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/*
* Original work: Copyright (c) 2014, Oculus VR, Inc.
* All rights reserved.
*
* This source code is licensed under the BSD-style license found in the
* RakNet License.txt file in the licenses directory of this source tree. An additional grant
* of patent rights can be found in the RakNet Patents.txt file in the same directory.
*
*
* Modified work: Copyright (c) 2016-2017, SLikeSoft UG (haftungsbeschränkt)
*
* This source code was modified by SLikeSoft. Modifications are licensed under the MIT-style
* license found in the license.txt file in the root directory of this source tree.
*/
#include "CloudServerHelper.h"
#include "slikenet/MessageIdentifiers.h"
#include "slikenet/BitStream.h"
#include "slikenet/FullyConnectedMesh2.h"
#include "slikenet/TwoWayAuthentication.h"
#include "slikenet/CloudClient.h"
#include "slikenet/DynDNS.h"
#include "slikenet/peerinterface.h"
#include "slikenet/sleep.h"
#include "slikenet/ConnectionGraph2.h"
int main(int argc, char **argv)
{
// Used to update DNS
SLNet::DynDNS dynDNS;
SLNet::CloudServerHelper_DynDns cloudServerHelper(&dynDNS);
if (!cloudServerHelper.ParseCommandLineParameters(argc, argv))
return 1;
// ---- RAKPEER -----
SLNet::RakPeerInterface *rakPeer;
rakPeer= SLNet::RakPeerInterface::GetInstance();
// ---- PLUGINS -----
// Used to load balance clients, allow for client to client discovery
SLNet::CloudServer cloudServer;
// Used to update the local cloudServer
SLNet::CloudClient cloudClient;
// Used to determine the host of the server fully connected mesh, as well as to connect servers automatically
SLNet::FullyConnectedMesh2 fullyConnectedMesh2;
// Used for servers to verify each other - otherwise any system could pose as a server
// Could also be used to verify and restrict clients if paired with the MessageFilter plugin
SLNet::TwoWayAuthentication twoWayAuthentication;
// Used to tell servers about each other
SLNet::ConnectionGraph2 connectionGraph2;
rakPeer->AttachPlugin(&cloudServer);
rakPeer->AttachPlugin(&cloudClient);
rakPeer->AttachPlugin(&fullyConnectedMesh2);
rakPeer->AttachPlugin(&twoWayAuthentication);
rakPeer->AttachPlugin(&connectionGraph2);
if (!cloudServerHelper.StartRakPeer(rakPeer))
return 1;
SLNet::CloudServerHelperFilter sampleFilter; // Keeps clients from updating stuff to the server they are not supposed to
sampleFilter.serverGuid=rakPeer->GetMyGUID();
cloudServerHelper.SetupPlugins(&cloudServer, &sampleFilter, &cloudClient, &fullyConnectedMesh2, &twoWayAuthentication,&connectionGraph2, cloudServerHelper.serverToServerPassword);
int ret;
do
{
ret = cloudServerHelper.JoinCloud(rakPeer, &cloudServer, &cloudClient, &fullyConnectedMesh2, &twoWayAuthentication, &connectionGraph2, dynDNS.GetMyPublicIP());
} while (ret==2);
if (ret==1)
return 1;
// Should now be connect to the cloud, using authentication and FullyConnectedMesh2
printf("Running.\n");
SLNet::Packet *packet;
for(;;)
{
for (packet=rakPeer->Receive(); packet; rakPeer->DeallocatePacket(packet), packet=rakPeer->Receive())
{
cloudServerHelper.OnPacket(packet, rakPeer, &cloudClient, &cloudServer, &fullyConnectedMesh2, &twoWayAuthentication, &connectionGraph2);
}
// Update() returns false on DNS update failure
if (!cloudServerHelper.Update())
break;
// Any additional server processing beyond hosting the CloudServer can go here
RakSleep(30);
}
SLNet::RakPeerInterface::DestroyInstance(rakPeer);
return 0;
}