0d4b0b2279
- $ann implemented - concurrency removed; server is now single-threaded, event-driven and much more stable - rare seed is no longer the game id; ids are sequential from server startup so they weren't random at all before - supports dropping privileges; now you can run it as root so it can open a sockets on low ports, then it will switch to the given user before serving any traffic - newserv now behaves like a proxy if you run it with the --proxy-destination=<IP_OR_HOSTNAME> argument; there's also an (invisible) shell in this mode where you can inject commands to the server or client. e.g. it can always be christmas in the lobby if you do `sc DA 01 00 00` - increased the mtu on PSODolphinConfig's tap0 configuration; this seems to make the connection more stable - fixed some uninitialized memory bugs - the shell is now event-driven and now uses libevent too; unfortunately this means readline doesn't work anymore (no history and vim-like shortcuts) - made network command display consistent for input vs. output (the header appears in both cases now) - fixed bugs in some subcommand handling (the BB logic was being applied to non-BB clients erroneously, causing most item drops not to work at all) - fixed player tags in the short lobby data struct. unclear if this was actually a problem but it was inconsistent with other servers - fixed "unused" field in game join command (actually it appears to be disable_udp and should be 1, not 0) - cleaned up Server abstraction a bit - rewrote some text functions; asan was complaining about the built-in ones for some reason - added an optional welcome message
34 lines
926 B
C++
34 lines
926 B
C++
#pragma once
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#include <event2/event.h>
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#include <memory>
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#include <unordered_map>
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#include <string>
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#include <set>
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class DNSServer {
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public:
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DNSServer(std::shared_ptr<struct event_base> base,
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uint32_t local_connect_address, uint32_t external_connect_address);
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DNSServer(const DNSServer&) = delete;
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DNSServer(DNSServer&&) = delete;
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virtual ~DNSServer();
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void listen(const std::string& socket_path);
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void listen(const std::string& addr, int port);
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void listen(int port);
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void add_socket(int fd);
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private:
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std::shared_ptr<struct event_base> base;
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std::unordered_map<int, std::unique_ptr<struct event, void(*)(struct event*)>> fd_to_receive_event;
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uint32_t local_connect_address;
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uint32_t external_connect_address;
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static void dispatch_on_receive_message(evutil_socket_t fd, short events,
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void* ctx);
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void on_receive_message(int fd, short event);
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};
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