260 lines
5.5 KiB
C
260 lines
5.5 KiB
C
#include <glib.h>
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#include <gio/gio.h>
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#ifdef HAVE_CONFIG_H
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#include "config.h"
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#endif
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#include "wmud_types.h"
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#include "main.h"
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#include "networking.h"
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#include "interpreter.h"
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#include "db.h"
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struct {
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char *file;
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int line;
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} debug_context_loc = {NULL, 0};
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GMainContext *game_context;
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guint32 elapsed_seconds = 0;
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guint32 elapsed_cycle = 0;
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GRand *main_rand = NULL;
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GQuark WMUD_CONFIG_ERROR = 0;
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GQuark WMUD_DB_ERROR = 0;
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guint port = 0;
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gchar *database_file = NULL;
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gchar *admin_email = NULL;
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/* rl_sec_elapsed()
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*
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* This function keeps track of elapsed real-world time. It is inaccurate by
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* design, but it doesn't actually matter.
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*/
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gboolean
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rl_sec_elapsed(gpointer user_data)
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{
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elapsed_seconds++;
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if (elapsed_seconds == G_MAXUINT32)
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{
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elapsed_seconds = 0;
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elapsed_cycle++;
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}
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if (elapsed_seconds % 30 == 0)
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{
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g_log(G_LOG_DOMAIN, G_LOG_LEVEL_MESSAGE, "Heartbeat");
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}
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return TRUE;
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}
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#ifdef DEBUG
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void
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/* debug_context()
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*
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* This function keeps track of the code flow in some way. It can help with
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* debugging, as during a SIGSEGV or such signal this will print out the last
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* place of DebugContext in the code.
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*/
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debug_context(char *file, int line)
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{
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if (debug_context_loc.file != NULL)
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g_free(debug_context_loc.file);
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debug_context_loc.file = g_strdup(file);
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debug_context_loc.line = line;
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}
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#define DebugContext debug_context(__FILE__, __LINE__)
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#else
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#define DebugContext
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#endif
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void
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wmud_type_init(void)
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{
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WMUD_CONFIG_ERROR = g_quark_from_string("wmud_config_error");
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WMUD_DB_ERROR = g_quark_from_string("wmud_db_error");
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}
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gboolean
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wmud_config_init(GError **err)
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{
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GString *config_file = g_string_new(WMUD_CONFDIR);
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GKeyFile *config;
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GError *in_err = NULL;
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g_string_append(config_file, "/wmud.conf");
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config = g_key_file_new();
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/* TODO: Error checking */
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g_key_file_load_from_file(config, config_file->str, 0, &in_err);
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if (!g_key_file_has_group(config, "global"))
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{
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g_set_error(err, WMUD_CONFIG_ERROR, WMUD_CONFIG_ERROR_NOGLOBAL, "Config file (%s) does not contain a [global] group", config_file->str);
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g_key_file_free(config);
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g_string_free(config_file, TRUE);
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return FALSE;
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}
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g_clear_error(&in_err);
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port = g_key_file_get_integer(config, "global", "port", &in_err);
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if (in_err)
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{
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if (g_error_matches(in_err, G_KEY_FILE_ERROR, G_KEY_FILE_ERROR_KEY_NOT_FOUND))
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{
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port = DEFAULT_PORT;
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}
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else if (g_error_matches(in_err, G_KEY_FILE_ERROR, G_KEY_FILE_ERROR_INVALID_VALUE))
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{
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g_set_error(err, WMUD_CONFIG_ERROR, WMUD_CONFIG_ERROR_BADPORT, "Config file (%s) contains an invalid port number", config_file->str);
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g_key_file_free(config);
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g_string_free(config_file, TRUE);
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port = 0;
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return FALSE;
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}
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return FALSE;
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}
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g_clear_error(&in_err);
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database_file = g_key_file_get_string(config, "global", "world file", &in_err);
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if (in_err)
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{
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if (g_error_matches(in_err, G_KEY_FILE_ERROR, G_KEY_FILE_ERROR_KEY_NOT_FOUND))
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{
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g_set_error(err, WMUD_CONFIG_ERROR, WMUD_CONFIG_ERROR_NOWORLD, "Config file (%s) does not contain a world file path", config_file->str);
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g_key_file_free(config);
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g_string_free(config_file, TRUE);
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database_file = NULL;
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return FALSE;
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}
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}
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g_clear_error(&in_err);
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admin_email = g_key_file_get_string(config, "global", "admin email", &in_err);
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if (in_err)
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{
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if (g_error_matches(in_err, G_KEY_FILE_ERROR, G_KEY_FILE_ERROR_KEY_NOT_FOUND))
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{
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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);
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g_key_file_free(config);
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g_string_free(config_file, TRUE);
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admin_email = NULL;
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return FALSE;
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}
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}
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g_key_file_free(config);
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g_string_free(config_file, TRUE);
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return TRUE;
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}
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gpointer
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game_thread_func(GMainLoop *game_loop)
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{
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/* Run the game loop */
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g_main_loop_run(game_loop);
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return NULL;
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}
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int
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main(int argc, char **argv)
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{
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GMainLoop *game_loop;
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GSource *timeout_source;
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guint timeout_id;
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GError *err = NULL;
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GThread *game_thread;
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/* Initialize the thread and type system */
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g_thread_init(NULL);
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g_type_init();
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wmud_type_init();
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/* TODO: Command line parsing */
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/* Initialize random number generator */
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main_rand = g_rand_new();
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/* Create the game context and main loop */
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game_context = g_main_context_new();
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game_loop = g_main_loop_new(game_context, FALSE);
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/* Create the timeout source which keeps track of elapsed real-world
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* time */
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timeout_source = g_timeout_source_new(1000);
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g_source_set_callback(timeout_source, rl_sec_elapsed, NULL, NULL);
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timeout_id = g_source_attach(timeout_source, game_context);
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g_source_unref(timeout_source);
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/* TODO: Create signal handlers! */
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if (!wmud_config_init(&err))
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{
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if (err)
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{
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g_critical("Config file parsing error: %s", err->message);
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}
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else
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{
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g_critical("Config file parsing error!");
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}
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return 1;
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}
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g_assert(port != 0);
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g_assert(database_file != NULL);
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g_clear_error(&err);
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if (!wmud_db_init(&err))
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{
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if (err)
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{
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g_critical("Database initialization error: %s", err->message);
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}
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else
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{
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g_critical("Database initialization error!");
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}
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return 1;
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}
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g_clear_error(&err);
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if (!wmud_networking_init(port, &err))
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{
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if (err)
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{
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g_critical("Database initialization error: %s", err->message);
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}
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else
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{
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g_critical("Database initialization error!");
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}
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return 1;
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}
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g_clear_error(&err);
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wmud_db_players_load(&err);
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/* Initialization ends here */
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g_clear_error(&err);
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game_thread = g_thread_create((GThreadFunc)game_thread_func, game_loop, TRUE, &err);
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/* Initialize other threads here */
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g_thread_join(game_thread);
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return 0;
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}
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