/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2007 EQ2EMulator Development Team (http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see .
*/
#include "../common/debug.h"
#include "../common/Log.h"
#include
using namespace std;
#include
#include
#include
#include
#include
#include
#include "../common/queue.h"
#include "../common/timer.h"
#include "../common/EQStreamFactory.h"
#include "../common/EQStream.h"
#include "net.h"
#include "Variables.h"
#include "WorldDatabase.h"
#include "../common/seperator.h"
#include "../common/version.h"
#include "../common/EQEMuError.h"
#include "../common/opcodemgr.h"
#include "../common/Common_Defines.h"
#include "../common/JsonParser.h"
#include "../common/Common_Defines.h"
#include "LoginServer.h"
#include "Commands/Commands.h"
#include "Factions.h"
#include "World.h"
#include "../common/ConfigReader.h"
#include "Skills.h"
#include "LuaInterface.h"
#include "Guilds/Guild.h"
#include "Commands/ConsoleCommands.h"
#include "Traits/Traits.h"
#include "Transmute.h"
#include "Zone/ChestTrap.h"
//devn00b
#ifdef DISCORD
//linux only for the moment.
#ifndef WIN32
#include
#include "Chat/Chat.h"
extern Chat chat;
#endif
#endif
double frame_time = 0.0;
#ifdef WIN32
#include
#define strncasecmp _strnicmp
#define strcasecmp _stricmp
#include
#else
#include
#include "../common/unix.h"
#endif
#ifdef PROFILER
#define SHINY_PROFILER TRUE
#include "../Profiler/src/Shiny.h"
#endif
NetConnection net;
World world;
EQStreamFactory eqsf(LoginStream);
LoginServer loginserver;
LuaInterface* lua_interface = new LuaInterface();
#include "MutexList.h"
#include "Rules/Rules.h"
#include "Titles.h"
#include "Languages.h"
#include "Achievements/Achievements.h"
volatile bool RunLoops = true;
sint32 numclients = 0;
sint32 numzones = 0;
extern ClientList client_list;
extern ZoneList zone_list;
extern MasterFactionList master_faction_list;
extern WorldDatabase database;
extern MasterSpellList master_spell_list;
extern MasterTraitList master_trait_list;
extern MasterSkillList master_skill_list;
extern MasterItemList master_item_list;
extern GuildList guild_list;
extern Variables variables;
ConfigReader configReader;
int32 MasterItemList::next_unique_id = 0;
int last_signal = 0;
RuleManager rule_manager;
MasterTitlesList master_titles_list;
MasterLanguagesList master_languages_list;
ChestTrapList chest_trap_list;
extern MasterAchievementList master_achievement_list;
extern map EQOpcodeVersions;
ThreadReturnType ItemLoad (void* tmp);
ThreadReturnType AchievmentLoad (void* tmp);
ThreadReturnType SpellLoad (void* tmp);
//devn00b
#ifdef DISCORD
#ifndef WIN32
ThreadReturnType StartDiscord (void* tmp);
#endif
#endif
int main(int argc, char** argv) {
#ifdef PROFILER
PROFILE_FUNC();
#endif
int32 t_total = Timer::GetUnixTimeStamp();
LogStart();
LogParseConfigs();
net.WelcomeHeader();
LogWrite(INIT__INFO, 0, "Init", "Starting EQ2Emulator WorldServer...");
//int32 server_startup = time(NULL);
//remove this when all database calls are using the new database class
if (!database.Init()) {
LogStop();
return EXIT_FAILURE;
}
if (!database.ConnectNewDatabase())
return EXIT_FAILURE;
#ifdef _DEBUG
_CrtSetDbgFlag( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF);
#endif
if (signal(SIGINT, CatchSignal) == SIG_ERR) {
LogWrite(INIT__ERROR, 0, "Init", "Could not set signal handler");
return 0;
}
if (signal(SIGSEGV, CatchSignal) == SIG_ERR) {
