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/*
Copyright (C) 2003 Matthias Braun <matze@braunis.de>
This program 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 2 of the License, or
(at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "Scripts/ScriptManager.hpp"
#include "lua5.1/lua.hpp"
#ifdef WIN32
#include <windows.h>
#else
#include <sys/types.h>
#include <unistd.h>
#endif
#include <fstream>
#include <sstream>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <ctype.h>
#include <signal.h>
#include "SDL.h"
#include <optionmm/command_line.hpp>
#include "Util/Log.hpp"
//#include "Util/Exception.hpp"
#include "Util/FileSystem.hpp"
#include "Network/NetworkManager.hpp"
#include "Interfaces/BaseGameManager.hpp"
#include "Interfaces/GameConfig.hpp"
#include "Interfaces/DedicatedGameManager.hpp"
#include "Interfaces/BotGameManager.hpp"
#include "Interfaces/PlayerGameManager.hpp"
#include "Core/NetworkGlobals.hpp"
#include "Scripts/ScriptManager.hpp"
#include "2D/Palette.hpp"
#ifndef PACKAGE_VERSION
#define PACKAGE_VERSION "testing"
#endif
//---------------------------------------------------------------------------
static std::string pidfile;
void shutdown()
{
#ifndef WIN32
if(pidfile != "") {
unlink(pidfile.c_str());
}
#endif
SDL_Quit();
if(gameconfig)
gameconfig->saveConfig();
LOGGER.closeLogFile();
filesystem::shutdown();
}
#ifndef WIN32
void signalhandler(int signum)
{
// set signal handler back to default
signal(signum, SIG_DFL);
const char* sigtype;
switch(signum) {
case SIGINT: sigtype = "SIGINT"; break;
case SIGHUP: sigtype = "SIGHUP"; break;
case SIGTERM: sigtype = "SIGTERM"; break;
case SIGFPE: sigtype = "SIGFPE"; break;
case SIGILL: sigtype = "SIGILL"; break;
case SIGSEGV: sigtype = "SIGSEGV"; break;
case SIGBUS: sigtype = "SIGBUS"; break;
case SIGABRT: sigtype = "SIGABRT"; break;
case SIGTRAP: sigtype = "SIGTRAP"; break;
case SIGSYS: sigtype = "SIGSYS"; break;
default: sigtype = "UNKNOWN"; break;
}
std::cerr << "Received signal " << sigtype << "(" << signum << ")"
<< std::endl << "aborting and trying to shutdown." << std::endl;
shutdown();
raise(signum);
}
#endif
//-----------------------------------------------------------------
BaseGameManager *initialise(int argc, char** argv)
{
#if !defined(WIN32) && !defined(DEBUG)
// Install signal handlers for a clean shutdown
signal(SIGILL, signalhandler);
signal(SIGINT, signalhandler);
signal(SIGHUP, signalhandler);
signal(SIGTERM, signalhandler);
signal(SIGFPE, signalhandler);
signal(SIGSEGV, signalhandler);
signal(SIGBUS, signalhandler);
signal(SIGABRT, signalhandler);
signal(SIGTRAP, signalhandler);
signal(SIGSYS, signalhandler);
#endif
#if !defined(WIN32)
signal(SIGPIPE, SIG_IGN);
#endif
// Parse commandline
using namespace optionmm;
command_line commandline("NetPanzer", PACKAGE_VERSION,
"Copyright(c) 1998 Pyrosoft Inc. and nepanzer-devel team", "",
argc, argv);
option<std::string, true, false> connect_option('c', "connect",
"Connect to the specified netpanzer server", "");
commandline.add(&connect_option);
bool_option dedicated_option('d', "dedicated", "Run as dedicated server", false);
commandline.add(&dedicated_option);
option<std::string, true, false> bot_option('b', "bot", "Connect as bot to specific server", "");
commandline.add(&bot_option);
bool_option need_password(0, "password", "Ask for password when connecting, only useful on quick connect", false);
commandline.add(&need_password);
option<int> port_option('p', "port", "Run server on specific port", 0);
commandline.add(&port_option);
bool_option debug_option('g', "debug", "Enable debug output", false);
commandline.add(&debug_option);
option<std::string, true, false> master_server_option('\0', "master_server", "Use 'none' if you dont want to use the master server", "");
commandline.add(&master_server_option);
option<std::string, true, false> game_config_option(0, "game_config",
"Which config file should be used (only files inside config directory)",
"");
commandline.add(&game_config_option);
option<bool, false, false> protocol_option('\0', "protocol",
"Show version of network protocol", false);
commandline.add(&protocol_option);
option<std::string, true, false> pidfile_option(0, "pidfile",
"Create a pidfile at the specified location", "");
commandline.add(&pidfile_option);
if(!commandline.process() || commandline.help() || commandline.version())
exit(0);
if(protocol_option.value()) {
std::cout << (int) NETPANZER_PROTOCOL_VERSION << std::endl;
exit(0);
}
if (debug_option.value()) {
LOGGER.setLogLevel(Logger::LEVEL_DEBUG);
LOGGER.debug("debug option enabled");
} else if (dedicated_option.value()) {
LOGGER.setLogLevel(Logger::LEVEL_INFO);
}
// Initialize SDL (we have to start the video subsystem as well so that
// the eventloop is started, otherwise we'll have problems in dedicated
// server)
if (SDL_Init(SDL_INIT_NOPARACHUTE | SDL_INIT_TIMER) < 0) {
fprintf(stderr, "SDL_Init error: %s.\n", SDL_GetError());
exit(1);
}
SDL_EnableUNICODE(1);
// Initialize libphysfs
try {
filesystem::initialize(argv[0], "netpanzer", "netpanzer");
} catch(std::exception& e) {
fprintf(stderr, "%s", e.what());
shutdown();
exit(1);
}
#ifdef NP_DATADIR
try {
filesystem::addToSearchPath(NP_DATADIR);
} catch(...)
