/
server.go
665 lines (548 loc) · 14.3 KB
/
server.go
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package mcc
import (
"encoding/json"
"errors"
"io/ioutil"
"log"
"math/rand"
"net"
"net/http"
"net/url"
"strconv"
"strings"
"sync"
"time"
)
const (
ServerSoftware = "go-mcc"
UpdateInterval = 50 * time.Millisecond
HeartbeatInterval = 45 * time.Second
SaveInterval = 5 * time.Minute
)
// Config is used to configure a server.
type Config struct {
Port int `json:"server-port"`
Name string `json:"server-name"`
MOTD string `json:"motd"`
Verify bool `json:"verify-names"`
Public bool `json:"public"`
MaxPlayers int `json:"max-players"`
Heartbeat string `json:"heartbeat,omitempty"`
MainLevel string `json:"main-level"`
}
// Plugin is the interface that must be implemented by all plugins.
type Plugin interface {
Name() string
Enable(*Server)
Disable(*Server)
}
// Server represents a game server.
type Server struct {
Config *Config
MainLevel *Level
URL string
Colors []ColorDesc
Hotkeys []HotkeyDesc
playerCount int32
salt [16]byte
commands map[string]*Command
commandsLock sync.RWMutex
handlers map[int][]EventHandler
handlersLock sync.RWMutex
generators map[string]GeneratorFunc
generatorsLock sync.RWMutex
storage LevelStorage
levels []*Level
levelsLock sync.RWMutex
entities []*Entity
entitiesLock sync.RWMutex
players []*Player
playersLock sync.RWMutex
plugins []Plugin
pluginsLock sync.RWMutex
listener net.Listener
stopChan chan bool
updateTicker *time.Ticker
heartbeatTicker *time.Ticker
saveTicker *time.Ticker
}
// NewServer returns a new Server.
func NewServer(config *Config, storage LevelStorage) *Server {
server := &Server{
Config: config,
commands: make(map[string]*Command),
handlers: make(map[int][]EventHandler),
generators: make(map[string]GeneratorFunc),
storage: storage,
stopChan: make(chan bool),
}
server.generateSalt()
server.generators["flat"] = NewFlatGenerator
mainLevel, err := server.LoadLevel(config.MainLevel)
if err != nil {
log.Printf("Main level not found.\n")
mainLevel = NewLevel(config.MainLevel, 128, 64, 128)
if mainLevel == nil {
return nil
}
NewFlatGenerator().Generate(mainLevel)
server.AddLevel(mainLevel)
}
server.MainLevel = mainLevel
return server
}
// Start starts the server.
// When the server is stopped, wg will be notified.
func (server *Server) Start(wg *sync.WaitGroup) (err error) {
addr := net.TCPAddr{Port: server.Config.Port}
if server.listener, err = net.ListenTCP("tcp", &addr); err != nil {
return
}
go server.run(wg)
return
}
// Stop stops the server, disconnects all clients, disables all plugins and
// unloads all levels.
func (server *Server) Stop() {
server.listener.Close()
server.stopChan <- true
}
// BroadcastMessage broadcasts a message to all players.
func (server *Server) BroadcastMessage(message string) {
log.Println(message)
server.ForEachPlayer(func(player *Player) {
player.SendMessage(message)
})
}
// AddLevel adds level to the server.
func (server *Server) AddLevel(level *Level) {
if level.server != nil {
return
}
server.levelsLock.Lock()
server.levels = append(server.levels, level)
server.levelsLock.Unlock()
level.server = server
event := EventLevelLoad{level}
server.FireEvent(EventTypeLevelLoad, &event)
}
// RemoveLevel removes level from the server.
// All players in level will be moved to the main level.
func (server *Server) RemoveLevel(level *Level) {
if level.server != server {
return
}
server.levelsLock.Lock()
defer server.levelsLock.Unlock()
index := -1
for i, l := range server.levels {
if l == level {
index = i
break
}
}
if index == -1 {
return
}
if server.MainLevel == level {
server.MainLevel = nil
}
level.ForEachPlayer(func(player *Player) {
player.TeleportLevel(server.MainLevel)
})
level.server = nil
server.levels[index] = server.levels[len(server.levels)-1]
server.levels[len(server.levels)-1] = nil
server.levels = server.levels[:len(server.levels)-1]
event := EventLevelUnload{level}
server.FireEvent(EventTypeLevelUnload, &event)
}
// FindLevel returns the level with the specified name.
func (server *Server) FindLevel(name string) *Level {
server.levelsLock.RLock()
defer server.levelsLock.RUnlock()
for _, level := range server.levels {
if level.Name == name {
return level
}
}
return nil
}
// ForEachLevel calls fn for each level.
func (server *Server) ForEachLevel(fn func(*Level)) {
server.levelsLock.RLock()
for _, level := range server.levels {
fn(level)
}
server.levelsLock.RUnlock()
}
// LoadLevel attempts to load the level with the specified name.
func (server *Server) LoadLevel(name string) (*Level, error) {
level := server.FindLevel(name)
if level != nil {
return level, nil
}
if server.storage == nil {
return nil, errors.New("server: no level storage")
}
level, err := server.storage.Load(name)
if err != nil {
return nil, err
}
server.AddLevel(level)
return level, nil
}
// SaveLevel saves level.
func (server *Server) SaveLevel(level *Level) {
if server.storage == nil || !level.Dirty {
return
}
event := EventLevelSave{level}
server.FireEvent(EventTypeLevelSave, &event)
err := server.storage.Save(level)
if err != nil {
log.Printf("SaveLevel: %s\n", err.Error())
}
}
// UnloadLevel saves and removes level from the server.