LogWrite(INIT__ERROR, 0, "Init", "Could not set signal handler");
return 0;
}
if (signal(SIGILL, CatchSignal) == SIG_ERR) {
LogWrite(INIT__ERROR, 0, "Init", "Could not set signal handler");
return 0;
}
#ifndef WIN32
if (signal(SIGPIPE, SIG_IGN) == SIG_ERR) {
LogWrite(INIT__ERROR, 0, "Init", "Could not set signal handler");
return 0;
}
#endif
LogWrite(WORLD__DEBUG, 0, "World", "Randomizing World...");
srand(time(NULL));
net.ReadLoginINI();
// JA: Grouping all System (core) data loads together for timing purposes
LogWrite(WORLD__INFO, 0, "World", "Loading System Data...");
int32 t_now = Timer::GetUnixTimeStamp();
LogWrite(WORLD__DEBUG, 1, "World", "-Loading opcodes...");
EQOpcodeVersions = database.GetVersions();
map::iterator version_itr;
int16 version1 = 0;
int16 prevVersion = 0;
std::string prevString = std::string("");
std::string builtString = std::string("");
for (version_itr = EQOpcodeVersions.begin(); version_itr != EQOpcodeVersions.end(); version_itr++) {
version1 = version_itr->first;
EQOpcodeManager[version1] = new RegularOpcodeManager();
map eq = database.GetOpcodes(version1);
std::string missingOpcodesList = std::string("");
if(!EQOpcodeManager[version1]->LoadOpcodes(&eq, &missingOpcodesList)) {
LogWrite(INIT__ERROR, 0, "Init", "Loading opcodes failed. Make sure you have sourced the opcodes.sql file!");
return false;
}
if(version1 == 0) // we don't need to display version 0
continue;
if(prevString.size() > 0) {
if(prevString == missingOpcodesList) {
builtString += ", " + std::to_string(version1);
}
else {
LogWrite(OPCODE__WARNING, 1, "Opcode", "Opcodes %s.", builtString.c_str());
builtString = std::string("");
prevString = std::string("");
}
}
if(prevString.size() < 1) {
prevString = std::string(missingOpcodesList);
builtString = std::string(missingOpcodesList + " are missing from the opcodes table for version(s) " + std::to_string(version1));
}
}
if(builtString.size() > 0) {
LogWrite(OPCODE__WARNING, 1, "Opcode", "Opcodes %s.", builtString.c_str());
}
LogWrite(WORLD__DEBUG, 1, "World", "-Loading structs...");
if(!configReader.LoadFile("CommonStructs.xml") || !configReader.LoadFile("WorldStructs.xml") || !configReader.LoadFile("SpawnStructs.xml") || !configReader.LoadFile("ItemStructs.xml")) {
LogWrite(INIT__ERROR, 0, "Init", "Loading structs failed. Make sure you have CommonStructs.xml, WorldStructs.xml, SpawnStructs.xml, and ItemStructs.xml in the working directory!");
return false;
}
world.init(net.GetWebWorldAddress(), net.GetWebWorldPort(), net.GetWebCertFile(), net.GetWebKeyFile(), net.GetWebKeyPassword(), net.GetWebHardcodeUser(), net.GetWebHardcodePassword());
bool threadedLoad = rule_manager.GetGlobalRule(R_World, ThreadedLoad)->GetBool();
LogWrite(WORLD__DEBUG, 1, "World", "-Loading EQ2 time of day...");
loginserver.InitLoginServerVariables();
LogWrite(WORLD__INFO, 0, "World", "Loaded System Data (took %u seconds)", Timer::GetUnixTimeStamp() - t_now);
// JA: End System Data loading functions
if (threadedLoad) {
LogWrite(WORLD__WARNING, 0, "Threaded", "Using Threaded loading of static data...");
#ifdef WIN32
_beginthread(ItemLoad, 0, &world);
_beginthread(SpellLoad, 0, &world);
//_beginthread(AchievmentLoad, 0, &world);
#else
pthread_t thread;
pthread_create(&thread, NULL, ItemLoad, &world);
pthread_detach(thread);
pthread_t thread2;
pthread_create(&thread2, NULL, SpellLoad, &world);
pthread_detach(thread2);
//devn00b
#ifdef DISCORD
pthread_t thread3;
