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#include <string>
#include <iostream>
#include <SDL.h>
#include <stdlib.h>
#ifdef _WIN32
#include <windows.h>
#endif
#include "Game/GameServer.h"
#include "Game/GameSetup.h"
#include "Game/ClientSetup.h"
#include "Game/GameData.h"
#include "FileSystem/FileSystemHandler.h"
#include "System/FileSystem/ArchiveScanner.h"
#include "System/FileSystem/VFSHandler.h"
#include "System/FileSystem/FileHandler.h"
#include "System/ConfigHandler.h"
#include "System/Exceptions.h"
#include "System/UnsyncedRNG.h"
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 > 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;
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("maps/" + gameSetup->mapName);
if (!f.FileExists()) {
vfsHandler->AddMapArchiveWithDeps(gameSetup->mapName, false);
}
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();
ConfigHandler::Deallocate();
#ifdef _WIN32
}
catch (const std::exception& err)
{
std::cout << "Exception raised: " << err.what() << std::endl;
return 1;
}
#endif
return 0;
}
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