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