{ }
#endif
#ifdef __APPLE__
// Mac OS X puts the data files into NetPanzer.app/Contents/Resources
try {
std::ostringstream dir;
dir << PHYSFS_getBaseDir() << "/NetPanzer.app/Contents/Resources/";
filesystem::addToSearchPath(dir.str().c_str());
} catch(...)
{ }
#endif
if(dedicated_option.value())
LOGGER.openLogFile("server");
else if(bot_option.value().size() > 0)
LOGGER.openLogFile("bot");
else
LOGGER.openLogFile("netpanzer");
#ifdef WIN32
// SDL redirects stdout and stderr to 2 textfiles, better open a new console
// for the dedicated server and the bot
if(dedicated_option.value() || bot_option.value().size() > 0) {
AllocConsole();
freopen("CON", "w", stdout);
freopen("CON", "w", stderr);
freopen("CON", "r", stdin);
}
#endif
// Initialize random number generator
srand(time(0));
// the STL functions in gcc3 seem to use the 48er versions of the random
// generator instead of the default libc one, so we have todo a double srand
// :-/
#ifdef __USE_SVID
srand48(time(0));
#endif
// create a pidfile
pidfile = pidfile_option.value();
#ifndef WIN32
if(pidfile != "") {
std::ofstream out(pidfile.c_str());
if(!out.good()) {
fprintf(stderr, "Couldn't create pidfile '%s'.\n", pidfile.c_str());
shutdown();
exit(1);
}
out << getpid() << std::endl;
out.close();
}
#else
if(pidfile != "") {
fprintf(stderr, "Pidfiles not supported on win32.\n");
}
#endif
BaseGameManager *manager;
// finally initialize the game objects
try {
if (dedicated_option.value()) {
manager = new DedicatedGameManager();
}
else if (bot_option.value().size() > 0) {
manager = new BotGameManager(bot_option.value());
} else {
manager = new PlayerGameManager();
}
manager->initialize(game_config_option.value());
// gameconfig exists now...
if(connect_option.value() != "") {
std::string connecthost = connect_option.value();
if(connecthost.find("netpanzer://") == 0) {
connecthost = connecthost.substr(12, connecthost.size()-12);
std::string::size_type p = connecthost.find("/");
if(p != std::string::npos) {
if ( connecthost[p+1] == 'p' )
{
gameconfig->needPassword = true;
}
connecthost = connecthost.substr(0, p);
}
}
if ( need_password.value() )
{
gameconfig->needPassword = true;
}
gameconfig->serverConnect = connecthost;
gameconfig->quickConnect = true;
}
if (master_server_option.value().size() > 0) {
if (master_server_option.value() == "none") {
*GameConfig::server_masterservers = "";
}
else {
*GameConfig::server_masterservers = master_server_option.value();
}
}
if ( port_option.value() )
{
GameConfig::server_port=port_option.value();
}
return manager;
} catch(std::exception& e) {
LOGGER.warning("Couldn't initialize the game: %s", e.what());
shutdown();
exit(1);
}
}
//-----------------------------------------------------------------
int netpanzer_main(int argc, char** argv)
{
network::NetworkManager::initialize();
ScriptManager::initialize();
//ScriptManager::runStr("LuaInitialize","print('Lua is working just fine');");
BaseGameManager *manager = initialise(argc, argv);
ScriptManager::runFile("unused","scripts/initialize.lua");
// we'll catch every exception here, to be sure the user gets at least
// a usefull error message and SDL has a chance to shutdown...
try {
if (manager->launchNetPanzerGame()) {
while(manager->mainLoop())
;
}
manager->shutdown();
delete manager;
LOGGER.info("successfull shutdown.");
shutdown();
}
// in debug mode we want the exception to abort, so that we have the original
// stack backtrace
#if !defined(DEBUG) || defined(WIN32)
catch(std::exception& e) {
LOGGER.warning("An unexpected exception occured: '%s'\nShutdown needed.",
e.what());
shutdown();
return 1;
} catch(...) {
LOGGER.warning("An unexpected exception occured.\nShutdown needed.");
shutdown();
return 1;
}
#else
catch(const float dummy) {
}
#endif
ScriptManager::close();
network::NetworkManager::cleanUp();
return 0;
}
// XXX these tweaks are need for SDL on win32
extern "C" {
int main(int argc, char** argv)
{
return netpanzer_main(argc, argv);
}
}
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