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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/parser.h"
#include "core/physics.h"
#include "core/range.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;

		// system time
		int year = 0, month = 0, day = 0, hour = 0, min = 0, sec = 0, milliseconds = 0;
		sys::get_localtime(year, month, day, hour, min, sec, milliseconds);
		
		con_print << "Local time: "
			<< std::setw(4) << std::setfill('0') << year << "-" 
			<< std::setw(2) << std::setfill('0') << month << "-" 
			<< std::setw(2) << std::setfill('0') << day << " " 
			<< std::setw(2) << hour << ":" 
			<< std::setw(2) << min << ":" 
			<< std::setw(2) << sec << " " 
			<< std::setw(2) << " ";
					
		// uptime 
		float uptime = core::game()->time();
		
		const int uptime_days = (int) floorf(uptime / (24.0f * 3600.0f));
		uptime -= uptime_days * 24.0f * 3600.0f;
		
		const int uptime_hours = (int) floorf(uptime / 3600.0f);
		uptime -= uptime_hours * 3600.0f;
		
		const int uptime_minutes = (int) floorf(uptime / 60.0f);
		uptime -= uptime_minutes * 60.0f;
		
		const int uptime_seconds = (int) floorf(uptime);
		
		con_print  << "Uptime: ";
		if (uptime_days > 0) {
			con_print << uptime_days << " " << aux::plural("day", uptime_days) << " ";
		}
		con_print << std::setfill('0') << std::setw(2) << uptime_hours << ":" 
			<< std::setfill('0') << std::setw(2) << uptime_minutes << ":" 
			<< std::setfill('0') << std::setw(2) << uptime_seconds << 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_previoustime = 0;
	server_maxplayerid = 1;

	if (Cvar::sv_dedicated->value() || Cvar::sv_private->value()) {
		server_mode = MultiPlayer;
	} else {
		server_mode = SinglePlayer;
	}

	// create the default infotype for zones
	Zone::set_infotype(new InfoType("zone"));

	// create the default infotype for entities
	Entity::set_infotype(new InfoType("entity"));
	
	Physics::init();

	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;
	}

	set_interactive(server_module->interactive());
	
	
	if (interactive()) {
		//FIXME interferes with command line because of cmd.exec
		load_config();
	} else {
		server_mode = SinglePlayer;
	}

	// 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 (mode() == MultiPlayer) {
		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 {
		server_network = 0;
	}

	Func *func = 0;

	/* -- admin functions -- */
	// FIXME these have to become shared functions and check the player's admin level
	
	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());
	}
	
	set_timestamp(server_timer.timestamp());
	server_previoustime = timestamp();
	
	set_running(true);
}

GameServer::~GameServer()
{
	set_running(false);

	con_print << "^BShutting down game server...\n";

	if (server_network) {
		delete server_network;
		server_network = 0;
	}
	
	if (server_module->interactive())
		save_config();

	// clear game data
	clear();

	if (server_module) {
		if (!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");
	
	Physics::done();
	
	Entity::set_infotype(0);
	
	server_instance = 0;
}

Info *GameServer::request_info(unsigned int id)
{
	return Info::find(id);
}

Inventory *GameServer::request_inventory(Entity *entity)
{
	return (entity ? entity->inventory() : 0);
	
}

// a player sends a global chat message
void GameServer::shout(Player *player, std::string const &message)
{
	if (!message.size())
		return;

	if (player->mute()) {
		player->send("^WYou have been muted");
		return;
	}

	// TODO strip color codes if requested
	std::string notification("^B");
	notification.append(player->name());
	notification.append("^B: ");
	notification.append(message);

	broadcast(Message::Public, notification);
}

// a player sends a local chat message
void GameServer::say(Player *player, std::string const &message)
{
	if (!message.size())
		return;
	
	if(!player->zone())
		return;

	if (player->mute()) {
		player->send("^WYou have been muted");
		return;
	}
	
	// TODO strip color codes if requested
	std::string notification("^B");
	notification.append(player->name());
	notification.append("^B:^N ");
	notification.append(message);
	
	broadcast(player->zone(), notification);
}

// a player send a prvate mesage to another player
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 text(args.substr(target.size()));
	message(player, Message::Private, "^FTo ^B" + targetplayer->name() + "^F:" + text);
	message(targetplayer, Message::Private, "^FFrom ^B" + player->name() + "^F:" + text);
}

// 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 = player->client();
	if (client) {
		broadcast("^B" + player->name() + "^B has been kicked: " + reason, player);
		server_network->send_message(client, Message::Info, "^WYou have been kicked: " + reason);
		server_network->send_disconnect(client);
	} else {
		con_print << "Network client not found" << std::endl;
	}
}

// server sends a message on a specified channel to a single player
void GameServer::message(Player *player, const Message::Channel channel, const std::string text)
{
	if (!text.size())
		return;

		NetClient *client = player->client();

		if (client) {
			// this player is a network client, send message over network
			server_network->send_message(client, channel, text);

		} else if (player == localplayer()) {
			// local player, send message to the local application
			application()->notify_message(channel, text);
		}
}

// server broadcasts 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);
		NetClient *client = player->client();
		if (player != ignore_player) {
			if (client) {
				// this player is a network client, send message over network
				server_network->send_message(client, channel, text);
							     
			} else if (player == localplayer()) {
				// local player, send message to the local application
				application()->notify_message(channel, text);
			}
		}
	}

	// console is not in the player list
	if (Cvar::sv_dedicated->value()) {
		localplayer()->message(channel, text);
	}
}

// server broadcasts an "info" message to all players
void GameServer::broadcast(const std::string text, Player *ignore_player)
{
	broadcast(Message::Info, text, ignore_player);
}


