Beispiel #1
0
int LuaBinder::luaSchedulerAddEvent(lua_State* L)
{
	// Scheduler.addEvent(callable, delay, ...)
	int parameters = lua_gettop(L);
	if (lua_isfunction(L, -parameters/*1*/)) {
		LuaEventObject* eventDesc = new LuaEventObject();
		for (int i = 0; i < parameters - 2; ++i) {
			eventDesc->parameters.push_back(luaL_ref(L, LUA_REGISTRYINDEX));
		}

		uint32_t delay = std::max<uint32_t>(100, LuaBinder::getNumber<uint32_t>(L, 2));
		lua_pop(L, 1);

		eventDesc->function = luaL_ref(L, LUA_REGISTRYINDEX);
		LuaBinder::pushnumber(L, 
			g_scheduler.addEvent(createSchedulerTask(delay,
				std::bind(&LuaBinder::executeLuaEvent, L, eventDesc))));
	} else {
		LuaBinder::reportError("[Error - Scheduler.addTask] Callable(#arg 1) must be function.");
		LuaBinder::pushBoolean(L, false);
	}

	return 1;
}
Beispiel #2
0
void mainLoader(int argc, char* argv[], ServiceManager* services)
{
	//dispatcher thread
	g_game.setGameState(GAME_STATE_STARTUP);

	srand((unsigned int)OTSYS_TIME());
#ifdef _WIN32
	SetConsoleTitle(STATUS_SERVER_NAME);
#endif
	std::cout << STATUS_SERVER_NAME << " - Version " << STATUS_SERVER_VERSION << std::endl;
	std::cout << "Compilied on " << __DATE__ << ' ' << __TIME__ << " for arch ";

#if defined(__amd64__) || defined(_M_X64)
	std::cout << "x64" << std::endl;
#elif defined(__i386__) || defined(_M_IX86) || defined(_X86_)
	std::cout << "x86" << std::endl;
#elif defined(__arm__)
	std::cout << "ARM" << std::endl;
#elif defined(__mips__)
	std::cout << "MIPS" << std::endl;
#else
	std::cout << "unk" << std::endl;
#endif
	std::cout << std::endl;

	std::cout << "A server developed by " << STATUS_SERVER_DEVELOPERS << std::endl;
	std::cout << "Visit our forum for updates, support, and resources: http://otland.net/." << std::endl;
	std::cout << std::endl;

	// read global config
	std::cout << ">> Loading config" << std::endl;
	if (!g_config.load()) {
		startupErrorMessage("Unable to load config.lua!");
		return;
	}

#ifdef _WIN32
	std::string defaultPriority = asLowerCaseString(g_config.getString(ConfigManager::DEFAULT_PRIORITY));
	if (defaultPriority == "realtime") {
		SetPriorityClass(GetCurrentProcess(), REALTIME_PRIORITY_CLASS);
	} else if (defaultPriority == "high") {
		SetPriorityClass(GetCurrentProcess(), HIGH_PRIORITY_CLASS);
	} else if (defaultPriority == "higher") {
		SetPriorityClass(GetCurrentProcess(), ABOVE_NORMAL_PRIORITY_CLASS);
	}

	std::ostringstream mutexName;
	mutexName << "forgottenserver_" << g_config.getNumber(ConfigManager::LOGIN_PORT);
	CreateMutex(nullptr, FALSE, mutexName.str().c_str());
	if (GetLastError() == ERROR_ALREADY_EXISTS) {
		startupErrorMessage("Another instance of The Forgotten Server is already running with the same login port, please shut it down first or change ports for this one.");
		return;
	}
#endif

	#ifdef __PROTOCOL_77__
	//set RSA key
	const char* p("14299623962416399520070177382898895550795403345466153217470516082934737582776038882967213386204600674145392845853859217990626450972452084065728686565928113");
	const char* q("7630979195970404721891201847792002125535401292779123937207447574596692788513647179235335529307251350570728407373705564708871762033017096809910315212884101");
	g_RSA.setKey(p, q);
	#endif

	std::cout << ">> Establishing database connection..." << std::flush;

	Database* db = Database::getInstance();
	if (!db->connect()) {
		startupErrorMessage("Failed to connect to database.");
		return;
	}

	std::cout << " MySQL " << db->getClientVersion() << std::endl;

	// run database manager
	std::cout << ">> Running database manager" << std::endl;

	DatabaseManager* dbManager = DatabaseManager::getInstance();
	if (!dbManager->isDatabaseSetup()) {
		startupErrorMessage("The database you have specified in config.lua is empty, please import the schema to the database.");
		return;
	}

	dbManager->updateDatabase();
	dbManager->checkTriggers();
	dbManager->checkEncryption();

	if (g_config.getBoolean(ConfigManager::OPTIMIZE_DATABASE) && !dbManager->optimizeTables()) {
		std::cout << "> No tables were optimized." << std::endl;
	}

	//load vocations
	std::cout << ">> Loading vocations" << std::endl;
	if (!g_vocations.loadFromXml()) {
		startupErrorMessage("Unable to load vocations!");
		return;
	}

	//load commands
	std::cout << ">> Loading commands" << std::endl;
	if (!g_commands.loadFromXml()) {
		startupErrorMessage("Unable to load commands!");
		return;
	}

