F4MP/codigos originales/tiltedcode/Code/server/main.cpp

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#include "GameServer.h"
#include <common/GameServerInstance.h>
#ifdef _WIN32
#define GS_EXPORT __declspec(dllexport)
#else
#define GS_EXPORT __attribute__((visibility("default")))
#endif
namespace
{
constexpr char kBuildTag[]{BUILD_BRANCH "@" BUILD_COMMIT};
} // namespace
struct GameServerInstance final : IGameServerInstance
{
GameServerInstance(Console::ConsoleRegistry& aConsole)
: m_gameServer(aConsole)
{
}
// to make sure our dtor is called.
~GameServerInstance() override = default;
// Inherited via IGameServerInstance
bool Initialize() override;
void Shutdown() override;
bool IsListening() override;
bool IsRunning() override;
void Update() override;
private:
GameServer m_gameServer;
};
bool GameServerInstance::Initialize()
{
m_gameServer.Initialize();
return true;
}
void GameServerInstance::Shutdown()
{
m_gameServer.Kill();
}
bool GameServerInstance::IsListening()
{
return m_gameServer.IsListening();
}
bool GameServerInstance::IsRunning()
{
return m_gameServer.IsRunning();
}
void GameServerInstance::Update()
{
m_gameServer.Update();
}
// NOTE(Vince): For now we use this to compare the dll to the server.
GS_EXPORT const char* GetBuildTag()
{
return kBuildTag;
}
GS_EXPORT bool CheckBuildTag(const char* apBuildTag)
{
return std::strcmp(apBuildTag, kBuildTag) == 0;
}
GS_EXPORT UniquePtr<IGameServerInstance> CreateGameServer(Console::ConsoleRegistry& aConReg, const std::function<void()>& aCallback)
{
BASE_ASSERT(aCallback, "CreateGameServer(): Callback was not provided");
// register static variables before they become available to the server
aConReg.BindStaticItems();
// this is a special callback to notify the runner once all settings become available
aCallback();
return TiltedPhoques::CastUnique<IGameServerInstance>(TiltedPhoques::MakeUnique<GameServerInstance>(aConReg));
}
// cxx symbol
// These two are windows specific implementation details, since all symbols & insances are private there, so we must hand over
// the control.
// if not compiling with -fvisibility=hidden, hide these
GS_EXPORT void SetDefaultLogger(std::shared_ptr<spdlog::logger> aLogger)
{
// #ifdef _WIN32
spdlog::set_default_logger(std::move(aLogger));
// #endif
}
GS_EXPORT void RegisterLogger(std::shared_ptr<spdlog::logger> aLogger)
{
// #ifdef _WIN32
// yes this needs to be here, else the dedirunner dies
spdlog::register_logger(std::move(aLogger));
// #endif
}
#ifdef _WIN32
// Before you think about moving logic in here...
// There are significant limits on what you can safely do in a DLL entry point. See General Best Practices for specific
// Windows APIs that are unsafe to call in DllMain. If you need anything but the simplest initialization then do that in
// an initialization function for the DLL. You can require applications to call the initialization function after
// DllMain has run and before they call any other functions in the DLL.
BOOL WINAPI DllMain(HINSTANCE hinstDLL, DWORD fdwReason, LPVOID lpReserved)
{
switch (fdwReason)
{
case DLL_PROCESS_ATTACH: break;
case DLL_PROCESS_DETACH: break;
}
return TRUE;
}
#endif