/***************************************************************************** * Dedicated server *****************************************************************************/ static bool run_dedicated_server(const GameParams &game_params, const Settings &cmd_args) { DSTACK("Dedicated server branch"); verbosestream << _("Using world path") << " [" << game_params.world_path << "]" << std::endl; verbosestream << _("Using gameid") << " [" << game_params.game_spec.id << "]" << std::endl; // Bind address std::string bind_str = g_settings->get("bind_address"); Address bind_addr(0, 0, 0, 0, game_params.socket_port); if (g_settings->getBool("ipv6_server")) { bind_addr.setAddress((IPv6AddressBytes*) NULL); } try { bind_addr.Resolve(bind_str.c_str()); } catch (ResolveError &e) { infostream << "Resolving bind address \"" << bind_str << "\" failed: " << e.what() << " -- Listening on all addresses." << std::endl; } if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) { errorstream << "Unable to listen on " << bind_addr.serializeString() << L" because IPv6 is disabled" << std::endl; return false; } // Database migration if (cmd_args.exists("migrate")) return migrate_database(game_params, cmd_args); try { // Create server Server server(game_params.world_path, game_params.game_spec, false, bind_addr.isIPv6()); server.start(bind_addr); // Run server bool &kill = *porting::signal_handler_killstatus(); dedicated_server_loop(server, kill); } catch (const ModError &e) { errorstream << "ModError: " << e.what() << std::endl; return false; } catch (const ServerError &e) { errorstream << "ServerError: " << e.what() << std::endl; return false; } return true; }
/***************************************************************************** * Dedicated server *****************************************************************************/ static bool run_dedicated_server(const GameParams &game_params, const Settings &cmd_args) { DSTACK("Dedicated server branch"); verbosestream << _("Using world path") << " [" << game_params.world_path << "]" << std::endl; verbosestream << _("Using gameid") << " [" << game_params.game_spec.id << "]" << std::endl; // Bind address std::string bind_str = g_settings->get("bind_address"); Address bind_addr(0, 0, 0, 0, game_params.socket_port); if (g_settings->getBool("ipv6_server")) { bind_addr.setAddress(in6addr_any); } try { if (!bind_str.empty()) bind_addr.Resolve(bind_str.c_str()); } catch (ResolveError &e) { infostream << "Resolving bind address \"" << bind_str << "\" failed: " << e.what() << " -- Listening on all addresses." << std::endl; } if (bind_addr.isIPv6() && !g_settings->getBool("enable_ipv6")) { errorstream << "Unable to listen on " << bind_addr.serializeString() << L" because IPv6 is disabled" << std::endl; return false; } // Database migration if (cmd_args.exists("migrate")) return migrate_database(game_params, cmd_args); if (cmd_args.exists("terminal")) { #if USE_CURSES bool name_ok = true; std::string admin_nick = g_settings->get("name"); name_ok = name_ok && !admin_nick.empty(); name_ok = name_ok && string_allowed(admin_nick, PLAYERNAME_ALLOWED_CHARS); if (!name_ok) { if (admin_nick.empty()) { errorstream << "No name given for admin. " << "Please check your minetest.conf that it " << "contains a 'name = ' to your main admin account." << std::endl; } else { errorstream << "Name for admin '" << admin_nick << "' is not valid. " << "Please check that it only contains allowed characters. " << "Valid characters are: " << PLAYERNAME_ALLOWED_CHARS_USER_EXPL << std::endl; } return false; } ChatInterface iface; bool &kill = *porting::signal_handler_killstatus(); try { // Create server Server server(game_params.world_path, game_params.game_spec, false, bind_addr.isIPv6(), &iface); g_term_console.setup(&iface, &kill, admin_nick); g_term_console.start(); server.start(bind_addr); // Run server dedicated_server_loop(server, kill); } catch (const ModError &e) { g_term_console.stopAndWaitforThread(); errorstream << "ModError: " << e.what() << std::endl; return false; } catch (const ServerError &e) { g_term_console.stopAndWaitforThread(); errorstream << "ServerError: " << e.what() << std::endl; return false; } // Tell the console to stop, and wait for it to finish, // only then leave context and free iface g_term_console.stop(); g_term_console.wait(); g_term_console.clearKillStatus(); } else { #else errorstream << "Cmd arg --terminal passed, but " << "compiled without ncurses. Ignoring." << std::endl; } { #endif try { // Create server Server server(game_params.world_path, game_params.game_spec, false, bind_addr.isIPv6()); server.start(bind_addr); int autoexit_ = 0; cmd_args.getS32NoEx("autoexit", autoexit_); server.m_autoexit = autoexit_; // Run server bool &kill = *porting::signal_handler_killstatus(); dedicated_server_loop(server, kill); } catch (const ModError &e) { errorstream << "ModError: " << e.what() << std::endl; return false; } catch (const ServerError &e) { errorstream << "ServerError: " << e.what() << std::endl; return false; } } return true; }