pthread_create(&thread3, NULL, StartDiscord, &world);
pthread_detach(thread3);
#endif
#endif
}
// JA temp logger
LogWrite(MISC__TODO, 0, "Reformat", "JA: This is as far as I got reformatting the console logs.");
if (!threadedLoad) {
// JA: Load all Item info
LogWrite(ITEM__INFO, 0, "Items", "Loading Items...");
database.LoadItemList();
MasterItemList::ResetUniqueID(database.LoadNextUniqueItemID());
LogWrite(SPELL__INFO, 0, "Spells", "Loading Spells...");
database.LoadSpells();
LogWrite(SPELL__INFO, 0, "Spells", "Loading Spell Errors...");
database.LoadSpellErrors();
// Jabantiz: Load traits
LogWrite(WORLD__INFO, 0, "Traits", "Loading Traits...");
database.LoadTraits();
// JA: Load all Quest info
LogWrite(QUEST__INFO, 0, "Quests", "Loading Quests...");
database.LoadQuests();
LogWrite(COLLECTION__INFO, 0, "Collect", "Loading Collections...");
database.LoadCollections();
LogWrite(MISC__TODO, 1, "TODO", "TODO loading achievements\n\t(%s, function: %s, line #: %i)", __FILE__, __FUNCTION__, __LINE__);
//LogWrite(ACHIEVEMENT__INFO, 0, "Achievements", "Loading Achievements...");
//database.LoadAchievements();
//master_achievement_list.CreateMasterAchievementListPacket();
LogWrite(MERCHANT__INFO, 0, "Merchants", "Loading Merchants...");
database.LoadMerchantInformation();
}
LogWrite(GUILD__INFO, 0, "Guilds", "Loading Guilds...");
database.LoadGuilds();
LogWrite(TRADESKILL__INFO, 0, "Recipes", "Loading Recipe Books...");
database.LoadRecipeBooks();
LogWrite(TRADESKILL__INFO, 0, "Recipes", "Loading Recipes...");
database.LoadRecipes();
LogWrite(TRADESKILL__INFO, 0, "Tradeskills", "Loading Tradeskill Events...");
database.LoadTradeskillEvents();
LogWrite(SPELL__INFO, 0, "AA", "Loading Alternate Advancements...");
database.LoadAltAdvancements();
LogWrite(SPELL__INFO, 0, "AA", "Loading AA Tree Nodes...");
database.LoadTreeNodes();
LogWrite(WORLD__INFO, 0, "Titles", "Loading Titles...");
database.LoadTitles();
LogWrite(WORLD__INFO, 0, "Languages", "Loading Languages...");
database.LoadLanguages();
LogWrite(CHAT__INFO, 0, "Chat", "Loading channels...");
database.LoadChannels();
LogWrite(LUA__INFO, 0, "LUA", "Loading Spawn Scripts...");
database.LoadSpawnScriptData();
LogWrite(LUA__INFO, 0, "LUA", "Loading Zone Scripts...");
database.LoadZoneScriptData();
LogWrite(WORLD__INFO, 0, "World", "Loading House Zone Data...");
database.LoadHouseZones();
database.LoadPlayerHouses();
LogWrite(WORLD__INFO, 0, "World", "Loading Heroic OP Data...");
database.LoadHOStarters();
database.LoadHOWheel();
LogWrite(WORLD__INFO, 0, "World", "Loading Race Types Data...");
database.LoadRaceTypes();
LogWrite(WORLD__INFO, 0, "World", "Loading Transmuting Data...");
database.LoadTransmuting();
LogWrite(WORLD__INFO, 0, "World", "Loading Chest Trap Data...");
database.LoadChestTraps();
LogWrite(WORLD__INFO, 0, "World", "Loading NPC Spells...");
database.LoadNPCSpells();
if (threadedLoad) {
LogWrite(WORLD__INFO, 0, "World", "Waiting for load threads to finish.");
while (!world.items_loaded || !world.spells_loaded /*|| !world.achievments_loaded*/)
Sleep(10);
LogWrite(WORLD__INFO, 0, "World", "Load threads finished.");
}
LogWrite(WORLD__INFO, 0, "World", "Total World startup time: %u seconds.", Timer::GetUnixTimeStamp() - t_total);
int ret_code = 0;
if (eqsf.Open(net.GetWorldPort())) {
if (strlen(net.GetWorldAddress()) == 0)
LogWrite(NET__INFO, 0, "Net", "World server listening on port %i", net.GetWorldPort());
