mt-multiserver-proxy/config.go

292 lines
6.3 KiB
Go
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package proxy
import (
"encoding/json"
"fmt"
"log"
"os"
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"sync"
)
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const (
defaultCmdPrefix = ">"
defaultSendInterval = 0.09
defaultUserLimit = 10
defaultAuthBackend = "files"
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defaultTelnetAddr = "[::1]:40010"
defaultBindAddr = ":40000"
defaultListInterval = 300
)
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var config Config
var configMu sync.RWMutex
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var loadConfigOnce sync.Once
type Server struct {
Addr string
MediaPool string
Fallbacks []string
dynamic bool
}
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// A Config contains information from the configuration file
// that affects the way the proxy works.
type Config struct {
NoPlugins bool
CmdPrefix string
RequirePasswd bool
SendInterval float32
UserLimit int
AuthBackend string
NoTelnet bool
TelnetAddr string
BindAddr string
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Servers map[string]Server
ForceDefaultSrv bool
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FallbackServers []string
CSMRF struct {
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NoCSMs bool
ChatMsgs bool
ItemDefs bool
NodeDefs bool
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NoLimitMapRange bool
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PlayerList bool
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}
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MapRange uint32
DropCSMRF bool
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Groups map[string][]string
UserGroups map[string]string
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List struct {
Enable bool
Addr string
Interval int
Name string
Desc string
URL string
Creative bool
Dmg bool
PvP bool
Game string
FarNames bool
Mods []string
}
}
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// Conf returns a copy of the Config used by the proxy.
// Any modifications will not affect the original Config.
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func Conf() Config {
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loadConfigOnce.Do(func() {
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if err := LoadConfig(); err != nil {
log.Fatal(err)
}
})
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configMu.RLock()
defer configMu.RUnlock()
return config
}
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// PoolServers returns all media pools and their member servers.
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func PoolServers() map[string]map[string]Server {
pools := make(map[string]map[string]Server)
for name, srv := range Conf().Servers {
if pools[srv.MediaPool] == nil {
pools[srv.MediaPool] = make(map[string]Server)
}
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pools[srv.MediaPool][name] = srv
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}
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return pools
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}
// AddServer dynamically configures a new Server at runtime.
// Servers added in this way are ephemeral and will be lost
// when the proxy shuts down.
// The server must be part of a media pool with at least one
// other member. At least one of the other members always
// needs to be reachable.
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// WARNING: Reloading the config will not overwrite servers
// added using this function. The server definition from the
// configuration file will silently be ignored.
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func AddServer(name string, s Server) bool {
configMu.Lock()
defer configMu.Unlock()
s.dynamic = true
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if _, ok := config.Servers[name]; ok {
return false
}
var poolMembers bool
for _, srv := range config.Servers {
if srv.MediaPool == s.MediaPool {
poolMembers = true
}
}
if !poolMembers {
return false
}
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config.Servers[name] = s
return true
}
// RmServer deletes a Server from the Config at runtime.
// Only servers added using AddServer can be deleted at runtime.
// Returns true on success or if the server doesn't exist.
func RmServer(name string) bool {
configMu.Lock()
defer configMu.Unlock()
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s, ok := config.Servers[name]
if !ok {
return true
}
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if !s.dynamic {
return false
}
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// Can't remove server if players are connected to it
for cc := range Clts() {
if cc.ServerName() == name {
return false
}
}
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delete(config.Servers, name)
return true
}
// DefaultServerInfo returns both the name of the default server
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// and information about it. The return values are uninitialized
// if no servers exist.
func (cnf Config) DefaultServerInfo() (string, Server) {
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for name, srv := range Conf().Servers {
return name, srv
}
// No servers are configured.
return "", Server{}
}
// DefaultServerName returns the name of the default server.
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// If no servers exist it returns an empty string.
func (cnf Config) DefaultServerName() string {
name, _ := cnf.DefaultServerInfo()
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return name
}
// DefaultServer returns information about the default server.
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// If no servers exist the returned struct will be uninitialized.
// This is a faster shortcut for Config.Servers[Config.DefaultServerName()].
// You should thus only use this method or the DefaultServerInfo method.
func (cnf Config) DefaultServer() Server {
_, srv := cnf.DefaultServerInfo()
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return srv
}
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// FallbackServers returns a slice of server names that
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// a server can fall back to.
func FallbackServers(server string) []string {
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conf := Conf()
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srv, ok := conf.Servers[server]
if !ok {
return nil
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}
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fallbacks := srv.Fallbacks
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// global fallbacks
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if len(conf.FallbackServers) == 0 {
if len(conf.Servers) == 0 {
return fallbacks
}
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return append(fallbacks, conf.DefaultServerName())
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} else {
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return append(fallbacks, conf.FallbackServers...)
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}
}
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// LoadConfig attempts to parse the configuration file.
// It leaves the config unchanged if there is an error
// and returns the error.
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func LoadConfig() error {
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configMu.Lock()
defer configMu.Unlock()
oldConf := config
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config.CmdPrefix = defaultCmdPrefix
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config.SendInterval = defaultSendInterval
config.UserLimit = defaultUserLimit
config.AuthBackend = defaultAuthBackend
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config.TelnetAddr = defaultTelnetAddr
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config.BindAddr = defaultBindAddr
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config.FallbackServers = make([]string, 0)
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config.Groups = make(map[string][]string)
config.UserGroups = make(map[string]string)
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config.List.Interval = defaultListInterval
f, err := os.OpenFile(Path("config.json"), os.O_RDWR|os.O_CREATE, 0666)
if err != nil {
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config = oldConf
return err
}
defer f.Close()
if fi, _ := f.Stat(); fi.Size() == 0 {
f.WriteString("{\n\t\n}\n")
f.Seek(0, os.SEEK_SET)
}
decoder := json.NewDecoder(f)
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if err := decoder.Decode(&config); err != nil {
config = oldConf
return err
}
// Dynamic servers shouldn't be deleted silently.
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for name, srv := range oldConf.Servers {
if srv.dynamic {
if _, ok := config.Servers[name]; ok {
config = oldConf
return fmt.Errorf("duplicate server %s", name)
}
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config.Servers[name] = srv
} else {
if _, ok := config.Servers[name]; ok {
continue
}
for cc := range Clts() {
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if cc.ServerName() == name {
config = oldConf
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return fmt.Errorf("can't delete server %s with players", name)
}
}
}
}
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for name, srv := range config.Servers {
if srv.MediaPool == "" {
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s := config.Servers[name]
s.MediaPool = name
config.Servers[name] = s
}
}
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log.Print("load config")
return nil
}