// All players in level will be moved to the main level.
func (server *Server) UnloadLevel(level *Level) {
server.SaveLevel(level)
server.RemoveLevel(level)
}
// AddEntity adds entity to the server.
// It returns true on success, or false if the server is full.
func (server *Server) AddEntity(entity *Entity) bool {
server.entitiesLock.Lock()
defer server.entitiesLock.Unlock()
entity.id = server.generateID()
if entity.id == 0xff {
return false
}
server.entities = append(server.entities, entity)
server.ForEachPlayer(func(player *Player) {
player.sendAddPlayerList(entity)
})
return true
}
// RemoveEntity removes entity from the server.
func (server *Server) RemoveEntity(entity *Entity) {
server.entitiesLock.Lock()
defer server.entitiesLock.Unlock()
index := -1
for i, e := range server.entities {
if e == entity {
index = i
break
}
}
if index == -1 {
return
}
server.entities[index] = server.entities[len(server.entities)-1]
server.entities[len(server.entities)-1] = nil
server.entities = server.entities[:len(server.entities)-1]
server.ForEachPlayer(func(player *Player) {
player.sendRemovePlayerList(entity)
})
}
// FindEntity returns the entity with the specified name.
func (server *Server) FindEntity(name string) *Entity {
server.entitiesLock.RLock()
defer server.entitiesLock.RUnlock()
for _, entity := range server.entities {
if entity.name == name {
return entity
}
}
return nil
}
// FindEntityByID returns the entity with the specified ID.
func (server *Server) FindEntityByID(id byte) *Entity {
server.entitiesLock.RLock()
defer server.entitiesLock.RUnlock()
for _, entity := range server.entities {
if entity.id == id {
return entity
}
}
return nil
}
// ForEachEntity calls fn for each entity.
func (server *Server) ForEachEntity(fn func(*Entity)) {
server.entitiesLock.RLock()
for _, entity := range server.entities {
fn(entity)
}
server.entitiesLock.RUnlock()
}
// AddPlayer adds player to the server.
func (server *Server) AddPlayer(player *Player) {
server.playersLock.Lock()
server.players = append(server.players, player)
server.playersLock.Unlock()
}
// RemovePlayer removes player from the server.
func (server *Server) RemovePlayer(player *Player) {
server.playersLock.Lock()
defer server.playersLock.Unlock()
index := -1
for i, p := range server.players {
if p == player {
index = i
break
}
}
if index == -1 {
return
}
server.players[index] = server.players[len(server.players)-1]
server.players[len(server.players)-1] = nil
server.players = server.players[:len(server.players)-1]
}
// FindPlayer returns the player with the specified name.
func (server *Server) FindPlayer(name string) *Player {
server.playersLock.RLock()
defer server.playersLock.RUnlock()
for _, player := range server.players {
if player.name == name {
return player
}
}
return nil
}
// ForEachPlayer calls fn for each player.
func (server *Server) ForEachPlayer(fn func(*Player)) {
server.playersLock.RLock()
for _, player := range server.players {
fn(player)
}
server.playersLock.RUnlock()
}
// AddCommand registers the specified command.
func (server *Server) AddCommand(command *Command) {
server.commandsLock.Lock()
server.commands[command.Name] = command
server.commandsLock.Unlock()
}
// Findcommand returns the command with the specified name.
func (server *Server) FindCommand(name string) *Command {
server.commandsLock.RLock()
defer server.commandsLock.RUnlock()
for _, command := range server.commands {
if command.Name == name {
return command
}
}
return nil
}
// ForEachCommand calls fn for each command.
func (server *Server) ForEachCommand(fn func(*Command)) {
server.commandsLock.RLock()
for _, command := range server.commands {
fn(command)
}
server.commandsLock.RUnlock()
}
// ExecuteCommand executes the command specified by message, if it exists.
func (server *Server) ExecuteCommand(sender CommandSender, message string) {
args := strings.SplitN(message, " ", 2)
if len(args) == 0 {
return
}
server.commandsLock.RLock()
command := server.commands[args[0]]
server.commandsLock.RUnlock()
if command == nil {
sender.SendMessage("Unknown command!")
return
}
if len(args) == 2 {
message = args[1]
} else {
message = ""
}
event := EventCommand{
sender, command, message,
sender.CanExecute(command),
}
server.FireEvent(EventTypeCommand, &event)
if !event.Allow {
sender.SendMessage("You do not have permission to execute this command!")