else
LogWrite(NET__INFO, 0, "Net", "World server listening on: %s:%i", net.GetWorldAddress(), net.GetWorldPort());
if(strlen(net.GetInternalWorldAddress())>0)
LogWrite(NET__INFO, 0, "Net", "World server listening on: %s:%i", net.GetInternalWorldAddress(), net.GetWorldPort());
world.world_loaded = true;
world.world_uptime = getCurrentTimestamp();
}
else {
LogWrite(NET__ERROR, 0, "Net", "Failed to open port %i.", net.GetWorldPort());
ret_code = 1;
}
Timer* TimeoutTimer = 0;
if (ret_code == 0) {
Timer InterserverTimer(INTERSERVER_TIMER); // does MySQL pings and auto-reconnect
InterserverTimer.Trigger();
TimeoutTimer = new Timer(5000);
TimeoutTimer->Start();
EQStream* eqs = 0;
UpdateWindowTitle(0);
LogWrite(ZONE__INFO, 0, "Zone", "Starting static zones...");
database.LoadSpecialZones();
map connecting_clients;
map::iterator cc_itr;
LogWrite(WORLD__DEBUG, 0, "Thread", "Starting console command thread...");
#ifdef WIN32
_beginthread(EQ2ConsoleListener, 0, NULL);
#else
/*pthread_t thread;
pthread_create(&thread, NULL, &EQ2ConsoleListener, NULL);
pthread_detach(thread);*/
#endif
//
// just before starting loops, announce how to get console help (only to windows)
#ifdef WIN32
LogWrite(WORLD__INFO, 0, "Console", "Type 'help' or '?' and press enter for menu options.");
#endif
std::chrono::time_point frame_prev = std::chrono::system_clock::now();
while (RunLoops) {
Timer::SetCurrentTime();
std::chrono::time_point frame_now = std::chrono::system_clock::now();
frame_time = std::chrono::duration_cast>(frame_now - frame_prev).count();
frame_prev = frame_now;
#ifndef NO_CATCH
try
{
#endif
while ((eqs = eqsf.Pop())) {
struct in_addr in;
in.s_addr = eqs->GetRemoteIP();
LogWrite(NET__DEBUG, 0, "Net", "New client from ip: %s port: %i", inet_ntoa(in), ntohs(eqs->GetRemotePort()));
// JA: Check for BannedIPs
if (rule_manager.GetGlobalRule(R_World, UseBannedIPsTable)->GetInt8() == 1)
{
LogWrite(WORLD__DEBUG, 0, "World", "Checking inbound connection %s against BannedIPs table", inet_ntoa(in));
if (database.CheckBannedIPs(inet_ntoa(in)))
{
LogWrite(WORLD__DEBUG, 0, "World", "Connection from %s FAILED banned IPs check. Closing connection.", inet_ntoa(in));
eqs->Close(); // JA: If the inbound IP is on the banned table, close the EQStream.
}
}
if (eqs && eqs->CheckActive() && client_list.ContainsStream(eqs) == false) {
LogWrite(NET__DEBUG, 0, "Net", "Adding new client...");
Client* client = new Client(eqs);
client_list.Add(client);
}
else if (eqs && !client_list.ContainsStream(eqs)) {
LogWrite(NET__DEBUG, 0, "Net", "Adding client to waiting list...");
connecting_clients[eqs] = Timer::GetCurrentTime2();
}
}
if (connecting_clients.size() > 0) {
for (cc_itr = connecting_clients.begin(); cc_itr != connecting_clients.end(); cc_itr++) {
if (cc_itr->first && cc_itr->first->CheckActive() && client_list.ContainsStream(cc_itr->first) == false) {
LogWrite(NET__DEBUG, 0, "Net", "Removing client from waiting list...");
Client* client = new Client(cc_itr->first);
client_list.Add(client);
connecting_clients.erase(cc_itr);
break;
}
else if (Timer::GetCurrentTime2() >= (cc_itr->second + 10000)) {
connecting_clients.erase(cc_itr);
break;
}
}
}
world.Process();
client_list.Process();
loginserver.Process();
if (TimeoutTimer->Check()) {
eqsf.CheckTimeout();
}
if (InterserverTimer.Check()) {
InterserverTimer.Start();
database.ping();
database.PingNewDB();
database.PingAsyncDatabase();
