wmud/wmud/main.c

254 lines
5.3 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"
#include "game.h"
#include "configuration.h"
#include "world.h"
#include "menu.h"
#include "texts.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};
/**
* 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, and space to avoid misunderstanding in the
* random generated passwords */
while (!g_ascii_isprint(c) || (c == '$') || (c == ' ') || (c == '\t'))
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)
{
}
void
wmud_logger(const gchar *log_domain, GLogLevelFlags log_level, const gchar *message, gpointer user_data)
{
switch (log_level)
{
case G_LOG_LEVEL_DEBUG:
/* Log debug messages only if we are compiled with
* debug support. The code below actually doesn't
* require it, it's just a conceptional thing. */
#ifdef DEBUG
g_print("DEBUG: %s\n", message);
#endif
break;
case G_LOG_LEVEL_MESSAGE:
g_print("MESSAGE: %s\n", message);
break;
case G_LOG_LEVEL_INFO:
g_print("INFO: %s\n", message);
break;
case G_LOG_LEVEL_WARNING:
g_print("WARNING: %s\n", message);
break;
default:
g_print("UNKNOWN LEVEL %03d: %s\n", log_level, message);
break;
}
}
/**
* 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)
{
GError *err = NULL;
GThread *game_thread;
GMainContext *game_context;
GSList *game_menu;
g_log_set_handler(G_LOG_DOMAIN, G_LOG_LEVEL_MASK , wmud_logger, NULL);
/* Initialize the thread and type system */
g_thread_init(NULL);
g_type_init();
wmud_type_init();
/* TODO: Command line parsing */
/* TODO: Create signal handlers! */
if (!wmud_config_init(&active_config, &err))
{
if (err)
{
g_critical("Config file parsing error: %s", err->message);
}
else
{
g_critical("Config file parsing error!");
}
return 1;
}
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);
wmud_db_load_players(&err);
if (!wmud_world_load(&err))
{
/* TODO: Send some kind of an error? */
return 1;
}
if (!wmud_menu_init(&game_menu))
{
g_log(G_LOG_DOMAIN, G_LOG_LEVEL_CRITICAL, "An error occured during menu loading.");
return 1;
}
wmud_texts_init();
/* Non-thread initialization ends here */
wmud_game_init(&game_thread, &game_context);
g_clear_error(&err);
if (!wmud_networking_init(active_config->port, game_context, game_menu, &err))
{
if (err)
{
g_critical("Database initialization error: %s", err->message);
}
else
{
g_critical("Database initialization error: unknown error!");
}
return 1;
}
wmud_maintenance_init();
/* Initialize other threads here */
g_thread_join(game_thread);
return 0;
}