wmud/src/main.c

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/* wMUD - Yet another MUD codebase by W00d5t0ck
* Copyright (C) 2012 - Gergely POLONKAI
*
* main.c: main and uncategorized functions
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <glib.h>
#include <gio/gio.h>
#ifdef HAVE_CRYPT_H
#include <crypt.h>
#endif
#include "wmud_types.h"
#include "main.h"
#include "networking.h"
#include "interpreter.h"
#include "db.h"
#include "players.h"
struct {
char *file;
int line;
} debug_context_loc = {NULL, 0};
GMainContext *game_context;
guint32 elapsed_seconds = 0;
guint32 elapsed_cycle = 0;
GRand *main_rand = NULL;
GQuark WMUD_CONFIG_ERROR = 0;
GQuark WMUD_DB_ERROR = 0;
guint port = 0;
gchar *database_file = NULL;
gchar *admin_email = NULL;
/* rl_sec_elapsed()
*
* This function keeps track of elapsed real-world time. It is inaccurate by
* design, but it doesn't actually matter.
*/
gboolean
rl_sec_elapsed(gpointer user_data)
{
elapsed_seconds++;
if (elapsed_seconds == G_MAXUINT32)
{
elapsed_seconds = 0;
elapsed_cycle++;
}
if (elapsed_seconds % 30 == 0)
{
g_log(G_LOG_DOMAIN, G_LOG_LEVEL_MESSAGE, "Heartbeat");
}
return TRUE;
}
gchar *
wmud_random_string(gint len)
{
gchar *ret = g_malloc0(len + 1);
gint i;
for (i = 0; i < len; i++)
{
gchar c = 0;
/* Include only printable characters, but exclude $ because of
* salt generation */
while (!g_ascii_isprint(c) || (c == '$'))
c = random_number(1, 127);
ret[i] = c;
}
return ret;
}
void
wmud_maintenance_check_new_players(wmudPlayer *player, gpointer user_data)
{
if (player->cpassword == NULL)
{
gchar *pw,
*salt,
*cpw;
GString *full_salt;
pw = wmud_random_string(8);
salt = wmud_random_string(8);
full_salt = g_string_new("$1$");
g_string_append(full_salt, salt);
cpw = g_strdup(crypt(pw, full_salt->str));
g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Player %s has no"
" password set", player->player_name);
g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "New password will be %s", pw);
player->cpassword = cpw;
/* TODO: Send e-mail about the new password. Upon completion,
* set it in the database */
g_free(pw);
g_free(salt);
g_string_free(full_salt, TRUE);
}
}
gboolean
wmud_maintenance(gpointer user_data)
{
g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Starting maintenance...");
/* Run through the player list, and generate a random password for each
* newly registered player */
g_slist_foreach(players, (GFunc)wmud_maintenance_check_new_players, NULL);
g_log(G_LOG_DOMAIN, G_LOG_LEVEL_DEBUG, "Finished maintenance...");
return TRUE;
}
#ifdef DEBUG
void
/* debug_context()
*
* This function keeps track of the code flow in some way. It can help with
* debugging, as during a SIGSEGV or such signal this will print out the last
* place of DebugContext in the code.
*/
debug_context(char *file, int line)
{
if (debug_context_loc.file != NULL)
g_free(debug_context_loc.file);
debug_context_loc.file = g_strdup(file);
debug_context_loc.line = line;
}
#define DebugContext debug_context(__FILE__, __LINE__)
#else
#define DebugContext
#endif
void
wmud_type_init(void)
{
WMUD_CONFIG_ERROR = g_quark_from_string("wmud_config_error");
WMUD_DB_ERROR = g_quark_from_string("wmud_db_error");
}
gboolean
wmud_config_init(GError **err)
{
GString *config_file = g_string_new(WMUD_CONFDIR);
GKeyFile *config;
GError *in_err = NULL;
g_string_append(config_file, "/wmud.conf");
config = g_key_file_new();
/* TODO: Error checking */
g_key_file_load_from_file(config, config_file->str, 0, &in_err);
if (!g_key_file_has_group(config, "global"))
{
g_set_error(err, WMUD_CONFIG_ERROR, WMUD_CONFIG_ERROR_NOGLOBAL, "Config file (%s) does not contain a [global] group", config_file->str);
g_key_file_free(config);
g_string_free(config_file, TRUE);
return FALSE;
}
g_clear_error(&in_err);
port = g_key_file_get_integer(config, "global", "port", &in_err);
