Esempio n. 1
0
void CPreGame::StartServer(const std::string& setupscript)
{
	assert(!gameServer);
	ScopedOnceTimer startserver("PreGame::StartServer");
	GameData* startupData = new GameData();
	CGameSetup* setup = new CGameSetup();
	setup->Init(setupscript);

	startupData->SetRandomSeed(static_cast<unsigned>(gu->usRandInt()));

	if (setup->mapName.empty()) {
		throw content_error("No map selected in startscript");
	}

	// We must map the map into VFS this early, because server needs the start positions.
	// Take care that MapInfo isn't loaded here, as map options aren't available to it yet.
	vfsHandler->AddArchiveWithDeps(setup->mapName, false);

	// Loading the start positions executes the map's Lua.
	// This means start positions can NOT be influenced by map options.
	// (Which is OK, since unitsync does not have map options available either.)
	setup->LoadStartPositions();

	const std::string& modArchive = archiveScanner->ArchiveFromName(setup->modName);
	const std::string& mapArchive = archiveScanner->ArchiveFromName(setup->mapName);
	startupData->SetModChecksum(archiveScanner->GetArchiveCompleteChecksum(modArchive));
	startupData->SetMapChecksum(archiveScanner->GetArchiveCompleteChecksum(mapArchive));

	good_fpu_control_registers("before CGameServer creation");
	startupData->SetSetup(setup->gameSetupText);
	gameServer = new CGameServer(settings->hostIP, settings->hostPort, startupData, setup);
	delete startupData;
	gameServer->AddLocalClient(settings->myPlayerName, SpringVersion::GetFull());
	good_fpu_control_registers("after CGameServer creation");
}
Esempio n. 2
0
void CPreGame::StartServer(const std::string& setupscript)
{
	assert(!gameServer);
	GameData* startupData = new GameData();
	CGameSetup* setup = new CGameSetup();
	setup->Init(setupscript);

	startupData->SetRandomSeed(static_cast<unsigned>(gu->usRandInt()));
	if (! setup->mapName.empty())
	{
		// would be better to use MapInfo here, but this doesn't work
		LoadMap(setup->mapName); // map into VFS
		std::string mapDefFile;
		const std::string extension = setup->mapName.substr(setup->mapName.length()-3);
		if (extension == "smf")
			mapDefFile = std::string("maps/")+setup->mapName.substr(0,setup->mapName.find_last_of('.'))+".smd";
		else if(extension == "sm3")
			mapDefFile = string("maps/")+setup->mapName;
		else
			throw std::runtime_error("CPreGame::StartServer(): Unknown extension: " + extension);

		MapParser mp(setup->mapName);
		LuaTable mapRoot = mp.GetRoot();
		const std::string mapWantedScript = mapRoot.GetString("script",     "");
		const std::string scriptFile      = mapRoot.GetString("scriptFile", "");

		if (!mapWantedScript.empty()) {
			setup->scriptName = mapWantedScript;
		}
	}
	// here we now the name of the script to use

	CScriptHandler::SelectScript(setup->scriptName);
	std::string scriptWantedMod;
	scriptWantedMod = CScriptHandler::Instance().chosenScript->GetModName();
	if (!scriptWantedMod.empty()) {
		setup->modName = archiveScanner->ModArchiveToModName(scriptWantedMod);
	}
	LoadMod(setup->modName);

	std::string modArchive = archiveScanner->ModNameToModArchive(setup->modName);
	startupData->SetModChecksum(archiveScanner->GetModChecksum(modArchive));

	std::string mapFromScript = CScriptHandler::Instance().chosenScript->GetMapName();
	if (!mapFromScript.empty() &&  setup->mapName != mapFromScript) {
		//TODO unload old map
		LoadMap(mapFromScript, true);
	}

	startupData->SetMapChecksum(archiveScanner->GetMapChecksum(setup->mapName));
	setup->LoadStartPositions();