if (net.LoginServerInfo && loginserver.Connected() == false && loginserver.CanReconnect()) {
LogWrite(WORLD__DEBUG, 0, "Thread", "Starting autoinit loginserver thread...");
#ifdef WIN32
_beginthread(AutoInitLoginServer, 0, NULL);
#else
pthread_t thread;
pthread_create(&thread, NULL, &AutoInitLoginServer, NULL);
pthread_detach(thread);
#endif
}
}
#ifndef NO_CATCH
}
catch (...) {
LogWrite(WORLD__ERROR, 0, "World", "Exception caught in net main loop!");
}
#endif
if (numclients == 0) {
Sleep(10);
continue;
}
Sleep(1);
}
}
LogWrite(WORLD__DEBUG, 0, "World", "The world is ending!");
LogWrite(WORLD__DEBUG, 0, "World", "Shutting down zones...");
zone_list.ShutDownZones();
LogWrite(WORLD__DEBUG, 0, "World", "Shutting down LUA interface...");
safe_delete(lua_interface);
safe_delete(TimeoutTimer);
eqsf.Close();
map::iterator opcode_itr;
for(opcode_itr=EQOpcodeManager.begin();opcode_itr!=EQOpcodeManager.end();opcode_itr++){
safe_delete(opcode_itr->second);
}
CheckEQEMuErrorAndPause();
#ifdef PROFILER
PROFILER_UPDATE();
PROFILER_OUTPUT();
#endif
LogWrite(WORLD__INFO, 0, "World", "Exiting... we hope you enjoyed your flight.");
LogStop();
return ret_code;
}
ThreadReturnType ItemLoad (void* tmp)
{
LogWrite(WORLD__WARNING, 0, "Thread", "Item Loading Thread started.");
#ifdef WIN32
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
#endif
if (tmp == 0) {
ThrowError("ItemLoad(): tmp = 0!");
THREAD_RETURN(NULL);
}
World* world = (World*) tmp;
WorldDatabase db;
db.Init();
db.ConnectNewDatabase();
LogWrite(ITEM__INFO, 0, "Items", "Loading Items...");
db.LoadItemList();
MasterItemList::ResetUniqueID(db.LoadNextUniqueItemID());
// Relies on the item list so needs to be in the item thread
LogWrite(COLLECTION__INFO, 0, "Collect", "Loading Collections...");
db.LoadCollections();
LogWrite(MERCHANT__INFO, 0, "Merchants", "Loading Merchants...");
db.LoadMerchantInformation();
LogWrite(QUEST__INFO, 0, "Quests", "Loading Quests...");
db.LoadQuests();
world->items_loaded = true;
LogWrite(WORLD__WARNING, 0, "Thread", "Item Loading Thread completed.");
mysql_thread_end();
THREAD_RETURN(NULL);
}
ThreadReturnType SpellLoad (void* tmp)
{
LogWrite(WORLD__WARNING, 0, "Thread", "Spell Loading Thread started.");
#ifdef WIN32
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
#endif
if (tmp == 0) {
ThrowError("ItemLoad(): tmp = 0!");
THREAD_RETURN(NULL);
}
World* world = (World*) tmp;
WorldDatabase db;
db.Init();
db.ConnectNewDatabase();
LogWrite(SPELL__INFO, 0, "Spells", "Loading Spells...");
db.LoadSpells();
LogWrite(SPELL__INFO, 0, "Spells", "Loading Spell Errors...");
db.LoadSpellErrors();
LogWrite(WORLD__INFO, 0, "Traits", "Loading Traits...");
db.LoadTraits();
world->spells_loaded = true;
LogWrite(WORLD__WARNING, 0, "Thread", "Spell Loading Thread completed.");
mysql_thread_end();
THREAD_RETURN(NULL);
}
ThreadReturnType AchievmentLoad (void* tmp)
{
LogWrite(WORLD__WARNING, 0, "Thread", "Achievement Loading Thread started.");
#ifdef WIN32
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
#endif
if (tmp == 0) {
ThrowError("ItemLoad(): tmp = 0!");
THREAD_RETURN(NULL);
}
World* world = (World*) tmp;
WorldDatabase db;
db.Init();
db.ConnectNewDatabase();
LogWrite(ACHIEVEMENT__INFO, 0, "Achievements", "Loading Achievements...");
int32 t_now = Timer::GetUnixTimeStamp();
db.LoadAchievements();
master_achievement_list.CreateMasterAchievementListPacket();
