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