	good_fpu_control_registers("before CGameServer creation");
	startupData->SetSetup(setup->gameSetupText);
	gameServer = new CGameServer(settings.get(), false, startupData, setup);
	gameServer->AddLocalClient(settings->myPlayerName, SpringVersion::GetFull());
	good_fpu_control_registers("after CGameServer creation");
}
Esempio n. 3
0
void CPreGame::StartServer(const std::string& setupscript)
{
	assert(!gameServer);
	ScopedOnceTimer startserver("Starting GameServer");
	GameData* startupData = new GameData();
	CGameSetup* setup = new CGameSetup();
	setup->Init(setupscript);

	startupData->SetRandomSeed(static_cast<unsigned>(gu->usRandInt()));
	if (!setup->mapName.empty())
	{
		// would be better to use MapInfo here, but this doesn't work
		LoadMap(setup->mapName); // map into VFS
		const std::string mapWantedScript(mapInfo->GetStringValue("script"));

		if (!mapWantedScript.empty()) {
			setup->scriptName = mapWantedScript;
		}
	}
	else
	{
		throw content_error("No map selected in startscript");
	}

	CScriptHandler::SelectScript(setup->scriptName);
	LoadMod(setup->modName);

	std::string modArchive = archiveScanner->ModNameToModArchive(setup->modName);
	startupData->SetModChecksum(archiveScanner->GetModChecksum(modArchive));

	startupData->SetMapChecksum(archiveScanner->GetMapChecksum(setup->mapName));
	setup->LoadStartPositions();

	good_fpu_control_registers("before CGameServer creation");
	startupData->SetSetup(setup->gameSetupText);
	gameServer = new CGameServer(settings.get(), false, startupData, setup);
	delete startupData;
	gameServer->AddLocalClient(settings->myPlayerName, SpringVersion::GetFull());
	good_fpu_control_registers("after CGameServer creation");
}
Esempio n. 4
0
int main(int argc, char *argv[])
{
#ifdef _WIN32
	try {
#endif
	SDL_Init(SDL_INIT_TIMER);
	std::cout << "If you find any errors, report them to mantis or the forums." << std::endl << std::endl;

	ConfigHandler::Instantiate(); // use the default config file
	FileSystemHandler::Initialize(false);

	CGameServer* server = 0;
	CGameSetup* gameSetup = 0;

	if (argc == 2) {
		const std::string script(argv[1]);
		std::string buf;

		std::cout << "Loading script from file: " << script << std::endl;

		ClientSetup settings;
		CFileHandler fh(argv[1]);

		if (!fh.FileExists())
			throw content_error("script does not exist in given location: " + script);

		if (!fh.LoadStringData(buf))
			throw content_error("script cannot be read: " + script);
		settings.Init(buf);

		gameSetup = new CGameSetup();	// to store the gamedata inside

		if (!gameSetup->Init(buf)) {
			// read the script provided by cmdline
			std::cout << "Failed to load script" << std::endl;
			return 1;
		}

		std::cout << "Starting server..." << std::endl;

		// Create the server, it will run in a separate thread
		GameData data;
		UnsyncedRNG rng;

		rng.Seed(gameSetup->gameSetupText.length());
		rng.Seed(script.length());
		data.SetRandomSeed(rng.RandInt());

		//  Use script provided hashes if they exist
		if (gameSetup->mapHash != 0) {
			data.SetMapChecksum(gameSetup->mapHash);
			gameSetup->LoadStartPositions(false); // reduced mode
		} else {
			data.SetMapChecksum(archiveScanner->GetArchiveCompleteChecksum(gameSetup->mapName));