LogWrite(ACHIEVEMENT__INFO, 0, "Achievements", "Achievements loaded (took %u seconds)", Timer::GetUnixTimeStamp() - t_now);
world->achievments_loaded = true;
LogWrite(WORLD__WARNING, 0, "Thread", "Achievement Loading Thread completed.");
mysql_thread_end();
THREAD_RETURN(NULL);
}
ThreadReturnType EQ2ConsoleListener(void* tmp)
{
char cmd[300];
size_t i = 0;
size_t len;
while( RunLoops )
{
// Read in single line from "stdin"
memset( cmd, 0, sizeof( cmd ) );
if( fgets( cmd, 300, stdin ) == NULL )
continue;
if( !RunLoops )
break;
len = strlen(cmd);
for( i = 0; i < len; ++i )
{
if(cmd[i] == '\n' || cmd[i] == '\r')
cmd[i] = '\0';
}
ProcessConsoleInput(cmd);
}
THREAD_RETURN(NULL);
}
#include
void CatchSignal(int sig_num) {
// In rare cases this can be called after the log system is shut down causing a deadlock or crash
// when the world shuts down, if this happens again comment out the LogWrite and uncomment the printf
if (last_signal != sig_num){
static Mutex lock;
static std::ofstream signal_out;
lock.lock();
if (!signal_out.is_open())
signal_out.open("signal_catching.log", ios::trunc);
if (signal_out){
signal_out << "Caught signal " << sig_num << "\n";
signal_out.flush();
}
printf("Caught signal %i\n", sig_num);
lock.unlock();
last_signal = sig_num;
RunLoops = false;
}
}
bool NetConnection::ReadLoginINI() {
JsonParser parser(MAIN_CONFIG_FILE);
if(!parser.IsLoaded()) {
LogWrite(INIT__ERROR, 0, "Init", "Failed to find %s in server directory..", MAIN_CONFIG_FILE);
return false;
}
std::string worldname_str = parser.getValue("loginserver.worldname");
if(worldname_str.size() < 4) {
LogWrite(INIT__ERROR, 0, "Init", "loginserver.worldname was invalid or less than 4 characters..");
return false;
}
std::string worldaccount_str = parser.getValue("loginserver.account");
std::string worldpassword_str = parser.getValue("loginserver.password");
std::string worldaddress_str = parser.getValue("loginserver.worldaddress");
snprintf(worldname, sizeof(worldname), "%s", worldname_str.c_str());
snprintf(worldaccount, sizeof(worldaccount), "%s", worldaccount_str.c_str());
snprintf(worldpassword, sizeof(worldpassword), "%s", worldpassword_str.c_str());
snprintf(worldaddress, sizeof(worldaddress), "%s", worldaddress_str.c_str());
std::string logstats_str = parser.getValue("loginserver.logstats");
int16 logstats = 0;
parser.convertStringToUnsignedShort(logstats_str, logstats);
net.UpdateStats = logstats > 0 ? true : false;
std::string locked_str = parser.getValue("loginserver.locked");
int16 locked = 0;
parser.convertStringToUnsignedShort(locked_str, locked);
world_locked = locked > 0 ? true : false;
std::string worldport_str = parser.getValue("loginserver.worldport");
parser.convertStringToUnsignedShort(worldport_str, worldport);
for(int i=-1;i<=3;i++) {
std::string loginport_str = "";
std::string loginaddress_str = "";
if(i==-1) {
loginport_str = parser.getValue("loginserver.loginport");
loginaddress_str = parser.getValue("loginserver.loginserver");
}
else {
loginport_str = parser.getValue("loginserver.loginport" + std::to_string(i));
loginaddress_str = parser.getValue("loginserver.loginserver" + std::to_string(i));
}
if(loginport_str.size() < 1 || loginaddress_str.size() < 1)
continue;
parser.convertStringToUnsignedShort(loginport_str, loginport[i+1]);
snprintf(loginaddress[i+1], sizeof(loginaddress[i+1]), "%s", loginaddress_str.c_str());
LogWrite(INIT__INFO, 0, "Init", "Login Server %s:%u...", loginaddress[i+1], loginport[i+1]);