// server broadcasts a message to all players in a particular zone
void GameServer::broadcast(Zone *zone, std::string const text, Player *ignore_player)
{
	if (!text.size())
		return;

	for (Players::iterator it = players().begin(); it != players().end(); it++) {
		Player *player = (*it);
		if ((player->zone() == zone) && (player != ignore_player)) {
			Player *player = (*it);
			player->message(Message::Local, text);
		}
	}

	// console is not in the player list
	if (Cvar::sv_dedicated->value()) {
		std::string notification(zone->label());
		notification += ' ';
		notification.append(text);
		localplayer()->message(Message::Local, notification);
	}
}

// server broadcasts 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++;

	// notify the game module
	server_module->player_connect(player);

	// manage player list
	game_players.push_back(player);
	set_playerlist_timestamp(server_timer.timestamp());
}

void GameServer::player_disconnect(Player *player)
{
	// notify the game module
	server_module->player_disconnect(player);

	// print a message
	std::string message("^B");
	message.append(player->name());
	message.append("^B disconnects.");
	broadcast(message, player);

	// clear all player assets
	player->clear_assets();

	// manage player list
	std::list<Player *>:: iterator it = game_players.begin();
	while ((it != game_players.end()) && ((*it)->id() != player->id())) {
		it++;
	}
	if (it != game_players.end()) {
		game_players.erase(it);
	}
	set_playerlist_timestamp(server_timer.timestamp());
}

void GameServer::frame(const 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()) {
			
			const unsigned long server_framelength = (unsigned long) ::floorf(1000.0f / core::Cvar::sv_framerate->value());
			
			if (server_timer.timestamp() < server_previoustime + server_framelength) {
				return;
			}
		}
	}

	server_previoustime = this->timestamp();
	set_timestamp(server_timer.timestamp());
	
	if (server_network) {
		server_network->transmit();

		if (server_network->error()) {
			abort();
			return;
		}
	}
	
	const unsigned long elapsed = (this->timestamp() - server_previoustime);	
	const unsigned long keepalive_timeout = (Cvar::sv_keepalive ? 1000 * (unsigned long) Cvar::sv_keepalive->value() : (unsigned long) 0 );

	// run a physics frame
	Physics::frame(elapsed);
		
	// reset zone keepalive state
	for (Zone::Registry::iterator zit = Zone::registry().begin(); zit != Zone::registry().end(); zit++) {
		Zone *zone= (*zit).second;
		
		zone->set_keepalive_run(false);
	}
	
	// run entity game frames
	for (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end(); it++) {
		Entity *entity = (*it).second;
		 
		entity->frame(elapsed);

	}
	
	// expand zone keepalive bounding box
	for (Zone::Registry::iterator zit = Zone::registry().begin(); zit != Zone::registry().end(); zit++) {
		Zone *zone= (*zit).second;
		if (zone->keepalive_run()) {
			zone->keepalive_box().expand(range::fxdistance * 0.5f);
		}
	}
	
	// run upkeep frames
	for (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end(); it++) {
		Entity *entity = (*it).second;
		Zone *zone = entity->zone();
		if (zone && entity->has_flag(Entity::KeepAlive)) {
			
			if (zone->keepalive_run() && zone->keepalive_box().inside(entity->location())) {
				entity->set_keepalive(this->timestamp());
			}
			
			// run upkeep if the keepalive timeout has elapsed
			if (entity->keepalive() + keepalive_timeout < this->timestamp()) {
				entity->upkeep(this->timestamp());
			}
		}
	}

	// run a frame on the module
	if (server_module) {
		if (server_module->running())
			server_module->frame(elapsed);

		if (server_module->error()) {
			abort();
			return;
		}
	}

	// engine state updates for each player
	for (std::list<Player *>::iterator it = game_players.begin(); it != game_players.end(); it++) {
		Player *player = (*it);
		Entity *view = player->view();
		EntityControlable *control = player->control();
		
		// the player is viewing an entity
		if (view) {
			// the view has changed zone
			if (view->zone() != player->zone()) {
				if (control) {
					// player is docked at a jumping entity
					if (control->state() == Entity::Docked) {
						control->get_location().assign(view->location());
						control->set_zone(view->zone());
						player->set_zone(view->zone());
					} else {
						player->set_zone(control->zone());
						player->set_view(0);
					}
					control->set_dirty();
				} else {
					// spectator following a jumping entity
					player->set_zone(view->zone());
				}
				player->set_dirty();
			}
			
			// view is to be deleted
			if (view->destroyed()) {
				if (control) {
					// player is docked at deleted entity
					if (control->state() == Entity::Docked) {
						control->get_location().assign(view->location());
						control->set_state(Entity::Normal);
						control->set_dirty();
					} else {
						player->set_view(0);
					}
				} else {
					// spectator following a deleted entity
					player->set_view(0);
				}
				player->set_dirty();
			} 
		}
	}
		
	if (server_network) {
		// send network updates
		server_network->frame(this->timestamp());
	}

	// remove deleted entities and mark remaining entities as updated
	for (Entity::Registry::iterator it = Entity::registry().begin(); it != Entity::registry().end();) {
		// remove deleted entities
		if ((*it).second->destroyed()) {
			delete (*it).second;
			(*it).second = 0;
			Entity::registry().erase(it++);
		} else {
			(*it).second->clear_updates();
			++it;
		}
	}

	if (localplayer()->zonechange()) {
		application()->notify_zonechange();
		localplayer()->set_zonechange(false);
	}
}

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] != ';')
			CommandBuffer::exec(line);
	}

}

}