			CFileHandler f("maps/" + gameSetup->mapName);
			if (!f.FileExists()) {
				vfsHandler->AddArchiveWithDeps(gameSetup->mapName, false);
			}
			gameSetup->LoadStartPositions(); // full mode
		}

		if (gameSetup->modHash != 0) {
			data.SetModChecksum(gameSetup->modHash);
		} else {
			const std::string& modArchive = archiveScanner->ArchiveFromName(gameSetup->modName);
			const unsigned int modCheckSum = archiveScanner->GetArchiveCompleteChecksum(modArchive);
			data.SetModChecksum(modCheckSum);
		}

		data.SetSetup(gameSetup->gameSetupText);
		server = new CGameServer(settings.hostIP, settings.hostPort, &data, gameSetup);

		while (!server->HasFinished()) // check if still running
#ifdef _WIN32
			Sleep(1000);
#else
			sleep(1);	// if so, wait 1  second
#endif
		delete server;	// delete the server after usage
	} else {
		std::cout << "usage: " << argv[0] << " <full_path_to_script>" << std::endl;
	}

	FileSystemHandler::Cleanup();
	ConfigHandler::Deallocate();

#ifdef _WIN32
	} catch (const std::exception& err) {
		std::cout << "Exception raised: " << err.what() << std::endl;
		return 1;
	}
#endif
	return 0;
}
Esempio n. 5
0
void CPreGame::ReadDataFromDemo(const std::string& demoName)
{
	ScopedOnceTimer startserver("Reading demo data");
	assert(!gameServer);
	logOutput.Print("Pre-scanning demo file for game data...");
	CDemoReader scanner(demoName, 0);

	boost::shared_ptr<const RawPacket> buf(scanner.GetData(static_cast<float>(FLT_MAX )));
	while ( buf )
	{
		if (buf->data[0] == NETMSG_GAMEDATA)
		{
			GameData *data = new GameData(boost::shared_ptr<const RawPacket>(buf));

			CGameSetup* demoScript = new CGameSetup();
			if (!demoScript->Init(data->GetSetup()))
			{
				throw content_error("Demo contains incorrect script");
			}

			// modify the startscriptscript so it can be used to watch the demo
			TdfParser script(data->GetSetup().c_str(), data->GetSetup().size());
			TdfParser::TdfSection* tgame = script.GetRootSection()->sections["game"];

			tgame->AddPair("ScriptName", demoScript->scriptName);
			tgame->AddPair("MapName", demoScript->mapName);
			tgame->AddPair("Gametype", demoScript->modName);
			tgame->AddPair("Demofile", demoName);

			for (std::map<std::string, TdfParser::TdfSection*>::iterator it = tgame->sections.begin(); it != tgame->sections.end(); ++it)
			{
				if (it->first.size() > 6 && it->first.substr(0, 6) == "player")
				{
					it->second->AddPair("isfromdemo", 1);
				}
			}


			// add local spectator (and assert we didn't already have MAX_PLAYERS players)
			int myPlayerNum;
			string playerStr;
			for (myPlayerNum = MAX_PLAYERS - 1; myPlayerNum >= 0; --myPlayerNum) {
				char section[50];
				sprintf(section, "game\\player%i", myPlayerNum);
				string s(section);

				if (script.SectionExist(s)) {
					++myPlayerNum;
					sprintf(section, "player%i", myPlayerNum);
					playerStr = std::string(section);
					break;
				}
			}

			assert(!playerStr.empty());


			TdfParser::TdfSection* me = tgame->construct_subsection(playerStr);
			me->AddPair("name", settings->myPlayerName);
			me->AddPair("spectator", 1);
			tgame->AddPair("myplayername", settings->myPlayerName);