if (in_err)
{
if (g_error_matches(in_err, G_KEY_FILE_ERROR, G_KEY_FILE_ERROR_KEY_NOT_FOUND))
{
port = DEFAULT_PORT;
}
else if (g_error_matches(in_err, G_KEY_FILE_ERROR, G_KEY_FILE_ERROR_INVALID_VALUE))
{
g_set_error(err, WMUD_CONFIG_ERROR, WMUD_CONFIG_ERROR_BADPORT, "Config file (%s) contains an invalid port number", config_file->str);
g_key_file_free(config);
g_string_free(config_file, TRUE);
port = 0;
return FALSE;
}
return FALSE;
}
g_clear_error(&in_err);
database_file = g_key_file_get_string(config, "global", "world file", &in_err);
if (in_err)
{
if (g_error_matches(in_err, G_KEY_FILE_ERROR, G_KEY_FILE_ERROR_KEY_NOT_FOUND))
{
g_set_error(err, WMUD_CONFIG_ERROR, WMUD_CONFIG_ERROR_NOWORLD, "Config file (%s) does not contain a world file path", config_file->str);
g_key_file_free(config);
g_string_free(config_file, TRUE);
database_file = NULL;
return FALSE;
}
}
g_clear_error(&in_err);
admin_email = g_key_file_get_string(config, "global", "admin email", &in_err);
if (in_err)
{
if (g_error_matches(in_err, G_KEY_FILE_ERROR, G_KEY_FILE_ERROR_KEY_NOT_FOUND))
{
g_set_error(err, WMUD_CONFIG_ERROR, WMUD_CONFIG_ERROR_NOEMAIL, "Config file (%s) does not contain an admin e-mail address", config_file->str);
g_key_file_free(config);
g_string_free(config_file, TRUE);
admin_email = NULL;
return FALSE;
}
}
g_key_file_free(config);
g_string_free(config_file, TRUE);
return TRUE;
}
gpointer
game_thread_func(GMainLoop *game_loop)
{
/* Run the game loop */
g_main_loop_run(game_loop);
return NULL;
}
gpointer
maint_thread_func(GMainLoop *maint_loop)
{
g_main_loop_run(maint_loop);
return NULL;
}
int
main(int argc, char **argv)
{
GMainLoop *game_loop;
GSource *timeout_source;
guint timeout_id;
GError *err = NULL;
GThread *game_thread,
*maint_thread;
GMainContext *maint_context;
GMainLoop *maint_loop;
/* Initialize the thread and type system */
g_thread_init(NULL);
g_type_init();
wmud_type_init();
/* TODO: Command line parsing */
/* Initialize random number generator */
main_rand = g_rand_new();
/* Create the game context and main loop */
game_context = g_main_context_new();
game_loop = g_main_loop_new(game_context, FALSE);
/* Create the maintenance context and main loop */
maint_context = g_main_context_new();
maint_loop = g_main_loop_new(maint_context, FALSE);
/* Create the timeout source which keeps track of elapsed real-world
* time */
timeout_source = g_timeout_source_new(1000);
g_source_set_callback(timeout_source, rl_sec_elapsed, NULL, NULL);
timeout_id = g_source_attach(timeout_source, game_context);
g_source_unref(timeout_source);
/* Create the timeout source which will do the maintenance tasks */
timeout_source = g_timeout_source_new_seconds(3);
g_source_set_callback(timeout_source, wmud_maintenance, NULL, NULL);
timeout_id = g_source_attach(timeout_source, maint_context);
g_source_unref(timeout_source);
/* TODO: Create signal handlers! */
if (!wmud_config_init(&err))
{
if (err)
{
g_critical("Config file parsing error: %s", err->message);
}
else
{
g_critical("Config file parsing error!");
}
return 1;
}
g_assert(port != 0);
g_assert(database_file != NULL);
g_clear_error(&err);
if (!wmud_db_init(&err))
{
if (err)
{
g_critical("Database initialization error: %s", err->message);
}
else
{
g_critical("Database initialization error!");
}
return 1;
}
g_clear_error(&err);
if (!wmud_networking_init(port, &err))
{
if (err)
{
g_critical("Database initialization error: %s", err->message);
}
else
{
g_critical("Database initialization error!");
}
return 1;
}
g_clear_error(&err);
wmud_db_players_load(&err);
/* Initialization ends here */
g_clear_error(&err);
game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err);
g_clear_error(&err);
maint_thread = g_thread_create((GThreadFunc)maint_thread_func, maint_loop, FALSE, &err);
/* Initialize other threads here */
g_thread_join(game_thread);
return 0;
}