}
if(!loginaddress[0][0]) {
LogWrite(INIT__ERROR, 0, "Init", "loginserver.loginserver was missing..");
return false;
}
web_worldaddress = parser.getValue("worldserver.webaddress");
web_certfile = parser.getValue("worldserver.webcertfile");
web_keyfile = parser.getValue("worldserver.webkeyfile");
web_keypassword = parser.getValue("worldserver.webkeypassword");
web_hardcodeuser = parser.getValue("worldserver.webhardcodeuser");
web_hardcodepassword = parser.getValue("worldserver.webhardcodepassword");
std::string webloginport_str = parser.getValue("worldserver.webport");
parser.convertStringToUnsignedShort(webloginport_str, web_worldport);
std::string defaultstatus_str = parser.getValue("worldserver.defaultstatus");
parser.convertStringToUnsignedChar(defaultstatus_str, DEFAULTSTATUS);
LogWrite(INIT__DEBUG, 0, "Init", "%s read...", MAIN_CONFIG_FILE);
LoginServerInfo=1;
return true;
}
char* NetConnection::GetLoginInfo(int16* oPort) {
if (oPort == 0)
return 0;
if (loginaddress[0][0] == 0)
return 0;
int8 tmp[4] = { 0, 0, 0 };
int8 count = 0;
for (int i=0; i<4; i++) {
if (loginaddress[i][0])
tmp[count++] = i;
}
int x = rand() % count;
*oPort = loginport[tmp[x]];
return loginaddress[tmp[x]];
}
void UpdateWindowTitle(char* iNewTitle) {
char tmp[500];
if (iNewTitle) {
snprintf(tmp, sizeof(tmp), "World: %s", iNewTitle);
}
else {
string servername = net.GetWorldName();
snprintf(tmp, sizeof(tmp), "%s (%s), Version: %s: %i Clients(s) in %i Zones(s)", EQ2EMU_MODULE, servername.c_str(), CURRENT_VERSION, numclients, numzones);
}
// Zero terminate ([max - 1] = 0) the string to prevent a warning
tmp[499] = 0;
#ifdef WIN32
SetConsoleTitle(tmp);
#else
printf("%c]0;%s%c", '\033', tmp, '\007');
#endif
}
ZoneAuthRequest::ZoneAuthRequest(int32 account_id, char* name, int32 access_key) {
accountid = account_id;
character_name = string(name);
accesskey = access_key;
timestamp = Timer::GetUnixTimeStamp();
firstlogin = false;
}
ZoneAuthRequest::~ZoneAuthRequest ( )
{
}
void ZoneAuth::AddAuth(ZoneAuthRequest *zar) {
LogWrite(NET__DEBUG, 0, "Net", "AddAuth: %u Key: %u", zar->GetAccountID(), zar->GetAccessKey());
list.Insert(zar);
}
ZoneAuthRequest* ZoneAuth::GetAuth(int32 account_id, int32 access_key) {
LinkedListIterator iterator(list);
iterator.Reset();
while(iterator.MoreElements()) {
if (iterator.GetData()->GetAccountID() == account_id && iterator.GetData()->GetAccessKey() == access_key) {
ZoneAuthRequest* tmp = iterator.GetData();
return tmp;
}
iterator.Advance();
}
return 0;
}
void ZoneAuth::PurgeInactiveAuth() {
LinkedListIterator iterator(list);
iterator.Reset();
int32 current_time = Timer::GetUnixTimeStamp();
while(iterator.MoreElements()) {
if ((iterator.GetData()->GetTimeStamp()+60) < current_time) {
iterator.RemoveCurrent();
}
iterator.Advance();
}
}
void ZoneAuth::RemoveAuth(ZoneAuthRequest *zar) {
LinkedListIterator iterator(list);
iterator.Reset();
while(iterator.MoreElements()) {
if (iterator.GetData() == zar) {
iterator.RemoveCurrent();
break;
}
iterator.Advance();
}
}
void NetConnection::WelcomeHeader()
{
#ifdef _WIN32
HANDLE console = GetStdHandle(STD_OUTPUT_HANDLE);
SetConsoleTextAttribute(console, FOREGROUND_WHITE_BOLD);
#endif
printf("Module: %s, Version: %s", EQ2EMU_MODULE, CURRENT_VERSION);
#ifdef _WIN32
SetConsoleTextAttribute(console, FOREGROUND_YELLOW_BOLD);
#endif
printf("\n\nCopyright (C) 2007-2022 EQ2Emulator. https://www.eq2emu.com \n\n");