			TdfParser::TdfSection* modopts = tgame->construct_subsection("MODOPTIONS");
			modopts->AddPair("MaxSpeed", 20);

			std::ostringstream buf;
			script.print(buf);

			data->SetSetup(buf.str());
			CGameSetup* tempSetup = new CGameSetup();

			if (!tempSetup->Init(buf.str()))
			{
				throw content_error("Demo contains incorrect script");
			}
			logOutput.Print("Starting GameServer");
			good_fpu_control_registers("before CGameServer creation");
			gameServer = new CGameServer(settings.get(), true, data, tempSetup);
			gameServer->AddLocalClient(settings->myPlayerName, SpringVersion::GetFull());
			delete data;
			good_fpu_control_registers("after CGameServer creation");
			logOutput.Print("GameServer started");
			break;
		}

		if (scanner.ReachedEnd())
		{
			throw content_error("End of demo reached and no game data found");
		}
		buf.reset(scanner.GetData(FLT_MAX));
	}

	assert(gameServer);
}
Esempio n. 6
0
int main(int argc, char *argv[])
{
#ifdef _WIN32
	try {
#endif
	std::cout << "If you find any errors, report them to mantis or the forums." << std::endl << std::endl;
	ConfigHandler::Instantiate("");
	FileSystemHandler::Cleanup();
	FileSystemHandler::Initialize(false);
	CGameServer* server = 0;
	CGameSetup* gameSetup = 0;

	if (argc > 1)
	{
		const std::string script(argv[1]);
		std::cout << "Loading script from file: " << script << std::endl;

		ClientSetup settings;
		CFileHandler fh(argv[1]);
		if (!fh.FileExists())
			throw content_error("Setupscript doesn't exists in given location: "+script);

		std::string buf;
		if (!fh.LoadStringData(buf))
			throw content_error("Setupscript cannot be read: "+script);
		settings.Init(buf);

		gameSetup = new CGameSetup();	// to store the gamedata inside
		if (!gameSetup->Init(buf))	// read the script provided by cmdline
		{
			std::cout << "Failed to load script" << std::endl;
			return 1;
		}

		std::cout << "Starting server..." << std::endl;
		// Create the server, it will run in a separate thread
		GameData* data = new GameData();
		UnsyncedRNG rng;
		rng.Seed(gameSetup->gameSetupText.length());
		rng.Seed(script.length());
		data->SetRandomSeed(rng.RandInt());

		//  Use script provided hashes if they exist
		if (gameSetup->mapHash != 0)
		{
			data->SetMapChecksum(gameSetup->mapHash);
			gameSetup->LoadStartPositions(false); // reduced mode
		}
		else
		{
			data->SetMapChecksum(archiveScanner->GetMapChecksum(gameSetup->mapName));

			CFileHandler* f = new CFileHandler("maps/" + gameSetup->mapName);
			if (!f->FileExists()) {
				std::vector<std::string> ars = archiveScanner->GetArchivesForMap(gameSetup->mapName);
				if (ars.empty()) {
					throw content_error("Couldn't find any archives for map '" + gameSetup->mapName + "'.");
				}
				for (std::vector<std::string>::iterator i = ars.begin(); i != ars.end(); ++i) {
					if (!vfsHandler->AddArchive(*i, false)) {
						throw content_error("Couldn't load archive '" + *i + "' for map '" + gameSetup->mapName + "'.");
					}
				}
			}
			delete f;
			gameSetup->LoadStartPositions(); // full mode
		}

		if (gameSetup->modHash != 0) {
			data->SetModChecksum(gameSetup->modHash);
		} else {
			const std::string modArchive = archiveScanner->ModNameToModArchive(gameSetup->modName);
			data->SetModChecksum(archiveScanner->GetModChecksum(modArchive));
		}

		data->SetSetup(gameSetup->gameSetupText);
		server = new CGameServer(&settings, false, data, gameSetup);

		while (!server->HasFinished()) // check if still running
#ifdef _WIN32
			Sleep(1000);
#else
			sleep(1);	// if so, wait 1  second
#endif
		delete server;	// delete the server after usage
	}
	else
	{
		std::cout << "usage: spring-dedicated <full_path_to_script>" << std::endl;
	}

	FileSystemHandler::Cleanup();

#ifdef _WIN32
	}
	catch (const std::exception& err)
	{
		std::cout << "Exception raised: " << err.what() << std::endl;
		return 1;
	}
#endif
	return 0;
}