	// load item data
	std::cout << ">> Loading items" << std::endl;
	if (Item::items.loadFromOtb("data/items/" + ITEMS_PATH + "/items.otb")) {
		startupErrorMessage("Unable to load items (OTB)!");
		return;
	}

	if (!Item::items.loadFromXml()) {
		startupErrorMessage("Unable to load items (XML)!");
		return;
	}

	std::cout << ">> Loading script systems" << std::endl;
	if (!ScriptingManager::getInstance()->loadScriptSystems()) {
		startupErrorMessage("Failed to load script systems");
		return;
	}

	std::cout << ">> Loading monsters" << std::endl;
	if (!g_monsters.loadFromXml()) {
		startupErrorMessage("Unable to load monsters!");
		return;
	}

	std::cout << ">> Loading experience stages" << std::endl;
	if (!g_game.loadExperienceStages()) {
		startupErrorMessage("Unable to load experience stages!");
		return;
	}

	std::string passwordType = asLowerCaseString(g_config.getString(ConfigManager::PASSWORDTYPE));
	if (passwordType == "sha1") {
		g_config.setNumber(ConfigManager::PASSWORD_TYPE, PASSWORD_TYPE_SHA1);
		std::cout << ">> Using SHA1 passwords" << std::endl;
	} else {
		g_config.setNumber(ConfigManager::PASSWORD_TYPE, PASSWORD_TYPE_PLAIN);
		std::cout << ">> Using plaintext passwords" << std::endl;
	}

	std::cout << ">> Checking world type... " << std::flush;
	std::string worldType = asLowerCaseString(g_config.getString(ConfigManager::WORLD_TYPE));
	if (worldType == "pvp") {
		g_game.setWorldType(WORLD_TYPE_PVP);
	} else if (worldType == "no-pvp") {
		g_game.setWorldType(WORLD_TYPE_NO_PVP);
	} else if (worldType == "pvp-enforced") {
		g_game.setWorldType(WORLD_TYPE_PVP_ENFORCED);
	} else {
		std::cout << std::endl;

		std::ostringstream ss;
		ss << "> ERROR: Unknown world type: " << g_config.getString(ConfigManager::WORLD_TYPE) << ", valid world types are: pvp, no-pvp and pvp-enforced.";
		startupErrorMessage(ss.str());
		return;
	}
	std::cout << asUpperCaseString(worldType) << std::endl;

	std::cout << ">> Loading map" << std::endl;

	if (!g_game.loadMap(g_config.getString(ConfigManager::MAP_NAME))) {
		startupErrorMessage("Failed to load map");
		return;
	}

	std::cout << ">> Initializing gamestate" << std::endl;
	g_game.setGameState(GAME_STATE_INIT);

	// Tibia protocols
	services->add<ProtocolGame>(g_config.getNumber(ConfigManager::GAME_PORT));
	services->add<ProtocolLogin>(g_config.getNumber(ConfigManager::LOGIN_PORT));

	// OT protocols
	services->add<ProtocolStatus>(g_config.getNumber(ConfigManager::STATUS_PORT));

	int32_t autoSaveEachMinutes = g_config.getNumber(ConfigManager::AUTO_SAVE_EACH_MINUTES);
	if (autoSaveEachMinutes > 0) {
		g_scheduler.addEvent(createSchedulerTask(autoSaveEachMinutes * 1000 * 60, boost::bind(&Game::autoSave, &g_game)));
	}

	if (g_config.getBoolean(ConfigManager::SERVERSAVE_ENABLED)) {
		int32_t serverSaveHour = g_config.getNumber(ConfigManager::SERVERSAVE_H);
		if (serverSaveHour >= 0 && serverSaveHour <= 24) {
			time_t timeNow = time(nullptr);
			tm* timeinfo = localtime(&timeNow);

			if (serverSaveHour == 0) {
				serverSaveHour = 23;
			} else {
				serverSaveHour--;
			}

			timeinfo->tm_hour = serverSaveHour;
			timeinfo->tm_min = 55;
			timeinfo->tm_sec = 0;

			double difference = difftime(mktime(timeinfo), timeNow);
			if (difference < 0) {
				difference += 86400;
			}
			g_scheduler.addEvent(createSchedulerTask(difference * 1000, boost::bind(&Game::prepareServerSave, &g_game)));
		}
	}

	Houses::getInstance().payHouses();
	IOLoginData::getInstance()->updateHouseOwners();
	g_npcs.reload();

	std::cout << ">> Loaded all modules, server starting up..." << std::endl;

	std::pair<uint32_t, uint32_t> IpNetMask;
	IpNetMask.first = inet_addr("127.0.0.1");
	IpNetMask.second = 0xFFFFFFFF;
	serverIPs.push_back(IpNetMask);

	char szHostName[128];
	if (gethostname(szHostName, 128) == 0) {
		hostent* he = gethostbyname(szHostName);
		if (he) {
			unsigned char** addr = (unsigned char**)he->h_addr_list;
			while (addr[0] != nullptr) {
				IpNetMask.first = *(uint32_t*)(*addr);
				IpNetMask.second = 0xFFFFFFFF;
				serverIPs.push_back(IpNetMask);
				addr++;
			}
		}
	}

	std::string ip = g_config.getString(ConfigManager::IP);

	uint32_t resolvedIp = inet_addr(ip.c_str());
	if (resolvedIp == INADDR_NONE) {
		struct hostent* he = gethostbyname(ip.c_str());
		if (!he) {
			std::ostringstream ss;
			ss << "ERROR: Cannot resolve " << ip << "!" << std::endl;
			startupErrorMessage(ss.str());
			return;
		}
		resolvedIp = *(uint32_t*)he->h_addr;
	}

	IpNetMask.first = resolvedIp;
	IpNetMask.second = 0;
	serverIPs.push_back(IpNetMask);

#if !defined(WIN32) && !defined(__ROOT_PERMISSION__)
	if (getuid() == 0 || geteuid() == 0) {
		std::cout << "> WARNING: " << STATUS_SERVER_NAME << " has been executed as root user, it is recommended to execute is as a normal user." << std::endl;
	}
#endif

	g_game.start(services);
	g_game.setGameState(GAME_STATE_NORMAL);
	g_loaderSignal.notify_all();
}