printf("EQ2Emulator is free software: you can redistribute it and/or modify\n");
printf("it under the terms of the GNU General Public License as published by\n");
printf("the Free Software Foundation, either version 3 of the License, or\n");
printf("(at your option) any later version.\n\n");
printf("EQ2Emulator is distributed in the hope that it will be useful,\n");
printf("but WITHOUT ANY WARRANTY; without even the implied warranty of\n");
printf("MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\n");
printf("GNU General Public License for more details.\n\n");
#ifdef _WIN32
SetConsoleTextAttribute(console, FOREGROUND_GREEN_BOLD);
#endif
printf(" /$$$$$$$$ /$$$$$$ /$$$$$$ /$$$$$$$$ \n");
printf("| $$_____/ /$$__ $$ /$$__ $$| $$_____/ \n");
printf("| $$ | $$ \\ $$|__/ \\ $$| $$ /$$$$$$/$$$$ /$$ /$$\n");
printf("| $$$$$ | $$ | $$ /$$$$$$/| $$$$$ | $$_ $$_ $$| $$ | $$\n");
printf("| $$__/ | $$ | $$ /$$____/ | $$__/ | $$ \\ $$ \\ $$| $$ | $$\n");
printf("| $$ | $$/$$ $$| $$ | $$ | $$ | $$ | $$| $$ | $$\n");
printf("| $$$$$$$$| $$$$$$/| $$$$$$$$| $$$$$$$$| $$ | $$ | $$| $$$$$$/\n");
printf("|________/ \\____ $$$|________/|________/|__/ |__/ |__/ \\______/ \n");
printf(" \\__/ \n\n");
#ifdef _WIN32
SetConsoleTextAttribute(console, FOREGROUND_MAGENTA_BOLD);
#endif
printf(" Website : https://eq2emu.com \n");
printf(" Wiki : https://wiki.eq2emu.com \n");
printf(" Git : https://git.eq2emu.com \n");
printf(" Discord : https://discord.gg/5Cavm9NYQf \n\n");
#ifdef _WIN32
SetConsoleTextAttribute(console, FOREGROUND_WHITE_BOLD);
#endif
printf("For more detailed logging, modify 'Level' param the log_config.xml file.\n\n");
#ifdef _WIN32
SetConsoleTextAttribute(console, FOREGROUND_WHITE);
#endif
fflush(stdout);
}
#ifdef DISCORD
ThreadReturnType StartDiscord(void* tmp)
{
#ifndef DISCORD
THREAD_RETURN(NULL);
#endif
if (tmp == 0) {
ThrowError("StartDiscord: tmp = 0!");
THREAD_RETURN(NULL);
}
#ifdef WIN32
SetThreadPriority(GetCurrentThread(), THREAD_PRIORITY_NORMAL);
#endif
bool enablediscord = rule_manager.GetGlobalRule(R_Discord, DiscordEnabled)->GetBool();
if(enablediscord == false) {
LogWrite(INIT__INFO, 0,"Discord","Bot Disabled By Rule...");
THREAD_RETURN(NULL);
}
LogWrite(INIT__INFO, 0, "Discord", "Starting Discord Bridge...");
const char* bottoken = rule_manager.GetGlobalRule(R_Discord, DiscordBotToken)->GetString();
if(strlen(bottoken)== 0) {
LogWrite(INIT__INFO, 0,"Discord","Bot Token Was Empty...");
THREAD_RETURN(NULL);
}
dpp::cluster bot(bottoken, dpp::i_default_intents | dpp::i_message_content);
//if we have debug on, go ahead and show DPP logs.
#ifdef DEBUG
bot.on_log([&bot](const dpp::log_t & event) {
std::cout << "[" << dpp::utility::loglevel(event.severity) << "] " << event.message << "\n";
});
#endif
bot.on_message_create([&bot](const dpp::message_create_t& event) {
if (event.msg.author.is_bot() == false) {
std::string chanid = event.msg.channel_id.str();
std::string listenchan = rule_manager.GetGlobalRule(R_Discord, DiscordListenChan)->GetString();
if(chanid.compare(listenchan) != 0 || !chanid.size() || !listenchan.size()) {
return;
}
chat.TellChannel(NULL, listenchan.c_str(), event.msg.content.c_str(), event.msg.author.username.c_str());
}
});
while(true) {
bot.start(dpp::st_wait);
//wait 30s for reconnect. prevents hammering discord and a potential ban.
std::this_thread::sleep_for(std::chrono::milliseconds(30000));
}
THREAD_RETURN(NULL);
}
#endif