return
}
go command.Handler(sender, command, message)
}
// AddHandler registers a handler for the specified event type.
func (server *Server) AddHandler(eventType int, handler EventHandler) {
server.handlersLock.Lock()
server.handlers[eventType] = append(server.handlers[eventType], handler)
server.handlersLock.Unlock()
}
// FireEvent dispatches event to the server.
func (server *Server) FireEvent(eventType int, event interface{}) {
server.handlersLock.RLock()
for _, handler := range server.handlers[eventType] {
handler(eventType, event)
}
server.handlersLock.RUnlock()
}
// AddGenerator registers a level generator.
func (server *Server) AddGenerator(name string, fn GeneratorFunc) {
server.generatorsLock.Lock()
server.generators[name] = fn
server.generatorsLock.Unlock()
}
// NewGenerator returns a new generator with the specified options.
func (server *Server) NewGenerator(name string, args ...string) Generator {
server.generatorsLock.RLock()
defer server.generatorsLock.RUnlock()
if fn := server.generators[name]; fn != nil {
return fn(args...)
}
return nil
}
// AddPlugin registers and enables plugin.
func (server *Server) AddPlugin(plugin Plugin) {
server.pluginsLock.Lock()
server.plugins = append(server.plugins, plugin)
server.pluginsLock.Unlock()
plugin.Enable(server)
}
func (server *Server) generateSalt() {
const charset = "abcdefghijklmnopqrstuvwxyz" +
"ABCDEFGHIJKLMNOPQRSTUVWXYZ" +
"0123456789"
for i := range server.salt {
server.salt[i] = charset[rand.Intn(len(charset))]
}
}
func (server *Server) generateID() byte {
for id := byte(0); id < 0xff; id++ {
free := true
for _, entity := range server.entities {
if entity.id == id {
free = false
break
}
}
if free {
return id
}
}
return 0xff
}
func (server *Server) run(wg *sync.WaitGroup) {
wg.Add(1)
server.updateTicker = time.NewTicker(UpdateInterval)
go func() {
for range server.updateTicker.C {
server.ForEachEntity(func(entity *Entity) {
entity.update()
})
server.ForEachLevel(func(level *Level) {
level.update()
})
}
}()
if SaveInterval > 0 {
server.saveTicker = time.NewTicker(SaveInterval)
go func() {
for range server.saveTicker.C {
server.ForEachLevel(func(level *Level) {
server.SaveLevel(level)
})
}
}()
}
if HeartbeatInterval > 0 && len(server.Config.Heartbeat) > 0 {
server.heartbeatTicker = time.NewTicker(HeartbeatInterval)
go func() {
server.sendHeartbeat()
for range server.heartbeatTicker.C {
server.sendHeartbeat()
}
}()
}
for {
select {
case <-server.stopChan:
server.updateTicker.Stop()
server.saveTicker.Stop()
if server.heartbeatTicker != nil {
server.heartbeatTicker.Stop()
}
server.playersLock.RLock()
players := make([]*Player, len(server.players))
copy(players, server.players)
server.playersLock.RUnlock()
for _, player := range players {
player.Kick("Server shutting down!")
}
server.levelsLock.Lock()
for _, level := range server.levels {
server.SaveLevel(level)
}
server.levels = nil
server.levelsLock.Unlock()
server.pluginsLock.Lock()
for _, plugin := range server.plugins {
plugin.Disable(server)
}
server.plugins = nil
server.pluginsLock.Unlock()
wg.Done()
return
default:
conn, err := server.listener.Accept()
if err != nil {
continue
}
player := NewPlayer(conn, server)
go player.handle()
}
}
}
func (server *Server) sendHeartbeat() {
form := url.Values{}
form.Add("name", server.Config.Name)
form.Add("port", strconv.Itoa(server.Config.Port))
form.Add("max", strconv.Itoa(server.Config.MaxPlayers))
form.Add("users", strconv.Itoa(int(server.playerCount)))
form.Add("salt", string(server.salt[:]))
form.Add("version", "7")
form.Add("software", ServerSoftware)
if server.Config.Public {
form.Add("public", "True")
} else {
form.Add("public", "False")
}
response, err := http.PostForm(server.Config.Heartbeat, form)
if err != nil {
log.Printf("sendHeartbeat: %s\n", err.Error())
return
}
if response.StatusCode != 200 {
log.Printf("sendHeartbeat: %s\n", response.Status)
return
}
body, err := ioutil.ReadAll(response.Body)
if err != nil {
log.Printf("sendHeartbeat: %s\n", err.Error())
return
}
data := struct {
Status string `json:"status"`
Response string `json:"response"`
Errors [][]string `json:"errors"`
}{}
err = json.Unmarshal(body, &data)
if err != nil {
return
}
if len(data.Errors) > 0 && len(data.Errors[0]) > 0 {
log.Printf("sendHeartbeat: %s\n", data.Errors[0][0])
return
}
server.URL = string(body)
}