wmud/src/main.c
Gergely POLONKAI 4b61fc505e Renamed wmud_types.h to wmud-types.h
Signed-off-by: Gergely POLONKAI <polesz@w00d5t0ck.info>
2012-03-25 00:16:14 +01:00

412 lines
8.8 KiB
C

/* 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 "game-networking.h"
#include "interpreter.h"
#include "db.h"
#include "players.h"
#include "maintenance.h"
/**
* SECTION:utils
* @short_description: Utilities and uncategorized functions
* @title: Utility and uncategorized functions
*
*/
/**
* debug_context_loc:
*
* This variable holds the location of the last context marker
*/
struct {
char *file;
int line;
} debug_context_loc = {NULL, 0};
/**
* game_context:
*
* the game thread's main context
*/
GMainContext *game_context;
/**
* elapsed_seconds:
*
* the number of seconds elapsed since game boot. May be inaccurate, as it
* simply gets updated by a timeout function which should run every second
*/
guint32 elapsed_seconds = 0;
/**
* elapsed_cycle:
*
* yes, I'm optimistic. This counter is increased if, for some reason,
* #elapsed_seconds reaches the maximum value
*/
guint32 elapsed_cycle = 0;
/**
* main_rand:
*
* the main random generator
*/
GRand *main_rand = NULL;
/**
* WMUD_CONFIG_ERROR:
*
* the GQuark for the config error GError
*/
GQuark WMUD_CONFIG_ERROR = 0;
/**
* WMUD_DB_ERROR:
*
* the GQuark for the database error GError
*/
GQuark WMUD_DB_ERROR = 0;
/**
* port:
*
* the port number to listen on
*/
guint port = 0;
/**
* database_file:
*
* the filename of the world database
*/
gchar *database_file = NULL;
/**
* admin_email:
*
* e-mail address of the MUD's administrator
*/
gchar *admin_email = NULL;
/**
* rl_sec_elapsed:
* @user_data: non-used pointer to callback's user data
*
* 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;
}
/**
* wmud_random_string:
* @len: the desired length of the generated random string
*
* Generates a random string of %len characters.
*/
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;
}
#ifdef DEBUG
void
/**
* debug_context:
* @file: the source file name, where the context marker was found
* @line: the line number where the context marker was found
*
* 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.
*
* THIS FUNCTION SHOULD NEVER BE CALLED DIRECTLY!
*/
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;
}
/**
* DebugContext:
*
* Marks the current line of the source file with a context marker. Deadly
* signals should print the place of the last marker.
*/
#define DebugContext debug_context(__FILE__, __LINE__)
#else
#define DebugContext
#endif
/**
* wmud_type_init:
*
* Initializes the wMUD types.
*/
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");
}
/**
* wmud_config_init:
* @err: The GError in which the config handling status should be returned
*
* Parses the default configuration file, and sets different variables
* according to it.
*
* Return value: %TRUE if parsing was successful. %FALSE otherwise.
*/
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;
}
/**
* game_thread_func:
* @game_loop: the main loop to be associated with the game thread
*
* The game thread's main function.
*
* Return value: This function always returns %NULL.
*/
gpointer
game_thread_func(GMainLoop *game_loop)
{
/* Run the game loop */
g_main_loop_run(game_loop);
return NULL;
}
/**
* main:
* @argc: The number of arguments on the command line
* @argv: The command line arguments themselves
*
* The Main Function (TM)
*/
int
main(int argc, char **argv)
{
GMainLoop *game_loop;
GSource *timeout_source;
GError *err = NULL;
GThread *game_thread;
/* 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 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);
g_source_attach(timeout_source, game_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);
wmud_maintenance_init();
/* Initialize other threads here */
g_thread_join(game_thread);
return 0;
}