all players
void GameServer::broadcast(const Message::Channel channel, const std::string text, Player *ignore_player)
{
if (!text.size())
return;
for (Players::iterator it = players().begin(); it != players().end(); it++) {
Player *player = (*it);
if (player != ignore_player) {
Player *player = (*it);
player->message(channel, text);
}
}
}
// broadcast a sound event to all players
void GameServer::broadcast_sound(const std::string name, Player *ignore_player)
{
if (!name.size())
return;
for (Players::iterator it = players().begin(); it != players().end(); it++) {
Player *player = (*it);
if (player != ignore_player) {
Player *player = (*it);
player->sound(name);
}
}
}
// execute a command for a remote player
void GameServer::exec(Player *player, std::string const & cmdline)
{
std::string command;
std::stringstream cmdstream;
cmdstream.str(cmdline);
cmdstream >> command;
Func *function = Func::find(command);
if (function ) {
std::string args;
if (cmdline.size() > command.size() +1 )
args.assign(cmdline.substr(command.size()+1));
if ((function ->flags() & Func::Game) == Func::Game) {
if ((function ->flags() & Func::Target) == Func::Target) {
unsigned int id = 0;
if ((cmdstream >> id)) {
Entity *entity = Entity::find(id);
if (entity)
function->exec(player, entity);
}
} else {
function->exec(player, args);
}
} else if ((function->flags() & Func::Shared) == Func::Shared) {
// enable rcon buffering
console()->set_rcon(true);
function->exec(args);
while(console()->rconbuf().size()) {
player->message(Message::RCon, (*console()->rconbuf().begin()));
console()->rconbuf().pop_front();
}
// disable rcon buffering
console()->set_rcon(false);
}
return;
}
std::string message("Unknown command '");
message.append(command);
message.append("^N'");
player->send(message);
}
void GameServer::player_connect(Player *player)
{
if (Cvar::sv_dedicated->value() && (player == localplayer())) {
return;
}
player->player_id = server_maxplayerid++;
std::string message("^B");
message.append(player->name());
message.append("^B connects.");
broadcast(message, player);
// notify the game module
server_module->player_connect(player);
// manage player list
game_players.push_back(player);
}
void GameServer::player_disconnect(Player *player)
{
std::string message("^B");
message.append(player->name());
message.append("^B disconnects.");
broadcast(message, player);
// clear all player assets
player->clear_assets();
// notify the game module
server_module->player_disconnect(player);
// manage player list
std::list<Player *>:: iterator it = game_players.begin();
while (((*it)->id() != player->id()) && (it != game_players.end())) {
it++;
}
if (it != game_players.end()) {
game_players.erase(it);
}
}
void GameServer::frame(unsigned long timestamp)
{
if (error())
return;
// process incoming network messages
if (server_network) {
server_network->receive();
if (server_network->error()) {
abort();
return;
}
}
if (localplayer()->dirty())
localplayer()->update_info();
/*if (!Cvar::sv_dedicated->value()) {
update_clientstate();
}*/
if ((Cvar::sv_dedicated->value() || Cvar::sv_private->value())) {
if (core::Cvar::sv_framerate->value()) {
float f = 1000.0f / core::Cvar::sv_framerate->value();
if (server_startup + server_timestamp + f > timestamp) {
return;
}
}
}
server_previoustime = server_timestamp;
server_timestamp = timestamp - server_startup;
float elapsed = (float) (server_timestamp - server_previoustime) / 1000.0f;
// copy the previous entity state to the client state
/*if (!Cvar::sv_dedicated->value()) {
reset_clientstate();
}*/
// run a time frame on each entity
for (Entity::Registry::iterator it=Entity::registry().begin(); it != Entity::registry().end(); it++) {
Entity *entity = (*it).second;
if ((entity->type() == Entity::Controlable) || (entity->type() == Entity::Dynamic)) {
entity->frame(elapsed);
}
}
// run a frame on the module
if (server_module) {
server_module->frame(elapsed);
if (server_module->error()) {
abort();
return;
}
}
if (server_network) {
// send network updates
server_network->frame(server_timestamp);
}
// mark all entities as updated
for (Entity::Registry::iterator it=Entity::registry().begin(); it != Entity::registry().end(); ) {
Entity *entity = (*it).second;
if (entity->entity_destroyed) {
delete entity;
(*it).second = entity = 0;
Entity::registry().erase(it++);
} else {
entity->clear_updates();
++it;
}
}
if (localplayer()->zonechange()) {
application()->notify_zonechange();
localplayer()->player_zonechange = false;
}
/*if (!Cvar::sv_dedicated->value()) {
update_clientstate();
}*/
}
void GameServer::save_config()
{
std::string filename(filesystem::writedir());
filename.append("game.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;
ofs << "# game.cfg - " << server_module->name() << " configuration" << std::endl;
ofs << "# this file is automaticly generated" << std::endl;
ofs << std::endl;
for (Cvar::Registry::iterator it = Cvar::registry().begin(); it != Cvar::registry().end(); it++) {
if ((((*it).second->flags() & Cvar::Archive) == Cvar::Archive) && (((*it).second->flags() & Cvar::Game) == Cvar::Game)){
ofs << "# " << (*it).first << " " << (*it).second->info() << std::endl;
ofs << "set " << (*it).first << " " << (*it).second->str() << std::endl;
ofs << std::endl;
}
}
ofs.close();
}
void GameServer::load_config()
{
std::string filename(filesystem::writedir());
filename.append("game.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();
}
}
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