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#![allow(incomplete_features)]
#![feature(const_generics)]
#![feature(maybe_uninit_extra)]
#![feature(const_in_array_repeat_expressions)]
mod common;
mod entity;
mod patch;
mod login;
mod ship;
use std::time::SystemTime;
use log::{info};
use patch::patch::{PatchServerState, generate_patch_tree, load_config, load_motd};
use login::login::LoginServerState;
use login::character::CharacterServerState;
use ship::ship::ShipServerState;
use entity::account::{NewUserAccountEntity, NewUserSettingsEntity};
use entity::gateway::{EntityGateway, InMemoryGateway};
use entity::character::NewCharacterEntity;
use entity::item::{NewItemEntity, ItemDetail, ItemLocation};
use crate::entity::item;
fn setup_logger() {
let colors = fern::colors::ColoredLevelConfig::new()
.error(fern::colors::Color::Red)
.warn(fern::colors::Color::Yellow)
.info(fern::colors::Color::Green)
.debug(fern::colors::Color::White)
.trace(fern::colors::Color::BrightBlack);
let stdio = fern::Dispatch::new()
.level(log::LevelFilter::Debug)
.format(move |out, message, record| {
out.finish(format_args!(
"\x1B[{}m[{}][{}][{}] {}\x1B[0m",
colors.get_color(&record.level()).to_fg_str(),
chrono::Local::now().format("%Y-%m-%d %H:%M:%S"),
record.target(),
record.level(),
message,
))
})
.chain(std::io::stdout());
let fileout = fern::Dispatch::new()
.level(log::LevelFilter::Trace)
.chain(fern::log_file(format!("elseware-{}.log", chrono::Local::now().format("%Y-%m-%d_%H:%M:%S"))).unwrap());
fern::Dispatch::new()
.chain(stdio)
.chain(fileout)
.apply().unwrap();
}
fn main() {
setup_logger();
let mut entity_gateway = InMemoryGateway::new();
for i in 0..5 {
let mut fake_user = NewUserAccountEntity {
username: if i == 0 { "hi".to_string() } else { format!("hi{}", i+1) },
password: bcrypt::hash("qwer", 5).unwrap(),
guildcard: i + 1,
team_id: None,
banned: false,
muted_until: SystemTime::now(),
created_at: SystemTime::now(),
flags: 0,
};
let fake_user = entity_gateway.create_user(fake_user).unwrap();
entity_gateway.create_user_settings(NewUserSettingsEntity::new(fake_user.id));
let mut character = NewCharacterEntity::new(fake_user.id);
character.name = format!("Test Char {}", i*2);
entity_gateway.create_character(character);
let mut character = NewCharacterEntity::new(fake_user.id);
character.slot = 2;
character.name = "\tE12345678".into();
character.exp = 80000000;
let character = entity_gateway.create_character(character).unwrap();
entity_gateway.create_item(
NewItemEntity {
item: ItemDetail::Weapon(
item::weapon::Weapon {
weapon: item::weapon::WeaponType::Handgun,
grind: 5,
special: Some(item::weapon::WeaponSpecial::Hell),
attrs: [Some(item::weapon::WeaponAttribute{attr: item::weapon::Attribute::Hit, value: 100}),
None,
None,],
tekked: true,
}
),
location: ItemLocation::Inventory {
character_id: character.id,
index: 0,
equipped: true,
}
});
}
async_std::task::block_on(async move {
let thread_entity_gateway = entity_gateway.clone();
let patch = async_std::task::spawn(async {
info!("[patch] starting server");
let patch_config = load_config();
let patch_motd = load_motd();
let (patch_file_tree, patch_file_lookup) = generate_patch_tree(patch_config.path.as_str());
let patch_state = PatchServerState::new(patch_file_tree, patch_file_lookup, patch_motd);
crate::common::mainloop::mainloop_async(patch_state, patch_config.port).await;
});
let thread_entity_gateway = entity_gateway.clone();
let auth = async_std::task::spawn(async {
info!("[auth] starting server");
let auth_state = LoginServerState::new(thread_entity_gateway);
common::mainloop::mainloop_async(auth_state, login::login::LOGIN_PORT).await;
});
let thread_entity_gateway = entity_gateway.clone();
let character = async_std::task::spawn(async {
info!("[character] starting server");
let char_state = CharacterServerState::new(thread_entity_gateway);
common::mainloop::mainloop_async(char_state, login::character::CHARACTER_PORT).await;
});
let thread_entity_gateway = entity_gateway.clone();
let ship = async_std::task::spawn(async {
info!("[ship] starting server");
let ship_state = ShipServerState::new(thread_entity_gateway);
common::mainloop::mainloop_async(ship_state, ship::ship::SHIP_PORT).await;
});
futures::join!(patch, auth, character, ship);
});
}