// Cyphesis Online RPG Server and AI Engine #include // Copyright (C) 2001 Alistair Riddoch // // 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, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #include "ClientConnection.h" #include "PossessionClient.h" #include "rulesets/Python_API.h" #include "rulesets/PythonScriptFactory.h" #include "common/sockets.h" #include "common/Inheritance.h" #include "common/SystemTime.h" #include "common/system.h" #include "common/RuleTraversalTask.h" #define _GLIBCXX_USE_NANOSLEEP 1 #include #include #include #include using Atlas::Message::MapType; using Atlas::Objects::Root; using Atlas::Objects::Operation::Login; using Atlas::Objects::Operation::Logout; using Atlas::Objects::Operation::Create; using Atlas::Objects::Entity::RootEntity; using Atlas::Objects::Entity::Anonymous; static void usage(const char* prgname) { std::cout << "usage: " << prgname << " [ local_socket_path ]" << std::endl << std::flush; } STRING_OPTION(server, "localhost", "aiclient", "serverhost", "Hostname of the server to connect to"); STRING_OPTION(account, "", "aiclient", "account", "Account name to use to authenticate to the server"); STRING_OPTION(password, "", "aiclient", "password", "Password to use to authenticate to the server"); static bool debug_flag = false; static int tryToConnect(PossessionClient& possessionClient) { if (possessionClient.connectLocal(client_socket_name) == 0) { log(INFO, String::compose("Connected to server at %1.", client_socket_name)); Root systemAccountResponse = possessionClient.createSystemAccount(); if (!systemAccountResponse.isValid()) { return -2; } if (!systemAccountResponse->hasAttrFlag(Atlas::Objects::ID_FLAG)) { std::cerr << "ERROR: Logged in, but account has no id" << std::endl << std::flush; } else { int rulesCounter = 0; log(INFO, "Requesting rules from server"); std::function inheritenceFn = [&](const Atlas::Objects::Root& root) -> bool { Inheritance::instance().addChild(root); rulesCounter++; return true; }; possessionClient.runTask(new RuleTraversalTask(systemAccountResponse->getId(), inheritenceFn), "game_entity"); possessionClient.pollUntilTaskComplete(); log(INFO, String::compose("Completed receiving %1 rules from server", rulesCounter)); possessionClient.createAccount(systemAccountResponse->getId()); } return 0; } else { return -1; } } int main(int argc, char** argv) { //Kill ourselves if our parent is killed. prctl(PR_SET_PDEATHSIG, SIGTERM); interactive_signals(); int config_status = loadConfig(argc, argv, USAGE_AICLIENT); if (config_status < 0) { if (config_status == CONFIG_VERSION) { reportVersion(argv[0]); return 0; } else if (config_status == CONFIG_HELP) { showUsage(argv[0], USAGE_AICLIENT, "[ local_socket_path ]"); return 0; } else if (config_status != CONFIG_ERROR) { log(ERROR, "Unknown error reading configuration."); } // Fatal error loading config file return 1; } int optind = config_status; assert(optind <= argc); if (optind == (argc - 1)) { std::string arg(argv[optind]); } else if (optind != argc) { usage(argv[0]); return 1; } boost::asio::io_service io_service; FileSystemObserver file_system_observer(io_service); AssetsManager assets_manager(file_system_observer); assets_manager.init(); init_python_api(ruleset_name, false); observe_python_directories(io_service, assets_manager); SystemTime time{}; time.update(); AwareMindFactory mindFactory; // MindFactory mindFactory; // AwareMindFactory awareMindFactory; //TODO: perhaps don't hardcode this; instead allowing for different classes for different minds? std::string script_package = "mind.NPCMind"; std::string script_class = "NPCMind"; if (mindFactory.m_scriptFactory != nullptr) { if (mindFactory.m_scriptFactory->package() != script_package) { delete mindFactory.m_scriptFactory; mindFactory.m_scriptFactory = nullptr; } } if (mindFactory.m_scriptFactory == nullptr) { auto* psf = new PythonScriptFactory(script_package, script_class); if (psf->setup() == 0) { log(INFO, String::compose("Initialized mind code with Python class %1.%2.", script_package, script_class)); mindFactory.m_scriptFactory = psf; } else { log(ERROR, String::compose("Python class \"%1.%2\" failed to load", script_package, script_class)); delete psf; } } std::unique_ptr possessionClient(new PossessionClient(mindFactory)); python_reload_scripts.connect([&]() { mindFactory.m_scriptFactory->refreshClass(); if (possessionClient) { auto& minds = possessionClient->getMinds(); for (auto& entry : minds) { auto entity = entry.second; //First store all thoughts Atlas::Objects::Operation::Think think; think->setArgs1(Atlas::Objects::Operation::Get()); OpVector res; entity->operation(think, res); mindFactory.m_scriptFactory->addScript(entity); //After updating the script restore all thoughts OpVector ignoresRes; for (auto& op : res) { entity->operation(op, ignoresRes); } } } }); log(INFO, "Trying to connect to server."); while (tryToConnect(*possessionClient) != 0 && !exit_flag) { std::this_thread::sleep_for(std::chrono::milliseconds(100)); } while (!exit_flag) { try { double secondsUntilNextOp = possessionClient->secondsUntilNextOp(); boost::posix_time::microseconds waitTime((long long) (secondsUntilNextOp * 1000000)); //Handle file system changes io_service.poll(); int netResult = possessionClient->pollOne(waitTime); if (netResult >= 0) { //As long as we're connected we'll keep on processing minds possessionClient->idle(); possessionClient->markQueueAsClean(); } else if (!exit_flag) { log(ERROR, "Disconnected from server; will try to reconnect every one second."); //We're disconnected. We'll now enter a loop where we'll try to reconnect at an interval. //First we need to shut down the current client. Perhaps we could find a way to persist the minds in a better way? possessionClient.reset(); possessionClient.reset(new PossessionClient(mindFactory)); while (tryToConnect(*possessionClient) != 0 && !exit_flag) { std::this_thread::sleep_for(std::chrono::milliseconds(1000)); } } // It is hoped that commonly thrown exception, particularly // exceptions that can be caused by external influences // should be caught close to where they are thrown. If // an exception makes it here then it should be debugged. } catch (const std::exception& e) { log(ERROR, String::compose("Exception caught in main(): %1", e.what())); } catch (...) { log(ERROR, "Exception caught in main()"); } } log(INFO, "Shutting down."); }